Add temporary hit points as a separate damage buffer
Temp HP absorbs damage before current HP, cannot be healed, and does not stack (higher value wins). Displayed as cyan +N after current HP with a Shield button in the HP adjustment popover. Column space is reserved across all rows only when any combatant has temp HP. Concentration pulse fires on any damage, including damage fully absorbed by temp HP. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -9,9 +9,12 @@ import { AllProviders } from "../../__tests__/test-providers.js";
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import { CombatantRow } from "../combatant-row.js";
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import { PLAYER_COLOR_HEX } from "../player-icon-map.js";
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const TEMP_HP_REGEX = /^\+\d/;
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// Mock persistence — no localStorage interaction
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const mockLoadEncounter = vi.fn<() => unknown>(() => null);
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vi.mock("../../persistence/encounter-storage.js", () => ({
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loadEncounter: () => null,
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loadEncounter: () => mockLoadEncounter(),
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saveEncounter: () => {},
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}));
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@@ -193,4 +196,120 @@ describe("CombatantRow", () => {
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screen.getByRole("button", { name: "Roll initiative" }),
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).toBeInTheDocument();
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});
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describe("concentration pulse", () => {
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it("pulses when currentHp drops on a concentrating combatant", () => {
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const combatant = {
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id: combatantId("1"),
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name: "Goblin",
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maxHp: 20,
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currentHp: 15,
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isConcentrating: true,
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};
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const { rerender, container } = renderRow({ combatant });
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rerender(
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<CombatantRow
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combatant={{ ...combatant, currentHp: 10 }}
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isActive={false}
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/>,
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);
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const row = container.firstElementChild;
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expect(row?.className).toContain("animate-concentration-pulse");
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});
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it("does not pulse when not concentrating", () => {
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const combatant = {
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id: combatantId("1"),
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name: "Goblin",
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maxHp: 20,
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currentHp: 15,
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isConcentrating: false,
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};
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const { rerender, container } = renderRow({ combatant });
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rerender(
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<CombatantRow
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combatant={{ ...combatant, currentHp: 10 }}
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isActive={false}
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/>,
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);
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const row = container.firstElementChild;
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expect(row?.className).not.toContain("animate-concentration-pulse");
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});
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it("pulses when temp HP absorbs all damage on a concentrating combatant", () => {
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const combatant = {
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id: combatantId("1"),
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name: "Goblin",
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maxHp: 20,
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currentHp: 15,
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tempHp: 8,
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isConcentrating: true,
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};
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mockLoadEncounter.mockReturnValueOnce({
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combatants: [combatant],
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activeIndex: 0,
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roundNumber: 1,
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});
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const { rerender, container } = renderRow({ combatant });
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// Temp HP absorbs all damage, currentHp unchanged
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rerender(
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<CombatantRow
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combatant={{ ...combatant, tempHp: 3 }}
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isActive={false}
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/>,
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);
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const row = container.firstElementChild;
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expect(row?.className).toContain("animate-concentration-pulse");
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});
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});
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describe("temp HP display", () => {
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it("shows +N when combatant has temp HP", () => {
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const combatant = {
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id: combatantId("1"),
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name: "Goblin",
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maxHp: 20,
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currentHp: 15,
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tempHp: 5,
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};
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// Provide encounter with tempHp so hasTempHp is true
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mockLoadEncounter.mockReturnValueOnce({
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combatants: [combatant],
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activeIndex: 0,
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roundNumber: 1,
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});
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renderRow({ combatant });
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expect(screen.getByText("+5")).toBeInTheDocument();
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});
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it("does not show +N when combatant has no temp HP", () => {
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renderRow({
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combatant: {
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id: combatantId("1"),
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name: "Goblin",
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maxHp: 20,
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currentHp: 15,
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},
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});
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expect(screen.queryByText(TEMP_HP_REGEX)).not.toBeInTheDocument();
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});
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it("temp HP display uses cyan color", () => {
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const combatant = {
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id: combatantId("1"),
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name: "Goblin",
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maxHp: 20,
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currentHp: 15,
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tempHp: 8,
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};
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mockLoadEncounter.mockReturnValueOnce({
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combatants: [combatant],
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activeIndex: 0,
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roundNumber: 1,
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});
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renderRow({ combatant });
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const tempHpEl = screen.getByText("+8");
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expect(tempHpEl.className).toContain("text-cyan-400");
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});
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});
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});
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