Files
initiative/apps/web/src/adapters/pf2e-bestiary-adapter.ts
Lukas c3707cf0b6 Add PF2e attack effects, ability frequency, and perception details
Show inline on-hit effects on attack lines (e.g., "plus Grab"), frequency
limits on abilities (e.g., "(1/day)"), and perception details text alongside
senses. Strip redundant frequency lines from Foundry descriptions.

Also add resilient PF2e source fetching: batched requests with retry,
graceful handling of ad-blocker-blocked creature files (partial success
with toast warning and re-fetch prompt for missing creatures).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:37:03 +02:00

775 lines
22 KiB
TypeScript

import type {
CreatureId,
EquipmentItem,
Pf2eCreature,
SpellcastingBlock,
SpellReference,
TraitBlock,
} from "@initiative/domain";
import { creatureId } from "@initiative/domain";
import { stripFoundryTags } from "./strip-foundry-tags.js";
// -- Raw Foundry VTT types (minimal, for parsing) --
interface RawFoundryCreature {
_id: string;
name: string;
type: string;
system: {
abilities: Record<string, { mod: number }>;
attributes: {
ac: { value: number; details?: string };
hp: { max: number; details?: string };
speed: {
value: number;
otherSpeeds?: { type: string; value: number }[];
details?: string;
};
immunities?: { type: string; exceptions?: string[] }[];
resistances?: { type: string; value: number; exceptions?: string[] }[];
weaknesses?: { type: string; value: number }[];
allSaves?: { value: string };
};
details: {
level: { value: number };
languages: { value?: string[]; details?: string };
publication: { license: string; remaster: boolean; title: string };
};
perception: {
mod: number;
details?: string;
senses?: { type: string; acuity?: string; range?: number }[];
};
saves: {
fortitude: { value: number; saveDetail?: string };
reflex: { value: number; saveDetail?: string };
will: { value: number; saveDetail?: string };
};
skills: Record<string, { base: number; note?: string }>;
traits: { rarity: string; size: { value: string }; value: string[] };
};
items: RawFoundryItem[];
}
interface RawFoundryItem {
_id: string;
name: string;
type: string;
system: Record<string, unknown>;
sort?: number;
}
interface MeleeSystem {
bonus?: { value: number };
damageRolls?: Record<string, { damage: string; damageType: string }>;
traits?: { value: string[] };
attackEffects?: { value: string[] };
}
interface ActionSystem {
category?: string;
actionType?: { value: string };
actions?: { value: number | null };
traits?: { value: string[] };
description?: { value: string };
frequency?: { max: number; per: string };
}
interface SpellcastingEntrySystem {
tradition?: { value: string };
prepared?: { value: string };
spelldc?: { dc: number; value?: number };
}
interface SpellSystem {
slug?: string;
location?: {
value: string;
heightenedLevel?: number;
uses?: { max: number; value: number };
};
level?: { value: number };
traits?: { rarity?: string; value: string[]; traditions?: string[] };
description?: { value: string };
range?: { value: string };
target?: { value: string };
area?: { type?: string; value?: number; details?: string };
duration?: { value: string; sustained?: boolean };
time?: { value: string };
defense?: {
save?: { statistic: string; basic?: boolean };
passive?: { statistic: string };
};
heightening?:
| {
type: "fixed";
levels: Record<string, { text?: string }>;
}
| {
type: "interval";
interval: number;
damage?: { value: string };
}
| undefined;
overlays?: Record<
string,
{ name?: string; system?: { description?: { value: string } } }
>;
}
interface ConsumableSystem {
level?: { value: number };
traits?: { value: string[] };
description?: { value: string };
category?: string;
spell?: {
name: string;
system?: { level?: { value: number } };
} | null;
}
const EQUIPMENT_TYPES = new Set(["weapon", "consumable", "equipment", "armor"]);
/** Items shown in the Equipment section with popovers. */
function isDetailedEquipment(item: RawFoundryItem): boolean {
if (!EQUIPMENT_TYPES.has(item.type)) return false;
const sys = item.system;
const level = (sys.level as { value: number } | undefined)?.value ?? 0;
const traits = (sys.traits as { value: string[] } | undefined)?.value ?? [];
// All consumables are tactically relevant (potions, scrolls, poisons, etc.)
if (item.type === "consumable") return true;
// Magical/invested items
if (traits.includes("magical") || traits.includes("invested")) return true;
// Special material armor/equipment
const material = sys.material as { type: string | null } | undefined;
if (material?.type) return true;
// Higher-level items
if (level > 0) return true;
return false;
}
/** Items shown on the "Items" line as plain names. */
function isMundaneItem(item: RawFoundryItem): boolean {
return EQUIPMENT_TYPES.has(item.type) && !isDetailedEquipment(item);
}
function normalizeEquipmentItem(item: RawFoundryItem): EquipmentItem {
const sys = item.system;
const level = (sys.level as { value: number } | undefined)?.value ?? 0;
const traits = (sys.traits as { value: string[] } | undefined)?.value;
const rawDesc = (sys.description as { value: string } | undefined)?.value;
const description = rawDesc
? stripFoundryTags(rawDesc) || undefined
: undefined;
const category = sys.category as string | undefined;
let spellName: string | undefined;
let spellRank: number | undefined;
if (item.type === "consumable") {
const spell = (sys as unknown as ConsumableSystem).spell;
if (spell) {
spellName = spell.name;
spellRank = spell.system?.level?.value;
}
}
return {
name: item.name,
level,
category: category || undefined,
traits: traits && traits.length > 0 ? traits : undefined,
description,
spellName,
spellRank,
};
}
const SIZE_MAP: Record<string, string> = {
tiny: "tiny",
sm: "small",
med: "medium",
lg: "large",
huge: "huge",
grg: "gargantuan",
};
// -- Helpers --
function capitalize(s: string): string {
return s.charAt(0).toUpperCase() + s.slice(1);
}
function makeCreatureId(source: string, name: string): CreatureId {
const slug = name
.toLowerCase()
.replaceAll(/[^a-z0-9]+/g, "-")
.replaceAll(/(^-|-$)/g, "");
return creatureId(`${source}:${slug}`);
}
const NUMERIC_SLUG = /^(.+)-(\d+)$/;
const LETTER_SLUG = /^(.+)-([a-z])$/;
/** Format rules for traits with a numeric suffix: "reach-10" → "reach 10 feet" */
const NUMERIC_TRAIT_FORMATS: Record<string, (n: string) => string> = {
reach: (n) => `reach ${n} feet`,
range: (n) => `range ${n} feet`,
"range-increment": (n) => `range increment ${n} feet`,
versatile: (n) => `versatile ${n}`,
deadly: (n) => `deadly d${n}`,
fatal: (n) => `fatal d${n}`,
"fatal-aim": (n) => `fatal aim d${n}`,
reload: (n) => `reload ${n}`,
};
/** Format rules for traits with a letter suffix: "versatile-p" → "versatile P" */
const LETTER_TRAIT_FORMATS: Record<string, (l: string) => string> = {
versatile: (l) => `versatile ${l.toUpperCase()}`,
deadly: (l) => `deadly d${l}`,
};
/** Expand slugified trait names: "reach-10" → "reach 10 feet" */
function formatTrait(slug: string): string {
const numMatch = NUMERIC_SLUG.exec(slug);
if (numMatch) {
const [, base, num] = numMatch;
const fmt = NUMERIC_TRAIT_FORMATS[base];
return fmt ? fmt(num) : `${base} ${num}`;
}
const letterMatch = LETTER_SLUG.exec(slug);
if (letterMatch) {
const [, base, letter] = letterMatch;
const fmt = LETTER_TRAIT_FORMATS[base];
if (fmt) return fmt(letter);
}
return slug.replaceAll("-", " ");
}
// -- Formatting --
function formatSenses(
senses: { type: string; acuity?: string; range?: number }[] | undefined,
): string | undefined {
if (!senses || senses.length === 0) return undefined;
return senses
.map((s) => {
const parts = [capitalize(s.type.replaceAll("-", " "))];
if (s.acuity && s.acuity !== "precise") {
parts.push(`(${s.acuity})`);
}
if (s.range != null) parts.push(`${s.range} feet`);
return parts.join(" ");
})
.join(", ");
}
function formatLanguages(
languages: { value?: string[]; details?: string } | undefined,
): string | undefined {
if (!languages?.value || languages.value.length === 0) return undefined;
const list = languages.value.map(capitalize).join(", ");
return languages.details ? `${list} (${languages.details})` : list;
}
function formatSkills(
skills: Record<string, { base: number; note?: string }> | undefined,
): string | undefined {
if (!skills) return undefined;
const entries = Object.entries(skills);
if (entries.length === 0) return undefined;
return entries
.map(([name, val]) => {
const label = capitalize(name.replaceAll("-", " "));
return `${label} +${val.base}`;
})
.sort()
.join(", ");
}
function formatImmunities(
immunities: { type: string; exceptions?: string[] }[] | undefined,
): string | undefined {
if (!immunities || immunities.length === 0) return undefined;
return immunities
.map((i) => {
const base = capitalize(i.type.replaceAll("-", " "));
if (i.exceptions && i.exceptions.length > 0) {
return `${base} (except ${i.exceptions.map((e) => capitalize(e.replaceAll("-", " "))).join(", ")})`;
}
return base;
})
.join(", ");
}
function formatResistances(
resistances:
| { type: string; value: number; exceptions?: string[] }[]
| undefined,
): string | undefined {
if (!resistances || resistances.length === 0) return undefined;
return resistances
.map((r) => {
const base = `${capitalize(r.type.replaceAll("-", " "))} ${r.value}`;
if (r.exceptions && r.exceptions.length > 0) {
return `${base} (except ${r.exceptions.map((e) => capitalize(e.replaceAll("-", " "))).join(", ")})`;
}
return base;
})
.join(", ");
}
function formatWeaknesses(
weaknesses: { type: string; value: number }[] | undefined,
): string | undefined {
if (!weaknesses || weaknesses.length === 0) return undefined;
return weaknesses
.map((w) => `${capitalize(w.type.replaceAll("-", " "))} ${w.value}`)
.join(", ");
}
function formatSpeed(speed: {
value: number;
otherSpeeds?: { type: string; value: number }[];
details?: string;
}): string {
const parts = [`${speed.value} feet`];
if (speed.otherSpeeds) {
for (const s of speed.otherSpeeds) {
parts.push(`${capitalize(s.type)} ${s.value} feet`);
}
}
const base = parts.join(", ");
return speed.details ? `${base} (${speed.details})` : base;
}
// -- Attack normalization --
/** Format an attack effect slug to display text: "grab" → "Grab", "lich-siphon-life" → "Siphon Life". */
function formatAttackEffect(slug: string, creatureName: string): string {
const prefix = `${creatureName.toLowerCase().replaceAll(/[^a-z0-9]+/g, "-")}-`;
const stripped = slug.startsWith(prefix) ? slug.slice(prefix.length) : slug;
return stripped.split("-").map(capitalize).join(" ");
}
function normalizeAttack(
item: RawFoundryItem,
creatureName: string,
): TraitBlock {
const sys = item.system as unknown as MeleeSystem;
const bonus = sys.bonus?.value ?? 0;
const traits = sys.traits?.value ?? [];
const damageEntries = Object.values(sys.damageRolls ?? {});
const damage = damageEntries
.map((d) => `${d.damage} ${d.damageType}`)
.join(" plus ");
const traitStr =
traits.length > 0 ? ` (${traits.map(formatTrait).join(", ")})` : "";
const effects = sys.attackEffects?.value ?? [];
const effectStr =
effects.length > 0
? ` plus ${effects.map((e) => formatAttackEffect(e, creatureName)).join(" and ")}`
: "";
return {
name: capitalize(item.name),
activity: { number: 1, unit: "action" },
segments: [
{
type: "text",
value: `+${bonus}${traitStr}, ${damage}${effectStr}`,
},
],
};
}
function parseActivity(
actionType: string | undefined,
actionCount: number | null | undefined,
): { number: number; unit: "action" | "free" | "reaction" } | undefined {
if (actionType === "action") {
return { number: actionCount ?? 1, unit: "action" };
}
if (actionType === "reaction") {
return { number: 1, unit: "reaction" };
}
if (actionType === "free") {
return { number: 1, unit: "free" };
}
return undefined;
}
// -- Ability normalization --
const FREQUENCY_LINE = /(<strong>)?Frequency(<\/strong>)?\s+[^\n]+\n*/i;
/** Strip the "Frequency once per day" line from ability descriptions when structured frequency data exists. */
function stripFrequencyLine(text: string): string {
return text.replace(FREQUENCY_LINE, "").trimStart();
}
function normalizeAbility(item: RawFoundryItem): TraitBlock {
const sys = item.system as unknown as ActionSystem;
const actionType = sys.actionType?.value;
const actionCount = sys.actions?.value;
let description = stripFoundryTags(sys.description?.value ?? "");
const traits = sys.traits?.value ?? [];
const activity = parseActivity(actionType, actionCount);
const frequency =
sys.frequency?.max != null && sys.frequency.per
? `${sys.frequency.max}/${sys.frequency.per}`
: undefined;
if (frequency) {
description = stripFrequencyLine(description);
}
const traitStr =
traits.length > 0
? `(${traits.map((t) => capitalize(formatTrait(t))).join(", ")}) `
: "";
const text = traitStr ? `${traitStr}${description}` : description;
const segments: { type: "text"; value: string }[] = text
? [{ type: "text", value: text }]
: [];
return { name: item.name, activity, frequency, segments };
}
// -- Spellcasting normalization --
function formatRange(range: { value: string } | undefined): string | undefined {
if (!range?.value) return undefined;
return range.value;
}
function formatArea(
area: { type?: string; value?: number; details?: string } | undefined,
): string | undefined {
if (!area) return undefined;
if (area.value && area.type) return `${area.value}-foot ${area.type}`;
return area.details ?? undefined;
}
function formatDefense(defense: SpellSystem["defense"]): string | undefined {
if (!defense) return undefined;
if (defense.save) {
const stat = capitalize(defense.save.statistic);
return defense.save.basic ? `basic ${stat}` : stat;
}
if (defense.passive) return capitalize(defense.passive.statistic);
return undefined;
}
function formatHeightening(
heightening: SpellSystem["heightening"],
): string | undefined {
if (!heightening) return undefined;
if (heightening.type === "fixed") {
const parts = Object.entries(heightening.levels)
.filter(([, lvl]) => lvl.text)
.map(
([rank, lvl]) =>
`Heightened (${rank}) ${stripFoundryTags(lvl.text as string)}`,
);
return parts.length > 0 ? parts.join("\n") : undefined;
}
if (heightening.type === "interval") {
const dmg = heightening.damage?.value
? ` damage increases by ${heightening.damage.value}`
: "";
return `Heightened (+${heightening.interval})${dmg}`;
}
return undefined;
}
function formatOverlays(overlays: SpellSystem["overlays"]): string | undefined {
if (!overlays) return undefined;
const parts: string[] = [];
for (const overlay of Object.values(overlays)) {
const desc = overlay.system?.description?.value;
if (!desc) continue;
const label = overlay.name ? `${overlay.name}: ` : "";
parts.push(`${label}${stripFoundryTags(desc)}`);
}
return parts.length > 0 ? parts.join("\n") : undefined;
}
/**
* Foundry descriptions often include heightening rules inline at the end.
* When we extract heightening into a structured field, strip that trailing
* text to avoid duplication.
*/
const HEIGHTENED_SUFFIX = /\s*Heightened\s*\([^)]*\)[\s\S]*$/;
function normalizeSpell(
item: RawFoundryItem,
creatureLevel: number,
): SpellReference {
const sys = item.system as unknown as SpellSystem;
const usesMax = sys.location?.uses?.max;
const isCantrip = sys.traits?.value?.includes("cantrip") ?? false;
const rank =
sys.location?.heightenedLevel ??
(isCantrip ? Math.ceil(creatureLevel / 2) : (sys.level?.value ?? 0));
const heightening =
formatHeightening(sys.heightening) ?? formatOverlays(sys.overlays);
let description: string | undefined;
if (sys.description?.value) {
let text = stripFoundryTags(sys.description.value);
// Resolve Foundry Roll formula references to the spell's actual rank.
// The parenthesized form (e.g., "(@item.level)d4") is most common.
text = text.replaceAll(/\(?@item\.(?:rank|level)\)?/g, String(rank));
if (heightening) {
text = text.replace(HEIGHTENED_SUFFIX, "").trim();
}
description = text || undefined;
}
return {
name: item.name,
slug: sys.slug,
rank,
description,
traits: sys.traits?.value,
traditions: sys.traits?.traditions,
range: formatRange(sys.range),
target: sys.target?.value || undefined,
area: formatArea(sys.area),
duration: sys.duration?.value || undefined,
defense: formatDefense(sys.defense),
actionCost: sys.time?.value || undefined,
heightening,
usesPerDay: usesMax && usesMax > 1 ? usesMax : undefined,
};
}
function normalizeSpellcastingEntry(
entry: RawFoundryItem,
allSpells: readonly RawFoundryItem[],
creatureLevel: number,
): SpellcastingBlock {
const sys = entry.system as unknown as SpellcastingEntrySystem;
const tradition = capitalize(sys.tradition?.value ?? "");
const prepared = sys.prepared?.value ?? "";
const dc = sys.spelldc?.dc ?? 0;
const attack = sys.spelldc?.value ?? 0;
const name = entry.name || `${tradition} ${capitalize(prepared)} Spells`;
const headerText = `DC ${dc}${attack ? `, attack +${attack}` : ""}`;
const linkedSpells = allSpells.filter(
(s) => (s.system as unknown as SpellSystem).location?.value === entry._id,
);
const byRank = new Map<number, SpellReference[]>();
const cantrips: SpellReference[] = [];
for (const spell of linkedSpells) {
const ref = normalizeSpell(spell, creatureLevel);
const isCantrip =
(spell.system as unknown as SpellSystem).traits?.value?.includes(
"cantrip",
) ?? false;
if (isCantrip) {
cantrips.push(ref);
continue;
}
const rank = ref.rank ?? 0;
const existing = byRank.get(rank) ?? [];
existing.push(ref);
byRank.set(rank, existing);
}
const daily = [...byRank.entries()]
.sort(([a], [b]) => b - a)
.map(([rank, spells]) => ({
uses: rank,
each: true,
spells,
}));
return {
name,
headerText,
atWill: orUndefined(cantrips),
daily: orUndefined(daily),
};
}
function normalizeSpellcasting(
items: readonly RawFoundryItem[],
creatureLevel: number,
): SpellcastingBlock[] {
const entries = items.filter((i) => i.type === "spellcastingEntry");
const spells = items.filter((i) => i.type === "spell");
return entries.map((entry) =>
normalizeSpellcastingEntry(entry, spells, creatureLevel),
);
}
// -- Main normalization --
function orUndefined<T>(arr: T[]): T[] | undefined {
return arr.length > 0 ? arr : undefined;
}
/** Build display traits: [rarity (if not common), size, ...type traits] */
function buildTraits(traits: {
rarity: string;
size: { value: string };
value: string[];
}): string[] {
const result: string[] = [];
if (traits.rarity && traits.rarity !== "common") {
result.push(traits.rarity);
}
const size = SIZE_MAP[traits.size.value] ?? "medium";
result.push(size);
result.push(...traits.value);
return result;
}
const HEALING_GLOSSARY =
/^<p>@Localize\[PF2E\.NPC\.Abilities\.Glossary\.(FastHealing|Regeneration|NegativeHealing)\]/;
/** Glossary-only abilities that duplicate structured data shown elsewhere. */
const REDUNDANT_GLOSSARY =
/^<p>@Localize\[PF2E\.NPC\.Abilities\.Glossary\.(ConstantSpells|AtWillSpells)\]/;
const STRIP_GLOSSARY_AND_P = /<p>@Localize\[[^\]]+\]<\/p>|<\/?p>/g;
/** True when the description has no user-visible content beyond glossary tags. */
function isGlossaryOnly(desc: string | undefined): boolean {
if (!desc) return true;
return desc.replace(STRIP_GLOSSARY_AND_P, "").trim() === "";
}
function isRedundantAbility(
item: RawFoundryItem,
excludeName: string | undefined,
hpDetails: string | undefined,
): boolean {
const sys = item.system as unknown as ActionSystem;
const desc = sys.description?.value;
// Ability duplicates the allSaves line — suppress only if glossary-only
if (excludeName && item.name.toLowerCase() === excludeName.toLowerCase()) {
return isGlossaryOnly(desc);
}
if (!desc) return false;
// Healing/regen glossary when hp.details already shows the info
if (hpDetails && HEALING_GLOSSARY.test(desc)) return true;
// Spell mechanic glossary reminders shown in the spellcasting section
if (REDUNDANT_GLOSSARY.test(desc)) return true;
return false;
}
function actionsByCategory(
items: readonly RawFoundryItem[],
category: string,
excludeName?: string,
hpDetails?: string,
): TraitBlock[] {
return items
.filter(
(a) =>
a.type === "action" &&
(a.system as unknown as ActionSystem).category === category &&
!isRedundantAbility(a, excludeName, hpDetails),
)
.map(normalizeAbility);
}
function extractAbilityMods(
mods: Record<string, { mod: number }>,
): Pf2eCreature["abilityMods"] {
return {
str: mods.str?.mod ?? 0,
dex: mods.dex?.mod ?? 0,
con: mods.con?.mod ?? 0,
int: mods.int?.mod ?? 0,
wis: mods.wis?.mod ?? 0,
cha: mods.cha?.mod ?? 0,
};
}
export function normalizeFoundryCreature(
raw: unknown,
sourceCode?: string,
sourceDisplayName?: string,
): Pf2eCreature {
const r = raw as RawFoundryCreature;
const sys = r.system;
const publication = sys.details?.publication;
const source = sourceCode ?? publication?.title ?? "";
const items = r.items ?? [];
const allSavesText = sys.attributes.allSaves?.value ?? "";
return {
system: "pf2e",
id: makeCreatureId(source, r.name),
name: r.name,
source,
sourceDisplayName: sourceDisplayName ?? publication?.title ?? "",
level: sys.details?.level?.value ?? 0,
traits: buildTraits(sys.traits),
perception: sys.perception?.mod ?? 0,
perceptionDetails: sys.perception?.details || undefined,
senses: formatSenses(sys.perception?.senses),
languages: formatLanguages(sys.details?.languages),
skills: formatSkills(sys.skills),
abilityMods: extractAbilityMods(sys.abilities ?? {}),
ac: sys.attributes.ac.value,
acConditional: sys.attributes.ac.details || undefined,
saveFort: sys.saves.fortitude.value,
saveRef: sys.saves.reflex.value,
saveWill: sys.saves.will.value,
saveConditional: allSavesText || undefined,
hp: sys.attributes.hp.max,
hpDetails: sys.attributes.hp.details || undefined,
immunities: formatImmunities(sys.attributes.immunities),
resistances: formatResistances(sys.attributes.resistances),
weaknesses: formatWeaknesses(sys.attributes.weaknesses),
speed: formatSpeed(sys.attributes.speed),
attacks: orUndefined(
items
.filter((i) => i.type === "melee")
.map((i) => normalizeAttack(i, r.name)),
),
abilitiesTop: orUndefined(actionsByCategory(items, "interaction")),
abilitiesMid: orUndefined(
actionsByCategory(
items,
"defensive",
allSavesText || undefined,
sys.attributes.hp.details || undefined,
),
),
abilitiesBot: orUndefined(actionsByCategory(items, "offensive")),
spellcasting: orUndefined(
normalizeSpellcasting(items, sys.details?.level?.value ?? 0),
),
items:
items
.filter(isMundaneItem)
.map((i) => i.name)
.join(", ") || undefined,
equipment: orUndefined(
items.filter(isDetailedEquipment).map(normalizeEquipmentItem),
),
};
}
export function normalizeFoundryCreatures(
rawCreatures: unknown[],
sourceCode?: string,
sourceDisplayName?: string,
): Pf2eCreature[] {
return rawCreatures.map((raw) =>
normalizeFoundryCreature(raw, sourceCode, sourceDisplayName),
);
}