Add combatant side assignment for encounter difficulty
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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:
Lukas
2026-04-03 14:15:12 +02:00
parent 30e7ed4121
commit 94e1806112
23 changed files with 1359 additions and 455 deletions

View File

@@ -9,6 +9,7 @@ import { useMemo } from "react";
import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js";
import { usePlayerCharactersContext } from "../contexts/player-characters-context.js";
import { resolveSide } from "./use-difficulty.js";
export interface BreakdownCombatant {
readonly combatant: Combatant;
@@ -16,6 +17,8 @@ export interface BreakdownCombatant {
readonly xp: number | null;
readonly source: string | null;
readonly editable: boolean;
readonly side: "party" | "enemy";
readonly level: number | undefined;
}
interface DifficultyBreakdown {
@@ -27,7 +30,8 @@ interface DifficultyBreakdown {
readonly high: number;
};
readonly pcCount: number;
readonly combatants: readonly BreakdownCombatant[];
readonly partyCombatants: readonly BreakdownCombatant[];
readonly enemyCombatants: readonly BreakdownCombatant[];
}
export function useDifficultyBreakdown(): DifficultyBreakdown | null {
@@ -36,105 +40,129 @@ export function useDifficultyBreakdown(): DifficultyBreakdown | null {
const { getCreature } = useBestiaryContext();
return useMemo(() => {
const partyLevels = derivePartyLevels(encounter.combatants, characters);
const { entries, crs } = classifyCombatants(
encounter.combatants,
getCreature,
const { partyCombatants, enemyCombatants, descriptors, pcCount } =
classifyCombatants(encounter.combatants, characters, getCreature);
const hasPartyLevel = descriptors.some(
(d) => d.side === "party" && d.level !== undefined,
);
const hasCr = descriptors.some((d) => d.cr !== undefined);
if (partyLevels.length === 0 || crs.length === 0) {
return null;
}
if (!hasPartyLevel || !hasCr) return null;
const result = calculateEncounterDifficulty(partyLevels, crs);
const result = calculateEncounterDifficulty(descriptors);
return {
...result,
pcCount: partyLevels.length,
combatants: entries,
pcCount,
partyCombatants,
enemyCombatants,
};
}, [encounter.combatants, characters, getCreature]);
}
function classifyBestiaryCombatant(
type CreatureInfo = {
cr: string;
source: string;
sourceDisplayName: string;
};
function buildBreakdownEntry(
c: Combatant,
getCreature: (
id: CreatureId,
) => { cr: string; source: string; sourceDisplayName: string } | undefined,
): { entry: BreakdownCombatant; cr: string | null } {
const creature = c.creatureId ? getCreature(c.creatureId) : undefined;
if (creature) {
side: "party" | "enemy",
level: number | undefined,
creature: CreatureInfo | undefined,
): BreakdownCombatant {
if (c.playerCharacterId) {
return {
entry: {
combatant: c,
cr: creature.cr,
xp: crToXp(creature.cr),
source: creature.sourceDisplayName ?? creature.source,
editable: false,
},
cr: creature.cr,
};
}
return {
entry: {
combatant: c,
cr: null,
xp: null,
source: null,
editable: false,
},
side,
level,
};
}
if (creature) {
return {
combatant: c,
cr: creature.cr,
xp: crToXp(creature.cr),
source: creature.sourceDisplayName ?? creature.source,
editable: false,
side,
level: undefined,
};
}
if (c.cr) {
return {
combatant: c,
cr: c.cr,
xp: crToXp(c.cr),
source: null,
editable: true,
side,
level: undefined,
};
}
return {
combatant: c,
cr: null,
xp: null,
source: null,
editable: !c.creatureId,
side,
level: undefined,
};
}
function resolveLevel(
c: Combatant,
characters: readonly PlayerCharacter[],
): number | undefined {
if (!c.playerCharacterId) return undefined;
return characters.find((p) => p.id === c.playerCharacterId)?.level;
}
function resolveCr(
c: Combatant,
getCreature: (id: CreatureId) => CreatureInfo | undefined,
): { cr: string | null; creature: CreatureInfo | undefined } {
const creature = c.creatureId ? getCreature(c.creatureId) : undefined;
const cr = creature ? creature.cr : (c.cr ?? null);
return { cr, creature };
}
function classifyCombatants(
combatants: readonly Combatant[],
getCreature: (
id: CreatureId,
) => { cr: string; source: string; sourceDisplayName: string } | undefined,
): { entries: BreakdownCombatant[]; crs: string[] } {
const entries: BreakdownCombatant[] = [];
const crs: string[] = [];
for (const c of combatants) {
if (c.playerCharacterId) continue;
if (c.creatureId) {
const { entry, cr } = classifyBestiaryCombatant(c, getCreature);
entries.push(entry);
if (cr) crs.push(cr);
} else if (c.cr) {
crs.push(c.cr);
entries.push({
combatant: c,
cr: c.cr,
xp: crToXp(c.cr),
source: null,
editable: true,
});
} else {
entries.push({
combatant: c,
cr: null,
xp: null,
source: null,
editable: true,
});
}
}
return { entries, crs };
}
function derivePartyLevels(
combatants: readonly Combatant[],
characters: readonly PlayerCharacter[],
): number[] {
const levels: number[] = [];
getCreature: (id: CreatureId) => CreatureInfo | undefined,
) {
const partyCombatants: BreakdownCombatant[] = [];
const enemyCombatants: BreakdownCombatant[] = [];
const descriptors: {
level?: number;
cr?: string;
side: "party" | "enemy";
}[] = [];
let pcCount = 0;
for (const c of combatants) {
if (!c.playerCharacterId) continue;
const pc = characters.find((p) => p.id === c.playerCharacterId);
if (pc?.level !== undefined) levels.push(pc.level);
const side = resolveSide(c);
const level = resolveLevel(c, characters);
if (level !== undefined) pcCount++;
const { cr, creature } = resolveCr(c, getCreature);
if (level !== undefined || cr != null) {
descriptors.push({ level, cr: cr ?? undefined, side });
}
const entry = buildBreakdownEntry(c, side, level, creature);
const target = side === "party" ? partyCombatants : enemyCombatants;
target.push(entry);
}
return levels;
return { partyCombatants, enemyCombatants, descriptors, pcCount };
}