Commit Graph

68 Commits

Author SHA1 Message Date
Lukas 3b2fb99b37 Fix duplicate player character ids after page reload
The PC id counter lived in a module-level let that reset to 0 on
every page load. After rehydrating PCs from localStorage, the next
create would hand out pc-1 again, colliding with an existing id.
That broke React's keyed reconciliation and caused the wrong PC
to be deleted (deletePlayerCharacter matches the first occurrence
of the id, so deleting the new pc-1 would remove the rehydrated
one instead).

Derive the next id from the max numeric suffix of existing
characters at the moment of creation. No more shared counter, so
no more reset on reload and no collision after import.
2026-06-19 16:36:20 +02:00
Lukas c343fd3cd0 Add bundled-bestiary mechanism for shipping creatures with the app
D&D creatures listed in data/bestiary/dnd-bundled.json are now merged into
the search index and pre-loaded into creatureMap, so they appear alongside
5etools creatures with no "Load source" step. Source codes are derived from
the JSON itself (each creature carries source + sourceDisplayName), so adding
a new book is a pure data change. Bundled sources are excluded from
getAllSourceCodes() so bulk-import skips them, and they never appear in the
source manager (which only lists cached sources).

Includes a reference extractor (scripts/extract-great-labors.py) for the
5.5e revised stat-block format and a /bundle-bestiary skill that future
agents can follow to add monsters from other PDF books.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 15:49:34 +02:00
Lukas d9fb271607 Add PF2e encounter difficulty calculation with 5-tier budget system
CI / check (push) Successful in 2m39s
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Implements PF2e encounter difficulty alongside the existing D&D system.
PF2e uses creature level vs party level to derive XP, compares against
5-tier budgets (Trivial/Low/Moderate/Severe/Extreme), and adjusts
thresholds for party size. The indicator shows 4 bars in PF2e mode.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 15:24:18 +02:00
Lukas 4b1c1deda2 Add PF2e persistent damage condition tags
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Persistent damage displayed as compact tags with damage type icon and
formula (e.g., Flame + "2d6"). Supports fire, bleed, acid, cold,
electricity, poison, and mental types. One instance per type, added via
sub-picker in the condition picker. PF2e only, persists across reload.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 12:09:31 +02:00
Lukas 09a801487d Add PF2e weak/elite creature adjustments with stat block toggle
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Weak/Normal/Elite toggle in PF2e stat block header applies standard
adjustments (level, AC, HP, saves, Perception, attacks, damage) to
individual combatants. Adjusted stats are highlighted blue (elite) or
red (weak). Persisted via creatureAdjustment field on Combatant.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 02:24:30 +02:00
Lukas c3707cf0b6 Add PF2e attack effects, ability frequency, and perception details
Show inline on-hit effects on attack lines (e.g., "plus Grab"), frequency
limits on abilities (e.g., "(1/day)"), and perception details text alongside
senses. Strip redundant frequency lines from Foundry descriptions.

Also add resilient PF2e source fetching: batched requests with retry,
graceful handling of ad-blocker-blocked creature files (partial success
with toast warning and re-fetch prompt for missing creatures).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:37:03 +02:00
Lukas e161645228 Add PF2e spell description popovers in stat blocks
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Clicking a spell name in a PF2e creature's stat block now opens a
popover (desktop) or bottom sheet (mobile) showing full spell details:
description, traits, rank, range, target, area, duration, defense,
action cost icons, and heightening rules. All data is sourced from
the embedded Foundry VTT spell items already in the bestiary cache.

- Add SpellReference type replacing bare string spell arrays
- Extract full spell data in pf2e-bestiary-adapter (description,
  traits, traditions, range, target, area, duration, defense,
  action cost, heightening, overlays)
- Strip inline heightening text from descriptions to avoid duplication
- Bold save outcome labels (Critical Success/Failure) in descriptions
- Bump DB_VERSION to 6 for cache invalidation
- Add useSwipeToDismissDown hook for mobile bottom sheet
- Portal popover to document.body to escape transformed ancestors

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:18:08 +02:00
Lukas 9b0cb38897 Fix oxlint --deny-warnings and eliminate all biome-ignores
--deny warnings was a no-op (not a valid category); the correct flag
is --deny-warnings. Fixed all 8 pre-existing warnings and removed
every biome-ignore from source and test files. Simplified the check
script to zero-tolerance: any biome-ignore now fails the build.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:17:30 +02:00
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 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
CI / check (push) Successful in 2m18s
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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 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 228c1c667f Fix bestiary creatures with zero HP silently failing to add
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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>
2026-03-30 09:15:38 +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 a97044ec3e Add tests for useActionBarState hook
Tests search/suggestion filtering, queued creature counting, form
submission with custom stats, browse mode, and dismiss/clear behavior.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 00:16:54 +01:00
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 d8c8a0c44d Add direct reducer tests for encounterReducer
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>
2026-03-28 18:50:45 +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 f4fb69dbc7 Add jsinspect-plus structural duplication gate, extract shared helpers
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Add jsinspect-plus (AST-based structural duplication detector) to pnpm
check with threshold 50 / min 3 instances. Fix all findings:

- Extract condition icon/color maps to shared condition-styles.ts
- Extract useClickOutside hook (5 components)
- Extract dispatchAction + resolveAndRename in use-encounter
- Extract runEncounterAction in application layer (13 use cases)
- Extract findCombatant helper in domain (9 functions)
- Extract TraitSection in stat-block (4 trait rendering blocks)
- Extract DialogHeader in dialog.tsx (4 dialogs)

Net result: -263 lines across 40 files.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 02:16:54 +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 29cdd19cab Roll back renames on failed compound add operations
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>
2026-03-26 23:31:11 +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 9d81c8ad27 Atomic addCombatant with optional CombatantInit bag
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>
2026-03-26 22:13:20 +01:00
Lukas fab9301b20 Decompose ActionBar into hook and focused sub-components
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Extract useActionBarState hook with all search/queue/mode state and
handlers. Extract RollAllButton (context-consuming, zero props),
BrowseSuggestions, CustomStatFields, and refactor AddModeSuggestions
to use grouped SuggestionActions interface (11 props → 6).

ActionBar is now a ~120-line layout shell.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 11:41:35 +01:00
Lukas 5e5812bcaa Fix stat block panel showing wrong creature on first open
useAutoStatBlock was overriding the user's creature selection when
the panel transitioned from closed to open. Now only auto-updates
when the active turn index changes (advance/retreat), not when the
panel mode changes.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 23:18:49 +01:00
Lukas 9e09c8ae2a Sync theme-color meta tag with active light/dark theme
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:59:13 +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 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 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 6584d8d064 Add advantage/disadvantage rolling for initiative
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Right-click or long-press the d20 button (per-combatant or Roll All)
to open a context menu with Advantage and Disadvantage options.
Normal left-click behavior is unchanged.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-18 09:16:04 +01:00
Lukas 7f38cbab73 Preserve stat block panel collapsed state on turn advance
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-17 23:23:52 +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 f024562a7d Auto-open stat block panel when adding first bestiary creature
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>
2026-03-17 12:03:34 +01:00
Lukas 4d1a7c6420 Remove noAwaitInLoops biome-ignore by chaining batches with reduce
Replace the for-loop with await-in-loop with a .reduce() chain that
sequences Promise.allSettled batches without triggering the lint rule.
Ratchet source ignore threshold from 4 to 3.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-16 11:24:31 +01:00
Lukas e531d82d1b Add test coverage for 3 hooks: useEncounter, usePlayerCharacters, useSidePanelState
29 tests covering state transitions, persistence sync, domain error
propagation, bestiary/PC add flows, and panel state machine logic.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 15:38:51 +01:00
Lukas c94c30e459 Add oxlint for type-aware linting that Biome cannot cover
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>
2026-03-14 14:41:30 +01:00
Lukas 36768d3aa1 Upgrade Biome to 2.4.7 and enable 54 additional lint rules
Add rules covering bug prevention (noLeakedRender, noFloatingPromises,
noImportCycles, noReactForwardRef), security (noScriptUrl, noAlert),
performance (noAwaitInLoops, useTopLevelRegex), and code style
(noNestedTernary, useGlobalThis, useNullishCoalescing, useSortedClasses,
plus ~40 more). Fix all violations: extract top-level regex constants,
guard React && renders with boolean coercion, refactor nested ternaries,
replace window with globalThis, sort Tailwind classes, and introduce
expectDomainError test helper to eliminate conditional expects.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 14:25:09 +01:00
Lukas 971e0ded49 Replace ref+tick workaround with proper state in useBestiary
Store creature map in useState instead of useRef with a dummy
tick counter. React now re-renders naturally when the map changes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 13:02:24 +01:00
Lukas 01f2bb3ff1 Move derived encounter flags into useEncounter() hook
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>
2026-03-14 13:02:23 +01:00
Lukas 930301de71 Rename fold/unfold to collapse/expand across panel code
Aligns terminology with standard UI conventions. Renames props,
state, handlers, aria-labels, test descriptions, and the test file.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 13:02:23 +01:00
Lukas cce87318fb Extract useSidePanelState hook from App.tsx
Move panel view state, fold/pin state, isWideDesktop media query,
and all related handlers into a dedicated hook, reducing App.tsx
by ~80 lines of state management boilerplate.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 13:02:03 +01:00
Lukas b7406c4b54 Make player character color and icon optional
Clicking an already-selected color or icon in the create/edit form now
deselects it. PCs without a color use the default combatant styling;
PCs without an icon show no icon. Domain, application, persistence,
and display layers all updated to handle the optional fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 18:01:20 +01:00
Lukas 91703ddebc Add player character management feature
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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>
2026-03-12 18:11:08 +01:00
Lukas b39e4923e1 Remove demo combatants and allow empty encounters
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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>
2026-03-12 10:24:26 +01:00
Lukas 1cf30b3622 Add swipe-to-dismiss gesture for mobile stat block drawer
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-11 22:48:48 +01:00