Commit Graph

10 Commits

Author SHA1 Message Date
Cal Corum
15fd9f684f Style Magic and Biography tabs, update senses system
Magic tab:
- Mana display matching inventory header format
- Focus status panel with active spell tracking
- Spell list with damage/effect badges and cast buttons
- Spellcasting reference guide with delivery/duration costs

Biography tab:
- Character details section with Size and Being Type dropdowns
- Senses as 3-column grid of boolean checkboxes
- Biography and Notes textareas with proper styling
- Languages section hidden (not yet implemented)

Senses system overhaul:
- Changed from mixed boolean/number to all boolean toggles
- Renamed darksight to darkvision
- Added: allsight, echolocation, seismicsense, telepathy
- Removed: tremorsense (not in system)
- Updated both character and NPC data models
- Updated NPC sheet template and hasSenses logic

Also updated PROJECT_ROADMAP.json with styling progress notes.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-14 22:36:11 -06:00
Cal Corum
f6948dc7d6 Implement NPC morale check system
Add morale roll system for NPCs with group support and automatic triggers:
- rollMorale() method for individual NPC morale checks (2d6 vs morale score)
- rollGroupMorale() static method uses lowest morale in selected tokens
- promptMoraleCheck() posts GM-whispered chat with clickable roll button
- Auto-prompt when NPC HP drops to half or below
- Chat button click handler for morale prompts
- Morale Check macro for quick group rolls
- Comprehensive test suite for morale functionality

Morale fails when 2d6 > morale score, setting moraleStatus.broken = true.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-14 00:03:07 -06:00
Cal Corum
8afcf8c07b Implement class feature automation system
- Add _onCreate/_preDelete lifecycle methods to VagabondItem for automatic
  feature application and cleanup when classes are added/removed
- Add updateActor hook to apply new features when character level increases
- Implement applyClassFeatures() with idempotency to prevent duplicate effects
- Add _applyClassProgression() for mana/castingMax from class progression
- Add _applyTrainedSkills() to mark class skills as trained
- Fix getCastingMaxAtLevel() to sum values instead of taking maximum
- Add comprehensive test suite (10 tests) covering unit and integration tests

Effects are tagged with vagabond flags for easy filtering and management.
Methods calculate progression values directly for robustness with embedded items.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 21:19:26 -06:00
Cal Corum
69475fca55 Add resource management method tests
Tests for VagabondActor resource methods:
- modifyResource() bounds checking
- applyDamage() with armor reduction and ignoreArmor option
- applyHealing() clamped to max
- spendMana() / spendLuck() with success/failure returns
- addFatigue() with max 5 cap
- takeBreather() / takeFullRest() recovery mechanics
- isDead getter for HP=0 and fatigue=5 conditions

Task 2.10: Resource management was already implemented, tests now
document and verify the existing functionality.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 20:44:00 -06:00
Cal Corum
062189e315 Add crit threshold modifier tests and fix effect application
- Add comprehensive Quench tests for crit threshold system:
  - Skill crit thresholds modified by Active Effects
  - Attack crit thresholds (melee, ranged, brawl, finesse)
  - Effect stacking, disabled effects, minimum threshold enforcement
  - Helper function validation

- Fix crit threshold clamping in CharacterData.prepareDerivedData():
  - Skills: clamp in _calculateSkillDifficulties() after effects apply
  - Attacks: new _clampAttackCritThresholds() method
  - Ensures thresholds stay within 1-20 range after Active Effects

- Note: Foundry v13 auto-prepares data after createEmbeddedDocuments,
  manual prepareData() calls cause double effect application

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 20:34:36 -06:00
Cal Corum
6247004b58 Implement spell casting system with rulebook-accurate mana costs
- Add SpellCastDialog with delivery/duration/damage configuration
- Fix mana cost calculation to match rulebook formula:
  - Effect-only or 1d6 damage-only = 0 mana
  - Both damage AND effect = 1 mana base
  - +1 per extra damage die beyond first
  - +delivery cost (Touch/Remote/Imbue=0, Cube=1, Area=2)
  - Duration has no initial cost (Focus requires maintenance)
- Add "Include Effect" toggle for damage vs effect choice
- Create spell cast chat card template
- Add 20+ i18n strings for spell casting UI
- Create comprehensive Quench tests for mana calculation
- Add Cast Spell macro for testing
- Update CLAUDE.md with NoteDiscovery access instructions

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 20:22:20 -06:00
Cal Corum
27a5f481aa Implement attack and save roll systems with difficulty fix
Phase 2 Tasks 2.6 & 2.7: Complete roll dialog system
- Add AttackRollDialog with weapon selection, grip toggle, attack type display
- Add SaveRollDialog with save type selection, defense options (block/dodge)
- Fix Handlebars template context resolution bug ({{this.difficulty}} pattern)
- Calculate difficulty once in dialog, pass to roll function via options
- Add difficulty/critThreshold pass-through tests for skill checks
- Fix attack check tests: use embedded items, correct damageType to "slashing"
- Add i18n strings for saves, attacks, defense types
- Add chat card and dialog styles for all roll types
- Export all roll dialogs and create system macros

Key technical fix: Handlebars was resolving {{difficulty}} through context
chain to actor.system.skills.X.difficulty (schema default 20) instead of
root template data. Using {{this.difficulty}} explicitly references root.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:52:28 -06:00
Cal Corum
463a130c18 Implement skill check system with roll dialogs and debug tools
Phase 2.5: Skill Check System Implementation

Features:
- ApplicationV2-based roll dialogs with HandlebarsApplicationMixin
- Base VagabondRollDialog class for shared dialog functionality
- SkillCheckDialog for skill checks with auto-calculated difficulty
- Favor/Hinder system using Active Effects flags (simplified from schema)
- FavorHinderDebug panel for testing flags without actor sheets
- Auto-created development macros (Favor/Hinder Debug, Skill Check)
- Custom chat cards for skill roll results

Technical Changes:
- Removed favorHinder from character schema (now uses flags)
- Updated getNetFavorHinder() to use flag-based approach
- Returns { net, favorSources, hinderSources } for transparency
- Universal form styling fixes for Foundry dark theme compatibility
- Added Macro to ESLint globals

Flag Convention:
- flags.vagabond.favor.skills.<skillId>
- flags.vagabond.hinder.skills.<skillId>
- flags.vagabond.favor.attacks
- flags.vagabond.hinder.attacks
- flags.vagabond.favor.saves.<saveType>
- flags.vagabond.hinder.saves.<saveType>

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 17:31:15 -06:00
Cal Corum
517b7045c7 Add Phase 2 core system logic: document classes, dice rolling, and fixes
Implements Phase 2 foundational components:
- VagabondActor document class with item management, resource tracking,
  damage/healing, rest mechanics, and combat helpers
- VagabondItem document class with chat card generation and item usage
- Comprehensive dice rolling module (d20 checks, skill/attack/save rolls,
  damage with crit doubling, countdown dice, morale checks)
- Quench tests for all dice rolling functions

Fixes Foundry VTT v13 compatibility issues:
- Add documentTypes to system.json declaring valid Actor/Item types
- Fix StringField validation errors by using nullable/null pattern
  instead of blank string choices for optional fields
- Update actor tests to use embedded documents for slot calculations

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 10:21:48 -06:00
Cal Corum
44dbd00e1b Add development tooling: ESLint, Prettier, Husky, and Quench tests
Set up complete development environment with:
- ESLint with Foundry VTT globals (game, CONFIG, Actor, etc.)
- Prettier for consistent code formatting
- Husky + lint-staged for pre-commit hooks
- Quench test framework structure with sanity checks

Documentation:
- DEVELOPMENT.md with tooling decisions and rationale
- README.md updated with development setup instructions

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-12 14:47:14 -06:00