# Lethal Fantasy FoundryVTT System — Session Context

## Current Goal
Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, revert on close) and cross-client sync of defense bonuses. Fix monster defense mulligan reroll button missing cross-client.

## Accomplished

### Pass 1 — Critical Issues
- **Telemetry removed** from system.json
- **globalThis side effects** moved from top-level to `init` hook
- **console.log → log()** helper guarded by setting
- **Stale Tenebris refs** → LETHALFANTASY

### Pass 2 — V1/V2 Mixing, Fire-and-Forget
- V1 sheet registrations, activateListeners/jQuery, FilePicker paths fixed
- Fire-and-forget Promises now awaited
- Misnamed `LethalFantasySkill` → `LethalFantasyWeapon`

### Pass 3 — Code Review Fixes
- Duplicated dialogs fixed via `_onRender` bindings
- renderChatMessage reverted to HTML hook
- All review awaits confirmed

### Pass 4 — D30 Dialog Removal & Dead Code Audit
- **D30 choice dialog removed** — auto-rolls bonus dice; special strike/defense reported as `specialEffect: "flag"` (informational)
- **Spell calamity choice restored** — catch-all for non-standard choices uses `specialEffect: "flag"`
- **Dead `specialEffect === "auto"` branches removed** from `chat-reaction.mjs` (×2), `combat.mjs` (×1), `reaction-message.hbs`
- **Deleted `d30-special-choice.hbs` and `_buildSpecialLabel()`**
- **Dead code audit** — 2 runtime bugs fixed, ~20 dead exports/methods, 33 unused i18n keys, 2 unused templates
- **3 critical bugs fixed**: `SYSTEM.ROLL_TYPE`, `SYSTEM.EQUIPMENT_CATEGORIES`, missing imports in `applications/combat.mjs`
- **`isPrimaryController` consolidated** to local function
- **Aether/Grace deduction merged** via `_deductResourceOnCast()`
- **`nextDefenseData` deduped** via `_storeNextDefenseData()`
- **`buildDefenseReactionButtons` extracted** from `combat.mjs`; fixes stale Grit/Luck snapshots
- **HP HUD toggling extracted** to `helpers.mjs`
- **`node --check` passes all 55 `.mjs` files**

### Pass 5 — Live Verification
- **D30=30 auto-roll verified** — Club attack shows D30=30 flag
- **Defense request dialog verified** — Monster defense dialog with weapon dropdown
- **Defense reaction dialog verified** — Luck spent, bonus die added, combat result correct
- **AZA→Monster attack flow tested end-to-end**: Club attack (D20=16, D30=6) → Monster defense (D20=1) → defense reactions (Continue) → D30 attack bonus processed (+2, total 18)
- **BUG FOUND & FIXED: `d30ChangedAttack` infinite loop** — `chat-reaction.mjs:452-455` do-while reset block missing `d30ChangedAttack = false`; added at line 456
- **BUG FIX CONFIRMED**: Re-tested full flow — AZA Club attack (13, D30=12) → defense dialog → Monster defense (2, D30=24) → reaction dialog (only 1 show!) → Continue → "AZA hits Monster!" combat result → damage roll (1d6=2, total 3) → Apply Damage button. No infinite loop. Full E2E success.

### Pass 6 — Cross-Client Mulligan Reroll Fix
- **BUG FIX: `handleAttackBoosted` hardcoded `canRerollDefense: false`** — `utils/combat.mjs:142` now computes `canRerollDefense` from `defenseD30message` via `hasD30Reroll()`. Also passes `d30message` to dialog template (was `null`).
- **BUG FIX: Missing `defenseRerollContext` in socket data** — added `defenseRerollContext` to `attackBoosted` socket message at `chat-reaction.mjs:773`, and added `rerollDefense` handler in `handleAttackBoosted` at `utils/combat.mjs:203-240` so the mulligan reroll works cross-client.
- **BUG FIX: Cross-client mulligan reroll now processes new D30 bonus dice** — after reroll, calls `processD30BonusDice` on the new D30 message to apply bonus dice, flags, and DR multipliers (was silently ignored).
- **Import `hasD30Reroll` added** to `utils/combat.mjs`
- **`bleed` top-level type handler added** to `processD30BonusDice` in `d30.mjs:79-81` — returns `specialEffect: "bleed"` same as combo path, so ranged attack bleed (values 5,10,15) creates reaction message and sets damage button bleed flag.

### Pass 7 — Cross-Client Attack D30 Pre-Processing
- **BUG FIX: D30 attack bonus processed at source (defense request time) instead of in defense handler** — `chat-reaction.mjs:136-148` now calls `processD30BonusDice` in the defense request button click handler, sends the boosted `attackRoll` and full `d30AttackEffects` result in the defense request. The `createChatMessage` handler at `chat-reaction.mjs:622-626` uses the pre-computed values instead of re-processing (avoids double dice roll and ensures both clients agree on attack value).
- **Fix ensures cross-client agreement**: Player and GM clients see the same boosted attack roll because it's computed once at attack time and sent via socket, not separately per client in the defense handler.
- **BUG FIX: `d30AttackEffects` not propagated through `_storeNextDefenseData`** — added `d30AttackEffects` to `nextDefenseData` in `combat.mjs:353-355` so the `createChatMessage` handler finds pre-computed values for same-client path (was silently falling back to legacy dice-roll, causing double boost).
- **BUG FIX: `d30AttackPrecomputedStale` flag for mulligan rerolls** — added `chat-reaction.mjs:464` flag and check at `chat-reaction.mjs:632-634`. After a mulligan reroll updates `attackD30message`, the stale pre-computed effects are bypassed and the new D30 message is processed fresh via `processD30BonusDice`.
- **BUG FIX: `_dice-breakdown.hbs` partial never registered** — `loadTemplates([path])` registers partials with the full file path as the Handlebars ID, but the template references it by the short name `chat/dice-breakdown`. Fixed by passing an object `{"chat/dice-breakdown": "path"}` which explicitly sets the partial ID to match the template reference.
- **SAFETY: do-while loop body wrapped in try/catch** — any exception from `createReactionMessage` calls now logs the error and continues safely instead of silently aborting the handler.

## Key Decisions
- **Auto-roll bonus dice without dialog** — matches existing D30=27 (d6E) flow
- **`buildDefenseReactionButtons` extracts only button-building** — defense while-loop structures differ between same-client and cross-client; merging loops risks behavioral divergence
- **Inline grit/luck deduction uses live actor values**
- **Aether/Grace helper uses `costFn` parameter**
- **Cross-client mulligan reroll sends full `defenseRerollContext`** via socket so the defender can re-roll the same configured roll on their client

## Next Steps
1. Test defense request dialogs (character/monster/save) — more variants
2. Test all reaction message variants (shield block/fail, d30Bonus/Flag, grit, luck, etc.)
3. Create Player user in Foundry for cross-client socket testing (includes mulligan reroll)
4. Prune dead code: unused exports (~20), unused i18n keys (33), unused templates (2)

## Critical Context
- **Chat buttons not interactive via DevTools snapshot** — need JS fallback: `document.querySelectorAll('button').forEach(b => { if (...) b.click(); })`
- **Defense flow**: Attack card → target button (`.request-defense-btn`) → defense dialog → defense roll → defense reactions dialog → combat result card with Damage button → damage roll dialog → Apply Damage → HP application
- **Clicking "Damage" directly bypasses defense** — rolls unapplied damage to chat
- **Same-owner guard** (`chat-reaction.mjs:180-182`) — skips defense when GM owns both, unless `!defenderIsMonster`
- **`d30ChangedAttack` infinite loop** — variable wasn't reset in do-while block; fix at `chat-reaction.mjs:456`
- **Cross-client mulligan fix**: `handleAttackBoosted` now shows reroll button and handles the reroll action. Requires `defenseRerollContext` in socket data (added).
- **Deserialized weapon object** — `weapon.name` works, `weapon.id` undefined, `weapon._id` works
- **Fvtt server**: port 31000, foundrydata-dev
- **No player user configured** — cannot test cross-client socket flow

## Relevant Files
- `module/hooks/chat-reaction.mjs` — all 7 hook registrations; defense do-while loop; **d30ChangedAttack fix (line 456)**; socket data includes `defenseRerollContext` (line 773)
- `module/utils/combat.mjs` — `buildDefenseReactionButtons`; **`handleAttackBoosted` mulligan fix (lines 142, 154, 227-249)**; imports `hasD30Reroll`
- `module/utils/d30.mjs` — `processD30BonusDice`: auto-roll, flag reporting, no dialog; `hasD30Reroll` checks `type === "mulligan"`
- `module/utils/helpers.mjs` — `_toggleHudWraps`/`_disableHudWraps`
- `module/utils.mjs` — barrel re-exporting 23 static methods
- `module/models/equipment.mjs` — `EQUIPMENT_CATEGORY` fix
- `module/applications/combat.mjs` — added `import { SYSTEM }` and `import { log }`
- `templates/chat/reaction-message.hbs` — `d30Flag` text changed; `d30Auto` branch removed
- `templates/dialogs/d30-special-choice.hbs` — deleted
- `lang/en.json` — 33 unused i18n keys remain
