Adds src/logic/rules.ts, counters, migration 1.4.0, III/IV mana swap, thaumaturgy school, tests, recompiled translations. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
152 lines
6.2 KiB
TypeScript
152 lines
6.2 KiB
TypeScript
/**
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* Damage application engine - flows through 4 layers:
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* 1. Magical Armor (DR + every 5 dmg absorbed degrades value by 1 via runicCounter)
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* 2. Magical Shield (raw temp HP; cannot be healed; vanishes at 0)
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* 3. Physical Armor (flat DR; optionally degrade `condition` by 1)
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* 4. Health (the leftover hits HP)
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*
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* Bypass flags allow effects to skip individual layers.
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*
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* After resolving, if HP loss (after reductions) is at least half of max
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* Żywotność (= C+U+D) the Oszołomiony status is applied (lasts until the end
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* of that character's next turn). Żywotność lost also yields a Koncentracja
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* test 4:⌈⅓ lost⌉ (min 1).
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*/
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import { DamageType } from '../constants';
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import { triggersStun, concentrationTest } from './rules';
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export interface ApplyDamageOptions {
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amount: number;
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type?: DamageType;
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ignoreMagicalArmor?: boolean;
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ignoreMagicalShield?: boolean;
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ignorePhysicalArmor?: boolean;
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damageArmor?: boolean;
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/** Magiczny Pocisk: at least 1 damage gets through Pancerz to Żywotność. */
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minDamageAfterArmor?: boolean;
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postChat?: boolean;
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}
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export interface DamageReport {
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amount: number;
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absorbed: { magicalArmor: number; magicalShield: number; physicalArmor: number };
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hpDamage: number;
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shieldDropped: boolean;
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oszolomionyApplied: boolean;
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/** Dusza (Determinacja) 4:S for a concentrating target; absent when no Żywotność was lost. */
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concentrationTest?: { threshold: number; successes: number };
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}
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interface ActorLike {
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name: string;
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type: string;
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system: any;
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update: (changes: Record<string, unknown>) => Promise<unknown>;
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toggleStatusEffect?: (id: string, options?: any) => Promise<any> | any;
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effects?: { find: (fn: (e: any) => boolean) => any };
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}
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export async function applyDamage(actor: ActorLike, opts: ApplyDamageOptions): Promise<DamageReport> {
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const total = Math.max(0, Math.floor(opts.amount));
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const a = actor.system.attributes;
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const updates: Record<string, unknown> = {};
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const report: DamageReport = {
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amount: total,
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absorbed: { magicalArmor: 0, magicalShield: 0, physicalArmor: 0 },
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hpDamage: 0,
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shieldDropped: false,
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oszolomionyApplied: false,
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};
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let remaining = total;
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// Layer 1: Magical Armor - DR-based; runicCounter accumulates incoming damage.
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if (!opts.ignoreMagicalArmor && a.magicalArmor) {
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const dr = Math.max(0, Number(a.magicalArmor.value) || 0);
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const absorbed = Math.min(dr, remaining);
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if (absorbed > 0) {
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const incomingDmg = remaining;
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report.absorbed.magicalArmor = absorbed;
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remaining -= absorbed;
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const newCounter = (Number(a.magicalArmor.runicCounter) || 0) + incomingDmg;
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const decrements = Math.floor(newCounter / 5);
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const newValue = Math.max(0, dr - decrements);
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updates['system.attributes.magicalArmor.runicCounter'] = newCounter % 5;
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updates['system.attributes.magicalArmor.value'] = newValue;
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}
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}
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// Layer 2: Magical Shield - pure temp HP (raw subtraction).
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if (remaining > 0 && !opts.ignoreMagicalShield && a.magicalShield) {
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const shield = Math.max(0, Number(a.magicalShield.value) || 0);
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const taken = Math.min(shield, remaining);
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if (taken > 0) {
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report.absorbed.magicalShield = taken;
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remaining -= taken;
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const newShield = shield - taken;
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updates['system.attributes.magicalShield.value'] = newShield;
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if (newShield === 0) report.shieldDropped = true;
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}
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}
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// Layer 3: Physical Armor - flat DR; optionally degrade condition.
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if (remaining > 0 && !opts.ignorePhysicalArmor && a.physicalArmor) {
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const dr = Math.max(0, Number(a.physicalArmor.value) || 0);
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const absorbed = Math.min(dr, remaining);
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if (absorbed > 0) {
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report.absorbed.physicalArmor = absorbed;
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remaining -= absorbed;
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if (opts.minDamageAfterArmor && remaining === 0 && absorbed > 0) {
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remaining = 1;
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report.absorbed.physicalArmor = absorbed - 1;
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}
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}
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if (opts.damageArmor && actor.type === 'character' && a.physicalArmor.condition != null) {
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// Decrement durability of the first equipped armor piece (character only)
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const items = (actor as any).items as Iterable<any> | undefined;
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if (items) {
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for (const it of items) {
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if (it.type === 'gear' && it.system?.equipped && it.system?.category === 'armor') {
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const cond = Math.max(0, Number(it.system.armor?.condition ?? 0) - 1);
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await it.update({ 'system.armor.condition': cond });
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break;
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}
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}
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}
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}
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}
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// Layer 4: Health
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if (remaining > 0 && a.health) {
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const hp = Math.max(0, Number(a.health.value) || 0);
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const newHp = Math.max(0, hp - remaining);
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report.hpDamage = hp - newHp;
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updates['system.attributes.health.value'] = newHp;
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}
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if (Object.keys(updates).length > 0) await actor.update(updates);
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// Oszołomiony: a single hit that costs ≥ half max Żywotność after all reductions.
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if (triggersStun(report.hpDamage, Number(a.health?.max) || 0) && actor.toggleStatusEffect) {
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const already = actor.effects?.find((e: any) => e.statuses?.has?.('oszolomiony'));
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if (!already) await actor.toggleStatusEffect('oszolomiony', { active: true });
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report.oszolomionyApplied = true;
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}
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const concentration = concentrationTest(report.hpDamage);
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if (concentration) report.concentrationTest = concentration;
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if (opts.postChat ?? true) {
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const lines: string[] = [
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`<strong>${actor.name}</strong> - ${game.i18n.localize('HBM.damage.report.title')}: <strong>${total}</strong>`,
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];
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if (report.absorbed.magicalArmor) lines.push(`${game.i18n.localize('HBM.resources.magicalArmor')}: −${report.absorbed.magicalArmor}`);
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if (report.absorbed.magicalShield) lines.push(`${game.i18n.localize('HBM.resources.magicalShield')}: −${report.absorbed.magicalShield}${report.shieldDropped ? ' ✦' : ''}`);
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if (report.absorbed.physicalArmor) lines.push(`${game.i18n.localize('HBM.resources.physicalArmor')}: −${report.absorbed.physicalArmor}`);
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if (report.hpDamage) lines.push(`${game.i18n.localize('HBM.resources.health')}: −${report.hpDamage}`);
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await ChatMessage.create({ content: `<div class="hbm-damage-report">${lines.join('<br/>')}</div>` });
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}
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return report;
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}
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