Add manual CR assignment and difficulty breakdown panel
Implement issue #21: custom combatants can now have a challenge rating assigned via a new breakdown panel, opened by tapping the difficulty indicator. Bestiary-linked combatants show read-only CR with source name; custom combatants get a CR picker with all standard 5e values. CR persists across reloads and round-trips through JSON export/import. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
246
apps/web/src/hooks/__tests__/use-difficulty-breakdown.test.tsx
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246
apps/web/src/hooks/__tests__/use-difficulty-breakdown.test.tsx
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// @vitest-environment jsdom
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import type { Creature, CreatureId, PlayerCharacter } from "@initiative/domain";
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import { combatantId, creatureId, playerCharacterId } from "@initiative/domain";
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import { renderHook, waitFor } from "@testing-library/react";
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import type { ReactNode } from "react";
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import { beforeAll, describe, expect, it, vi } from "vitest";
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import { createTestAdapters } from "../../__tests__/adapters/in-memory-adapters.js";
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import {
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buildCombatant,
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buildCreature,
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buildEncounter,
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} from "../../__tests__/factories/index.js";
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import { AllProviders } from "../../__tests__/test-providers.js";
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import { useDifficultyBreakdown } from "../use-difficulty-breakdown.js";
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beforeAll(() => {
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Object.defineProperty(globalThis, "matchMedia", {
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writable: true,
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value: vi.fn().mockImplementation((query: string) => ({
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matches: false,
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media: query,
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onchange: null,
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addListener: vi.fn(),
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removeListener: vi.fn(),
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addEventListener: vi.fn(),
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removeEventListener: vi.fn(),
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dispatchEvent: vi.fn(),
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})),
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});
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});
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const pcId1 = playerCharacterId("pc-1");
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const goblinCreature = buildCreature({
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id: creatureId("srd:goblin"),
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name: "Goblin",
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cr: "1/4",
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source: "srd",
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sourceDisplayName: "SRD",
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});
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function makeWrapper(options: {
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encounter: ReturnType<typeof buildEncounter>;
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playerCharacters?: PlayerCharacter[];
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creatures?: Map<CreatureId, Creature>;
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}) {
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const adapters = createTestAdapters({
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encounter: options.encounter,
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playerCharacters: options.playerCharacters ?? [],
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creatures: options.creatures,
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});
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return ({ children }: { children: ReactNode }) => (
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<AllProviders adapters={adapters}>{children}</AllProviders>
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);
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}
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describe("useDifficultyBreakdown", () => {
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it("returns null when no leveled PCs", () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Goblin",
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creatureId: goblinCreature.id,
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}),
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],
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}),
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playerCharacters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30 }],
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creatures: new Map([[goblinCreature.id, goblinCreature]]),
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});
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const { result } = renderHook(() => useDifficultyBreakdown(), {
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wrapper,
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});
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expect(result.current).toBeNull();
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});
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it("returns null when no monsters with CR", () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Custom",
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}),
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],
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}),
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playerCharacters: [
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{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
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],
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});
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const { result } = renderHook(() => useDifficultyBreakdown(), {
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wrapper,
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});
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expect(result.current).toBeNull();
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});
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it("returns per-combatant entries with correct data", async () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Goblin",
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creatureId: goblinCreature.id,
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}),
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buildCombatant({
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id: combatantId("c-3"),
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name: "Custom Thug",
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cr: "2",
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}),
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buildCombatant({
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id: combatantId("c-4"),
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name: "Bandit",
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}),
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],
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}),
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playerCharacters: [
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{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
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],
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creatures: new Map([[goblinCreature.id, goblinCreature]]),
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});
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const { result } = renderHook(() => useDifficultyBreakdown(), {
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wrapper,
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});
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await waitFor(() => {
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const breakdown = result.current;
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expect(breakdown).not.toBeNull();
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expect(breakdown?.pcCount).toBe(1);
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// CR 1/4 = 50 + CR 2 = 450 → total 500
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expect(breakdown?.totalMonsterXp).toBe(500);
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expect(breakdown?.combatants).toHaveLength(3);
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// Bestiary combatant
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const goblin = breakdown?.combatants[0];
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expect(goblin?.cr).toBe("1/4");
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expect(goblin?.xp).toBe(50);
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expect(goblin?.source).toBe("SRD");
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expect(goblin?.editable).toBe(false);
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// Custom with CR
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const thug = breakdown?.combatants[1];
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expect(thug?.cr).toBe("2");
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expect(thug?.xp).toBe(450);
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expect(thug?.source).toBeNull();
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expect(thug?.editable).toBe(true);
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// Custom without CR
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const bandit = breakdown?.combatants[2];
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expect(bandit?.cr).toBeNull();
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expect(bandit?.xp).toBeNull();
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expect(bandit?.source).toBeNull();
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expect(bandit?.editable).toBe(true);
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});
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});
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it("bestiary combatant with missing creature is non-editable with null CR", () => {
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const missingCreatureId = creatureId("creature-missing");
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Ghost",
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creatureId: missingCreatureId,
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}),
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buildCombatant({
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id: combatantId("c-3"),
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name: "Thug",
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cr: "1",
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}),
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],
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}),
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playerCharacters: [
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{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
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],
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});
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const { result } = renderHook(() => useDifficultyBreakdown(), {
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wrapper,
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});
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// With no bestiary creatures loaded, the Ghost has null CR
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const breakdown = result.current;
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expect(breakdown).not.toBeNull();
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const ghost = breakdown?.combatants[0];
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expect(ghost?.cr).toBeNull();
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expect(ghost?.xp).toBeNull();
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expect(ghost?.editable).toBe(false);
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});
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it("excludes PC combatants from breakdown entries", async () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Goblin",
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creatureId: goblinCreature.id,
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}),
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],
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}),
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playerCharacters: [
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{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 },
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],
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creatures: new Map([[goblinCreature.id, goblinCreature]]),
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});
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const { result } = renderHook(() => useDifficultyBreakdown(), {
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wrapper,
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});
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await waitFor(() => {
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expect(result.current?.combatants).toHaveLength(1);
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expect(result.current?.combatants[0].combatant.name).toBe("Goblin");
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});
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});
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});
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173
apps/web/src/hooks/__tests__/use-difficulty-custom-cr.test.tsx
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173
apps/web/src/hooks/__tests__/use-difficulty-custom-cr.test.tsx
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@@ -0,0 +1,173 @@
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// @vitest-environment jsdom
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import type { Creature, CreatureId, PlayerCharacter } from "@initiative/domain";
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import { combatantId, creatureId, playerCharacterId } from "@initiative/domain";
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import { renderHook, waitFor } from "@testing-library/react";
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import type { ReactNode } from "react";
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import { beforeAll, describe, expect, it, vi } from "vitest";
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import { createTestAdapters } from "../../__tests__/adapters/in-memory-adapters.js";
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import {
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buildCombatant,
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buildCreature,
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buildEncounter,
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} from "../../__tests__/factories/index.js";
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import { AllProviders } from "../../__tests__/test-providers.js";
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import { useDifficulty } from "../use-difficulty.js";
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beforeAll(() => {
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Object.defineProperty(globalThis, "matchMedia", {
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writable: true,
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value: vi.fn().mockImplementation((query: string) => ({
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matches: false,
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media: query,
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onchange: null,
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addListener: vi.fn(),
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removeListener: vi.fn(),
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addEventListener: vi.fn(),
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removeEventListener: vi.fn(),
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dispatchEvent: vi.fn(),
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})),
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});
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});
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const pcId1 = playerCharacterId("pc-1");
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const goblinCreature = buildCreature({
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id: creatureId("srd:goblin"),
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name: "Goblin",
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cr: "1/4",
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});
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function makeWrapper(options: {
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encounter: ReturnType<typeof buildEncounter>;
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playerCharacters?: PlayerCharacter[];
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creatures?: Map<CreatureId, Creature>;
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}) {
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const adapters = createTestAdapters({
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encounter: options.encounter,
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playerCharacters: options.playerCharacters ?? [],
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creatures: options.creatures,
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});
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return ({ children }: { children: ReactNode }) => (
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<AllProviders adapters={adapters}>{children}</AllProviders>
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);
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}
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describe("useDifficulty with custom combatant CRs", () => {
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it("includes custom combatant with cr field in monster XP", () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Custom Thug",
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cr: "2",
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}),
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],
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}),
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playerCharacters: [
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{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 },
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],
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});
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const { result } = renderHook(() => useDifficulty(), { wrapper });
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expect(result.current).not.toBeNull();
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expect(result.current?.totalMonsterXp).toBe(450);
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});
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it("uses bestiary CR when combatant has both creatureId and cr", async () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Goblin",
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creatureId: goblinCreature.id,
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cr: "5",
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}),
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],
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}),
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playerCharacters: [
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{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 },
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],
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creatures: new Map([[goblinCreature.id, goblinCreature]]),
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});
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const { result } = renderHook(() => useDifficulty(), { wrapper });
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await waitFor(() => {
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expect(result.current).not.toBeNull();
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// Should use bestiary CR 1/4 (50 XP), not the manual cr "5" (1800 XP)
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expect(result.current?.totalMonsterXp).toBe(50);
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});
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});
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it("mixes bestiary and custom-with-CR combatants correctly", async () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Goblin",
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creatureId: goblinCreature.id,
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}),
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buildCombatant({
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id: combatantId("c-3"),
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name: "Custom",
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cr: "1",
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}),
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],
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}),
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playerCharacters: [
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{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
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],
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creatures: new Map([[goblinCreature.id, goblinCreature]]),
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});
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const { result } = renderHook(() => useDifficulty(), { wrapper });
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await waitFor(() => {
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expect(result.current).not.toBeNull();
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// CR 1/4 = 50 XP, CR 1 = 200 XP → total 250
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expect(result.current?.totalMonsterXp).toBe(250);
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});
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});
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it("custom combatant without CR is still excluded", () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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buildCombatant({
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id: combatantId("c-1"),
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name: "Hero",
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playerCharacterId: pcId1,
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}),
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buildCombatant({
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id: combatantId("c-2"),
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name: "Custom Monster",
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}),
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],
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}),
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playerCharacters: [
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{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 },
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],
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});
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const { result } = renderHook(() => useDifficulty(), { wrapper });
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expect(result.current).toBeNull();
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});
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});
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140
apps/web/src/hooks/use-difficulty-breakdown.ts
Normal file
140
apps/web/src/hooks/use-difficulty-breakdown.ts
Normal file
@@ -0,0 +1,140 @@
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import type {
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Combatant,
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CreatureId,
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DifficultyTier,
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PlayerCharacter,
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} from "@initiative/domain";
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import { calculateEncounterDifficulty, crToXp } from "@initiative/domain";
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import { useMemo } 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 { usePlayerCharactersContext } from "../contexts/player-characters-context.js";
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export interface BreakdownCombatant {
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readonly combatant: Combatant;
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readonly cr: string | null;
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readonly xp: number | null;
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readonly source: string | null;
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readonly editable: boolean;
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}
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interface DifficultyBreakdown {
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readonly tier: DifficultyTier;
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readonly totalMonsterXp: number;
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readonly partyBudget: {
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readonly low: number;
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readonly moderate: number;
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readonly high: number;
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};
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readonly pcCount: number;
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readonly combatants: readonly BreakdownCombatant[];
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}
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export function useDifficultyBreakdown(): DifficultyBreakdown | null {
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const { encounter } = useEncounterContext();
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const { characters } = usePlayerCharactersContext();
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const { getCreature } = useBestiaryContext();
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return useMemo(() => {
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const partyLevels = derivePartyLevels(encounter.combatants, characters);
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const { entries, crs } = classifyCombatants(
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encounter.combatants,
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getCreature,
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||||
);
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if (partyLevels.length === 0 || crs.length === 0) {
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return null;
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}
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const result = calculateEncounterDifficulty(partyLevels, crs);
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return {
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...result,
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pcCount: partyLevels.length,
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combatants: entries,
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||||
};
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}, [encounter.combatants, characters, getCreature]);
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}
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function classifyBestiaryCombatant(
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c: Combatant,
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getCreature: (
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id: CreatureId,
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||||
) => { cr: string; source: string; sourceDisplayName: string } | undefined,
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||||
): { entry: BreakdownCombatant; cr: string | null } {
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const creature = c.creatureId ? getCreature(c.creatureId) : undefined;
|
||||
if (creature) {
|
||||
return {
|
||||
entry: {
|
||||
combatant: c,
|
||||
cr: creature.cr,
|
||||
xp: crToXp(creature.cr),
|
||||
source: creature.sourceDisplayName ?? creature.source,
|
||||
editable: false,
|
||||
},
|
||||
cr: creature.cr,
|
||||
};
|
||||
}
|
||||
return {
|
||||
entry: {
|
||||
combatant: c,
|
||||
cr: null,
|
||||
xp: null,
|
||||
source: null,
|
||||
editable: false,
|
||||
},
|
||||
cr: null,
|
||||
};
|
||||
}
|
||||
|
||||
function classifyCombatants(
|
||||
combatants: readonly Combatant[],
|
||||
getCreature: (
|
||||
id: CreatureId,
|
||||
) => { cr: string; source: string; sourceDisplayName: string } | undefined,
|
||||
): { entries: BreakdownCombatant[]; crs: string[] } {
|
||||
const entries: BreakdownCombatant[] = [];
|
||||
const crs: string[] = [];
|
||||
|
||||
for (const c of combatants) {
|
||||
if (c.playerCharacterId) continue;
|
||||
|
||||
if (c.creatureId) {
|
||||
const { entry, cr } = classifyBestiaryCombatant(c, getCreature);
|
||||
entries.push(entry);
|
||||
if (cr) crs.push(cr);
|
||||
} else if (c.cr) {
|
||||
crs.push(c.cr);
|
||||
entries.push({
|
||||
combatant: c,
|
||||
cr: c.cr,
|
||||
xp: crToXp(c.cr),
|
||||
source: null,
|
||||
editable: true,
|
||||
});
|
||||
} else {
|
||||
entries.push({
|
||||
combatant: c,
|
||||
cr: null,
|
||||
xp: null,
|
||||
source: null,
|
||||
editable: true,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return { entries, crs };
|
||||
}
|
||||
|
||||
function derivePartyLevels(
|
||||
combatants: readonly Combatant[],
|
||||
characters: readonly PlayerCharacter[],
|
||||
): number[] {
|
||||
const levels: number[] = [];
|
||||
for (const c of combatants) {
|
||||
if (!c.playerCharacterId) continue;
|
||||
const pc = characters.find((p) => p.id === c.playerCharacterId);
|
||||
if (pc?.level !== undefined) levels.push(pc.level);
|
||||
}
|
||||
return levels;
|
||||
}
|
||||
@@ -29,9 +29,12 @@ function deriveMonsterCrs(
|
||||
): string[] {
|
||||
const crs: string[] = [];
|
||||
for (const c of combatants) {
|
||||
if (!c.creatureId) continue;
|
||||
const creature = getCreature(c.creatureId);
|
||||
if (creature) crs.push(creature.cr);
|
||||
if (c.creatureId) {
|
||||
const creature = getCreature(c.creatureId);
|
||||
if (creature) crs.push(creature.cr);
|
||||
} else if (c.cr) {
|
||||
crs.push(c.cr);
|
||||
}
|
||||
}
|
||||
return crs;
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ import {
|
||||
removeCombatantUseCase,
|
||||
retreatTurnUseCase,
|
||||
setAcUseCase,
|
||||
setCrUseCase,
|
||||
setHpUseCase,
|
||||
setInitiativeUseCase,
|
||||
setTempHpUseCase,
|
||||
@@ -52,6 +53,7 @@ type EncounterAction =
|
||||
| { type: "adjust-hp"; id: CombatantId; delta: number }
|
||||
| { type: "set-temp-hp"; id: CombatantId; tempHp: number | undefined }
|
||||
| { type: "set-ac"; id: CombatantId; value: number | undefined }
|
||||
| { type: "set-cr"; id: CombatantId; value: string | undefined }
|
||||
| {
|
||||
type: "toggle-condition";
|
||||
id: CombatantId;
|
||||
@@ -318,6 +320,7 @@ function dispatchEncounterAction(
|
||||
| { type: "adjust-hp" }
|
||||
| { type: "set-temp-hp" }
|
||||
| { type: "set-ac" }
|
||||
| { type: "set-cr" }
|
||||
| { type: "toggle-condition" }
|
||||
| { type: "toggle-concentration" }
|
||||
>,
|
||||
@@ -358,6 +361,9 @@ function dispatchEncounterAction(
|
||||
case "set-ac":
|
||||
result = setAcUseCase(store, action.id, action.value);
|
||||
break;
|
||||
case "set-cr":
|
||||
result = setCrUseCase(store, action.id, action.value);
|
||||
break;
|
||||
case "toggle-condition":
|
||||
result = toggleConditionUseCase(store, action.id, action.conditionId);
|
||||
break;
|
||||
@@ -495,6 +501,11 @@ export function useEncounter() {
|
||||
dispatch({ type: "set-ac", id, value }),
|
||||
[],
|
||||
),
|
||||
setCr: useCallback(
|
||||
(id: CombatantId, value: string | undefined) =>
|
||||
dispatch({ type: "set-cr", id, value }),
|
||||
[],
|
||||
),
|
||||
toggleCondition: useCallback(
|
||||
(id: CombatantId, conditionId: ConditionId) =>
|
||||
dispatch({ type: "toggle-condition", id, conditionId }),
|
||||
|
||||
Reference in New Issue
Block a user