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Author SHA1 Message Date
uberwald 1ea1a4b4b7 FIx mulligan rolls
Release Creation / build (release) Successful in 2m19s
2026-07-01 10:38:19 +02:00
4 changed files with 70 additions and 17 deletions
+22 -13
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@@ -1,7 +1,7 @@
# 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 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
@@ -24,15 +24,15 @@ Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, rev
### 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
- **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 combat.mjs
- **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
- **`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
@@ -40,19 +40,27 @@ Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, rev
- **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 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.
## 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
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
@@ -61,18 +69,19 @@ Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, rev
- **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)**
- `module/utils/combat.mjs``buildDefenseReactionButtons`, `_storeNextDefenseData`
- `module/utils/d30.mjs``processD30BonusDice`: auto-roll, flag reporting, no dialog
- `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 imports
- `templates/chat/reaction-message.hbs` — d30 removed
- `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
+1
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@@ -771,6 +771,7 @@ Hooks.on("createChatMessage", async (message) => {
damageTier: damageTier || "standard",
attackD30message,
defenseD30message,
defenseRerollContext,
hasShield: !!sData,
shieldLabel: sData?.label || "",
shieldFormula: sData?.formula || "",
+42 -4
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@@ -1,6 +1,6 @@
import { SYSTEM } from "../config/system.mjs"
import { log } from "./helpers.mjs"
import { processD30BonusDice } from "./d30.mjs"
import { processD30BonusDice, hasD30Reroll } from "./d30.mjs"
export async function handleSocketEvent(msg = {}) {
log(`handleSocketEvent !`, msg)
@@ -100,7 +100,7 @@ export async function handleAttackBoosted(msg) {
attackerHandledBonus, attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
shieldDamageReduction: initialShieldDR,
d30Bleed, d30DamageMultiplier, d30DrMultiplier,
damageTier, attackD30message, defenseD30message,
damageTier, attackD30message, defenseD30message, defenseRerollContext,
hasShield, shieldLabel, shieldFormula, shieldDr, canAdHocShield
} = msg
@@ -139,7 +139,7 @@ export async function handleAttackBoosted(msg) {
if (defender) {
while (updatedDefenseRoll < attackRollFinal) {
const shieldData = canShieldReact ? { label: shieldLabel, formula: shieldFormula, damageReduction: shieldDr } : null
const buttons = buildDefenseReactionButtons(defender, { canRerollDefense: false, shieldData, canShieldReact, canAdHocShield: canAdHoc })
const buttons = buildDefenseReactionButtons(defender, { canRerollDefense: hasD30Reroll(defenseD30message), shieldData, canShieldReact, canAdHocShield: canAdHoc })
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense reactions — attack boosted" },
@@ -151,7 +151,7 @@ export async function handleAttackBoosted(msg) {
defenderName,
defenseRoll: updatedDefenseRoll,
defenseStatus: "currently has",
d30message: null,
d30message: defenseD30message || null,
offerText: "The attack was boosted! Choose how to improve the defense."
}),
buttons,
@@ -200,6 +200,44 @@ export async function handleAttackBoosted(msg) {
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
} else if (choice === "rerollDefense" && defenseRerollContext) {
const oldDefenseRoll = updatedDefenseRoll
const reroll = await rerollConfiguredRoll(defenseRerollContext)
if (!reroll) continue
updatedDefenseRoll = reroll.options?.rollTotal || reroll.total || oldDefenseRoll
let newD30message = reroll.options?.D30message || null
const mulliganContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {
type: "mulligan",
actorName: defenderName,
side: "defense",
oldRoll: oldDefenseRoll,
newRoll: updatedDefenseRoll,
diceResults: reroll.options?.diceResults || [],
D30result: reroll.options?.D30result,
D30message: newD30message
})
await ChatMessage.create({content: mulliganContent, speaker: ChatMessage.getSpeaker({actor: defender})})
// Process new D30 bonus dice from the reroll
if (newD30message) {
defenseD30message = newD30message
const d30Result = await processD30BonusDice(defenseD30message, "defense", null, defender, true)
if (d30Result.modifier) {
updatedDefenseRoll += d30Result.modifier
if (d30Result.modifier > 0) {
const rmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30Bonus", actorName:defenderName, value:d30Result.modifier, side:"defense"})
await ChatMessage.create({content: rmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
}
}
if (d30Result.specialEffect === "flag") {
const rmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30Flag", actorName:defenderName, specialName:d30Result.specialName || "Special Effect"})
await ChatMessage.create({content: rmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
}
if (d30Result.specialEffect === "drMultiplier") {
const rmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30DRMultiplier", actorName:defenderName, value:d30Result.multiplier})
await ChatMessage.create({content: rmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
}
}
continue
} else if (choice === "adHocShield" && canAdHoc) {
const adHoc = await promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
if (adHoc) {
+5
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@@ -66,6 +66,11 @@ export async function processD30BonusDice(d30Message, side, naturalRoll = null,
}
}
// ── Bleed type (ranged attacks) — flag for wound creation, same as combo bleed
if (d30Message.type === "bleed") {
return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding" }
}
// ── Damage multiplier type (2x/3x damage before DR)
if (d30Message.type === "damage_multiplier") {
return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${d30Message.multiplier} Damage`, multiplier: d30Message.multiplier }