Add Pathfinder 2e game system mode
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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:
Lukas
2026-04-07 01:26:22 +02:00
parent 8f6eebc43b
commit e62c49434c
67 changed files with 27758 additions and 527 deletions

View File

@@ -1,4 +1,4 @@
import type { ConditionId } from "./conditions.js";
import type { ConditionEntry, ConditionId } from "./conditions.js";
import { CONDITION_DEFINITIONS, VALID_CONDITION_IDS } from "./conditions.js";
import type { DomainEvent } from "./events.js";
import {
@@ -14,11 +14,13 @@ export interface ToggleConditionSuccess {
readonly events: DomainEvent[];
}
export function toggleCondition(
encounter: Encounter,
combatantId: CombatantId,
conditionId: ConditionId,
): ToggleConditionSuccess | DomainError {
function sortByDefinitionOrder(entries: ConditionEntry[]): ConditionEntry[] {
const order = CONDITION_DEFINITIONS.map((d) => d.id);
entries.sort((a, b) => order.indexOf(a.id) - order.indexOf(b.id));
return entries;
}
function validateConditionId(conditionId: ConditionId): DomainError | null {
if (!VALID_CONDITION_IDS.has(conditionId)) {
return {
kind: "domain-error",
@@ -26,38 +28,157 @@ export function toggleCondition(
message: `Unknown condition "${conditionId}"`,
};
}
return null;
}
function applyConditions(
encounter: Encounter,
combatantId: CombatantId,
newConditions: readonly ConditionEntry[] | undefined,
): Encounter {
return {
combatants: encounter.combatants.map((c) =>
c.id === combatantId ? { ...c, conditions: newConditions } : c,
),
activeIndex: encounter.activeIndex,
roundNumber: encounter.roundNumber,
};
}
export function toggleCondition(
encounter: Encounter,
combatantId: CombatantId,
conditionId: ConditionId,
): ToggleConditionSuccess | DomainError {
const err = validateConditionId(conditionId);
if (err) return err;
const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
const { combatant: target } = found;
const current = target.conditions ?? [];
const isActive = current.includes(conditionId);
const isActive = current.some((c) => c.id === conditionId);
let newConditions: readonly ConditionId[] | undefined;
let newConditions: readonly ConditionEntry[] | undefined;
let event: DomainEvent;
if (isActive) {
const filtered = current.filter((c) => c !== conditionId);
const filtered = current.filter((c) => c.id !== conditionId);
newConditions = filtered.length > 0 ? filtered : undefined;
event = { type: "ConditionRemoved", combatantId, condition: conditionId };
} else {
const added = [...current, conditionId];
const order = CONDITION_DEFINITIONS.map((d) => d.id);
added.sort((a, b) => order.indexOf(a) - order.indexOf(b));
const added = sortByDefinitionOrder([...current, { id: conditionId }]);
newConditions = added;
event = { type: "ConditionAdded", combatantId, condition: conditionId };
}
const updatedCombatants = encounter.combatants.map((c) =>
c.id === combatantId ? { ...c, conditions: newConditions } : c,
);
return {
encounter: {
combatants: updatedCombatants,
activeIndex: encounter.activeIndex,
roundNumber: encounter.roundNumber,
},
encounter: applyConditions(encounter, combatantId, newConditions),
events: [event],
};
}
export function setConditionValue(
encounter: Encounter,
combatantId: CombatantId,
conditionId: ConditionId,
value: number,
): ToggleConditionSuccess | DomainError {
const err = validateConditionId(conditionId);
if (err) return err;
const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
const { combatant: target } = found;
const current = target.conditions ?? [];
if (value <= 0) {
const filtered = current.filter((c) => c.id !== conditionId);
const newConditions = filtered.length > 0 ? filtered : undefined;
return {
encounter: applyConditions(encounter, combatantId, newConditions),
events: [
{ type: "ConditionRemoved", combatantId, condition: conditionId },
],
};
}
const existing = current.find((c) => c.id === conditionId);
if (existing) {
const updated = current.map((c) =>
c.id === conditionId ? { ...c, value } : c,
);
return {
encounter: applyConditions(encounter, combatantId, updated),
events: [
{
type: "ConditionAdded",
combatantId,
condition: conditionId,
value,
},
],
};
}
const added = sortByDefinitionOrder([...current, { id: conditionId, value }]);
return {
encounter: applyConditions(encounter, combatantId, added),
events: [
{ type: "ConditionAdded", combatantId, condition: conditionId, value },
],
};
}
export function decrementCondition(
encounter: Encounter,
combatantId: CombatantId,
conditionId: ConditionId,
): ToggleConditionSuccess | DomainError {
const err = validateConditionId(conditionId);
if (err) return err;
const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
const { combatant: target } = found;
const current = target.conditions ?? [];
const existing = current.find((c) => c.id === conditionId);
if (!existing) {
return {
kind: "domain-error",
code: "condition-not-active",
message: `Condition "${conditionId}" is not active`,
};
}
const newValue = (existing.value ?? 1) - 1;
if (newValue <= 0) {
const filtered = current.filter((c) => c.id !== conditionId);
return {
encounter: applyConditions(
encounter,
combatantId,
filtered.length > 0 ? filtered : undefined,
),
events: [
{ type: "ConditionRemoved", combatantId, condition: conditionId },
],
};
}
const updated = current.map((c) =>
c.id === conditionId ? { ...c, value: newValue } : c,
);
return {
encounter: applyConditions(encounter, combatantId, updated),
events: [
{
type: "ConditionAdded",
combatantId,
condition: conditionId,
value: newValue,
},
],
};
}