Add Pathfinder 2e game system mode
Implements PF2e as an alternative game system alongside D&D 5e/5.5e. Settings modal "Game System" selector switches conditions, bestiary, stat block layout, and initiative calculation between systems. - Valued conditions with increment/decrement UX (Clumsy 2, Frightened 3) - 2,502 PF2e creatures from bundled search index (77 sources) - PF2e stat block: level, traits, Perception, Fort/Ref/Will, ability mods - Perception-based initiative rolling - System-scoped source cache (D&D and PF2e sources don't collide) - Backwards-compatible condition rehydration (ConditionId[] → ConditionEntry[]) - Difficulty indicator hidden in PF2e mode (excluded from MVP) Closes dostulata/initiative#19 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
334
apps/web/src/adapters/pf2e-bestiary-adapter.ts
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334
apps/web/src/adapters/pf2e-bestiary-adapter.ts
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import type {
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CreatureId,
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Pf2eCreature,
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TraitBlock,
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TraitSegment,
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} from "@initiative/domain";
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import { creatureId } from "@initiative/domain";
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import { stripTags } from "./strip-tags.js";
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// -- Raw Pf2eTools types (minimal, for parsing) --
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interface RawPf2eCreature {
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name: string;
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source: string;
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level?: number;
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traits?: string[];
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perception?: { std?: number };
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senses?: { name?: string; type?: string }[];
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languages?: { languages?: string[] };
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skills?: Record<string, { std?: number }>;
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abilityMods?: Record<string, number>;
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items?: string[];
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defenses?: RawDefenses;
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speed?: Record<string, number | { number: number }>;
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attacks?: RawAttack[];
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abilities?: {
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top?: RawAbility[];
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mid?: RawAbility[];
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bot?: RawAbility[];
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};
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_copy?: unknown;
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}
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interface RawDefenses {
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ac?: Record<string, unknown>;
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savingThrows?: {
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fort?: { std?: number };
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ref?: { std?: number };
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will?: { std?: number };
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};
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hp?: { hp?: number }[];
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immunities?: (string | { name: string })[];
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resistances?: { amount: number; name: string; note?: string }[];
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weaknesses?: { amount: number; name: string; note?: string }[];
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}
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interface RawAbility {
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name?: string;
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entries?: RawEntry[];
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}
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interface RawAttack {
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range?: string;
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name: string;
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attack?: number;
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traits?: string[];
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damage?: string;
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}
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type RawEntry = string | RawEntryObject;
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interface RawEntryObject {
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type?: string;
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items?: (string | { name?: string; entry?: string })[];
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entries?: RawEntry[];
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}
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// -- Module state --
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let sourceDisplayNames: Record<string, string> = {};
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export function setPf2eSourceDisplayNames(names: Record<string, string>): void {
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sourceDisplayNames = names;
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}
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// -- Helpers --
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function capitalize(s: string): string {
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return s.charAt(0).toUpperCase() + s.slice(1);
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}
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function makeCreatureId(source: string, name: string): CreatureId {
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const slug = name
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.toLowerCase()
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.replaceAll(/[^a-z0-9]+/g, "-")
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.replaceAll(/(^-|-$)/g, "");
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return creatureId(`${source.toLowerCase()}:${slug}`);
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}
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function formatSpeed(
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speed: Record<string, number | { number: number }> | undefined,
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): string {
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if (!speed) return "";
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const parts: string[] = [];
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for (const [mode, value] of Object.entries(speed)) {
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if (typeof value === "number") {
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parts.push(
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mode === "walk" ? `${value} feet` : `${capitalize(mode)} ${value} feet`,
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);
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} else if (typeof value === "object" && "number" in value) {
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parts.push(
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mode === "walk"
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? `${value.number} feet`
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: `${capitalize(mode)} ${value.number} feet`,
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);
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}
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}
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return parts.join(", ");
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}
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function formatSkills(
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skills: Record<string, { std?: number }> | undefined,
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): string | undefined {
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if (!skills) return undefined;
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const parts = Object.entries(skills)
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.map(([name, val]) => `${capitalize(name)} +${val.std ?? 0}`)
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.sort();
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return parts.length > 0 ? parts.join(", ") : undefined;
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}
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function formatSenses(
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senses: readonly { name?: string; type?: string }[] | undefined,
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): string | undefined {
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if (!senses || senses.length === 0) return undefined;
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return senses
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.map((s) => {
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const label = s.name ?? s.type ?? "";
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return label ? capitalize(label) : "";
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})
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.filter(Boolean)
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.join(", ");
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}
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function formatLanguages(
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languages: { languages?: string[] } | undefined,
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): string | undefined {
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if (!languages?.languages || languages.languages.length === 0)
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return undefined;
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return languages.languages.map(capitalize).join(", ");
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}
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function formatImmunities(
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immunities: readonly (string | { name: string })[] | undefined,
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): string | undefined {
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if (!immunities || immunities.length === 0) return undefined;
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return immunities
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.map((i) => capitalize(typeof i === "string" ? i : i.name))
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.join(", ");
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}
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function formatResistances(
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resistances:
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| readonly { amount: number; name: string; note?: string }[]
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| undefined,
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): string | undefined {
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if (!resistances || resistances.length === 0) return undefined;
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return resistances
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.map((r) =>
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r.note
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? `${capitalize(r.name)} ${r.amount} (${r.note})`
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: `${capitalize(r.name)} ${r.amount}`,
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)
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.join(", ");
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}
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function formatWeaknesses(
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weaknesses:
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| readonly { amount: number; name: string; note?: string }[]
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| undefined,
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): string | undefined {
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if (!weaknesses || weaknesses.length === 0) return undefined;
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return weaknesses
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.map((w) =>
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w.note
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? `${capitalize(w.name)} ${w.amount} (${w.note})`
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: `${capitalize(w.name)} ${w.amount}`,
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)
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.join(", ");
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}
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// -- Entry parsing --
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function segmentizeEntries(entries: unknown): TraitSegment[] {
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if (!Array.isArray(entries)) return [];
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const segments: TraitSegment[] = [];
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for (const entry of entries) {
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if (typeof entry === "string") {
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segments.push({ type: "text", value: stripTags(entry) });
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} else if (typeof entry === "object" && entry !== null) {
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const obj = entry as RawEntryObject;
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if (obj.type === "list" && Array.isArray(obj.items)) {
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segments.push({
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type: "list",
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items: obj.items.map((item) => {
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if (typeof item === "string") {
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return { text: stripTags(item) };
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}
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return { label: item.name, text: stripTags(item.entry ?? "") };
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}),
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});
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} else if (Array.isArray(obj.entries)) {
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segments.push(...segmentizeEntries(obj.entries));
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}
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}
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}
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return segments;
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}
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function formatAffliction(a: Record<string, unknown>): TraitSegment[] {
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const parts: string[] = [];
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if (a.note) parts.push(stripTags(String(a.note)));
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if (a.DC) parts.push(`DC ${a.DC}`);
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if (a.savingThrow) parts.push(String(a.savingThrow));
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const stages = a.stages as
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| { stage: number; entry: string; duration: string }[]
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| undefined;
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if (stages) {
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for (const s of stages) {
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parts.push(`Stage ${s.stage}: ${stripTags(s.entry)} (${s.duration})`);
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}
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}
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return parts.length > 0 ? [{ type: "text", value: parts.join("; ") }] : [];
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}
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function normalizeAbilities(
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abilities: readonly RawAbility[] | undefined,
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): TraitBlock[] | undefined {
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if (!abilities || abilities.length === 0) return undefined;
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return abilities
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.filter((a) => a.name)
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.map((a) => {
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const raw = a as Record<string, unknown>;
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return {
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name: stripTags(a.name as string),
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segments: Array.isArray(a.entries)
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? segmentizeEntries(a.entries)
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: formatAffliction(raw),
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};
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});
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}
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function normalizeAttacks(
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attacks: readonly RawAttack[] | undefined,
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): TraitBlock[] | undefined {
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if (!attacks || attacks.length === 0) return undefined;
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return attacks.map((a) => {
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const parts: string[] = [];
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if (a.range) parts.push(a.range);
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const attackMod = a.attack == null ? "" : ` +${a.attack}`;
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const traits =
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a.traits && a.traits.length > 0
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? ` (${a.traits.map((t) => stripTags(t)).join(", ")})`
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: "";
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const damage = a.damage ? `, ${stripTags(a.damage)}` : "";
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return {
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name: capitalize(stripTags(a.name)),
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segments: [
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{
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type: "text" as const,
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value: `${parts.join(" ")}${attackMod}${traits}${damage}`,
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},
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],
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};
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});
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}
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// -- Defenses extraction --
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function extractDefenses(defenses: RawDefenses | undefined) {
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const acRecord = defenses?.ac ?? {};
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const acStd = (acRecord.std as number | undefined) ?? 0;
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const acEntries = Object.entries(acRecord).filter(([k]) => k !== "std");
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return {
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ac: acStd,
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acConditional:
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acEntries.length > 0
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? acEntries.map(([k, v]) => `${v} ${k}`).join(", ")
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: undefined,
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saveFort: defenses?.savingThrows?.fort?.std ?? 0,
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saveRef: defenses?.savingThrows?.ref?.std ?? 0,
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saveWill: defenses?.savingThrows?.will?.std ?? 0,
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hp: defenses?.hp?.[0]?.hp ?? 0,
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immunities: formatImmunities(defenses?.immunities),
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resistances: formatResistances(defenses?.resistances),
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weaknesses: formatWeaknesses(defenses?.weaknesses),
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};
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}
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// -- Main normalization --
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function normalizeCreature(raw: RawPf2eCreature): Pf2eCreature {
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const source = raw.source ?? "";
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const defenses = extractDefenses(raw.defenses);
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const mods = raw.abilityMods ?? {};
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return {
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system: "pf2e",
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id: makeCreatureId(source, raw.name),
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name: raw.name,
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source,
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sourceDisplayName: sourceDisplayNames[source] ?? source,
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level: raw.level ?? 0,
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traits: raw.traits ?? [],
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perception: raw.perception?.std ?? 0,
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senses: formatSenses(raw.senses),
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languages: formatLanguages(raw.languages),
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skills: formatSkills(raw.skills),
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abilityMods: {
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str: mods.str ?? 0,
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dex: mods.dex ?? 0,
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con: mods.con ?? 0,
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int: mods.int ?? 0,
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wis: mods.wis ?? 0,
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cha: mods.cha ?? 0,
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},
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...defenses,
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speed: formatSpeed(raw.speed),
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attacks: normalizeAttacks(raw.attacks),
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abilitiesTop: normalizeAbilities(raw.abilities?.top),
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abilitiesMid: normalizeAbilities(raw.abilities?.mid),
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abilitiesBot: normalizeAbilities(raw.abilities?.bot),
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};
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}
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export function normalizePf2eBestiary(raw: {
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creature: unknown[];
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}): Pf2eCreature[] {
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return (raw.creature ?? [])
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.filter((c: unknown) => {
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const obj = c as { _copy?: unknown };
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return !obj._copy;
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})
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.map((c) => normalizeCreature(c as RawPf2eCreature));
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}
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