Commit Graph

32 Commits

Author SHA1 Message Date
Lukas
1c107a500b Switch PF2e data source from Pf2eTools to Foundry VTT PF2e
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Replace the stagnant Pf2eTools bestiary with Foundry VTT PF2e system
data (github.com/foundryvtt/pf2e, v13-dev branch). This gives us 4,355
remaster-era creatures across 49 sources including Monster Core 1+2 and
all adventure paths.

Changes:
- Rewrite index generation script to walk Foundry pack directories
- Rewrite PF2e normalization adapter for Foundry JSON shape (system.*
  fields, items[] for attacks/abilities/spells)
- Add stripFoundryTags utility for Foundry HTML + enrichment syntax
- Implement multi-file source fetching (one request per creature file)
- Add spellcasting section to PF2e stat block (ranked spells + cantrips)
- Add saveConditional and hpDetails to PF2e domain type and stat block
- Add size and rarity to PF2e trait tags
- Filter redundant glossary abilities (healing when in hp.details,
  spell mechanic reminders, allSaves duplicates)
- Add PF2e stat block component tests (22 tests)
- Bump IndexedDB cache version to 5 for clean migration

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 21:05:00 +02:00
Lukas
e62c49434c 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>
2026-04-07 01:26:22 +02:00
Lukas
8f6eebc43b Render structured list and table entries in stat block traits
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Stat block traits containing 5etools list (e.g. Confusing Burble d4
effects) or table entries were silently dropped. The adapter now
produces structured TraitSegment[] instead of flat text, preserving
lists and tables as first-class data. The stat block component renders
labeled list items inline (bold label + flowing text) matching the
5etools layout. Also fixes support for the singular "entry" field on
list items and bumps the bestiary cache version to force re-normalize.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-04 22:09:11 +02:00
Lukas
817cfddabc Add 2014 DMG encounter difficulty calculation
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Support the 2014 DMG encounter difficulty as an alternative to the 5.5e
system behind the existing Rules Edition toggle. The 2014 system uses
Easy/Medium/Hard/Deadly thresholds, an encounter multiplier based on
monster count, and party size adjustment (×0.5–×5 range).

- Extract RulesEdition to its own domain module
- Refactor DifficultyTier to abstract numeric values (0–3)
- Restructure DifficultyResult with thresholds array
- Add 2014 XP thresholds table and encounter multiplier logic
- Wire edition from context into difficulty hooks
- Edition-aware labels in indicator and breakdown panel
- Show multiplier, adjusted XP, and party size note for 2014
- Rename settings label from "Conditions" to "Rules Edition"
- Update spec 008 with issue #23 requirements

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-04 14:52:23 +02:00
Lukas
94e1806112 Add combatant side assignment for encounter difficulty
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Combatants can now be assigned to party or enemy side via a toggle
in the difficulty breakdown panel. Party-side NPCs subtract their XP
from the encounter total, letting allied NPCs reduce difficulty.
PCs default to party, non-PCs to enemy — users who don't use sides
see no change. Side persists across reload and export/import.

Closes #22

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-03 14:15:12 +02:00
Lukas
30e7ed4121 Stabilize turn navigation bar layout with CSS grid
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Use a three-column grid (1fr / auto / 1fr) so the active combatant
name stays centered while round badge and difficulty indicator are
anchored in the left and right zones. Prevents layout jumps when
the name changes between turns.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-03 02:15:16 +02:00
Lukas
1ae9e12cff Add manual CR assignment and difficulty breakdown panel
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Implement issue #21: custom combatants can now have a challenge rating
assigned via a new breakdown panel, opened by tapping the difficulty
indicator. Bestiary-linked combatants show read-only CR with source name;
custom combatants get a CR picker with all standard 5e values. CR persists
across reloads and round-trips through JSON export/import.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-02 17:03:33 +02:00
Lukas
2c643cc98b Introduce adapter injection and migrate test suite
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Replace direct adapter/persistence imports with context-based injection
(AdapterContext + useAdapters) so tests use in-memory implementations
instead of vi.mock. Migrate component tests from context mocking to
AllProviders with real hooks. Extract export/import logic from ActionBar
into useEncounterExportImport hook. Add bestiary-cache and
bestiary-index-adapter test suites. Raise adapter coverage thresholds
(68→80 lines, 56→62 branches).

77 test files, 891 tests, all passing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-01 23:55:45 +02:00
Lukas
b229a0dac7 Add missing component and hook tests, raise coverage thresholds
13 new test files for untested components (color-palette, player-management,
stat-block, settings-modal, export/import dialogs, bulk-import-prompt,
source-fetch-prompt, player-character-section) and hooks (use-long-press,
use-swipe-to-dismiss, use-bulk-import, use-initiative-rolls). Expand
combatant-row tests with inline editing, HP popover, and condition picker.

Component coverage: 59% → 80% lines, 55% → 71% branches
Hook coverage: 72% → 83% lines, 55% → 66% branches

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 23:55:21 +02:00
Lukas
b6ee4c8c86 Fix oxlint warnings, extract dialog polyfill, deny warnings in gate
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Adds void to floating promise in bestiary-cache.ts, extracts shared
polyfillDialog() helper to eliminate unbound-method warnings in 3 test
files. Adds --deny warnings to oxlint so future warnings fail the
build.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 22:38:57 +02:00
Lukas
110f4726ae Add tests for Dialog and Tooltip, raise components/ui threshold to 93%
Dialog: open/close lifecycle, cancel event handling, DialogHeader.
Tooltip: show on pointer enter, hide on pointer leave. Raises
components/ui coverage threshold to enforce testing of future
primitives.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 17:22:17 +02:00
Lukas
2bc22369ce Add tests for ConditionTags and CreatePlayerModal
ConditionTags: rendering, remove callback, add picker callback.
CreatePlayerModal: create/edit modes, form validation (name, AC, HP,
level), error display and clearing, onSave/onClose callbacks.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 12:36:07 +02:00
Lukas
2971d32f45 Add action-bar tests for overflow menu, dialogs, and custom stats
Tests browse mode toggle, export/import dialog opening, overflow menu
callbacks (manage players, settings), and custom stat field submission.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 03:26:57 +02:00
Lukas
a77db0eeee Add quick-win tests for components and hooks
Adds tests for DifficultyIndicator, Toast, RollModeMenu, OverflowMenu,
useTheme, and useRulesEdition. Covers rendering, user interactions,
auto-dismiss timers, external store sync, and localStorage persistence.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 19:32:15 +01:00
Lukas
80dd68752e Refactor useEncounter from useState to useReducer
Replaces 18 useCallback wrappers with a typed action union and
encounterReducer. Undo/redo wrapping is now systematic per-case in
the reducer instead of ad-hoc per operation. Complex cases (undo/redo,
bestiary add, player character add) are extracted into helper functions.

The stat block auto-show on bestiary add now uses lastCreatureId from
reducer state instead of the synchronous return value, with a useEffect
in use-action-bar-state to react to changes.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 18:41:40 +01:00
Lukas
ef76b9c90b Add encounter difficulty indicator (5.5e XP budget)
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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>
2026-03-27 22:55:48 +01:00
Lukas
fba83bebd6 Add JSON import/export for full encounter state
Export and import encounter, undo/redo history, and player characters
as a downloadable .json file. Export/import actions are in the action
bar overflow menu. Import validates using existing rehydration functions
and shows a confirmation dialog when replacing a non-empty encounter.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-27 14:28:39 +01:00
Lukas
9437272fe0 Batch bestiary add produces a single undo entry
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Extract addOneFromBestiary (no undo) and build addMultipleFromBestiary
on top so confirming N creatures from the bestiary panel creates one
undo entry that restores the entire batch, not N individual entries.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-27 00:07:25 +01:00
Lukas
541e04b732 Wrap initiative rolls with undo so they produce undo entries
Initiative rolls (single and bulk) called makeStore() directly from
useInitiativeRolls, bypassing the withUndo wrapper. Expose withUndo
from the encounter context and wrap both roll paths.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-27 00:06:50 +01:00
Lukas
17cc6ed72c Add undo/redo for all encounter actions
Memento-based undo/redo with full encounter snapshots. Undo stack
capped at 50 entries, persisted to localStorage. Triggered via
buttons in the top bar (inboard of turn navigation) and keyboard
shortcuts (Ctrl+Z / Ctrl+Shift+Z, Cmd on Mac, case-insensitive key
matching). Clear encounter resets both stacks.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 23:30:33 +01:00
Lukas
4043612ccf Add rules edition setting for condition tooltips (5e/5.5e)
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Introduce a settings modal (opened from the kebab menu) with a rules
edition selector for condition tooltip descriptions and a theme picker
replacing the inline cycle button. About half the conditions have
meaningful mechanical differences between editions.

- Add description5e field to ConditionDefinition with 5e (2014) text
- Add RulesEditionProvider context with localStorage persistence
- Create SettingsModal with Conditions and Theme sections
- Wire condition tooltips to edition-aware descriptions
- Fix 6 inaccurate 5.5e condition descriptions
- Update spec 003 with stories CC-3, CC-8 and FR-095–FR-102

Closes #12

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:08:41 +01:00
Lukas
a4285fc415 Polish stat containers and optical alignment
Refine AC shield to use filled shape with border color instead of
stroke outline. Add subtle muted background to initiative container.
Apply optical vertical centering to round badge text (-3px) and
AC shield number (-2px). Unify round badge corners to rounded-md.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 14:23:22 +01:00
Lukas
9cdf004c15 Restyle HP display as compact rounded pill
Group current HP, temp HP, and max HP into a single bordered
pill container with a subtle slash separator. Removes the
scattered layout with separate elements and gaps. Temp HP +N
only renders when present (no invisible spacer).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 13:11:28 +01:00
Lukas
8bf69fd47d Add temporary hit points as a separate damage buffer
Temp HP absorbs damage before current HP, cannot be healed, and
does not stack (higher value wins). Displayed as cyan +N after
current HP with a Shield button in the HP adjustment popover.
Column space is reserved across all rows only when any combatant
has temp HP. Concentration pulse fires on any damage, including
damage fully absorbed by temp HP.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 11:39:47 +01:00
Lukas
9def2d7c24 Fix condition picker clipping out of viewport
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Render condition picker via React portal with fixed positioning so it
is no longer clipped by the overflow-y-auto combatant list container.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 22:34:15 +01:00
Lukas
86768842ff Refactor App.tsx from god component to context-based architecture
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Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 15:33:33 +01:00
Lukas
2971898f0c Add dark and light theme with OS preference support
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Follow OS color scheme by default, with a three-way toggle
(System / Light / Dark) in the kebab menu. Light theme uses warm,
neutral tones with soft card-to-background contrast. Semantic colors
(damage, healing, conditions) keep their hue across themes.

Closes #10

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-17 13:24:18 +01:00
Lukas
f4a7b53393 Restyle dark theme with blue-tinted palette, card glow, and rounded surfaces
Shift the dark theme from neutral gray to a richer blue-tinted palette
inspired by CharBuilder-style TTRPG apps. Deeper navy background, steel-blue
card surfaces, and visible blue borders create more depth and visual layering.

- Update design tokens: background, card, border, input, muted colors
- Add card-glow utility (radial gradient + blue box-shadow) for card surfaces
- Add panel-glow utility (top-down gradient) for tall panels like stat blocks
- Apply glow and rounded-lg to all card surfaces, dropdowns, dialogs, toasts
- Give outline buttons a subtle fill instead of transparent background
- Active combatant row now uses full border with glow instead of left accent

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-16 13:39:44 +01:00
Lukas
4be816d10f Add test coverage for 5 components: HpAdjustPopover, ConditionPicker, CombatantRow, ActionBar, SourceManager
Adds aria-label attributes to HP placeholder and source delete buttons
for both accessibility and testability.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 15:53:01 +01:00
Lukas
bd39808000 Declutter action bars: overflow menu, browse toggle, conditional D20
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Top bar stripped to turn navigation only (Prev, round badge, Clear, Next).
Roll All Initiative, Manage Sources, and Bulk Import moved to a new
overflow menu in the bottom bar. Player Characters also moved there.

Browse stat blocks is now an Eye/EyeOff toggle inside the search input
that switches between add mode and browse mode. Add button only appears
when entering a custom creature name. Roll All Initiative button shows
conditionally — only when bestiary creatures lack initiative values.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 16:31:25 +01:00
Lukas
458c277e9f Polish UI: consistent icon buttons, tooltips, modal backdrop close, and top bar layout
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- Standardize icon button sizing (size="icon") and color (text-muted-foreground) across top and bottom bars
- Group bottom bar icon buttons with gap-0 to match top bar style
- Add missing tooltips/aria-labels for stat block viewer, bulk import buttons
- Replace Settings icon with Library for source manager
- Make step forward/back buttons use primary (solid) variant
- Move round badge next to combatant name in center of top bar
- Close player create/edit and management modals on backdrop click

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 18:47:47 +01:00
Lukas
95cb2edc23 Redesign top bar with dedicated round badge and centered combatant name
Replace the combined "Round N — Name" string with a three-zone flex layout:
left (prev button + R{n} pill badge), center (prominent combatant name with
truncation), right (action buttons + next button). Adds 13 unit tests
covering all user stories including layout robustness and empty state.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-11 12:39:57 +01:00