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>
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39
apps/web/src/components/difficulty-indicator.tsx
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39
apps/web/src/components/difficulty-indicator.tsx
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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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