Add PF2e weak/elite creature adjustments with stat block toggle
Weak/Normal/Elite toggle in PF2e stat block header applies standard adjustments (level, AC, HP, saves, Perception, attacks, damage) to individual combatants. Adjusted stats are highlighted blue (elite) or red (weak). Persisted via creatureAdjustment field on Combatant. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -455,14 +455,20 @@ export function CombatantRow({
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decrementCondition,
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toggleConcentration,
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} = useEncounterContext();
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const { selectedCreatureId, showCreature, toggleCollapse } =
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useSidePanelContext();
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const {
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selectedCreatureId,
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selectedCombatantId,
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showCreature,
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toggleCollapse,
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} = useSidePanelContext();
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const { handleRollInitiative } = useInitiativeRollsContext();
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const { edition } = useRulesEditionContext();
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const isPf2e = edition === "pf2e";
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// Derive what was previously conditional props
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const isStatBlockOpen = combatant.creatureId === selectedCreatureId;
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const isStatBlockOpen =
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combatant.creatureId === selectedCreatureId &&
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combatant.id === selectedCombatantId;
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const { creatureId } = combatant;
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const hasStatBlock = !!creatureId;
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const onToggleStatBlock = hasStatBlock
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@@ -470,7 +476,7 @@ export function CombatantRow({
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if (isStatBlockOpen) {
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toggleCollapse();
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} else {
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showCreature(creatureId);
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showCreature(creatureId, combatant.id);
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}
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}
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: undefined;
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@@ -1,10 +1,13 @@
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import type {
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CombatantId,
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EquipmentItem,
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Pf2eCreature,
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SpellReference,
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} from "@initiative/domain";
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import { formatInitiativeModifier, recallKnowledge } from "@initiative/domain";
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import { ChevronDown, ChevronUp } from "lucide-react";
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import { useCallback, useRef, useState } from "react";
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import { cn } from "../lib/utils.js";
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import { EquipmentDetailPopover } from "./equipment-detail-popover.js";
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import { SpellDetailPopover } from "./spell-detail-popover.js";
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import {
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@@ -15,6 +18,14 @@ import {
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interface Pf2eStatBlockProps {
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creature: Pf2eCreature;
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adjustment?: "weak" | "elite";
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combatantId?: CombatantId;
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baseCreature?: Pf2eCreature;
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onSetAdjustment?: (
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id: CombatantId,
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adj: "weak" | "elite" | undefined,
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base: Pf2eCreature,
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) => void;
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}
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const ALIGNMENTS = new Set([
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@@ -41,6 +52,13 @@ function formatMod(mod: number): string {
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return mod >= 0 ? `+${mod}` : `${mod}`;
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}
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/** Returns the text color class for stats affected by weak/elite adjustment. */
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function adjustmentColor(adjustment: "weak" | "elite" | undefined): string {
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if (adjustment === "elite") return "text-blue-400";
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if (adjustment === "weak") return "text-red-400";
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return "";
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}
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interface SpellLinkProps {
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readonly spell: SpellReference;
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readonly onOpen: (spell: SpellReference, rect: DOMRect) => void;
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@@ -136,7 +154,13 @@ function EquipmentLink({ item, onOpen }: Readonly<EquipmentLinkProps>) {
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);
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}
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export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
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export function Pf2eStatBlock({
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creature,
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adjustment,
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combatantId,
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baseCreature,
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onSetAdjustment,
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}: Readonly<Pf2eStatBlockProps>) {
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const [openSpell, setOpenSpell] = useState<{
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spell: SpellReference;
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rect: DOMRect;
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@@ -157,6 +181,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
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const handleCloseEquipment = useCallback(() => setOpenEquipment(null), []);
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const rk = recallKnowledge(creature.level, creature.traits);
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const adjColor = adjustmentColor(adjustment);
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const abilityEntries = [
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{ label: "Str", mod: creature.abilityMods.str },
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@@ -172,13 +197,46 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
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{/* Header */}
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<div>
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<div className="flex items-baseline justify-between gap-2">
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<h2 className="font-bold text-stat-heading text-xl">
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<h2 className="flex items-center gap-1.5 font-bold text-stat-heading text-xl">
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{adjustment === "elite" && (
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<ChevronUp className="h-5 w-5 shrink-0 text-blue-400" />
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)}
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{adjustment === "weak" && (
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<ChevronDown className="h-5 w-5 shrink-0 text-red-400" />
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)}
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{creature.name}
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</h2>
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<span className="shrink-0 font-semibold text-sm">
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<span className={cn("shrink-0 font-semibold text-sm", adjColor)}>
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Level {creature.level}
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</span>
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</div>
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{combatantId != null &&
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onSetAdjustment != null &&
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baseCreature != null && (
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<div className="mt-1 flex gap-1">
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{(["weak", "normal", "elite"] as const).map((opt) => {
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const value = opt === "normal" ? undefined : opt;
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const isActive = adjustment === value;
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return (
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<button
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key={opt}
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type="button"
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className={cn(
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"rounded px-2 py-0.5 font-medium text-xs capitalize",
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isActive
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? "bg-accent text-primary-foreground"
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: "bg-card text-muted-foreground hover:bg-accent/30",
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)}
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onClick={() =>
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onSetAdjustment(combatantId, value, baseCreature)
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}
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>
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{opt}
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</button>
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);
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})}
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</div>
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)}
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<div className="mt-1 flex flex-wrap gap-1">
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{displayTraits(creature.traits).map((trait) => (
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<span
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@@ -204,7 +262,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
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{/* Perception, Languages, Skills */}
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<div className="space-y-0.5 text-sm">
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<div>
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<div className={adjColor}>
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<span className="font-semibold">Perception</span>{" "}
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{formatInitiativeModifier(creature.perception)}
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{creature.senses || creature.perceptionDetails
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@@ -236,7 +294,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
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{/* Defenses */}
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<div className="space-y-0.5 text-sm">
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<div>
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<div className={adjColor}>
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<span className="font-semibold">AC</span> {creature.ac}
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{creature.acConditional ? ` (${creature.acConditional})` : ""};{" "}
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<span className="font-semibold">Fort</span>{" "}
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@@ -247,7 +305,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
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{formatMod(creature.saveWill)}
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{creature.saveConditional ? `; ${creature.saveConditional}` : ""}
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</div>
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<div>
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<div className={adjColor}>
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<span className="font-semibold">HP</span> {creature.hp}
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{creature.hpDetails ? ` (${creature.hpDetails})` : ""}
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</div>
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@@ -1,8 +1,17 @@
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import type { Creature, CreatureId } from "@initiative/domain";
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import type {
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AnyCreature,
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Combatant,
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CombatantId,
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Creature,
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CreatureId,
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Pf2eCreature,
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} from "@initiative/domain";
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import { applyPf2eAdjustment } from "@initiative/domain";
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import { PanelRightClose, Pin, PinOff } from "lucide-react";
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import type { ReactNode } from "react";
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import { useEffect, useState } from "react";
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import { useBestiaryContext } from "../contexts/bestiary-context.js";
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import { useEncounterContext } from "../contexts/encounter-context.js";
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import { useSidePanelContext } from "../contexts/side-panel-context.js";
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import { useSwipeToDismiss } from "../hooks/use-swipe-to-dismiss.js";
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import { cn } from "../lib/utils.js";
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@@ -216,6 +225,7 @@ function MobileDrawer({
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function usePanelRole(panelRole: "browse" | "pinned") {
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const sidePanel = useSidePanelContext();
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const { getCreature } = useBestiaryContext();
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const { encounter, setCreatureAdjustment } = useEncounterContext();
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const creatureId =
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panelRole === "browse"
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@@ -223,10 +233,18 @@ function usePanelRole(panelRole: "browse" | "pinned") {
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: sidePanel.pinnedCreatureId;
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const creature = creatureId ? (getCreature(creatureId) ?? null) : null;
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const combatantId =
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panelRole === "browse" ? sidePanel.selectedCombatantId : null;
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const combatant = combatantId
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? (encounter.combatants.find((c) => c.id === combatantId) ?? null)
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: null;
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const isBrowse = panelRole === "browse";
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return {
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creatureId,
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creature,
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combatant,
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setCreatureAdjustment,
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isCollapsed: isBrowse ? sidePanel.isRightPanelCollapsed : false,
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onToggleCollapse: isBrowse ? sidePanel.toggleCollapse : () => {},
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onDismiss: isBrowse ? sidePanel.dismissPanel : () => {},
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@@ -238,6 +256,33 @@ function usePanelRole(panelRole: "browse" | "pinned") {
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};
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}
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function renderStatBlock(
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creature: AnyCreature,
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combatant: Combatant | null,
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setCreatureAdjustment: (
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id: CombatantId,
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adj: "weak" | "elite" | undefined,
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base: Pf2eCreature,
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) => void,
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) {
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if ("system" in creature && creature.system === "pf2e") {
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const baseCreature = creature;
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const adjusted = combatant?.creatureAdjustment
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? applyPf2eAdjustment(baseCreature, combatant.creatureAdjustment)
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: baseCreature;
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return (
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<Pf2eStatBlock
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creature={adjusted}
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adjustment={combatant?.creatureAdjustment}
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combatantId={combatant?.id}
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baseCreature={baseCreature}
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onSetAdjustment={setCreatureAdjustment}
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/>
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);
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}
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return <DndStatBlock creature={creature as Creature} />;
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}
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export function StatBlockPanel({
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panelRole,
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side,
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@@ -245,6 +290,8 @@ export function StatBlockPanel({
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const {
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creatureId,
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creature,
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combatant,
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setCreatureAdjustment,
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isCollapsed,
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onToggleCollapse,
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onDismiss,
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@@ -316,10 +363,7 @@ export function StatBlockPanel({
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}
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if (creature) {
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if ("system" in creature && creature.system === "pf2e") {
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return <Pf2eStatBlock creature={creature} />;
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}
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return <DndStatBlock creature={creature as Creature} />;
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return renderStatBlock(creature, combatant, setCreatureAdjustment);
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}
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if (needsFetch && sourceCode) {
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