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>
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>
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>
Bestiary sources like AWM store 0 for unknown HP. Passing maxHp: 0
into addCombatant triggered domain validation rejection, silently
dropping the creature. Treat hp: 0 as undefined, matching existing
ac: 0 handling.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Exports encounterReducer and EncounterState for testing. Adds 26
pure-function tests covering all action types: CRUD, turn navigation,
HP/AC/conditions, undo/redo, bestiary add with auto-numbering,
player character add, import, and event accumulation.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
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>
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>
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>
addFromBestiary and addFromPlayerCharacter rename existing combatants
before adding the new one. If the add fails, the renames were applied
without an undo entry. Restore the pre-operation snapshot on failure.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
addCombatant now accepts an optional init parameter for pre-filled stats
(HP, AC, initiative, creatureId, color, icon, playerCharacterId), making
combatant creation a single atomic operation with domain validation.
This eliminates the multi-step store.save() bypass in addFromBestiary and
addFromPlayerCharacter, and removes the CombatantOpts/applyCombatantOpts
helpers. Also extracts shared initiative sort logic into initiative-sort.ts
used by both addCombatant and setInitiative.
Closes#15
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
When the side panel is in its initial closed state (not user-collapsed),
adding a combatant from the bestiary now opens the panel to show its
stat block. This makes the panel discoverable without overriding a
deliberate collapse.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Install oxlint with tsgolint for TypeScript type information. Enable
rules for unnecessary type assertions, deprecated API usage, preferring
replaceAll over replace with global regex, and String.raw for escaped
backslashes. Fix all violations: remove redundant as-casts, replace
deprecated FormEvent with SubmitEvent, convert replace(/g) to
replaceAll, and use String.raw in escapeRegExp. Add oxlint to the
pnpm check gate alongside Biome.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Relocate isEmpty, hasCreatureCombatants, and canRollAllInitiative
from App.tsx into useEncounter(), reducing inline derivations in
the component (Phase 5 of App decomposition plan).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Persistent player character templates (name, AC, HP, color, icon) with
full CRUD, bestiary-style search to add PCs to encounters with pre-filled
stats, and color/icon visual distinction in combatant rows. Also stops
the stat block panel from auto-opening when adding a creature.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Empty encounters are now valid (INV-1 updated). New sessions start
with zero combatants instead of pre-populated Aria/Brak/Cael.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Unify the action bar into a single search input with inline bestiary
dropdown. Clicking a dropdown entry queues it with +/- count controls
and a confirm button; Enter or confirm adds N copies to combat.
When no bestiary match exists, optional Init/AC/MaxHP fields appear
for custom creatures. The eye icon opens a separate search dropdown
to preview stat blocks without leaving the add flow.
Fix batch-add bug where only the last creature got a creatureId by
using store.save() instead of setEncounter() in addFromBestiary.
Prevent dropdown buttons from stealing input focus so Enter confirms
the queued batch.
Remove the now-redundant BestiarySearch component.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>