Files
initiative/packages/application/src/roll-all-initiative-use-case.ts
Lukas e62c49434c
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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>
2026-04-07 01:26:22 +02:00

63 lines
1.5 KiB
TypeScript

import {
type AnyCreature,
type CreatureId,
type DomainError,
type DomainEvent,
isDomainError,
type RollMode,
rollInitiative,
selectRoll,
setInitiative,
} from "@initiative/domain";
import { creatureInitiativeModifier } from "./creature-initiative-modifier.js";
import type { EncounterStore } from "./ports.js";
export interface RollAllResult {
events: DomainEvent[];
skippedNoSource: number;
}
export function rollAllInitiativeUseCase(
store: EncounterStore,
rollDice: () => number,
getCreature: (id: CreatureId) => AnyCreature | undefined,
mode: RollMode = "normal",
): RollAllResult | DomainError {
let encounter = store.get();
const allEvents: DomainEvent[] = [];
let skippedNoSource = 0;
for (const combatant of encounter.combatants) {
if (!combatant.creatureId) continue;
if (combatant.initiative !== undefined) continue;
const creature = getCreature(combatant.creatureId);
if (!creature) {
skippedNoSource++;
continue;
}
const modifier = creatureInitiativeModifier(creature);
const roll1 = rollDice();
const effectiveRoll =
mode === "normal" ? roll1 : selectRoll(roll1, rollDice(), mode);
const value = rollInitiative(effectiveRoll, modifier);
if (isDomainError(value)) {
return value;
}
const result = setInitiative(encounter, combatant.id, value);
if (isDomainError(result)) {
return result;
}
encounter = result.encounter;
allEvents.push(...result.events);
}
store.save(encounter);
return { events: allEvents, skippedNoSource };
}