Files
the-sunken-reach/backend/src/game/buildFlow.js
T
joshuaandClaude Opus 5.5 e7b6e0065a V1.22.0: campaign settings for dice, scores, multiclassing, auto-rolls, XP and crits
- Settings grouped into Characters, Dice & rolls, Combat and Progression
- Dice: digital, physical or both; a campaign's own choice applies to every character
- Ability scores by 4d6, the standard array or point buy (27 points, 8 to 15)
- Track XP can be turned off for milestone levelling: XP is hidden and not awarded
- New settings saved ahead of their features: multiclassing, auto-rolled monster
  and NPC attacks, roll visibility, hidden monster rolls, HP on level up, crit rule
- docs/CAMPAIGN_SETTINGS.md lists every setting

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 15:12:05 +02:00

197 lines
7.1 KiB
JavaScript

// Roll-Your-Character build flow tables — see /docs/ROLL_YOUR_CHARACTER.md.
// Dice are always rolled server-side (crypto.randomInt), never trusted from the client.
const crypto = require('crypto');
const { SPECIES } = require('./data/species');
const { CLASSES } = require('./data/classes');
const { SPECIES_TRAITS, CLASS_FEATURES, TALENTS, TALENT_PICKS } = require('./data/characterOptions');
const ALL_SPECIES = Object.keys(SPECIES);
const ALL_CLASSES = Object.keys(CLASSES);
const SPECIES_ROLL_TABLE = {
1: ['HUMAN', 'HALF_ELF'],
2: ['ELF', 'GNOME'],
3: ['DWARF', 'HALFLING'],
4: ['DRAGONBORN', 'TIEFLING'],
5: ['HALF_ORC', 'ORC'],
6: 'WILDCARD',
};
const CLASS_ROLL_TABLE = {
1: ['FIGHTER', 'BARBARIAN'],
2: ['ROGUE', 'RANGER'],
3: ['WIZARD', 'SORCERER'],
4: ['CLERIC', 'PALADIN'],
5: ['BARD', 'WARLOCK'],
6: ['DRUID', 'MONK'],
7: 'REROLL',
8: 'WILDCARD',
};
function rollDie(sides) {
return crypto.randomInt(1, sides + 1);
}
// Standard method: 4d6, drop the lowest, sum the rest. Shared by both the
// digital path (dice rolled here) and the physical path (dice typed in by
// the roller, validated by validateManualRoll and passed in already-rolled).
function abilityScoreFromDice(dice) {
const sorted = [...dice].sort((a, b) => a - b);
const dropped = sorted[0];
const total = sorted.slice(1).reduce((a, b) => a + b, 0);
return { dice, dropped, total };
}
function rollAbilityScore() {
const dice = Array.from({ length: 4 }, () => rollDie(6));
return abilityScoreFromDice(dice);
}
// The other two ways to make ability scores (Campaign.abilityScoreMethod).
// The standard array is six fixed scores, assigned like rolled ones. Point
// buy starts every score at 8 and spends a budget to raise them, to 15 at most.
const STANDARD_ARRAY = [15, 14, 13, 12, 10, 8];
const POINT_BUY_BUDGET = 27;
const POINT_BUY_COSTS = { 8: 0, 9: 1, 10: 2, 11: 3, 12: 4, 13: 5, 14: 7, 15: 9 };
// What a set of point-buy scores costs, or null if a score is out of range.
function pointBuyCost(scores) {
let total = 0;
for (const score of Object.values(scores)) {
const cost = POINT_BUY_COSTS[score];
if (cost === undefined) return null;
total += cost;
}
return total;
}
// Which dice a character rolls: the campaign's, unless it leaves the choice
// to each character (BOTH).
function effectiveDiceMode(campaign, character) {
if (campaign && campaign.diceMode && campaign.diceMode !== 'BOTH') return campaign.diceMode;
return character.diceMode;
}
// Fisher-Yates-ish random pick of `count` distinct items from `options`,
// using the same crypto RNG as dice rolls (never Math.random for anything
// that ends up on a character sheet).
function randomSample(options, count) {
const pool = [...options];
const picked = [];
for (let i = 0; i < count && pool.length > 0; i++) {
const idx = crypto.randomInt(0, pool.length);
picked.push(pool.splice(idx, 1)[0]);
}
return picked;
}
// Auto-generates skill proficiencies for a class per its SRD "choose N from
// this list" rule (classes.js `skillChoices`) — replaces the manual
// checkbox pick the builder used to require.
function autoSelectSkills(characterClass) {
const data = characterClass ? CLASSES[characterClass] : null;
const choices = data ? data.skillChoices : null;
if (!choices) return [];
const picked = randomSample(choices.options, choices.count);
return picked.map((skill) => ({ skill, proficient: true, expertise: false }));
}
// Validates a physically-rolled die value a player types in against the
// step's real die range — physical-dice-mode's equivalent of trusting
// crypto.randomInt's output range for the digital path.
function validateManualRoll(sides, value) {
return Number.isInteger(value) && value >= 1 && value <= sides;
}
// ---------------------------------------------------------------------------
// Story steps: background, appearance and special abilities are composed from
// picks out of fixed lists, never typed in.
// ---------------------------------------------------------------------------
// `picks` maps each group's key to the option keys chosen in it. Returns a
// message describing the first problem, or null if the picks are valid.
function validatePicks(groups, picks) {
for (const group of groups) {
const chosen = picks[group.key] || [];
if (!Array.isArray(chosen) || new Set(chosen).size !== chosen.length) return `${group.label}: pick each option once.`;
if (chosen.some((key) => !group.options.some((o) => o.key === key))) return `${group.label}: that is not one of the options.`;
if (chosen.length < group.min || chosen.length > group.max) {
const range = group.min === group.max ? `${group.min}` : `${group.min} to ${group.max}`;
return `${group.label}: pick ${range}.`;
}
}
return null;
}
// One line per group, in the groups' order: "Upbringing: Soldier — Served in
// an army…" or, for several picks, "Personality: Brave, Curious".
function composeFromPicks(groups, picks) {
const lines = [];
for (const group of groups) {
const chosen = group.options.filter((o) => (picks[group.key] || []).includes(o.key));
if (chosen.length === 0) continue;
const detail = chosen.length === 1 && chosen[0].text ? ` — ${chosen[0].text}` : '';
lines.push(`${group.label}: ${chosen.map((o) => o.label).join(', ')}${detail}`);
}
return lines.join('\n');
}
function validateTalents(talentKeys) {
const valid = new Set(talentKeys).size === talentKeys.length && talentKeys.every((key) => TALENTS.some((t) => t.key === key));
return valid && talentKeys.length === TALENT_PICKS ? null : `Pick ${TALENT_PICKS} different talents from the list.`;
}
// Everything a new character can do beyond the numbers: what its species and
// class grant automatically, then the talents the player picked.
function composeSpecialAbilities(species, characterClass, talentKeys = []) {
const abilities = [
...(SPECIES_TRAITS[species] || []),
...(CLASS_FEATURES[characterClass] || []),
...TALENTS.filter((t) => talentKeys.includes(t.key)),
];
// A trait granted twice over (two sources of Darkvision, say) is listed once.
const seen = new Set();
return abilities
.filter((a) => !seen.has(a.name) && seen.add(a.name))
.map((a) => `${a.name} — ${a.text}`)
.join('\n');
}
function speciesChoicesForRoll(roll) {
const entry = SPECIES_ROLL_TABLE[roll];
if (entry === 'WILDCARD') return { type: 'wildcard', options: ALL_SPECIES };
return { type: 'choice', options: entry };
}
function classChoicesForRoll(roll) {
const entry = CLASS_ROLL_TABLE[roll];
if (entry === 'WILDCARD') return { type: 'wildcard', options: ALL_CLASSES };
if (entry === 'REROLL') return { type: 'reroll', options: [] };
return { type: 'choice', options: entry };
}
module.exports = {
SPECIES_ROLL_TABLE,
CLASS_ROLL_TABLE,
ALL_SPECIES,
ALL_CLASSES,
rollDie,
rollAbilityScore,
abilityScoreFromDice,
STANDARD_ARRAY,
POINT_BUY_BUDGET,
POINT_BUY_COSTS,
pointBuyCost,
effectiveDiceMode,
speciesChoicesForRoll,
classChoicesForRoll,
randomSample,
autoSelectSkills,
validateManualRoll,
validatePicks,
composeFromPicks,
validateTalents,
composeSpecialAbilities,
};