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:
220
apps/web/src/hooks/__tests__/use-difficulty.test.ts
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220
apps/web/src/hooks/__tests__/use-difficulty.test.ts
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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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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,
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undefined,
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undefined,
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undefined,
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);
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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);
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error = result.current.createCharacter(
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"",
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15,
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28,
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undefined,
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undefined,
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undefined,
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);
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});
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expect(error).toMatchObject({ kind: "domain-error" });
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@@ -68,7 +82,14 @@ describe("usePlayerCharacters", () => {
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const { result } = renderHook(() => usePlayerCharacters());
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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,
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undefined,
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undefined,
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undefined,
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);
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});
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const id = result.current.characters[0].id;
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@@ -85,7 +106,14 @@ describe("usePlayerCharacters", () => {
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const { result } = renderHook(() => usePlayerCharacters());
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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,
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undefined,
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undefined,
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undefined,
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);
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});
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const id = result.current.characters[0].id;
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