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ttrpg's Issues

[Sheet] Use an equipped item and subsequent effects

Problem statement

As a user, I need to be able to use an equipped item, and have both its cost and buffs take effect on their respective targets.

What you need to know

All these types are under src/core/models/itemModels.ts

Acceptance criteria

  • A user can equip and store wearable items
  • A user can use an equipped item and take its cost (limited to Item children attributes)
  • A user can use an equipped item and have its buffs take effect on the intended target (two cases: enemy when hit/debuff, user when used/buff)

[Items] Create a weapon builder

Problem statement

No D&D game is complete without weapons for combat! Implement BuilderWithMiddleware to create a weapon building class.

Acceptance criteria

  • User can import a class and build a weapon with middleware validation
  • Weapon attributes include range, actions, damage, rating
  • Weapons with limited ammo can track ammo
  • Weapons can have good and bad buffs when attacks land

[Items] Add wearable item builder

Problem statment

A wearable item may have buffs/debuffs or effects that apply to the Character. A builder with middleware should be provided for users of the engine to create wearable items.

Desired use

const wearableBuilder = new WearableBuilder();
wearableBuilder.addName("Sample Wearable");
// and additional methods and members custom to Wearable
const myWearable = wearableBuilder.build();

[Items] Upgrade an item and keep version log

Problem statement

As a player upgrades their items, a log of previous versions should track the change over time for historical reporting.

Acceptance criteria

  • A snapshot of the current state of an Item and its abilities is saved (sans count) when an items attributes receive any update

Create a character

Problem statement

As someone using the ttrpg package, I expect to be provided the types and functions to generate a character.

I should be given both the raw tools to spin my own character creation, and a premade builder with a generic process.

Acceptance criteria

  • A single function will initiate a premade build process that returns a Character
  • Exports from ttrpg allow a user to create an empty character and populate its attributes at whim

Character sheets and in-game tracking

The main functionality desired by the front-end client for a beta release is the ability to create characters, view character sheet information, and track changing values in-game.

The sheet will be generative, taking properties from a given character and populating as much of the mod-based values (i.e. skills, saving rolls, ...) as possible. Anything requiring a stored state should belong to the Character itself to cut down on database requirements for applications.

A snapshot of the sheet can be saved at any time for any kind of implementation: backup, sharing, etc.

Character values can be managed from the character sheet; values like level, hp, and other in-game stats that may change.

Inventory equip/store values can be managed from the character sheet.
Inventory (all) equipped items' actions the sheet's actions values.

Sheet requirements

  • Sheet hydrates from a Characer
  • Level can be changed from the sheet
  • HP can be tracked from the sheet
  • Gold can be tracked from the sheet
  • Equipped items' actions are available from the sheet
  • Items can be equipped and stored from the sheet
  • Skills values populate with modifiers
  • Saving throw values populate with modifiers
  • Abilities values populate with modifiers
  • Initiative populates from modifier

[Items] Add trinket item builder

Problem statment

A trinket item has no inherent use, only value. A builder with middleware should be provided for users of the engine to create trinket items. This extension of Item should mean that the protected methods of Item are inaccessible to TrinketItems

Desired use

const trinketBuilder = new TrinketBuilder();
trinketBuilder.addName("Sample Wearable");
// and additional methods and members custom to Wearable
const myTrinket = trinketBuilder.build();

[Character] Genericize (it's a word) Character models

Problem statement

Because I was merely putzing around when I made the current Character models, I did not know I wanted them to be generic. Now I do. I need to fix them.

Acceptance criteria

  • Generics let you extend exported interfaces from characterModels.ts

[Debt] Error cause array and single cause

As of now, an error looks like this:

// set in BuilderWithMiddleware.validate
{
  message: "Wow, you really messed up",
  args: ["badInput"],
  attr: "fieldYouTriedToPutItIn"
}

but we want single-argument arrays for args to appear as only a single string:

{
  message: "Wow, you really messed up",
  args: "badInput",
  attr: "fieldYouTriedToPutItIn"
}

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