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:
140
apps/web/src/hooks/use-difficulty-breakdown.ts
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140
apps/web/src/hooks/use-difficulty-breakdown.ts
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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;
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if (creature) {
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return {
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entry: {
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combatant: c,
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cr: creature.cr,
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xp: crToXp(creature.cr),
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source: creature.sourceDisplayName ?? creature.source,
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editable: false,
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},
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cr: creature.cr,
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};
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}
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return {
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entry: {
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combatant: c,
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cr: null,
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xp: null,
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source: null,
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editable: false,
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},
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cr: null,
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};
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}
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function classifyCombatants(
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combatants: readonly 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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): { entries: BreakdownCombatant[]; crs: string[] } {
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const entries: BreakdownCombatant[] = [];
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const crs: string[] = [];
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for (const c of combatants) {
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if (c.playerCharacterId) continue;
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if (c.creatureId) {
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const { entry, cr } = classifyBestiaryCombatant(c, getCreature);
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entries.push(entry);
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if (cr) crs.push(cr);
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} else if (c.cr) {
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crs.push(c.cr);
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entries.push({
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combatant: c,
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cr: c.cr,
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xp: crToXp(c.cr),
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source: null,
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editable: true,
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});
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} else {
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entries.push({
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combatant: c,
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cr: null,
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xp: null,
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source: null,
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editable: true,
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});
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}
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}
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return { entries, crs };
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}
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function derivePartyLevels(
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combatants: readonly Combatant[],
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characters: readonly PlayerCharacter[],
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): number[] {
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const levels: number[] = [];
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for (const c of combatants) {
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if (!c.playerCharacterId) continue;
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const pc = characters.find((p) => p.id === c.playerCharacterId);
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if (pc?.level !== undefined) levels.push(pc.level);
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}
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return levels;
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}
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