Overhaul bottom bar: batch add, custom fields, stat block viewer

Unify the action bar into a single search input with inline bestiary
dropdown. Clicking a dropdown entry queues it with +/- count controls
and a confirm button; Enter or confirm adds N copies to combat.

When no bestiary match exists, optional Init/AC/MaxHP fields appear
for custom creatures. The eye icon opens a separate search dropdown
to preview stat blocks without leaving the add flow.

Fix batch-add bug where only the last creature got a creatureId by
using store.save() instead of setEncounter() in addFromBestiary.
Prevent dropdown buttons from stealing input focus so Enter confirms
the queued batch.

Remove the now-redundant BestiarySearch component.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Lukas
2026-03-11 15:27:06 +01:00
parent 460c65bf49
commit b6e052f198
13 changed files with 931 additions and 213 deletions

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@@ -88,6 +88,8 @@ The constitution (`.specify/memory/constitution.md`) governs all feature work:
- N/A (no persistence changes — display-only refactor) (034-topbar-redesign)
- TypeScript 5.8 (strict mode, `verbatimModuleSyntax`) + React 19, Tailwind CSS v4, Lucide React (icons), class-variance-authority (035-statblock-fold-pin)
- N/A (no persistence changes — all new state is ephemeral) (035-statblock-fold-pin)
- TypeScript 5.8 (strict mode, `verbatimModuleSyntax`) + React 19, Tailwind CSS v4, Lucide React (icons) (036-bottombar-overhaul)
- N/A (no persistence changes — queue state and custom fields are ephemeral) (036-bottombar-overhaul)
## Recent Changes
- 032-inline-confirm-buttons: Added TypeScript 5.8 (strict mode, `verbatimModuleSyntax`) + React 19, Tailwind CSS v4, Lucide React, class-variance-authority (cva)

View File

@@ -4,7 +4,7 @@ A local-first initiative tracker and encounter manager for tabletop RPGs (D&D 5e
## What it does
- **Initiative tracking** — add combatants, roll initiative (manual or d20), cycle turns and rounds
- **Initiative tracking** — add combatants (batch-add from bestiary, custom creatures with optional stats), roll initiative (manual or d20), cycle turns and rounds
- **Encounter state** — HP, AC, conditions, concentration tracking with visual status indicators
- **Bestiary integration** — import bestiary JSON sources, search creatures, and view full stat blocks
- **Persistent** — encounters survive page reloads via localStorage; bestiary data cached in IndexedDB

View File

@@ -107,6 +107,16 @@ export function App() {
rollAllInitiativeUseCase(makeStore(), rollDice, getCreature);
}, [makeStore, getCreature]);
const handleViewStatBlock = useCallback((result: SearchResult) => {
const slug = result.name
.toLowerCase()
.replace(/[^a-z0-9]+/g, "-")
.replace(/(^-|-$)/g, "");
const cId = `${result.source.toLowerCase()}:${slug}` as CreatureId;
setSelectedCreatureId(cId);
setIsRightPanelFolded(false);
}, []);
const handleBulkImport = useCallback(() => {
setBulkImportMode(true);
setSelectedCreatureId(null);
@@ -234,6 +244,7 @@ export function App() {
onAddFromBestiary={handleAddFromBestiary}
bestiarySearch={search}
bestiaryLoaded={isLoaded}
onViewStatBlock={handleViewStatBlock}
onBulkImport={handleBulkImport}
bulkImportDisabled={bulkImport.state.status === "loading"}
/>

View File

@@ -1,61 +1,136 @@
import { Import, Search } from "lucide-react";
import { type FormEvent, useState } from "react";
import { Check, Eye, Import, Minus, Plus } from "lucide-react";
import { type FormEvent, useEffect, useRef, useState } from "react";
import type { SearchResult } from "../hooks/use-bestiary.js";
import { BestiarySearch } from "./bestiary-search.js";
import { Button } from "./ui/button.js";
import { Input } from "./ui/input.js";
interface QueuedCreature {
result: SearchResult;
count: number;
}
interface ActionBarProps {
onAddCombatant: (name: string) => void;
onAddCombatant: (
name: string,
opts?: { initiative?: number; ac?: number; maxHp?: number },
) => void;
onAddFromBestiary: (result: SearchResult) => void;
bestiarySearch: (query: string) => SearchResult[];
bestiaryLoaded: boolean;
onViewStatBlock?: (result: SearchResult) => void;
onBulkImport?: () => void;
bulkImportDisabled?: boolean;
}
function creatureKey(r: SearchResult): string {
return `${r.source}:${r.name}`;
}
export function ActionBar({
onAddCombatant,
onAddFromBestiary,
bestiarySearch,
bestiaryLoaded,
onViewStatBlock,
onBulkImport,
bulkImportDisabled,
}: ActionBarProps) {
const [nameInput, setNameInput] = useState("");
const [searchOpen, setSearchOpen] = useState(false);
const [suggestions, setSuggestions] = useState<SearchResult[]>([]);
const [suggestionIndex, setSuggestionIndex] = useState(-1);
const [queued, setQueued] = useState<QueuedCreature | null>(null);
const [customInit, setCustomInit] = useState("");
const [customAc, setCustomAc] = useState("");
const [customMaxHp, setCustomMaxHp] = useState("");
// Stat block viewer: separate dropdown
const [viewerOpen, setViewerOpen] = useState(false);
const [viewerQuery, setViewerQuery] = useState("");
const [viewerResults, setViewerResults] = useState<SearchResult[]>([]);
const [viewerIndex, setViewerIndex] = useState(-1);
const viewerRef = useRef<HTMLDivElement>(null);
const viewerInputRef = useRef<HTMLInputElement>(null);
const clearCustomFields = () => {
setCustomInit("");
setCustomAc("");
setCustomMaxHp("");
};
const confirmQueued = () => {
if (!queued) return;
for (let i = 0; i < queued.count; i++) {
onAddFromBestiary(queued.result);
}
setQueued(null);
setNameInput("");
setSuggestions([]);
setSuggestionIndex(-1);
};
const parseNum = (v: string): number | undefined => {
if (v.trim() === "") return undefined;
const n = Number(v);
return Number.isNaN(n) ? undefined : n;
};
const handleAdd = (e: FormEvent) => {
e.preventDefault();
if (queued) {
confirmQueued();
return;
}
if (nameInput.trim() === "") return;
onAddCombatant(nameInput);
const opts: { initiative?: number; ac?: number; maxHp?: number } = {};
const init = parseNum(customInit);
const ac = parseNum(customAc);
const maxHp = parseNum(customMaxHp);
if (init !== undefined) opts.initiative = init;
if (ac !== undefined) opts.ac = ac;
if (maxHp !== undefined) opts.maxHp = maxHp;
onAddCombatant(nameInput, Object.keys(opts).length > 0 ? opts : undefined);
setNameInput("");
setSuggestions([]);
clearCustomFields();
};
const handleNameChange = (value: string) => {
setNameInput(value);
setSuggestionIndex(-1);
let newSuggestions: SearchResult[] = [];
if (value.length >= 2) {
setSuggestions(bestiarySearch(value));
newSuggestions = bestiarySearch(value);
setSuggestions(newSuggestions);
} else {
setSuggestions([]);
}
if (newSuggestions.length > 0) {
clearCustomFields();
}
if (queued) {
const qKey = creatureKey(queued.result);
const stillVisible = newSuggestions.some((s) => creatureKey(s) === qKey);
if (!stillVisible) {
setQueued(null);
}
}
};
const handleSelectCreature = (result: SearchResult) => {
onAddFromBestiary(result);
setSearchOpen(false);
setNameInput("");
setSuggestions([]);
const handleClickSuggestion = (result: SearchResult) => {
const key = creatureKey(result);
if (queued && creatureKey(queued.result) === key) {
setQueued({ ...queued, count: queued.count + 1 });
} else {
setQueued({ result, count: 1 });
}
};
const handleSelectSuggestion = (result: SearchResult) => {
onAddFromBestiary(result);
setNameInput("");
setSuggestions([]);
const handleEnter = () => {
if (queued) {
confirmQueued();
} else if (suggestionIndex >= 0) {
handleClickSuggestion(suggestions[suggestionIndex]);
}
};
const handleKeyDown = (e: React.KeyboardEvent) => {
@@ -67,24 +142,80 @@ export function ActionBar({
} else if (e.key === "ArrowUp") {
e.preventDefault();
setSuggestionIndex((i) => (i > 0 ? i - 1 : suggestions.length - 1));
} else if (e.key === "Enter" && suggestionIndex >= 0) {
} else if (e.key === "Enter") {
e.preventDefault();
handleSelectSuggestion(suggestions[suggestionIndex]);
handleEnter();
} else if (e.key === "Escape") {
setQueued(null);
setSuggestionIndex(-1);
setSuggestions([]);
}
};
// Stat block viewer dropdown handlers
const openViewer = () => {
setViewerOpen(true);
setViewerQuery("");
setViewerResults([]);
setViewerIndex(-1);
requestAnimationFrame(() => viewerInputRef.current?.focus());
};
const closeViewer = () => {
setViewerOpen(false);
setViewerQuery("");
setViewerResults([]);
setViewerIndex(-1);
};
const handleViewerQueryChange = (value: string) => {
setViewerQuery(value);
setViewerIndex(-1);
if (value.length >= 2) {
setViewerResults(bestiarySearch(value));
} else {
setViewerResults([]);
}
};
const handleViewerSelect = (result: SearchResult) => {
onViewStatBlock?.(result);
closeViewer();
};
const handleViewerKeyDown = (e: React.KeyboardEvent) => {
if (e.key === "Escape") {
closeViewer();
return;
}
if (viewerResults.length === 0) return;
if (e.key === "ArrowDown") {
e.preventDefault();
setViewerIndex((i) => (i < viewerResults.length - 1 ? i + 1 : 0));
} else if (e.key === "ArrowUp") {
e.preventDefault();
setViewerIndex((i) => (i > 0 ? i - 1 : viewerResults.length - 1));
} else if (e.key === "Enter" && viewerIndex >= 0) {
e.preventDefault();
handleViewerSelect(viewerResults[viewerIndex]);
}
};
// Close viewer on outside click
useEffect(() => {
if (!viewerOpen) return;
function handleClickOutside(e: MouseEvent) {
if (viewerRef.current && !viewerRef.current.contains(e.target as Node)) {
closeViewer();
}
}
document.addEventListener("mousedown", handleClickOutside);
return () => document.removeEventListener("mousedown", handleClickOutside);
}, [viewerOpen]);
return (
<div className="flex items-center gap-3 rounded-md border border-border bg-card px-4 py-3">
{searchOpen ? (
<BestiarySearch
onSelectCreature={handleSelectCreature}
onClose={() => setSearchOpen(false)}
searchFn={bestiarySearch}
/>
) : (
<form
onSubmit={handleAdd}
className="relative flex flex-1 items-center gap-2"
@@ -95,23 +226,161 @@ export function ActionBar({
value={nameInput}
onChange={(e) => handleNameChange(e.target.value)}
onKeyDown={handleKeyDown}
placeholder="Combatant name"
placeholder="Search creatures to add..."
className="max-w-xs"
/>
{suggestions.length > 0 && (
<div className="absolute bottom-full z-50 mb-1 w-full max-w-xs rounded-md border border-border bg-card shadow-lg">
<ul className="max-h-48 overflow-y-auto py-1">
{suggestions.map((result, i) => (
<li key={`${result.source}:${result.name}`}>
{suggestions.map((result, i) => {
const key = creatureKey(result);
const isQueued =
queued !== null && creatureKey(queued.result) === key;
return (
<li key={key}>
<button
type="button"
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
i === suggestionIndex
isQueued
? "bg-accent/30 text-foreground"
: i === suggestionIndex
? "bg-accent/20 text-foreground"
: "text-foreground hover:bg-hover-neutral-bg"
}`}
onClick={() => handleSelectSuggestion(result)}
onMouseDown={(e) => e.preventDefault()}
onClick={() => handleClickSuggestion(result)}
onMouseEnter={() => setSuggestionIndex(i)}
>
<span>{result.name}</span>
<span className="flex items-center gap-1 text-xs text-muted-foreground">
{isQueued ? (
<>
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
if (queued.count <= 1) {
setQueued(null);
} else {
setQueued({
...queued,
count: queued.count - 1,
});
}
}}
>
<Minus className="h-3 w-3" />
</button>
<span className="min-w-5 rounded-full bg-accent px-1.5 py-0.5 text-center font-medium text-foreground">
{queued.count}
</span>
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
setQueued({
...queued,
count: queued.count + 1,
});
}}
>
<Plus className="h-3 w-3" />
</button>
<button
type="button"
className="ml-0.5 rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
confirmQueued();
}}
>
<Check className="h-3.5 w-3.5" />
</button>
</>
) : (
result.sourceDisplayName
)}
</span>
</button>
</li>
);
})}
</ul>
</div>
)}
</div>
{nameInput.length >= 2 && suggestions.length === 0 && (
<div className="flex items-center gap-2">
<Input
type="text"
inputMode="numeric"
value={customInit}
onChange={(e) => setCustomInit(e.target.value)}
placeholder="Init"
className="w-16 text-center"
/>
<Input
type="text"
inputMode="numeric"
value={customAc}
onChange={(e) => setCustomAc(e.target.value)}
placeholder="AC"
className="w-16 text-center"
/>
<Input
type="text"
inputMode="numeric"
value={customMaxHp}
onChange={(e) => setCustomMaxHp(e.target.value)}
placeholder="MaxHP"
className="w-18 text-center"
/>
</div>
)}
<Button type="submit" size="sm">
Add
</Button>
{bestiaryLoaded && onViewStatBlock && (
<div ref={viewerRef} className="relative">
<Button
type="button"
size="sm"
variant="ghost"
onClick={() => (viewerOpen ? closeViewer() : openViewer())}
>
<Eye className="h-4 w-4" />
</Button>
{viewerOpen && (
<div className="absolute bottom-full right-0 z-50 mb-1 w-64 rounded-md border border-border bg-card shadow-lg">
<div className="p-2">
<Input
ref={viewerInputRef}
type="text"
value={viewerQuery}
onChange={(e) => handleViewerQueryChange(e.target.value)}
onKeyDown={handleViewerKeyDown}
placeholder="Search stat blocks..."
className="w-full"
/>
</div>
{viewerResults.length > 0 && (
<ul className="max-h-48 overflow-y-auto border-t border-border py-1">
{viewerResults.map((result, i) => (
<li key={creatureKey(result)}>
<button
type="button"
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
i === viewerIndex
? "bg-accent/20 text-foreground"
: "text-foreground hover:bg-hover-neutral-bg"
}`}
onClick={() => handleViewerSelect(result)}
onMouseEnter={() => setViewerIndex(i)}
>
<span>{result.name}</span>
<span className="text-xs text-muted-foreground">
@@ -121,23 +390,17 @@ export function ActionBar({
</li>
))}
</ul>
)}
{viewerQuery.length >= 2 && viewerResults.length === 0 && (
<div className="border-t border-border px-3 py-2 text-sm text-muted-foreground">
No creatures found
</div>
)}
</div>
<Button type="submit" size="sm">
Add
</Button>
{bestiaryLoaded && (
<>
<Button
type="button"
size="sm"
variant="ghost"
onClick={() => setSearchOpen(true)}
>
<Search className="h-4 w-4" />
</Button>
{onBulkImport && (
)}
</div>
)}
{bestiaryLoaded && onBulkImport && (
<Button
type="button"
size="sm"
@@ -148,10 +411,7 @@ export function ActionBar({
<Import className="h-4 w-4" />
</Button>
)}
</>
)}
</form>
)}
</div>
);
}

View File

@@ -1,129 +0,0 @@
import { Search, X } from "lucide-react";
import {
type KeyboardEvent,
useCallback,
useEffect,
useRef,
useState,
} from "react";
import type { SearchResult } from "../hooks/use-bestiary.js";
import { Input } from "./ui/input.js";
interface BestiarySearchProps {
onSelectCreature: (result: SearchResult) => void;
onClose: () => void;
searchFn: (query: string) => SearchResult[];
}
export function BestiarySearch({
onSelectCreature,
onClose,
searchFn,
}: BestiarySearchProps) {
const [query, setQuery] = useState("");
const [highlightIndex, setHighlightIndex] = useState(-1);
const inputRef = useRef<HTMLInputElement>(null);
const containerRef = useRef<HTMLDivElement>(null);
const results = query.length >= 2 ? searchFn(query) : [];
useEffect(() => {
inputRef.current?.focus();
}, []);
useEffect(() => {
setHighlightIndex(-1);
}, [query]);
useEffect(() => {
function handleClickOutside(e: MouseEvent) {
if (
containerRef.current &&
!containerRef.current.contains(e.target as Node)
) {
onClose();
}
}
document.addEventListener("mousedown", handleClickOutside);
return () => document.removeEventListener("mousedown", handleClickOutside);
}, [onClose]);
const handleKeyDown = useCallback(
(e: KeyboardEvent) => {
if (e.key === "Escape") {
onClose();
return;
}
if (e.key === "ArrowDown") {
e.preventDefault();
setHighlightIndex((i) => (i < results.length - 1 ? i + 1 : 0));
return;
}
if (e.key === "ArrowUp") {
e.preventDefault();
setHighlightIndex((i) => (i > 0 ? i - 1 : results.length - 1));
return;
}
if (e.key === "Enter" && highlightIndex >= 0) {
e.preventDefault();
onSelectCreature(results[highlightIndex]);
}
},
[results, highlightIndex, onClose, onSelectCreature],
);
return (
<div ref={containerRef} className="relative w-full max-w-sm">
<div className="flex items-center gap-2">
<Search className="h-4 w-4 text-muted-foreground" />
<Input
ref={inputRef}
type="text"
value={query}
onChange={(e) => setQuery(e.target.value)}
onKeyDown={handleKeyDown}
placeholder="Search bestiary..."
className="flex-1"
/>
<button
type="button"
onClick={onClose}
className="text-muted-foreground hover:text-hover-neutral"
>
<X className="h-4 w-4" />
</button>
</div>
{query.length >= 2 && (
<div className="absolute bottom-full z-50 mb-1 w-full rounded-md border border-border bg-card shadow-lg">
{results.length === 0 ? (
<div className="px-3 py-2 text-sm text-muted-foreground">
No creatures found
</div>
) : (
<ul className="max-h-60 overflow-y-auto py-1">
{results.map((result, i) => (
<li key={`${result.source}:${result.name}`}>
<button
type="button"
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
i === highlightIndex
? "bg-accent/20 text-foreground"
: "text-foreground hover:bg-hover-neutral-bg"
}`}
onClick={() => onSelectCreature(result)}
onMouseEnter={() => setHighlightIndex(i)}
>
<span>{result.name}</span>
<span className="text-xs text-muted-foreground">
{result.sourceDisplayName}
</span>
</button>
</li>
))}
</ul>
)}
</div>
)}
</div>
);
}

View File

@@ -65,6 +65,33 @@ function deriveNextId(encounter: Encounter): number {
return max;
}
interface CombatantOpts {
initiative?: number;
ac?: number;
maxHp?: number;
}
function applyCombatantOpts(
makeStore: () => EncounterStore,
id: ReturnType<typeof combatantId>,
opts: CombatantOpts,
): DomainEvent[] {
const events: DomainEvent[] = [];
if (opts.maxHp !== undefined) {
const r = setHpUseCase(makeStore(), id, opts.maxHp);
if (!isDomainError(r)) events.push(...r);
}
if (opts.ac !== undefined) {
const r = setAcUseCase(makeStore(), id, opts.ac);
if (!isDomainError(r)) events.push(...r);
}
if (opts.initiative !== undefined) {
const r = setInitiativeUseCase(makeStore(), id, opts.initiative);
if (!isDomainError(r)) events.push(...r);
}
return events;
}
export function useEncounter() {
const [encounter, setEncounter] = useState<Encounter>(initializeEncounter);
const [events, setEvents] = useState<DomainEvent[]>([]);
@@ -108,7 +135,7 @@ export function useEncounter() {
const nextId = useRef(deriveNextId(encounter));
const addCombatant = useCallback(
(name: string) => {
(name: string, opts?: CombatantOpts) => {
const id = combatantId(`c-${++nextId.current}`);
const result = addCombatantUseCase(makeStore(), id, name);
@@ -116,6 +143,13 @@ export function useEncounter() {
return;
}
if (opts) {
const optEvents = applyCombatantOpts(makeStore, id, opts);
if (optEvents.length > 0) {
setEvents((prev) => [...prev, ...optEvents]);
}
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore],
@@ -279,15 +313,14 @@ export function useEncounter() {
.replace(/(^-|-$)/g, "");
const cId = makeCreatureId(`${entry.source.toLowerCase()}:${slug}`);
// Set creatureId on the combatant
// Set creatureId on the combatant (use store.save to keep ref in sync for batch calls)
const currentEncounter = store.get();
const updated = {
store.save({
...currentEncounter,
combatants: currentEncounter.combatants.map((c) =>
c.id === id ? { ...c, creatureId: cId } : c,
),
};
setEncounter(updated);
});
setEvents((prev) => [...prev, ...addResult]);
},

View File

@@ -0,0 +1,34 @@
# Specification Quality Checklist: Bottom Bar Overhaul
**Purpose**: Validate specification completeness and quality before proceeding to planning
**Created**: 2026-03-11
**Feature**: [spec.md](../spec.md)
## Content Quality
- [x] No implementation details (languages, frameworks, APIs)
- [x] Focused on user value and business needs
- [x] Written for non-technical stakeholders
- [x] All mandatory sections completed
## Requirement Completeness
- [x] No [NEEDS CLARIFICATION] markers remain
- [x] Requirements are testable and unambiguous
- [x] Success criteria are measurable
- [x] Success criteria are technology-agnostic (no implementation details)
- [x] All acceptance scenarios are defined
- [x] Edge cases are identified
- [x] Scope is clearly bounded
- [x] Dependencies and assumptions identified
## Feature Readiness
- [x] All functional requirements have clear acceptance criteria
- [x] User scenarios cover primary flows
- [x] Feature meets measurable outcomes defined in Success Criteria
- [x] No implementation details leak into specification
## Notes
- All items pass validation. Spec is ready for `/speckit.clarify` or `/speckit.plan`.

View File

@@ -0,0 +1,78 @@
# Data Model: Bottom Bar Overhaul
## Existing Domain Entities (no changes)
### Combatant
Already supports all fields needed for custom creature input:
| Field | Type | Notes |
|-------|------|-------|
| id | CombatantId (branded string) | Auto-generated (c-1, c-2, ...) |
| name | string | Required, non-empty |
| initiative | number? | Optional — new: settable at add time for custom creatures |
| maxHp | number? | Optional — new: settable at add time for custom creatures |
| currentHp | number? | Optional — set equal to maxHp when provided |
| ac | number? | Optional — new: settable at add time for custom creatures |
| conditions | readonly ConditionId[]? | Not relevant to this feature |
| isConcentrating | boolean? | Not relevant to this feature |
| creatureId | CreatureId? | Set for bestiary creatures, absent for custom |
### SearchResult (BestiaryIndexEntry)
| Field | Type | Notes |
|-------|------|-------|
| name | string | Creature name |
| source | string | Source code (e.g., "srd") |
| sourceDisplayName | string | Display name of sourcebook |
| ac | number | Armor class |
| hp | number | Average HP |
| dex | number | Dexterity score |
| cr | string | Challenge rating |
| size | string | Size category |
| type | string | Creature type |
## New UI-Only State (ephemeral, not persisted)
### QueuedCreature
Transient state held in the action bar component representing a bestiary creature selected for batch-add.
| Field | Type | Notes |
|-------|------|-------|
| result | SearchResult | The bestiary entry to add |
| count | number | Number of copies to add (starts at 1, increments on re-click) |
**Lifecycle**: Created on first click of a dropdown entry. Incremented on re-click of same entry. Replaced on click of different entry. Cleared on confirm, Escape, or when the queued creature leaves search results.
### CustomCreatureFields
Transient state held in the action bar component for optional fields shown when no bestiary match exists.
| Field | Type | Notes |
|-------|------|-------|
| initiative | string | Raw input (parsed to number on submit, empty = omit) |
| ac | string | Raw input (parsed to number on submit, empty = omit) |
| maxHp | string | Raw input (parsed to number on submit, empty = omit) |
**Lifecycle**: Visible when search query yields no bestiary results. Cleared on submit or when bestiary results appear.
## State Transitions
```
[Empty input]
→ type 2+ chars with matches → [Dropdown with bestiary results]
→ type 2+ chars without matches → [Custom creature fields visible]
[Dropdown with bestiary results]
→ click entry → [Queue: entry x1]
→ click same entry → [Queue: entry x(N+1)]
→ click different entry → [Queue: new entry x1]
→ click confirm / Enter → add N copies → [Empty input]
→ Escape → [Empty input]
→ change query (queued creature gone from results) → [Queue cleared]
[Custom creature fields visible]
→ submit → add custom creature with optional fields → [Empty input]
→ type changes to match bestiary → [Dropdown with bestiary results]
```

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# Implementation Plan: Bottom Bar Overhaul
**Branch**: `036-bottombar-overhaul` | **Date**: 2026-03-11 | **Spec**: [spec.md](./spec.md)
**Input**: Feature specification from `/specs/036-bottombar-overhaul/spec.md`
## Summary
Overhaul the bottom bar action bar to support batch-adding predefined creatures (click-to-queue with count + confirm), optional stat fields for custom creatures (initiative, AC, max HP), stat block preview from the search dropdown, and improved placeholder text. All changes are in the adapter (web) layer — no domain or application changes needed. The existing `addFromBestiary` hook method is called N times in a loop for batch adds.
## Technical Context
**Language/Version**: TypeScript 5.8 (strict mode, `verbatimModuleSyntax`)
**Primary Dependencies**: React 19, Tailwind CSS v4, Lucide React (icons)
**Storage**: N/A (no persistence changes — queue state and custom fields are ephemeral)
**Testing**: Vitest (unit tests for any extracted logic)
**Target Platform**: Web (desktop + mobile responsive)
**Project Type**: Web application (monorepo: apps/web, packages/domain, packages/application)
**Performance Goals**: Instant UI response for queue interactions
**Constraints**: Local-first, single-user, offline-capable
**Scale/Scope**: Single encounter screen, bottom bar component
## Constitution Check
*GATE: Must pass before Phase 0 research. Re-check after Phase 1 design.*
| Principle | Status | Notes |
|-----------|--------|-------|
| I. Deterministic Domain Core | PASS | No domain changes. Queue state is UI-only. |
| II. Layered Architecture | PASS | All changes in adapter layer (apps/web). Calls existing domain/application functions. |
| III. Clarification-First | PASS | No non-trivial assumptions — spec is detailed. |
| IV. Escalation Gates | PASS | Implementation stays within spec scope. |
| V. MVP Baseline Language | PASS | No permanent bans introduced. |
| VI. No Gameplay Rules | PASS | No gameplay mechanics in plan. |
## Project Structure
### Documentation (this feature)
```text
specs/036-bottombar-overhaul/
├── plan.md # This file
├── research.md # Phase 0 output
├── data-model.md # Phase 1 output
├── quickstart.md # Phase 1 output
└── tasks.md # Phase 2 output (/speckit.tasks)
```
### Source Code (repository root)
```text
apps/web/src/
├── components/
│ ├── action-bar.tsx # MODIFY: overhaul with batch queue, custom fields, stat block button
│ └── bestiary-search.tsx # MODIFY or REMOVE: functionality merges into action-bar
├── hooks/
│ └── use-encounter.ts # EXISTING: addFromBestiary called N times for batch
├── App.tsx # MODIFY: pass stat block view callback to action bar
packages/domain/src/
├── add-combatant.ts # EXISTING: no changes
├── auto-number.ts # EXISTING: handles name deduplication for batch adds
└── types.ts # EXISTING: Combatant already has initiative?, ac?, maxHp?
```
**Structure Decision**: All changes are within `apps/web/src/components/` (adapter layer). The action bar component is the primary modification target. The existing `BestiarySearch` component's dropdown functionality will be integrated directly into the action bar's unified search flow. No new packages or layers needed.
## Complexity Tracking
> No constitution violations. Table intentionally left empty.

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# Quickstart: Bottom Bar Overhaul
## Key Files to Modify
| File | Purpose |
|------|---------|
| `apps/web/src/components/action-bar.tsx` | Primary target: overhaul with batch queue, custom fields, stat block button |
| `apps/web/src/hooks/use-encounter.ts` | Extend `addCombatant` to accept optional fields (initiative, AC, maxHp) |
| `apps/web/src/App.tsx` | Wire stat block view callback to action bar |
| `apps/web/src/components/bestiary-search.tsx` | Likely removable after merging into unified action bar flow |
## Key Files to Read (context)
| File | Why |
|------|-----|
| `packages/domain/src/types.ts` | Combatant type definition |
| `packages/domain/src/add-combatant.ts` | Domain add function (not modified, but understand contract) |
| `packages/domain/src/auto-number.ts` | Name deduplication logic for batch adds |
| `apps/web/src/hooks/use-bestiary.ts` | SearchResult type, search function |
| `apps/web/src/components/stat-block-panel.tsx` | Stat block panel for viewer integration |
## Implementation Approach
1. **Batch add**: Add `QueuedCreature` state (`{ result, count } | null`) to action bar. On dropdown entry click: if same entry, increment count; if different, replace. On confirm/Enter, loop `addFromBestiary(result)` N times.
2. **Custom fields**: When `suggestions.length === 0` and query is non-empty, show initiative/AC/maxHP inputs. Extend `onAddCombatant` to accept optional stats object. In `use-encounter.ts`, patch the new combatant with provided values after creation.
3. **Stat block viewer**: Accept `onViewStatBlock(result: SearchResult)` prop. Repurpose the search button icon to trigger it with the currently highlighted dropdown entry. Wire in App.tsx to derive `CreatureId` and open stat block panel.
4. **Unified flow**: Remove `searchOpen` toggle state. The input field always shows bestiary suggestions inline. Remove or deprecate `BestiarySearch` component.
## Development Commands
```bash
pnpm --filter web dev # Dev server at localhost:5173
pnpm test # Run all tests
pnpm check # Full merge gate (must pass before commit)
pnpm vitest run <file> # Run single test file
```

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# Research: Bottom Bar Overhaul
## R-001: Batch Add via Existing Domain API
**Decision**: Call `addFromBestiary(result)` in a loop N times (once per queued count) rather than creating a new batch domain function.
**Rationale**: The existing `addFromBestiary` in `use-encounter.ts` already handles name auto-numbering (via `resolveCreatureName`), HP/AC assignment, and creatureId derivation. Calling it N times is correct because each call resolves the creature name against the updated combatant list, producing proper sequential numbering (e.g., "Goblin 1", "Goblin 2", "Goblin 3").
**Alternatives considered**:
- New domain-level `addBatchCombatants` function: Rejected because auto-numbering depends on seeing previously-added names, which the loop approach already handles. A batch function would duplicate logic.
- Application-layer batch use case: Rejected — no persistence coordination needed; the hook already manages state.
## R-002: Custom Creature Optional Fields (Initiative, AC, Max HP)
**Decision**: Extend the existing `onAddCombatant` callback (or create a sibling) to accept optional `{ initiative?: number; ac?: number; maxHp?: number }` alongside the name. The `use-encounter` hook's `addCombatant` flow will be extended to apply these fields to the newly created combatant.
**Rationale**: The domain `Combatant` type already has `initiative?`, `ac?`, and `maxHp?` fields. The domain `addCombatant` function creates a combatant with just `id` and `name`; the hook currently patches `currentHp`/`maxHp`/`ac` after creation for bestiary creatures. The same pattern works for custom creatures.
**Alternatives considered**:
- Extend domain `addCombatant` to accept optional fields: Rejected — the domain function is minimal by design (pure add with name validation). Post-creation patching is the established pattern.
- New domain function `addCustomCombatant`: Rejected — unnecessary complexity for fields that are just optional patches on the existing type.
## R-003: Stat Block Preview from Dropdown
**Decision**: Pass a `onViewStatBlock(result: SearchResult)` callback from App.tsx through ActionBar. When triggered, it derives the `CreatureId` from the search result (same `${source}:${slug}` pattern used in `addFromBestiary`) and opens the stat block panel for that creature.
**Rationale**: The stat block panel infrastructure already exists and accepts a `CreatureId`. The only new wiring is a callback from the dropdown row to the panel opener.
**Alternatives considered**:
- Inline stat block preview in the dropdown: Rejected — the dropdown is compact and the stat block panel already handles full rendering, source fetching, and caching.
## R-004: Unified Search Flow vs Separate BestiarySearch Component
**Decision**: Merge the separate `BestiarySearch` component's functionality into the action bar's existing inline search. Remove the toggle between "form mode" and "search mode" (`searchOpen` state). The action bar always shows a single input field that serves both purposes.
**Rationale**: The current action bar has two modes — a name input with inline suggestions, and a separate full `BestiarySearch` overlay toggled by the search button. The spec calls for a unified flow where the single input field shows bestiary results as you type (already working via `suggestions`), with click-to-queue behavior replacing the immediate add-on-click. The separate `BestiarySearch` component becomes redundant.
**Alternatives considered**:
- Keep both modes: Rejected — the spec explicitly merges the flows (dropdown opens on type, search button becomes stat block viewer).
## R-005: Queue State Management
**Decision**: Queue state is local React state in the action bar component: `{ result: SearchResult; count: number } | null`. No hook or context needed.
**Rationale**: The queue is purely ephemeral and scoped to the action bar's interaction lifecycle. It resets on confirm, escape, or when the queued creature leaves the search results.
**Alternatives considered**:
- Custom hook for queue state: Rejected — the state is simple (one nullable object) and doesn't need to be shared.

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# Feature Specification: Bottom Bar Overhaul
**Feature Branch**: `036-bottombar-overhaul`
**Created**: 2026-03-11
**Status**: Draft
**Input**: User description: "Overhaul bottom bar: batch add, stat block view, custom creature fields"
## User Scenarios & Testing *(mandatory)*
### User Story 1 - Batch Add Predefined Creatures (Priority: P1)
As a DM, I want to quickly add multiple copies of the same creature from the bestiary so I can set up encounters with groups of identical monsters without repetitive searching and clicking.
**Why this priority**: This is the most impactful workflow improvement — setting up encounters with multiple identical creatures (e.g., 4 goblins) is currently tedious, requiring one search-and-add per creature.
**Independent Test**: Can be fully tested by searching for a creature, clicking the dropdown entry multiple times to increment count, then confirming — delivers batch-add value independently.
**Acceptance Scenarios**:
1. **Given** the search field is focused and the user types a query, **When** results appear in the dropdown, **Then** the dropdown opens automatically as the user types.
2. **Given** the dropdown is showing results, **When** the user clicks on a creature entry, **Then** a count badge showing "1" and a confirm button appear on that row.
3. **Given** a creature entry already shows a count of N, **When** the user clicks that same entry again, **Then** the count increments to N+1.
4. **Given** the user has queued creature A with count 3 and then clicks creature B, **Then** creature A's queue is replaced by creature B with count 1 (only one creature type can be queued at a time).
5. **Given** a creature is queued with count N, **When** the user clicks the confirm button on that row, **Then** N copies of that creature are added to combat and the queue resets.
6. **Given** a creature is queued with count N, **When** the user presses Enter, **Then** N copies of that creature are added to combat and the queue resets.
---
### User Story 2 - Custom Creature with Optional Fields (Priority: P2)
As a DM, I want to type a custom creature name that doesn't match the bestiary and optionally provide initiative, AC, and max HP values so I can add homebrew or improvised creatures with pre-filled stats.
**Why this priority**: Supports the common case of adding homebrew or one-off creatures with known stats, reducing the need to manually edit each field after adding.
**Independent Test**: Can be tested by typing a non-matching name, optionally filling in the extra fields, and adding — the creature appears in combat with the provided values.
**Acceptance Scenarios**:
1. **Given** the user types a name that has no bestiary match, **When** the dropdown shows no results (or the query is too short for bestiary matches), **Then** optional input fields for initiative, AC, and max HP appear below or beside the name field.
2. **Given** the optional fields are visible, **When** the user leaves all optional fields empty and submits, **Then** the creature is added with only the name (no stats pre-filled).
3. **Given** the optional fields are visible, **When** the user fills in some or all fields and submits, **Then** the creature is added with the provided values applied.
4. **Given** the optional fields are visible, **Then** each field has a clear label (e.g., "Initiative", "AC", "Max HP") so the user knows what each input is for.
---
### User Story 3 - Stat Block Viewer from Dropdown (Priority: P3)
As a DM, I want to preview a creature's stat block directly from the search dropdown so I can review creature details before deciding to add them to the encounter.
**Why this priority**: Enhances the search experience by allowing stat block previews without committing to adding the creature, but is not essential for the core add-creature workflow.
**Independent Test**: Can be tested by searching for a creature in the dropdown, triggering the stat block view for the highlighted/selected entry, and verifying the stat block panel opens with the correct creature data.
**Acceptance Scenarios**:
1. **Given** the dropdown is showing bestiary results, **When** the user clicks the search/view button (repurposed from the current search icon), **Then** the stat block for the currently focused/highlighted creature in the dropdown opens in the stat block panel.
2. **Given** no creature is focused in the dropdown, **When** the user clicks the stat block view button, **Then** nothing happens (button is disabled or no-op).
---
### User Story 4 - Improved Search Hint Text (Priority: P3)
As a DM, I want the search field to have clear, action-oriented placeholder text so I immediately understand its purpose.
**Why this priority**: Small UX polish that improves discoverability but does not change functionality.
**Independent Test**: Can be verified by inspecting the placeholder text on the search input field.
**Acceptance Scenarios**:
1. **Given** the bottom bar is visible, **When** the search field is empty, **Then** the placeholder reads action-oriented text such as "Search creatures to add...".
---
### Edge Cases
- What happens when the user queues a creature, then changes the search query? The queue resets when the queued creature is no longer visible in the results.
- What happens when the user queues a count and then presses Escape? The queue resets and the dropdown closes.
- What happens if the user types a name that initially matches the bestiary but then extends it to no longer match? The optional custom fields appear once there are no bestiary matches.
- What happens when the user submits a custom creature with non-numeric values in the optional fields? Invalid numeric input is ignored (treated as empty).
## Requirements *(mandatory)*
### Functional Requirements
- **FR-001**: The search field placeholder MUST display action-oriented hint text (e.g., "Search creatures to add...").
- **FR-002**: The dropdown MUST open automatically when the user types at least 2 characters.
- **FR-003**: Clicking a bestiary dropdown entry MUST show a count badge (starting at 1) and a confirm button on that row.
- **FR-004**: Clicking the same entry again MUST increment the count by 1.
- **FR-005**: Only one creature type MAY be queued at a time; selecting a different creature MUST replace the current queue.
- **FR-006**: Confirming the queue MUST add N copies of the selected creature to combat and reset the queue state.
- **FR-007**: The existing search button MUST be repurposed to open the stat block for the currently focused/selected creature in the dropdown.
- **FR-008**: When no bestiary match exists for the typed name, the system MUST show optional input fields for initiative, AC, and max HP.
- **FR-009**: Custom creatures MUST be addable with or without the optional fields filled in.
- **FR-010**: Each optional field MUST have a visible label indicating its purpose.
- **FR-011**: Pressing Enter with a queued creature MUST behave the same as clicking the confirm button.
### Key Entities
- **Queued Creature**: A transient UI-only state representing a bestiary creature selected for batch-add, containing the creature reference and a count (1+).
- **Custom Creature Input**: A transient UI-only state representing a user-typed creature name with optional initiative (number), AC (number), and max HP (number) fields.
## Success Criteria *(mandatory)*
### Measurable Outcomes
- **SC-001**: A DM can add 4 identical creatures to combat in 3 steps (type search query, click creature entry 4 times to set count, confirm) — down from 4 separate search-and-add cycles.
- **SC-002**: Custom creatures can be added with pre-filled stats in a single form submission without needing to edit stats after adding.
- **SC-003**: Stat block preview is accessible directly from the search dropdown without leaving the add-creature flow.
- **SC-004**: All existing add-creature functionality continues to work (no regression in custom name or bestiary-based adding).
## Assumptions
- The batch-add count has no upper limit; the user can click as many times as they want to increment the count.
- The optional fields for custom creatures (initiative, AC, max HP) accept numeric input only; non-numeric input is ignored.
- The stat block viewer reuses the existing stat block panel infrastructure (no new panel type needed).
- "Focused/selected creature" for the stat block view button refers to the keyboard-highlighted or last-clicked creature in the dropdown.
- The batch-add queue is purely ephemeral UI state — it is not persisted.

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# Tasks: Bottom Bar Overhaul
**Input**: Design documents from `/specs/036-bottombar-overhaul/`
**Prerequisites**: plan.md (required), spec.md (required), research.md, data-model.md, quickstart.md
**Tests**: Not explicitly requested in the feature specification. Tests omitted.
**Organization**: Tasks are grouped by user story to enable independent implementation and testing of each story.
## Format: `[ID] [P?] [Story] Description`
- **[P]**: Can run in parallel (different files, no dependencies)
- **[Story]**: Which user story this task belongs to (e.g., US1, US2, US3)
- Include exact file paths in descriptions
---
## Phase 1: Foundational (Unified Search Flow)
**Purpose**: Remove the dual-mode search (form + BestiarySearch overlay) and establish a single unified input that always shows inline bestiary suggestions. This unblocks all user stories.
- [x] T001 Refactor `ActionBar` to remove `searchOpen` state and the `BestiarySearch` toggle in `apps/web/src/components/action-bar.tsx` — the component should always render the form with inline suggestions dropdown (the existing `suggestions` + `handleNameChange` flow). Remove the conditional branch that renders `<BestiarySearch>`. Remove the `Search` icon button that toggled `searchOpen`. Keep the bulk import button unchanged.
- [x] T002 Update `ActionBarProps` interface in `apps/web/src/components/action-bar.tsx` — the `onSelectCreature` behavior changes: clicking a dropdown entry no longer immediately adds. For now, keep the existing click-to-add behavior working (it will be replaced in US1). Ensure the inline dropdown still appears when typing 2+ characters and keyboard navigation (ArrowUp/Down/Enter/Escape) still works.
- [x] T003 Update placeholder text on the name input from "Combatant name" to "Search creatures to add..." in `apps/web/src/components/action-bar.tsx` (FR-001).
**Checkpoint**: Action bar shows a single input field with inline bestiary dropdown. No more toggling between form and search modes. Existing add-on-click still works.
---
## Phase 2: User Story 1 - Batch Add Predefined Creatures (Priority: P1) 🎯 MVP
**Goal**: Click a bestiary dropdown entry to queue it with a count badge; click again to increment; confirm to add N copies to combat.
**Independent Test**: Search for a creature, click entry multiple times to increment count, confirm — N copies appear in combat with auto-numbered names.
### Implementation for User Story 1
- [x] T004 [US1] Add `QueuedCreature` state to `ActionBar` in `apps/web/src/components/action-bar.tsx` — add state `const [queued, setQueued] = useState<{ result: SearchResult; count: number } | null>(null)`. When a dropdown entry is clicked: if same creature (match by `source` + `name`), increment count; if different creature, replace with count 1. Reset queued state when query changes such that the queued creature is no longer in the results list.
- [x] T005 [US1] Render count badge and confirm button on the queued dropdown row in `apps/web/src/components/action-bar.tsx` — in the suggestions `<ul>`, for the queued entry's row, show a count badge (e.g., a small rounded pill with the number) and a confirm button (e.g., a check icon or "Add" text button). Non-queued rows remain clickable as normal (first click queues them). Style the queued row distinctly (e.g., highlighted background).
- [x] T006 [US1] Implement batch confirm logic in `apps/web/src/components/action-bar.tsx` — when confirm button is clicked or Enter is pressed while a creature is queued: call `onAddFromBestiary(queued.result)` in a loop `queued.count` times, then reset queued state, clear the input, and close the dropdown. Update `handleKeyDown` so Enter with a queued creature triggers confirm instead of the default form submit.
- [x] T007 [US1] Handle edge cases for queue state in `apps/web/src/components/action-bar.tsx` — Escape clears queued state and closes dropdown. When query changes, check if the queued creature's `source:name` is still in the current `suggestions` array; if not, clear the queue.
**Checkpoint**: Batch add flow fully works. Search → click entry (count badge appears) → click again (count increments) → confirm (N copies added). Auto-numbering handled by existing `addFromBestiary`.
---
## Phase 3: User Story 2 - Custom Creature with Optional Fields (Priority: P2)
**Goal**: When the typed name has no bestiary match, show optional initiative/AC/max HP fields so custom creatures can be added with pre-filled stats.
**Independent Test**: Type a name with no bestiary match, fill in optional fields, submit — creature appears in combat with provided values.
### Implementation for User Story 2
- [x] T008 [US2] Extend `onAddCombatant` callback signature in `apps/web/src/components/action-bar.tsx` — change `ActionBarProps.onAddCombatant` from `(name: string) => void` to `(name: string, opts?: { initiative?: number; ac?: number; maxHp?: number }) => void`. Update `handleAdd` to collect and pass the optional fields.
- [x] T009 [US2] Extend `addCombatant` in `apps/web/src/hooks/use-encounter.ts` to accept and apply optional fields — after the domain `addCombatant` call creates the combatant, patch `initiative`, `ac`, `maxHp`, and `currentHp` (set to `maxHp` when provided) on the new combatant, following the same post-creation patching pattern used by `addFromBestiary`.
- [x] T010 [US2] Update `App.tsx` to pass the extended `onAddCombatant` through to `ActionBar` in `apps/web/src/App.tsx` — ensure the callback signature matches the new optional fields parameter.
- [x] T011 [US2] Render optional fields UI in `apps/web/src/components/action-bar.tsx` — when `query.length >= 2` and `suggestions.length === 0` (no bestiary match, using the same 2-char threshold as bestiary search per FR-002), show three small labeled input fields below the name input: "Initiative" (number), "AC" (number), "Max HP" (number). Use `<Input type="number">` or text inputs with numeric parsing. Add local state for the three field values (strings, parsed to numbers on submit). Clear field state when bestiary results appear or after submit.
- [x] T012 [US2] Implement numeric parsing and submit for custom fields in `apps/web/src/components/action-bar.tsx` — in `handleAdd`, parse each field value with `Number()` or `parseInt`; if result is `NaN` or empty string, omit that field. Pass valid values to `onAddCombatant(name, { initiative, ac, maxHp })`. Reset all field inputs after submit.
**Checkpoint**: Custom creatures can be added with optional pre-filled initiative, AC, and max HP. Fields are clearly labeled and only appear when no bestiary match exists.
---
## Phase 4: User Story 3 - Stat Block Viewer from Dropdown (Priority: P3)
**Goal**: A button in the action bar opens the stat block panel for the currently focused/highlighted creature in the dropdown.
**Independent Test**: Search for a creature, highlight an entry, click the stat block view button — stat block panel opens showing that creature's data.
### Implementation for User Story 3
- [x] T013 [US3] Add `onViewStatBlock` prop to `ActionBarProps` in `apps/web/src/components/action-bar.tsx` — add `onViewStatBlock?: (result: SearchResult) => void` to the props interface. Add a button (using the `Search` or `Eye` icon from Lucide) next to the input that is enabled only when `suggestionIndex >= 0` (a creature is highlighted in the dropdown). On click, call `onViewStatBlock(suggestions[suggestionIndex])`.
- [x] T014 [US3] Wire `onViewStatBlock` callback in `apps/web/src/App.tsx` — create a handler that takes a `SearchResult`, derives the `CreatureId` using the same `${source}:${slug}` pattern from `addFromBestiary` in `use-encounter.ts`, and opens the stat block panel by setting the browse creature ID state. Pass this handler to `ActionBar`.
**Checkpoint**: Stat block preview works from the search dropdown. The search icon button now opens the stat block for the highlighted creature instead of toggling a separate search mode.
---
## Phase 5: Polish & Cross-Cutting Concerns
**Purpose**: Cleanup, remove dead code, ensure quality gates pass.
- [x] T015 [P] Remove `apps/web/src/components/bestiary-search.tsx` if no longer imported anywhere — verify with a grep for `bestiary-search` or `BestiarySearch` across the codebase. Remove the file and any unused imports.
- [x] T016 [P] Run `pnpm check` to verify all quality gates pass (Knip unused code, Biome lint/format, typecheck, tests, jscpd).
- [x] T017 Update CLAUDE.md active technologies section for this feature branch in `/Users/lukas.richter/projects/initiative/CLAUDE.md`.
- [x] T018 Update README.md if it documents the add-creature workflow — batch-add and custom creature fields are new user-facing capabilities (constitution: README MUST be updated when user-facing capabilities change).
---
## Dependencies & Execution Order
### Phase Dependencies
- **Foundational (Phase 1)**: No dependencies — start immediately. BLOCKS all user stories.
- **US1 (Phase 2)**: Depends on Phase 1 completion.
- **US2 (Phase 3)**: Depends on Phase 1 completion. Independent of US1.
- **US3 (Phase 4)**: Depends on Phase 1 completion. Independent of US1 and US2.
- **Polish (Phase 5)**: Depends on all user stories being complete.
### User Story Dependencies
- **US1 (P1)**: Can start after Phase 1. No cross-story dependencies.
- **US2 (P2)**: Can start after Phase 1. No cross-story dependencies (different code paths — bestiary match vs. no match).
- **US3 (P3)**: Can start after Phase 1. No cross-story dependencies (separate button + callback).
### Within Each User Story
- Tasks are ordered sequentially within each story (state → UI → logic → edge cases).
- US2 T008-T010 can be parallelized (props change, hook change, App.tsx wiring).
### Parallel Opportunities
- After Phase 1: US1, US2, and US3 can all proceed in parallel (different interaction paths, different code concerns).
- Within US2: T008, T009, T010 touch different files and can run in parallel.
- Within Phase 5: T015 and T016 can run in parallel.
---
## Parallel Example: After Phase 1
```text
# All three user stories can start simultaneously:
Stream A (US1): T004 → T005 → T006 → T007
Stream B (US2): T008 + T009 + T010 (parallel) → T011 → T012
Stream C (US3): T013 → T014
```
---
## Implementation Strategy
### MVP First (User Story 1 Only)
1. Complete Phase 1: Foundational (unified search flow)
2. Complete Phase 2: User Story 1 (batch add)
3. **STOP and VALIDATE**: Test batch add independently
4. This alone delivers the highest-value improvement
### Incremental Delivery
1. Phase 1 (Foundational) → Unified input field works
2. + US1 (Batch Add) → MVP! Test independently
3. + US2 (Custom Fields) → Test independently
4. + US3 (Stat Block Viewer) → Test independently
5. Phase 5 (Polish) → Clean up, quality gates
---
## Notes
- All changes are adapter-layer only (apps/web). No domain or application package changes except extending the hook callback in T009.
- The `BestiarySearch` component becomes dead code after Phase 1 — removed in Phase 5.
- Batch add relies on calling existing `addFromBestiary` N times in a loop — auto-numbering is handled by `resolveCreatureName` in the hook.
- Custom creature optional fields use post-creation patching, same pattern as bestiary creatures.
- Queue state (`QueuedCreature`) and custom field state (`CustomCreatureFields`) are ephemeral React state — no persistence.