Add PF2e weak/elite creature adjustments with stat block toggle
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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:
Lukas
2026-04-11 02:24:30 +02:00
parent a44f82127e
commit 09a801487d
18 changed files with 985 additions and 31 deletions

View File

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import type { Pf2eCreature } from "@initiative/domain";
import {
combatantId,
creatureId,
EMPTY_UNDO_REDO_STATE,
} from "@initiative/domain";
import { describe, expect, it } from "vitest";
import { type EncounterState, encounterReducer } from "../use-encounter.js";
const BASE_CREATURE: Pf2eCreature = {
system: "pf2e",
id: creatureId("b1:goblin-warrior"),
name: "Goblin Warrior",
source: "B1",
sourceDisplayName: "Bestiary",
level: 5,
traits: ["humanoid"],
perception: 12,
abilityMods: { str: 4, dex: 2, con: 3, int: 0, wis: 1, cha: -1 },
ac: 22,
saveFort: 14,
saveRef: 11,
saveWill: 9,
hp: 75,
speed: "25 feet",
};
function stateWithCreature(
name: string,
hp: number,
ac: number,
adj?: "weak" | "elite",
): EncounterState {
return {
encounter: {
combatants: [
{
id: combatantId("c-1"),
name,
maxHp: hp,
currentHp: hp,
ac,
creatureId: creatureId("b1:goblin-warrior"),
...(adj !== undefined && { creatureAdjustment: adj }),
},
],
activeIndex: 0,
roundNumber: 1,
},
undoRedoState: EMPTY_UNDO_REDO_STATE,
events: [],
nextId: 1,
lastCreatureId: null,
};
}
describe("set-creature-adjustment", () => {
it("Normal → Elite: HP increases, AC +2, name prefixed, adjustment stored", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(95); // 75 + 20 (level 5 bracket)
expect(c.currentHp).toBe(95);
expect(c.ac).toBe(24);
expect(c.name).toBe("Elite Goblin Warrior");
expect(c.creatureAdjustment).toBe("elite");
});
it("Normal → Weak: HP decreases, AC 2, name prefixed", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55); // 75 - 20
expect(c.currentHp).toBe(55);
expect(c.ac).toBe(20);
expect(c.name).toBe("Weak Goblin Warrior");
expect(c.creatureAdjustment).toBe("weak");
});
it("Elite → Normal: HP/AC/name revert", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: undefined,
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(75);
expect(c.currentHp).toBe(75);
expect(c.ac).toBe(22);
expect(c.name).toBe("Goblin Warrior");
expect(c.creatureAdjustment).toBeUndefined();
});
it("Elite → Weak: full swing applied in one step", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55); // 95 - 40 (revert +20, apply -20)
expect(c.currentHp).toBe(55);
expect(c.ac).toBe(20); // 24 - 4
expect(c.name).toBe("Weak Goblin Warrior");
expect(c.creatureAdjustment).toBe("weak");
});
it("toggle with damage taken: currentHp shifted by delta, clamped to 0", () => {
const state: EncounterState = {
...stateWithCreature("Goblin Warrior", 75, 22),
};
// Simulate damage: currentHp = 10
const damaged: EncounterState = {
...state,
encounter: {
...state.encounter,
combatants: [{ ...state.encounter.combatants[0], currentHp: 10 }],
},
};
const next = encounterReducer(damaged, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55);
// currentHp = 10 - 20 = -10, clamped to 0
expect(c.currentHp).toBe(0);
});
it("toggle with temp HP: temp HP unchanged", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const withTemp: EncounterState = {
...state,
encounter: {
...state.encounter,
combatants: [{ ...state.encounter.combatants[0], tempHp: 10 }],
},
};
const next = encounterReducer(withTemp, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next.encounter.combatants[0].tempHp).toBe(10);
});
it("name with auto-number suffix: 'Goblin 2' → 'Elite Goblin 2'", () => {
const state = stateWithCreature("Goblin 2", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next.encounter.combatants[0].name).toBe("Elite Goblin 2");
});
it("manually renamed combatant: prefix not found, name unchanged", () => {
// Combatant was elite but manually renamed to "Big Boss"
const state = stateWithCreature("Big Boss", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: undefined,
baseCreature: BASE_CREATURE,
});
// No "Elite " prefix found, so name stays as is
expect(next.encounter.combatants[0].name).toBe("Big Boss");
});
it("emits CreatureAdjustmentSet event", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
const event = next.events.find((e) => e.type === "CreatureAdjustmentSet");
expect(event).toEqual({
type: "CreatureAdjustmentSet",
combatantId: "c-1",
adjustment: "elite",
});
});
it("returns unchanged state when adjustment is the same", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next).toBe(state);
});
it("returns unchanged state for unknown combatant", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-99"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next).toBe(state);
});
});