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>
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@@ -1,5 +1,6 @@
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import type {
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Combatant,
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CombatantDescriptor,
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CreatureId,
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DifficultyResult,
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PlayerCharacter,
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@@ -10,33 +11,31 @@ 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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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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export function resolveSide(c: Combatant): "party" | "enemy" {
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if (c.side) return c.side;
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return c.playerCharacterId ? "party" : "enemy";
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}
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function deriveMonsterCrs(
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function buildDescriptors(
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combatants: readonly Combatant[],
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characters: readonly PlayerCharacter[],
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getCreature: (id: CreatureId) => { cr: string } | undefined,
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): string[] {
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const crs: string[] = [];
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): CombatantDescriptor[] {
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const descriptors: CombatantDescriptor[] = [];
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for (const c of combatants) {
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if (c.creatureId) {
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const creature = getCreature(c.creatureId);
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if (creature) crs.push(creature.cr);
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} else if (c.cr) {
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crs.push(c.cr);
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const side = resolveSide(c);
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const level = c.playerCharacterId
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? characters.find((p) => p.id === c.playerCharacterId)?.level
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: undefined;
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const cr = c.creatureId
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? getCreature(c.creatureId)?.cr
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: (c.cr ?? undefined);
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if (level !== undefined || cr !== undefined) {
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descriptors.push({ level, cr, side });
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}
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}
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return crs;
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return descriptors;
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}
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export function useDifficulty(): DifficultyResult | null {
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@@ -45,13 +44,19 @@ export function useDifficulty(): DifficultyResult | null {
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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 monsterCrs = deriveMonsterCrs(encounter.combatants, getCreature);
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const descriptors = buildDescriptors(
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encounter.combatants,
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characters,
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getCreature,
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);
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if (partyLevels.length === 0 || monsterCrs.length === 0) {
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return null;
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}
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const hasPartyLevel = descriptors.some(
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(d) => d.side === "party" && d.level !== undefined,
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);
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const hasCr = descriptors.some((d) => d.cr !== undefined);
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return calculateEncounterDifficulty(partyLevels, monsterCrs);
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if (!hasPartyLevel || !hasCr) return null;
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return calculateEncounterDifficulty(descriptors);
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}, [encounter.combatants, characters, getCreature]);
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}
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