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>
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238
apps/web/src/hooks/__tests__/use-encounter-adjustment.test.ts
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238
apps/web/src/hooks/__tests__/use-encounter-adjustment.test.ts
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import type { Pf2eCreature } from "@initiative/domain";
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import {
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combatantId,
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creatureId,
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EMPTY_UNDO_REDO_STATE,
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} from "@initiative/domain";
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import { describe, expect, it } from "vitest";
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import { type EncounterState, encounterReducer } from "../use-encounter.js";
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const BASE_CREATURE: Pf2eCreature = {
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system: "pf2e",
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id: creatureId("b1:goblin-warrior"),
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name: "Goblin Warrior",
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source: "B1",
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sourceDisplayName: "Bestiary",
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level: 5,
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traits: ["humanoid"],
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perception: 12,
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abilityMods: { str: 4, dex: 2, con: 3, int: 0, wis: 1, cha: -1 },
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ac: 22,
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saveFort: 14,
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saveRef: 11,
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saveWill: 9,
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hp: 75,
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speed: "25 feet",
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};
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function stateWithCreature(
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name: string,
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hp: number,
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ac: number,
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adj?: "weak" | "elite",
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): EncounterState {
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return {
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encounter: {
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combatants: [
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{
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id: combatantId("c-1"),
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name,
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maxHp: hp,
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currentHp: hp,
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ac,
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creatureId: creatureId("b1:goblin-warrior"),
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...(adj !== undefined && { creatureAdjustment: adj }),
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},
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],
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activeIndex: 0,
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roundNumber: 1,
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},
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undoRedoState: EMPTY_UNDO_REDO_STATE,
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events: [],
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nextId: 1,
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lastCreatureId: null,
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};
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}
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describe("set-creature-adjustment", () => {
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it("Normal → Elite: HP increases, AC +2, name prefixed, adjustment stored", () => {
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const state = stateWithCreature("Goblin Warrior", 75, 22);
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: "elite",
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baseCreature: BASE_CREATURE,
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});
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const c = next.encounter.combatants[0];
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expect(c.maxHp).toBe(95); // 75 + 20 (level 5 bracket)
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expect(c.currentHp).toBe(95);
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expect(c.ac).toBe(24);
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expect(c.name).toBe("Elite Goblin Warrior");
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expect(c.creatureAdjustment).toBe("elite");
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});
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it("Normal → Weak: HP decreases, AC −2, name prefixed", () => {
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const state = stateWithCreature("Goblin Warrior", 75, 22);
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: "weak",
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baseCreature: BASE_CREATURE,
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});
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const c = next.encounter.combatants[0];
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expect(c.maxHp).toBe(55); // 75 - 20
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expect(c.currentHp).toBe(55);
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expect(c.ac).toBe(20);
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expect(c.name).toBe("Weak Goblin Warrior");
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expect(c.creatureAdjustment).toBe("weak");
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});
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it("Elite → Normal: HP/AC/name revert", () => {
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const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: undefined,
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baseCreature: BASE_CREATURE,
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});
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const c = next.encounter.combatants[0];
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expect(c.maxHp).toBe(75);
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expect(c.currentHp).toBe(75);
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expect(c.ac).toBe(22);
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expect(c.name).toBe("Goblin Warrior");
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expect(c.creatureAdjustment).toBeUndefined();
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});
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it("Elite → Weak: full swing applied in one step", () => {
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const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: "weak",
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baseCreature: BASE_CREATURE,
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});
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const c = next.encounter.combatants[0];
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expect(c.maxHp).toBe(55); // 95 - 40 (revert +20, apply -20)
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expect(c.currentHp).toBe(55);
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expect(c.ac).toBe(20); // 24 - 4
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expect(c.name).toBe("Weak Goblin Warrior");
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expect(c.creatureAdjustment).toBe("weak");
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});
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it("toggle with damage taken: currentHp shifted by delta, clamped to 0", () => {
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const state: EncounterState = {
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...stateWithCreature("Goblin Warrior", 75, 22),
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};
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// Simulate damage: currentHp = 10
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const damaged: EncounterState = {
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...state,
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encounter: {
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...state.encounter,
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combatants: [{ ...state.encounter.combatants[0], currentHp: 10 }],
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},
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};
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const next = encounterReducer(damaged, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: "weak",
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baseCreature: BASE_CREATURE,
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});
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const c = next.encounter.combatants[0];
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expect(c.maxHp).toBe(55);
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// currentHp = 10 - 20 = -10, clamped to 0
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expect(c.currentHp).toBe(0);
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});
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it("toggle with temp HP: temp HP unchanged", () => {
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const state = stateWithCreature("Goblin Warrior", 75, 22);
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const withTemp: EncounterState = {
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...state,
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encounter: {
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...state.encounter,
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combatants: [{ ...state.encounter.combatants[0], tempHp: 10 }],
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},
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};
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const next = encounterReducer(withTemp, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: "elite",
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baseCreature: BASE_CREATURE,
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});
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expect(next.encounter.combatants[0].tempHp).toBe(10);
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});
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it("name with auto-number suffix: 'Goblin 2' → 'Elite Goblin 2'", () => {
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const state = stateWithCreature("Goblin 2", 75, 22);
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: "elite",
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baseCreature: BASE_CREATURE,
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});
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expect(next.encounter.combatants[0].name).toBe("Elite Goblin 2");
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});
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it("manually renamed combatant: prefix not found, name unchanged", () => {
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// Combatant was elite but manually renamed to "Big Boss"
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const state = stateWithCreature("Big Boss", 95, 24, "elite");
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: undefined,
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baseCreature: BASE_CREATURE,
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});
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// No "Elite " prefix found, so name stays as is
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expect(next.encounter.combatants[0].name).toBe("Big Boss");
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});
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it("emits CreatureAdjustmentSet event", () => {
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const state = stateWithCreature("Goblin Warrior", 75, 22);
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: "elite",
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baseCreature: BASE_CREATURE,
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});
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const event = next.events.find((e) => e.type === "CreatureAdjustmentSet");
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expect(event).toEqual({
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type: "CreatureAdjustmentSet",
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combatantId: "c-1",
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adjustment: "elite",
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});
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});
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it("returns unchanged state when adjustment is the same", () => {
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const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-1"),
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adjustment: "elite",
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baseCreature: BASE_CREATURE,
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});
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expect(next).toBe(state);
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});
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it("returns unchanged state for unknown combatant", () => {
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const state = stateWithCreature("Goblin Warrior", 75, 22);
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const next = encounterReducer(state, {
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type: "set-creature-adjustment",
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id: combatantId("c-99"),
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adjustment: "elite",
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baseCreature: BASE_CREATURE,
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});
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expect(next).toBe(state);
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});
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});
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