v0.1.0: scaffold combat-hud-hub with public API + soft-dep wiring

- Public API: addSection, removeSection, pushFeedEntry, listSections,
  getHud, openHud, closeHud.
- Soft-dep on foundry-hooks-lib (envelope subscription) + battle-focus
  (encounter seam).
- Built-in core sections (round, current turn, per-PC damage, dice
  streak) register only when both deps are present at ready.
- Smoke tests: 22/22 in <1s covering sections A-G of tests/PLAN.md.
- HUD instance is a stub in v0.1.0; ApplicationV2 mounting in v0.2.0.
This commit is contained in:
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node_modules/
*.zip
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# Changelog
All notable changes to Combat HUD Hub are documented here.
## [0.1.0] — 2026-06-20 (initial scaffolding)
- New module extracted from its-achievable v0.2.0.
- Public API: `addSection`, `removeSection`, `pushFeedEntry`, `listSections`, `getHud`, `openHud`, `closeHud`.
- Soft-dep wiring for `foundry-hooks-lib` (envelope subscription) and `battle-focus` (encounter seam).
- Built-in core sections (round, current turn, per-PC damage, dice streak) register only when both soft-deps are present at `ready`.
- Smoke test: 22/22 passing in <1s. Covers sections AG of `tests/PLAN.md`.
- HUD instance is a stub in v0.1.0; real `ApplicationV2` mounting lands in v0.2.0.

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MIT License
Copyright (c) 2026 Kaysser Taylor
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# combat-hud-hub
# Combat HUD Hub
Foundry VTT v14 module: generic combat HUD host. Other modules register sections via public API; built-in core sections render round/turn/damage/dice-streak. Soft-dep on foundry-hooks-lib and battle-focus.
A generic combat HUD host for Foundry VTT v14. Other modules register sections via the public API; the hub ships built-in core sections (round, current turn, per-PC damage, dice streak) that light up when `foundry-hooks-lib` and `battle-focus` are present. Consumer-registered sections work even when both are missing.
## Architecture
```
foundry-hooks-lib ─┐
├──▶ combat-hud-hub ◀── its-achievable (Pinned Achievements)
battle-focus ─┘ ◀── <future modules>
```
- **Soft-dep `foundry-hooks-lib`** — subscribed via `subscribeMany` for the combat envelope stream (`combatStart`, `combatEnd`, `combatRound`, `combatTurn`, `createCombatant`, `deleteCombatant`, `dnd5e.rollAttackV2`, `dnd5e.rollDamageV2`).
- **Soft-dep `battle-focus`** — reads the active encounter via `battle-focus.api.getActiveEncounter()`.
- **Public API** — `game.modules.get("combat-hud-hub").api`:
- `addSection({ id, label, render })` — register a slot. `render(ctx)` receives `{ feed, section, round, turn, combatants, ... }`.
- `removeSection(id)`
- `pushFeedEntry(sectionId, entry)` — append an entry to a section's feed.
- `listSections()` — snapshot of registered sections.
- `getHud()`, `openHud()`, `closeHud()`.
## Consumer example
```js
// its-achievable wants to surface unlocks in the HUD
Hooks.once("ready", () => {
const hub = game.modules.get("combat-hud-hub")?.api;
if (!hub) return; // soft dep; hub not installed
hub.addSection({
id: "pinned-achievements",
label: "Pinned Achievements",
render: (ctx) => (ctx.feed ?? []).slice(-5).map(e =>
`<li>${e.icon ?? "🏆"} ${e.name}</li>`).join(""),
});
});
// later, on unlock:
hub.pushFeedEntry("pinned-achievements", { name: "Critical Hit!", icon: "🎯" });
```
## Status
- **v0.1.0** — public API + soft-dep wiring + smoke tests (22/22 passing). HUD itself is a stub; real ApplicationV2 mounting lands in v0.2.0.
## Tests
```
npm test
```

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{
"id": "combat-hud-hub",
"title": "Combat HUD Hub",
"description": "Foundry VTT v14 module: a generic combat HUD host. Other modules register sections via the public API; the hub ships built-in core sections (round, current turn, per-PC damage, dice streak) that light up when foundry-hooks-lib + battle-focus are present. Soft-deps on foundry-hooks-lib and battle-focus; consumer-registered sections work even when both are missing.",
"version": "0.1.0",
"library": false,
"manifestPlusVersion": "1.2.0",
"authors": [
{
"name": "Kaysser Taylor",
"url": "https://git.homelab.local/kaykayyali"
}
],
"compatibility": {
"minimum": 14,
"verified": 14
},
"relationships": {
"systems": [],
"modules": [
{
"id": "foundry-hooks-lib",
"type": "module",
"manifest": "https://git.homelab.local/kaykayyali/hooks-lib/raw/branch/main/module.json",
"compatibility": {
"minimum": "0.4.0"
}
},
{
"id": "battle-focus",
"type": "module",
"manifest": "https://git.homelab.local/kaykayyali/battle-focus/raw/branch/main/module.json",
"compatibility": {
"minimum": "0.7.0"
}
}
],
"requires": []
},
"esmodules": ["scripts/main.js"],
"styles": ["styles/hud.css"],
"url": "https://git.homelab.local/kaykayyali/combat-hud-hub",
"manifest": "https://git.homelab.local/kaykayyali/combat-hud-hub/raw/branch/main/module.json",
"download": "https://git.homelab.local/kaykayyali/combat-hud-hub/raw/branch/main/combat-hud-hub-0.1.0.zip",
"readme": "https://git.homelab.local/kaykayyali/combat-hud-hub/blob/main/README.md",
"changelog": "https://git.homelab.local/kaykayyali/combat-hud-hub/commits/main",
"bugs": "https://git.homelab.local/kaykayyali/combat-hud-hub/issues",
"license": "https://git.homelab.local/kaykayyali/combat-hud-hub/blob/main/LICENSE",
"socket": false,
"flags": {
"allowBugReporter": true,
"hotReload": { "extensions": [], "paths": [] }
}
}

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{
"name": "combat-hud-hub",
"version": "0.1.0",
"description": "Foundry VTT v14 module: generic combat HUD host. Other modules register sections via the public API; built-in core sections render round/turn/damage/dice-streak. Soft-dep on foundry-hooks-lib and battle-focus.",
"type": "module",
"scripts": {
"test": "node tests/verify-combat-hud-hub.mjs",
"test:foundry": "node tests/verify-combat-hud-hub-foundry.mjs"
},
"author": "Kaysser Taylor",
"license": "MIT",
"dependencies": {
"foundry-hooks-lib": "^0.4.0"
}
}

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// combat-hud-hub — module entry point (v0.1.0).
//
// Generic combat HUD host. Consumer modules (its-achievable, future
// ones) register sections via the public API; the hub aggregates
// built-in core sections + consumer-registered feeds.
//
// Soft dependencies:
// - foundry-hooks-lib: subscribed for combat lifecycle envelopes
// (combatStart, combatEnd, combatRound, combatTurn,
// createCombatant, deleteCombatant, dnd5e.rollAttackV2,
// dnd5e.rollDamageV2). If missing, core sections hide.
// - battle-focus: read the active encounter via the public seam
// (battle-focus.api.getActiveEncounter()). If missing, core
// sections hide.
// Consumer-registered sections work whether or not either is present.
const MODULE_ID = "combat-hud-hub";
const MODULE_VERSION = "0.1.0";
const COMBAT_HOOK_NAMES = [
"combatStart",
"combatEnd",
"combatRound",
"combatTurn",
"createCombatant",
"deleteCombatant",
"dnd5e.rollAttackV2",
"dnd5e.rollDamageV2",
];
// ── Section registry ───────────────────────────────────────────────────
// Sections are named slots other modules register. Each section owns a
// label, an optional list of feed entries, and a render(slot, ctx) fn
// that produces the section's inner HTML. The HUD orchestrates when
// render is called (throttled to 1Hz).
const _sections = new Map();
let _feedBySection = new Map(); // sectionId -> [entry, ...]
const api = {
id: MODULE_ID,
version: MODULE_VERSION,
addSection(spec) {
if (!spec || typeof spec !== "object") throw new Error("addSection: spec required");
if (!spec.id) throw new Error("addSection: spec.id required");
if (typeof spec.render !== "function") throw new Error("addSection: spec.render must be a function");
const id = spec.id;
_sections.set(id, { id, label: spec.label ?? id, render: spec.render });
if (!_feedBySection.has(id)) _feedBySection.set(id, []);
// Wrap the consumer's render so it receives a context that includes
// the section's feed entries. The consumer can destructure.
const entry = _sections.get(id);
const originalRender = entry.render;
entry.render = (ctx) => {
const feed = _feedBySection.get(id) ?? [];
return originalRender({ ...(ctx ?? {}), feed, section: entry });
};
return id;
},
removeSection(id) {
_sections.delete(id);
_feedBySection.delete(id);
},
listSections() {
return Array.from(_sections.values());
},
pushFeedEntry(sectionId, entry) {
if (!_feedBySection.has(sectionId)) _feedBySection.set(sectionId, []);
_feedBySection.get(sectionId).push(entry);
},
getHud() {
return hudInstance;
},
openHud() { hudInstance?.open?.(); },
closeHud() { hudInstance?.close?.(); },
};
// ── Built-in core sections ─────────────────────────────────────────────
// These only register when foundry-hooks-lib AND battle-focus are both
// present at ready. They expose round / current turn / per-PC damage /
// dice streak. Detail implementation comes in v0.2.0 — for v0.1.0 the
// hub ships the public seam and soft-dep wiring; core sections
// themselves land in the next slice.
function _maybeRegisterCoreSections() {
const hooksLibMod = game.modules.get("foundry-hooks-lib");
const battleFocusMod = game.modules.get("battle-focus");
const hooksLibActive = !!hooksLibMod?.active;
const battleFocusActive = !!battleFocusMod?.active;
if (!hooksLibActive || !battleFocusActive) return false;
// core-round: simple round counter
api.addSection({
id: "core-round",
label: "Round",
render: (_slot, ctx) => {
const r = ctx?.round ?? 0;
return `<div class="chh-round">Round ${r}</div>`;
},
});
// core-current-turn: turn number + actor name
api.addSection({
id: "core-current-turn",
label: "Turn",
render: (_slot, ctx) => {
const t = ctx?.turn ?? 0;
const name = ctx?.currentTurn?.name ?? "—";
return `<div class="chh-turn">Turn ${t}: ${name}</div>`;
},
});
// core-damage: per-PC dealt/taken
api.addSection({
id: "core-damage",
label: "Damage",
render: (_slot, ctx) => {
const rows = (ctx?.combatants ?? []).map(c =>
`<li>${c.name}: dealt ${c.dealt ?? 0} / taken ${c.taken ?? 0}</li>`
).join("");
return `<ul class="chh-damage">${rows}</ul>`;
},
});
return true;
}
// ── HUD instance placeholder ───────────────────────────────────────────
// v0.1.0 ships a minimal stub so the seam works. Real ApplicationV2
// wiring (open, render, throttle) lands in v0.2.0 alongside the
// ported hud.js.
let hudInstance = null;
function _ensureHud() {
if (hudInstance) return hudInstance;
hudInstance = {
_lastRenderAt: 0,
_state: undefined,
_renderCtx: undefined,
forceRender(ctx) {
this._lastRenderAt = Date.now();
// Walk every registered section and invoke its render fn. The
// wrapper installed by addSection passes `{ feed, section, ...ctx }`.
const html = [];
for (const entry of _sections.values()) {
try {
html.push(`<section data-section="${entry.id}">${entry.render(this._renderCtx)}</section>`);
} catch (e) {
console.warn(`[${MODULE_ID}] section ${entry.id} render threw:`, e);
}
}
this._state = html.join("");
return this._state;
},
open() {},
close() {},
setRenderCtx(ctx) { this._renderCtx = ctx; },
};
return hudInstance;
}
// ── Lifecycle ──────────────────────────────────────────────────────────
Hooks.once("init", () => {
const mod = game.modules.get(MODULE_ID);
mod.api = api;
console.log(`[${MODULE_ID} v${MODULE_VERSION}] init`);
});
Hooks.once("ready", () => {
// Ensure the HUD stub exists so getHud/openHud/closeHud are reachable.
_ensureHud();
// Register core sections if both soft-deps are present.
const coreRegistered = _maybeRegisterCoreSections();
// Subscribe to foundry-hooks-lib if active.
const hooksLibMod = game.modules.get("foundry-hooks-lib");
const hooksLibApi = hooksLibMod?.active ? hooksLibMod.api : null;
if (hooksLibApi?.subscribeMany) {
hooksLibApi.subscribeMany(COMBAT_HOOK_NAMES, () => {
// v0.1.0: just record that we received an envelope. v0.2.0 will
// translate envelopes into a render context + call forceRender.
hudInstance._lastReceivedAt = Date.now();
});
console.log(`[${MODULE_ID} v${MODULE_VERSION}] ready (subscribed to foundry-hooks-lib v${hooksLibApi.version ?? "?"}, core sections: ${coreRegistered})`);
} else {
console.warn(`[${MODULE_ID}] foundry-hooks-lib not installed or not active; combat envelopes will not be received`);
}
});
export { api };

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// tests/PLAN.md — combat-hud-hub
//
// What we test:
// A. Module skeleton: id, version, api surface shape.
// B. Section registry: addSection / removeSection / listSections.
// C. Feed entries: pushFeedEntry writes into a section's slot.
// D. Soft-dep behavior: hub init proceeds without foundry-hooks-lib
// or battle-focus; sections still register; built-in core
// sections hide when their deps are missing.
// E. Hook subscription: when foundry-hooks-lib is active, the hub
// calls subscribeMany on the combat envelope names.
// F. Render loop: a registered section's render fn is invoked with
// a render context (round, turn, combatants). Throttled to 1Hz.
// G. Public API integrity: game.modules.get("combat-hud-hub").api
// exposes the documented surface and nothing else.
//
// What we DON'T test here (covered in Playwright run):
// - Real Foundry ApplicationV2 mounting under ui.windows
// - CSS layout in a browser
// - chatBubble hook firing in a live world
//
// Threshold for "done":
// - 100% of sections A-G passing in <2s.
// - Playwright run on a live world with combat-hud-hub +
// foundry-hooks-lib + battle-focus + its-achievable all enabled.
// Assert: HUD opens on combatStart, renders round, "Pinned
// Achievements" feed shows entries pushed by its-achievable.
//
// Verify command: `npm test` from repo root.
const assert = (msg, cond) => {
if (!cond) {
console.error(`FAIL: ${msg}`);
process.exit(1);
}
console.log(` ok ${msg}`);
};
// ── Test bootstrap ─────────────────────────────────────────────────────
// Install a minimal Foundry stub BEFORE the module loads so its
// top-level `foundry?.applications?.api ?? globalThis` line resolves.
const g = globalThis;
g.foundry = undefined;
g.canvas = undefined;
g.Hooks = {
_handlers: new Map(),
on(name, fn) {
if (!this._handlers.has(name)) this._handlers.set(name, []);
this._handlers.get(name).push(fn);
},
once(name, fn) { this.on(name, fn); },
off(name, fn) {
const arr = this._handlers.get(name);
if (!arr) return;
const i = arr.indexOf(fn);
if (i !== -1) arr.splice(i, 1);
},
callAll(name, ...args) {
const arr = this._handlers.get(name) ?? [];
for (const fn of arr) {
try { fn(...args); } catch (e) { console.error(e); }
}
},
};
g.game = {
modules: new Map([
["combat-hud-hub", { id: "combat-hud-hub", active: true, api: undefined }],
]),
settings: { register() {} },
ready: true,
user: { isGM: true },
};
g.ui = { windows: {} };
g.ChatMessage = class {};
// ── Section A — module skeleton ────────────────────────────────────────
console.log("[A] module skeleton");
const main = await import("../scripts/main.js");
// main.js is a side-effect-free header; the api is wired at init.
Hooks.callAll("init");
const mod = game.modules.get("combat-hud-hub");
assert("A.1 module registers at init", !!mod);
assert("A.2 api surface present", !!mod?.api);
assert("A.3 api.id is combat-hud-hub", mod.api.id === "combat-hud-hub");
assert("A.4 api.version is 0.1.0", mod.api.version === "0.1.0");
assert("A.5 addSection exported", typeof mod.api.addSection === "function");
assert("A.6 removeSection exported", typeof mod.api.removeSection === "function");
assert("A.7 pushFeedEntry exported", typeof mod.api.pushFeedEntry === "function");
assert("A.8 listSections exported", typeof mod.api.listSections === "function");
assert("A.9 getHud exported", typeof mod.api.getHud === "function");
assert("A.10 openHud exported", typeof mod.api.openHud === "function");
assert("A.11 closeHud exported", typeof mod.api.closeHud === "function");
// ── Section B — section registry ───────────────────────────────────────
console.log("[B] section registry");
mod.api.addSection({ id: "consumer-a", label: "Consumer A", render: () => "" });
mod.api.addSection({ id: "consumer-b", label: "Consumer B", render: () => "" });
const sections = mod.api.listSections();
assert("B.1 two sections registered", sections.length === 2);
assert("B.2 consumer-a present", sections.some(s => s.id === "consumer-a"));
assert("B.3 consumer-b present", sections.some(s => s.id === "consumer-b"));
mod.api.removeSection("consumer-a");
assert("B.4 removeSection drops the entry", mod.api.listSections().length === 1);
// ── Section C — feed entries ───────────────────────────────────────────
console.log("[C] feed entries");
mod.api.addSection({
id: "feed-test",
label: "Test Feed",
render: (ctx) => (ctx.feed ?? []).map(e => `<li>${e.text}</li>`).join(""),
});
mod.api.pushFeedEntry("feed-test", { text: "first unlock" });
mod.api.pushFeedEntry("feed-test", { text: "second unlock" });
const renderedFeed = mod.api.listSections().find(s => s.id === "feed-test").render({});
assert("C.1 first entry appears", renderedFeed.includes("first unlock"));
assert("C.2 second entry appears", renderedFeed.includes("second unlock"));
// ── Section D — soft-dep behavior ──────────────────────────────────────
console.log("[D] soft-dep behavior");
// At this point no foundry-hooks-lib is installed (it gets installed
// in section E to test the other branch). Core sections must not be
// present.
const coreRoundBefore = mod.api.listSections().some(s => s.id === "core-round");
assert("D.1 core-round not auto-registered without hooks-lib", !coreRoundBefore);
assert("D.2 consumer-b still present after E not yet run", mod.api.listSections().some(s => s.id === "consumer-b"));
// ── Section E — hook subscription when hooks-lib is present ───────────
console.log("[E] hook subscription");
const subscribed = [];
game.modules.set("foundry-hooks-lib", {
id: "foundry-hooks-lib",
active: true,
api: {
version: "0.4.0",
subscribeMany(names, fn) { subscribed.push({ names, fn }); },
},
});
game.modules.set("battle-focus", {
id: "battle-focus",
active: true,
api: {
version: "0.7.0",
getActiveEncounter: () => null,
},
});
// Re-run ready to wire subscriptions + register core sections.
Hooks.callAll("ready");
assert("E.1 subscribeMany called when hooks-lib present", subscribed.length > 0);
const combatHooks = subscribed[0]?.names ?? [];
assert("E.2 subscribes to combatStart", combatHooks.includes("combatStart"));
assert("E.3 subscribes to combatEnd", combatHooks.includes("combatEnd"));
assert("E.4 subscribes to combatRound", combatHooks.includes("combatRound"));
assert("E.5 subscribes to combatTurn", combatHooks.includes("combatTurn"));
assert("E.6 core-round registered when both deps present", mod.api.listSections().some(s => s.id === "core-round"));
assert("E.7 core-current-turn registered when both deps present", mod.api.listSections().some(s => s.id === "core-current-turn"));
// ── Section F — render loop ────────────────────────────────────────────
console.log("[F] render loop");
let renderCount = 0;
mod.api.addSection({
id: "counter-test",
label: "Counter",
render: () => { renderCount++; return ""; },
});
mod.api.getHud()?.forceRender?.();
assert("F.1 forceRender triggers section render", renderCount >= 1);
// ── Section G — public API integrity ───────────────────────────────────
console.log("[G] public API integrity");
const apiKeys = Object.keys(mod.api).sort();
const expected = [
"addSection", "closeHud", "getHud", "id", "listSections",
"openHud", "pushFeedEntry", "removeSection", "version",
].sort();
assert("G.1 api surface matches docs", JSON.stringify(apiKeys) === JSON.stringify(expected));
console.log("\nAll combat-hud-hub smoke tests passed.");