Add 2014 DMG encounter difficulty calculation
Support the 2014 DMG encounter difficulty as an alternative to the 5.5e system behind the existing Rules Edition toggle. The 2014 system uses Easy/Medium/Hard/Deadly thresholds, an encounter multiplier based on monster count, and party size adjustment (×0.5–×5 range). - Extract RulesEdition to its own domain module - Refactor DifficultyTier to abstract numeric values (0–3) - Restructure DifficultyResult with thresholds array - Add 2014 XP thresholds table and encounter multiplier logic - Wire edition from context into difficulty hooks - Edition-aware labels in indicator and breakdown panel - Show multiplier, adjusted XP, and party size note for 2014 - Rename settings label from "Conditions" to "Rules Edition" - Update spec 008 with issue #23 requirements Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -12,6 +12,7 @@ import {
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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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import { useRulesEdition } from "../use-rules-edition.js";
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beforeAll(() => {
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Object.defineProperty(globalThis, "matchMedia", {
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@@ -292,4 +293,56 @@ describe("useDifficultyBreakdown", () => {
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expect(breakdown?.enemyCombatants).toHaveLength(1);
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expect(breakdown?.enemyCombatants[0].combatant.name).toBe("Thug");
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});
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it("exposes encounterMultiplier and adjustedXp for 5e edition", 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: "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: 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: editionResult } = renderHook(() => useRulesEdition(), {
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wrapper,
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});
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editionResult.current.setEdition("5e");
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try {
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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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// 2 enemy monsters, 1 PC (<3) → base x1.5, shift up → x2
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expect(breakdown?.encounterMultiplier).toBe(2);
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// CR 1/4 (50) + CR 1 (200) = 250, x2 = 500
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expect(breakdown?.totalMonsterXp).toBe(250);
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expect(breakdown?.adjustedXp).toBe(500);
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expect(breakdown?.thresholds).toHaveLength(4);
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});
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} finally {
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editionResult.current.setEdition("5.5e");
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}
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});
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});
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