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uberwald 25648aa2a3
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refactor: remove D30 choice dialog, extract defense reaction buttons, fix bugs
- 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
2026-06-29 11:44:46 +02:00

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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.

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 LethalFantasySkillLethalFantasyWeapon

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 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.

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

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
  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
  • Deserialized weapon objectweapon.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.mjsbuildDefenseReactionButtons, _storeNextDefenseData
  • module/utils/d30.mjsprocessD30BonusDice: auto-roll, flag reporting, no dialog
  • 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
  • templates/dialogs/d30-special-choice.hbs — deleted
  • lang/en.json — 33 unused i18n keys remain