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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@@ -186,6 +186,38 @@ describe("player-character-storage", () => {
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expect(loadPlayerCharacters()).toEqual([]);
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});
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it("preserves level through save/load round-trip", () => {
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const pc = makePC({ level: 5 });
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savePlayerCharacters([pc]);
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const loaded = loadPlayerCharacters();
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expect(loaded[0].level).toBe(5);
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});
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it("preserves undefined level through save/load round-trip", () => {
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const pc = makePC();
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savePlayerCharacters([pc]);
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const loaded = loadPlayerCharacters();
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expect(loaded[0].level).toBeUndefined();
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});
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it("discards character with invalid level", () => {
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mockStorage.setItem(
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STORAGE_KEY,
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JSON.stringify([
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{
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id: "pc-1",
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name: "Test",
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ac: 10,
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maxHp: 50,
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color: "blue",
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icon: "sword",
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level: 25,
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},
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]),
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);
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expect(loadPlayerCharacters()).toEqual([]);
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});
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it("keeps valid characters and discards invalid ones", () => {
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mockStorage.setItem(
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STORAGE_KEY,
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@@ -44,6 +44,14 @@ export function rehydrateCharacter(raw: unknown): PlayerCharacter | null {
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return null;
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if (!isValidOptionalMember(entry.color, VALID_PLAYER_COLORS)) return null;
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if (!isValidOptionalMember(entry.icon, VALID_PLAYER_ICONS)) return null;
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if (
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entry.level !== undefined &&
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(typeof entry.level !== "number" ||
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!Number.isInteger(entry.level) ||
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entry.level < 1 ||
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entry.level > 20)
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)
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return null;
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return {
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id: playerCharacterId(entry.id),
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@@ -52,6 +60,7 @@ export function rehydrateCharacter(raw: unknown): PlayerCharacter | null {
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maxHp: entry.maxHp,
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color: entry.color as PlayerCharacter["color"],
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icon: entry.icon as PlayerCharacter["icon"],
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level: entry.level,
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};
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}
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