Sync parsers and game mechanics with vault changes (2026-08-18 to 08-23)

- talent-parser.ts, discipline-parser.ts, race-parser.ts: rebuilt to read
  from the vault's post-bab5a62 per-topic-file layout (rulebook monoliths
  were split into per-chapter subfolders; discipline/race writeups moved to
  their canonical disciplines/ and races/ folders). All three parsers were
  previously producing zero or broken output for their packs.
- constants.ts, actor-character.ts, actor-npc.ts, rest.ts: mana is now a
  daily pool (Poziom Mocy x3) restored via rest tiers, not a per-round
  budget; Zywotnosc is 2x(Cialo+Umysl+Dusza), not 3x; rest recovery amounts
  updated to match Odetchniecie/Krotki Odpoczynek/Dlugi Odpoczynek.
- combat.ts: removed the now-obsolete per-round mana reset hook.
- actor-npc.ts: Initiative now includes Refleks/Spostrzegawczosc skill
  bonuses (was missing entirely); Magia attribute constrained to valid
  1k10 character-creation values.
- fields.ts: added `choices` support to makeIntField for the above.
- spell-cast.ts: overcast test now uses the correct T-threshold tiers and
  triangular S = E*(E+1)/2 required-successes formula (Zasada
  Nadczarowywania Zaklec).

Not implemented (flagged as new features, out of scope for a sync fix):
mana-exhaustion/overcast-failure penalty tables, overcast bonus taper past
step 2, shield-breaking damage mechanic, elixir-weapon-coating system.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-23 01:15:38 +02:00
co-authored by Claude Sonnet 5
parent 0fe9dd02d6
commit 1fba0892b9
10 changed files with 345 additions and 396 deletions
+6 -9
View File
@@ -1,6 +1,9 @@
/**
* Combat hooks - handle per-round Mana reset, per-turn Zeal regen,
* and condition-driven turn behavior (skip / damage tick / death save).
* Combat hooks - handle per-turn Zeal regen and condition-driven turn
* behavior (skip / damage tick / death save).
*
* Mana is a daily pool (see `constants.ts` MAGIC_POWER_TABLE), not a
* per-round budget, so it is intentionally NOT reset on `combatRound`.
*/
import { applyDamage } from './damage';
@@ -18,13 +21,7 @@ function hasStatus(actor: any, id: string): boolean {
}
export function registerCombatHooks(): void {
Hooks.on('combatRound', async (combat: Combat, _updateData: unknown, _options: { advanceTime?: number; direction?: number }) => {
for (const combatant of combat.combatants) {
const actor = combatant.actor;
if (!actor || actor.type !== 'character') continue;
const sys = actor.system as { attributes: { mana: { max: number; value: number } } };
await actor.update({ 'system.attributes.mana.value': sys.attributes.mana.max });
}
Hooks.on('combatRound', async (_combat: Combat, _updateData: unknown, _options: { advanceTime?: number; direction?: number }) => {
ChatMessage.create({
content: `<em>${game.i18n.localize('HBM.combat.newRound')}</em>`,
whisper: ChatMessage.getWhisperRecipients('GM'),