Add encounter difficulty indicator (5.5e XP budget)
Live 3-bar difficulty indicator in the top bar showing encounter difficulty (Trivial/Low/Moderate/High) based on the 2024 5.5e XP budget system. Automatically derived from PC levels and bestiary creature CRs. - Add optional level field (1-20) to PlayerCharacter - Add CR-to-XP and XP Budget per Character lookup tables in domain - Add calculateEncounterDifficulty pure function - Add DifficultyIndicator component with color-coded bars and tooltip - Add useDifficulty hook composing encounter, PC, and bestiary contexts - Indicator hidden when no PCs with levels or no bestiary-linked monsters - Level field in PC create/edit forms, persisted in storage Closes #18 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -6,11 +6,19 @@ import { combatantId } from "@initiative/domain";
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import { cleanup, render, screen } from "@testing-library/react";
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import { afterEach, describe, expect, it, vi } from "vitest";
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// Mock the context module
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// Mock the context modules
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vi.mock("../../contexts/encounter-context.js", () => ({
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useEncounterContext: vi.fn(),
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}));
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vi.mock("../../contexts/player-characters-context.js", () => ({
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usePlayerCharactersContext: vi.fn().mockReturnValue({ characters: [] }),
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}));
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vi.mock("../../contexts/bestiary-context.js", () => ({
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useBestiaryContext: vi.fn().mockReturnValue({ getCreature: () => undefined }),
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}));
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import { useEncounterContext } from "../../contexts/encounter-context.js";
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import { TurnNavigation } from "../turn-navigation.js";
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@@ -7,6 +7,13 @@ import { Button } from "./ui/button";
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import { Dialog } from "./ui/dialog";
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import { Input } from "./ui/input";
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function parseLevel(value: string): number | undefined | "invalid" {
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if (value.trim() === "") return undefined;
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const n = Number.parseInt(value, 10);
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if (Number.isNaN(n) || n < 1 || n > 20) return "invalid";
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return n;
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}
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interface CreatePlayerModalProps {
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open: boolean;
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onClose: () => void;
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@@ -16,6 +23,7 @@ interface CreatePlayerModalProps {
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maxHp: number,
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color: string | undefined,
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icon: string | undefined,
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level: number | undefined,
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) => void;
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playerCharacter?: PlayerCharacter;
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}
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@@ -31,6 +39,7 @@ export function CreatePlayerModal({
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const [maxHp, setMaxHp] = useState("10");
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const [color, setColor] = useState("blue");
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const [icon, setIcon] = useState("sword");
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const [level, setLevel] = useState("");
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const [error, setError] = useState("");
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const isEdit = !!playerCharacter;
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@@ -43,12 +52,18 @@ export function CreatePlayerModal({
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setMaxHp(String(playerCharacter.maxHp));
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setColor(playerCharacter.color ?? "");
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setIcon(playerCharacter.icon ?? "");
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setLevel(
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playerCharacter.level === undefined
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? ""
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: String(playerCharacter.level),
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);
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} else {
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setName("");
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setAc("10");
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setMaxHp("10");
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setColor("");
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setIcon("");
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setLevel("");
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}
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setError("");
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}
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@@ -71,7 +86,19 @@ export function CreatePlayerModal({
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setError("Max HP must be at least 1");
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return;
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}
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onSave(trimmed, acNum, hpNum, color || undefined, icon || undefined);
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const levelNum = parseLevel(level);
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if (levelNum === "invalid") {
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setError("Level must be between 1 and 20");
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return;
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}
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onSave(
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trimmed,
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acNum,
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hpNum,
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color || undefined,
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icon || undefined,
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levelNum,
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);
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onClose();
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};
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@@ -135,6 +162,20 @@ export function CreatePlayerModal({
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className="text-center"
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/>
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</div>
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<div className="flex-1">
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<span className="mb-1 block text-muted-foreground text-sm">
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Level
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</span>
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<Input
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type="text"
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inputMode="numeric"
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value={level}
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onChange={(e) => setLevel(e.target.value)}
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placeholder="1-20"
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aria-label="Level"
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className="text-center"
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/>
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</div>
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</div>
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<div>
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39
apps/web/src/components/difficulty-indicator.tsx
Normal file
39
apps/web/src/components/difficulty-indicator.tsx
Normal file
@@ -0,0 +1,39 @@
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import type { DifficultyResult, DifficultyTier } from "@initiative/domain";
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import { cn } from "../lib/utils.js";
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const TIER_CONFIG: Record<
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DifficultyTier,
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{ filledBars: number; color: string; label: string }
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> = {
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trivial: { filledBars: 0, color: "", label: "Trivial" },
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low: { filledBars: 1, color: "bg-green-500", label: "Low" },
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moderate: { filledBars: 2, color: "bg-yellow-500", label: "Moderate" },
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high: { filledBars: 3, color: "bg-red-500", label: "High" },
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};
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const BAR_HEIGHTS = ["h-2", "h-3", "h-4"] as const;
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export function DifficultyIndicator({ result }: { result: DifficultyResult }) {
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const config = TIER_CONFIG[result.tier];
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const tooltip = `${config.label} encounter difficulty`;
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return (
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<div
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className="flex items-end gap-0.5"
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title={tooltip}
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role="img"
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aria-label={tooltip}
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>
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{BAR_HEIGHTS.map((height, i) => (
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<div
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key={height}
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className={cn(
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"w-1 rounded-sm",
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height,
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i < config.filledBars ? config.color : "bg-muted",
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)}
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/>
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))}
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</div>
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);
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}
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@@ -35,7 +35,7 @@ export const PlayerCharacterSection = function PlayerCharacterSectionInner({
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setEditingPlayer(undefined);
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setManagementOpen(true);
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}}
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onSave={(name, ac, maxHp, color, icon) => {
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onSave={(name, ac, maxHp, color, icon, level) => {
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if (editingPlayer) {
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editCharacter(editingPlayer.id, {
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name,
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@@ -43,9 +43,10 @@ export const PlayerCharacterSection = function PlayerCharacterSectionInner({
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maxHp,
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color: color ?? null,
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icon: icon ?? null,
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level: level ?? null,
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});
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} else {
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createCharacter(name, ac, maxHp, color, icon);
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createCharacter(name, ac, maxHp, color, icon, level);
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}
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}}
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playerCharacter={editingPlayer}
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@@ -68,6 +68,11 @@ export function PlayerManagement({
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<span className="text-muted-foreground text-xs tabular-nums">
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HP {pc.maxHp}
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</span>
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{pc.level !== undefined && (
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<span className="text-muted-foreground text-xs tabular-nums">
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Lv {pc.level}
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</span>
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)}
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<Button
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variant="ghost"
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size="icon-sm"
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@@ -1,5 +1,7 @@
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import { Redo2, StepBack, StepForward, Trash2, Undo2 } from "lucide-react";
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import { useEncounterContext } from "../contexts/encounter-context.js";
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import { useDifficulty } from "../hooks/use-difficulty.js";
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import { DifficultyIndicator } from "./difficulty-indicator.js";
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import { Button } from "./ui/button.js";
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import { ConfirmButton } from "./ui/confirm-button.js";
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@@ -15,6 +17,7 @@ export function TurnNavigation() {
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canRedo,
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} = useEncounterContext();
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const difficulty = useDifficulty();
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const hasCombatants = encounter.combatants.length > 0;
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const isAtStart = encounter.roundNumber === 1 && encounter.activeIndex === 0;
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const activeCombatant = encounter.combatants[encounter.activeIndex];
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@@ -66,6 +69,7 @@ export function TurnNavigation() {
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) : (
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<span className="text-muted-foreground">No combatants</span>
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)}
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{difficulty && <DifficultyIndicator result={difficulty} />}
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</div>
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<div className="flex flex-shrink-0 items-center gap-3">
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220
apps/web/src/hooks/__tests__/use-difficulty.test.ts
Normal file
220
apps/web/src/hooks/__tests__/use-difficulty.test.ts
Normal file
@@ -0,0 +1,220 @@
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// @vitest-environment jsdom
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import type {
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Combatant,
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CreatureId,
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Encounter,
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PlayerCharacter,
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} from "@initiative/domain";
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import { combatantId, creatureId, playerCharacterId } from "@initiative/domain";
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import { renderHook } from "@testing-library/react";
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import { beforeEach, describe, expect, it, vi } from "vitest";
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vi.mock("../../contexts/encounter-context.js", () => ({
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useEncounterContext: vi.fn(),
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}));
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vi.mock("../../contexts/player-characters-context.js", () => ({
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usePlayerCharactersContext: vi.fn(),
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}));
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vi.mock("../../contexts/bestiary-context.js", () => ({
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useBestiaryContext: vi.fn(),
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}));
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import { useBestiaryContext } from "../../contexts/bestiary-context.js";
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import { useEncounterContext } from "../../contexts/encounter-context.js";
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import { usePlayerCharactersContext } from "../../contexts/player-characters-context.js";
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import { useDifficulty } from "../use-difficulty.js";
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const mockEncounterContext = vi.mocked(useEncounterContext);
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const mockPlayerCharactersContext = vi.mocked(usePlayerCharactersContext);
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const mockBestiaryContext = vi.mocked(useBestiaryContext);
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const pcId1 = playerCharacterId("pc-1");
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const pcId2 = playerCharacterId("pc-2");
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const crId1 = creatureId("creature-1");
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const _crId2 = creatureId("creature-2");
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function setup(options: {
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combatants: Combatant[];
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characters: PlayerCharacter[];
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creatures: Map<CreatureId, { cr: string }>;
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}) {
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const encounter = {
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combatants: options.combatants,
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activeIndex: 0,
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roundNumber: 1,
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} as Encounter;
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mockEncounterContext.mockReturnValue({
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encounter,
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} as ReturnType<typeof useEncounterContext>);
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mockPlayerCharactersContext.mockReturnValue({
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characters: options.characters,
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} as ReturnType<typeof usePlayerCharactersContext>);
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mockBestiaryContext.mockReturnValue({
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getCreature: (id: CreatureId) => options.creatures.get(id),
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} as ReturnType<typeof useBestiaryContext>);
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}
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beforeEach(() => {
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vi.clearAllMocks();
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});
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describe("useDifficulty", () => {
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it("returns difficulty result for leveled PCs and bestiary monsters", () => {
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setup({
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combatants: [
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{ id: combatantId("c1"), name: "Hero", playerCharacterId: pcId1 },
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{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
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],
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characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 }],
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creatures: new Map([[crId1, { cr: "1/4" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).not.toBeNull();
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expect(result.current?.tier).toBe("low");
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expect(result.current?.totalMonsterXp).toBe(50);
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});
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describe("returns null when data is insufficient (ED-2)", () => {
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it("returns null when encounter has no combatants", () => {
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setup({ combatants: [], characters: [], creatures: new Map() });
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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it("returns null when only custom combatants (no creatureId)", () => {
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Custom",
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playerCharacterId: pcId1,
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},
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],
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characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 }],
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creatures: new Map(),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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it("returns null when bestiary monsters present but no PC combatants", () => {
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setup({
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combatants: [
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{ id: combatantId("c1"), name: "Goblin", creatureId: crId1 },
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],
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characters: [],
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creatures: new Map([[crId1, { cr: "1" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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it("returns null when PC combatants have no level", () => {
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Hero",
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playerCharacterId: pcId1,
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},
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{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
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],
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characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30 }],
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creatures: new Map([[crId1, { cr: "1" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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it("returns null when PC combatant references unknown player character", () => {
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Hero",
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playerCharacterId: pcId2,
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},
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{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
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],
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characters: [{ id: pcId1, name: "Other", ac: 15, maxHp: 30, level: 5 }],
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creatures: new Map([[crId1, { cr: "1" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).toBeNull();
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});
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});
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it("handles mixed combatants: only leveled PCs and bestiary monsters contribute", () => {
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// Party: one leveled PC, one without level (excluded)
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// Monsters: one bestiary creature, one custom (excluded)
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setup({
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combatants: [
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{
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id: combatantId("c1"),
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name: "Leveled",
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playerCharacterId: pcId1,
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},
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{
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id: combatantId("c2"),
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name: "No Level",
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playerCharacterId: pcId2,
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},
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{ id: combatantId("c3"), name: "Goblin", creatureId: crId1 },
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{ id: combatantId("c4"), name: "Custom Monster" },
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],
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characters: [
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{ id: pcId1, name: "Leveled", ac: 15, maxHp: 30, level: 1 },
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{ id: pcId2, name: "No Level", ac: 12, maxHp: 20 },
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],
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creatures: new Map([[crId1, { cr: "1" }]]),
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});
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const { result } = renderHook(() => useDifficulty());
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expect(result.current).not.toBeNull();
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// 1 level-1 PC: budget low=50, mod=75, high=100
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// 1 CR 1 monster: 200 XP → high (200 >= 100)
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expect(result.current?.tier).toBe("high");
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expect(result.current?.totalMonsterXp).toBe(200);
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expect(result.current?.partyBudget.low).toBe(50);
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});
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it("includes duplicate PC combatants in budget", () => {
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// Same PC added twice → counts twice
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setup({
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combatants: [
|
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{
|
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id: combatantId("c1"),
|
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name: "Hero 1",
|
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playerCharacterId: pcId1,
|
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},
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{
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id: combatantId("c2"),
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name: "Hero 2",
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playerCharacterId: pcId1,
|
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},
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{ id: combatantId("c3"), name: "Goblin", creatureId: crId1 },
|
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],
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characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 }],
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creatures: new Map([[crId1, { cr: "1/4" }]]),
|
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});
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const { result } = renderHook(() => useDifficulty());
|
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expect(result.current).not.toBeNull();
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// 2x level 1: budget low=100
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expect(result.current?.partyBudget.low).toBe(100);
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});
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});
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@@ -42,7 +42,14 @@ describe("usePlayerCharacters", () => {
|
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const { result } = renderHook(() => usePlayerCharacters());
|
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|
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act(() => {
|
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result.current.createCharacter("Vex", 15, 28, undefined, undefined);
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result.current.createCharacter(
|
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"Vex",
|
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15,
|
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28,
|
||||
undefined,
|
||||
undefined,
|
||||
undefined,
|
||||
);
|
||||
});
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|
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expect(result.current.characters).toHaveLength(1);
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@@ -57,7 +64,14 @@ describe("usePlayerCharacters", () => {
|
||||
|
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let error: unknown;
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act(() => {
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error = result.current.createCharacter("", 15, 28, undefined, undefined);
|
||||
error = result.current.createCharacter(
|
||||
"",
|
||||
15,
|
||||
28,
|
||||
undefined,
|
||||
undefined,
|
||||
undefined,
|
||||
);
|
||||
});
|
||||
|
||||
expect(error).toMatchObject({ kind: "domain-error" });
|
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@@ -68,7 +82,14 @@ describe("usePlayerCharacters", () => {
|
||||
const { result } = renderHook(() => usePlayerCharacters());
|
||||
|
||||
act(() => {
|
||||
result.current.createCharacter("Vex", 15, 28, undefined, undefined);
|
||||
result.current.createCharacter(
|
||||
"Vex",
|
||||
15,
|
||||
28,
|
||||
undefined,
|
||||
undefined,
|
||||
undefined,
|
||||
);
|
||||
});
|
||||
|
||||
const id = result.current.characters[0].id;
|
||||
@@ -85,7 +106,14 @@ describe("usePlayerCharacters", () => {
|
||||
const { result } = renderHook(() => usePlayerCharacters());
|
||||
|
||||
act(() => {
|
||||
result.current.createCharacter("Vex", 15, 28, undefined, undefined);
|
||||
result.current.createCharacter(
|
||||
"Vex",
|
||||
15,
|
||||
28,
|
||||
undefined,
|
||||
undefined,
|
||||
undefined,
|
||||
);
|
||||
});
|
||||
|
||||
const id = result.current.characters[0].id;
|
||||
|
||||
54
apps/web/src/hooks/use-difficulty.ts
Normal file
54
apps/web/src/hooks/use-difficulty.ts
Normal file
@@ -0,0 +1,54 @@
|
||||
import type {
|
||||
Combatant,
|
||||
CreatureId,
|
||||
DifficultyResult,
|
||||
PlayerCharacter,
|
||||
} from "@initiative/domain";
|
||||
import { calculateEncounterDifficulty } from "@initiative/domain";
|
||||
import { useMemo } from "react";
|
||||
import { useBestiaryContext } from "../contexts/bestiary-context.js";
|
||||
import { useEncounterContext } from "../contexts/encounter-context.js";
|
||||
import { usePlayerCharactersContext } from "../contexts/player-characters-context.js";
|
||||
|
||||
function derivePartyLevels(
|
||||
combatants: readonly Combatant[],
|
||||
characters: readonly PlayerCharacter[],
|
||||
): number[] {
|
||||
const levels: number[] = [];
|
||||
for (const c of combatants) {
|
||||
if (!c.playerCharacterId) continue;
|
||||
const pc = characters.find((p) => p.id === c.playerCharacterId);
|
||||
if (pc?.level !== undefined) levels.push(pc.level);
|
||||
}
|
||||
return levels;
|
||||
}
|
||||
|
||||
function deriveMonsterCrs(
|
||||
combatants: readonly Combatant[],
|
||||
getCreature: (id: CreatureId) => { cr: string } | undefined,
|
||||
): string[] {
|
||||
const crs: string[] = [];
|
||||
for (const c of combatants) {
|
||||
if (!c.creatureId) continue;
|
||||
const creature = getCreature(c.creatureId);
|
||||
if (creature) crs.push(creature.cr);
|
||||
}
|
||||
return crs;
|
||||
}
|
||||
|
||||
export function useDifficulty(): DifficultyResult | null {
|
||||
const { encounter } = useEncounterContext();
|
||||
const { characters } = usePlayerCharactersContext();
|
||||
const { getCreature } = useBestiaryContext();
|
||||
|
||||
return useMemo(() => {
|
||||
const partyLevels = derivePartyLevels(encounter.combatants, characters);
|
||||
const monsterCrs = deriveMonsterCrs(encounter.combatants, getCreature);
|
||||
|
||||
if (partyLevels.length === 0 || monsterCrs.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return calculateEncounterDifficulty(partyLevels, monsterCrs);
|
||||
}, [encounter.combatants, characters, getCreature]);
|
||||
}
|
||||
@@ -28,6 +28,7 @@ interface EditFields {
|
||||
readonly maxHp?: number;
|
||||
readonly color?: string | null;
|
||||
readonly icon?: string | null;
|
||||
readonly level?: number | null;
|
||||
}
|
||||
|
||||
export function usePlayerCharacters() {
|
||||
@@ -57,6 +58,7 @@ export function usePlayerCharacters() {
|
||||
maxHp: number,
|
||||
color: string | undefined,
|
||||
icon: string | undefined,
|
||||
level: number | undefined,
|
||||
) => {
|
||||
const id = generatePcId();
|
||||
const result = createPlayerCharacterUseCase(
|
||||
@@ -67,6 +69,7 @@ export function usePlayerCharacters() {
|
||||
maxHp,
|
||||
color,
|
||||
icon,
|
||||
level,
|
||||
);
|
||||
if (isDomainError(result)) {
|
||||
return result;
|
||||
|
||||
@@ -186,6 +186,38 @@ describe("player-character-storage", () => {
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("preserves level through save/load round-trip", () => {
|
||||
const pc = makePC({ level: 5 });
|
||||
savePlayerCharacters([pc]);
|
||||
const loaded = loadPlayerCharacters();
|
||||
expect(loaded[0].level).toBe(5);
|
||||
});
|
||||
|
||||
it("preserves undefined level through save/load round-trip", () => {
|
||||
const pc = makePC();
|
||||
savePlayerCharacters([pc]);
|
||||
const loaded = loadPlayerCharacters();
|
||||
expect(loaded[0].level).toBeUndefined();
|
||||
});
|
||||
|
||||
it("discards character with invalid level", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
JSON.stringify([
|
||||
{
|
||||
id: "pc-1",
|
||||
name: "Test",
|
||||
ac: 10,
|
||||
maxHp: 50,
|
||||
color: "blue",
|
||||
icon: "sword",
|
||||
level: 25,
|
||||
},
|
||||
]),
|
||||
);
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("keeps valid characters and discards invalid ones", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
|
||||
@@ -44,6 +44,14 @@ export function rehydrateCharacter(raw: unknown): PlayerCharacter | null {
|
||||
return null;
|
||||
if (!isValidOptionalMember(entry.color, VALID_PLAYER_COLORS)) return null;
|
||||
if (!isValidOptionalMember(entry.icon, VALID_PLAYER_ICONS)) return null;
|
||||
if (
|
||||
entry.level !== undefined &&
|
||||
(typeof entry.level !== "number" ||
|
||||
!Number.isInteger(entry.level) ||
|
||||
entry.level < 1 ||
|
||||
entry.level > 20)
|
||||
)
|
||||
return null;
|
||||
|
||||
return {
|
||||
id: playerCharacterId(entry.id),
|
||||
@@ -52,6 +60,7 @@ export function rehydrateCharacter(raw: unknown): PlayerCharacter | null {
|
||||
maxHp: entry.maxHp,
|
||||
color: entry.color as PlayerCharacter["color"],
|
||||
icon: entry.icon as PlayerCharacter["icon"],
|
||||
level: entry.level,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user