29 changed files with 895 additions and 108 deletions
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@@ -5,6 +5,42 @@ All notable changes to the **HbM RPG v3** Foundry VTT system.
The format follows [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and The format follows [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and
this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [1.5.1] - 2026-10-22
### Added
- Weapons have wound kinds (`system.weapon.woundKinds`: `slashing` sieczne / `piercing` kłute / `blunt` obuchowe, several allowed, empty = unspecified), editable on the gear sheet as a multi-select. Matches Foundry Sync Brief §18.
- Gear parser reads `wound` (string, comma list or YAML list; Polish or English words) from vault weapon notes. Unknown values are dropped; nothing is guessed.
- Packs rebuilt from the current vault: Sztylet piercing+slashing, Bicz slashing, Laska blunt, bows and Włócznia piercing; generic one-/two-handed entries list all three (pick the real type per weapon).
### Changed
- `applyDamage` takes `woundKinds` (array) instead of a single kind; passive Krew applies when any is slashing or piercing. Blunt (and unarmed) never gives Krew.
- Vault sync of 2026-10-22 needs no further logic changes: runic armour wording, Zakazana Osłona retaliation, Rozerwanie Run artifact destruction and free Immediate Action for Kradzież Życia / Złożenie w Ofierze were already covered in 1.5.0 (spell, talent and discipline text arrives through the rebuilt packs).
### Notes
- Callers of `applyDamage` still need to pass the equipped weapon's `woundKinds`.
- Kości Losu use is now an Immediate Action that counts toward the limit (vault `Zużywanie Ładunków`); the system has no Fate-dice action code yet.
## [1.5.0] - 2026-10-20
Vault answers (Foundry Sync Brief §17): blood magic and Runiczny Pancerz.
### Changed
- **Runiczny Pancerz:** one hit of more than 5 damage (after the Runiczny Pancerz step) disables 1 point; hits no longer accumulate (`runicCounter` is unused). Disabled points return at the end of the fight (`deleteCombat`), on Długi Odpoczynek, or when restored (Akcja Natychmiastowa; Amulet Osłony 2 Many per point). `destroyRunicPoints` (Rozerwanie Run) lowers the maximum permanently.
- **Shield-breaking spells** (Przebicie Eteru, Boska Włócznia, Fala Energii, Tajemniczy Strumień, Strzała Pożądania, Ostatni Sąd): every 2 damage disable a point and damage counts ×2 against Magiczna Osłona. Szkarłatny Pocisk ignores Runiczny Pancerz and Magiczna Osłona but not Pancerz; Prawdziwa Dezintegracja ignores Pancerz and destroys shields / disables all Runiczny Pancerz (`SPELL_DAMAGE_PROFILES`, chat-card `data-profile`).
- **Blood magic rewritten to the vault:** Samookaleczenie (Test Magia (Walka Wręcz) T=2, lose HP = Sukcesy, 1 Krew per HP, once per round; Większe: 2 Krew per HP), Kradzież Życia / Większa (1 Zapał, arms the next attack, Krew per HP actually lost), Złożenie w Ofierze, Wielka Ofiara (once per day), Wchłanianie Krwi (min. 1 Krew, once per round). Removed the invented ×3 self-harm penalty and `floor(damage/4)` life steal.
- Passive Krew: Szacunek do Życia 1 per 4 HP, Krwisty Pojedynkowicz 1 per 2 HP (cutting/piercing, either side; callers pass `woundKind`/`sourceActor` to `applyDamage`); Rytualista Krwi starts a fight with 4 Krew; leftover Krew heals 2 HP each at the end of the fight.
### Added
- Actor attributes `bloodUsed.*` (per round) and `greatSacrificeUsed` (per day).
## [1.4.1] - 2026-10-20
### Added
- Runiczny Pancerz can be restored with Mana: `game.hbm.runicArmor.rechargeRunicArmor(actor, points, { partial })` – 2 Many per point, capped at the armor's maximum (Amulet Osłony, Akcja). Degradation (every 5 absorbed damage) is unchanged.
### Changed
- Money converter: NBP rates come from `src/logic/nbp.ts` – one range request per currency (first table from 1 June of the campaign year), latest published rate for future years or when no table is found, 4 s timeout, offline fallback EUR = `TRADE.eurRate` (4.36), USD = 4.00.
## [1.4.0] - 2026-10-20 ## [1.4.0] - 2026-10-20
Vault sync ("Foundry Sync Brief 2026-10-20"). Vault sync ("Foundry Sync Brief 2026-10-20").
+7
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@@ -239,6 +239,13 @@
"physical": "Physical", "physical": "Physical",
"magical": "Magical", "magical": "Magical",
"environmental": "Environmental", "environmental": "Environmental",
"woundKinds": "Wound kind",
"woundKindsHint": "Several allowed. Only slashing and piercing wounds grant talent Krew (Respect for Life, Crimson Duelist). Empty = unspecified.",
"wound": {
"slashing": "Slashing",
"piercing": "Piercing",
"blunt": "Blunt"
},
"properties": "Properties", "properties": "Properties",
"damageReduction": "Damage Reduction", "damageReduction": "Damage Reduction",
"damageReductionBonus": "DR Bonus", "damageReductionBonus": "DR Bonus",
+7
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@@ -259,6 +259,13 @@
"physical": "Fizyczne", "physical": "Fizyczne",
"magical": "Magiczne", "magical": "Magiczne",
"environmental": "Środowiskowe", "environmental": "Środowiskowe",
"woundKinds": "Rodzaj rany",
"woundKindsHint": "Można wybrać kilka. Tylko rany sieczne i kłute dają Krew z talentów (Szacunek do Życia, Krwisty Pojedynkowicz). Puste = nieokreślony.",
"wound": {
"slashing": "Sieczne",
"piercing": "Kłute",
"blunt": "Obuchowe"
},
"properties": "Właściwości", "properties": "Właściwości",
"damageReduction": "Redukcja Obrażeń", "damageReduction": "Redukcja Obrażeń",
"damageReductionBonus": "Premia do Redukcji", "damageReductionBonus": "Premia do Redukcji",
+1 -1
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@@ -1,6 +1,6 @@
{ {
"name": "hbm-rpg-v3-foundry", "name": "hbm-rpg-v3-foundry",
"version": "1.4.0", "version": "1.5.1",
"description": "Foundry VTT system for Homebrew Magic: Role Playing Game v3", "description": "Foundry VTT system for Homebrew Magic: Role Playing Game v3",
"private": true, "private": true,
"type": "module", "type": "module",
+32 -1
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@@ -38,6 +38,27 @@ export const parseGear: ParserFn = async (ctx: ParserContext): Promise<ParsedDoc
return docs; return docs;
}; };
type WoundKind = 'slashing' | 'piercing' | 'blunt';
/**
* Vault `wound` frontmatter → woundKinds. Accepts one value, a comma list ("piercing, slashing"),
* or a YAML list (flattened to a comma list by extractMarkdown). Unknown values are dropped,
* absent stays empty – never guessed.
*/
export function parseWoundKinds(raw: string | undefined): WoundKind[] {
const map: Record<string, WoundKind> = {
slashing: 'slashing', sieczne: 'slashing', sieczna: 'slashing',
piercing: 'piercing', kłute: 'piercing', kłuta: 'piercing', kluta: 'piercing', kłujące: 'piercing',
blunt: 'blunt', obuchowe: 'blunt', obuchowa: 'blunt',
};
const out: WoundKind[] = [];
for (const part of (raw ?? '').split(',')) {
const kind = map[part.trim().toLowerCase()];
if (kind && !out.includes(kind)) out.push(kind);
}
return out;
}
function extractMarkdown(raw: string): { frontmatter: Record<string, string>; content: string } { function extractMarkdown(raw: string): { frontmatter: Record<string, string>; content: string } {
const fm: Record<string, string> = {}; const fm: Record<string, string> = {};
let content = raw; let content = raw;
@@ -48,9 +69,17 @@ function extractMarkdown(raw: string): { frontmatter: Record<string, string>; co
const fmText = raw.slice(3, endIdx).trim(); const fmText = raw.slice(3, endIdx).trim();
content = raw.slice(endIdx + 3).trim(); content = raw.slice(endIdx + 3).trim();
const lines = fmText.split('\n'); const lines = fmText.split(/\r?\n/);
let listKey = '';
for (const line of lines) { for (const line of lines) {
// "key:" followed by " - item" lines → comma-joined value.
const item = line.match(/^\s+-\s+(.*)$/);
if (item && listKey) {
fm[listKey] = fm[listKey] ? `${fm[listKey]}, ${item[1].trim()}` : item[1].trim();
continue;
}
const colonIdx = line.indexOf(':'); const colonIdx = line.indexOf(':');
listKey = colonIdx > -1 && !line.slice(colonIdx + 1).trim() ? line.slice(0, colonIdx).trim() : '';
if (colonIdx > -1) { if (colonIdx > -1) {
const key = line.slice(0, colonIdx).trim(); const key = line.slice(0, colonIdx).trim();
let val = line.slice(colonIdx + 1).trim(); let val = line.slice(colonIdx + 1).trim();
@@ -91,6 +120,7 @@ function buildGearDoc(name: string, fm: Record<string, string>, content: string,
weapon: { weapon: {
damage: '', damage: '',
damageType: 'physical', damageType: 'physical',
woundKinds: [],
properties: [], properties: [],
}, },
armor: { armor: {
@@ -105,6 +135,7 @@ function buildGearDoc(name: string, fm: Record<string, string>, content: string,
if (category === 'weapon') { if (category === 'weapon') {
system.weapon.damage = fm.damage || fm.obrazenia || ''; system.weapon.damage = fm.damage || fm.obrazenia || '';
system.weapon.woundKinds = parseWoundKinds(fm.wound || fm.rana);
if (fm.traits || fm.cechy) { if (fm.traits || fm.cechy) {
system.weapon.properties = parseList(fm.traits || fm.cechy); system.weapon.properties = parseList(fm.traits || fm.cechy);
} }
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@@ -192,6 +192,11 @@ export type GearCategory = (typeof GEAR_CATEGORIES)[number];
export const DAMAGE_TYPES = ['physical', 'magical', 'environmental'] as const; export const DAMAGE_TYPES = ['physical', 'magical', 'environmental'] as const;
export type DamageType = (typeof DAMAGE_TYPES)[number]; export type DamageType = (typeof DAMAGE_TYPES)[number];
/** Weapon wound kinds (sieczne / kłute / obuchowe). A weapon may have several; none = unspecified.
* Only slashing and piercing wounds feed the passive Krew talents. */
export const WOUND_KINDS = ['slashing', 'piercing', 'blunt'] as const;
export type WoundKind = (typeof WOUND_KINDS)[number];
/** Armor types */ /** Armor types */
export const ARMOR_TYPES = ['light', 'medium', 'heavy', 'shield'] as const; export const ARMOR_TYPES = ['light', 'medium', 'heavy', 'shield'] as const;
export type ArmorType = (typeof ARMOR_TYPES)[number]; export type ArmorType = (typeof ARMOR_TYPES)[number];
+11
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@@ -78,6 +78,15 @@ export class CharacterData extends foundry.abstract.TypeDataModel {
breathersTaken: makeIntField(0, { min: 0 }), breathersTaken: makeIntField(0, { min: 0 }),
// Akcje Natychmiastowe used in the current round (1 free, Zapał buys more). // Akcje Natychmiastowe used in the current round (1 free, Zapał buys more).
immediateActionsUsed: makeIntField(0, { min: 0 }), immediateActionsUsed: makeIntField(0, { min: 0 }),
// Blood-magic actions used this round (Samookaleczenie, Kradzież Życia, Złożenie w Ofierze, Wchłanianie Krwi).
bloodUsed: new f.SchemaField({
selfHarm: makeIntField(0, { min: 0 }),
lifeSteal: makeIntField(0, { min: 0 }),
sacrifice: makeIntField(0, { min: 0 }),
absorb: makeIntField(0, { min: 0 }),
}),
// Wielka Ofiara used today (once per day; reset by Długi Odpoczynek).
greatSacrificeUsed: makeIntField(0, { min: 0, max: 1 }),
// Insanity points (Klątwa Otchłani VIII). Each Abyss exposure may add 1; rolls // Insanity points (Klątwa Otchłani VIII). Each Abyss exposure may add 1; rolls
// mental-condition table when reaching thresholds. // mental-condition table when reaching thresholds.
insanity: makeIntField(0, { min: 0 }), insanity: makeIntField(0, { min: 0 }),
@@ -152,6 +161,8 @@ export class CharacterData extends foundry.abstract.TypeDataModel {
manaBorrowed: number; manaBorrowed: number;
breathersTaken: number; breathersTaken: number;
immediateActionsUsed: number; immediateActionsUsed: number;
bloodUsed: { selfHarm: number; lifeSteal: number; sacrifice: number; absorb: number };
greatSacrificeUsed: number;
insanity: number; insanity: number;
magicalArmor: { value: number; max: number; runicCounter: number }; magicalArmor: { value: number; max: number; runicCounter: number };
magicalShield: { value: number }; magicalShield: { value: number };
+3 -1
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@@ -6,7 +6,7 @@ import {
makeArrayField, makeArrayField,
fields, fields,
} from './fields'; } from './fields';
import { GEAR_CATEGORIES, DAMAGE_TYPES, ARMOR_TYPES, RARITIES } from '../constants'; import { GEAR_CATEGORIES, DAMAGE_TYPES, ARMOR_TYPES, RARITIES, WOUND_KINDS } from '../constants';
/** /**
* Unified Gear item - discriminated by `category`. * Unified Gear item - discriminated by `category`.
@@ -39,6 +39,8 @@ export class GearData extends foundry.abstract.TypeDataModel {
choices: DAMAGE_TYPES as unknown as readonly string[], choices: DAMAGE_TYPES as unknown as readonly string[],
}), }),
properties: makeArrayField(new f.StringField({ blank: false })), properties: makeArrayField(new f.StringField({ blank: false })),
// Rodzaj rany: slashing (sieczne) / piercing (kłute) / blunt (obuchowe); several allowed, empty = unspecified.
woundKinds: makeArrayField(new f.StringField({ blank: false, choices: WOUND_KINDS as unknown as string[] })),
}), }),
armor: new f.SchemaField({ armor: new f.SchemaField({
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@@ -30,6 +30,7 @@ import { castSpell } from './logic/spell-cast';
import * as bloodMagic from './logic/blood-magic'; import * as bloodMagic from './logic/blood-magic';
import * as abyssMagic from './logic/abyss-magic'; import * as abyssMagic from './logic/abyss-magic';
import * as brewing from './logic/brewing'; import * as brewing from './logic/brewing';
import * as runicArmor from './logic/runic-armor';
import { rest } from './logic/rest'; import { rest } from './logic/rest';
import * as trade from './logic/trade'; import * as trade from './logic/trade';
@@ -137,6 +138,7 @@ Hooks.once('ready', () => {
bloodMagic, bloodMagic,
abyssMagic, abyssMagic,
brewing, brewing,
runicArmor,
rest, rest,
trade, trade,
}; };
+222 -50
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@@ -1,35 +1,62 @@
/** /**
* Magia Krwi - Blood Magic logic (Arcanum Sanguinis Ch. III). * Magia Krwi - Blood Magic logic (Arcanum Sanguinis).
* *
* Three primitives: * Krew sources and sinks follow the vault (Foundry Sync Brief §17):
* - spendBlood(actor, n) : deduct n from blood pool, fail if insufficient. * - selfHarm Samookaleczenie (Akcja) / Większe Samookaleczenie (Akcja Natychmiastowa)
* - selfHarm(actor, hp) : convert hp → blood at 2:1 ratio (2 HP → 1 Blood). * - useLifeSteal / resolveLifeSteal Kradzież Życia / Większa Kradzież Życia (1 Zapał)
* - lifeStealOnDamage(...) : when actor inflicts damage with a blood spell, * - sacrifice / greatSacrifice Złożenie w Ofierze / Wielka Ofiara (1 Zapał)
* restore blood = floor(damage / 4) (capped at max). * - absorbBlood Wchłanianie Krwi / Większe Wchłanianie Krwi
* - gainKrewFromWeaponDamage passive gain (Szacunek do Życia, Krwisty Pojedynkowicz)
* - startOfFightKrew / endOfFightKrew Rytualista Krwi start pool, leftover Krew heals
* *
* Future hook: `Szacunek do Życia` talent triples self-harm cost (6 HP → 1 Blood). * Per-round limits live in `attributes.bloodUsed` (reset every round by logic/combat.ts);
* * Wielka Ofiara is once per day (`attributes.greatSacrificeUsed`, reset by Długi Odpoczynek).
* The cast pipeline (logic/spell-cast.ts) already deducts `bloodCost` directly; * The cast pipeline (logic/spell-cast.ts) deducts `bloodCost` directly.
* this module is the reusable API surface for UI dialogs and the damage hook.
*/ */
import { getMagicPowerEntry } from '../constants';
import type { CastableActor } from './spell-cast'; import type { CastableActor } from './spell-cast';
import { bloodAbsorbHp, bloodToZeal } from './rules'; import {
bloodAbsorbHp,
bloodToZeal,
greatSacrificeResult,
krewFromLifeSteal,
krewFromSelfHarm,
krewFromWeaponHpLoss,
sacrificeResult,
startingKrew,
type KrewTalent,
} from './rules';
const SELF_HARM_RATIO = 2; // HP per 1 Blood const SELF_HARM_THRESHOLD = 2;
const RESPECT_FOR_LIFE_PENALTY = 3; // multiplier when talent present const FLAG_SCOPE = 'hbm-rpg-v3';
const LIFE_STEAL_DIVISOR = 4; // damage / N → blood restored
interface ActorWithItems extends CastableActor { interface ActorWithItems extends CastableActor {
items?: Iterable<{ type: string; system?: { slug?: string } }>; items?: Iterable<{ type: string; system?: { slug?: string } }>;
} }
function hasRespectForLife(actor: ActorWithItems): boolean { export type BloodAction = 'selfHarm' | 'lifeSteal' | 'sacrifice' | 'absorb';
if (!actor.items) return false;
for (const it of actor.items) { /** Talent that decides passive Krew gain / starting pool, if any. */
export function krewTalent(actor: CastableActor): KrewTalent | null {
const items = (actor as ActorWithItems).items;
if (!items) return null;
let found: KrewTalent | null = null;
for (const it of items) {
if (it.type !== 'talent') continue; if (it.type !== 'talent') continue;
const slug = (it as any).system?.slug ?? (it as any).flags?.['hbm-rpg-v3']?.slug; const slug = (it as any).system?.slug ?? (it as any).flags?.[FLAG_SCOPE]?.slug;
if (slug === 'respect-for-life' || slug === 'szacunek-do-zycia') return true; if (slug === 'rytualista-krwi') return 'rytualista-krwi';
if (slug === 'krwisty-pojedynkowicz') found = 'krwisty-pojedynkowicz';
else if ((slug === 'respect-for-life' || slug === 'szacunek-do-zycia') && !found) found = 'respect-for-life';
}
return found;
}
function hasTalent(actor: CastableActor, ...slugs: string[]): boolean {
const items = (actor as ActorWithItems).items;
if (!items) return false;
for (const it of items) {
if (it.type === 'talent' && slugs.includes((it as any).system?.slug ?? (it as any).flags?.[FLAG_SCOPE]?.slug)) return true;
} }
return false; return false;
} }
@@ -53,33 +80,155 @@ export async function spendBlood(actor: CastableActor, amount: number): Promise<
return { ok: true, spent: amount, remaining: blood.value - amount }; return { ok: true, spent: amount, remaining: blood.value - amount };
} }
/** function used(actor: CastableActor, action: BloodAction): number {
* Self-Harm: convert health into blood. Returns blood gained. return Number((actor.system.attributes as any).bloodUsed?.[action]) || 0;
* Default ratio 2 HP → 1 Blood; with `Szacunek do Życia` talent → 6 HP → 1 Blood.
*/
export async function selfHarm(actor: CastableActor, hpSpent: number): Promise<{ ok: boolean; bloodGained: number; reason?: string }> {
if (hpSpent <= 0) return { ok: true, bloodGained: 0 };
const a = actor.system.attributes;
const blood = a.blood;
if (!blood) return { ok: false, bloodGained: 0, reason: 'no-blood-pool' };
const health = (a as any).health as { value: number; max: number } | undefined;
if (!health || health.value < hpSpent) {
return { ok: false, bloodGained: 0, reason: 'insufficient-health' };
} }
const ratio = hasRespectForLife(actor as ActorWithItems) ? SELF_HARM_RATIO * RESPECT_FOR_LIFE_PENALTY : SELF_HARM_RATIO;
const gained = Math.floor(hpSpent / ratio); function bump(action: BloodAction, actor: CastableActor): Record<string, number> {
if (gained <= 0) return { ok: false, bloodGained: 0, reason: 'ratio-too-low' }; return { [`system.attributes.bloodUsed.${action}`]: used(actor, action) + 1 };
const newBlood = Math.min(blood.max, blood.value + gained); }
function addKrew(blood: { value: number; max: number }, amount: number): number {
return Math.max(0, Math.min(blood.max, blood.value + amount) - blood.value);
}
/** Magia dice + Walka Wręcz skill, threshold `threshold` – returns the Sukcesy. */
export async function rollMagicMelee(actor: CastableActor, threshold: number): Promise<number> {
const attrs = actor.system.attributes as any;
const magic = attrs.magic ?? {};
const dice = typeof magic.dicePool === 'number'
? magic.dicePool
: getMagicPowerEntry(magic.actual ?? magic.value ?? 0).dicePool;
const skill = (actor.system.skills as any)?.melee?.value ?? 0;
const { HbmTSRoll } = await import('../dice/ts-roll'); // lazy: needs Foundry's Roll at runtime only
const roll = HbmTSRoll.fromParams({ pool: dice + skill, threshold, required: 1, flavor: 'Magia (Walka Wręcz)' });
await roll.evaluate();
await roll.toMessage({ flavor: 'Magia (Walka Wręcz)' });
return roll.ts?.successes ?? 0;
}
type SuccessRoller = (actor: CastableActor, threshold: number) => Promise<number>;
export interface BloodActionResult {
ok: boolean;
successes?: number;
hpLost?: number;
hpGained?: number;
krewGained: number;
reason?: string;
}
const fail = (reason: string): BloodActionResult => ({ ok: false, krewGained: 0, reason });
/**
* Samookaleczenie (Akcja, once per round): Test Magia (Walka Wręcz) T=2; lose HP = Sukcesy,
* gain 1 Krew per HP. Większe Samookaleczenie (Krwisty Pojedynkowicz, Akcja Natychmiastowa): 2 Krew per HP.
*/
export async function selfHarm(
actor: CastableActor,
opts: { greater?: boolean; roller?: SuccessRoller } = {},
): Promise<BloodActionResult> {
const a = actor.system.attributes as any;
if (!a.blood) return fail('no-blood-pool');
if (opts.greater && !hasTalent(actor, 'wieksze-samookaleczenie', 'krwisty-pojedynkowicz')) return fail('missing-talent');
if (used(actor, 'selfHarm') >= 1) return fail('already-used');
const successes = await (opts.roller ?? rollMagicMelee)(actor, SELF_HARM_THRESHOLD);
const hpLost = Math.min(successes, Math.max(0, a.health?.value ?? 0));
const krewGained = addKrew(a.blood, krewFromSelfHarm(hpLost, !!opts.greater));
await actor.update({ await actor.update({
'system.attributes.health.value': health.value - hpSpent, 'system.attributes.health.value': (a.health?.value ?? 0) - hpLost,
'system.attributes.blood.value': newBlood, 'system.attributes.blood.value': a.blood.value + krewGained,
...bump('selfHarm', actor),
}); });
return { ok: true, bloodGained: newBlood - blood.value }; return { ok: true, successes, hpLost, krewGained };
}
async function spendZeal(actor: CastableActor, amount: number): Promise<boolean> {
const zeal = (actor.system.attributes as any).zeal;
if (!zeal || zeal.value < amount) return false;
await actor.update({ 'system.attributes.zeal.value': zeal.value - amount });
return true;
} }
/** /**
* Wchłanianie Krwi: spend Krew to heal Żywotność – 2 HP per Krew (Akcja, once per round); * Kradzież Życia: 1 Zapał, free Akcja Natychmiastowa (outside the normal limit), once per round
* Większe Wchłanianie Krwi: 3 HP per Krew (Akcja Natychmiastowa), or 1 Zapał per 5 Krew. * (Większa Kradzież Życia: twice per round, two steps easier). Arms the next attack; call
* `resolveLifeSteal` with the Żywotność the target actually lost.
*/
export async function useLifeSteal(actor: CastableActor, opts: { greater?: boolean } = {}): Promise<{ ok: boolean; stepsEasier: number; reason?: string }> {
const limit = opts.greater ? 2 : 1;
if (!(actor.system.attributes as any).blood) return { ok: false, stepsEasier: 0, reason: 'no-blood-pool' };
if (opts.greater && !hasTalent(actor, 'wieksza-kradziez-zycia')) return { ok: false, stepsEasier: 0, reason: 'missing-talent' };
if (used(actor, 'lifeSteal') >= limit) return { ok: false, stepsEasier: 0, reason: 'already-used' };
if (!(await spendZeal(actor, 1))) return { ok: false, stepsEasier: 0, reason: 'insufficient-zeal' };
const stepsEasier = opts.greater ? 2 : 1;
await actor.update(bump('lifeSteal', actor));
await (actor as any).setFlag?.(FLAG_SCOPE, 'lifeSteal', { stepsEasier, greater: !!opts.greater });
return { ok: true, stepsEasier };
}
/** Kradzież Życia payout: 1 Krew (2 greater) per Żywotność the target actually lost. */
export async function resolveLifeSteal(actor: CastableActor, hpActuallyLost: number): Promise<number> {
const pending = (actor as any).getFlag?.(FLAG_SCOPE, 'lifeSteal') as { greater?: boolean } | undefined;
const blood = (actor.system.attributes as any).blood;
if (!pending || !blood) return 0;
const gained = addKrew(blood, krewFromLifeSteal(hpActuallyLost, !!pending.greater));
if (gained > 0) await actor.update({ 'system.attributes.blood.value': blood.value + gained });
await (actor as any).unsetFlag?.(FLAG_SCOPE, 'lifeSteal');
return gained;
}
/**
* Złożenie w Ofierze: 1 Zapał, free Akcja Natychmiastowa, once per round. Triggers when your attack
* kills a target with a slashing / piercing wound within 1 m. `successes` are the Sukcesy of the
* killing attack's Test: heal Sukcesy + Magia, gain Krew = Sukcesy.
*/
export async function sacrifice(actor: CastableActor, successes: number): Promise<BloodActionResult> {
const a = actor.system.attributes as any;
if (!a.blood) return fail('no-blood-pool');
if (used(actor, 'sacrifice') >= 1) return fail('already-used');
if (hasTalent(actor, 'wielka-ofiara', 'rytualista-krwi')) return fail('replaced-by-wielka-ofiara');
if (!(await spendZeal(actor, 1))) return fail('insufficient-zeal');
const res = sacrificeResult(successes, a.magic?.actual ?? a.magic?.value ?? 0);
const hpGained = Math.min(res.heal, Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0)));
const krewGained = addKrew(a.blood, res.krew);
await actor.update({
'system.attributes.health.value': (a.health?.value ?? 0) + hpGained,
'system.attributes.blood.value': a.blood.value + krewGained,
...bump('sacrifice', actor),
});
return { ok: true, successes, hpGained, krewGained };
}
/**
* Wielka Ofiara (Rytualista Krwi; replaces Złożenie w Ofierze): 1 Zapał, once per day, target within 1 m
* is being attacked. Sukcesy above the target's highest Atrybut → the target loses all Żywotność
* (returned as `targetHpLost`, the caller applies it); otherwise the mage heals Sukcesy.
*/
export async function greatSacrifice(
actor: CastableActor,
successes: number,
target: { highestAttribute: number; health: number },
): Promise<BloodActionResult & { kills?: boolean; targetHpLost?: number }> {
const a = actor.system.attributes as any;
if (!a.blood) return fail('no-blood-pool');
if (!hasTalent(actor, 'wielka-ofiara', 'rytualista-krwi')) return fail('missing-talent');
if (Number(a.greatSacrificeUsed) >= 1) return fail('already-used');
if (!(await spendZeal(actor, 1))) return fail('insufficient-zeal');
const res = greatSacrificeResult(successes, target.highestAttribute, target.health);
const hpGained = Math.min(res.heal, Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0)));
const krewGained = addKrew(a.blood, res.krew);
await actor.update({
'system.attributes.health.value': (a.health?.value ?? 0) + hpGained,
'system.attributes.blood.value': a.blood.value + krewGained,
'system.attributes.greatSacrificeUsed': 1,
});
return { ok: true, successes, hpGained, krewGained, kills: res.kills, targetHpLost: res.kills ? target.health : 0 };
}
/**
* Wchłanianie Krwi (Akcja, once per round, min. 1 Krew): 2 HP per Krew.
* Większe Wchłanianie Krwi (Akcja Natychmiastowa): 3 HP per Krew, or 5 Krew → 1 Zapał.
*/ */
export async function absorbBlood( export async function absorbBlood(
actor: CastableActor, actor: CastableActor,
@@ -87,8 +236,9 @@ export async function absorbBlood(
opts: { greater?: boolean; asZeal?: boolean } = {}, opts: { greater?: boolean; asZeal?: boolean } = {},
): Promise<{ ok: boolean; hpGained: number; zealGained: number; reason?: string }> { ): Promise<{ ok: boolean; hpGained: number; zealGained: number; reason?: string }> {
const a = actor.system.attributes as any; const a = actor.system.attributes as any;
if (bloodSpent <= 0) return { ok: true, hpGained: 0, zealGained: 0 }; if (bloodSpent < 1) return { ok: false, hpGained: 0, zealGained: 0, reason: 'minimum-one-blood' };
if (!a.blood || a.blood.value < bloodSpent) return { ok: false, hpGained: 0, zealGained: 0, reason: 'insufficient-blood' }; if (!a.blood || a.blood.value < bloodSpent) return { ok: false, hpGained: 0, zealGained: 0, reason: 'insufficient-blood' };
if (!opts.greater && used(actor, 'absorb') >= 1) return { ok: false, hpGained: 0, zealGained: 0, reason: 'already-used' };
const update: Record<string, number> = { 'system.attributes.blood.value': a.blood.value - bloodSpent }; const update: Record<string, number> = { 'system.attributes.blood.value': a.blood.value - bloodSpent };
let hpGained = 0; let hpGained = 0;
let zealGained = 0; let zealGained = 0;
@@ -99,18 +249,40 @@ export async function absorbBlood(
hpGained = Math.min(bloodAbsorbHp(bloodSpent, !!opts.greater), Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0))); hpGained = Math.min(bloodAbsorbHp(bloodSpent, !!opts.greater), Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0)));
update['system.attributes.health.value'] = (a.health?.value ?? 0) + hpGained; update['system.attributes.health.value'] = (a.health?.value ?? 0) + hpGained;
} }
if (!opts.greater) Object.assign(update, bump('absorb', actor));
await actor.update(update); await actor.update(update);
return { ok: true, hpGained, zealGained }; return { ok: true, hpGained, zealGained };
} }
/** Life Steal: invoked from the damage-application hook when the source is a blood spell. */ /**
export async function lifeStealOnDamage(actor: CastableActor, damageDealt: number): Promise<number> { * Passive Krew (talents): 1 per 4 HP lost (Szacunek do Życia) / 1 per 2 HP (Krwisty Pojedynkowicz),
if (damageDealt <= 0) return 0; * by either side, only from slashing or piercing weapons. Call for the victim and the attacker.
const blood = actor.system.attributes.blood; */
export async function gainKrewFromWeaponDamage(actor: CastableActor, hpLost: number): Promise<number> {
const blood = (actor.system.attributes as any)?.blood;
if (!blood) return 0; if (!blood) return 0;
const restore = Math.floor(damageDealt / LIFE_STEAL_DIVISOR); const gained = addKrew(blood, krewFromWeaponHpLoss(hpLost, krewTalent(actor)));
if (restore <= 0) return 0; if (gained > 0) await actor.update({ 'system.attributes.blood.value': blood.value + gained });
const newBlood = Math.min(blood.max, blood.value + restore); return gained;
await actor.update({ 'system.attributes.blood.value': newBlood }); }
return newBlood - blood.value;
/** Start of a fight: Krew pool resets to 0 (Rytualista Krwi: 4) for blood-talent holders. */
export async function startOfFightKrew(actor: CastableActor): Promise<void> {
const talent = krewTalent(actor);
const blood = (actor.system.attributes as any)?.blood;
if (!talent || !blood) return;
const target = Math.min(blood.max, startingKrew(talent));
if (blood.value !== target) await actor.update({ 'system.attributes.blood.value': target });
}
/** End of a fight: leftover Krew vanishes and heals the mage as Wchłanianie Krwi (2 HP per Krew). */
export async function endOfFightKrew(actor: CastableActor): Promise<number> {
const a = actor.system.attributes as any;
if (!krewTalent(actor) || !a.blood || a.blood.value <= 0) return 0;
const hpGained = Math.min(bloodAbsorbHp(a.blood.value, false), Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0)));
await actor.update({
'system.attributes.blood.value': 0,
'system.attributes.health.value': (a.health?.value ?? 0) + hpGained,
});
return hpGained;
} }
+10 -3
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@@ -9,6 +9,7 @@
*/ */
import { applyDamage } from './damage'; import { applyDamage } from './damage';
import type { SpellDamageProfile } from './rules';
import { CONDITIONS } from './conditions'; import { CONDITIONS } from './conditions';
declare const Hooks: any; declare const Hooks: any;
@@ -71,12 +72,18 @@ async function onApplyDamage(btn: HTMLElement): Promise<void> {
return; return;
} }
const ignoresArmor = btn.dataset.ignoresArmor === 'true'; const ignoresArmor = btn.dataset.ignoresArmor === 'true';
let profile: SpellDamageProfile | null = null;
try { profile = btn.dataset.profile ? JSON.parse(btn.dataset.profile) : null; } catch { /* ignore */ }
await applyDamage(target, { await applyDamage(target, {
amount, amount,
type: (btn.dataset.type as any) ?? 'magical', type: (btn.dataset.type as any) ?? 'magical',
ignoreMagicalArmor: ignoresArmor, // A spell-specific profile replaces the blanket "ignores all armour" flag.
ignoreMagicalShield: ignoresArmor, ignoreMagicalArmor: profile ? !!profile.ignoreMagicalArmor : ignoresArmor,
ignorePhysicalArmor: ignoresArmor, ignoreMagicalShield: profile ? !!profile.ignoreMagicalShield : ignoresArmor,
ignorePhysicalArmor: profile ? !!profile.ignorePhysicalArmor : ignoresArmor,
runicArmorStep: profile?.runicArmorStep,
shieldMultiplier: profile?.shieldMultiplier,
destroyMagicalDefenses: profile?.destroyMagicalDefenses,
minDamageAfterArmor: btn.dataset.minAfterArmor === 'true', minDamageAfterArmor: btn.dataset.minAfterArmor === 'true',
} as any); } as any);
} }
+28
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@@ -7,6 +7,8 @@
*/ */
import { applyDamage } from './damage'; import { applyDamage } from './damage';
import { startOfFightKrew, endOfFightKrew } from './blood-magic';
import { restoreAllRunicArmor } from './runic-armor';
function hasStatus(actor: any, id: string): boolean { function hasStatus(actor: any, id: string): boolean {
const effects = actor?.effects ?? []; const effects = actor?.effects ?? [];
@@ -55,6 +57,15 @@ export function registerCombatHooks(): void {
if (actor?.system?.attributes?.immediateActionsUsed) { if (actor?.system?.attributes?.immediateActionsUsed) {
await actor.update({ 'system.attributes.immediateActionsUsed': 0 }); await actor.update({ 'system.attributes.immediateActionsUsed': 0 });
} }
const bu = actor?.system?.attributes?.bloodUsed;
if (bu && Object.values(bu).some((n) => Number(n) > 0)) {
await actor.update({
'system.attributes.bloodUsed.selfHarm': 0,
'system.attributes.bloodUsed.lifeSteal': 0,
'system.attributes.bloodUsed.sacrifice': 0,
'system.attributes.bloodUsed.absorb': 0,
});
}
} }
ChatMessage.create({ ChatMessage.create({
content: `<em>${game.i18n.localize('HBM.combat.newRound')}</em>`, content: `<em>${game.i18n.localize('HBM.combat.newRound')}</em>`,
@@ -62,6 +73,23 @@ export function registerCombatHooks(): void {
}); });
}); });
// Start of a fight: Krew pool resets (Rytualista Krwi starts with 4).
Hooks.on('combatStart', async (combat: Combat) => {
for (const c of (combat as any)?.combatants ?? []) {
if (c.actor?.type === 'character') await startOfFightKrew(c.actor);
}
});
// End of a fight: disabled Runiczny Pancerz returns, per-round counters clear, leftover Krew heals.
Hooks.on('deleteCombat', async (combat: Combat) => {
for (const c of (combat as any)?.combatants ?? []) {
const actor = c.actor;
if (!actor || actor.type !== 'character') continue;
await restoreAllRunicArmor(actor);
await endOfFightKrew(actor);
}
});
Hooks.on('combatTurn', async (combat: Combat) => { Hooks.on('combatTurn', async (combat: Combat) => {
// The previous combatant's turn just ended: expire their timed Stany. // The previous combatant's turn just ended: expire their timed Stany.
const prevId = (combat as any).previous?.combatantId; const prevId = (combat as any).previous?.combatantId;
+57 -14
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@@ -1,6 +1,6 @@
/** /**
* Damage application engine - flows through 4 layers: * Damage application engine - flows through 4 layers:
* 1. Magical Armor (DR + every 5 dmg absorbed degrades value by 1 via runicCounter) * 1. Runiczny Pancerz (DR; one hit > 5 disables 1 point until end of fight / restore)
* 2. Magical Shield (raw temp HP; cannot be healed; vanishes at 0) * 2. Magical Shield (raw temp HP; cannot be healed; vanishes at 0)
* 3. Physical Armor (flat DR; optionally degrade `condition` by 1) * 3. Physical Armor (flat DR; optionally degrade `condition` by 1)
* 4. Health (the leftover hits HP) * 4. Health (the leftover hits HP)
@@ -14,7 +14,8 @@
*/ */
import { DamageType } from '../constants'; import { DamageType } from '../constants';
import { triggersStun, concentrationTest } from './rules'; import { triggersStun, concentrationTest, runicArmorPointsDisabled } from './rules';
import { gainKrewFromWeaponDamage } from './blood-magic';
export interface ApplyDamageOptions { export interface ApplyDamageOptions {
amount: number; amount: number;
@@ -25,6 +26,19 @@ export interface ApplyDamageOptions {
damageArmor?: boolean; damageArmor?: boolean;
/** Magiczny Pocisk: at least 1 damage gets through Pancerz to Żywotność. */ /** Magiczny Pocisk: at least 1 damage gets through Pancerz to Żywotność. */
minDamageAfterArmor?: boolean; minDamageAfterArmor?: boolean;
/** Shield-breaker: every N (2 instead of 5) damage disable a Runiczny Pancerz point. */
runicArmorStep?: number;
/** Shield-breaker: damage counts ×N against Magiczna Osłona. */
shieldMultiplier?: number;
/** Prawdziwa Dezintegracja: disables all Runiczny Pancerz points and destroys Magiczna Osłona. */
destroyMagicalDefenses?: boolean;
/** Rozerwanie Run: permanently destroys N Runiczny Pancerz points (lowers its maximum). */
destroyRunicPoints?: number;
/** Wound kind of a weapon hit (gear data has none yet – callers pass it); drives passive Krew. */
/** Wound kinds of the attacking weapon; only slashing / piercing give passive Krew. */
woundKinds?: ('slashing' | 'piercing' | 'blunt')[];
/** Attacker, for passive Krew gain (Szacunek do Życia / Krwisty Pojedynkowicz). */
sourceActor?: any;
postChat?: boolean; postChat?: boolean;
} }
@@ -34,6 +48,12 @@ export interface DamageReport {
hpDamage: number; hpDamage: number;
shieldDropped: boolean; shieldDropped: boolean;
oszolomionyApplied: boolean; oszolomionyApplied: boolean;
/** Runiczny Pancerz points disabled by this hit (restored at end of fight). */
runicArmorDisabled?: number;
/** Runiczny Pancerz points destroyed permanently by this hit. */
runicArmorDestroyed?: number;
/** Krew gained by the victim / attacker through weapon-damage talents. */
krewGained?: { victim: number; source: number };
/** Dusza (Determinacja) 4:S for a concentrating target; absent when no Żywotność was lost. */ /** Dusza (Determinacja) 4:S for a concentrating target; absent when no Żywotność was lost. */
concentrationTest?: { threshold: number; successes: number }; concentrationTest?: { threshold: number; successes: number };
} }
@@ -61,30 +81,45 @@ export async function applyDamage(actor: ActorLike, opts: ApplyDamageOptions): P
let remaining = total; let remaining = total;
// Layer 1: Magical Armor - DR-based; runicCounter accumulates incoming damage. // Layer 1: Runiczny Pancerz - flat DR. ONE hit disables points (never accumulated across hits):
// > 5 damage after the step → 1 point; shield-breakers: every 2 damage → 1 point. Disabled
// points come back at the end of the fight / when restored (see logic/runic-armor.ts).
if (a.magicalArmor && opts.destroyRunicPoints) {
// Rozerwanie Run: permanent – lowers the maximum, cannot be restored.
const value = Math.max(0, Number(a.magicalArmor.value) || 0);
const max = Math.max(0, Number(a.magicalArmor.max) || 0);
const lost = Math.min(max, opts.destroyRunicPoints);
updates['system.attributes.magicalArmor.max'] = max - lost;
updates['system.attributes.magicalArmor.value'] = Math.min(value, max - lost);
report.runicArmorDestroyed = lost;
}
if (!opts.ignoreMagicalArmor && a.magicalArmor) { if (!opts.ignoreMagicalArmor && a.magicalArmor) {
const dr = Math.max(0, Number(a.magicalArmor.value) || 0); const dr = Math.max(0, Number(a.magicalArmor.value) || 0);
const absorbed = Math.min(dr, remaining); const absorbed = Math.min(dr, remaining);
if (absorbed > 0) { if (absorbed > 0) {
const incomingDmg = remaining; const incoming = remaining;
report.absorbed.magicalArmor = absorbed; report.absorbed.magicalArmor = absorbed;
remaining -= absorbed; remaining -= absorbed;
const newCounter = (Number(a.magicalArmor.runicCounter) || 0) + incomingDmg; const disabled = opts.destroyMagicalDefenses
const decrements = Math.floor(newCounter / 5); ? dr
const newValue = Math.max(0, dr - decrements); : runicArmorPointsDisabled(opts.runicArmorStep ? incoming : remaining, opts.runicArmorStep);
updates['system.attributes.magicalArmor.runicCounter'] = newCounter % 5; const current = (updates['system.attributes.magicalArmor.value'] as number | undefined) ?? dr;
const newValue = Math.max(0, Math.min(current, dr) - disabled);
if (disabled > 0) report.runicArmorDisabled = Math.min(dr, disabled);
updates['system.attributes.magicalArmor.value'] = newValue; updates['system.attributes.magicalArmor.value'] = newValue;
} }
} }
// Layer 2: Magical Shield - pure temp HP (raw subtraction). // Layer 2: Magiczna Osłona - pure temp HP; shield-breakers count damage ×N against it.
if (remaining > 0 && !opts.ignoreMagicalShield && a.magicalShield) { if (remaining > 0 && !opts.ignoreMagicalShield && a.magicalShield) {
const shield = Math.max(0, Number(a.magicalShield.value) || 0); const shield = Math.max(0, Number(a.magicalShield.value) || 0);
const taken = Math.min(shield, remaining); const mult = Math.max(1, opts.shieldMultiplier ?? 1);
if (taken > 0) { const effective = Math.min(shield, remaining * mult);
report.absorbed.magicalShield = taken; if (effective > 0) {
remaining -= taken; const consumed = Math.ceil(effective / mult);
const newShield = shield - taken; report.absorbed.magicalShield = consumed;
remaining -= consumed;
const newShield = opts.destroyMagicalDefenses ? 0 : shield - effective;
updates['system.attributes.magicalShield.value'] = newShield; updates['system.attributes.magicalShield.value'] = newShield;
if (newShield === 0) report.shieldDropped = true; if (newShield === 0) report.shieldDropped = true;
} }
@@ -127,6 +162,14 @@ export async function applyDamage(actor: ActorLike, opts: ApplyDamageOptions): P
if (Object.keys(updates).length > 0) await actor.update(updates); if (Object.keys(updates).length > 0) await actor.update(updates);
// Passive Krew from slashing / piercing weapons (talents): victim and attacker side.
if (report.hpDamage > 0 && (opts.woundKinds ?? []).some((k) => k === 'slashing' || k === 'piercing')) {
report.krewGained = {
victim: await gainKrewFromWeaponDamage(actor as any, report.hpDamage),
source: opts.sourceActor ? await gainKrewFromWeaponDamage(opts.sourceActor, report.hpDamage) : 0,
};
}
// Oszołomiony: a single hit that costs ≥ half max Żywotność after all reductions. // Oszołomiony: a single hit that costs ≥ half max Żywotność after all reductions.
if (triggersStun(report.hpDamage, Number(a.health?.max) || 0) && actor.toggleStatusEffect) { if (triggersStun(report.hpDamage, Number(a.health?.max) || 0) && actor.toggleStatusEffect) {
const already = actor.effects?.find((e: any) => e.statuses?.has?.('oszolomiony')); const already = actor.effects?.find((e: any) => e.statuses?.has?.('oszolomiony'));
+53
View File
@@ -0,0 +1,53 @@
/**
* NBP (Narodowy Bank Polski) table A mid rates for the money converter.
* Campaign year → first published rate on/after 1 June of that year; a year in the
* future (or no table found / request failed) → latest published rate.
*/
import { TRADE } from './rules';
export interface NbpRate {
rate: number;
/** Effective date (YYYY-MM-DD) of the table the rate comes from. */
date: string;
}
const NBP_FIRST_YEAR = 2002;
const NBP_TIMEOUT_MS = 4000;
/** Offline fallbacks when NBP is unreachable. */
export const FALLBACK_RATES: Record<string, number> = { eur: TRADE.eurRate, usd: 4.0 };
type FetchLike = (url: string, init?: { signal?: AbortSignal }) => Promise<{ ok: boolean; json(): Promise<any> }>;
async function getRates(url: string, fetchImpl: FetchLike): Promise<NbpRate | null> {
const ctrl = new AbortController();
const timer = setTimeout(() => ctrl.abort(), NBP_TIMEOUT_MS);
try {
const res = await fetchImpl(url, { signal: ctrl.signal });
if (!res.ok) return null;
const first = (await res.json())?.rates?.[0];
return typeof first?.mid === 'number' ? { rate: first.mid, date: String(first.effectiveDate ?? '') } : null;
} catch {
return null;
} finally {
clearTimeout(timer);
}
}
/** Fetch the rate for `currency` (ISO code, any case) valid for the given campaign year. */
export async function fetchNbpRate(
currency: string,
year: number,
now: Date = new Date(),
fetchImpl: FetchLike = (u, i) => fetch(u, i),
): Promise<NbpRate | null> {
const code = currency.toLowerCase();
const base = `https://api.nbp.pl/api/exchangerates/rates/a/${code}`;
if (year >= NBP_FIRST_YEAR && year <= now.getFullYear()) {
// A two-week window always contains a working day; take the first table in it.
const hit = await getRates(`${base}/${year}-06-01/${year}-06-14/?format=json`, fetchImpl);
if (hit) return hit;
}
return getRates(`${base}/?format=json`, fetchImpl);
}
+7 -2
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@@ -141,8 +141,13 @@ export async function rest(actor: CastableActor, kind: RestKind): Promise<RestRe
update['system.attributes.elixirTolerance'] = Math.max(0, toleranceBefore - 1); update['system.attributes.elixirTolerance'] = Math.max(0, toleranceBefore - 1);
toleranceRecovered = 1; toleranceRecovered = 1;
} }
if (a.magicalArmor?.runicCounter && a.magicalArmor.runicCounter > 0) { // Disabled Runiczny Pancerz points come back (only Rozerwanie Run is permanent).
update['system.attributes.magicalArmor.runicCounter'] = 0; if (a.magicalArmor && a.magicalArmor.value < a.magicalArmor.max) {
update['system.attributes.magicalArmor.value'] = a.magicalArmor.max;
}
if (a.greatSacrificeUsed) update['system.attributes.greatSacrificeUsed'] = 0;
if (a.bloodUsed) {
for (const k of ['selfHarm', 'lifeSteal', 'sacrifice', 'absorb']) update[`system.attributes.bloodUsed.${k}`] = 0;
} }
} }
+87
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@@ -133,6 +133,93 @@ export function bloodToZeal(blood: number): number {
return Math.floor(Math.max(0, blood) / 5); return Math.floor(Math.max(0, blood) / 5);
} }
/**
* Runiczny Pancerz – points disabled by ONE hit (hits are never added together).
* Default: a hit of more than 5 damage (after the Runiczny Pancerz step) disables 1 point.
* Shield-breaking effects (`step` 2): every 2 damage disable 1 point.
* Disabled points return at the end of the fight or when restored; only Rozerwanie Run
* destroys a point permanently.
*/
export function runicArmorPointsDisabled(damage: number, step?: number): number {
const d = Math.max(0, Math.floor(damage));
if (step && step > 0 && step !== DEFAULT_RUNIC_THRESHOLD) return Math.floor(d / step);
return d > DEFAULT_RUNIC_THRESHOLD ? 1 : 0;
}
export const DEFAULT_RUNIC_THRESHOLD = 5;
/** Damage profile of spells that treat the magical defences non-standardly (by spell slug). */
export interface SpellDamageProfile {
ignoreMagicalArmor?: boolean;
ignoreMagicalShield?: boolean;
ignorePhysicalArmor?: boolean;
/** 2 → every 2 (instead of 5) damage disable a Runiczny Pancerz point. */
runicArmorStep?: number;
/** Damage counts this many times against Magiczna Osłona. */
shieldMultiplier?: number;
/** Fully destroys Magiczne Tarcze and disables all Runiczny Pancerz (Prawdziwa Dezintegracja). */
destroyMagicalDefenses?: boolean;
}
const SHIELD_BREAKER: SpellDamageProfile = { runicArmorStep: 2, shieldMultiplier: 2 };
export const SPELL_DAMAGE_PROFILES: Readonly<Record<string, SpellDamageProfile>> = {
'ether-pierce': { ...SHIELD_BREAKER, ignorePhysicalArmor: true },
'divine-spear': { ...SHIELD_BREAKER, ignorePhysicalArmor: true },
'energy-wave': SHIELD_BREAKER,
'mysterious-stream': SHIELD_BREAKER,
'arrow-of-desire': SHIELD_BREAKER,
'last-judgment': SHIELD_BREAKER,
'crimson-bolt': { ignoreMagicalArmor: true, ignoreMagicalShield: true },
'true-disintegration': { ignorePhysicalArmor: true, destroyMagicalDefenses: true },
};
/** Krew – sources (Arcanum Sanguinis). */
export type KrewTalent = 'respect-for-life' | 'krwisty-pojedynkowicz' | 'rytualista-krwi';
/** Samookaleczenie: lose HP = Sukcesy; 1 Krew per HP (2 with Większe Samookaleczenie). */
export function krewFromSelfHarm(hpLost: number, greater = false): number {
return Math.max(0, hpLost) * (greater ? 2 : 1);
}
/** Kradzież Życia: 1 Krew per HP the target actually lost (2 with the greater version). */
export function krewFromLifeSteal(hpLost: number, greater = false): number {
return Math.max(0, hpLost) * (greater ? 2 : 1);
}
/** Złożenie w Ofierze: heal Sukcesy + Magia, gain Krew = Sukcesy. */
export function sacrificeResult(successes: number, magic: number): { heal: number; krew: number } {
return { heal: Math.max(0, successes) + Math.max(0, magic), krew: Math.max(0, successes) };
}
/**
* Wielka Ofiara: Sukcesy above the target's highest Atrybut kill it (all its Żywotność is lost),
* otherwise the mage heals Sukcesy. Krew gained = Żywotność the target lost.
*/
export function greatSacrificeResult(successes: number, highestAttribute: number, targetHealth: number): { kills: boolean; heal: number; krew: number } {
if (successes > highestAttribute) return { kills: true, heal: 0, krew: Math.max(0, targetHealth) };
return { kills: false, heal: Math.max(0, successes), krew: 0 };
}
/** Passive Krew: Szacunek do Życia 1 per 4 HP, Krwisty Pojedynkowicz 1 per 2 HP (slashing/piercing only). */
export function krewFromWeaponHpLoss(hpLost: number, talent: KrewTalent | null): number {
if (talent === 'respect-for-life') return Math.floor(Math.max(0, hpLost) / 4);
if (talent === 'krwisty-pojedynkowicz') return Math.floor(Math.max(0, hpLost) / 2);
return 0;
}
/** Krew at the start of a fight: Rytualista Krwi 4, everyone else 0. */
export function startingKrew(talent: KrewTalent | null): number {
return talent === 'rytualista-krwi' ? 4 : 0;
}
/** Runiczny Pancerz (Amulet Osłony): recharging costs 2 Mana per point, as an Akcja Natychmiastowa. */
export const RUNIC_ARMOR_MANA_PER_POINT = 2;
/** Points of Runiczny Pancerz that can actually be restored (never above max, never negative). */
export function runicArmorRestorable(value: number, max: number, requested: number): number {
return Math.max(0, Math.min(Math.floor(requested), max - value));
}
/** Mana needed to restore `points` points of Runiczny Pancerz. */
export function runicArmorManaCost(points: number): number {
return Math.max(0, points) * RUNIC_ARMOR_MANA_PER_POINT;
}
/** Eliksir Odnowienia Many: +3 mana (capped by the pool); quick use = 1d3 as Immediate Action. */ /** Eliksir Odnowienia Many: +3 mana (capped by the pool); quick use = 1d3 as Immediate Action. */
export const MANA_ELIXIR_NORMAL = 3; export const MANA_ELIXIR_NORMAL = 3;
export const MANA_ELIXIR_QUICK_DIE = 3; export const MANA_ELIXIR_QUICK_DIE = 3;
+56
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@@ -0,0 +1,56 @@
/**
* Runiczny Pancerz – a single hit of more than 5 damage disables 1 point (logic/damage.ts); disabled
* points return at the end of the fight or can be restored as an Akcja Natychmiastowa. The cost
* depends on the source: Amulet Osłony takes 2 Many per point. Only Rozerwanie Run destroys a point
* permanently (it lowers `magicalArmor.max`).
*/
import type { CastableActor } from './spell-cast';
import { runicArmorManaCost, runicArmorRestorable } from './rules';
/** End of fight: every disabled point returns. */
export async function restoreAllRunicArmor(actor: CastableActor): Promise<number> {
const armor = (actor.system.attributes as any).magicalArmor as { value: number; max: number } | undefined;
if (!armor || armor.value >= armor.max) return 0;
await actor.update({ 'system.attributes.magicalArmor.value': armor.max });
return armor.max - armor.value;
}
export interface RunicRestoreResult {
ok: boolean;
restored: number;
manaSpent: number;
reason?: string;
}
/**
* Spend Mana to restore up to `points` points of Runiczny Pancerz (capped at its max).
* Fails with `insufficient-mana` when the pool cannot pay for every requested point;
* pass `partial: true` to restore as many points as the pool affords instead.
*/
export async function rechargeRunicArmor(
actor: CastableActor,
points: number,
opts: { partial?: boolean } = {},
): Promise<RunicRestoreResult> {
const a = actor.system.attributes as any;
const armor = a.magicalArmor as { value: number; max: number } | undefined;
if (!armor) return { ok: false, restored: 0, manaSpent: 0, reason: 'no-runic-armor' };
let restored = runicArmorRestorable(armor.value, armor.max, points);
if (restored <= 0) return { ok: false, restored: 0, manaSpent: 0, reason: 'already-full' };
const mana = Number(a.mana?.value) || 0;
if (runicArmorManaCost(restored) > mana) {
if (!opts.partial) return { ok: false, restored: 0, manaSpent: 0, reason: 'insufficient-mana' };
restored = runicArmorRestorable(armor.value, armor.max, Math.floor(mana / runicArmorManaCost(1)));
if (restored <= 0) return { ok: false, restored: 0, manaSpent: 0, reason: 'insufficient-mana' };
}
const manaSpent = runicArmorManaCost(restored);
await actor.update({
'system.attributes.magicalArmor.value': armor.value + restored,
'system.attributes.mana.value': mana - manaSpent,
});
return { ok: true, restored, manaSpent };
}
+6 -1
View File
@@ -16,7 +16,7 @@
import { HbmTSRoll } from '../dice/ts-roll'; import { HbmTSRoll } from '../dice/ts-roll';
import { TS_DEFAULT_REQUIRED, TS_DEFAULT_THRESHOLD, getMagicPowerEntry } from '../constants'; import { TS_DEFAULT_REQUIRED, TS_DEFAULT_THRESHOLD, getMagicPowerEntry } from '../constants';
import { manaToBorrow, exhaustionDice, manaExhaustionTier, overLimitTest } from './rules'; import { manaToBorrow, exhaustionDice, manaExhaustionTier, overLimitTest, SPELL_DAMAGE_PROFILES } from './rules';
import { validateCast } from './spell-validation'; import { validateCast } from './spell-validation';
import type { ValidationResult } from './spell-validation'; import type { ValidationResult } from './spell-validation';
import { rollSpellDamage } from './spell-damage'; import { rollSpellDamage } from './spell-damage';
@@ -200,6 +200,11 @@ async function renderCastCard(
ignoresArmor: !!spell.system.ignoresArmor, ignoresArmor: !!spell.system.ignoresArmor,
// Magiczny Pocisk: at least 1 damage reaches Żywotność after Pancerz. // Magiczny Pocisk: at least 1 damage reaches Żywotność after Pancerz.
minAfterArmor: ((spell as any).flags?.['hbm-rpg-v3']?.slug ?? (spell.system as any).slug) === 'magic-missile', minAfterArmor: ((spell as any).flags?.['hbm-rpg-v3']?.slug ?? (spell.system as any).slug) === 'magic-missile',
// Shield-breakers / Szkarłatny Pocisk / Prawdziwa Dezintegracja treat the magical defences specially.
profile: (() => {
const p = SPELL_DAMAGE_PROFILES[((spell as any).flags?.['hbm-rpg-v3']?.slug ?? (spell.system as any).slug) as string];
return p ? JSON.stringify(p) : '';
})(),
targets: targets.length > 0 ? targets : null, targets: targets.length > 0 ? targets : null,
}; };
} }
+2
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@@ -9,6 +9,7 @@ import {
AOE_SHAPES, AOE_SHAPES,
SPELL_DAMAGE_TYPES, SPELL_DAMAGE_TYPES,
TRIGGER_EVENTS, TRIGGER_EVENTS,
WOUND_KINDS,
} from '../constants'; } from '../constants';
const { ItemSheetV2 } = foundry.applications.sheets as unknown as { const { ItemSheetV2 } = foundry.applications.sheets as unknown as {
@@ -67,6 +68,7 @@ export class HbmItemSheet extends HandlebarsApplicationMixin(ItemSheetV2) {
itemType: item.type, itemType: item.type,
bodyPartial: TYPE_PARTIAL[item.type] ?? 'systems/hbm-rpg-v3/templates/item/_unknown.hbs', bodyPartial: TYPE_PARTIAL[item.type] ?? 'systems/hbm-rpg-v3/templates/item/_unknown.hbs',
choices: buildChoiceMaps(), choices: buildChoiceMaps(),
woundChoices: Object.fromEntries(WOUND_KINDS.map((k) => [k, `HBM.gear.wound.${k}`])),
effects, effects,
supportsEffects, supportsEffects,
}; };
+5 -30
View File
@@ -1,3 +1,5 @@
import { fetchNbpRate, FALLBACK_RATES } from '../logic/nbp';
const { DialogV2 } = foundry.applications.api as unknown as { const { DialogV2 } = foundry.applications.api as unknown as {
DialogV2: any; DialogV2: any;
}; };
@@ -55,37 +57,10 @@ class MoneyConverterDialog extends DialogV2 {
export async function showMoneyConverter(actor: any): Promise<void> { export async function showMoneyConverter(actor: any): Promise<void> {
const pln = actor.system.details?.money ?? 0; const pln = actor.system.details?.money ?? 0;
const currentYear = actor.system.details?.currentYear ?? 2026; const currentYear = actor.system.details?.currentYear ?? 2026;
const currentRealYear = new Date().getFullYear();
const fetchNBP = async (currency: string, year: number): Promise<{ rate: number; date: string } | null> => { const [eurData, usdData] = await Promise.all([fetchNbpRate('eur', currentYear), fetchNbpRate('usd', currentYear)]);
if (year >= 2002 && year <= currentRealYear) { const eurRate = eurData?.rate ?? FALLBACK_RATES.eur!;
for (let day = 1; day <= 7; day++) { const usdRate = usdData?.rate ?? FALLBACK_RATES.usd!;
const d = `${year}-06-${String(day).padStart(2, '0')}`;
try {
const res = await fetch(`https://api.nbp.pl/api/exchangerates/rates/a/${currency}/${d}/?format=json`);
if (res.ok) {
const data = await res.json();
const r = data?.rates?.[0]?.mid;
if (typeof r === 'number') return { rate: r, date: d };
}
} catch (_) { /* ignore */ }
}
}
try {
const res = await fetch(`https://api.nbp.pl/api/exchangerates/rates/a/${currency}/?format=json`);
if (res.ok) {
const data = await res.json();
const r = data?.rates?.[0]?.mid;
const dt = data?.rates?.[0]?.effectiveDate || '';
if (typeof r === 'number') return { rate: r, date: dt };
}
} catch (_) { /* ignore */ }
return null;
};
const [eurData, usdData] = await Promise.all([fetchNBP('eur', currentYear), fetchNBP('usd', currentYear)]);
const eurRate = eurData?.rate ?? 4.35;
const usdRate = usdData?.rate ?? 4.00;
const rateDate = eurData?.date ?? usdData?.date ?? 'default'; const rateDate = eurData?.date ?? usdData?.date ?? 'default';
const isLive = !!(eurData || usdData); const isLive = !!(eurData || usdData);
+2 -2
View File
@@ -2,9 +2,9 @@
"id": "hbm-rpg-v3", "id": "hbm-rpg-v3",
"title": "Homebrew Magic: RPG v3", "title": "Homebrew Magic: RPG v3",
"description": "System Foundry VTT dla Homebrew Magic: Role Playing Game v3 - autorska gra fabularna z mechaniką puli kości d6 (TS - Trudność:Sukcesy).", "description": "System Foundry VTT dla Homebrew Magic: Role Playing Game v3 - autorska gra fabularna z mechaniką puli kości d6 (TS - Trudność:Sukcesy).",
"version": "1.4.0", "version": "1.5.1",
"manifest": "https://vtt-content.octoturge.com/packages/system/hbm-rpg-v3.json", "manifest": "https://vtt-content.octoturge.com/packages/system/hbm-rpg-v3.json",
"download": "https://vtt-content.octoturge.com/packages/system/hbm-rpg-v3-v1.4.0.zip", "download": "https://vtt-content.octoturge.com/packages/system/hbm-rpg-v3-v1.5.0.zip",
"compatibility": { "compatibility": {
"minimum": "13", "minimum": "13",
"verified": "14" "verified": "14"
+1 -1
View File
@@ -51,7 +51,7 @@
{{#if damage.targets}} {{#if damage.targets}}
<div class="hbm-card-targets"> <div class="hbm-card-targets">
{{#each damage.targets as |t|}} {{#each damage.targets as |t|}}
<button type="button" class="hbm-action" data-action="hbm-apply-damage" data-target-uuid="{{t.uuid}}" data-amount="{{../damage.total}}" data-type="{{../damage.type}}" data-ignores-armor="{{../damage.ignoresArmor}}" data-min-after-armor="{{../damage.minAfterArmor}}"> <button type="button" class="hbm-action" data-action="hbm-apply-damage" data-target-uuid="{{t.uuid}}" data-amount="{{../damage.total}}" data-type="{{../damage.type}}" data-ignores-armor="{{../damage.ignoresArmor}}" data-min-after-armor="{{../damage.minAfterArmor}}" data-profile="{{../damage.profile}}">
⚔ {{t.name}} ⚔ {{t.name}}
</button> </button>
{{/each}} {{/each}}
+5
View File
@@ -31,6 +31,11 @@
<option value="environmental" {{#if (eq system.weapon.damageType 'environmental')}}selected{{/if}}>{{localize 'HBM.gear.environmental'}}</option> <option value="environmental" {{#if (eq system.weapon.damageType 'environmental')}}selected{{/if}}>{{localize 'HBM.gear.environmental'}}</option>
</select> </select>
</label> </label>
<label title="{{localize 'HBM.gear.woundKindsHint'}}">{{localize 'HBM.gear.woundKinds'}}:
<multi-select name="system.weapon.woundKinds">
{{selectOptions woundChoices selected=system.weapon.woundKinds localize=true}}
</multi-select>
</label>
</fieldset> </fieldset>
{{/if}} {{/if}}
+126
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@@ -0,0 +1,126 @@
import { describe, it, expect, vi } from 'vitest';
import {
absorbBlood,
endOfFightKrew,
gainKrewFromWeaponDamage,
greatSacrifice,
resolveLifeSteal,
sacrifice,
selfHarm,
startOfFightKrew,
useLifeSteal,
} from '../../src/logic/blood-magic';
import { krewFromWeaponHpLoss, runicArmorPointsDisabled, startingKrew } from '../../src/logic/rules';
function makeActor(opts: { slugs?: string[]; blood?: number; hp?: number; zeal?: number; used?: Record<string, number> } = {}) {
const flags: Record<string, unknown> = {};
const actor: any = {
system: {
attributes: {
blood: { value: opts.blood ?? 0, max: 20 },
health: { value: opts.hp ?? 20, max: 30 },
zeal: { value: opts.zeal ?? 3, max: 5 },
magic: { value: 3, actual: 3 },
bloodUsed: { selfHarm: 0, lifeSteal: 0, sacrifice: 0, absorb: 0, ...(opts.used ?? {}) },
greatSacrificeUsed: 0,
},
},
items: (opts.slugs ?? []).map((slug) => ({ type: 'talent', system: { slug } })),
update: vi.fn(async () => undefined),
setFlag: vi.fn(async (_s: string, k: string, v: unknown) => { flags[k] = v; }),
getFlag: vi.fn((_s: string, k: string) => flags[k]),
unsetFlag: vi.fn(async (_s: string, k: string) => { delete flags[k]; }),
};
return actor;
}
describe('Samookaleczenie', () => {
it('loses HP = Sukcesy and gains 1 Krew per HP, once per round', async () => {
const actor = makeActor();
const res = await selfHarm(actor, { roller: async () => 3 });
expect(res).toMatchObject({ ok: true, hpLost: 3, krewGained: 3 });
expect(actor.update).toHaveBeenCalledWith(expect.objectContaining({
'system.attributes.health.value': 17,
'system.attributes.blood.value': 3,
'system.attributes.bloodUsed.selfHarm': 1,
}));
const again = makeActor({ used: { selfHarm: 1 } });
expect((await selfHarm(again, { roller: async () => 3 })).reason).toBe('already-used');
});
it('Większe Samookaleczenie needs the talent and gives 2 Krew per HP', async () => {
expect((await selfHarm(makeActor(), { greater: true, roller: async () => 2 })).reason).toBe('missing-talent');
const res = await selfHarm(makeActor({ slugs: ['krwisty-pojedynkowicz'] }), { greater: true, roller: async () => 2 });
expect(res.krewGained).toBe(4);
});
});
describe('Kradzież Życia', () => {
it('costs 1 Zapał, arms the next attack and pays Krew for HP actually lost', async () => {
const actor = makeActor({ zeal: 2 });
expect(await useLifeSteal(actor)).toEqual({ ok: true, stepsEasier: 1 });
expect(actor.update).toHaveBeenCalledWith({ 'system.attributes.zeal.value': 1 });
expect(await resolveLifeSteal(actor, 4)).toBe(4);
});
it('greater version pays 2 Krew per HP and may be used twice per round', async () => {
const actor = makeActor({ slugs: ['wieksza-kradziez-zycia'], used: { lifeSteal: 1 } });
expect((await useLifeSteal(actor, { greater: true })).stepsEasier).toBe(2);
expect(await resolveLifeSteal(actor, 3)).toBe(6);
const spent = makeActor({ slugs: ['wieksza-kradziez-zycia'], used: { lifeSteal: 2 } });
expect((await useLifeSteal(spent, { greater: true })).reason).toBe('already-used');
});
});
describe('Złożenie w Ofierze / Wielka Ofiara', () => {
it('heals Sukcesy + Magia and gains Krew = Sukcesy', async () => {
const actor = makeActor({ hp: 10 });
expect(await sacrifice(actor, 2)).toMatchObject({ ok: true, hpGained: 5, krewGained: 2 });
});
it('Wielka Ofiara kills when Sukcesy exceed the highest Atrybut, else heals', async () => {
const actor = makeActor({ slugs: ['rytualista-krwi'], hp: 10 });
const kill = await greatSacrifice(actor, 6, { highestAttribute: 5, health: 12 });
expect(kill).toMatchObject({ ok: true, kills: true, targetHpLost: 12, krewGained: 12 });
const other = makeActor({ slugs: ['rytualista-krwi'], hp: 10 });
expect(await greatSacrifice(other, 4, { highestAttribute: 5, health: 12 })).toMatchObject({ kills: false, hpGained: 4, krewGained: 0 });
expect((await sacrifice(actor, 2)).reason).toBe('replaced-by-wielka-ofiara');
});
});
describe('Wchłanianie Krwi', () => {
it('needs at least 1 Krew; 2 HP per Krew once per round, 3 HP greater', async () => {
expect((await absorbBlood(makeActor({ blood: 5 }), 0)).reason).toBe('minimum-one-blood');
expect((await absorbBlood(makeActor({ blood: 5, hp: 10 }), 3))).toMatchObject({ ok: true, hpGained: 6 });
expect((await absorbBlood(makeActor({ blood: 5, used: { absorb: 1 } }), 1)).reason).toBe('already-used');
expect((await absorbBlood(makeActor({ blood: 5, hp: 10 }), 2, { greater: true }))).toMatchObject({ hpGained: 6 });
});
});
describe('passive Krew', () => {
it('Szacunek do Życia 1 per 4 HP, Krwisty Pojedynkowicz 1 per 2 HP', async () => {
expect(krewFromWeaponHpLoss(9, 'respect-for-life')).toBe(2);
expect(krewFromWeaponHpLoss(9, 'krwisty-pojedynkowicz')).toBe(4);
expect(krewFromWeaponHpLoss(9, 'rytualista-krwi')).toBe(0);
expect(await gainKrewFromWeaponDamage(makeActor({ slugs: ['respect-for-life'] }), 9)).toBe(2);
expect(await gainKrewFromWeaponDamage(makeActor(), 9)).toBe(0);
});
it('fight start/end: Rytualista starts with 4, leftover Krew heals 2 HP each', async () => {
expect(startingKrew('rytualista-krwi')).toBe(4);
const rit = makeActor({ slugs: ['rytualista-krwi'], blood: 0 });
await startOfFightKrew(rit);
expect(rit.update).toHaveBeenCalledWith({ 'system.attributes.blood.value': 4 });
const end = makeActor({ slugs: ['respect-for-life'], blood: 5, hp: 10 });
expect(await endOfFightKrew(end)).toBe(10);
});
});
describe('Runiczny Pancerz – single hit', () => {
it('> 5 disables 1 point; shield-breakers disable per 2 damage', () => {
expect(runicArmorPointsDisabled(5)).toBe(0);
expect(runicArmorPointsDisabled(6)).toBe(1);
expect(runicArmorPointsDisabled(40)).toBe(1);
expect(runicArmorPointsDisabled(7, 2)).toBe(3);
});
});
+35
View File
@@ -80,6 +80,41 @@ describe('applyDamage', () => {
expect(r.hpDamage).toBe(6); expect(r.hpDamage).toBe(6);
}); });
it('one hit above 5 (after Runiczny Pancerz) disables 1 point; hits never accumulate', async () => {
const big = makeActor({ magicalArmor: { value: 3, max: 3 } });
const r = await applyDamage(big.actor, { amount: 10, postChat: false });
expect(r.runicArmorDisabled).toBe(1);
expect(big.actor.update).toHaveBeenCalledWith(expect.objectContaining({ 'system.attributes.magicalArmor.value': 2 }));
const small = makeActor({ magicalArmor: { value: 3, max: 3 } });
await applyDamage(small.actor, { amount: 7, postChat: false });
await applyDamage(small.actor, { amount: 7, postChat: false });
expect(small.updates.every((u) => u['system.attributes.magicalArmor.value'] === 3)).toBe(true);
});
it('shield-breakers: every 2 damage disable a point and damage counts double against Magiczna Osłona', async () => {
const { actor } = makeActor({ magicalArmor: { value: 4, max: 4 }, magicalShield: { value: 6 } });
const r = await applyDamage(actor, { amount: 10, runicArmorStep: 2, shieldMultiplier: 2, postChat: false });
expect(r.runicArmorDisabled).toBe(4);
expect(r.absorbed.magicalShield).toBe(3);
expect(r.hpDamage).toBe(3);
});
it('Prawdziwa Dezintegracja destroys shield and disables all Runiczny Pancerz', async () => {
const { actor } = makeActor({ magicalArmor: { value: 3, max: 3 }, magicalShield: { value: 50 } });
await applyDamage(actor, { amount: 10, destroyMagicalDefenses: true, ignorePhysicalArmor: true, postChat: false });
expect(actor.update).toHaveBeenCalledWith(expect.objectContaining({
'system.attributes.magicalArmor.value': 0,
'system.attributes.magicalShield.value': 0,
}));
});
it('Rozerwanie Run permanently lowers the maximum', async () => {
const { actor } = makeActor({ magicalArmor: { value: 3, max: 3 } });
const r = await applyDamage(actor, { amount: 1, destroyRunicPoints: 1, postChat: false });
expect(r.runicArmorDestroyed).toBe(1);
expect(actor.update).toHaveBeenCalledWith(expect.objectContaining({ 'system.attributes.magicalArmor.max': 2 }));
});
it('marks shield as dropped when reduced to 0', async () => { it('marks shield as dropped when reduced to 0', async () => {
const { actor } = makeActor({ magicalShield: { value: 3 } }); const { actor } = makeActor({ magicalShield: { value: 3 } });
const r = await applyDamage(actor, { amount: 5, postChat: false }); const r = await applyDamage(actor, { amount: 5, postChat: false });
+31
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@@ -0,0 +1,31 @@
import { describe, it, expect, vi } from 'vitest';
import { fetchNbpRate } from '../../src/logic/nbp';
const ok = (mid: number, effectiveDate: string) => ({ ok: true, json: async () => ({ rates: [{ mid, effectiveDate }] }) });
const notFound = { ok: false, json: async () => ({}) };
const now = new Date('2026-10-20');
describe('fetchNbpRate', () => {
it('uses the June window for a past year', async () => {
const f = vi.fn().mockResolvedValue(ok(4.4, '2024-06-03'));
expect(await fetchNbpRate('EUR', 2024, now, f)).toEqual({ rate: 4.4, date: '2024-06-03' });
expect(f.mock.calls[0]![0]).toContain('/eur/2024-06-01/2024-06-14/');
});
it('uses the latest rate for a future year without a dated request', async () => {
const f = vi.fn().mockResolvedValue(ok(4.3, '2026-10-19'));
expect(await fetchNbpRate('eur', 2031, now, f)).toEqual({ rate: 4.3, date: '2026-10-19' });
expect(f).toHaveBeenCalledTimes(1);
expect(f.mock.calls[0]![0]).not.toMatch(/\d{4}-\d{2}-\d{2}\//);
});
it('falls back to the latest rate when the dated window has no table', async () => {
const f = vi.fn().mockResolvedValueOnce(notFound).mockResolvedValueOnce(ok(4.2, '2026-10-19'));
expect((await fetchNbpRate('eur', 2026, now, f))?.rate).toBe(4.2);
});
it('returns null when NBP is unreachable', async () => {
const f = vi.fn().mockRejectedValue(new Error('offline'));
expect(await fetchNbpRate('eur', 2024, now, f)).toBeNull();
});
});
+3 -3
View File
@@ -17,7 +17,7 @@ function makeActor(overrides: Partial<any> = {}) {
zeal: { value: 0, max: 5 }, zeal: { value: 0, max: 5 },
blood: { value: 0, max: 6 }, blood: { value: 0, max: 6 },
elixirTolerance: 2, elixirTolerance: 2,
magicalArmor: { value: 4, runicCounter: 3 }, magicalArmor: { value: 4, max: 4, runicCounter: 3 },
...overrides.attributes, ...overrides.attributes,
}, },
skills: overrides.skills ?? {}, skills: overrides.skills ?? {},
@@ -94,7 +94,7 @@ describe('rest', () => {
mana: { value: 1, max: 20 }, mana: { value: 1, max: 20 },
zeal: { value: 0, max: 5 }, zeal: { value: 0, max: 5 },
blood: { value: 0, max: 6 }, blood: { value: 0, max: 6 },
magicalArmor: { value: 4, runicCounter: 3 }, magicalArmor: { value: 1, max: 4, runicCounter: 3 },
}, },
}); });
const r = await rest(actor, 'long'); const r = await rest(actor, 'long');
@@ -103,7 +103,7 @@ describe('rest', () => {
expect(updates['system.attributes.mana.value']).toBe(20); expect(updates['system.attributes.mana.value']).toBe(20);
expect(updates['system.attributes.zeal.value']).toBe(5); expect(updates['system.attributes.zeal.value']).toBe(5);
expect(updates['system.attributes.blood.value']).toBe(6); expect(updates['system.attributes.blood.value']).toBe(6);
expect(updates['system.attributes.magicalArmor.runicCounter']).toBe(0); expect(updates['system.attributes.magicalArmor.value']).toBe(4);
expect(r.toleranceRecovered).toBe(1); expect(r.toleranceRecovered).toBe(1);
expect(updates['system.attributes.breathersTaken']).toBe(0); expect(updates['system.attributes.breathersTaken']).toBe(0);
expect(updates['system.attributes.manaBorrowed']).toBe(0); expect(updates['system.attributes.manaBorrowed']).toBe(0);
+39
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@@ -0,0 +1,39 @@
import { describe, it, expect, vi } from 'vitest';
import { rechargeRunicArmor } from '../../src/logic/runic-armor';
import { runicArmorManaCost, runicArmorRestorable } from '../../src/logic/rules';
function makeActor(armor: { value: number; max: number }, mana: number) {
const update = vi.fn().mockResolvedValue(undefined);
return { actor: { system: { attributes: { magicalArmor: armor, mana: { value: mana, max: 30 } } }, update } as any, update };
}
describe('Runiczny Pancerz restore', () => {
it('costs 2 Mana per point and never exceeds max', () => {
expect(runicArmorManaCost(3)).toBe(6);
expect(runicArmorRestorable(2, 4, 5)).toBe(2);
expect(runicArmorRestorable(4, 4, 1)).toBe(0);
});
it('restores points and spends mana', async () => {
const { actor, update } = makeActor({ value: 1, max: 4 }, 10);
const res = await rechargeRunicArmor(actor, 2);
expect(res).toEqual({ ok: true, restored: 2, manaSpent: 4 });
expect(update).toHaveBeenCalledWith({
'system.attributes.magicalArmor.value': 3,
'system.attributes.mana.value': 6,
});
});
it('refuses when mana is short, unless partial', async () => {
const { actor, update } = makeActor({ value: 0, max: 4 }, 5);
expect((await rechargeRunicArmor(actor, 3)).reason).toBe('insufficient-mana');
expect(update).not.toHaveBeenCalled();
const res = await rechargeRunicArmor(actor, 3, { partial: true });
expect(res).toEqual({ ok: true, restored: 2, manaSpent: 4 });
});
it('reports already-full armor', async () => {
const { actor } = makeActor({ value: 4, max: 4 }, 10);
expect((await rechargeRunicArmor(actor, 1)).reason).toBe('already-full');
});
});
+17
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@@ -0,0 +1,17 @@
import { describe, it, expect } from 'vitest';
import { parseWoundKinds } from '../../scripts/parsers/gear-parser';
describe('gear-parser parseWoundKinds', () => {
it('maps English and Polish labels, single or listed', () => {
expect(parseWoundKinds('slashing')).toEqual(['slashing']);
expect(parseWoundKinds('kłute')).toEqual(['piercing']);
expect(parseWoundKinds('piercing, slashing')).toEqual(['piercing', 'slashing']);
expect(parseWoundKinds('slashing, piercing, blunt, slashing')).toEqual(['slashing', 'piercing', 'blunt']);
});
it('never guesses: missing or unknown stays empty', () => {
expect(parseWoundKinds(undefined)).toEqual([]);
expect(parseWoundKinds('')).toEqual([]);
expect(parseWoundKinds('ognista')).toEqual([]);
});
});