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2 Commits

Author SHA1 Message Date
NilsBriggen f602c832e6 Fix condition mechanics: per-statistic PF2e penalties, 5e exhaustion, slowed, frightened decay
- PF2e clumsy/enfeebled/drained/stupefied now penalise their correct, independent
  statistic family (Dex/Str/Con/mental) instead of collapsing into one max'd '−N status'.
  Frightened/sickened are 'all checks'. Distinct badges per family.
- Slowed is action loss only (no roll penalty); fatigued shows flat −1 AC/saves —
  neither is value-scaled anymore.
- 5e Exhaustion now derives its cumulative level effects (ability-check disadvantage L1,
  speed halved L2, attack + all-save disadvantage L3, speed 0 L5, dead L6).
- 5e Prone badge is range-qualified (adv. melee / disadv. ranged).
- New tickConditionsEndOfTurn: PF2e Frightened decays by 1 at end of turn (wired into
  nextTurn via the combat tracker), removed at 0.

MechanicalState.statusPenalty (single number) → statusPenalties (per-family map).
Tests updated + added. Deferred: Drained HP/max-HP reduction (needs creature level
threaded into the damage flow).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-09 17:16:33 +02:00
NilsBriggen 8ba38d893d V2 Phase 3: combat rules automation (conditions, damage types, reminders)
Completes the deployable Phase 1-3 chunk: the combat tracker now runs the math.

- condition-effects engine: declarative CONDITION_EFFECTS_5E/PF2E table +
  deriveState(system, speed, conditions) → effective speed / advantage state /
  incapacitation / pf2e status penalty. Tracker shows effect badges
  ("Speed 0", "Disadv. attacks", "−2 status"); pure + 10 unit tests.
- damage types: applyDamage(c, amount, type?) consults snapshotted monster
  DamageDefenses (immune→0, resist→halve, vulnerable→double), back-compatible.
  Monster add snapshots damageDefenses; tracker shows a type picker only when a
  creature has typed defenses, and the log notes resisted/vulnerable amounts.
- concentration + death saves are surfaced as REMINDERS, never auto-rolled:
  damaging a concentrating PC logs "roll a DC N Con save…"; a downed PC's turn
  logs "make a death saving throw." The player rolls and resolves via the Drop
  button / death-save pips they already own. (Per user: no auto dice rolls —
  it removes the player from their character.)

Build + 271 unit tests green. Verified live: grapple → Speed 0 badge;
fire-immune creature shows the immune-labelled damage picker.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 01:23:52 +02:00