Two bugs, both of them the adapter drifting from what the core says. PACK was a module global set once at boot to barrow. load() never switched it and enter() read PACK.forgeStageType, so a port delve authored at the desk staged barrow geometry — the fiction said quayside and the map was a burial chamber. Fifteen of the sixteen themes, silently wrong, on the path the module documents as its intended entry point. It now resolves per call from d.params.theme, which is written from pack.id at generation and so is always present and always right. Per call rather than once at load, because a page reload resets the global while the staged delve in world state survives; and before the folder is created, so a bad theme fails without leaving anything behind. The pack roster describes the encounter DELVE planned. The Forge takes no cast — it rolls its own monsters from the heat — so the roster and the actors in the world were never the same list, and both surfaces printed the roster's stats as though they were. In several themes the roster also carries "blessed, silvered or magical weapons ONLY", naming a Wraith that was never created; the journal told the GM to say so before initiative. Both surfaces now run off the actors that exist, read from the documents themselves, and the plan is kept but labelled as the plan. The chat card drops the immunity line entirely — it is the live surface and a false immunity is worst there; the journal keeps it captioned, since a GM at the desk may choose to cast the fight by hand. Adds one core test for the contract the fix rests on: every delve records the pack it came from, across all sixteen. The adapter itself has no test harness — see the note in the commit for the release. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
233 lines
12 KiB
JavaScript
233 lines
12 KiB
JavaScript
/**
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* DELVE — the Foundry adapter. Stages a delve the GM has already finished at the desk.
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*
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* The core/ directory is copied verbatim from the standalone project; nothing in it knows what
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* Foundry is. This file is the only part that does.
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*
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* DELVE is an authoring system: the GM writes the read-aloud and the climax in the worksheet,
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* then brings the finished JSON here to be staged. So this module does not generate at the table.
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* It raises the scenes, populates them, and puts the right text in front of the right people —
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* two audiences, always:
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*
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* PLAYERS get the read-aloud. That is what it is for.
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* THE GM gets the truth, the numbers and the leverage point, whispered.
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*
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* A draft can still be generated in-world, but it announces itself as unfinished.
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*/
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import { coinSeed, Rng } from './core/rng.mjs';
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import { newWorkingFile, outstanding, readyToPlay } from './core/authoring.mjs';
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import { DelveForgeApp, raiseDungeon, listDungeons, removeDungeon, removeDungeonDialog, setThemes, foeStats, foeLine } from './forge-app.mjs';
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const MOD = 'vanity-delve';
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const FLAG = 'state';
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let PACK = null;
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let seamsPresent = false;
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let loadPack = async () => null;
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const getState = () => game.settings.get(MOD, FLAG) ?? null;
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const setState = async s => game.settings.set(MOD, FLAG, s);
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/**
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* The pack a delve was actually authored against.
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*
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* PACK is only a boot-time default. A delve brought in from the desk may be any of the sixteen
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* themes, and staging one with the wrong pack gives a harbour delve a barrow map — the fiction
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* says quayside and the geometry says burial chamber. Resolved per call rather than once at load,
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* because the global resets on a page reload while the staged delve in world state does not.
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*
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* `params.theme` is written from `pack.id` at generation time, so it is always present and always
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* right, whatever the caller passed.
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*/
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async function packFor(d) {
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const id = d?.params?.theme ?? 'barrow';
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if (PACK?.id === id) return PACK;
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const p = await loadPack(id);
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if (!p) {
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ui.notifications.error(`DELVE: could not load the ${id} theme — refusing to stage, it would use the wrong geometry.`);
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return null;
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}
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PACK = p;
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return p;
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}
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const cap = s => (s ? s[0].toUpperCase() + s.slice(1) : s);
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const list = items => `<ul>${items.filter(Boolean).map(i => `<li>${i}</li>`).join('')}</ul>`;
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/** GM-only: truth, numbers, leverage. Never read aloud. */
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const gmCard = (label, sub, body) => ChatMessage.create({
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speaker: { alias: 'DELVE' },
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whisper: ChatMessage.getWhisperRecipients('GM'),
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content: `<div class="vanity-roll delve-card">
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<header><span class="delve-label">${label}</span><span class="delve-sub">${sub}</span></header>${body}</div>`,
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});
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/** Everyone: the GM's own prose. This is what the players are here for. */
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const readAloudCard = (title, prose) => ChatMessage.create({
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speaker: { alias: title },
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content: `<div class="vanity-roll delve-card delve-read"><p>${prose}</p></div>`,
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});
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/** Bring in a finished working file. This is the intended entry point. */
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async function load(working) {
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if (!game.user.isGM) return ui.notifications.warn('DELVE is a GM tool.');
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const d = typeof working === 'string' ? JSON.parse(working) : working;
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if (!d?.skeleton || !Array.isArray(d.areas)) return ui.notifications.error('DELVE: that is not a delve file.');
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const todo = outstanding(d);
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if (!await packFor(d)) return; // before anything is created in the world
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const folder = await Folder.create({ name: `Delve — ${d.authored?.title ?? d.skeleton.placeName}`, type: 'Actor' });
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await setState({ delve: d, folderId: folder.id, at: 0, turn: 0, tab: [], clock: [] });
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const sk = d.skeleton, ap = sk.appeasement;
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await gmCard('⛏ Delve loaded', `${d.authored?.title ?? sk.placeName} · ${d.areas.length} areas · seed ${d.seed}`,
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`${todo.length ? `<p><b>⚠ ${todo.length} unfinished:</b> ${todo.map(t => t.where).join(', ')}. Fragments will show where nothing was written.</p>` : '<p><b>Finished.</b> Ready to stage.</p>'}
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<p class="delve-truth"><b>Truth.</b> ${sk.knot.transgression} ${sk.bottomProblem.label} ${sk.bottomProblem.failureState}.</p>
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<p><b>Prize:</b> ${sk.prize.label}. <b>It asks:</b> ${d.ending.question}</p>
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<p><b>Appease:</b> ${ap.move} [${ap.attribute} ${ap.successes}] — +${ap.gain.vanity} Vanity now, +${ap.cost.bane} Bane later. Repeatable.</p>`);
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ui.notifications.info(`DELVE: ${d.authored?.title ?? sk.placeName} loaded${todo.length ? ` (${todo.length} unfinished)` : ''}.`);
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return d;
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}
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/** Load from the world's delves/ folder — where the CLI writes finished files. */
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async function loadFile(name) {
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const path = `worlds/${game.world.id}/delves/${String(name).replace(/\.json$/, '')}.json`;
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const json = await foundry.utils.fetchJsonWithTimeout(path).catch(() => null);
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if (!json) return ui.notifications.error(`DELVE: could not read ${path}`);
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return load(json);
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}
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/** Generate an unfinished draft in-world. Convenience only — the desk is the right place. */
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async function draft(params = {}) {
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const seed = params.seed || coinSeed(new Rng(String(game.world.id)));
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const pack = await packFor({ params });
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if (!pack) return;
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const d = newWorkingFile({ pack, ...params, seed });
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ui.notifications.warn('DELVE: unfinished draft. Write the read-aloud in the worksheet first.');
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return load(d);
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}
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async function enter() {
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const st = getState();
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if (!st) return ui.notifications.warn('DELVE: nothing loaded.');
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const d = st.delve;
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if (st.at >= d.areas.length) return ending();
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const area = d.areas[st.at];
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const w = d.authored?.areas?.[area.index] ?? {};
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const name = w.nameOverride ?? area.name;
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const pack = await packFor(d);
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if (!pack) return;
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ui.notifications.info(`DELVE: raising ${name}…`);
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const quiet = seamsPresent ? { post: false, folderId: st.folderId } : {};
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const stage = await game.vanity.forge.stage({
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type: pack.forgeStageType, size: 'medium', name, populate: false, activate: true, ...quiet,
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});
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const enc = area.encounter ? await game.vanity.forge.encounter({
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heat: area.encounter.heat, forStage: name,
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...(seamsPresent ? { hoard: false, post: false, folderId: st.folderId } : {}),
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}) : null;
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if (area.hoard) await game.vanity.forge.hoard({ size: area.hoard, ...(seamsPresent ? { post: false } : {}) });
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// Players first — the scene is up and this is what they came for.
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await readAloudCard(name, w.readAloud ?? `<i>(unwritten)</i> ${area.cueFragments.join('. ')}.`);
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// Then the GM, quietly.
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const R = area.encounter?.roster;
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const foes = (enc?.actors ?? []).map(foeStats);
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const rv = area.decision?.resolve ?? {};
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await gmCard(`⛏ ${area.index} · ${name}`, `${area.role} · ${area.facet}`,
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`${area.situation ? `<p><b>Here:</b> ${cap(area.situation.occupant)}, ${area.situation.doing} — ${area.situation.onArrival}.<br>
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<b>They can:</b> ${area.situation.offer}. <i>${cap(area.situation.because)}.</i></p>` : ''}
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<p><b>${cap(area.decision.cue)}</b>${rv.roll ? ` — [${rv.roll}] ${rv.success}` : ''}${rv.failure ? `<br><b>Miss:</b> ${rv.failure}` : ''}${rv.orElse ? `<br><b>Or:</b> ${rv.orElse}` : ''}</p>
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${foes.length ? `<p><b>${cap(area.encounter.heat)} — in the world:</b></p>${list(foes.map(foeLine))}` : ''}
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${R ? `<p><b>DELVE planned ${R.line}</b> — the Forge rolled its own, so run the block above. ${R.avoid}.</p>` : ''}
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${area.temptation ? `<p><b>${cap(area.temptation.id)}:</b> ${area.temptation.benefit}. <i>Use: ${area.temptation.useCost?.bane ? `+${area.temptation.useCost.bane} Bane` : '—'}. ${area.temptation.standingDrawback}.</i></p>` : ''}
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${w.notes ? `<p><b>Your note:</b> ${w.notes}</p>` : ''}
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<p><code>${area.trigger}${area.baneBeat ? ` · ${area.baneBeat}` : ''} · fallback: ${area.fallback.route}</code></p>`);
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st.at += 1; st.turn += 1;
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await setState(st);
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return { stage, area };
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}
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async function ending() {
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const st = getState();
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const d = st.delve, sk = d.skeleton, we = d.authored?.ending ?? {};
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await readAloudCard(d.ending.name, we.readAloud ?? `<i>(unwritten)</i> ${d.ending.cueFragments.join('. ')}.`);
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await gmCard('⛏ The ending', d.ending.authored ? 'the authored slot' : 'generated',
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`<p><b>It asks:</b> ${d.ending.question}</p>
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${we.notes ? `<p>${we.notes}</p>` : '<p><b>⚠ The climax is unwritten.</b> DELVE leaves this to you on purpose — improvise, or stop and write it.</p>'}
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<p><b>Appeased even once</b> → it listens, and will trade ${sk.prize.label}.</p>`);
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return true;
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}
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async function bane(who = 'the party', why = 'a beat') {
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const st = getState(); if (!st) return;
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st.tab.push({ who, why }); await setState(st);
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await gmCard('⛏ The tab grows', `${who} — ${why}`,
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`<p>The tab reads <b>${st.tab.length}</b>.${st.tab.length >= 6 ? ' <b>THE RECKONING.</b>' : ''}</p>`);
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}
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/** The clock is a live table roll. The core decides when; it never rolls. */
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async function clock(cause = 'timer') {
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const st = getState(); if (!st) return;
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const roll = await new Roll('1d6').evaluate();
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const fired = roll.total <= 1;
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st.clock.push({ cause, die: roll.total, fired }); await setState(st);
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await roll.toMessage({ speaker: { alias: 'DELVE' }, flavor: `Wandering the Dark — ${cause}` });
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if (fired) await gmCard('⛏ Something comes', `${cause} · rolled ${roll.total}`, '<p>Roll <b>Reaction (2d6)</b> for its mood.</p>');
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return fired;
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}
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Hooks.once('init', () => {
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game.settings.register(MOD, FLAG, { scope: 'world', config: false, type: Object, default: null });
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game.settings.register(MOD, 'lastParams', { scope: 'world', config: false, type: Object, default: null });
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});
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Hooks.once('ready', async () => {
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if (!game.user.isGM) return;
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const fetchJson = p => foundry.utils.fetchJsonWithTimeout(p).catch(() => fetch(p).then(r => r.json()).catch(() => null));
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const base = `modules/${MOD}/module/core/content`;
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const index = await fetchJson(`${base}/index.json`);
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if (index?.themes?.length) setThemes(index.themes);
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const packs = {};
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loadPack = async id => (packs[id] ??= await fetchJson(`${base}/${id}.json`));
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PACK = await loadPack('barrow');
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seamsPresent = /post\s*=\s*true/.test(String(game.vanity?.forge?.hoard ?? ''));
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game.delve = { forge: () => new DelveForgeApp().render(true), raise: raiseDungeon,
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list: listDungeons, remove: removeDungeon, removeDialog: removeDungeonDialog,
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load, loadFile, draft, enter, ending, bane, clock, state: getState,
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outstanding: () => outstanding(getState()?.delve ?? { areas: [] }),
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ready: () => readyToPlay(getState()?.delve ?? { areas: [] }),
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loadPack: id => loadPack(id),
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get pack() { return PACK; } };
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console.log(`DELVE | ready. Forge seams ${seamsPresent ? 'present' : 'ABSENT'}.`);
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if (!seamsPresent) ui.notifications.warn('DELVE: Forge seams not installed — see the delve-seams branch.');
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});
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Hooks.on('getSceneControlButtons', controls => {
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if (!game.user.isGM) return;
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// Foundry v13+ passes controls as a record keyed by name — the token group is `tokens`, plural —
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// and each group's `tools` is a record too, not an array. Written for the old array shape, this
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// hook silently added nothing and the button never appeared.
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const group = controls.tokens ?? controls.token;
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if (!group?.tools) return;
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const tool = (name, title, icon, order, onClick) => {
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const entry = { name, title, icon, order, button: true,
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onChange: (event, active) => { if (active !== false) onClick(); },
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onClick };
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if (Array.isArray(group.tools)) group.tools.push(entry);
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else group.tools[name] = entry;
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};
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tool('delve-forge', 'DELVE — raise a dungeon', 'fas fa-mountain', 90,
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() => new DelveForgeApp().render(true));
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tool('delve-remove', 'DELVE — remove a generated dungeon', 'fas fa-trash-can', 91,
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() => removeDungeonDialog());
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tool('delve-next', 'DELVE — stage the next area of a pre-authored delve', 'fas fa-forward', 92,
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() => (getState() ? enter() : ui.notifications.info('DELVE: no staged delve — use ⛏ to raise one.')));
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});
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