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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