Commit Graph

23 Commits

Author SHA1 Message Date
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
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
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
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
7092677273 Make layout full-width on mobile with docked top/bottom bars
Remove max-width constraint and horizontal padding on small screens
so content goes edge-to-edge. Turn navigation and action bar lose
rounded corners on mobile and dock flush to top/bottom edges.
Desktop layout (sm: and up) is unchanged.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:36:01 +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
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
7b3dbe2069 Use ghost buttons for turn navigation to blend with top bar
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-17 12:18:31 +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
32b69f8df1 Use Readonly props and optional chaining/nullish coalescing
Mark component props as Readonly<> across 15 component files and
simplify edit-player-character field access with optional chaining
and nullish coalescing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 15:13:39 +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
f9ef64bb00 Unify hover effects via semantic theme tokens
Replace one-off hover colors with hover-neutral/hover-destructive tokens
so all interactive elements respond consistently to theme changes. Fix
hover-neutral-bg token value (was identical to card surface, making hover
invisible on card backgrounds) to a semi-transparent primary tint. Switch
turn nav buttons to outline variant for visible hover feedback. Convert HP
popover damage/heal to plain buttons to avoid ghost variant hover conflict
with tailwind-merge.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 16:58:01 +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
Lukas
0747d044f3 Implement the 032-inline-confirm-buttons feature that replaces single-click destructive actions with a reusable ConfirmButton component providing inline two-step confirmation (click to arm, click to execute), applied to the remove combatant and clear encounter buttons, with CSS scale pulse animation, 5-second auto-revert, click-outside/Escape/blur dismissal, full keyboard accessibility, and 13 unit tests via @testing-library/react
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-11 09:51:21 +01:00
Lukas
91120d7c82 Implement the 029-on-demand-bestiary feature that replaces the bundled XMM bestiary JSON with a compact search index (~350KB) and on-demand source loading, where users explicitly provide a URL or upload a JSON file to fetch full stat block data per source, which is then normalized and cached in IndexedDB (with in-memory fallback) so creature stat blocks load instantly on subsequent visits while keeping the app bundle small and never auto-fetching copyrighted content
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-10 22:46:13 +01:00
Lukas
99d1ba1bcd Implement the 028-semantic-hover-tokens feature that unifies hover colors across all interactive UI components via six CSS custom property tokens (three text, three background) defined in the Tailwind v4 theme, replacing hardcoded hover classes in 9 component files plus the shared Button primitive with semantic token references so all hover colors can be globally reconfigured from one place
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-10 19:50:22 +01:00
Lukas
f029c1a85b Implement the 027-ui-polish feature that adds six combatant row improvements (inline conditions, row-click stat block, hover-only remove button, AC shield shape, expanded concentration click target, larger d20 icon) plus top bar redesign with icon-only StepBack/StepForward navigation buttons, dark-themed scrollbars, and multiple UX fixes including stat block panel stability during initiative rolls and mobile touch safety for hidden buttons
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-10 19:00:49 +01:00
Lukas
d5f7b6ee36 Implement the 026-roll-initiative feature that adds d20 roll buttons for bestiary combatants' initiative using a click-to-edit pattern (d20 icon when empty, plain text when set), plus a Roll All button in the top bar that batch-rolls for all unrolled bestiary combatants, with randomness confined to the adapter layer and the domain receiving pre-resolved dice values
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-10 16:29:09 +01:00
Lukas
24198c25f1 Implement the 023-clear-encounter feature that adds a clear encounter button with confirmation dialog to remove all combatants and reset round/turn counters, with the cleared state persisting across page refreshes
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-09 13:43:42 +01:00
Lukas
7d440677be Implement the 012-turn-navigation feature that adds a RetreatTurn domain operation and relocates turn controls to a navigation bar at the top of the encounter tracker
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 23:11:11 +01:00