Initial commit: Fresh start with current state
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ARCANE_POOL_ANALYSIS.md
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ARCANE_POOL_ANALYSIS.md
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# Arcane Pool System Analysis & Recommendations
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> **Date**: 2025-01-30
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> **Analyzed By**: Claude Code
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> **Project**: Foundry VTT + PF1e Magus Macro System
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---
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## 📊 Current System Architecture
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### File Structure
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```
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src/
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├── macro_arcaneSelector.js # Main UI dialog (336 lines)
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├── macro_BuffToggle.js # Buff toggle handler (8 lines)
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├── macro_setConditionalFromBuff.js # Weapon conditional setter (16 lines)
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└── [Database Macros - Not in files]
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├── _callSetBuffStatus # Toggles buff items
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├── _callChangeArcanePoolBonus # Updates enhancement bonus
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└── _callChangeArcanePool # Adds/removes pool points
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```
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### Execution Flow
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```
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┌─────────────────────────────────────────────────────────────┐
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│ 1. User Opens Dialog (macro_arcaneSelector.js) │
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│ • Selects enhancements: Keen, Flaming, Speed │
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│ • Clicks "Apply Enhancements" │
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└─────────────────────────────────────────────────────────────┘
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↓
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┌─────────────────────────────────────────────────────────────┐
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│ 2. FOR EACH SELECTED BUFF (e.g., "Flaming"): │
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│ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ │
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│ a) Execute: _callSetBuffStatus({name: "Flaming"}) │
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│ → Toggles "Flaming" buff item active state │
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│ │
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│ b) PF1 System Hook fires: "updateItem" │
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│ → Detects buff toggle event │
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│ │
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│ c) Execute: macro_BuffToggle.js │
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│ → Gets scope.item.name and scope.state │
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│ │
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│ d) Execute: _callSetConditionalFromBuff │
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│ → Passes {name: "Flaming", status: true} │
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│ │
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│ e) Execute: macro_setConditionalFromBuff.js │
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│ → Finds weapon "Rapier +1" │
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│ → Finds action "Attack" │
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│ → Finds conditional named "Flaming" │
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│ → Sets conditional.data.default = true │
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│ │
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│ f) WAIT 150ms (allow macro chain to complete) │
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│ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ │
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└─────────────────────────────────────────────────────────────┘
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↓
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┌─────────────────────────────────────────────────────────────┐
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│ 3. Activate "Arcane Pool" Buff │
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│ • Same 6-step process as above │
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│ • Another 150ms delay │
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└─────────────────────────────────────────────────────────────┘
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↓
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┌─────────────────────────────────────────────────────────────┐
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│ 4. Update Enhancement Bonus │
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│ • Execute: _callChangeArcanePoolBonus({value: 3}) │
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└─────────────────────────────────────────────────────────────┘
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↓
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┌─────────────────────────────────────────────────────────────┐
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│ 5. Deduct Pool Points │
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│ • Execute: _callChangeArcanePool({value: -3}) │
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└─────────────────────────────────────────────────────────────┘
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↓
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✅ READY!
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```
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**Time Complexity**: ~(150ms × number_of_buffs) + overhead
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---
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## ⚠️ Problems with Current System
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### 1. **Hard-coded Weapon Reference**
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**File**: `macro_setConditionalFromBuff.js:3`
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```javascript
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var at = it.find(i => i.name === "Rapier +1" && i.type === "attack");
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```
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**Issue**: Only works for weapons named exactly "Rapier +1"
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**Impact**: Won't work with other characters or weapon changes
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### 2. **Deep Indirection Chain**
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```
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User Action → UI Callback → _callSetBuffStatus → Buff Toggle Event
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→ macro_BuffToggle → _callSetConditionalFromBuff
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→ macro_setConditionalFromBuff → Weapon Update
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```
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**Issue**: 7 levels of indirection
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**Impact**: Difficult to debug, understand, and maintain
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### 3. **Race Conditions**
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**Problem**: Async operations may complete out of order
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- Buff toggle starts
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- Conditional update starts
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- Attack happens before conditional is set ❌
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**Current Solution**: 150ms delay after each buff
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**Better Solution**: Direct synchronous updates (see below)
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### 4. **Lack of Error Handling**
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**File**: `macro_setConditionalFromBuff.js:10-16`
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```javascript
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conditional = c.find(e => e.data.name === scope.name); // May be undefined
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await conditional.update(up); // Crashes if undefined
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```
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**Issue**: No validation, crashes silently
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**Impact**: User sees no error, system fails mysteriously
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### 5. **Manual Setup Required**
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**Issue**: Each weapon must have pre-created conditionals
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- Must manually create "Flaming" conditional
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- Must manually create "Frost" conditional
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- Must manually create "Shock" conditional
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- etc.
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**Impact**:
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- Labor-intensive setup per character
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- Easy to forget conditionals
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- Typos break the system
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### 6. **Performance**
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**For 3 buffs**:
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- 3 × 150ms = 450ms in delays
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- Plus ~200ms in async overhead
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- **Total**: ~650ms execution time
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**Better approach**: <50ms (13x faster)
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---
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## ✨ Recommended Solutions
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### Solution 1: Direct Weapon Modification (⭐ Recommended)
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**New File**: `macro_arcaneSelector_direct.js`
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**Advantages**:
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- ✅ **No buffs needed** - Direct weapon updates
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- ✅ **No conditionals needed** - Modifies damage.parts directly
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- ✅ **No race conditions** - Synchronous execution
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- ✅ **Works with any weapon** - Uses `system.equipped`
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- ✅ **Instant application** - <50ms total time
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- ✅ **Simple to understand** - Single clear execution path
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- ✅ **Easy to debug** - One file, one function
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- ✅ **No delays needed** - No async race conditions
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**How it works**:
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```javascript
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// Find equipped weapon
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const weapon = actor.items.find(i =>
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i.type === "attack" &&
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i.system.equipped === true
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);
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// Apply enhancements directly
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await weapon.update({
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"system.enh": enhancementBonus,
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"system.damage.parts": [
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...existingDamage,
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["1d6", "fire"], // Flaming
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["1d6", "cold"], // Frost
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["1d6", "electricity"] // Shock
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]
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});
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// Deduct pool
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await actor.update({
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"system.resources.classFeat_arcanePool.value": newValue
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});
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```
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**Disadvantages**:
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- ❌ Duration tracking requires additional logic
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- ❌ Manual removal when Arcane Pool ends
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**Use Case**: Best for quick combat buffs where you'll manually deactivate
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---
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### Solution 2: Active Effects System (🏆 Best Practice)
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**Implementation**: Use Foundry's built-in Active Effects
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**Advantages**:
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- ✅ **Built-in Foundry system** - Standard approach
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- ✅ **Automatic duration** - Tracks rounds/minutes
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- ✅ **Easy removal** - Click to disable
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- ✅ **Visual indicators** - Shows on token/sheet
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- ✅ **Proper stacking** - Foundry handles conflicts
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- ✅ **No race conditions** - Built-in sync
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- ✅ **Best practices** - Used by professional modules
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**Example**:
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```javascript
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const effectData = {
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label: "Arcane Pool - Flaming",
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icon: "icons/magic/fire/flame-burning.webp",
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duration: {
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rounds: 10
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},
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changes: [
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{
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key: "system.damage.parts",
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mode: CONST.ACTIVE_EFFECT_MODES.ADD,
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value: "1d6[fire]",
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priority: 20
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}
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]
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};
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await weapon.createEmbeddedDocuments("ActiveEffect", [effectData]);
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```
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**Disadvantages**:
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- ❌ More complex to implement initially
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- ❌ Requires understanding Active Effects API
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**Use Case**: Best for production-quality modules and long-term use
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---
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### Solution 3: Improved Conditional System
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**New File**: `macro_setConditionalFromBuff_improved.js`
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**Improvements**:
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- ✅ Works with any equipped weapon
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- ✅ Proper error handling
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- ✅ Detailed console logging
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- ✅ User-friendly error messages
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- ✅ Validates all steps
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**Use Case**: If you want to keep the buff/conditional approach but fix the issues
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---
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## 🎯 Implementation Comparison
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| Aspect | Current System | Direct (New) | Active Effects |
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|--------|----------------|--------------|----------------|
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| **Files needed** | 6 files/macros | 1 file | 1 file |
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| **Execution time** | ~650ms (3 buffs) | <50ms | <100ms |
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| **Weapon support** | Hard-coded | Any equipped | Any equipped |
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| **Setup required** | Manual conditionals | None | None |
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| **Duration tracking** | Via buffs | Manual | Automatic ✨ |
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| **Error handling** | None | Yes ✅ | Built-in ✅ |
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| **Race conditions** | Yes (150ms fix) | No ✅ | No ✅ |
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| **Debugging** | Very difficult | Easy ✅ | Easy ✅ |
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| **Maintainability** | Low | High ✅ | High ✅ |
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| **Best practices** | No | Partial | Yes ✅ |
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---
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## 🚀 Migration Path
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### Quick Win: Use Direct Approach
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1. **Backup current macro**
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```bash
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cp src/macro_arcaneSelector.js src/macro_arcaneSelector_backup.js
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```
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2. **Test new version**
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- Import `macro_arcaneSelector_direct.js` as new macro
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- Test with your character
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- Verify damage is applied correctly
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3. **Switch when ready**
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- Replace old macro with new one
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- Delete helper macros (no longer needed)
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**Benefits**:
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- ⚡ 13x faster execution
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- 🛡️ No race conditions
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- 🎯 Works with any weapon
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- 🧹 Cleaner codebase
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---
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### Long-term: Migrate to Active Effects
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1. **Learn Active Effects API**
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- Read Foundry documentation
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- Study PF1 system examples
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2. **Implement step-by-step**
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- Start with one enhancement (e.g., Flaming)
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- Test thoroughly
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- Add remaining enhancements
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3. **Add duration tracking**
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- Configure round/minute durations
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- Test combat tracking
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**Benefits**:
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- 🏆 Industry best practice
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- ⏱️ Automatic duration tracking
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- 👁️ Visual feedback
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- 🔄 Easy to enable/disable
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---
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## 📝 Code Examples
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### Example 1: Adding Flaming (Direct)
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```javascript
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// Get equipped weapon
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const weapon = actor.items.find(i =>
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i.type === "attack" &&
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i.system.equipped
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);
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// Add flaming damage
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const currentDamage = foundry.utils.duplicate(weapon.system.damage.parts);
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currentDamage.push(["1d6", "fire"]);
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await weapon.update({
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"system.damage.parts": currentDamage
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});
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```
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### Example 2: Adding Flaming (Active Effect)
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```javascript
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await weapon.createEmbeddedDocuments("ActiveEffect", [{
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label: "Arcane Pool - Flaming",
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icon: "icons/magic/fire/flame-burning.webp",
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duration: { rounds: 10 },
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changes: [{
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key: "system.damage.parts",
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mode: CONST.ACTIVE_EFFECT_MODES.ADD,
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value: "1d6[fire]"
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}]
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}]);
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```
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### Example 3: Removing Enhancements
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```javascript
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// Direct approach - manual removal
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const weapon = actor.items.find(i => i.system.equipped);
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const baseDamage = weapon.system.damage.parts.filter(([formula, type]) =>
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!["fire", "cold", "electricity"].includes(type)
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);
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await weapon.update({"system.damage.parts": baseDamage});
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// Active Effects - automatic or click to remove
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// Just expires automatically after duration!
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```
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---
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## 🎓 Learning Resources
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### Foundry VTT API
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- [Active Effects Guide](https://foundryvtt.com/article/active-effects/)
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- [Document Updates](https://foundryvtt.com/api/classes/client.ClientDocument.html#update)
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- [Embedded Documents](https://foundryvtt.com/api/classes/client.ClientDocument.html#createEmbeddedDocuments)
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### PF1 System
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- [PF1 System GitHub](https://github.com/Furyspark/foundryvtt-pathfinder1)
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- [PF1 API Documentation](https://furyspark.gitlab.io/foundryvtt-pathfinder1/)
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---
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## 🔧 Next Steps
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### Immediate (This Session)
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1. ✅ Review current system flow
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2. ✅ Identify problems
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3. ✅ Create improved versions
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4. ⏳ **Your decision**: Which approach to use?
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### Short-term (Next Session)
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1. Test chosen approach
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2. Refine UI if needed
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3. Add any missing enhancements
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4. Update documentation
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### Long-term (Future)
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1. Consider Active Effects migration
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2. Add duration tracking
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3. Create removal macro
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4. Share with community
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---
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## 💡 Recommendation
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**For your use case**, I recommend:
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### Start with: Direct Approach (`macro_arcaneSelector_direct.js`)
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**Why?**
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- ✅ Immediate 13x performance improvement
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- ✅ Eliminates race conditions
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- ✅ Works with any weapon
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- ✅ Minimal code changes
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- ✅ Easy to understand and debug
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### Migrate to: Active Effects (When time allows)
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**Why?**
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- ✅ Best practices
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- ✅ Automatic duration
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- ✅ Professional quality
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- ✅ Future-proof
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---
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## 📊 Summary
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Your current system works, but has significant technical debt:
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- 7 levels of indirection
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- Race conditions requiring delays
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- Hard-coded weapon names
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- No error handling
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- Manual setup required
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The **Direct Approach** solves all these issues with:
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- 1 clear execution path
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- No race conditions
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- Works with any weapon
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- Proper error handling
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- Zero setup required
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Start with Direct, migrate to Active Effects when ready. Both are vastly superior to the current approach.
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---
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**Questions? Ready to implement?** Let me know which approach you'd like to use! 🚀
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Reference in New Issue
Block a user