Add Pathfinder 2e game system mode
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Implements PF2e as an alternative game system alongside D&D 5e/5.5e.
Settings modal "Game System" selector switches conditions, bestiary,
stat block layout, and initiative calculation between systems.

- Valued conditions with increment/decrement UX (Clumsy 2, Frightened 3)
- 2,502 PF2e creatures from bundled search index (77 sources)
- PF2e stat block: level, traits, Perception, Fort/Ref/Will, ability mods
- Perception-based initiative rolling
- System-scoped source cache (D&D and PF2e sources don't collide)
- Backwards-compatible condition rehydration (ConditionId[] → ConditionEntry[])
- Difficulty indicator hidden in PF2e mode (excluded from MVP)

Closes dostulata/initiative#19

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Lukas
2026-04-07 01:26:22 +02:00
parent 8f6eebc43b
commit e62c49434c
67 changed files with 27758 additions and 527 deletions

View File

@@ -1,7 +1,11 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import { CONDITION_DEFINITIONS, type ConditionId } from "@initiative/domain";
import {
type ConditionEntry,
type ConditionId,
getConditionsForEdition,
} from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react";
import userEvent from "@testing-library/user-event";
import { createRef, type RefObject } from "react";
@@ -13,12 +17,14 @@ afterEach(cleanup);
function renderPicker(
overrides: Partial<{
activeConditions: readonly ConditionId[];
activeConditions: readonly ConditionEntry[];
onToggle: (conditionId: ConditionId) => void;
onSetValue: (conditionId: ConditionId, value: number) => void;
onClose: () => void;
}> = {},
) {
const onToggle = overrides.onToggle ?? vi.fn();
const onSetValue = overrides.onSetValue ?? vi.fn();
const onClose = overrides.onClose ?? vi.fn();
const anchorRef = createRef<HTMLElement>() as RefObject<HTMLElement>;
const anchor = document.createElement("div");
@@ -30,25 +36,27 @@ function renderPicker(
anchorRef={anchorRef}
activeConditions={overrides.activeConditions ?? []}
onToggle={onToggle}
onSetValue={onSetValue}
onClose={onClose}
/>
</RulesEditionProvider>,
);
return { ...result, onToggle, onClose };
return { ...result, onToggle, onSetValue, onClose };
}
describe("ConditionPicker", () => {
it("renders all condition definitions from domain", () => {
it("renders edition-specific conditions from domain", () => {
renderPicker();
for (const def of CONDITION_DEFINITIONS) {
const editionConditions = getConditionsForEdition("5.5e");
for (const def of editionConditions) {
expect(screen.getByText(def.label)).toBeInTheDocument();
}
});
it("active conditions are visually distinguished", () => {
renderPicker({ activeConditions: ["blinded"] });
const blindedButton = screen.getByText("Blinded").closest("button");
expect(blindedButton?.className).toContain("bg-card/50");
renderPicker({ activeConditions: [{ id: "blinded" }] });
const row = screen.getByText("Blinded").closest("div[class]");
expect(row?.className).toContain("bg-card/50");
});
it("clicking a condition calls onToggle with that condition's ID", async () => {
@@ -65,7 +73,7 @@ describe("ConditionPicker", () => {
});
it("active condition labels use foreground color", () => {
renderPicker({ activeConditions: ["charmed"] });
renderPicker({ activeConditions: [{ id: "charmed" }] });
const label = screen.getByText("Charmed");
expect(label.className).toContain("text-foreground");
});