Perfection pass: complete level-up/build flows + dying polish

Second adversarial audit of the freshly-shipped code; fixed bugs + completeness gaps.

- abilityBuild stays in sync with totals on level-up (appendLevelIncreases)
- 5e feat picker in level-up; PF2e feat-name autocomplete; expertise sets ranks
- Higher-level creation collects PF2e skill increases + 5e expertise
- PF2e heritage: schema field, wizard picker, sheet, Pathbuilder import
- 5e Hit Dice as a tracked resource (half-level long-rest recovery via recoverStep)
- Dying flow: knockout sets HP 0, stays unconscious at 0 HP, healing wakes +Wounded,
  Heroic Recovery (spend hero points); damage-while-dying + recovery reminders (pf2e)
- Healing caps at effective max (drained/exhaustion-4) on sheet, tracker, and rest;
  massive-damage death uses effective max; persistent-damage badge
- UX: in-place valued-condition steppers, point-buy budget caps, prepared-vs-known
  spell guidance, granted skills in review, system-gated score generator

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-10 20:37:01 +02:00
parent 4ee004e25f
commit 8fd530df73
21 changed files with 609 additions and 69 deletions
+21
View File
@@ -168,3 +168,24 @@ describe('pf2e Refocus', () => {
expect(patch.resources?.[0]?.current).toBe(1); // +1, clamped to max — not 3
});
});
describe('pf2e Rest for the Night', () => {
it('decays drained/doomed, clears wounded/fatigued, and caps HP at the post-decay effective max', () => {
const rest = pf2e.restOptions.find((o) => o.id === 'rest')!;
const c = {
system: 'pf2e', level: 6,
resources: [],
hp: { current: 5, max: 50, temp: 0 },
concentration: null,
spellcasting: { slots: [], spells: [] },
conditions: [{ name: 'Drained', value: 2 }, { name: 'Fatigued' }],
defenses: { exhaustion: 0, deathSaves: { successes: 0, failures: 0 }, dying: 0, wounded: 2, doomed: 1, heroPoints: 1, inspiration: false },
} as unknown as Parameters<typeof applyRest>[0];
const patch = applyRest(c, rest);
expect(patch.conditions).toEqual([{ name: 'Drained', value: 1 }]); // drained 1, fatigued gone
expect(patch.defenses!.wounded).toBe(0);
expect(patch.defenses!.doomed).toBe(0);
// drained 1 remains after decay → effective max 50 6 = 44, not 50
expect(patch.hp!.current).toBe(44);
});
});