Add combatant side assignment for encounter difficulty
Combatants can now be assigned to party or enemy side via a toggle in the difficulty breakdown panel. Party-side NPCs subtract their XP from the encounter total, letting allied NPCs reduce difficulty. PCs default to party, non-PCs to enemy — users who don't use sides see no change. Side persists across reload and export/import. Closes #22 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -106,7 +106,7 @@ describe("useDifficultyBreakdown", () => {
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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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it("returns per-combatant entries split by side", async () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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@@ -145,29 +145,34 @@ describe("useDifficultyBreakdown", () => {
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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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// 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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// PC in party column
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expect(breakdown?.partyCombatants).toHaveLength(1);
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expect(breakdown?.partyCombatants[0].combatant.name).toBe("Hero");
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expect(breakdown?.partyCombatants[0].side).toBe("party");
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expect(breakdown?.partyCombatants[0].level).toBe(5);
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// Enemies: goblin, thug, bandit
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expect(breakdown?.enemyCombatants).toHaveLength(3);
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const goblin = breakdown?.enemyCombatants[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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expect(goblin?.side).toBe("enemy");
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// Custom with CR
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const thug = breakdown?.combatants[1];
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const thug = breakdown?.enemyCombatants[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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const bandit = breakdown?.enemyCombatants[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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@@ -203,16 +208,15 @@ describe("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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const ghost = breakdown?.enemyCombatants[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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it("PC combatants appear in partyCombatants with level", async () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({
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combatants: [
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@@ -239,8 +243,53 @@ describe("useDifficultyBreakdown", () => {
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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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expect(result.current?.partyCombatants).toHaveLength(1);
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expect(result.current?.partyCombatants[0].combatant.name).toBe("Hero");
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expect(result.current?.partyCombatants[0].level).toBe(1);
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expect(result.current?.partyCombatants[0].side).toBe("party");
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});
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});
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it("combatant with explicit side override is placed correctly", () => {
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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: "Allied Guard",
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creatureId: goblinCreature.id,
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side: "party",
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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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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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const breakdown = result.current;
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expect(breakdown).not.toBeNull();
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// Allied Guard should be in party column
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expect(breakdown?.partyCombatants).toHaveLength(2);
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expect(breakdown?.partyCombatants[1].combatant.name).toBe("Allied Guard");
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expect(breakdown?.partyCombatants[1].side).toBe("party");
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// Thug in enemy column
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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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});
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@@ -1,220 +0,0 @@
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// @vitest-environment jsdom
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import type {
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Combatant,
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CreatureId,
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Encounter,
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PlayerCharacter,
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} from "@initiative/domain";
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import { combatantId, creatureId, playerCharacterId } from "@initiative/domain";
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import { renderHook } from "@testing-library/react";
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import { beforeEach, describe, expect, it, vi } from "vitest";
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vi.mock("../../contexts/encounter-context.js", () => ({
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useEncounterContext: vi.fn(),
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}));
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vi.mock("../../contexts/player-characters-context.js", () => ({
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usePlayerCharactersContext: vi.fn(),
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}));
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vi.mock("../../contexts/bestiary-context.js", () => ({
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useBestiaryContext: vi.fn(),
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}));
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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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import { useDifficulty } from "../use-difficulty.js";
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const mockEncounterContext = vi.mocked(useEncounterContext);
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const mockPlayerCharactersContext = vi.mocked(usePlayerCharactersContext);
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const mockBestiaryContext = vi.mocked(useBestiaryContext);
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const pcId1 = playerCharacterId("pc-1");
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const pcId2 = playerCharacterId("pc-2");
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const crId1 = creatureId("creature-1");
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const _crId2 = creatureId("creature-2");
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function setup(options: {
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combatants: Combatant[];
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characters: PlayerCharacter[];
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creatures: Map<CreatureId, { cr: string }>;
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}) {
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const encounter = {
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combatants: options.combatants,
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activeIndex: 0,
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roundNumber: 1,
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} as Encounter;
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mockEncounterContext.mockReturnValue({
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encounter,
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} as ReturnType<typeof useEncounterContext>);
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mockPlayerCharactersContext.mockReturnValue({
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characters: options.characters,
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} as ReturnType<typeof usePlayerCharactersContext>);
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mockBestiaryContext.mockReturnValue({
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getCreature: (id: CreatureId) => options.creatures.get(id),
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} as ReturnType<typeof useBestiaryContext>);
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}
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beforeEach(() => {
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vi.clearAllMocks();
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});
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describe("useDifficulty", () => {
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it("returns difficulty result for leveled PCs and bestiary monsters", () => {
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setup({
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combatants: [
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{ id: combatantId("c1"), name: "Hero", playerCharacterId: pcId1 },
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{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
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],
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characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 }],
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creatures: new Map([[crId1, { cr: "1/4" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).not.toBeNull();
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expect(result.current?.tier).toBe("low");
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expect(result.current?.totalMonsterXp).toBe(50);
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});
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describe("returns null when data is insufficient (ED-2)", () => {
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it("returns null when encounter has no combatants", () => {
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setup({ combatants: [], characters: [], creatures: new Map() });
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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it("returns null when only custom combatants (no creatureId)", () => {
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Custom",
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playerCharacterId: pcId1,
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},
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],
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characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 }],
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creatures: new Map(),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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it("returns null when bestiary monsters present but no PC combatants", () => {
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setup({
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combatants: [
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{ id: combatantId("c1"), name: "Goblin", creatureId: crId1 },
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],
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characters: [],
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creatures: new Map([[crId1, { cr: "1" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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it("returns null when PC combatants have no level", () => {
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Hero",
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playerCharacterId: pcId1,
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},
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{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
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],
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characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30 }],
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creatures: new Map([[crId1, { cr: "1" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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it("returns null when PC combatant references unknown player character", () => {
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Hero",
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playerCharacterId: pcId2,
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},
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{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
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],
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characters: [{ id: pcId1, name: "Other", ac: 15, maxHp: 30, level: 5 }],
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creatures: new Map([[crId1, { cr: "1" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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});
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it("handles mixed combatants: only leveled PCs and bestiary monsters contribute", () => {
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// Party: one leveled PC, one without level (excluded)
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// Monsters: one bestiary creature, one custom (excluded)
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Leveled",
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playerCharacterId: pcId1,
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},
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{
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id: combatantId("c2"),
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name: "No Level",
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playerCharacterId: pcId2,
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},
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{ id: combatantId("c3"), name: "Goblin", creatureId: crId1 },
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{ id: combatantId("c4"), name: "Custom Monster" },
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],
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characters: [
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{ id: pcId1, name: "Leveled", ac: 15, maxHp: 30, level: 1 },
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{ id: pcId2, name: "No Level", ac: 12, maxHp: 20 },
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],
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creatures: new Map([[crId1, { cr: "1" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).not.toBeNull();
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// 1 level-1 PC: budget low=50, mod=75, high=100
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// 1 CR 1 monster: 200 XP → high (200 >= 100)
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expect(result.current?.tier).toBe("high");
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expect(result.current?.totalMonsterXp).toBe(200);
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expect(result.current?.partyBudget.low).toBe(50);
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});
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it("includes duplicate PC combatants in budget", () => {
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// Same PC added twice → counts twice
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Hero 1",
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playerCharacterId: pcId1,
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},
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{
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id: combatantId("c2"),
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name: "Hero 2",
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playerCharacterId: pcId1,
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},
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{ id: combatantId("c3"), name: "Goblin", creatureId: crId1 },
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],
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characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 }],
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creatures: new Map([[crId1, { cr: "1/4" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).not.toBeNull();
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// 2x level 1: budget low=100
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expect(result.current?.partyBudget.low).toBe(100);
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});
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});
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381
apps/web/src/hooks/__tests__/use-difficulty.test.tsx
Normal file
381
apps/web/src/hooks/__tests__/use-difficulty.test.tsx
Normal file
@@ -0,0 +1,381 @@
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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 pcId2 = playerCharacterId("pc-2");
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const crId1 = creatureId("srd:goblin");
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const goblinCreature = buildCreature({
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id: crId1,
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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", () => {
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it("returns difficulty result for leveled PCs and bestiary monsters", 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("c1"),
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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("c2"),
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name: "Goblin",
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creatureId: crId1,
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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([[crId1, 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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expect(result.current?.tier).toBe("low");
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expect(result.current?.totalMonsterXp).toBe(50);
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});
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});
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describe("returns null when data is insufficient (ED-2)", () => {
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it("returns null when encounter has no combatants", () => {
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const wrapper = makeWrapper({
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encounter: buildEncounter({ combatants: [] }),
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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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it("returns null when only custom combatants (no creatureId)", () => {
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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("c1"),
|
||||
name: "Custom",
|
||||
playerCharacterId: pcId1,
|
||||
}),
|
||||
],
|
||||
}),
|
||||
playerCharacters: [
|
||||
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
|
||||
],
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
expect(result.current).toBeNull();
|
||||
});
|
||||
|
||||
it("returns null when bestiary monsters present but no PC combatants", () => {
|
||||
const wrapper = makeWrapper({
|
||||
encounter: buildEncounter({
|
||||
combatants: [
|
||||
buildCombatant({
|
||||
id: combatantId("c1"),
|
||||
name: "Goblin",
|
||||
creatureId: crId1,
|
||||
}),
|
||||
],
|
||||
}),
|
||||
creatures: new Map([[crId1, goblinCreature]]),
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
expect(result.current).toBeNull();
|
||||
});
|
||||
|
||||
it("returns null when PC combatants have no level", () => {
|
||||
const wrapper = makeWrapper({
|
||||
encounter: buildEncounter({
|
||||
combatants: [
|
||||
buildCombatant({
|
||||
id: combatantId("c1"),
|
||||
name: "Hero",
|
||||
playerCharacterId: pcId1,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c2"),
|
||||
name: "Goblin",
|
||||
creatureId: crId1,
|
||||
}),
|
||||
],
|
||||
}),
|
||||
playerCharacters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30 }],
|
||||
creatures: new Map([[crId1, goblinCreature]]),
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
expect(result.current).toBeNull();
|
||||
});
|
||||
|
||||
it("returns null when PC combatant references unknown player character", () => {
|
||||
const wrapper = makeWrapper({
|
||||
encounter: buildEncounter({
|
||||
combatants: [
|
||||
buildCombatant({
|
||||
id: combatantId("c1"),
|
||||
name: "Hero",
|
||||
playerCharacterId: pcId2,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c2"),
|
||||
name: "Goblin",
|
||||
creatureId: crId1,
|
||||
}),
|
||||
],
|
||||
}),
|
||||
playerCharacters: [
|
||||
{ id: pcId1, name: "Other", ac: 15, maxHp: 30, level: 5 },
|
||||
],
|
||||
creatures: new Map([[crId1, goblinCreature]]),
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
expect(result.current).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
it("handles mixed combatants: only leveled PCs and CR-bearing monsters contribute", async () => {
|
||||
const wrapper = makeWrapper({
|
||||
encounter: buildEncounter({
|
||||
combatants: [
|
||||
buildCombatant({
|
||||
id: combatantId("c1"),
|
||||
name: "Leveled",
|
||||
playerCharacterId: pcId1,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c2"),
|
||||
name: "No Level",
|
||||
playerCharacterId: pcId2,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c3"),
|
||||
name: "Goblin",
|
||||
creatureId: crId1,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c4"),
|
||||
name: "Custom Monster",
|
||||
}),
|
||||
],
|
||||
}),
|
||||
playerCharacters: [
|
||||
{ id: pcId1, name: "Leveled", ac: 15, maxHp: 30, level: 1 },
|
||||
{ id: pcId2, name: "No Level", ac: 12, maxHp: 20 },
|
||||
],
|
||||
creatures: new Map([[crId1, goblinCreature]]),
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
|
||||
await waitFor(() => {
|
||||
expect(result.current).not.toBeNull();
|
||||
// 1 level-1 PC: budget low=50, mod=75, high=100
|
||||
// CR 1/4 = 50 XP -> low (50 >= 50)
|
||||
expect(result.current?.tier).toBe("low");
|
||||
expect(result.current?.totalMonsterXp).toBe(50);
|
||||
expect(result.current?.partyBudget.low).toBe(50);
|
||||
});
|
||||
});
|
||||
|
||||
it("includes duplicate PC combatants in budget", async () => {
|
||||
const wrapper = makeWrapper({
|
||||
encounter: buildEncounter({
|
||||
combatants: [
|
||||
buildCombatant({
|
||||
id: combatantId("c1"),
|
||||
name: "Hero 1",
|
||||
playerCharacterId: pcId1,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c2"),
|
||||
name: "Hero 2",
|
||||
playerCharacterId: pcId1,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c3"),
|
||||
name: "Goblin",
|
||||
creatureId: crId1,
|
||||
}),
|
||||
],
|
||||
}),
|
||||
playerCharacters: [
|
||||
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 },
|
||||
],
|
||||
creatures: new Map([[crId1, goblinCreature]]),
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
|
||||
await waitFor(() => {
|
||||
expect(result.current).not.toBeNull();
|
||||
// 2x level 1: budget low=100
|
||||
expect(result.current?.partyBudget.low).toBe(100);
|
||||
});
|
||||
});
|
||||
|
||||
it("combatant toggled to party side subtracts XP", async () => {
|
||||
const bugbear = buildCreature({
|
||||
id: creatureId("srd:bugbear"),
|
||||
name: "Bugbear",
|
||||
cr: "1",
|
||||
});
|
||||
const wrapper = makeWrapper({
|
||||
encounter: buildEncounter({
|
||||
combatants: [
|
||||
buildCombatant({
|
||||
id: combatantId("c1"),
|
||||
name: "Hero",
|
||||
playerCharacterId: pcId1,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c2"),
|
||||
name: "Allied Guard",
|
||||
creatureId: bugbear.id,
|
||||
side: "party",
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c3"),
|
||||
name: "Thug",
|
||||
cr: "1",
|
||||
}),
|
||||
],
|
||||
}),
|
||||
playerCharacters: [
|
||||
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 },
|
||||
],
|
||||
creatures: new Map([[bugbear.id, bugbear]]),
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
|
||||
await waitFor(() => {
|
||||
expect(result.current).not.toBeNull();
|
||||
// Thug CR 1 = 200 XP, Allied Guard CR 1 = 200 XP subtracted, net = 0
|
||||
expect(result.current?.totalMonsterXp).toBe(0);
|
||||
expect(result.current?.tier).toBe("trivial");
|
||||
});
|
||||
});
|
||||
|
||||
it("default side resolution: PC -> party, non-PC -> enemy", async () => {
|
||||
const wrapper = makeWrapper({
|
||||
encounter: buildEncounter({
|
||||
combatants: [
|
||||
buildCombatant({
|
||||
id: combatantId("c1"),
|
||||
name: "Hero",
|
||||
playerCharacterId: pcId1,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c2"),
|
||||
name: "Goblin",
|
||||
creatureId: crId1,
|
||||
}),
|
||||
],
|
||||
}),
|
||||
playerCharacters: [
|
||||
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 3 },
|
||||
],
|
||||
creatures: new Map([[crId1, goblinCreature]]),
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
|
||||
await waitFor(() => {
|
||||
expect(result.current).not.toBeNull();
|
||||
// Level 3 budget: low=150, mod=225, high=400
|
||||
// CR 1/4 = 50 XP -> trivial
|
||||
expect(result.current?.partyBudget.low).toBe(150);
|
||||
expect(result.current?.totalMonsterXp).toBe(50);
|
||||
expect(result.current?.tier).toBe("trivial");
|
||||
});
|
||||
});
|
||||
|
||||
it("custom combatant with CR on party side subtracts XP", async () => {
|
||||
const wrapper = makeWrapper({
|
||||
encounter: buildEncounter({
|
||||
combatants: [
|
||||
buildCombatant({
|
||||
id: combatantId("c1"),
|
||||
name: "Hero",
|
||||
playerCharacterId: pcId1,
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c2"),
|
||||
name: "Ally",
|
||||
cr: "2",
|
||||
side: "party",
|
||||
}),
|
||||
buildCombatant({
|
||||
id: combatantId("c3"),
|
||||
name: "Goblin",
|
||||
creatureId: crId1,
|
||||
}),
|
||||
],
|
||||
}),
|
||||
playerCharacters: [
|
||||
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
|
||||
],
|
||||
creatures: new Map([[crId1, goblinCreature]]),
|
||||
});
|
||||
|
||||
const { result } = renderHook(() => useDifficulty(), { wrapper });
|
||||
|
||||
await waitFor(() => {
|
||||
expect(result.current).not.toBeNull();
|
||||
// CR 1/4 = 50 XP enemy, CR 2 = 450 XP ally subtracted, net = 0 (floored)
|
||||
expect(result.current?.totalMonsterXp).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user