25648aa2a3
Release Creation / build (release) Successful in 45s
- Remove D30 choice dialog — auto-roll bonus dice, flag special effects - Fix d30ChangedAttack infinite loop in defense do-while (missing reset) - Fix chat button dataset attributes (rollType/rollTarget/rollAvantage) - Extract buildDefenseReactionButtons from both defense loops - Merge Aether/Grace deduction via _deductResourceOnCast helper - Extract HP HUD toggling (_toggleHudWraps/_disableHudWraps) - Fix SYSTEM.EQUIPMENT_CATEGORIES typo in equipment model - Add missing imports to combat.mjs - Remove dead d30Auto branches, _buildSpecialLabel, d30-special-choice.hbs
79 lines
5.1 KiB
Markdown
79 lines
5.1 KiB
Markdown
# Lethal Fantasy FoundryVTT System — Session Context
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## Current Goal
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Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, revert on close) and cross-client sync of defense bonuses.
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## Accomplished
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### Pass 1 — Critical Issues
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- **Telemetry removed** from system.json
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- **globalThis side effects** moved from top-level to `init` hook
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- **console.log → log()** helper guarded by setting
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- **Stale Tenebris refs** → LETHALFANTASY
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### Pass 2 — V1/V2 Mixing, Fire-and-Forget
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- V1 sheet registrations, activateListeners/jQuery, FilePicker paths fixed
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- Fire-and-forget Promises now awaited
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- Misnamed `LethalFantasySkill` → `LethalFantasyWeapon`
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### Pass 3 — Code Review Fixes
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- Duplicated dialogs fixed via `_onRender` bindings
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- renderChatMessage reverted to HTML hook
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- All review awaits confirmed
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### Pass 4 — D30 Dialog Removal & Dead Code Audit
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- **D30 choice dialog removed** — auto-rolls bonus dice; special strike/defense reported as `specialEffect: "flag"` (informational)
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- **Spell calamity choice restored** — catch-all for non-standard choices uses `specialEffect: "flag"`
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- **Dead `specialEffect === "auto"` branches removed** from chat-reaction.mjs (×2), combat.mjs (×1), reaction-message.hbs
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- **Deleted `d30-special-choice.hbs` and `_buildSpecialLabel()`**
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- **Dead code audit** — 2 runtime bugs fixed, ~20 dead exports/methods, 33 unused i18n keys, 2 unused templates
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- **3 critical bugs fixed**: SYSTEM.ROLL_TYPE, SYSTEM.EQUIPMENT_CATEGORIES, missing imports in combat.mjs
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- **`isPrimaryController` consolidated** to local function
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- **Aether/Grace deduction merged** via `_deductResourceOnCast()`
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- **`nextDefenseData` deduped** via `_storeNextDefenseData()`
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- **`buildDefenseReactionButtons` extracted** from combat.mjs; fixes stale Grit/Luck snapshots
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- **HP HUD toggling extracted** to helpers.mjs
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- **`node --check` passes all 55 `.mjs` files**
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### Pass 5 — Live Verification
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- **D30=30 auto-roll verified** — Club attack shows D30=30 flag
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- **Defense request dialog verified** — Monster defense dialog with weapon dropdown
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- **Defense reaction dialog verified** — Luck spent, bonus die added, combat result correct
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- **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)
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- **BUG FOUND & FIXED: `d30ChangedAttack` infinite loop** — chat-reaction.mjs:452-455 do-while reset block missing `d30ChangedAttack = false`; added at line 456
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- **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.
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## Key Decisions
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- **Auto-roll bonus dice without dialog** — matches existing D30=27 (d6E) flow
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- **`buildDefenseReactionButtons` extracts only button-building** — defense while-loop structures differ between same-client and cross-client; merging loops risks behavioral divergence
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- **Inline grit/luck deduction uses live actor values**
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- **Aether/Grace helper uses `costFn` parameter**
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## Next Steps
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1. Test defense request dialogs (character/monster/save) — more variants
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2. Test all reaction message variants (shield block/fail, d30Bonus/Flag, grit, luck, etc.)
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3. Create Player user in Foundry for cross-client socket testing
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4. Prune dead code: unused exports (~20), unused i18n keys (33), unused templates (2)
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## Critical Context
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- **Chat buttons not interactive via DevTools snapshot** — need JS fallback: `document.querySelectorAll('button').forEach(b => { if (...) b.click(); })`
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- **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
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- **Clicking "Damage" directly bypasses defense** — rolls unapplied damage to chat
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- **Same-owner guard** (`chat-reaction.mjs:180-182`) — skips defense when GM owns both, unless `!defenderIsMonster`
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- **`d30ChangedAttack` infinite loop** — variable wasn't reset in do-while block; fix at `chat-reaction.mjs:456`
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- **Deserialized weapon object** — `weapon.name` works, `weapon.id` undefined, `weapon._id` works
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- **Fvtt server**: port 31000, foundrydata-dev
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- **No player user configured** — cannot test cross-client socket flow
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## Relevant Files
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- `module/hooks/chat-reaction.mjs` — all 7 hook registrations; defense do-while loop; **d30ChangedAttack fix (line 456)**
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- `module/utils/combat.mjs` — `buildDefenseReactionButtons`, `_storeNextDefenseData`
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- `module/utils/d30.mjs` — `processD30BonusDice`: auto-roll, flag reporting, no dialog
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- `module/utils/helpers.mjs` — `_toggleHudWraps`/`_disableHudWraps`
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- `module/utils.mjs` — barrel re-exporting 23 static methods
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- `module/models/equipment.mjs` — EQUIPMENT_CATEGORY fix
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- `module/applications/combat.mjs` — added imports
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- `templates/chat/reaction-message.hbs` — d30 removed
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- `templates/dialogs/d30-special-choice.hbs` — deleted
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- `lang/en.json` — 33 unused i18n keys remain
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