Files
hbm-foundry-system/src/constants.ts
octoturge 1fba0892b9 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>
2026-08-23 01:15:38 +02:00

207 lines
7.5 KiB
TypeScript

/**
* Shared constants for the HbM RPG v3 Foundry system.
* All identifiers are English; UI labels live in lang/{pl,en}.json.
*/
export const ATTRIBUTES = ['body', 'mind', 'soul', 'magic'] as const;
export type AttributeKey = (typeof ATTRIBUTES)[number];
/** Skill tag categories used by the roll-modifier pipeline. */
export type SkillTag = 'sight' | 'hearing' | 'social' | 'attack' | 'magic' | 'movement';
/**
* Canonical 24 skills. Each maps to its default associated attribute,
* but the GM may permit a different attribute for a specific roll
* (handled at the roller level via attributeOverride).
*/
export const SKILLS: Readonly<Record<string, AttributeKey>> = Object.freeze({
athletics: 'body',
agility: 'body',
strength: 'body',
melee: 'body',
ranged: 'body',
stealth: 'body',
endurance: 'body',
reflex: 'body',
perception: 'mind',
intuition: 'mind',
craft: 'mind',
medicine: 'mind',
generalLore: 'mind',
natureLore: 'mind',
magicLore: 'mind',
theology: 'mind',
empathy: 'soul',
persuasion: 'soul',
intimidation: 'soul',
determination: 'soul',
devotion: 'soul',
disguise: 'soul',
animalHandling: 'soul',
magicalAbilities: 'magic',
});
/**
* Skill → tag mapping consulted by Active-Effect-driven roll modifiers.
* `blocksTags` on a condition prevents rolls of any skill containing that tag.
*/
export const SKILL_TAGS: Readonly<Record<string, readonly SkillTag[]>> = Object.freeze({
athletics: ['movement'],
agility: ['movement'],
strength: [],
melee: ['attack'],
ranged: ['attack', 'sight'],
stealth: ['movement', 'sight'],
endurance: [],
reflex: [],
perception: ['sight', 'hearing'],
intuition: ['social'],
craft: [],
medicine: [],
generalLore: [],
natureLore: [],
magicLore: [],
theology: [],
empathy: ['social', 'hearing'],
persuasion: ['social', 'hearing'],
intimidation: ['social'],
determination: [],
devotion: [],
disguise: ['social'],
animalHandling: ['social'],
magicalAbilities: ['magic'],
});
export const SKILL_KEYS = Object.freeze(Object.keys(SKILLS)) as readonly string[];
/**
* Magic Power Level lookup table (level 0..10 → I..X).
* Drives dice pool size, max mana per single spell, and the daily mana pool
* ("Ilość Many" - there is no more per-round mana limit, see `rules/00.
* Podręcznik Gry/Rozdział II - Tworzenie Postaci/Atrybuty.md`).
*/
export interface MagicPowerEntry {
level: number; // 0..10
label: string; // '0' | 'I' | 'II' | ... | 'X'
dicePool: number; // dice added when casting
maxPerSpell: number; // max mana spent on one spell
manaPerDay: number; // daily mana pool ("Ilość Many")
}
export const MAGIC_POWER_TABLE: readonly MagicPowerEntry[] = Object.freeze([
{ level: 0, label: '0', dicePool: 6, maxPerSpell: 10, manaPerDay: 60 },
{ level: 1, label: 'I', dicePool: 4, maxPerSpell: 6, manaPerDay: 36 },
{ level: 2, label: 'II', dicePool: 4, maxPerSpell: 5, manaPerDay: 30 },
{ level: 3, label: 'III', dicePool: 3, maxPerSpell: 5, manaPerDay: 21 },
{ level: 4, label: 'IV', dicePool: 3, maxPerSpell: 4, manaPerDay: 24 },
{ level: 5, label: 'V', dicePool: 3, maxPerSpell: 4, manaPerDay: 18 },
{ level: 6, label: 'VI', dicePool: 2, maxPerSpell: 3, manaPerDay: 18 },
{ level: 7, label: 'VII', dicePool: 2, maxPerSpell: 3, manaPerDay: 12 },
{ level: 8, label: 'VIII', dicePool: 1, maxPerSpell: 2, manaPerDay: 9 },
{ level: 9, label: 'IX', dicePool: 1, maxPerSpell: 1, manaPerDay: 6 },
{ level: 10, label: 'X', dicePool: 0, maxPerSpell: 1, manaPerDay: 3 },
]);
export function getMagicPowerEntry(level: number): MagicPowerEntry {
const clamped = Math.max(0, Math.min(10, Math.floor(level ?? 0)));
return MAGIC_POWER_TABLE[clamped]!;
}
/** TS roll defaults */
export const TS_DEFAULT_THRESHOLD = 4;
export const TS_DEFAULT_REQUIRED = 1;
export const TS_DIE_FACES = 6;
export const TS_AUTO_FAILURE_FACE = 1;
export const TS_AUTO_SUCCESS_FACE = 6;
/** Casting modes for spells */
export const CASTING_MODES = ['standard', 'sacred', 'witch', 'blood'] as const;
export type CastingMode = (typeof CASTING_MODES)[number];
/**
* Spell schools / disciplines (English identifiers).
* Covers academic, sacred, witch, and forbidden disciplines from all books.
*/
export const SPELL_SCHOOLS = [
// Generic / unclassified
'general',
// Academic disciplines
'alchemyTransmutation', 'alchemyBrewing', 'botany',
'elementsAir', 'elementsWater', 'elementsFire', 'elementsEarth',
'artifice', 'golemancy', 'runes', 'manaSourceMage',
'illusion', 'sacred', 'sacredExorcism', 'witch', 'necromancy',
// Forbidden / extra-academic
'blood', 'crimson', 'abyssAspects', 'abyssPrimal', 'wildWitch',
'eldritch',
] as const;
export type SpellSchool = (typeof SPELL_SCHOOLS)[number];
/** Sacred Magic deities (sub-school identifier when school === 'sacred'). */
export const SACRED_DEITIES = [
'common', 'jahwe', 'zeus', 'demeter', 'artemis',
'hekate', 'aphrodite', 'eros',
] as const;
export type SacredDeity = (typeof SACRED_DEITIES)[number];
/**
* Witch magic symbols. EXTENSIBLE - additional content may add more.
* Used for autocomplete only; spell.components.symbols accepts arbitrary strings.
*/
export const WITCH_SYMBOLS: readonly string[] = Object.freeze([
'Potentia', 'Tutamen', 'Lux', 'Motus', 'Iter', 'Vacuos', 'Vitium',
'Praecantatio', 'Aer', 'Aqua', 'Gelum', 'Ignis', 'Terra',
'Cognitio', 'Alienis', 'Illusio', 'Somnium', 'Tenebrae', 'Auram',
'Vinculum', 'Telum', 'Sensus', 'Perditio', 'Perfodio', 'Sano',
'Volatus', 'Tempestas',
]);
/** Source-book provenance for compendium content. */
export const SOURCE_BOOKS = [
'core-rules', 'magic-book', 'arcanum-sanguinis',
'crimson-cult', 'abyss-curse', 'humanity-guide',
'bestiary', 'gold-steel-magic',
] as const;
export type SourceBook = (typeof SOURCE_BOOKS)[number];
/** Area-of-effect shapes for spells. */
export const AOE_SHAPES = ['point', 'square', 'rectangle', 'cone', 'sphere', 'line'] as const;
export type AoeShape = (typeof AOE_SHAPES)[number];
/** Spell damage types (extends DAMAGE_TYPES with magical variants). */
export const SPELL_DAMAGE_TYPES = ['magical', 'physicalMagical', 'pure'] as const;
export type SpellDamageType = (typeof SPELL_DAMAGE_TYPES)[number];
/** Trigger event identifiers (reactive spell hooks). */
export const TRIGGER_EVENTS = ['killWithWeapon', 'targetCastsSpell', 'damageTaken', 'turnStart'] as const;
export type TriggerEvent = (typeof TRIGGER_EVENTS)[number];
/** Gear categories */
export const GEAR_CATEGORIES = ['weapon', 'armor', 'equipment'] as const;
export type GearCategory = (typeof GEAR_CATEGORIES)[number];
/** Damage types */
export const DAMAGE_TYPES = ['physical', 'magical', 'environmental'] as const;
export type DamageType = (typeof DAMAGE_TYPES)[number];
/** Armor types */
export const ARMOR_TYPES = ['light', 'medium', 'heavy', 'shield'] as const;
export type ArmorType = (typeof ARMOR_TYPES)[number];
/** Ability action type */
export const ABILITY_TYPES = ['passive', 'active', 'reaction', 'freeAction'] as const;
export type AbilityType = (typeof ABILITY_TYPES)[number];
/** Item rarity (Polish-source naming preserved as identifiers in English form) */
export const RARITIES = ['common', 'uncommon', 'rare', 'veryRare', 'legendary', 'artifact'] as const;
export type Rarity = (typeof RARITIES)[number];
/**
* Mental illness condition IDs (Klątwa Otchłani VIII).
* Registered as ActiveEffect-driven status conditions alongside physical conditions.
*/
export const MENTAL_CONDITIONS = ['paranoja', 'fobia', 'depresja', 'mania', 'schizofrenia'] as const;
export type MentalCondition = (typeof MENTAL_CONDITIONS)[number];