Implement the 018-combatant-concentration feature that adds a per-combatant concentration toggle with Brain icon, purple border accent, and damage pulse animation in the encounter tracker

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Lukas
2026-03-06 14:34:28 +01:00
parent febe892e15
commit e59fd83292
19 changed files with 779 additions and 7 deletions

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@@ -16,6 +16,7 @@ export function App() {
adjustHp,
setAc,
toggleCondition,
toggleConcentration,
} = useEncounter();
return (
@@ -53,6 +54,7 @@ export function App() {
onAdjustHp={adjustHp}
onSetAc={setAc}
onToggleCondition={toggleCondition}
onToggleConcentration={toggleConcentration}
/>
))
)}

View File

@@ -3,8 +3,8 @@ import {
type ConditionId,
deriveHpStatus,
} from "@initiative/domain";
import { Shield, X } from "lucide-react";
import { useCallback, useRef, useState } from "react";
import { Brain, Shield, X } from "lucide-react";
import { useCallback, useEffect, useRef, useState } from "react";
import { cn } from "../lib/utils";
import { ConditionPicker } from "./condition-picker";
import { ConditionTags } from "./condition-tags";
@@ -20,6 +20,7 @@ interface Combatant {
readonly currentHp?: number;
readonly ac?: number;
readonly conditions?: readonly ConditionId[];
readonly isConcentrating?: boolean;
}
interface CombatantRowProps {
@@ -32,6 +33,7 @@ interface CombatantRowProps {
onAdjustHp: (id: CombatantId, delta: number) => void;
onSetAc: (id: CombatantId, value: number | undefined) => void;
onToggleCondition: (id: CombatantId, conditionId: ConditionId) => void;
onToggleConcentration: (id: CombatantId) => void;
}
function EditableName({
@@ -240,22 +242,69 @@ export function CombatantRow({
onAdjustHp,
onSetAc,
onToggleCondition,
onToggleConcentration,
}: CombatantRowProps) {
const { id, name, initiative, maxHp, currentHp } = combatant;
const status = deriveHpStatus(currentHp, maxHp);
const [pickerOpen, setPickerOpen] = useState(false);
const prevHpRef = useRef(currentHp);
const [isPulsing, setIsPulsing] = useState(false);
const pulseTimerRef = useRef<ReturnType<typeof setTimeout>>(undefined);
useEffect(() => {
const prevHp = prevHpRef.current;
prevHpRef.current = currentHp;
if (
prevHp !== undefined &&
currentHp !== undefined &&
currentHp < prevHp &&
combatant.isConcentrating
) {
setIsPulsing(true);
clearTimeout(pulseTimerRef.current);
pulseTimerRef.current = setTimeout(() => setIsPulsing(false), 1200);
}
}, [currentHp, combatant.isConcentrating]);
useEffect(() => {
if (!combatant.isConcentrating) {
clearTimeout(pulseTimerRef.current);
setIsPulsing(false);
}
}, [combatant.isConcentrating]);
return (
<div
className={cn(
"rounded-md px-3 py-2 transition-colors",
"group rounded-md px-3 py-2 transition-colors",
isActive
? "border-l-2 border-l-accent bg-accent/10"
: combatant.isConcentrating
? "border-l-2 border-l-purple-400"
: "border-l-2 border-l-transparent",
status === "unconscious" && "opacity-50",
isPulsing && "animate-concentration-pulse",
)}
>
<div className="grid grid-cols-[3rem_1fr_auto_auto_2rem] items-center gap-3">
<div className="grid grid-cols-[1.25rem_3rem_1fr_auto_auto_2rem] items-center gap-3">
{/* Concentration */}
<button
type="button"
onClick={() => onToggleConcentration(id)}
title="Concentrating"
aria-label="Toggle concentration"
className={cn(
"flex items-center justify-center transition-opacity",
combatant.isConcentrating
? "opacity-100 text-purple-400"
: "opacity-0 group-hover:opacity-50 text-muted-foreground",
)}
>
<Brain size={16} />
</button>
{/* Initiative */}
<Input
type="text"

View File

@@ -9,6 +9,7 @@ import {
setAcUseCase,
setHpUseCase,
setInitiativeUseCase,
toggleConcentrationUseCase,
toggleConditionUseCase,
} from "@initiative/application";
import type {
@@ -204,6 +205,19 @@ export function useEncounter() {
[makeStore],
);
const toggleConcentration = useCallback(
(id: CombatantId) => {
const result = toggleConcentrationUseCase(makeStore(), id);
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore],
);
return {
encounter,
events,
@@ -217,5 +231,6 @@ export function useEncounter() {
adjustHp,
setAc,
toggleCondition,
toggleConcentration,
} as const;
}

View File

@@ -19,6 +19,42 @@
--font-sans: "Inter", ui-sans-serif, system-ui, sans-serif;
}
@keyframes concentration-shake {
0% {
translate: 0;
}
20% {
translate: -3px;
}
40% {
translate: 3px;
}
60% {
translate: -2px;
}
80% {
translate: 1px;
}
100% {
translate: 0;
}
}
@keyframes concentration-glow {
0% {
box-shadow: 0 0 4px 2px #c084fc;
}
100% {
box-shadow: 0 0 0 0 transparent;
}
}
@utility animate-concentration-pulse {
animation:
concentration-shake 450ms ease-out,
concentration-glow 1200ms ease-out;
}
body {
background-color: var(--color-background);
color: var(--color-foreground);

View File

@@ -72,6 +72,9 @@ export function loadEncounter(): Encounter | null {
? validConditions
: undefined;
// Validate isConcentrating field
const isConcentrating = entry.isConcentrating === true ? true : undefined;
// Validate and attach HP fields if valid
const maxHp = entry.maxHp;
const currentHp = entry.currentHp;
@@ -85,12 +88,13 @@ export function loadEncounter(): Encounter | null {
...base,
ac: validAc,
conditions,
isConcentrating,
maxHp,
currentHp: validCurrentHp ? currentHp : maxHp,
};
}
return { ...base, ac: validAc, conditions };
return { ...base, ac: validAc, conditions, isConcentrating };
});
const result = createEncounter(

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@@ -8,4 +8,5 @@ export { retreatTurnUseCase } from "./retreat-turn-use-case.js";
export { setAcUseCase } from "./set-ac-use-case.js";
export { setHpUseCase } from "./set-hp-use-case.js";
export { setInitiativeUseCase } from "./set-initiative-use-case.js";
export { toggleConcentrationUseCase } from "./toggle-concentration-use-case.js";
export { toggleConditionUseCase } from "./toggle-condition-use-case.js";

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@@ -0,0 +1,23 @@
import {
type CombatantId,
type DomainError,
type DomainEvent,
isDomainError,
toggleConcentration,
} from "@initiative/domain";
import type { EncounterStore } from "./ports.js";
export function toggleConcentrationUseCase(
store: EncounterStore,
combatantId: CombatantId,
): DomainEvent[] | DomainError {
const encounter = store.get();
const result = toggleConcentration(encounter, combatantId);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
}

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@@ -0,0 +1,69 @@
import { describe, expect, it } from "vitest";
import { toggleConcentration } from "../toggle-concentration.js";
import type { Combatant, Encounter } from "../types.js";
import { combatantId, isDomainError } from "../types.js";
function makeCombatant(name: string, isConcentrating?: boolean): Combatant {
return isConcentrating
? { id: combatantId(name), name, isConcentrating }
: { id: combatantId(name), name };
}
function enc(combatants: Combatant[]): Encounter {
return { combatants, activeIndex: 0, roundNumber: 1 };
}
function success(encounter: Encounter, id: string) {
const result = toggleConcentration(encounter, combatantId(id));
if (isDomainError(result)) {
throw new Error(`Expected success, got error: ${result.message}`);
}
return result;
}
describe("toggleConcentration", () => {
it("toggles concentration on when falsy", () => {
const e = enc([makeCombatant("A")]);
const { encounter, events } = success(e, "A");
expect(encounter.combatants[0].isConcentrating).toBe(true);
expect(events).toEqual([
{ type: "ConcentrationStarted", combatantId: combatantId("A") },
]);
});
it("toggles concentration off when true", () => {
const e = enc([makeCombatant("A", true)]);
const { encounter, events } = success(e, "A");
expect(encounter.combatants[0].isConcentrating).toBeUndefined();
expect(events).toEqual([
{ type: "ConcentrationEnded", combatantId: combatantId("A") },
]);
});
it("returns error for nonexistent combatant", () => {
const e = enc([makeCombatant("A")]);
const result = toggleConcentration(e, combatantId("missing"));
expect(isDomainError(result)).toBe(true);
if (isDomainError(result)) {
expect(result.code).toBe("combatant-not-found");
}
});
it("does not mutate input encounter", () => {
const e = enc([makeCombatant("A")]);
const original = JSON.parse(JSON.stringify(e));
toggleConcentration(e, combatantId("A"));
expect(e).toEqual(original);
});
it("does not affect other combatants", () => {
const e = enc([makeCombatant("A"), makeCombatant("B", true)]);
const { encounter } = success(e, "A");
expect(encounter.combatants[0].isConcentrating).toBe(true);
expect(encounter.combatants[1].isConcentrating).toBe(true);
});
});

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@@ -88,6 +88,16 @@ export interface ConditionRemoved {
readonly condition: ConditionId;
}
export interface ConcentrationStarted {
readonly type: "ConcentrationStarted";
readonly combatantId: CombatantId;
}
export interface ConcentrationEnded {
readonly type: "ConcentrationEnded";
readonly combatantId: CombatantId;
}
export type DomainEvent =
| TurnAdvanced
| RoundAdvanced
@@ -101,4 +111,6 @@ export type DomainEvent =
| RoundRetreated
| AcSet
| ConditionAdded
| ConditionRemoved;
| ConditionRemoved
| ConcentrationStarted
| ConcentrationEnded;

View File

@@ -16,6 +16,8 @@ export type {
CombatantAdded,
CombatantRemoved,
CombatantUpdated,
ConcentrationEnded,
ConcentrationStarted,
ConditionAdded,
ConditionRemoved,
CurrentHpAdjusted,
@@ -39,6 +41,10 @@ export {
type SetInitiativeSuccess,
setInitiative,
} from "./set-initiative.js";
export {
type ToggleConcentrationSuccess,
toggleConcentration,
} from "./toggle-concentration.js";
export {
type ToggleConditionSuccess,
toggleCondition,

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@@ -0,0 +1,44 @@
import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js";
export interface ToggleConcentrationSuccess {
readonly encounter: Encounter;
readonly events: DomainEvent[];
}
export function toggleConcentration(
encounter: Encounter,
combatantId: CombatantId,
): ToggleConcentrationSuccess | DomainError {
const targetIdx = encounter.combatants.findIndex((c) => c.id === combatantId);
if (targetIdx === -1) {
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${combatantId}"`,
};
}
const target = encounter.combatants[targetIdx];
const wasConcentrating = target.isConcentrating === true;
const event: DomainEvent = wasConcentrating
? { type: "ConcentrationEnded", combatantId }
: { type: "ConcentrationStarted", combatantId };
const updatedCombatants = encounter.combatants.map((c) =>
c.id === combatantId
? { ...c, isConcentrating: wasConcentrating ? undefined : true }
: c,
);
return {
encounter: {
combatants: updatedCombatants,
activeIndex: encounter.activeIndex,
roundNumber: encounter.roundNumber,
},
events: [event],
};
}

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@@ -15,6 +15,7 @@ export interface Combatant {
readonly currentHp?: number;
readonly ac?: number;
readonly conditions?: readonly ConditionId[];
readonly isConcentrating?: boolean;
}
export interface Encounter {

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@@ -0,0 +1,34 @@
# Specification Quality Checklist: Combatant Concentration
**Purpose**: Validate specification completeness and quality before proceeding to planning
**Created**: 2026-03-06
**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. Spec is ready for `/speckit.clarify` or `/speckit.plan`.

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@@ -0,0 +1,45 @@
# Data Model: Combatant Concentration
**Feature**: 018-combatant-concentration | **Date**: 2026-03-06
## Entity Changes
### Combatant (modified)
| Field | Type | Required | Default | Notes |
|-------|------|----------|---------|-------|
| id | CombatantId | yes | - | Existing, unchanged |
| name | string | yes | - | Existing, unchanged |
| initiative | number | no | undefined | Existing, unchanged |
| maxHp | number | no | undefined | Existing, unchanged |
| currentHp | number | no | undefined | Existing, unchanged |
| ac | number | no | undefined | Existing, unchanged |
| conditions | ConditionId[] | no | undefined | Existing, unchanged |
| **isConcentrating** | **boolean** | **no** | **undefined (falsy)** | **New field. Independent of conditions.** |
### Domain Events (new)
| Event | Fields | Emitted When |
|-------|--------|-------------|
| ConcentrationStarted | `type`, `combatantId` | Concentration toggled from off to on |
| ConcentrationEnded | `type`, `combatantId` | Concentration toggled from on to off |
## State Transitions
```
toggleConcentration(encounter, combatantId)
├── combatant not found → DomainError("combatant-not-found")
├── isConcentrating is falsy → set to true, emit ConcentrationStarted
└── isConcentrating is true → set to undefined, emit ConcentrationEnded
```
## Validation Rules
- `combatantId` must reference an existing combatant in the encounter.
- No other validation needed (boolean toggle has no invalid input beyond missing combatant).
## Storage Impact
- **Format**: JSON via localStorage (existing adapter).
- **Migration**: None. Field is optional; absent field is treated as `false`.
- **Backward compatibility**: Old data loads without `isConcentrating`; new data with the field serializes/deserializes transparently.

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@@ -0,0 +1,73 @@
# Implementation Plan: Combatant Concentration
**Branch**: `018-combatant-concentration` | **Date**: 2026-03-06 | **Spec**: [spec.md](./spec.md)
**Input**: Feature specification from `/specs/018-combatant-concentration/spec.md`
## Summary
Add concentration as a separate per-combatant boolean state (not a condition). A Brain icon toggle appears on hover (or stays visible when active), a colored left border accent marks concentrating combatants, and a pulse animation fires when a concentrating combatant takes damage. Implementation follows the existing toggle-condition pattern across all three layers (domain, application, web adapter).
## Technical Context
**Language/Version**: TypeScript 5.8 (strict mode, verbatimModuleSyntax)
**Primary Dependencies**: React 19, Vite 6, Tailwind CSS v4, Lucide React (icons)
**Storage**: Browser localStorage (existing adapter, transparent JSON serialization)
**Testing**: Vitest
**Target Platform**: Modern browsers (local-first, single-user)
**Project Type**: Web application (monorepo: domain / application / web)
**Performance Goals**: Instant UI response on toggle; pulse animation ~600-800ms
**Constraints**: No migration needed for localStorage; new optional boolean field is backward-compatible
**Scale/Scope**: Single-user encounter tracker; ~10-20 combatants per encounter
## Constitution Check
*GATE: Must pass before Phase 0 research. Re-check after Phase 1 design.*
| Principle | Status | Notes |
|-----------|--------|-------|
| I. Deterministic Domain Core | PASS | `toggleConcentration` is a pure function: same input encounter + combatant ID yields same output. No I/O, randomness, or clocks. |
| II. Layered Architecture | PASS | Domain defines the toggle function; Application orchestrates via `EncounterStore` port; Web adapter implements UI + persistence. No layer violations. |
| III. Agent Boundary | N/A | No agent/AI features in this feature. |
| IV. Clarification-First | PASS | Spec is fully specified; no NEEDS CLARIFICATION markers. |
| V. Escalation Gates | PASS | All work is within spec scope. |
| VI. MVP Baseline Language | PASS | No permanent bans introduced. |
| VII. No Gameplay Rules | PASS | Concentration is state tracking only; no automatic save mechanics or rule enforcement. |
All gates pass. No violations to track.
## Project Structure
### Documentation (this feature)
```text
specs/018-combatant-concentration/
├── plan.md
├── research.md
├── data-model.md
├── quickstart.md
└── tasks.md
```
### Source Code (repository root)
```text
packages/domain/src/
├── types.ts # Add isConcentrating to Combatant
├── events.ts # Add ConcentrationStarted/ConcentrationEnded
├── toggle-concentration.ts # New pure domain function
├── index.ts # Re-export new function + events
└── __tests__/
└── toggle-concentration.test.ts # New test file
packages/application/src/
├── toggle-concentration-use-case.ts # New use case
└── index.ts # Re-export
apps/web/src/
├── hooks/use-encounter.ts # Add toggleConcentration callback
├── components/combatant-row.tsx # Add Brain icon toggle + left border accent + pulse
├── persistence/encounter-storage.ts # Add isConcentrating to rehydration
└── App.tsx # Wire toggleConcentration prop
```
**Structure Decision**: Follows existing monorepo layout with domain/application/web layers. Each new file mirrors the established pattern (e.g., `toggle-concentration.ts` mirrors `toggle-condition.ts`).

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@@ -0,0 +1,48 @@
# Quickstart: Combatant Concentration
**Feature**: 018-combatant-concentration | **Date**: 2026-03-06
## Overview
This feature adds a per-combatant boolean `isConcentrating` state with a Brain icon toggle, a colored left border accent for visual identification, and a pulse animation when a concentrating combatant takes damage.
## Key Files to Modify
### Domain Layer
1. **`packages/domain/src/types.ts`** — Add `isConcentrating?: boolean` to `Combatant` interface.
2. **`packages/domain/src/events.ts`** — Add `ConcentrationStarted` and `ConcentrationEnded` event types to the `DomainEvent` union.
3. **`packages/domain/src/toggle-concentration.ts`** (new) — Pure function mirroring `toggle-condition.ts` pattern.
4. **`packages/domain/src/index.ts`** — Re-export new function and event types.
### Application Layer
5. **`packages/application/src/toggle-concentration-use-case.ts`** (new) — Thin orchestration following `toggle-condition-use-case.ts` pattern.
6. **`packages/application/src/index.ts`** — Re-export new use case.
### Web Adapter
7. **`apps/web/src/persistence/encounter-storage.ts`** — Add `isConcentrating` to combatant rehydration.
8. **`apps/web/src/hooks/use-encounter.ts`** — Add `toggleConcentration` callback.
9. **`apps/web/src/components/combatant-row.tsx`** — Add Brain icon toggle, left border accent, and pulse animation.
10. **`apps/web/src/App.tsx`** — Wire `onToggleConcentration` prop through to `CombatantRow`.
## Implementation Pattern
Follow the existing `toggleCondition` pattern end-to-end:
```
Domain: toggleConcentration(encounter, combatantId) → { encounter, events } | DomainError
App: toggleConcentrationUseCase(store, combatantId) → events | DomainError
Hook: toggleConcentration = useCallback((id) => { ... toggleConcentrationUseCase(makeStore(), id) ... })
Component: <Brain onClick={() => onToggleConcentration(id)} />
```
## Testing Strategy
- **Domain tests**: `toggle-concentration.test.ts` — toggle on/off, combatant not found, immutability, correct events emitted.
- **UI behavior**: Manual verification of hover show/hide, tooltip, left border accent, pulse animation on damage.
## Key Decisions
- Concentration is **not** a condition — it has its own boolean field and separate UI treatment.
- Pulse animation uses **CSS keyframes** triggered by transient React state, not a domain event.
- Damage detection for pulse uses **HP comparison** in the component (prevHp vs currentHp), not domain events.
- No localStorage migration needed — optional boolean field is backward-compatible.

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@@ -0,0 +1,50 @@
# Research: Combatant Concentration
**Feature**: 018-combatant-concentration | **Date**: 2026-03-06
## R1: Domain Toggle Pattern
**Decision**: Mirror the `toggleCondition` pattern with a simpler `toggleConcentration` pure function.
**Rationale**: `toggleCondition` (in `packages/domain/src/toggle-condition.ts`) is the closest analogue. It takes an encounter + combatant ID, validates the combatant exists, toggles the state, and returns a new encounter + domain events. Concentration is simpler because it's a boolean (no condition ID validation needed).
**Alternatives considered**:
- Reuse condition system with a special "concentration" condition ID: Rejected because the spec explicitly requires concentration to be separate from conditions and not appear in the condition tag UI.
- Store concentration at the encounter level (map of combatant ID to boolean): Rejected because co-locating with the combatant is consistent with how all other per-combatant state (HP, AC, conditions) is stored.
## R2: Storage Backward Compatibility
**Decision**: Add `isConcentrating?: boolean` as an optional field on the `Combatant` type. No migration needed.
**Rationale**: The localStorage adapter (`apps/web/src/persistence/encounter-storage.ts`) rehydrates combatants field-by-field with lenient validation. The AC field was added the same way (optional, defaults to `undefined` if absent). Old saved data without `isConcentrating` will load with the field absent (treated as `false`).
**Alternatives considered**:
- Versioned storage with explicit migration: Rejected because optional boolean fields don't require migration (same pattern used for AC).
## R3: Damage Pulse Detection
**Decision**: Detect damage in the UI layer by comparing previous and current `currentHp` values, triggering the pulse animation when HP decreases on a concentrating combatant.
**Rationale**: The domain emits `CurrentHpAdjusted` events with a `delta` field, but the UI layer already receives updated combatant props. Comparing `prevHp` vs `currentHp` via a React ref or `useEffect` is the simplest approach and avoids threading domain events through additional channels. This keeps the pulse animation purely in the adapter layer (no domain logic for "should pulse" needed).
**Alternatives considered**:
- New domain event `ConcentrationCheckRequired`: Rejected because it would encode gameplay rules (concentration saves) in the domain, violating Constitution Principle VII (no gameplay rules in domain/constitution). The pulse is purely a UI hint.
- Pass domain events to CombatantRow: Rejected because events are consumed at the hook level and not currently threaded to individual row components. Adding event-based props would increase coupling.
## R4: Pulse Animation Approach
**Decision**: Use CSS keyframe animation with a Tailwind utility class, triggered by a transient state flag.
**Rationale**: The project uses Tailwind CSS v4. A CSS `@keyframes` animation on the left border and icon can be triggered by adding/removing a CSS class. A short-lived React state flag (`isPulsing`) set on damage detection and auto-cleared after animation duration (~700ms) is the simplest approach.
**Alternatives considered**:
- JavaScript-driven animation (requestAnimationFrame): Rejected as over-engineered for a simple pulse effect.
- Framer Motion / React Spring: Rejected because neither is a project dependency, and a CSS keyframe animation is sufficient.
## R5: Brain Icon Availability
**Decision**: Use `Brain` from `lucide-react`, already a project dependency.
**Rationale**: Confirmed `lucide-react` is listed in `apps/web/package.json` dependencies. The `Brain` icon is part of the standard Lucide icon set. Other icons used in the project (`Swords`, `Heart`, `Shield`, `Plus`, `ChevronDown`, etc.) follow the same import pattern.
**Alternatives considered**: None needed; icon is available.

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@@ -0,0 +1,106 @@
# Feature Specification: Combatant Concentration
**Feature Branch**: `018-combatant-concentration`
**Created**: 2026-03-06
**Status**: Draft
**Input**: User description: "Add concentration as a separate per-combatant state, not as a normal condition."
## User Scenarios & Testing *(mandatory)*
### User Story 1 - Toggle Concentration (Priority: P1)
A DM wants to mark a combatant as concentrating on a spell. They hover over the combatant row to reveal a Brain icon button on the left side of the row, then click it to activate concentration. Clicking the icon again toggles concentration off.
**Why this priority**: Core interaction; without toggle, the feature has no function.
**Independent Test**: Can be fully tested by hovering a combatant row, clicking the Brain icon, and verifying concentration state toggles on/off.
**Acceptance Scenarios**:
1. **Given** a combatant row is not hovered, **When** the row is at rest, **Then** the Brain icon is hidden.
2. **Given** a combatant row is hovered, **When** concentration is inactive, **Then** the Brain icon appears (muted/faded).
3. **Given** the Brain icon is visible, **When** the user clicks it, **Then** concentration activates and the icon remains visible with an active style.
4. **Given** concentration is active, **When** the user clicks the Brain icon again, **Then** concentration deactivates and the icon hides (unless row is still hovered).
5. **Given** concentration is active, **When** the row is not hovered, **Then** the Brain icon remains visible (active state keeps it shown).
6. **Given** the Brain icon is visible, **When** the user hovers over it, **Then** a tooltip reading "Concentrating" appears.
---
### User Story 2 - Visual Feedback for Concentration (Priority: P2)
A DM wants to see at a glance which combatants are concentrating. When concentration is active, the combatant row displays a subtle colored left border accent to visually distinguish it from normal conditions.
**Why this priority**: Provides passive visual awareness without requiring interaction; builds on toggle.
**Independent Test**: Can be tested by activating concentration on a combatant and verifying the row gains a colored left border accent.
**Acceptance Scenarios**:
1. **Given** a combatant has concentration active, **When** viewing the encounter tracker, **Then** the combatant row shows a colored left border accent.
2. **Given** a combatant has concentration inactive, **When** viewing the encounter tracker, **Then** the combatant row has no concentration accent.
3. **Given** concentration is active, **When** the user toggles concentration off, **Then** the left border accent disappears.
---
### User Story 3 - Damage Pulse Alert (Priority: P3)
A DM deals damage to a concentrating combatant. The concentration icon and the row accent briefly pulse/flash to draw attention, reminding the DM that a concentration check may be needed.
**Why this priority**: Enhances situational awareness but depends on both toggle (P1) and visual feedback (P2) being in place.
**Independent Test**: Can be tested by activating concentration on a combatant, applying damage, and verifying the pulse animation triggers.
**Acceptance Scenarios**:
1. **Given** a combatant is concentrating, **When** the combatant takes damage (HP reduced), **Then** the Brain icon and row accent briefly pulse/flash.
2. **Given** a combatant is concentrating, **When** the combatant is healed (HP increased), **Then** no pulse/flash occurs.
3. **Given** a combatant is not concentrating, **When** the combatant takes damage, **Then** no pulse/flash occurs.
4. **Given** a concentrating combatant takes damage, **When** the pulse animation completes, **Then** the row returns to its normal concentration-active appearance.
---
### Edge Cases
- What happens when a combatant with concentration active is removed from the encounter? Concentration state is discarded with the combatant.
- What happens when concentration is toggled during an active pulse animation? The animation cancels and the new state applies immediately.
- Can multiple combatants concentrate simultaneously? Yes, concentration is independent per combatant.
- Does concentration state persist across page reloads? Yes, it is part of the combatant state stored via existing persistence.
## Requirements *(mandatory)*
### Functional Requirements
- **FR-001**: System MUST store concentration as a boolean property on each combatant, separate from the conditions list.
- **FR-002**: System MUST provide a toggle operation that flips concentration on/off for a given combatant.
- **FR-003**: The Brain icon MUST be hidden by default and appear on combatant row hover.
- **FR-004**: The Brain icon MUST remain visible whenever concentration is active, regardless of hover state.
- **FR-005**: Clicking the Brain icon MUST toggle the combatant's concentration state.
- **FR-006**: A tooltip reading "Concentrating" MUST appear when hovering the Brain icon.
- **FR-007**: When concentration is active, the combatant row MUST display a subtle colored left border accent.
- **FR-008**: When a concentrating combatant takes damage, the Brain icon and row accent MUST briefly pulse/flash.
- **FR-009**: The pulse/flash MUST NOT trigger on healing or when concentration is inactive.
- **FR-010**: Concentration MUST persist across page reloads via existing storage mechanisms.
- **FR-011**: Concentration MUST NOT appear in or interact with the condition tag system.
- **FR-012**: The concentration left border accent MUST use `border-l-purple-400`. The active Brain icon MUST use `text-purple-400` to visually associate icon and border.
- **FR-013**: The inactive (hover-revealed) Brain icon MUST use a muted style (`text-muted-foreground opacity-50`).
### Key Entities
- **Combatant**: Gains a new `isConcentrating` optional boolean property (default: `undefined`/falsy), independent of the existing `conditions` array.
## Success Criteria *(mandatory)*
### Measurable Outcomes
- **SC-001**: Users can toggle concentration on/off for any combatant in a single click.
- **SC-002**: Concentrating combatants are visually distinguishable from non-concentrating combatants at a glance without hovering or interacting.
- **SC-003**: When a concentrating combatant takes damage, the visual alert draws attention within the same interaction flow (no separate notification needed).
- **SC-004**: Concentration state survives a full page reload without data loss.
- **SC-005**: The concentration UI does not increase the resting height of combatant rows (icon hidden by default keeps rows compact).
## Assumptions
- The Lucide `Brain` icon is available in the project's existing Lucide React dependency.
- The colored left border accent will use a distinct color that does not conflict with existing condition tag colors.
- The pulse/flash animation duration MUST be 700ms. Both the CSS animation and the JS timeout MUST use this single value.
- "Takes damage" means any HP reduction (negative delta applied to current HP).

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# Tasks: Combatant Concentration
**Input**: Design documents from `/specs/018-combatant-concentration/`
**Prerequisites**: plan.md (required), spec.md (required), research.md, data-model.md, quickstart.md
**Tests**: Domain tests included (testing strategy from quickstart.md). UI behavior verified manually.
**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 (Domain + Application Layer)
**Purpose**: Core domain type change, domain function, events, use case, persistence, and re-exports that ALL user stories depend on.
**Note**: No setup phase needed — existing project with all dependencies in place.
- [x] T001 [P] Add `readonly isConcentrating?: boolean` field to the `Combatant` interface in `packages/domain/src/types.ts`
- [x] T002 [P] Add `ConcentrationStarted` and `ConcentrationEnded` event interfaces to `packages/domain/src/events.ts` and include them in the `DomainEvent` union type. Each event has `type` and `combatantId` fields only.
- [x] T003 Create `packages/domain/src/toggle-concentration.ts` — pure function `toggleConcentration(encounter, combatantId)` returning `ToggleConcentrationSuccess | DomainError`. Mirror the pattern in `toggle-condition.ts`: validate combatant exists, flip `isConcentrating` (falsy→true emits `ConcentrationStarted`, true→falsy emits `ConcentrationEnded`), return new encounter + events array.
- [x] T004 Create domain tests in `packages/domain/src/__tests__/toggle-concentration.test.ts` — test cases: toggle on (falsy→true, emits ConcentrationStarted), toggle off (true→falsy, emits ConcentrationEnded), combatant not found returns DomainError, original encounter is not mutated (immutability), other combatants are unaffected.
- [x] T005 [P] Re-export `toggleConcentration` function and `ConcentrationStarted`/`ConcentrationEnded` event types from `packages/domain/src/index.ts`
- [x] T006 Create `packages/application/src/toggle-concentration-use-case.ts` — thin orchestration: `toggleConcentrationUseCase(store: EncounterStore, combatantId: CombatantId)` following the pattern in `toggle-condition-use-case.ts` (get→call domain→check error→save→return events).
- [x] T007 [P] Re-export `toggleConcentrationUseCase` from `packages/application/src/index.ts`
- [x] T008 Add `isConcentrating` boolean to combatant rehydration in `apps/web/src/persistence/encounter-storage.ts` — extract `isConcentrating` from stored entry, validate it is `true` (else `undefined`), include in reconstructed combatant object. Follow the AC field pattern.
**Checkpoint**: Domain function tested, use case ready, persistence handles the new field. All user story implementation can now begin.
---
## Phase 2: User Story 1 - Toggle Concentration (Priority: P1)
**Goal**: Brain icon button on combatant rows that toggles concentration on/off with hover-to-reveal behavior and tooltip.
**Independent Test**: Hover a combatant row → Brain icon appears → click toggles concentration on → icon stays visible when unhovered → click again toggles off → icon hides.
### Implementation for User Story 1
- [x] T009 [US1] Add `toggleConcentration` callback to `apps/web/src/hooks/use-encounter.ts` — follow the `toggleCondition` pattern: `useCallback((id: CombatantId) => { const result = toggleConcentrationUseCase(makeStore(), id); ... })`, add to returned object.
- [x] T010 [US1] Add `onToggleConcentration` prop to `CombatantRowProps` in `apps/web/src/components/combatant-row.tsx` and add the Brain icon button (from `lucide-react`) on the left side of each combatant row. Implement hover-to-reveal: icon hidden by default (CSS opacity/visibility), visible on row hover (use existing group-hover or add group class), always visible when `combatant.isConcentrating` is truthy. Active state: distinct icon style (e.g., filled/colored). Muted state on hover when inactive.
- [x] T011 [US1] Add tooltip "Concentrating" on the Brain icon hover in `apps/web/src/components/combatant-row.tsx` — use a `title` attribute or existing tooltip pattern.
- [x] T012 [US1] Wire `onToggleConcentration` prop through from `apps/web/src/App.tsx` to `CombatantRow`, passing `toggleConcentration` from the `useEncounter` hook.
**Checkpoint**: User Story 1 fully functional — concentration toggles on/off via Brain icon with hover behavior and tooltip.
---
## Phase 3: User Story 2 - Visual Feedback for Concentration (Priority: P2)
**Goal**: Concentrating combatant rows display a subtle colored left border accent, visually distinct from the active-turn indicator.
**Independent Test**: Activate concentration on a combatant → row shows colored left border → deactivate → border returns to normal.
### Implementation for User Story 2
- [x] T013 [US2] Add concentration-specific left border accent to the combatant row wrapper in `apps/web/src/components/combatant-row.tsx` — when `combatant.isConcentrating` is truthy, apply a colored left border class (e.g., `border-l-purple-400` or similar) that is visually distinct from the existing active-turn `border-l-accent`. Ensure the concentration border coexists with or takes precedence alongside the active-turn border when both apply.
**Checkpoint**: User Stories 1 AND 2 work independently — toggle + visual accent.
---
## Phase 4: User Story 3 - Damage Pulse Alert (Priority: P3)
**Goal**: When a concentrating combatant takes damage, the Brain icon and row accent briefly pulse/flash to draw attention.
**Independent Test**: Activate concentration → apply damage via HP input → Brain icon and border pulse briefly → animation ends, returns to normal concentration appearance.
### Implementation for User Story 3
- [x] T014 [US3] Add CSS `@keyframes` pulse animation to the app's stylesheet or as a Tailwind utility in `apps/web/src/index.css` (or inline via Tailwind arbitrary values). The animation should briefly intensify the left border color and Brain icon, lasting ~700ms.
- [x] T015 [US3] Add damage detection logic in `apps/web/src/components/combatant-row.tsx` — use a `useRef` to track previous `currentHp` value. In a `useEffect`, compare previous HP to current HP: if HP decreased AND `combatant.isConcentrating` is truthy, set a transient `isPulsing` state to `true`. Auto-clear `isPulsing` after animation duration (~700ms) via `setTimeout`.
- [x] T016 [US3] Apply the pulse animation class conditionally in `apps/web/src/components/combatant-row.tsx` — when `isPulsing` is true, add the pulse animation class to both the row wrapper (left border) and the Brain icon. When pulse ends (`isPulsing` resets to false), classes are removed and row returns to normal concentration appearance. Handle edge case: if concentration is toggled off during pulse, cancel the timeout and remove pulse immediately.
**Checkpoint**: All user stories functional — toggle + visual accent + damage pulse.
---
## Phase 5: Polish & Cross-Cutting Concerns
**Purpose**: Validation and cleanup across all stories.
- [x] T017 Run `pnpm check` (knip + format + lint + typecheck + test) and fix any issues
- [x] T018 Verify concentration does NOT appear in condition tags or condition picker in `apps/web/src/components/condition-tags.tsx` and `apps/web/src/components/condition-picker.tsx` (should require no changes — just verify FR-011)
---
## Dependencies & Execution Order
### Phase Dependencies
- **Foundational (Phase 1)**: No dependencies — can start immediately. BLOCKS all user stories.
- **User Story 1 (Phase 2)**: Depends on Phase 1 completion.
- **User Story 2 (Phase 3)**: Depends on Phase 2 (US1) — builds on the same component with concentration state already wired.
- **User Story 3 (Phase 4)**: Depends on Phase 3 (US2) — pulse animates the border accent from US2.
- **Polish (Phase 5)**: Depends on all user stories being complete.
### User Story Dependencies
- **User Story 1 (P1)**: Can start after Foundational — no other story dependencies.
- **User Story 2 (P2)**: Depends on US1 (concentration state must be toggleable to show the accent).
- **User Story 3 (P3)**: Depends on US2 (pulse animates the accent border from US2) and US1 (needs concentration state + icon).
### Within Each User Story
- T009 (hook) before T010 (component) — component needs the callback
- T010 (icon) before T011 (tooltip) — tooltip is on the icon
- T010, T011 before T012 (wiring) — App needs component props to exist
### Parallel Opportunities
Within Phase 1 (Foundational):
```
Parallel: T001 (types.ts) + T002 (events.ts)
Then: T003 (toggle-concentration.ts) — depends on T001, T002
Then: T004 (tests) — depends on T003
Parallel: T005 (domain index.ts) + T006 (use case) + T008 (persistence)
Then: T007 (app index.ts) — depends on T006
```
---
## Implementation Strategy
### MVP First (User Story 1 Only)
1. Complete Phase 1: Foundational (T001T008)
2. Complete Phase 2: User Story 1 (T009T012)
3. **STOP and VALIDATE**: Toggle concentration via Brain icon works end-to-end
4. Run `pnpm check` to verify no regressions
### Incremental Delivery
1. Foundational → Domain + app layer ready
2. Add User Story 1 → Toggle works → Validate
3. Add User Story 2 → Visual accent → Validate
4. Add User Story 3 → Damage pulse → Validate
5. Polish → Full quality gate pass
---
## Notes
- [P] tasks = different files, no dependencies
- [Story] label maps task to specific user story for traceability
- Concentration is NOT a condition — no changes to condition-related files
- No localStorage migration needed — optional boolean field is backward-compatible
- Pulse animation is purely UI-layer (CSS + React state), no domain logic
- Commit after each phase or logical group