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ttrpg_manager/tsconfig.node.tsbuildinfo
T
NilsBriggen 026927b5f5 V2 Phase 1: mechanics kernel + compendium→sheet integration
Lay the foundation for full rules enforcement: a new pure, testable
mechanics kernel (src/lib/mechanics/) that derives structured, enforceable
game data from the loosely-typed compendium, plus the first user-facing
payoff (accurate armor AC + spell mechanics on the sheet).

- normalizers: spell (5e + pf2e), armor, monster defenses → typed
  SpellMechanics / ArmorMechanics / DamageDefenses, with memoized derivers
  wrapping the existing lazy compendium loaders (no new assets). 11 unit tests.
- character schema: spell entries snapshot concentration/save/damage at
  compendium-link time; new top-level `concentration` slot and structured
  `equippedArmor` (additive, defaulted). Dexie v14 migration backfills.
- AC model: baseArmorClass now consults equippedArmor (heavy = flat, medium =
  Dex-capped) and falls back to the old 10+Dex formula when unarmored. Threaded
  through every AC call site; armor picker added to the sheet (5e).
- compendium "Add spell to character" snapshots real mechanics via the kernel.

Backward-compatible: un-enriched spells/characters behave exactly as before.
Build + 244 unit tests green; armor→AC verified live in preview.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 00:58:31 +02:00

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{"root":["./vite.config.ts","./vitest.config.ts","./scripts/fetch_foundry_pf2e.ts","./scripts/fetch_open5e.ts","./scripts/fetch_pf2e.ts"],"version":"5.9.3"}