Polish sprint 1/2: restore crash fix, pf2e parity, full glyph purge
Crash fix: - restoreBackup (file + cloud pull) now validates each row through its Zod schema, backfilling new fields — an older backup no longer lands characters missing feats/concentration/etc and crashing the sheet. + test. pf2e parity (closing feature gaps vs 5e): - +9 missing classes (Animist, Exemplar, Gunslinger, Inventor, Kineticist, Magus, Psychic, Summoner, Thaumaturge) with data + class tips. - the wizard now enriches pf2e classes with their caster ability, so pf2e spellcasters get the Spells step + "Caster" tag like 5e. - editable Perception rank and spellcasting proficiency on the pf2e sheet (fixes wrong initiative / spell DC at higher levels); rank-10 spell slots. - pf2e monster resistances/weaknesses/immunities now apply in combat (flat amounts: resistance subtracts, weakness adds, 'all' matches any type). + tests. Glyph purge (finishing the emoji→Lucide migration): replaced ~40 leftover text-glyphs (✕ − + ✦ 🤫 ⬆ ⬇ ☑ ☐ ▶ ◀ ‹ › ★ ↻ ▸ ↑ ●) with Lucide icons across Modal (every dialog), the sheet sections, dice, settings, player panels, world pages, map editor, roll tray, and session UI. Gate: 293 unit + e2e green; tsc + build clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -40,6 +40,49 @@ function parseConditionList(raw: string | undefined): string[] {
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.filter(Boolean);
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}
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/** Normalize a pf2e damage/condition word ("non-magical attacks", "cold_iron"). */
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function pf2eType(s: string): DamageType | undefined {
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return asDamageType(s.replace(/_/g, ' ').trim());
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}
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/** pf2e creature flat-defense shape, ready to attach to a combatant. */
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export interface Pf2eDefenses {
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immune: DamageType[];
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conditionImmune: string[];
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resistFlat: { type: string; amount: number }[];
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weakness: { type: string; amount: number }[];
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notes: string[];
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}
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/**
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* pf2e creature → flat resistances/weaknesses + immunities. pf2e uses flat
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* amounts (resistance 5, weakness 5) rather than 5e's halve/double, and 'all'
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* applies to every type. Immunities mix damage types and conditions.
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*/
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export function normalizeMonsterDefensesPf2e(raw: {
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immunity?: unknown; resistance?: unknown; weakness?: unknown;
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}): Pf2eDefenses {
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const immune: DamageType[] = [];
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const conditionImmune: string[] = [];
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for (const i of Array.isArray(raw.immunity) ? (raw.immunity as string[]) : []) {
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const t = pf2eType(String(i));
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if (t) immune.push(t);
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else conditionImmune.push(String(i).trim().toLowerCase());
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}
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const flat = (obj: unknown): { type: string; amount: number }[] => {
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if (!obj || typeof obj !== 'object') return [];
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const out: { type: string; amount: number }[] = [];
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for (const [k, v] of Object.entries(obj as Record<string, unknown>)) {
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const amount = Number(v);
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if (!Number.isFinite(amount) || amount <= 0) continue;
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const key = k.toLowerCase() === 'all' ? 'all' : pf2eType(k);
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if (key) out.push({ type: key, amount });
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}
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return out;
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};
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return { immune, conditionImmune, resistFlat: flat(raw.resistance), weakness: flat(raw.weakness), notes: [] };
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}
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/** Open5e monster → structured damage/condition defenses. */
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export function normalizeMonsterDefenses(raw: Monster): DamageDefenses {
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const resist = parseDamageList(raw.damage_resistances);
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