Compare commits

...

15 Commits

Author SHA1 Message Date
Lukas c295840b7b Update CLAUDE.md for jsinspect, TS compiler props, parallel lefthook
CI / check (push) Successful in 1m39s
CI / build-image (push) Has been skipped
Adds jsinspect to check description and tech stack, removes incorrect
routing mention, notes prop checker uses TS compiler API, updates
quality gates to reflect parallel lefthook jobs.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 22:29:48 +02:00
Lukas d13641152f Update README with setup guide, contributing workflow, and bestiary docs
Fixes packages/app → packages/application path, expands scripts table,
documents the parallel merge gate, adds contributing workflow with
spec-driven process and Claude Code skills, and documents bestiary
index regeneration.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 20:48:11 +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 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 896fd427ed Add tests for undo/redo/setTempHp use cases, fix coverage thresholds
Adds missing tests for undoUseCase, redoUseCase, and setTempHpUseCase,
bringing application layer coverage from ~81% to 97%. Removes
autoUpdate from coverage thresholds and sets floors to actual values
so they enforce a real minimum.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 18:19:15 +01:00
Lukas 01b1bba6d6 Replace regex prop counter with TypeScript compiler API
Uses ts.createProgram to parse real AST instead of regex + brace-depth
state machine. Immune to comments, strings, and complex type syntax.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 18:11:34 +01:00
Lukas b7a97c3d88 Parallelize pre-commit checks via lefthook jobs
Independent checks (audit, knip, biome, jscpd, jsinspect, custom
scripts) now run in parallel. Type-dependent checks (oxlint, vitest)
remain sequential after tsc --build via a piped group. Also reorder
pnpm check for fast-fail on cheap checks first.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 18:07:38 +01:00
Lukas 1de00e3d8e Move entity rehydration to domain layer, fix tempHp gap
CI / check (push) Successful in 1m16s
CI / build-image (push) Has been skipped
Rehydration functions (reconstructing typed domain objects from untyped
JSON) lived in persistence adapters, duplicating domain validation.
Adding a field required updating both the domain type and a separate
adapter function — the adapter was missed for `level`, silently dropping
it on reload. Now adding a field only requires updating the domain type
and its co-located rehydration function.

- Add `rehydratePlayerCharacter` and `rehydrateCombatant` to domain
- Persistence adapters delegate to domain instead of reimplementing
- Add `tempHp` validation (was silently dropped during rehydration)
- Tighten initiative validation to integer-only
- Exhaustive domain tests (53 cases); adapter tests slimmed to round-trip
- Remove stale `jsinspect-plus` Knip ignoreDependencies entry

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 11:12:41 +01:00
Lukas f4fb69dbc7 Add jsinspect-plus structural duplication gate, extract shared helpers
CI / check (push) Successful in 1m13s
CI / build-image (push) Has been skipped
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)
CI / check (push) Successful in 1m13s
CI / build-image (push) Successful in 16s
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
100 changed files with 5169 additions and 1404 deletions
+9
View File
@@ -0,0 +1,9 @@
{
"threshold": 50,
"minInstances": 3,
"identifiers": false,
"literals": false,
"ignore": "dist|__tests__|node_modules",
"reporter": "default",
"truncate": 100
}
+6 -5
View File
@@ -5,7 +5,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
## Commands ## Commands
```bash ```bash
pnpm check # Merge gate — must pass before every commit (audit + knip + biome + oxlint + typecheck + test/coverage + jscpd) pnpm check # Merge gate — must pass before every commit (audit + knip + biome + oxlint + typecheck + test/coverage + jscpd + jsinspect)
pnpm oxlint # Type-aware linting (oxlint — complements Biome) pnpm oxlint # Type-aware linting (oxlint — complements Biome)
pnpm knip # Unused code detection (Knip) pnpm knip # Unused code detection (Knip)
pnpm test # Run all tests (Vitest) pnpm test # Run all tests (Vitest)
@@ -30,7 +30,7 @@ apps/web (React 19 + Vite) → packages/application (use cases) → packages
- **Domain** — Pure functions, no I/O, no framework imports. All state transitions are deterministic. Errors returned as values (`DomainError`), never thrown. Adapters may throw only for programmer errors. - **Domain** — Pure functions, no I/O, no framework imports. All state transitions are deterministic. Errors returned as values (`DomainError`), never thrown. Adapters may throw only for programmer errors.
- **Application** — Orchestrates domain calls via port interfaces (`EncounterStore`, `BestiarySourceCache`). No business logic here. - **Application** — Orchestrates domain calls via port interfaces (`EncounterStore`, `BestiarySourceCache`). No business logic here.
- **Web** — React adapter. Implements ports using hooks/state. All UI components, routing, and user interaction live here. - **Web** — React adapter. Implements ports using hooks/state. All UI components and user interaction live here.
Layer boundaries are enforced by `scripts/check-layer-boundaries.mjs`, which runs as a Vitest test. Domain and application must never import from React, Vite, or upper layers. Layer boundaries are enforced by `scripts/check-layer-boundaries.mjs`, which runs as a Vitest test. Domain and application must never import from React, Vite, or upper layers.
@@ -60,7 +60,7 @@ docs/agents/ RPI skill artifacts (research reports, plans)
- React 19, Vite 6, Tailwind CSS v4 - React 19, Vite 6, Tailwind CSS v4
- Lucide React (icons) - Lucide React (icons)
- `idb` (IndexedDB wrapper for bestiary cache) - `idb` (IndexedDB wrapper for bestiary cache)
- Biome 2.4 (formatting + linting), oxlint (type-aware linting), Knip (unused code), jscpd (copy-paste detection) - Biome 2.4 (formatting + linting), oxlint (type-aware linting), Knip (unused code), jscpd (copy-paste detection), jsinspect-plus (structural duplication)
- Vitest (testing, v8 coverage), Lefthook (pre-commit hooks) - Vitest (testing, v8 coverage), Lefthook (pre-commit hooks)
## Conventions ## Conventions
@@ -72,9 +72,9 @@ docs/agents/ RPI skill artifacts (research reports, plans)
- **Domain events** are plain data objects with a `type` discriminant — no classes. - **Domain events** are plain data objects with a `type` discriminant — no classes.
- **Tests** live in `packages/*/src/__tests__/*.test.ts`. Test pure functions directly; map acceptance scenarios and invariants from specs to individual `it()` blocks. - **Tests** live in `packages/*/src/__tests__/*.test.ts`. Test pure functions directly; map acceptance scenarios and invariants from specs to individual `it()` blocks.
- **Feature specs** live in `specs/NNN-feature-name/` with spec.md (and optionally plan.md, tasks.md for new work). Specs describe features, not individual changes. The project constitution is at `.specify/memory/constitution.md`. - **Feature specs** live in `specs/NNN-feature-name/` with spec.md (and optionally plan.md, tasks.md for new work). Specs describe features, not individual changes. The project constitution is at `.specify/memory/constitution.md`.
- **Component props** — max 8 explicitly declared props per component interface (enforced by `scripts/check-component-props.mjs`). Use React context for shared state; reserve props for per-instance config (data items, layout variants, refs). - **Component props** — max 8 explicitly declared props per component interface (enforced by `scripts/check-component-props.mjs` using the TypeScript compiler API). Use React context for shared state; reserve props for per-instance config (data items, layout variants, refs).
- **Export format compatibility** — When changing `Encounter`, `Combatant`, `PlayerCharacter`, or `UndoRedoState` types, verify that previously exported JSON files (version 1) still import correctly. If not, bump the `ExportBundle` version and add migration logic in `validateImportBundle()`. - **Export format compatibility** — When changing `Encounter`, `Combatant`, `PlayerCharacter`, or `UndoRedoState` types, verify that previously exported JSON files (version 1) still import correctly. If not, bump the `ExportBundle` version and add migration logic in `validateImportBundle()`.
- **Quality gates** are enforced at pre-commit via Lefthook's `pnpm check` — the project's single earliest enforcement point. No gate may exist only as a CI step or manual process. - **Quality gates** are enforced at pre-commit via Lefthook (parallel jobs). No gate may exist only as a CI step or manual process.
## Self-Review Checklist ## Self-Review Checklist
@@ -119,6 +119,7 @@ Speckit manages **what** to build (specs as living documents). RPI manages **how
- `specs/005-player-characters/` — persistent player character templates (CRUD), search & add to encounters, color/icon visual distinction, `PlayerCharacterStore` port - `specs/005-player-characters/` — persistent player character templates (CRUD), search & add to encounters, color/icon visual distinction, `PlayerCharacterStore` port
- `specs/006-undo-redo/` — undo/redo for encounter state mutations - `specs/006-undo-redo/` — undo/redo for encounter state mutations
- `specs/007-json-import-export/` — JSON import/export for full encounter state (encounter, undo/redo, player characters) - `specs/007-json-import-export/` — JSON import/export for full encounter state (encounter, undo/redo, player characters)
- `specs/008-encounter-difficulty/` — Live encounter difficulty indicator (5.5e XP budget system), optional PC level field
## Constitution (key principles) ## Constitution (key principles)
+77 -10
View File
@@ -1,4 +1,4 @@
# Encounter Console # Initiative
A local-first initiative tracker and encounter manager for tabletop RPGs (D&D 5e / 2024). Runs entirely in the browser — no server, no account, no data leaves your machine. A local-first initiative tracker and encounter manager for tabletop RPGs (D&D 5e / 2024). Runs entirely in the browser — no server, no account, no data leaves your machine.
@@ -7,7 +7,8 @@ A local-first initiative tracker and encounter manager for tabletop RPGs (D&D 5e
- **Initiative tracking** — add combatants (batch-add from bestiary, custom creatures with optional stats), roll initiative (manual or d20), cycle turns and rounds - **Initiative tracking** — add combatants (batch-add from bestiary, custom creatures with optional stats), roll initiative (manual or d20), cycle turns and rounds
- **Encounter state** — HP, AC, conditions, concentration tracking with visual status indicators - **Encounter state** — HP, AC, conditions, concentration tracking with visual status indicators
- **Bestiary integration** — import bestiary JSON sources, search creatures, and view full stat blocks - **Bestiary integration** — import bestiary JSON sources, search creatures, and view full stat blocks
- **Player characters** — create reusable player character templates with name, AC, HP, color, and icon; search and add them to encounters with pre-filled stats; manage (edit/delete) from a dedicated panel - **Player characters** — create reusable player character templates with name, AC, HP, level, color, and icon; search and add them to encounters with pre-filled stats; manage (edit/delete) from a dedicated panel
- **Encounter difficulty** — live 3-bar 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
- **Undo/redo** — reverse any encounter action with Undo/Redo buttons or keyboard shortcuts (Ctrl+Z / Ctrl+Shift+Z, Cmd on Mac); history persists across page reloads - **Undo/redo** — reverse any encounter action with Undo/Redo buttons or keyboard shortcuts (Ctrl+Z / Ctrl+Shift+Z, Cmd on Mac); history persists across page reloads
- **Import/export** — export the full encounter state (combatants, undo/redo history, player characters) as a JSON file or copy to clipboard; import from file upload or pasted JSON with validation and confirmation - **Import/export** — export the full encounter state (combatants, undo/redo history, player characters) as a JSON file or copy to clipboard; import from file upload or pasted JSON with validation and confirmation
- **Persistent** — encounters survive page reloads via localStorage; bestiary data cached in IndexedDB; player characters stored independently - **Persistent** — encounters survive page reloads via localStorage; bestiary data cached in IndexedDB; player characters stored independently
@@ -33,17 +34,43 @@ Open `http://localhost:5173`.
| `pnpm --filter web dev` | Start the dev server | | `pnpm --filter web dev` | Start the dev server |
| `pnpm --filter web build` | Production build | | `pnpm --filter web build` | Production build |
| `pnpm test` | Run all tests (Vitest) | | `pnpm test` | Run all tests (Vitest) |
| `pnpm check` | Full merge gate (knip, biome, typecheck, test, jscpd) | | `pnpm test:watch` | Tests in watch mode |
| `pnpm vitest run path/to/test.ts` | Run a single test file |
| `pnpm typecheck` | TypeScript type checking |
| `pnpm lint` | Biome lint |
| `pnpm format` | Biome format (writes changes) |
| `pnpm check` | Full merge gate (see below) |
### Merge gate (`pnpm check`)
All of these run at pre-commit via Lefthook (in parallel where possible):
- `pnpm audit` — security audit
- `knip` — unused code detection
- `biome check` — formatting + linting
- `oxlint` — type-aware linting (complements Biome)
- Custom scripts — lint-ignore caps, className enforcement, component prop limits
- `tsc --build` — TypeScript strict mode
- `vitest run` — tests with per-path coverage thresholds
- `jscpd` + `jsinspect` — copy-paste and structural duplication detection
## Tech Stack
- TypeScript 5.8 (strict mode), React 19, Vite 6
- Tailwind CSS v4 (dark/light theme)
- Biome 2.4 (formatting + linting), oxlint (type-aware linting)
- Vitest (testing, v8 coverage), Lefthook (pre-commit hooks)
- Knip (unused code), jscpd + jsinspect (duplication detection)
## Project Structure ## Project Structure
``` ```
apps/web/ React 19 + Vite — UI components, hooks, adapters apps/web/ React 19 + Vite — UI components, hooks, adapters
packages/domain/ Pure functions — state transitions, types, validation packages/domain/ Pure functions — state transitions, types, validation
packages/app/ Use cases — orchestrates domain via port interfaces packages/application/ Use cases — orchestrates domain via port interfaces
data/bestiary/ Bestiary index for creature search data/bestiary/ Pre-built bestiary search index (~10k creatures)
scripts/ Build tooling (layer boundary checks, index generation) scripts/ Build tooling (layer checks, index generation)
specs/ Feature specifications (spec → plan → tasks) specs/ Feature specifications (spec → plan → tasks)
``` ```
## Architecture ## Architecture
@@ -54,5 +81,45 @@ Strict layered architecture with enforced dependency direction:
apps/web (adapters) → packages/application (use cases) → packages/domain (pure logic) apps/web (adapters) → packages/application (use cases) → packages/domain (pure logic)
``` ```
Domain is pure no I/O, no randomness, no framework imports. Layer boundaries are enforced by automated import checks that run as part of the test suite. See [CLAUDE.md](./CLAUDE.md) for full conventions. - **Domain** — pure functions, no I/O, no randomness, no framework imports. Errors returned as values (`DomainError`), never thrown.
- **Application** — orchestrates domain calls via port interfaces (`EncounterStore`, `PlayerCharacterStore`, etc.). No business logic.
- **Web** — React adapter. Implements ports using hooks/state. All UI components, persistence, and external data access live here.
Layer boundaries are enforced by automated import checks that run as part of the test suite.
## Contributing
### Workflow
Development is spec-driven. Feature specs live in `specs/NNN-feature-name/` and are managed through Claude Code skills (see [CLAUDE.md](./CLAUDE.md) for full details).
| Scope | What to do |
|-------|-----------|
| Bug fix / CSS tweak | Fix it, run `pnpm check`, commit. Optionally use `/browser-interactive-testing` for visual verification. |
| Change to existing feature | Update the feature spec, then implement |
| Larger change to existing feature | Update the spec → `/rpi-research``/rpi-plan``/rpi-implement` |
| New feature | `/speckit.specify``/speckit.clarify``/speckit.plan``/speckit.tasks``/speckit.implement` |
Use `/write-issue` to create well-structured Gitea issues, and `/integrate-issue` to pull an existing issue's requirements into the relevant feature spec.
### Before committing
Run `pnpm check` — Lefthook runs this automatically at pre-commit, but running it manually first saves time. All checks must pass.
### Conventions
- **Biome** for formatting and linting — tab indentation, 80-char lines
- **TypeScript strict mode** with `verbatimModuleSyntax` (type-only imports must use `import type`)
- **Max 8 props** per component interface — use React context for shared state
- **Tests** in `__tests__/` directories — test pure functions directly, use `renderHook` for hooks
See [CLAUDE.md](./CLAUDE.md) for the full conventions and project constitution.
## Bestiary Index
The bestiary search index (`data/bestiary/index.json`) is pre-built and checked into the repo. To regenerate it (e.g., after a new source book release):
1. Clone [5etools-mirror-3/5etools-src](https://github.com/5etools-mirror-3/5etools-src) locally
2. Run `node scripts/generate-bestiary-index.mjs /path/to/5etools-src`
The script extracts creature names, stats, and source info into a compact search index.
@@ -50,6 +50,16 @@ beforeAll(() => {
dispatchEvent: vi.fn(), dispatchEvent: vi.fn(),
})), })),
}); });
HTMLDialogElement.prototype.showModal =
HTMLDialogElement.prototype.showModal ||
function showModal(this: HTMLDialogElement) {
this.setAttribute("open", "");
};
HTMLDialogElement.prototype.close =
HTMLDialogElement.prototype.close ||
function close(this: HTMLDialogElement) {
this.removeAttribute("open");
};
}); });
afterEach(cleanup); afterEach(cleanup);
@@ -118,4 +128,61 @@ describe("ActionBar", () => {
screen.getByRole("button", { name: "More actions" }), screen.getByRole("button", { name: "More actions" }),
).toBeInTheDocument(); ).toBeInTheDocument();
}); });
it("opens export method dialog via overflow menu", async () => {
const user = userEvent.setup();
renderBar();
await user.click(screen.getByRole("button", { name: "More actions" }));
// Click the menu item
const items = screen.getAllByText("Export Encounter");
await user.click(items[0]);
// Dialog should now be open — it renders a second "Export Encounter" as heading
expect(
screen.getAllByText("Export Encounter").length,
).toBeGreaterThanOrEqual(1);
});
it("opens import method dialog via overflow menu", async () => {
const user = userEvent.setup();
renderBar();
await user.click(screen.getByRole("button", { name: "More actions" }));
const items = screen.getAllByText("Import Encounter");
await user.click(items[0]);
expect(
screen.getAllByText("Import Encounter").length,
).toBeGreaterThanOrEqual(1);
});
it("calls onManagePlayers from overflow menu", async () => {
const onManagePlayers = vi.fn();
const user = userEvent.setup();
renderBar({ onManagePlayers });
await user.click(screen.getByRole("button", { name: "More actions" }));
await user.click(screen.getByText("Player Characters"));
expect(onManagePlayers).toHaveBeenCalledOnce();
});
it("calls onOpenSettings from overflow menu", async () => {
const onOpenSettings = vi.fn();
const user = userEvent.setup();
renderBar({ onOpenSettings });
await user.click(screen.getByRole("button", { name: "More actions" }));
await user.click(screen.getByText("Settings"));
expect(onOpenSettings).toHaveBeenCalledOnce();
});
it("submits custom stats with combatant", async () => {
const user = userEvent.setup();
renderBar();
const input = screen.getByPlaceholderText("+ Add combatants");
await user.type(input, "Fighter");
const initInput = screen.getByPlaceholderText("Init");
const acInput = screen.getByPlaceholderText("AC");
const hpInput = screen.getByPlaceholderText("MaxHP");
await user.type(initInput, "15");
await user.type(acInput, "18");
await user.type(hpInput, "45");
await user.click(screen.getByRole("button", { name: "Add" }));
expect(input).toHaveValue("");
});
}); });
@@ -0,0 +1,87 @@
// @vitest-environment jsdom
import type { ConditionId } from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react";
import { userEvent } from "@testing-library/user-event";
import { afterEach, describe, expect, it, vi } from "vitest";
import { ConditionTags } from "../condition-tags.js";
vi.mock("../../contexts/rules-edition-context.js", () => ({
useRulesEditionContext: () => ({ edition: "5.5e" }),
}));
afterEach(cleanup);
describe("ConditionTags", () => {
it("renders nothing when conditions is undefined", () => {
const { container } = render(
<ConditionTags
conditions={undefined}
onRemove={() => {}}
onOpenPicker={() => {}}
/>,
);
// Only the add button should be present
expect(container.querySelectorAll("button")).toHaveLength(1);
});
it("renders a button per condition", () => {
const conditions: ConditionId[] = ["blinded", "prone"];
render(
<ConditionTags
conditions={conditions}
onRemove={() => {}}
onOpenPicker={() => {}}
/>,
);
expect(
screen.getByRole("button", { name: "Remove Blinded" }),
).toBeDefined();
expect(screen.getByRole("button", { name: "Remove Prone" })).toBeDefined();
});
it("calls onRemove with condition id when clicked", async () => {
const onRemove = vi.fn();
render(
<ConditionTags
conditions={["blinded"] as ConditionId[]}
onRemove={onRemove}
onOpenPicker={() => {}}
/>,
);
await userEvent.click(
screen.getByRole("button", { name: "Remove Blinded" }),
);
expect(onRemove).toHaveBeenCalledWith("blinded");
});
it("calls onOpenPicker when add button is clicked", async () => {
const onOpenPicker = vi.fn();
render(
<ConditionTags
conditions={[]}
onRemove={() => {}}
onOpenPicker={onOpenPicker}
/>,
);
await userEvent.click(
screen.getByRole("button", { name: "Add condition" }),
);
expect(onOpenPicker).toHaveBeenCalledOnce();
});
it("renders empty conditions array without errors", () => {
render(
<ConditionTags
conditions={[]}
onRemove={() => {}}
onOpenPicker={() => {}}
/>,
);
// Only add button
expect(screen.getByRole("button", { name: "Add condition" })).toBeDefined();
});
});
@@ -0,0 +1,173 @@
// @vitest-environment jsdom
import type { PlayerCharacter } from "@initiative/domain";
import { playerCharacterId } from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react";
import { userEvent } from "@testing-library/user-event";
import { afterEach, beforeAll, describe, expect, it, vi } from "vitest";
import { CreatePlayerModal } from "../create-player-modal.js";
beforeAll(() => {
HTMLDialogElement.prototype.showModal =
HTMLDialogElement.prototype.showModal ||
function showModal(this: HTMLDialogElement) {
this.setAttribute("open", "");
};
HTMLDialogElement.prototype.close =
HTMLDialogElement.prototype.close ||
function close(this: HTMLDialogElement) {
this.removeAttribute("open");
};
});
afterEach(cleanup);
function renderModal(
overrides: Partial<Parameters<typeof CreatePlayerModal>[0]> = {},
) {
const defaults = {
open: true,
onClose: vi.fn(),
onSave: vi.fn(),
};
const props = { ...defaults, ...overrides };
return { ...render(<CreatePlayerModal {...props} />), ...props };
}
describe("CreatePlayerModal", () => {
it("renders create form with defaults", () => {
renderModal();
expect(screen.getByText("Create Player")).toBeDefined();
expect(screen.getByLabelText("Name")).toBeDefined();
expect(screen.getByLabelText("AC")).toBeDefined();
expect(screen.getByLabelText("Max HP")).toBeDefined();
expect(screen.getByLabelText("Level")).toBeDefined();
expect(screen.getByRole("button", { name: "Create" })).toBeDefined();
});
it("renders edit form when playerCharacter is provided", () => {
const pc: PlayerCharacter = {
id: playerCharacterId("pc-1"),
name: "Gandalf",
ac: 15,
maxHp: 40,
color: "blue",
icon: "wand",
level: 10,
};
renderModal({ playerCharacter: pc });
expect(screen.getByText("Edit Player")).toBeDefined();
expect(screen.getByLabelText("Name")).toHaveProperty("value", "Gandalf");
expect(screen.getByLabelText("AC")).toHaveProperty("value", "15");
expect(screen.getByLabelText("Max HP")).toHaveProperty("value", "40");
expect(screen.getByLabelText("Level")).toHaveProperty("value", "10");
expect(screen.getByRole("button", { name: "Save" })).toBeDefined();
});
it("calls onSave with valid data", async () => {
const { onSave, onClose } = renderModal();
const user = userEvent.setup();
await user.type(screen.getByLabelText("Name"), "Aria");
await user.clear(screen.getByLabelText("AC"));
await user.type(screen.getByLabelText("AC"), "16");
await user.clear(screen.getByLabelText("Max HP"));
await user.type(screen.getByLabelText("Max HP"), "30");
await user.type(screen.getByLabelText("Level"), "5");
await user.click(screen.getByRole("button", { name: "Create" }));
expect(onSave).toHaveBeenCalledWith(
"Aria",
16,
30,
undefined,
undefined,
5,
);
expect(onClose).toHaveBeenCalled();
});
it("shows error for empty name", async () => {
const { onSave } = renderModal();
const user = userEvent.setup();
await user.click(screen.getByRole("button", { name: "Create" }));
expect(screen.getByText("Name is required")).toBeDefined();
expect(onSave).not.toHaveBeenCalled();
});
it("shows error for invalid AC", async () => {
const { onSave } = renderModal();
const user = userEvent.setup();
await user.type(screen.getByLabelText("Name"), "Test");
await user.clear(screen.getByLabelText("AC"));
await user.type(screen.getByLabelText("AC"), "abc");
await user.click(screen.getByRole("button", { name: "Create" }));
expect(screen.getByText("AC must be a non-negative number")).toBeDefined();
expect(onSave).not.toHaveBeenCalled();
});
it("shows error for invalid Max HP", async () => {
const { onSave } = renderModal();
const user = userEvent.setup();
await user.type(screen.getByLabelText("Name"), "Test");
await user.clear(screen.getByLabelText("Max HP"));
await user.type(screen.getByLabelText("Max HP"), "0");
await user.click(screen.getByRole("button", { name: "Create" }));
expect(screen.getByText("Max HP must be at least 1")).toBeDefined();
expect(onSave).not.toHaveBeenCalled();
});
it("shows error for invalid level", async () => {
const { onSave } = renderModal();
const user = userEvent.setup();
await user.type(screen.getByLabelText("Name"), "Test");
await user.type(screen.getByLabelText("Level"), "25");
await user.click(screen.getByRole("button", { name: "Create" }));
expect(screen.getByText("Level must be between 1 and 20")).toBeDefined();
expect(onSave).not.toHaveBeenCalled();
});
it("clears error when name is edited", async () => {
renderModal();
const user = userEvent.setup();
await user.click(screen.getByRole("button", { name: "Create" }));
expect(screen.getByText("Name is required")).toBeDefined();
await user.type(screen.getByLabelText("Name"), "A");
expect(screen.queryByText("Name is required")).toBeNull();
});
it("calls onClose when cancel is clicked", async () => {
const { onClose } = renderModal();
const user = userEvent.setup();
await user.click(screen.getByRole("button", { name: "Cancel" }));
expect(onClose).toHaveBeenCalledOnce();
});
it("omits level when field is empty", async () => {
const { onSave } = renderModal();
const user = userEvent.setup();
await user.type(screen.getByLabelText("Name"), "Aria");
await user.click(screen.getByRole("button", { name: "Create" }));
expect(onSave).toHaveBeenCalledWith(
"Aria",
10,
10,
undefined,
undefined,
undefined,
);
});
});
@@ -0,0 +1,71 @@
// @vitest-environment jsdom
import { cleanup, render, screen } from "@testing-library/react";
import { userEvent } from "@testing-library/user-event";
import { afterEach, beforeAll, describe, expect, it, vi } from "vitest";
import { Dialog, DialogHeader } from "../ui/dialog.js";
beforeAll(() => {
HTMLDialogElement.prototype.showModal =
HTMLDialogElement.prototype.showModal ||
function showModal(this: HTMLDialogElement) {
this.setAttribute("open", "");
};
HTMLDialogElement.prototype.close =
HTMLDialogElement.prototype.close ||
function close(this: HTMLDialogElement) {
this.removeAttribute("open");
};
});
afterEach(cleanup);
describe("Dialog", () => {
it("opens when open=true", () => {
render(
<Dialog open={true} onClose={() => {}}>
Content
</Dialog>,
);
expect(screen.getByText("Content")).toBeDefined();
});
it("closes when open changes from true to false", () => {
const { rerender } = render(
<Dialog open={true} onClose={() => {}}>
Content
</Dialog>,
);
const dialog = document.querySelector("dialog");
expect(dialog?.hasAttribute("open")).toBe(true);
rerender(
<Dialog open={false} onClose={() => {}}>
Content
</Dialog>,
);
expect(dialog?.hasAttribute("open")).toBe(false);
});
it("calls onClose on cancel event", () => {
const onClose = vi.fn();
render(
<Dialog open={true} onClose={onClose}>
Content
</Dialog>,
);
const dialog = document.querySelector("dialog");
dialog?.dispatchEvent(new Event("cancel"));
expect(onClose).toHaveBeenCalledOnce();
});
});
describe("DialogHeader", () => {
it("renders title and close button", async () => {
const onClose = vi.fn();
render(<DialogHeader title="Test Title" onClose={onClose} />);
expect(screen.getByText("Test Title")).toBeDefined();
await userEvent.click(screen.getByRole("button"));
expect(onClose).toHaveBeenCalledOnce();
});
});
@@ -0,0 +1,59 @@
// @vitest-environment jsdom
import type { DifficultyResult } from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react";
import { afterEach, describe, expect, it } from "vitest";
import { DifficultyIndicator } from "../difficulty-indicator.js";
afterEach(cleanup);
function makeResult(tier: DifficultyResult["tier"]): DifficultyResult {
return {
tier,
totalMonsterXp: 100,
partyBudget: { low: 50, moderate: 100, high: 200 },
};
}
describe("DifficultyIndicator", () => {
it("renders 3 bars", () => {
const { container } = render(
<DifficultyIndicator result={makeResult("moderate")} />,
);
const bars = container.querySelectorAll("[class*='rounded-sm']");
expect(bars).toHaveLength(3);
});
it("shows 'Trivial encounter difficulty' label for trivial tier", () => {
render(<DifficultyIndicator result={makeResult("trivial")} />);
expect(
screen.getByRole("img", {
name: "Trivial encounter difficulty",
}),
).toBeDefined();
});
it("shows 'Low encounter difficulty' label for low tier", () => {
render(<DifficultyIndicator result={makeResult("low")} />);
expect(
screen.getByRole("img", { name: "Low encounter difficulty" }),
).toBeDefined();
});
it("shows 'Moderate encounter difficulty' label for moderate tier", () => {
render(<DifficultyIndicator result={makeResult("moderate")} />);
expect(
screen.getByRole("img", {
name: "Moderate encounter difficulty",
}),
).toBeDefined();
});
it("shows 'High encounter difficulty' label for high tier", () => {
render(<DifficultyIndicator result={makeResult("high")} />);
expect(
screen.getByRole("img", {
name: "High encounter difficulty",
}),
).toBeDefined();
});
});
@@ -0,0 +1,89 @@
// @vitest-environment jsdom
import { cleanup, render, screen } from "@testing-library/react";
import { userEvent } from "@testing-library/user-event";
import { Circle } from "lucide-react";
import { afterEach, describe, expect, it, vi } from "vitest";
import { OverflowMenu } from "../ui/overflow-menu.js";
afterEach(cleanup);
const items = [
{ icon: <Circle />, label: "Action A", onClick: vi.fn() },
{ icon: <Circle />, label: "Action B", onClick: vi.fn() },
];
describe("OverflowMenu", () => {
it("renders toggle button", () => {
render(<OverflowMenu items={items} />);
expect(screen.getByRole("button", { name: "More actions" })).toBeDefined();
});
it("does not show menu items when closed", () => {
render(<OverflowMenu items={items} />);
expect(screen.queryByText("Action A")).toBeNull();
});
it("shows menu items when toggled open", async () => {
render(<OverflowMenu items={items} />);
await userEvent.click(screen.getByRole("button", { name: "More actions" }));
expect(screen.getByText("Action A")).toBeDefined();
expect(screen.getByText("Action B")).toBeDefined();
});
it("closes menu after clicking an item", async () => {
const onClick = vi.fn();
render(
<OverflowMenu items={[{ icon: <Circle />, label: "Do it", onClick }]} />,
);
await userEvent.click(screen.getByRole("button", { name: "More actions" }));
await userEvent.click(screen.getByText("Do it"));
expect(onClick).toHaveBeenCalledOnce();
expect(screen.queryByText("Do it")).toBeNull();
});
it("keeps menu open when keepOpen is true", async () => {
const onClick = vi.fn();
render(
<OverflowMenu
items={[
{
icon: <Circle />,
label: "Stay",
onClick,
keepOpen: true,
},
]}
/>,
);
await userEvent.click(screen.getByRole("button", { name: "More actions" }));
await userEvent.click(screen.getByText("Stay"));
expect(onClick).toHaveBeenCalledOnce();
expect(screen.getByText("Stay")).toBeDefined();
});
it("disables items when disabled is true", async () => {
const onClick = vi.fn();
render(
<OverflowMenu
items={[
{
icon: <Circle />,
label: "Nope",
onClick,
disabled: true,
},
]}
/>,
);
await userEvent.click(screen.getByRole("button", { name: "More actions" }));
const item = screen.getByText("Nope");
expect(item.closest("button")?.hasAttribute("disabled")).toBe(true);
});
});
@@ -0,0 +1,55 @@
// @vitest-environment jsdom
import { cleanup, render, screen } from "@testing-library/react";
import { userEvent } from "@testing-library/user-event";
import { afterEach, describe, expect, it, vi } from "vitest";
import { RollModeMenu } from "../roll-mode-menu.js";
afterEach(cleanup);
describe("RollModeMenu", () => {
it("renders advantage and disadvantage buttons", () => {
render(
<RollModeMenu
position={{ x: 100, y: 100 }}
onSelect={() => {}}
onClose={() => {}}
/>,
);
expect(screen.getByText("Advantage")).toBeDefined();
expect(screen.getByText("Disadvantage")).toBeDefined();
});
it("calls onSelect with 'advantage' and onClose when clicked", async () => {
const onSelect = vi.fn();
const onClose = vi.fn();
render(
<RollModeMenu
position={{ x: 100, y: 100 }}
onSelect={onSelect}
onClose={onClose}
/>,
);
await userEvent.click(screen.getByText("Advantage"));
expect(onSelect).toHaveBeenCalledWith("advantage");
expect(onClose).toHaveBeenCalled();
});
it("calls onSelect with 'disadvantage' and onClose when clicked", async () => {
const onSelect = vi.fn();
const onClose = vi.fn();
render(
<RollModeMenu
position={{ x: 100, y: 100 }}
onSelect={onSelect}
onClose={onClose}
/>,
);
await userEvent.click(screen.getByText("Disadvantage"));
expect(onSelect).toHaveBeenCalledWith("disadvantage");
expect(onClose).toHaveBeenCalled();
});
});
@@ -0,0 +1,68 @@
// @vitest-environment jsdom
import { cleanup, render, screen } from "@testing-library/react";
import { userEvent } from "@testing-library/user-event";
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
import { Toast } from "../toast.js";
afterEach(cleanup);
describe("Toast", () => {
it("renders message text", () => {
render(<Toast message="Hello" onDismiss={() => {}} />);
expect(screen.getByText("Hello")).toBeDefined();
});
it("renders progress bar when progress is provided", () => {
render(<Toast message="Loading" progress={0.5} onDismiss={() => {}} />);
const bar = document.body.querySelector("[style*='width']") as HTMLElement;
expect(bar).not.toBeNull();
expect(bar.style.width).toBe("50%");
});
it("does not render progress bar when progress is omitted", () => {
render(<Toast message="Done" onDismiss={() => {}} />);
const bar = document.body.querySelector("[style*='width']");
expect(bar).toBeNull();
});
it("calls onDismiss when close button is clicked", async () => {
const onDismiss = vi.fn();
render(<Toast message="Hi" onDismiss={onDismiss} />);
const toast = screen.getByText("Hi").closest("div");
const button = toast?.querySelector("button");
expect(button).not.toBeNull();
await userEvent.click(button as HTMLElement);
expect(onDismiss).toHaveBeenCalledOnce();
});
describe("auto-dismiss", () => {
beforeEach(() => {
vi.useFakeTimers();
});
afterEach(() => {
vi.useRealTimers();
});
it("auto-dismisses after specified timeout", () => {
const onDismiss = vi.fn();
render(
<Toast message="Auto" onDismiss={onDismiss} autoDismissMs={3000} />,
);
expect(onDismiss).not.toHaveBeenCalled();
vi.advanceTimersByTime(3000);
expect(onDismiss).toHaveBeenCalledOnce();
});
it("does not auto-dismiss when autoDismissMs is omitted", () => {
const onDismiss = vi.fn();
render(<Toast message="Stay" onDismiss={onDismiss} />);
vi.advanceTimersByTime(10000);
expect(onDismiss).not.toHaveBeenCalled();
});
});
});
@@ -0,0 +1,42 @@
// @vitest-environment jsdom
import { cleanup, fireEvent, render, screen } from "@testing-library/react";
import { afterEach, describe, expect, it } from "vitest";
import { Tooltip } from "../ui/tooltip.js";
afterEach(cleanup);
describe("Tooltip", () => {
it("renders children", () => {
render(
<Tooltip content="Hint">
<button type="button">Hover me</button>
</Tooltip>,
);
expect(screen.getByText("Hover me")).toBeDefined();
});
it("does not show tooltip initially", () => {
render(
<Tooltip content="Hint">
<span>Target</span>
</Tooltip>,
);
expect(screen.queryByRole("tooltip")).toBeNull();
});
it("shows tooltip on pointer enter and hides on pointer leave", () => {
render(
<Tooltip content="Hint text">
<span>Target</span>
</Tooltip>,
);
const wrapper = screen.getByText("Target").closest("span");
fireEvent.pointerEnter(wrapper as HTMLElement);
expect(screen.getByRole("tooltip")).toBeDefined();
expect(screen.getByText("Hint text")).toBeDefined();
fireEvent.pointerLeave(wrapper as HTMLElement);
expect(screen.queryByRole("tooltip")).toBeNull();
});
});
@@ -6,11 +6,19 @@ import { combatantId } from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react"; import { cleanup, render, screen } from "@testing-library/react";
import { afterEach, describe, expect, it, vi } from "vitest"; import { afterEach, describe, expect, it, vi } from "vitest";
// Mock the context module // Mock the context modules
vi.mock("../../contexts/encounter-context.js", () => ({ vi.mock("../../contexts/encounter-context.js", () => ({
useEncounterContext: vi.fn(), useEncounterContext: vi.fn(),
})); }));
vi.mock("../../contexts/player-characters-context.js", () => ({
usePlayerCharactersContext: vi.fn().mockReturnValue({ characters: [] }),
}));
vi.mock("../../contexts/bestiary-context.js", () => ({
useBestiaryContext: vi.fn().mockReturnValue({ getCreature: () => undefined }),
}));
import { useEncounterContext } from "../../contexts/encounter-context.js"; import { useEncounterContext } from "../../contexts/encounter-context.js";
import { TurnNavigation } from "../turn-navigation.js"; import { TurnNavigation } from "../turn-navigation.js";
@@ -64,6 +72,7 @@ function mockContext(overrides: Partial<Encounter> = {}) {
setEncounter: vi.fn(), setEncounter: vi.fn(),
setUndoRedoState: vi.fn(), setUndoRedoState: vi.fn(),
events: [], events: [],
lastCreatureId: null,
}; };
mockUseEncounterContext.mockReturnValue( mockUseEncounterContext.mockReturnValue(
+10 -66
View File
@@ -3,66 +3,17 @@ import {
getConditionDescription, getConditionDescription,
getConditionsForEdition, getConditionsForEdition,
} from "@initiative/domain"; } from "@initiative/domain";
import type { LucideIcon } from "lucide-react"; import { useLayoutEffect, useRef, useState } from "react";
import {
ArrowDown,
Ban,
BatteryLow,
Droplet,
EarOff,
EyeOff,
Gem,
Ghost,
Hand,
Heart,
Link,
Moon,
ShieldMinus,
Siren,
Snail,
Sparkles,
ZapOff,
} from "lucide-react";
import { useEffect, useLayoutEffect, useRef, useState } from "react";
import { createPortal } from "react-dom"; import { createPortal } from "react-dom";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js"; import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
import { useClickOutside } from "../hooks/use-click-outside.js";
import { cn } from "../lib/utils"; import { cn } from "../lib/utils";
import {
CONDITION_COLOR_CLASSES,
CONDITION_ICON_MAP,
} from "./condition-styles.js";
import { Tooltip } from "./ui/tooltip.js"; import { Tooltip } from "./ui/tooltip.js";
const ICON_MAP: Record<string, LucideIcon> = {
EyeOff,
Heart,
EarOff,
BatteryLow,
Siren,
Hand,
Ban,
Ghost,
ZapOff,
Gem,
Droplet,
ArrowDown,
Link,
ShieldMinus,
Snail,
Sparkles,
Moon,
};
const COLOR_CLASSES: Record<string, string> = {
neutral: "text-muted-foreground",
pink: "text-pink-400",
amber: "text-amber-400",
orange: "text-orange-400",
gray: "text-gray-400",
violet: "text-violet-400",
yellow: "text-yellow-400",
slate: "text-slate-400",
green: "text-green-400",
indigo: "text-indigo-400",
sky: "text-sky-400",
};
interface ConditionPickerProps { interface ConditionPickerProps {
anchorRef: React.RefObject<HTMLElement | null>; anchorRef: React.RefObject<HTMLElement | null>;
activeConditions: readonly ConditionId[] | undefined; activeConditions: readonly ConditionId[] | undefined;
@@ -104,15 +55,7 @@ export function ConditionPicker({
setPos({ top, left: anchorRect.left, maxHeight }); setPos({ top, left: anchorRect.left, maxHeight });
}, [anchorRef]); }, [anchorRef]);
useEffect(() => { useClickOutside(ref, onClose);
function handleClickOutside(e: MouseEvent) {
if (ref.current && !ref.current.contains(e.target as Node)) {
onClose();
}
}
document.addEventListener("mousedown", handleClickOutside);
return () => document.removeEventListener("mousedown", handleClickOutside);
}, [onClose]);
const { edition } = useRulesEditionContext(); const { edition } = useRulesEditionContext();
const conditions = getConditionsForEdition(edition); const conditions = getConditionsForEdition(edition);
@@ -129,10 +72,11 @@ export function ConditionPicker({
} }
> >
{conditions.map((def) => { {conditions.map((def) => {
const Icon = ICON_MAP[def.iconName]; const Icon = CONDITION_ICON_MAP[def.iconName];
if (!Icon) return null; if (!Icon) return null;
const isActive = active.has(def.id); const isActive = active.has(def.id);
const colorClass = COLOR_CLASSES[def.color] ?? "text-muted-foreground"; const colorClass =
CONDITION_COLOR_CLASSES[def.color] ?? "text-muted-foreground";
return ( return (
<Tooltip <Tooltip
key={def.id} key={def.id}
@@ -0,0 +1,54 @@
import type { LucideIcon } from "lucide-react";
import {
ArrowDown,
Ban,
BatteryLow,
Droplet,
EarOff,
EyeOff,
Gem,
Ghost,
Hand,
Heart,
Link,
Moon,
ShieldMinus,
Siren,
Snail,
Sparkles,
ZapOff,
} from "lucide-react";
export const CONDITION_ICON_MAP: Record<string, LucideIcon> = {
EyeOff,
Heart,
EarOff,
BatteryLow,
Siren,
Hand,
Ban,
Ghost,
ZapOff,
Gem,
Droplet,
ArrowDown,
Link,
ShieldMinus,
Snail,
Sparkles,
Moon,
};
export const CONDITION_COLOR_CLASSES: Record<string, string> = {
neutral: "text-muted-foreground",
pink: "text-pink-400",
amber: "text-amber-400",
orange: "text-orange-400",
gray: "text-gray-400",
violet: "text-violet-400",
yellow: "text-yellow-400",
slate: "text-slate-400",
green: "text-green-400",
indigo: "text-indigo-400",
sky: "text-sky-400",
};
+8 -57
View File
@@ -3,65 +3,15 @@ import {
type ConditionId, type ConditionId,
getConditionDescription, getConditionDescription,
} from "@initiative/domain"; } from "@initiative/domain";
import type { LucideIcon } from "lucide-react"; import { Plus } from "lucide-react";
import {
ArrowDown,
Ban,
BatteryLow,
Droplet,
EarOff,
EyeOff,
Gem,
Ghost,
Hand,
Heart,
Link,
Moon,
Plus,
ShieldMinus,
Siren,
Snail,
Sparkles,
ZapOff,
} from "lucide-react";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js"; import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
import { cn } from "../lib/utils.js"; import { cn } from "../lib/utils.js";
import {
CONDITION_COLOR_CLASSES,
CONDITION_ICON_MAP,
} from "./condition-styles.js";
import { Tooltip } from "./ui/tooltip.js"; import { Tooltip } from "./ui/tooltip.js";
const ICON_MAP: Record<string, LucideIcon> = {
EyeOff,
Heart,
EarOff,
BatteryLow,
Siren,
Hand,
Ban,
Ghost,
ZapOff,
Gem,
Droplet,
ArrowDown,
Link,
ShieldMinus,
Snail,
Sparkles,
Moon,
};
const COLOR_CLASSES: Record<string, string> = {
neutral: "text-muted-foreground",
pink: "text-pink-400",
amber: "text-amber-400",
orange: "text-orange-400",
gray: "text-gray-400",
violet: "text-violet-400",
yellow: "text-yellow-400",
slate: "text-slate-400",
green: "text-green-400",
indigo: "text-indigo-400",
sky: "text-sky-400",
};
interface ConditionTagsProps { interface ConditionTagsProps {
conditions: readonly ConditionId[] | undefined; conditions: readonly ConditionId[] | undefined;
onRemove: (conditionId: ConditionId) => void; onRemove: (conditionId: ConditionId) => void;
@@ -79,9 +29,10 @@ export function ConditionTags({
{conditions?.map((condId) => { {conditions?.map((condId) => {
const def = CONDITION_DEFINITIONS.find((d) => d.id === condId); const def = CONDITION_DEFINITIONS.find((d) => d.id === condId);
if (!def) return null; if (!def) return null;
const Icon = ICON_MAP[def.iconName]; const Icon = CONDITION_ICON_MAP[def.iconName];
if (!Icon) return null; if (!Icon) return null;
const colorClass = COLOR_CLASSES[def.color] ?? "text-muted-foreground"; const colorClass =
CONDITION_COLOR_CLASSES[def.color] ?? "text-muted-foreground";
return ( return (
<Tooltip <Tooltip
key={condId} key={condId}
@@ -7,6 +7,13 @@ import { Button } from "./ui/button";
import { Dialog } from "./ui/dialog"; import { Dialog } from "./ui/dialog";
import { Input } from "./ui/input"; import { Input } from "./ui/input";
function parseLevel(value: string): number | undefined | "invalid" {
if (value.trim() === "") return undefined;
const n = Number.parseInt(value, 10);
if (Number.isNaN(n) || n < 1 || n > 20) return "invalid";
return n;
}
interface CreatePlayerModalProps { interface CreatePlayerModalProps {
open: boolean; open: boolean;
onClose: () => void; onClose: () => void;
@@ -16,6 +23,7 @@ interface CreatePlayerModalProps {
maxHp: number, maxHp: number,
color: string | undefined, color: string | undefined,
icon: string | undefined, icon: string | undefined,
level: number | undefined,
) => void; ) => void;
playerCharacter?: PlayerCharacter; playerCharacter?: PlayerCharacter;
} }
@@ -31,6 +39,7 @@ export function CreatePlayerModal({
const [maxHp, setMaxHp] = useState("10"); const [maxHp, setMaxHp] = useState("10");
const [color, setColor] = useState("blue"); const [color, setColor] = useState("blue");
const [icon, setIcon] = useState("sword"); const [icon, setIcon] = useState("sword");
const [level, setLevel] = useState("");
const [error, setError] = useState(""); const [error, setError] = useState("");
const isEdit = !!playerCharacter; const isEdit = !!playerCharacter;
@@ -43,12 +52,18 @@ export function CreatePlayerModal({
setMaxHp(String(playerCharacter.maxHp)); setMaxHp(String(playerCharacter.maxHp));
setColor(playerCharacter.color ?? ""); setColor(playerCharacter.color ?? "");
setIcon(playerCharacter.icon ?? ""); setIcon(playerCharacter.icon ?? "");
setLevel(
playerCharacter.level === undefined
? ""
: String(playerCharacter.level),
);
} else { } else {
setName(""); setName("");
setAc("10"); setAc("10");
setMaxHp("10"); setMaxHp("10");
setColor(""); setColor("");
setIcon(""); setIcon("");
setLevel("");
} }
setError(""); setError("");
} }
@@ -71,7 +86,19 @@ export function CreatePlayerModal({
setError("Max HP must be at least 1"); setError("Max HP must be at least 1");
return; return;
} }
onSave(trimmed, acNum, hpNum, color || undefined, icon || undefined); const levelNum = parseLevel(level);
if (levelNum === "invalid") {
setError("Level must be between 1 and 20");
return;
}
onSave(
trimmed,
acNum,
hpNum,
color || undefined,
icon || undefined,
levelNum,
);
onClose(); onClose();
}; };
@@ -135,6 +162,20 @@ export function CreatePlayerModal({
className="text-center" className="text-center"
/> />
</div> </div>
<div className="flex-1">
<span className="mb-1 block text-muted-foreground text-sm">
Level
</span>
<Input
type="text"
inputMode="numeric"
value={level}
onChange={(e) => setLevel(e.target.value)}
placeholder="1-20"
aria-label="Level"
className="text-center"
/>
</div>
</div> </div>
<div> <div>
@@ -0,0 +1,39 @@
import type { DifficultyResult, DifficultyTier } from "@initiative/domain";
import { cn } from "../lib/utils.js";
const TIER_CONFIG: Record<
DifficultyTier,
{ filledBars: number; color: string; label: string }
> = {
trivial: { filledBars: 0, color: "", label: "Trivial" },
low: { filledBars: 1, color: "bg-green-500", label: "Low" },
moderate: { filledBars: 2, color: "bg-yellow-500", label: "Moderate" },
high: { filledBars: 3, color: "bg-red-500", label: "High" },
};
const BAR_HEIGHTS = ["h-2", "h-3", "h-4"] as const;
export function DifficultyIndicator({ result }: { result: DifficultyResult }) {
const config = TIER_CONFIG[result.tier];
const tooltip = `${config.label} encounter difficulty`;
return (
<div
className="flex items-end gap-0.5"
title={tooltip}
role="img"
aria-label={tooltip}
>
{BAR_HEIGHTS.map((height, i) => (
<div
key={height}
className={cn(
"w-1 rounded-sm",
height,
i < config.filledBars ? config.color : "bg-muted",
)}
/>
))}
</div>
);
}
@@ -1,7 +1,6 @@
import { Check, ClipboardCopy, Download, X } from "lucide-react"; import { Check, ClipboardCopy, Download } from "lucide-react";
import { useCallback, useState } from "react"; import { useCallback, useState } from "react";
import { Button } from "./ui/button.js"; import { Dialog, DialogHeader } from "./ui/dialog.js";
import { Dialog } from "./ui/dialog.js";
import { Input } from "./ui/input.js"; import { Input } from "./ui/input.js";
interface ExportMethodDialogProps { interface ExportMethodDialogProps {
@@ -30,18 +29,7 @@ export function ExportMethodDialog({
return ( return (
<Dialog open={open} onClose={handleClose} className="w-80"> <Dialog open={open} onClose={handleClose} className="w-80">
<div className="mb-4 flex items-center justify-between"> <DialogHeader title="Export Encounter" onClose={handleClose} />
<h2 className="font-semibold text-lg">Export Encounter</h2>
<Button
type="button"
variant="ghost"
size="icon-sm"
onClick={handleClose}
className="text-muted-foreground"
>
<X className="h-4 w-4" />
</Button>
</div>
<div className="mb-3"> <div className="mb-3">
<Input <Input
type="text" type="text"
@@ -6,6 +6,7 @@ import {
useRef, useRef,
useState, useState,
} from "react"; } from "react";
import { useClickOutside } from "../hooks/use-click-outside.js";
import { Input } from "./ui/input"; import { Input } from "./ui/input";
const DIGITS_ONLY_REGEX = /^\d+$/; const DIGITS_ONLY_REGEX = /^\d+$/;
@@ -48,15 +49,7 @@ export function HpAdjustPopover({
requestAnimationFrame(() => inputRef.current?.focus()); requestAnimationFrame(() => inputRef.current?.focus());
}, []); }, []);
useEffect(() => { useClickOutside(ref, onClose);
function handleClickOutside(e: MouseEvent) {
if (ref.current && !ref.current.contains(e.target as Node)) {
onClose();
}
}
document.addEventListener("mousedown", handleClickOutside);
return () => document.removeEventListener("mousedown", handleClickOutside);
}, [onClose]);
const parsedValue = const parsedValue =
inputValue === "" ? null : Number.parseInt(inputValue, 10); inputValue === "" ? null : Number.parseInt(inputValue, 10);
@@ -1,7 +1,7 @@
import { ClipboardPaste, FileUp, X } from "lucide-react"; import { ClipboardPaste, FileUp } from "lucide-react";
import { useCallback, useEffect, useRef, useState } from "react"; import { useCallback, useEffect, useRef, useState } from "react";
import { Button } from "./ui/button.js"; import { Button } from "./ui/button.js";
import { Dialog } from "./ui/dialog.js"; import { Dialog, DialogHeader } from "./ui/dialog.js";
interface ImportMethodDialogProps { interface ImportMethodDialogProps {
open: boolean; open: boolean;
@@ -41,18 +41,7 @@ export function ImportMethodDialog({
return ( return (
<Dialog open={open} onClose={handleClose} className="w-80"> <Dialog open={open} onClose={handleClose} className="w-80">
<div className="mb-4 flex items-center justify-between"> <DialogHeader title="Import Encounter" onClose={handleClose} />
<h2 className="font-semibold text-lg">Import Encounter</h2>
<Button
type="button"
variant="ghost"
size="icon-sm"
onClick={handleClose}
className="text-muted-foreground"
>
<X className="h-4 w-4" />
</Button>
</div>
{mode === "pick" && ( {mode === "pick" && (
<div className="flex flex-col gap-2"> <div className="flex flex-col gap-2">
<button <button
@@ -35,7 +35,7 @@ export const PlayerCharacterSection = function PlayerCharacterSectionInner({
setEditingPlayer(undefined); setEditingPlayer(undefined);
setManagementOpen(true); setManagementOpen(true);
}} }}
onSave={(name, ac, maxHp, color, icon) => { onSave={(name, ac, maxHp, color, icon, level) => {
if (editingPlayer) { if (editingPlayer) {
editCharacter(editingPlayer.id, { editCharacter(editingPlayer.id, {
name, name,
@@ -43,9 +43,10 @@ export const PlayerCharacterSection = function PlayerCharacterSectionInner({
maxHp, maxHp,
color: color ?? null, color: color ?? null,
icon: icon ?? null, icon: icon ?? null,
level: level ?? null,
}); });
} else { } else {
createCharacter(name, ac, maxHp, color, icon); createCharacter(name, ac, maxHp, color, icon, level);
} }
}} }}
playerCharacter={editingPlayer} playerCharacter={editingPlayer}
+8 -15
View File
@@ -1,9 +1,9 @@
import type { PlayerCharacter, PlayerCharacterId } from "@initiative/domain"; import type { PlayerCharacter, PlayerCharacterId } from "@initiative/domain";
import { Pencil, Plus, Trash2, X } from "lucide-react"; import { Pencil, Plus, Trash2 } from "lucide-react";
import { PLAYER_COLOR_HEX, PLAYER_ICON_MAP } from "./player-icon-map"; import { PLAYER_COLOR_HEX, PLAYER_ICON_MAP } from "./player-icon-map";
import { Button } from "./ui/button"; import { Button } from "./ui/button";
import { ConfirmButton } from "./ui/confirm-button"; import { ConfirmButton } from "./ui/confirm-button";
import { Dialog } from "./ui/dialog"; import { Dialog, DialogHeader } from "./ui/dialog";
interface PlayerManagementProps { interface PlayerManagementProps {
open: boolean; open: boolean;
@@ -24,19 +24,7 @@ export function PlayerManagement({
}: Readonly<PlayerManagementProps>) { }: Readonly<PlayerManagementProps>) {
return ( return (
<Dialog open={open} onClose={onClose} className="card-glow w-full max-w-md"> <Dialog open={open} onClose={onClose} className="card-glow w-full max-w-md">
<div className="mb-4 flex items-center justify-between"> <DialogHeader title="Player Characters" onClose={onClose} />
<h2 className="font-semibold text-foreground text-lg">
Player Characters
</h2>
<Button
variant="ghost"
size="icon"
onClick={onClose}
className="text-muted-foreground"
>
<X size={20} />
</Button>
</div>
{characters.length === 0 ? ( {characters.length === 0 ? (
<div className="flex flex-col items-center gap-3 py-8 text-center"> <div className="flex flex-col items-center gap-3 py-8 text-center">
@@ -68,6 +56,11 @@ export function PlayerManagement({
<span className="text-muted-foreground text-xs tabular-nums"> <span className="text-muted-foreground text-xs tabular-nums">
HP {pc.maxHp} HP {pc.maxHp}
</span> </span>
{pc.level !== undefined && (
<span className="text-muted-foreground text-xs tabular-nums">
Lv {pc.level}
</span>
)}
<Button <Button
variant="ghost" variant="ghost"
size="icon-sm" size="icon-sm"
+3 -17
View File
@@ -1,6 +1,7 @@
import type { RollMode } from "@initiative/domain"; import type { RollMode } from "@initiative/domain";
import { ChevronsDown, ChevronsUp } from "lucide-react"; import { ChevronsDown, ChevronsUp } from "lucide-react";
import { useEffect, useLayoutEffect, useRef, useState } from "react"; import { useLayoutEffect, useRef, useState } from "react";
import { useClickOutside } from "../hooks/use-click-outside.js";
interface RollModeMenuProps { interface RollModeMenuProps {
readonly position: { x: number; y: number }; readonly position: { x: number; y: number };
@@ -34,22 +35,7 @@ export function RollModeMenu({
setPos({ top, left }); setPos({ top, left });
}, [position.x, position.y]); }, [position.x, position.y]);
useEffect(() => { useClickOutside(ref, onClose);
function handleMouseDown(e: MouseEvent) {
if (ref.current && !ref.current.contains(e.target as Node)) {
onClose();
}
}
function handleKeyDown(e: KeyboardEvent) {
if (e.key === "Escape") onClose();
}
document.addEventListener("mousedown", handleMouseDown);
document.addEventListener("keydown", handleKeyDown);
return () => {
document.removeEventListener("mousedown", handleMouseDown);
document.removeEventListener("keydown", handleKeyDown);
};
}, [onClose]);
return ( return (
<div <div
+3 -14
View File
@@ -1,10 +1,9 @@
import type { RulesEdition } from "@initiative/domain"; import type { RulesEdition } from "@initiative/domain";
import { Monitor, Moon, Sun, X } from "lucide-react"; import { Monitor, Moon, Sun } from "lucide-react";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js"; import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
import { useThemeContext } from "../contexts/theme-context.js"; import { useThemeContext } from "../contexts/theme-context.js";
import { cn } from "../lib/utils.js"; import { cn } from "../lib/utils.js";
import { Button } from "./ui/button.js"; import { Dialog, DialogHeader } from "./ui/dialog.js";
import { Dialog } from "./ui/dialog.js";
interface SettingsModalProps { interface SettingsModalProps {
open: boolean; open: boolean;
@@ -32,17 +31,7 @@ export function SettingsModal({ open, onClose }: Readonly<SettingsModalProps>) {
return ( return (
<Dialog open={open} onClose={onClose} className="card-glow w-full max-w-sm"> <Dialog open={open} onClose={onClose} className="card-glow w-full max-w-sm">
<div className="mb-4 flex items-center justify-between"> <DialogHeader title="Settings" onClose={onClose} />
<h2 className="font-semibold text-foreground text-lg">Settings</h2>
<Button
variant="ghost"
size="icon"
onClick={onClose}
className="text-muted-foreground"
>
<X size={20} />
</Button>
</div>
<div className="flex flex-col gap-5"> <div className="flex flex-col gap-5">
<div> <div>
+29 -59
View File
@@ -34,6 +34,31 @@ function SectionDivider() {
); );
} }
function TraitSection({
entries,
heading,
}: Readonly<{
entries: readonly { name: string; text: string }[] | undefined;
heading?: string;
}>) {
if (!entries || entries.length === 0) return null;
return (
<>
<SectionDivider />
{heading ? (
<h3 className="font-bold text-base text-stat-heading">{heading}</h3>
) : null}
<div className="space-y-2">
{entries.map((e) => (
<div key={e.name} className="text-sm">
<span className="font-semibold italic">{e.name}.</span> {e.text}
</div>
))}
</div>
</>
);
}
export function StatBlock({ creature }: Readonly<StatBlockProps>) { export function StatBlock({ creature }: Readonly<StatBlockProps>) {
const abilities = [ const abilities = [
{ label: "STR", score: creature.abilities.str }, { label: "STR", score: creature.abilities.str },
@@ -134,19 +159,7 @@ export function StatBlock({ creature }: Readonly<StatBlockProps>) {
</div> </div>
</div> </div>
{/* Traits */} <TraitSection entries={creature.traits} />
{creature.traits && creature.traits.length > 0 && (
<>
<SectionDivider />
<div className="space-y-2">
{creature.traits.map((t) => (
<div key={t.name} className="text-sm">
<span className="font-semibold italic">{t.name}.</span> {t.text}
</div>
))}
</div>
</>
)}
{/* Spellcasting */} {/* Spellcasting */}
{creature.spellcasting && creature.spellcasting.length > 0 && ( {creature.spellcasting && creature.spellcasting.length > 0 && (
@@ -190,52 +203,9 @@ export function StatBlock({ creature }: Readonly<StatBlockProps>) {
</> </>
)} )}
{/* Actions */} <TraitSection entries={creature.actions} heading="Actions" />
{creature.actions && creature.actions.length > 0 && ( <TraitSection entries={creature.bonusActions} heading="Bonus Actions" />
<> <TraitSection entries={creature.reactions} heading="Reactions" />
<SectionDivider />
<h3 className="font-bold text-base text-stat-heading">Actions</h3>
<div className="space-y-2">
{creature.actions.map((a) => (
<div key={a.name} className="text-sm">
<span className="font-semibold italic">{a.name}.</span> {a.text}
</div>
))}
</div>
</>
)}
{/* Bonus Actions */}
{creature.bonusActions && creature.bonusActions.length > 0 && (
<>
<SectionDivider />
<h3 className="font-bold text-base text-stat-heading">
Bonus Actions
</h3>
<div className="space-y-2">
{creature.bonusActions.map((a) => (
<div key={a.name} className="text-sm">
<span className="font-semibold italic">{a.name}.</span> {a.text}
</div>
))}
</div>
</>
)}
{/* Reactions */}
{creature.reactions && creature.reactions.length > 0 && (
<>
<SectionDivider />
<h3 className="font-bold text-base text-stat-heading">Reactions</h3>
<div className="space-y-2">
{creature.reactions.map((a) => (
<div key={a.name} className="text-sm">
<span className="font-semibold italic">{a.name}.</span> {a.text}
</div>
))}
</div>
</>
)}
{/* Legendary Actions */} {/* Legendary Actions */}
{!!creature.legendaryActions && ( {!!creature.legendaryActions && (
@@ -1,5 +1,7 @@
import { Redo2, StepBack, StepForward, Trash2, Undo2 } from "lucide-react"; import { Redo2, StepBack, StepForward, Trash2, Undo2 } from "lucide-react";
import { useEncounterContext } from "../contexts/encounter-context.js"; import { useEncounterContext } from "../contexts/encounter-context.js";
import { useDifficulty } from "../hooks/use-difficulty.js";
import { DifficultyIndicator } from "./difficulty-indicator.js";
import { Button } from "./ui/button.js"; import { Button } from "./ui/button.js";
import { ConfirmButton } from "./ui/confirm-button.js"; import { ConfirmButton } from "./ui/confirm-button.js";
@@ -15,6 +17,7 @@ export function TurnNavigation() {
canRedo, canRedo,
} = useEncounterContext(); } = useEncounterContext();
const difficulty = useDifficulty();
const hasCombatants = encounter.combatants.length > 0; const hasCombatants = encounter.combatants.length > 0;
const isAtStart = encounter.roundNumber === 1 && encounter.activeIndex === 0; const isAtStart = encounter.roundNumber === 1 && encounter.activeIndex === 0;
const activeCombatant = encounter.combatants[encounter.activeIndex]; const activeCombatant = encounter.combatants[encounter.activeIndex];
@@ -66,6 +69,7 @@ export function TurnNavigation() {
) : ( ) : (
<span className="text-muted-foreground">No combatants</span> <span className="text-muted-foreground">No combatants</span>
)} )}
{difficulty && <DifficultyIndicator result={difficulty} />}
</div> </div>
<div className="flex flex-shrink-0 items-center gap-3"> <div className="flex flex-shrink-0 items-center gap-3">
+2 -26
View File
@@ -6,6 +6,7 @@ import {
useRef, useRef,
useState, useState,
} from "react"; } from "react";
import { useClickOutside } from "../../hooks/use-click-outside.js";
import { cn } from "../../lib/utils"; import { cn } from "../../lib/utils";
import { Button } from "./button"; import { Button } from "./button";
@@ -42,32 +43,7 @@ export function ConfirmButton({
return () => clearTimeout(timerRef.current); return () => clearTimeout(timerRef.current);
}, []); }, []);
// Click-outside listener when confirming useClickOutside(wrapperRef, revert, isConfirming);
useEffect(() => {
if (!isConfirming) return;
function handleMouseDown(e: MouseEvent) {
if (
wrapperRef.current &&
!wrapperRef.current.contains(e.target as Node)
) {
revert();
}
}
function handleEscapeKey(e: KeyboardEvent) {
if (e.key === "Escape") {
revert();
}
}
document.addEventListener("mousedown", handleMouseDown);
document.addEventListener("keydown", handleEscapeKey);
return () => {
document.removeEventListener("mousedown", handleMouseDown);
document.removeEventListener("keydown", handleEscapeKey);
};
}, [isConfirming, revert]);
const handleKeyDown = useCallback((e: React.KeyboardEvent) => { const handleKeyDown = useCallback((e: React.KeyboardEvent) => {
if (e.key === "Enter" || e.key === " ") { if (e.key === "Enter" || e.key === " ") {
+21
View File
@@ -1,5 +1,7 @@
import { X } from "lucide-react";
import { type ReactNode, useEffect, useRef } from "react"; import { type ReactNode, useEffect, useRef } from "react";
import { cn } from "../../lib/utils.js"; import { cn } from "../../lib/utils.js";
import { Button } from "./button.js";
interface DialogProps { interface DialogProps {
open: boolean; open: boolean;
@@ -48,3 +50,22 @@ export function Dialog({ open, onClose, className, children }: DialogProps) {
</dialog> </dialog>
); );
} }
export function DialogHeader({
title,
onClose,
}: Readonly<{ title: string; onClose: () => void }>) {
return (
<div className="mb-4 flex items-center justify-between">
<h2 className="font-semibold text-foreground text-lg">{title}</h2>
<Button
variant="ghost"
size="icon-sm"
onClick={onClose}
className="text-muted-foreground"
>
<X className="h-4 w-4" />
</Button>
</div>
);
}
+3 -18
View File
@@ -1,5 +1,6 @@
import { EllipsisVertical } from "lucide-react"; import { EllipsisVertical } from "lucide-react";
import { type ReactNode, useEffect, useRef, useState } from "react"; import { type ReactNode, useRef, useState } from "react";
import { useClickOutside } from "../../hooks/use-click-outside.js";
import { Button } from "./button"; import { Button } from "./button";
export interface OverflowMenuItem { export interface OverflowMenuItem {
@@ -18,23 +19,7 @@ export function OverflowMenu({ items }: OverflowMenuProps) {
const [open, setOpen] = useState(false); const [open, setOpen] = useState(false);
const ref = useRef<HTMLDivElement>(null); const ref = useRef<HTMLDivElement>(null);
useEffect(() => { useClickOutside(ref, () => setOpen(false), open);
if (!open) return;
function handleMouseDown(e: MouseEvent) {
if (ref.current && !ref.current.contains(e.target as Node)) {
setOpen(false);
}
}
function handleKeyDown(e: KeyboardEvent) {
if (e.key === "Escape") setOpen(false);
}
document.addEventListener("mousedown", handleMouseDown);
document.addEventListener("keydown", handleKeyDown);
return () => {
document.removeEventListener("mousedown", handleMouseDown);
document.removeEventListener("keydown", handleKeyDown);
};
}, [open]);
return ( return (
<div ref={ref} className="relative"> <div ref={ref} className="relative">
@@ -0,0 +1,416 @@
import type {
BestiaryIndexEntry,
ConditionId,
PlayerCharacter,
} from "@initiative/domain";
import {
combatantId,
createEncounter,
EMPTY_UNDO_REDO_STATE,
isDomainError,
playerCharacterId,
} from "@initiative/domain";
import { describe, expect, it, vi } from "vitest";
import { type EncounterState, encounterReducer } from "../use-encounter.js";
vi.mock("../../persistence/encounter-storage.js", () => ({
loadEncounter: vi.fn().mockReturnValue(null),
saveEncounter: vi.fn(),
}));
vi.mock("../../persistence/undo-redo-storage.js", () => ({
loadUndoRedoStacks: vi.fn().mockReturnValue(EMPTY_UNDO_REDO_STATE),
saveUndoRedoStacks: vi.fn(),
}));
function emptyState(): EncounterState {
return {
encounter: {
combatants: [],
activeIndex: 0,
roundNumber: 1,
},
undoRedoState: EMPTY_UNDO_REDO_STATE,
events: [],
nextId: 0,
lastCreatureId: null,
};
}
function stateWith(...names: string[]): EncounterState {
let state = emptyState();
for (const name of names) {
state = encounterReducer(state, { type: "add-combatant", name });
}
return state;
}
function stateWithHp(name: string, maxHp: number): EncounterState {
const state = stateWith(name);
const id = state.encounter.combatants[0].id;
return encounterReducer(state, {
type: "set-hp",
id,
maxHp,
});
}
const BESTIARY_ENTRY: BestiaryIndexEntry = {
name: "Goblin",
source: "MM",
ac: 15,
hp: 7,
dex: 14,
cr: "1/4",
initiativeProficiency: 0,
size: "Small",
type: "humanoid",
};
describe("encounterReducer", () => {
describe("add-combatant", () => {
it("adds a combatant and pushes undo", () => {
const next = encounterReducer(emptyState(), {
type: "add-combatant",
name: "Goblin",
});
expect(next.encounter.combatants).toHaveLength(1);
expect(next.encounter.combatants[0].name).toBe("Goblin");
expect(next.undoRedoState.undoStack).toHaveLength(1);
expect(next.nextId).toBe(1);
});
it("applies optional init values", () => {
const next = encounterReducer(emptyState(), {
type: "add-combatant",
name: "Goblin",
init: { initiative: 15, ac: 13, maxHp: 7 },
});
const c = next.encounter.combatants[0];
expect(c.initiative).toBe(15);
expect(c.ac).toBe(13);
expect(c.maxHp).toBe(7);
expect(c.currentHp).toBe(7);
});
it("increments IDs", () => {
const s1 = encounterReducer(emptyState(), {
type: "add-combatant",
name: "A",
});
const s2 = encounterReducer(s1, {
type: "add-combatant",
name: "B",
});
expect(s2.encounter.combatants[0].id).toBe("c-1");
expect(s2.encounter.combatants[1].id).toBe("c-2");
});
it("returns unchanged state for invalid name", () => {
const state = emptyState();
const next = encounterReducer(state, {
type: "add-combatant",
name: "",
});
expect(next).toBe(state);
});
});
describe("remove-combatant", () => {
it("removes combatant and pushes undo", () => {
const state = stateWith("Goblin");
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "remove-combatant",
id,
});
expect(next.encounter.combatants).toHaveLength(0);
expect(next.undoRedoState.undoStack).toHaveLength(2);
});
});
describe("edit-combatant", () => {
it("renames combatant", () => {
const state = stateWith("Goblin");
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "edit-combatant",
id,
newName: "Hobgoblin",
});
expect(next.encounter.combatants[0].name).toBe("Hobgoblin");
});
});
describe("advance-turn / retreat-turn", () => {
it("advances and retreats turn", () => {
const state = stateWith("A", "B");
const advanced = encounterReducer(state, {
type: "advance-turn",
});
expect(advanced.encounter.activeIndex).toBe(1);
const retreated = encounterReducer(advanced, {
type: "retreat-turn",
});
expect(retreated.encounter.activeIndex).toBe(0);
});
it("returns unchanged state on empty encounter", () => {
const state = emptyState();
const next = encounterReducer(state, { type: "advance-turn" });
expect(next).toBe(state);
});
});
describe("set-hp / adjust-hp / set-temp-hp", () => {
it("sets max HP", () => {
const state = stateWith("Goblin");
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "set-hp",
id,
maxHp: 20,
});
expect(next.encounter.combatants[0].maxHp).toBe(20);
expect(next.encounter.combatants[0].currentHp).toBe(20);
});
it("adjusts HP", () => {
const state = stateWithHp("Goblin", 20);
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "adjust-hp",
id,
delta: -5,
});
expect(next.encounter.combatants[0].currentHp).toBe(15);
});
it("sets temp HP", () => {
const state = stateWithHp("Goblin", 20);
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "set-temp-hp",
id,
tempHp: 5,
});
expect(next.encounter.combatants[0].tempHp).toBe(5);
});
});
describe("set-ac", () => {
it("sets AC", () => {
const state = stateWith("Goblin");
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "set-ac",
id,
value: 15,
});
expect(next.encounter.combatants[0].ac).toBe(15);
});
});
describe("set-initiative", () => {
it("sets initiative", () => {
const state = stateWith("Goblin");
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "set-initiative",
id,
value: 18,
});
expect(next.encounter.combatants[0].initiative).toBe(18);
});
});
describe("toggle-condition / toggle-concentration", () => {
it("toggles condition", () => {
const state = stateWith("Goblin");
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "toggle-condition",
id,
conditionId: "blinded" as ConditionId,
});
expect(next.encounter.combatants[0].conditions).toContain("blinded");
});
it("toggles concentration", () => {
const state = stateWith("Wizard");
const id = state.encounter.combatants[0].id;
const next = encounterReducer(state, {
type: "toggle-concentration",
id,
});
expect(next.encounter.combatants[0].isConcentrating).toBe(true);
});
});
describe("clear-encounter", () => {
it("clears combatants, resets history and nextId", () => {
const state = stateWith("A", "B");
const next = encounterReducer(state, {
type: "clear-encounter",
});
expect(next.encounter.combatants).toHaveLength(0);
expect(next.undoRedoState.undoStack).toHaveLength(0);
expect(next.undoRedoState.redoStack).toHaveLength(0);
expect(next.nextId).toBe(0);
});
});
describe("undo / redo", () => {
it("undo restores previous state", () => {
const state = stateWith("Goblin");
const next = encounterReducer(state, { type: "undo" });
expect(next.encounter.combatants).toHaveLength(0);
expect(next.undoRedoState.undoStack).toHaveLength(0);
expect(next.undoRedoState.redoStack).toHaveLength(1);
});
it("redo restores undone state", () => {
const state = stateWith("Goblin");
const undone = encounterReducer(state, { type: "undo" });
const redone = encounterReducer(undone, { type: "redo" });
expect(redone.encounter.combatants).toHaveLength(1);
expect(redone.encounter.combatants[0].name).toBe("Goblin");
});
it("undo returns unchanged state when stack is empty", () => {
const state = emptyState();
const next = encounterReducer(state, { type: "undo" });
expect(next).toBe(state);
});
it("redo returns unchanged state when stack is empty", () => {
const state = emptyState();
const next = encounterReducer(state, { type: "redo" });
expect(next).toBe(state);
});
});
describe("add-from-bestiary", () => {
it("adds creature with HP, AC, and creatureId", () => {
const next = encounterReducer(emptyState(), {
type: "add-from-bestiary",
entry: BESTIARY_ENTRY,
});
const c = next.encounter.combatants[0];
expect(c.name).toBe("Goblin");
expect(c.maxHp).toBe(7);
expect(c.ac).toBe(15);
expect(c.creatureId).toBe("mm:goblin");
expect(next.lastCreatureId).toBe("mm:goblin");
expect(next.undoRedoState.undoStack).toHaveLength(1);
});
it("auto-numbers duplicate names", () => {
const s1 = encounterReducer(emptyState(), {
type: "add-from-bestiary",
entry: BESTIARY_ENTRY,
});
const s2 = encounterReducer(s1, {
type: "add-from-bestiary",
entry: BESTIARY_ENTRY,
});
const names = s2.encounter.combatants.map((c) => c.name);
expect(names).toContain("Goblin 1");
expect(names).toContain("Goblin 2");
});
});
describe("add-multiple-from-bestiary", () => {
it("adds multiple creatures in one action", () => {
const next = encounterReducer(emptyState(), {
type: "add-multiple-from-bestiary",
entry: BESTIARY_ENTRY,
count: 3,
});
expect(next.encounter.combatants).toHaveLength(3);
expect(next.undoRedoState.undoStack).toHaveLength(1);
expect(next.lastCreatureId).toBe("mm:goblin");
});
});
describe("add-from-player-character", () => {
it("adds combatant with PC attributes", () => {
const pc: PlayerCharacter = {
id: playerCharacterId("pc-1"),
name: "Aria",
ac: 16,
maxHp: 30,
color: "blue",
icon: "sword",
};
const next = encounterReducer(emptyState(), {
type: "add-from-player-character",
pc,
});
const c = next.encounter.combatants[0];
expect(c.name).toBe("Aria");
expect(c.maxHp).toBe(30);
expect(c.ac).toBe(16);
expect(c.color).toBe("blue");
expect(c.icon).toBe("sword");
expect(c.playerCharacterId).toBe("pc-1");
expect(next.lastCreatureId).toBeNull();
});
});
describe("import", () => {
it("replaces encounter and undo/redo state", () => {
const state = stateWith("A", "B");
const enc = createEncounter([
{ id: combatantId("c-5"), name: "Imported" },
]);
if (isDomainError(enc)) throw new Error("Setup failed");
const next = encounterReducer(state, {
type: "import",
encounter: enc,
undoRedoState: EMPTY_UNDO_REDO_STATE,
});
expect(next.encounter.combatants).toHaveLength(1);
expect(next.encounter.combatants[0].name).toBe("Imported");
expect(next.nextId).toBe(5);
});
});
describe("events accumulation", () => {
it("accumulates events across actions", () => {
const s1 = encounterReducer(emptyState(), {
type: "add-combatant",
name: "A",
});
const s2 = encounterReducer(s1, {
type: "add-combatant",
name: "B",
});
expect(s2.events.length).toBeGreaterThanOrEqual(2);
});
});
});
@@ -0,0 +1,328 @@
// @vitest-environment jsdom
import type { PlayerCharacter } from "@initiative/domain";
import { playerCharacterId } from "@initiative/domain";
import { act, renderHook } from "@testing-library/react";
import { beforeEach, describe, expect, it, vi } from "vitest";
import type { SearchResult } from "../../contexts/bestiary-context.js";
import { useActionBarState } from "../use-action-bar-state.js";
const mockAddCombatant = vi.fn();
const mockAddFromBestiary = vi.fn();
const mockAddMultipleFromBestiary = vi.fn();
const mockAddFromPlayerCharacter = vi.fn();
const mockBestiarySearch = vi.fn<(q: string) => SearchResult[]>();
const mockShowCreature = vi.fn();
const mockShowBulkImport = vi.fn();
const mockShowSourceManager = vi.fn();
vi.mock("../../contexts/encounter-context.js", () => ({
useEncounterContext: () => ({
addCombatant: mockAddCombatant,
addFromBestiary: mockAddFromBestiary,
addMultipleFromBestiary: mockAddMultipleFromBestiary,
addFromPlayerCharacter: mockAddFromPlayerCharacter,
lastCreatureId: null,
}),
}));
vi.mock("../../contexts/bestiary-context.js", () => ({
useBestiaryContext: () => ({
search: mockBestiarySearch,
isLoaded: true,
}),
}));
vi.mock("../../contexts/player-characters-context.js", () => ({
usePlayerCharactersContext: () => ({
characters: mockPlayerCharacters,
}),
}));
vi.mock("../../contexts/side-panel-context.js", () => ({
useSidePanelContext: () => ({
showCreature: mockShowCreature,
showBulkImport: mockShowBulkImport,
showSourceManager: mockShowSourceManager,
panelView: { mode: "closed" },
}),
}));
let mockPlayerCharacters: PlayerCharacter[] = [];
const GOBLIN: SearchResult = {
name: "Goblin",
source: "MM",
sourceDisplayName: "Monster Manual",
ac: 15,
hp: 7,
dex: 14,
cr: "1/4",
initiativeProficiency: 0,
size: "Small",
type: "humanoid",
};
const ORC: SearchResult = {
name: "Orc",
source: "MM",
sourceDisplayName: "Monster Manual",
ac: 13,
hp: 15,
dex: 12,
cr: "1/2",
initiativeProficiency: 0,
size: "Medium",
type: "humanoid",
};
function renderActionBar() {
return renderHook(() => useActionBarState());
}
describe("useActionBarState", () => {
beforeEach(() => {
vi.clearAllMocks();
mockBestiarySearch.mockReturnValue([]);
mockPlayerCharacters = [];
});
describe("search and suggestions", () => {
it("starts with empty state", () => {
const { result } = renderActionBar();
expect(result.current.nameInput).toBe("");
expect(result.current.suggestions).toEqual([]);
expect(result.current.queued).toBeNull();
expect(result.current.browseMode).toBe(false);
});
it("searches bestiary when input >= 2 chars", () => {
mockBestiarySearch.mockReturnValue([GOBLIN]);
const { result } = renderActionBar();
act(() => result.current.handleNameChange("go"));
expect(mockBestiarySearch).toHaveBeenCalledWith("go");
expect(result.current.nameInput).toBe("go");
});
it("does not search when input < 2 chars", () => {
const { result } = renderActionBar();
act(() => result.current.handleNameChange("g"));
expect(mockBestiarySearch).not.toHaveBeenCalled();
});
it("matches player characters by name", () => {
mockPlayerCharacters = [
{
id: playerCharacterId("pc-1"),
name: "Gandalf",
ac: 15,
maxHp: 40,
},
];
mockBestiarySearch.mockReturnValue([]);
const { result } = renderActionBar();
act(() => result.current.handleNameChange("gan"));
expect(result.current.pcMatches).toHaveLength(1);
});
});
describe("queued creatures", () => {
it("queues a creature on click", () => {
const { result } = renderActionBar();
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
expect(result.current.queued).toEqual({
result: GOBLIN,
count: 1,
});
});
it("increments count when same creature clicked again", () => {
const { result } = renderActionBar();
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
expect(result.current.queued?.count).toBe(2);
});
it("resets queue when different creature clicked", () => {
const { result } = renderActionBar();
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
act(() => result.current.suggestionActions.clickSuggestion(ORC));
expect(result.current.queued).toEqual({
result: ORC,
count: 1,
});
});
it("confirmQueued calls addFromBestiary for count=1", () => {
const { result } = renderActionBar();
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
act(() => result.current.suggestionActions.confirmQueued());
expect(mockAddFromBestiary).toHaveBeenCalledWith(GOBLIN);
expect(result.current.queued).toBeNull();
});
it("confirmQueued calls addMultipleFromBestiary for count>1", () => {
const { result } = renderActionBar();
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
act(() => result.current.suggestionActions.confirmQueued());
expect(mockAddMultipleFromBestiary).toHaveBeenCalledWith(GOBLIN, 3);
});
it("clears queued when search text changes and creature no longer visible", () => {
mockBestiarySearch.mockReturnValue([GOBLIN]);
const { result } = renderActionBar();
act(() => result.current.handleNameChange("go"));
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
// Change search to something that won't match
mockBestiarySearch.mockReturnValue([]);
act(() => result.current.handleNameChange("xyz"));
expect(result.current.queued).toBeNull();
});
});
describe("form submission", () => {
it("adds custom combatant on submit", () => {
const { result } = renderActionBar();
act(() => result.current.handleNameChange("Fighter"));
const event = {
preventDefault: vi.fn(),
} as unknown as React.SubmitEvent<HTMLFormElement>;
act(() => result.current.handleAdd(event));
expect(mockAddCombatant).toHaveBeenCalledWith("Fighter", undefined);
expect(result.current.nameInput).toBe("");
});
it("does not add when name is empty", () => {
const { result } = renderActionBar();
const event = {
preventDefault: vi.fn(),
} as unknown as React.SubmitEvent<HTMLFormElement>;
act(() => result.current.handleAdd(event));
expect(mockAddCombatant).not.toHaveBeenCalled();
});
it("passes custom init/ac/maxHp when set", () => {
const { result } = renderActionBar();
act(() => result.current.handleNameChange("Fighter"));
act(() => result.current.setCustomInit("15"));
act(() => result.current.setCustomAc("18"));
act(() => result.current.setCustomMaxHp("45"));
const event = {
preventDefault: vi.fn(),
} as unknown as React.SubmitEvent<HTMLFormElement>;
act(() => result.current.handleAdd(event));
expect(mockAddCombatant).toHaveBeenCalledWith("Fighter", {
initiative: 15,
ac: 18,
maxHp: 45,
});
});
it("does not submit in browse mode", () => {
const { result } = renderActionBar();
act(() => result.current.toggleBrowseMode());
act(() => result.current.handleNameChange("Fighter"));
const event = {
preventDefault: vi.fn(),
} as unknown as React.SubmitEvent<HTMLFormElement>;
act(() => result.current.handleAdd(event));
expect(mockAddCombatant).not.toHaveBeenCalled();
});
it("confirms queued on submit instead of adding by name", () => {
const { result } = renderActionBar();
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
const event = {
preventDefault: vi.fn(),
} as unknown as React.SubmitEvent<HTMLFormElement>;
act(() => result.current.handleAdd(event));
expect(mockAddFromBestiary).toHaveBeenCalledWith(GOBLIN);
expect(mockAddCombatant).not.toHaveBeenCalled();
});
});
describe("browse mode", () => {
it("toggles browse mode", () => {
const { result } = renderActionBar();
act(() => result.current.toggleBrowseMode());
expect(result.current.browseMode).toBe(true);
act(() => result.current.toggleBrowseMode());
expect(result.current.browseMode).toBe(false);
});
it("handleBrowseSelect shows creature and exits browse mode", () => {
const { result } = renderActionBar();
act(() => result.current.toggleBrowseMode());
act(() => result.current.handleBrowseSelect(GOBLIN));
expect(mockShowCreature).toHaveBeenCalledWith("mm:goblin");
expect(result.current.browseMode).toBe(false);
expect(result.current.nameInput).toBe("");
});
});
describe("dismiss and clear", () => {
it("dismissSuggestions clears suggestions and queued", () => {
mockBestiarySearch.mockReturnValue([GOBLIN]);
const { result } = renderActionBar();
act(() => result.current.handleNameChange("go"));
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
act(() => result.current.suggestionActions.dismiss());
expect(result.current.queued).toBeNull();
expect(result.current.suggestionIndex).toBe(-1);
});
it("clear resets everything", () => {
mockBestiarySearch.mockReturnValue([GOBLIN]);
const { result } = renderActionBar();
act(() => result.current.handleNameChange("go"));
act(() => result.current.suggestionActions.clickSuggestion(GOBLIN));
act(() => result.current.suggestionActions.clear());
expect(result.current.nameInput).toBe("");
expect(result.current.queued).toBeNull();
expect(result.current.suggestionIndex).toBe(-1);
});
});
});
@@ -0,0 +1,220 @@
// @vitest-environment jsdom
import type {
Combatant,
CreatureId,
Encounter,
PlayerCharacter,
} from "@initiative/domain";
import { combatantId, creatureId, playerCharacterId } from "@initiative/domain";
import { renderHook } from "@testing-library/react";
import { beforeEach, describe, expect, it, vi } from "vitest";
vi.mock("../../contexts/encounter-context.js", () => ({
useEncounterContext: vi.fn(),
}));
vi.mock("../../contexts/player-characters-context.js", () => ({
usePlayerCharactersContext: vi.fn(),
}));
vi.mock("../../contexts/bestiary-context.js", () => ({
useBestiaryContext: vi.fn(),
}));
import { useBestiaryContext } from "../../contexts/bestiary-context.js";
import { useEncounterContext } from "../../contexts/encounter-context.js";
import { usePlayerCharactersContext } from "../../contexts/player-characters-context.js";
import { useDifficulty } from "../use-difficulty.js";
const mockEncounterContext = vi.mocked(useEncounterContext);
const mockPlayerCharactersContext = vi.mocked(usePlayerCharactersContext);
const mockBestiaryContext = vi.mocked(useBestiaryContext);
const pcId1 = playerCharacterId("pc-1");
const pcId2 = playerCharacterId("pc-2");
const crId1 = creatureId("creature-1");
const _crId2 = creatureId("creature-2");
function setup(options: {
combatants: Combatant[];
characters: PlayerCharacter[];
creatures: Map<CreatureId, { cr: string }>;
}) {
const encounter = {
combatants: options.combatants,
activeIndex: 0,
roundNumber: 1,
} as Encounter;
mockEncounterContext.mockReturnValue({
encounter,
} as ReturnType<typeof useEncounterContext>);
mockPlayerCharactersContext.mockReturnValue({
characters: options.characters,
} as ReturnType<typeof usePlayerCharactersContext>);
mockBestiaryContext.mockReturnValue({
getCreature: (id: CreatureId) => options.creatures.get(id),
} as ReturnType<typeof useBestiaryContext>);
}
beforeEach(() => {
vi.clearAllMocks();
});
describe("useDifficulty", () => {
it("returns difficulty result for leveled PCs and bestiary monsters", () => {
setup({
combatants: [
{ id: combatantId("c1"), name: "Hero", playerCharacterId: pcId1 },
{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
],
characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 }],
creatures: new Map([[crId1, { cr: "1/4" }]]),
});
const { result } = renderHook(() => useDifficulty());
expect(result.current).not.toBeNull();
expect(result.current?.tier).toBe("low");
expect(result.current?.totalMonsterXp).toBe(50);
});
describe("returns null when data is insufficient (ED-2)", () => {
it("returns null when encounter has no combatants", () => {
setup({ combatants: [], characters: [], creatures: new Map() });
const { result } = renderHook(() => useDifficulty());
expect(result.current).toBeNull();
});
it("returns null when only custom combatants (no creatureId)", () => {
setup({
combatants: [
{
id: combatantId("c1"),
name: "Custom",
playerCharacterId: pcId1,
},
],
characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 }],
creatures: new Map(),
});
const { result } = renderHook(() => useDifficulty());
expect(result.current).toBeNull();
});
it("returns null when bestiary monsters present but no PC combatants", () => {
setup({
combatants: [
{ id: combatantId("c1"), name: "Goblin", creatureId: crId1 },
],
characters: [],
creatures: new Map([[crId1, { cr: "1" }]]),
});
const { result } = renderHook(() => useDifficulty());
expect(result.current).toBeNull();
});
it("returns null when PC combatants have no level", () => {
setup({
combatants: [
{
id: combatantId("c1"),
name: "Hero",
playerCharacterId: pcId1,
},
{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
],
characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30 }],
creatures: new Map([[crId1, { cr: "1" }]]),
});
const { result } = renderHook(() => useDifficulty());
expect(result.current).toBeNull();
});
it("returns null when PC combatant references unknown player character", () => {
setup({
combatants: [
{
id: combatantId("c1"),
name: "Hero",
playerCharacterId: pcId2,
},
{ id: combatantId("c2"), name: "Goblin", creatureId: crId1 },
],
characters: [{ id: pcId1, name: "Other", ac: 15, maxHp: 30, level: 5 }],
creatures: new Map([[crId1, { cr: "1" }]]),
});
const { result } = renderHook(() => useDifficulty());
expect(result.current).toBeNull();
});
});
it("handles mixed combatants: only leveled PCs and bestiary monsters contribute", () => {
// Party: one leveled PC, one without level (excluded)
// Monsters: one bestiary creature, one custom (excluded)
setup({
combatants: [
{
id: combatantId("c1"),
name: "Leveled",
playerCharacterId: pcId1,
},
{
id: combatantId("c2"),
name: "No Level",
playerCharacterId: pcId2,
},
{ id: combatantId("c3"), name: "Goblin", creatureId: crId1 },
{ id: combatantId("c4"), name: "Custom Monster" },
],
characters: [
{ id: pcId1, name: "Leveled", ac: 15, maxHp: 30, level: 1 },
{ id: pcId2, name: "No Level", ac: 12, maxHp: 20 },
],
creatures: new Map([[crId1, { cr: "1" }]]),
});
const { result } = renderHook(() => useDifficulty());
expect(result.current).not.toBeNull();
// 1 level-1 PC: budget low=50, mod=75, high=100
// 1 CR 1 monster: 200 XP → high (200 >= 100)
expect(result.current?.tier).toBe("high");
expect(result.current?.totalMonsterXp).toBe(200);
expect(result.current?.partyBudget.low).toBe(50);
});
it("includes duplicate PC combatants in budget", () => {
// Same PC added twice → counts twice
setup({
combatants: [
{
id: combatantId("c1"),
name: "Hero 1",
playerCharacterId: pcId1,
},
{
id: combatantId("c2"),
name: "Hero 2",
playerCharacterId: pcId1,
},
{ id: combatantId("c3"), name: "Goblin", creatureId: crId1 },
],
characters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 1 }],
creatures: new Map([[crId1, { cr: "1/4" }]]),
});
const { result } = renderHook(() => useDifficulty());
expect(result.current).not.toBeNull();
// 2x level 1: budget low=100
expect(result.current?.partyBudget.low).toBe(100);
});
});
@@ -42,7 +42,14 @@ describe("usePlayerCharacters", () => {
const { result } = renderHook(() => usePlayerCharacters()); const { result } = renderHook(() => usePlayerCharacters());
act(() => { act(() => {
result.current.createCharacter("Vex", 15, 28, undefined, undefined); result.current.createCharacter(
"Vex",
15,
28,
undefined,
undefined,
undefined,
);
}); });
expect(result.current.characters).toHaveLength(1); expect(result.current.characters).toHaveLength(1);
@@ -57,7 +64,14 @@ describe("usePlayerCharacters", () => {
let error: unknown; let error: unknown;
act(() => { act(() => {
error = result.current.createCharacter("", 15, 28, undefined, undefined); error = result.current.createCharacter(
"",
15,
28,
undefined,
undefined,
undefined,
);
}); });
expect(error).toMatchObject({ kind: "domain-error" }); expect(error).toMatchObject({ kind: "domain-error" });
@@ -68,7 +82,14 @@ describe("usePlayerCharacters", () => {
const { result } = renderHook(() => usePlayerCharacters()); const { result } = renderHook(() => usePlayerCharacters());
act(() => { act(() => {
result.current.createCharacter("Vex", 15, 28, undefined, undefined); result.current.createCharacter(
"Vex",
15,
28,
undefined,
undefined,
undefined,
);
}); });
const id = result.current.characters[0].id; const id = result.current.characters[0].id;
@@ -85,7 +106,14 @@ describe("usePlayerCharacters", () => {
const { result } = renderHook(() => usePlayerCharacters()); const { result } = renderHook(() => usePlayerCharacters());
act(() => { act(() => {
result.current.createCharacter("Vex", 15, 28, undefined, undefined); result.current.createCharacter(
"Vex",
15,
28,
undefined,
undefined,
undefined,
);
}); });
const id = result.current.characters[0].id; const id = result.current.characters[0].id;
@@ -0,0 +1,45 @@
// @vitest-environment jsdom
import { act, renderHook } from "@testing-library/react";
import { afterEach, describe, expect, it } from "vitest";
import { useRulesEdition } from "../use-rules-edition.js";
const STORAGE_KEY = "initiative:rules-edition";
describe("useRulesEdition", () => {
afterEach(() => {
// Reset to default
const { result } = renderHook(() => useRulesEdition());
act(() => result.current.setEdition("5.5e"));
localStorage.removeItem(STORAGE_KEY);
});
it("defaults to 5.5e", () => {
const { result } = renderHook(() => useRulesEdition());
expect(result.current.edition).toBe("5.5e");
});
it("setEdition updates value", () => {
const { result } = renderHook(() => useRulesEdition());
act(() => result.current.setEdition("5e"));
expect(result.current.edition).toBe("5e");
});
it("setEdition persists to localStorage", () => {
const { result } = renderHook(() => useRulesEdition());
act(() => result.current.setEdition("5e"));
expect(localStorage.getItem(STORAGE_KEY)).toBe("5e");
});
it("multiple hooks stay in sync", () => {
const { result: r1 } = renderHook(() => useRulesEdition());
const { result: r2 } = renderHook(() => useRulesEdition());
act(() => r1.current.setEdition("5e"));
expect(r2.current.edition).toBe("5e");
});
});
@@ -0,0 +1,63 @@
// @vitest-environment jsdom
import { act, renderHook } from "@testing-library/react";
import { afterEach, describe, expect, it } from "vitest";
import { useTheme } from "../use-theme.js";
const STORAGE_KEY = "initiative:theme";
describe("useTheme", () => {
afterEach(() => {
// Reset to default
const { result } = renderHook(() => useTheme());
act(() => result.current.setPreference("system"));
localStorage.removeItem(STORAGE_KEY);
});
it("defaults to system preference", () => {
const { result } = renderHook(() => useTheme());
expect(result.current.preference).toBe("system");
});
it("setPreference updates to light", () => {
const { result } = renderHook(() => useTheme());
act(() => result.current.setPreference("light"));
expect(result.current.preference).toBe("light");
expect(result.current.resolved).toBe("light");
});
it("setPreference updates to dark", () => {
const { result } = renderHook(() => useTheme());
act(() => result.current.setPreference("dark"));
expect(result.current.preference).toBe("dark");
expect(result.current.resolved).toBe("dark");
});
it("persists preference to localStorage", () => {
const { result } = renderHook(() => useTheme());
act(() => result.current.setPreference("light"));
expect(localStorage.getItem(STORAGE_KEY)).toBe("light");
});
it("applies theme to document element", () => {
const { result } = renderHook(() => useTheme());
act(() => result.current.setPreference("light"));
expect(document.documentElement.dataset.theme).toBe("light");
});
it("multiple hooks stay in sync", () => {
const { result: r1 } = renderHook(() => useTheme());
const { result: r2 } = renderHook(() => useTheme());
act(() => r1.current.setPreference("dark"));
expect(r2.current.preference).toBe("dark");
});
});
+27 -20
View File
@@ -1,5 +1,12 @@
import type { CreatureId, PlayerCharacter } from "@initiative/domain"; import type { CreatureId, PlayerCharacter } from "@initiative/domain";
import { useCallback, useDeferredValue, useMemo, useState } from "react"; import {
useCallback,
useDeferredValue,
useEffect,
useMemo,
useRef,
useState,
} from "react";
import type { SearchResult } from "../contexts/bestiary-context.js"; import type { SearchResult } from "../contexts/bestiary-context.js";
import { useBestiaryContext } from "../contexts/bestiary-context.js"; import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js"; import { useEncounterContext } from "../contexts/encounter-context.js";
@@ -31,6 +38,7 @@ export function useActionBarState() {
addFromBestiary, addFromBestiary,
addMultipleFromBestiary, addMultipleFromBestiary,
addFromPlayerCharacter, addFromPlayerCharacter,
lastCreatureId,
} = useEncounterContext(); } = useEncounterContext();
const { search: bestiarySearch, isLoaded: bestiaryLoaded } = const { search: bestiarySearch, isLoaded: bestiaryLoaded } =
useBestiaryContext(); useBestiaryContext();
@@ -38,6 +46,20 @@ export function useActionBarState() {
const { showBulkImport, showSourceManager, showCreature, panelView } = const { showBulkImport, showSourceManager, showCreature, panelView } =
useSidePanelContext(); useSidePanelContext();
// Auto-show stat block when a bestiary creature is added on desktop
const prevCreatureIdRef = useRef(lastCreatureId);
useEffect(() => {
if (
lastCreatureId &&
lastCreatureId !== prevCreatureIdRef.current &&
panelView.mode === "closed" &&
globalThis.matchMedia("(min-width: 1024px)").matches
) {
showCreature(lastCreatureId);
}
prevCreatureIdRef.current = lastCreatureId;
}, [lastCreatureId, panelView.mode, showCreature]);
const [nameInput, setNameInput] = useState(""); const [nameInput, setNameInput] = useState("");
const [suggestions, setSuggestions] = useState<SearchResult[]>([]); const [suggestions, setSuggestions] = useState<SearchResult[]>([]);
const [pcMatches, setPcMatches] = useState<PlayerCharacter[]>([]); const [pcMatches, setPcMatches] = useState<PlayerCharacter[]>([]);
@@ -73,13 +95,9 @@ export function useActionBarState() {
const handleAddFromBestiary = useCallback( const handleAddFromBestiary = useCallback(
(result: SearchResult) => { (result: SearchResult) => {
const creatureId = addFromBestiary(result); addFromBestiary(result);
const isDesktop = globalThis.matchMedia("(min-width: 1024px)").matches;
if (creatureId && panelView.mode === "closed" && isDesktop) {
showCreature(creatureId);
}
}, },
[addFromBestiary, panelView.mode, showCreature], [addFromBestiary],
); );
const handleViewStatBlock = useCallback( const handleViewStatBlock = useCallback(
@@ -99,21 +117,10 @@ export function useActionBarState() {
if (queued.count === 1) { if (queued.count === 1) {
handleAddFromBestiary(queued.result); handleAddFromBestiary(queued.result);
} else { } else {
const creatureId = addMultipleFromBestiary(queued.result, queued.count); addMultipleFromBestiary(queued.result, queued.count);
const isDesktop = globalThis.matchMedia("(min-width: 1024px)").matches;
if (creatureId && panelView.mode === "closed" && isDesktop) {
showCreature(creatureId);
}
} }
clearInput(); clearInput();
}, [ }, [queued, handleAddFromBestiary, addMultipleFromBestiary, clearInput]);
queued,
handleAddFromBestiary,
addMultipleFromBestiary,
panelView.mode,
showCreature,
clearInput,
]);
const parseNum = (v: string): number | undefined => { const parseNum = (v: string): number | undefined => {
if (v.trim() === "") return undefined; if (v.trim() === "") return undefined;
+27
View File
@@ -0,0 +1,27 @@
import type { RefObject } from "react";
import { useEffect } from "react";
export function useClickOutside(
ref: RefObject<HTMLElement | null>,
onClose: () => void,
active = true,
): void {
useEffect(() => {
if (!active) return;
function handleMouseDown(e: MouseEvent) {
if (ref.current && !ref.current.contains(e.target as Node)) {
onClose();
}
}
function handleKeyDown(e: KeyboardEvent) {
if (e.key === "Escape") onClose();
}
document.addEventListener("mousedown", handleMouseDown);
document.addEventListener("keydown", handleKeyDown);
return () => {
document.removeEventListener("mousedown", handleMouseDown);
document.removeEventListener("keydown", handleKeyDown);
};
}, [ref, onClose, active]);
}
+54
View File
@@ -0,0 +1,54 @@
import type {
Combatant,
CreatureId,
DifficultyResult,
PlayerCharacter,
} from "@initiative/domain";
import { calculateEncounterDifficulty } from "@initiative/domain";
import { useMemo } from "react";
import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js";
import { usePlayerCharactersContext } from "../contexts/player-characters-context.js";
function derivePartyLevels(
combatants: readonly Combatant[],
characters: readonly PlayerCharacter[],
): number[] {
const levels: number[] = [];
for (const c of combatants) {
if (!c.playerCharacterId) continue;
const pc = characters.find((p) => p.id === c.playerCharacterId);
if (pc?.level !== undefined) levels.push(pc.level);
}
return levels;
}
function deriveMonsterCrs(
combatants: readonly Combatant[],
getCreature: (id: CreatureId) => { cr: string } | undefined,
): string[] {
const crs: string[] = [];
for (const c of combatants) {
if (!c.creatureId) continue;
const creature = getCreature(c.creatureId);
if (creature) crs.push(creature.cr);
}
return crs;
}
export function useDifficulty(): DifficultyResult | null {
const { encounter } = useEncounterContext();
const { characters } = usePlayerCharactersContext();
const { getCreature } = useBestiaryContext();
return useMemo(() => {
const partyLevels = derivePartyLevels(encounter.combatants, characters);
const monsterCrs = deriveMonsterCrs(encounter.combatants, getCreature);
if (partyLevels.length === 0 || monsterCrs.length === 0) {
return null;
}
return calculateEncounterDifficulty(partyLevels, monsterCrs);
}, [encounter.combatants, characters, getCreature]);
}
+433 -352
View File
@@ -22,6 +22,7 @@ import type {
CombatantInit, CombatantInit,
ConditionId, ConditionId,
CreatureId, CreatureId,
DomainError,
DomainEvent, DomainEvent,
Encounter, Encounter,
PlayerCharacter, PlayerCharacter,
@@ -35,7 +36,7 @@ import {
pushUndo, pushUndo,
resolveCreatureName, resolveCreatureName,
} from "@initiative/domain"; } from "@initiative/domain";
import { useCallback, useEffect, useRef, useState } from "react"; import { useCallback, useEffect, useReducer, useRef } from "react";
import { import {
loadEncounter, loadEncounter,
saveEncounter, saveEncounter,
@@ -45,6 +46,51 @@ import {
saveUndoRedoStacks, saveUndoRedoStacks,
} from "../persistence/undo-redo-storage.js"; } from "../persistence/undo-redo-storage.js";
// -- Types --
type EncounterAction =
| { type: "advance-turn" }
| { type: "retreat-turn" }
| { type: "add-combatant"; name: string; init?: CombatantInit }
| { type: "remove-combatant"; id: CombatantId }
| { type: "edit-combatant"; id: CombatantId; newName: string }
| { type: "set-initiative"; id: CombatantId; value: number | undefined }
| { type: "set-hp"; id: CombatantId; maxHp: number | undefined }
| { type: "adjust-hp"; id: CombatantId; delta: number }
| { type: "set-temp-hp"; id: CombatantId; tempHp: number | undefined }
| { type: "set-ac"; id: CombatantId; value: number | undefined }
| {
type: "toggle-condition";
id: CombatantId;
conditionId: ConditionId;
}
| { type: "toggle-concentration"; id: CombatantId }
| { type: "clear-encounter" }
| { type: "undo" }
| { type: "redo" }
| { type: "add-from-bestiary"; entry: BestiaryIndexEntry }
| {
type: "add-multiple-from-bestiary";
entry: BestiaryIndexEntry;
count: number;
}
| { type: "add-from-player-character"; pc: PlayerCharacter }
| {
type: "import";
encounter: Encounter;
undoRedoState: UndoRedoState;
};
export interface EncounterState {
readonly encounter: Encounter;
readonly undoRedoState: UndoRedoState;
readonly events: readonly DomainEvent[];
readonly nextId: number;
readonly lastCreatureId: CreatureId | null;
}
// -- Initialization --
const COMBATANT_ID_REGEX = /^c-(\d+)$/; const COMBATANT_ID_REGEX = /^c-(\d+)$/;
const EMPTY_ENCOUNTER: Encounter = { const EMPTY_ENCOUNTER: Encounter = {
@@ -53,12 +99,6 @@ const EMPTY_ENCOUNTER: Encounter = {
roundNumber: 1, roundNumber: 1,
}; };
function initializeEncounter(): Encounter {
const stored = loadEncounter();
if (stored !== null) return stored;
return EMPTY_ENCOUNTER;
}
function deriveNextId(encounter: Encounter): number { function deriveNextId(encounter: Encounter): number {
let max = 0; let max = 0;
for (const c of encounter.combatants) { for (const c of encounter.combatants) {
@@ -71,11 +111,283 @@ function deriveNextId(encounter: Encounter): number {
return max; return max;
} }
function initializeState(): EncounterState {
const encounter = loadEncounter() ?? EMPTY_ENCOUNTER;
return {
encounter,
undoRedoState: loadUndoRedoStacks(),
events: [],
nextId: deriveNextId(encounter),
lastCreatureId: null,
};
}
// -- Helpers --
function makeStoreFromState(state: EncounterState): {
store: EncounterStore;
getEncounter: () => Encounter;
} {
let current = state.encounter;
return {
store: {
get: () => current,
save: (e) => {
current = e;
},
},
getEncounter: () => current,
};
}
function resolveAndRename(store: EncounterStore, name: string): string {
const existingNames = store.get().combatants.map((c) => c.name);
const { newName, renames } = resolveCreatureName(name, existingNames);
for (const { from, to } of renames) {
const target = store.get().combatants.find((c) => c.name === from);
if (target) {
editCombatantUseCase(store, target.id, to);
}
}
return newName;
}
function addOneFromBestiary(
store: EncounterStore,
entry: BestiaryIndexEntry,
nextId: number,
): {
cId: CreatureId;
events: DomainEvent[];
nextId: number;
} | null {
const newName = resolveAndRename(store, entry.name);
const slug = entry.name
.toLowerCase()
.replaceAll(/[^a-z0-9]+/g, "-")
.replaceAll(/(^-|-$)/g, "");
const cId = makeCreatureId(`${entry.source.toLowerCase()}:${slug}`);
const id = combatantId(`c-${nextId + 1}`);
const result = addCombatantUseCase(store, id, newName, {
maxHp: entry.hp,
ac: entry.ac > 0 ? entry.ac : undefined,
creatureId: cId,
});
if (isDomainError(result)) return null;
return { cId, events: result, nextId: nextId + 1 };
}
// -- Reducer case handlers --
function handleUndoRedo(
state: EncounterState,
direction: "undo" | "redo",
): EncounterState {
const { store, getEncounter } = makeStoreFromState(state);
const undoRedoStore: UndoRedoStore = {
get: () => state.undoRedoState,
save: () => {},
};
const applyFn = direction === "undo" ? undoUseCase : redoUseCase;
const result = applyFn(store, undoRedoStore);
if (isDomainError(result)) return state;
const isUndo = direction === "undo";
return {
...state,
encounter: getEncounter(),
undoRedoState: {
undoStack: isUndo
? state.undoRedoState.undoStack.slice(0, -1)
: [...state.undoRedoState.undoStack, state.encounter],
redoStack: isUndo
? [...state.undoRedoState.redoStack, state.encounter]
: state.undoRedoState.redoStack.slice(0, -1),
},
};
}
function handleAddFromBestiary(
state: EncounterState,
entry: BestiaryIndexEntry,
count: number,
): EncounterState {
const { store, getEncounter } = makeStoreFromState(state);
const allEvents: DomainEvent[] = [];
let nextId = state.nextId;
let lastCId: CreatureId | null = null;
for (let i = 0; i < count; i++) {
const added = addOneFromBestiary(store, entry, nextId);
if (!added) return state;
allEvents.push(...added.events);
nextId = added.nextId;
lastCId = added.cId;
}
return {
...state,
encounter: getEncounter(),
undoRedoState: pushUndo(state.undoRedoState, state.encounter),
events: [...state.events, ...allEvents],
nextId,
lastCreatureId: lastCId,
};
}
function handleAddFromPlayerCharacter(
state: EncounterState,
pc: PlayerCharacter,
): EncounterState {
const { store, getEncounter } = makeStoreFromState(state);
const newName = resolveAndRename(store, pc.name);
const id = combatantId(`c-${state.nextId + 1}`);
const result = addCombatantUseCase(store, id, newName, {
maxHp: pc.maxHp,
ac: pc.ac > 0 ? pc.ac : undefined,
color: pc.color,
icon: pc.icon,
playerCharacterId: pc.id,
});
if (isDomainError(result)) return state;
return {
...state,
encounter: getEncounter(),
undoRedoState: pushUndo(state.undoRedoState, state.encounter),
events: [...state.events, ...result],
nextId: state.nextId + 1,
lastCreatureId: null,
};
}
// -- Reducer --
export function encounterReducer(
state: EncounterState,
action: EncounterAction,
): EncounterState {
switch (action.type) {
case "import":
return {
...state,
encounter: action.encounter,
undoRedoState: action.undoRedoState,
nextId: deriveNextId(action.encounter),
lastCreatureId: null,
};
case "undo":
case "redo":
return handleUndoRedo(state, action.type);
case "clear-encounter": {
const { store, getEncounter } = makeStoreFromState(state);
const result = clearEncounterUseCase(store);
if (isDomainError(result)) return state;
return {
...state,
encounter: getEncounter(),
undoRedoState: clearHistory(),
events: [...state.events, ...result],
nextId: 0,
lastCreatureId: null,
};
}
case "add-from-bestiary":
return handleAddFromBestiary(state, action.entry, 1);
case "add-multiple-from-bestiary":
return handleAddFromBestiary(state, action.entry, action.count);
case "add-from-player-character":
return handleAddFromPlayerCharacter(state, action.pc);
default:
return dispatchEncounterAction(state, action);
}
}
function dispatchEncounterAction(
state: EncounterState,
action: Extract<
EncounterAction,
| { type: "advance-turn" }
| { type: "retreat-turn" }
| { type: "add-combatant" }
| { type: "remove-combatant" }
| { type: "edit-combatant" }
| { type: "set-initiative" }
| { type: "set-hp" }
| { type: "adjust-hp" }
| { type: "set-temp-hp" }
| { type: "set-ac" }
| { type: "toggle-condition" }
| { type: "toggle-concentration" }
>,
): EncounterState {
const { store, getEncounter } = makeStoreFromState(state);
let result: DomainEvent[] | DomainError;
switch (action.type) {
case "advance-turn":
result = advanceTurnUseCase(store);
break;
case "retreat-turn":
result = retreatTurnUseCase(store);
break;
case "add-combatant": {
const id = combatantId(`c-${state.nextId + 1}`);
result = addCombatantUseCase(store, id, action.name, action.init);
break;
}
case "remove-combatant":
result = removeCombatantUseCase(store, action.id);
break;
case "edit-combatant":
result = editCombatantUseCase(store, action.id, action.newName);
break;
case "set-initiative":
result = setInitiativeUseCase(store, action.id, action.value);
break;
case "set-hp":
result = setHpUseCase(store, action.id, action.maxHp);
break;
case "adjust-hp":
result = adjustHpUseCase(store, action.id, action.delta);
break;
case "set-temp-hp":
result = setTempHpUseCase(store, action.id, action.tempHp);
break;
case "set-ac":
result = setAcUseCase(store, action.id, action.value);
break;
case "toggle-condition":
result = toggleConditionUseCase(store, action.id, action.conditionId);
break;
case "toggle-concentration":
result = toggleConcentrationUseCase(store, action.id);
break;
}
if (isDomainError(result)) return state;
return {
...state,
encounter: getEncounter(),
undoRedoState: pushUndo(state.undoRedoState, state.encounter),
events: [...state.events, ...result],
nextId: action.type === "add-combatant" ? state.nextId + 1 : state.nextId,
lastCreatureId: null,
};
}
// -- Hook --
export function useEncounter() { export function useEncounter() {
const [encounter, setEncounter] = useState<Encounter>(initializeEncounter); const [state, dispatch] = useReducer(encounterReducer, null, initializeState);
const [events, setEvents] = useState<DomainEvent[]>([]); const { encounter, undoRedoState, events } = state;
const [undoRedoState, setUndoRedoState] =
useState<UndoRedoState>(loadUndoRedoStacks);
const encounterRef = useRef(encounter); const encounterRef = useRef(encounter);
encounterRef.current = encounter; encounterRef.current = encounter;
const undoRedoRef = useRef(undoRedoState); const undoRedoRef = useRef(undoRedoState);
@@ -89,22 +401,17 @@ export function useEncounter() {
saveUndoRedoStacks(undoRedoState); saveUndoRedoStacks(undoRedoState);
}, [undoRedoState]); }, [undoRedoState]);
// Escape hatches for useInitiativeRolls (needs raw port access)
const makeStore = useCallback((): EncounterStore => { const makeStore = useCallback((): EncounterStore => {
return { return {
get: () => encounterRef.current, get: () => encounterRef.current,
save: (e) => { save: (e) => {
encounterRef.current = e; encounterRef.current = e;
setEncounter(e); dispatch({
}, type: "import",
}; encounter: e,
}, []); undoRedoState: undoRedoRef.current,
});
const makeUndoRedoStore = useCallback((): UndoRedoStore => {
return {
get: () => undoRedoRef.current,
save: (s) => {
undoRedoRef.current = s;
setUndoRedoState(s);
}, },
}; };
}, []); }, []);
@@ -115,325 +422,21 @@ export function useEncounter() {
if (!isDomainError(result)) { if (!isDomainError(result)) {
const newState = pushUndo(undoRedoRef.current, snapshot); const newState = pushUndo(undoRedoRef.current, snapshot);
undoRedoRef.current = newState; undoRedoRef.current = newState;
setUndoRedoState(newState); dispatch({
type: "import",
encounter: encounterRef.current,
undoRedoState: newState,
});
} }
return result; return result;
}, []); }, []);
const advanceTurn = useCallback(() => { // Derived state
const result = withUndo(() => advanceTurnUseCase(makeStore()));
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
}, [makeStore, withUndo]);
const retreatTurn = useCallback(() => {
const result = withUndo(() => retreatTurnUseCase(makeStore()));
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
}, [makeStore, withUndo]);
const nextId = useRef(deriveNextId(encounter));
const addCombatant = useCallback(
(name: string, init?: CombatantInit) => {
const id = combatantId(`c-${++nextId.current}`);
const result = withUndo(() =>
addCombatantUseCase(makeStore(), id, name, init),
);
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const removeCombatant = useCallback(
(id: CombatantId) => {
const result = withUndo(() => removeCombatantUseCase(makeStore(), id));
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const editCombatant = useCallback(
(id: CombatantId, newName: string) => {
const result = withUndo(() =>
editCombatantUseCase(makeStore(), id, newName),
);
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const setInitiative = useCallback(
(id: CombatantId, value: number | undefined) => {
const result = withUndo(() =>
setInitiativeUseCase(makeStore(), id, value),
);
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const setHp = useCallback(
(id: CombatantId, maxHp: number | undefined) => {
const result = withUndo(() => setHpUseCase(makeStore(), id, maxHp));
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const adjustHp = useCallback(
(id: CombatantId, delta: number) => {
const result = withUndo(() => adjustHpUseCase(makeStore(), id, delta));
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const setTempHp = useCallback(
(id: CombatantId, tempHp: number | undefined) => {
const result = withUndo(() => setTempHpUseCase(makeStore(), id, tempHp));
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const setAc = useCallback(
(id: CombatantId, value: number | undefined) => {
const result = withUndo(() => setAcUseCase(makeStore(), id, value));
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const toggleCondition = useCallback(
(id: CombatantId, conditionId: ConditionId) => {
const result = withUndo(() =>
toggleConditionUseCase(makeStore(), id, conditionId),
);
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const toggleConcentration = useCallback(
(id: CombatantId) => {
const result = withUndo(() =>
toggleConcentrationUseCase(makeStore(), id),
);
if (isDomainError(result)) {
return;
}
setEvents((prev) => [...prev, ...result]);
},
[makeStore, withUndo],
);
const clearEncounter = useCallback(() => {
const result = clearEncounterUseCase(makeStore());
if (isDomainError(result)) {
return;
}
const cleared = clearHistory();
undoRedoRef.current = cleared;
setUndoRedoState(cleared);
nextId.current = 0;
setEvents((prev) => [...prev, ...result]);
}, [makeStore]);
const addOneFromBestiary = useCallback(
(
entry: BestiaryIndexEntry,
): { cId: CreatureId; events: DomainEvent[] } | null => {
const store = makeStore();
const existingNames = store.get().combatants.map((c) => c.name);
const { newName, renames } = resolveCreatureName(
entry.name,
existingNames,
);
for (const { from, to } of renames) {
const target = store.get().combatants.find((c) => c.name === from);
if (target) {
editCombatantUseCase(makeStore(), target.id, to);
}
}
const slug = entry.name
.toLowerCase()
.replaceAll(/[^a-z0-9]+/g, "-")
.replaceAll(/(^-|-$)/g, "");
const cId = makeCreatureId(`${entry.source.toLowerCase()}:${slug}`);
const id = combatantId(`c-${++nextId.current}`);
const result = addCombatantUseCase(makeStore(), id, newName, {
maxHp: entry.hp,
ac: entry.ac > 0 ? entry.ac : undefined,
creatureId: cId,
});
if (isDomainError(result)) return null;
return { cId, events: result };
},
[makeStore],
);
const addFromBestiary = useCallback(
(entry: BestiaryIndexEntry): CreatureId | null => {
const snapshot = encounterRef.current;
const added = addOneFromBestiary(entry);
if (!added) {
makeStore().save(snapshot);
return null;
}
const newState = pushUndo(undoRedoRef.current, snapshot);
undoRedoRef.current = newState;
setUndoRedoState(newState);
setEvents((prev) => [...prev, ...added.events]);
return added.cId;
},
[makeStore, addOneFromBestiary],
);
const addMultipleFromBestiary = useCallback(
(entry: BestiaryIndexEntry, count: number): CreatureId | null => {
const snapshot = encounterRef.current;
const allEvents: DomainEvent[] = [];
let lastCId: CreatureId | null = null;
for (let i = 0; i < count; i++) {
const added = addOneFromBestiary(entry);
if (!added) {
makeStore().save(snapshot);
return null;
}
allEvents.push(...added.events);
lastCId = added.cId;
}
const newState = pushUndo(undoRedoRef.current, snapshot);
undoRedoRef.current = newState;
setUndoRedoState(newState);
setEvents((prev) => [...prev, ...allEvents]);
return lastCId;
},
[makeStore, addOneFromBestiary],
);
const addFromPlayerCharacter = useCallback(
(pc: PlayerCharacter) => {
const snapshot = encounterRef.current;
const store = makeStore();
const existingNames = store.get().combatants.map((c) => c.name);
const { newName, renames } = resolveCreatureName(pc.name, existingNames);
for (const { from, to } of renames) {
const target = store.get().combatants.find((c) => c.name === from);
if (target) {
editCombatantUseCase(makeStore(), target.id, to);
}
}
const id = combatantId(`c-${++nextId.current}`);
const result = addCombatantUseCase(makeStore(), id, newName, {
maxHp: pc.maxHp,
ac: pc.ac > 0 ? pc.ac : undefined,
color: pc.color,
icon: pc.icon,
playerCharacterId: pc.id,
});
if (isDomainError(result)) {
store.save(snapshot);
return;
}
const newState = pushUndo(undoRedoRef.current, snapshot);
undoRedoRef.current = newState;
setUndoRedoState(newState);
setEvents((prev) => [...prev, ...result]);
},
[makeStore],
);
const undoAction = useCallback(() => {
undoUseCase(makeStore(), makeUndoRedoStore());
}, [makeStore, makeUndoRedoStore]);
const redoAction = useCallback(() => {
redoUseCase(makeStore(), makeUndoRedoStore());
}, [makeStore, makeUndoRedoStore]);
const canUndo = undoRedoState.undoStack.length > 0; const canUndo = undoRedoState.undoStack.length > 0;
const canRedo = undoRedoState.redoStack.length > 0; const canRedo = undoRedoState.redoStack.length > 0;
const hasTempHp = encounter.combatants.some( const hasTempHp = encounter.combatants.some(
(c) => c.tempHp !== undefined && c.tempHp > 0, (c) => c.tempHp !== undefined && c.tempHp > 0,
); );
const isEmpty = encounter.combatants.length === 0; const isEmpty = encounter.combatants.length === 0;
const hasCreatureCombatants = encounter.combatants.some( const hasCreatureCombatants = encounter.combatants.some(
(c) => c.creatureId != null, (c) => c.creatureId != null,
@@ -452,27 +455,105 @@ export function useEncounter() {
canRollAllInitiative, canRollAllInitiative,
canUndo, canUndo,
canRedo, canRedo,
advanceTurn, advanceTurn: useCallback(() => dispatch({ type: "advance-turn" }), []),
retreatTurn, retreatTurn: useCallback(() => dispatch({ type: "retreat-turn" }), []),
addCombatant, addCombatant: useCallback(
clearEncounter, (name: string, init?: CombatantInit) =>
removeCombatant, dispatch({ type: "add-combatant", name, init }),
editCombatant, [],
setInitiative, ),
setHp, removeCombatant: useCallback(
adjustHp, (id: CombatantId) => dispatch({ type: "remove-combatant", id }),
setTempHp, [],
setAc, ),
toggleCondition, editCombatant: useCallback(
toggleConcentration, (id: CombatantId, newName: string) =>
addFromBestiary, dispatch({ type: "edit-combatant", id, newName }),
addMultipleFromBestiary, [],
addFromPlayerCharacter, ),
undo: undoAction, setInitiative: useCallback(
redo: redoAction, (id: CombatantId, value: number | undefined) =>
setEncounter, dispatch({ type: "set-initiative", id, value }),
setUndoRedoState, [],
),
setHp: useCallback(
(id: CombatantId, maxHp: number | undefined) =>
dispatch({ type: "set-hp", id, maxHp }),
[],
),
adjustHp: useCallback(
(id: CombatantId, delta: number) =>
dispatch({ type: "adjust-hp", id, delta }),
[],
),
setTempHp: useCallback(
(id: CombatantId, tempHp: number | undefined) =>
dispatch({ type: "set-temp-hp", id, tempHp }),
[],
),
setAc: useCallback(
(id: CombatantId, value: number | undefined) =>
dispatch({ type: "set-ac", id, value }),
[],
),
toggleCondition: useCallback(
(id: CombatantId, conditionId: ConditionId) =>
dispatch({ type: "toggle-condition", id, conditionId }),
[],
),
toggleConcentration: useCallback(
(id: CombatantId) => dispatch({ type: "toggle-concentration", id }),
[],
),
clearEncounter: useCallback(
() => dispatch({ type: "clear-encounter" }),
[],
),
addFromBestiary: useCallback(
(entry: BestiaryIndexEntry): CreatureId | null => {
dispatch({ type: "add-from-bestiary", entry });
return null;
},
[],
),
addMultipleFromBestiary: useCallback(
(entry: BestiaryIndexEntry, count: number): CreatureId | null => {
dispatch({
type: "add-multiple-from-bestiary",
entry,
count,
});
return null;
},
[],
),
addFromPlayerCharacter: useCallback(
(pc: PlayerCharacter) =>
dispatch({ type: "add-from-player-character", pc }),
[],
),
undo: useCallback(() => dispatch({ type: "undo" }), []),
redo: useCallback(() => dispatch({ type: "redo" }), []),
setEncounter: useCallback(
(enc: Encounter) =>
dispatch({
type: "import",
encounter: enc,
undoRedoState: undoRedoRef.current,
}),
[],
),
setUndoRedoState: useCallback(
(urs: UndoRedoState) =>
dispatch({
type: "import",
encounter: encounterRef.current,
undoRedoState: urs,
}),
[],
),
makeStore, makeStore,
withUndo, withUndo,
lastCreatureId: state.lastCreatureId,
} as const; } as const;
} }
@@ -28,6 +28,7 @@ interface EditFields {
readonly maxHp?: number; readonly maxHp?: number;
readonly color?: string | null; readonly color?: string | null;
readonly icon?: string | null; readonly icon?: string | null;
readonly level?: number | null;
} }
export function usePlayerCharacters() { export function usePlayerCharacters() {
@@ -57,6 +58,7 @@ export function usePlayerCharacters() {
maxHp: number, maxHp: number,
color: string | undefined, color: string | undefined,
icon: string | undefined, icon: string | undefined,
level: number | undefined,
) => { ) => {
const id = generatePcId(); const id = generatePcId();
const result = createPlayerCharacterUseCase( const result = createPlayerCharacterUseCase(
@@ -67,6 +69,7 @@ export function usePlayerCharacters() {
maxHp, maxHp,
color, color,
icon, icon,
level,
); );
if (isDomainError(result)) { if (isDomainError(result)) {
return result; return result;
@@ -122,64 +122,7 @@ describe("loadEncounter", () => {
expect(loadEncounter()).toBeNull(); expect(loadEncounter()).toBeNull();
}); });
// US3: Corrupt data scenarios it("returns null when combatant has invalid required fields", () => {
it("returns null for non-object JSON (string)", () => {
localStorage.setItem(STORAGE_KEY, JSON.stringify("hello"));
expect(loadEncounter()).toBeNull();
});
it("returns null for non-object JSON (number)", () => {
localStorage.setItem(STORAGE_KEY, JSON.stringify(42));
expect(loadEncounter()).toBeNull();
});
it("returns null for non-object JSON (array)", () => {
localStorage.setItem(STORAGE_KEY, JSON.stringify([1, 2, 3]));
expect(loadEncounter()).toBeNull();
});
it("returns null for non-object JSON (null)", () => {
localStorage.setItem(STORAGE_KEY, "null");
expect(loadEncounter()).toBeNull();
});
it("returns null when combatants is a string instead of array", () => {
localStorage.setItem(
STORAGE_KEY,
JSON.stringify({
combatants: "not-array",
activeIndex: 0,
roundNumber: 1,
}),
);
expect(loadEncounter()).toBeNull();
});
it("returns null when activeIndex is a string instead of number", () => {
localStorage.setItem(
STORAGE_KEY,
JSON.stringify({
combatants: [{ id: "1", name: "Aria" }],
activeIndex: "zero",
roundNumber: 1,
}),
);
expect(loadEncounter()).toBeNull();
});
it("returns null when combatant entry is missing id", () => {
localStorage.setItem(
STORAGE_KEY,
JSON.stringify({
combatants: [{ name: "Aria" }],
activeIndex: 0,
roundNumber: 1,
}),
);
expect(loadEncounter()).toBeNull();
});
it("returns null when combatant entry is missing name", () => {
localStorage.setItem( localStorage.setItem(
STORAGE_KEY, STORAGE_KEY,
JSON.stringify({ JSON.stringify({
@@ -191,88 +134,6 @@ describe("loadEncounter", () => {
expect(loadEncounter()).toBeNull(); expect(loadEncounter()).toBeNull();
}); });
it("returns null for negative roundNumber", () => {
localStorage.setItem(
STORAGE_KEY,
JSON.stringify({
combatants: [{ id: "1", name: "Aria" }],
activeIndex: 0,
roundNumber: -1,
}),
);
expect(loadEncounter()).toBeNull();
});
it("returns empty encounter for zero combatants (cleared state)", () => {
localStorage.setItem(
STORAGE_KEY,
JSON.stringify({ combatants: [], activeIndex: 0, roundNumber: 1 }),
);
const result = loadEncounter();
expect(result).toEqual({
combatants: [],
activeIndex: 0,
roundNumber: 1,
});
});
it("round-trip preserves combatant AC value", () => {
const result = createEncounter(
[{ id: combatantId("1"), name: "Aria", ac: 18 }],
0,
1,
);
if (isDomainError(result)) throw new Error("unreachable");
saveEncounter(result);
const loaded = loadEncounter();
expect(loaded?.combatants[0].ac).toBe(18);
});
it("round-trip preserves combatant without AC", () => {
const result = createEncounter(
[{ id: combatantId("1"), name: "Aria" }],
0,
1,
);
if (isDomainError(result)) throw new Error("unreachable");
saveEncounter(result);
const loaded = loadEncounter();
expect(loaded?.combatants[0].ac).toBeUndefined();
});
it("discards invalid AC values during rehydration", () => {
localStorage.setItem(
STORAGE_KEY,
JSON.stringify({
combatants: [
{ id: "1", name: "Neg", ac: -1 },
{ id: "2", name: "Float", ac: 3.5 },
{ id: "3", name: "Str", ac: "high" },
],
activeIndex: 0,
roundNumber: 1,
}),
);
const loaded = loadEncounter();
expect(loaded).not.toBeNull();
expect(loaded?.combatants[0].ac).toBeUndefined();
expect(loaded?.combatants[1].ac).toBeUndefined();
expect(loaded?.combatants[2].ac).toBeUndefined();
});
it("preserves AC of 0 during rehydration", () => {
localStorage.setItem(
STORAGE_KEY,
JSON.stringify({
combatants: [{ id: "1", name: "Aria", ac: 0 }],
activeIndex: 0,
roundNumber: 1,
}),
);
const loaded = loadEncounter();
expect(loaded?.combatants[0].ac).toBe(0);
});
it("saving after modifications persists the latest state", () => { it("saving after modifications persists the latest state", () => {
const encounter = makeEncounter(); const encounter = makeEncounter();
saveEncounter(encounter); saveEncounter(encounter);
@@ -90,102 +90,7 @@ describe("player-character-storage", () => {
}); });
}); });
describe("per-character validation", () => { describe("delegation to domain rehydration", () => {
it("discards character with missing name", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{ id: "pc-1", ac: 10, maxHp: 50, color: "blue", icon: "sword" },
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with empty name", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "",
ac: 10,
maxHp: 50,
color: "blue",
icon: "sword",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with invalid color", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Test",
ac: 10,
maxHp: 50,
color: "neon",
icon: "sword",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with invalid icon", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Test",
ac: 10,
maxHp: 50,
color: "blue",
icon: "banana",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with negative AC", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Test",
ac: -1,
maxHp: 50,
color: "blue",
icon: "sword",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with maxHp of 0", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Test",
ac: 10,
maxHp: 0,
color: "blue",
icon: "sword",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("keeps valid characters and discards invalid ones", () => { it("keeps valid characters and discards invalid ones", () => {
mockStorage.setItem( mockStorage.setItem(
STORAGE_KEY, STORAGE_KEY,
+15 -100
View File
@@ -1,14 +1,9 @@
import { import {
type ConditionId, type Combatant,
combatantId,
createEncounter, createEncounter,
creatureId,
type Encounter, type Encounter,
isDomainError, isDomainError,
playerCharacterId, rehydrateCombatant,
VALID_CONDITION_IDS,
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
} from "@initiative/domain"; } from "@initiative/domain";
const STORAGE_KEY = "initiative:encounter"; const STORAGE_KEY = "initiative:encounter";
@@ -21,93 +16,6 @@ export function saveEncounter(encounter: Encounter): void {
} }
} }
function validateAc(value: unknown): number | undefined {
return typeof value === "number" && Number.isInteger(value) && value >= 0
? value
: undefined;
}
function validateConditions(value: unknown): ConditionId[] | undefined {
if (!Array.isArray(value)) return undefined;
const valid = value.filter(
(v): v is ConditionId =>
typeof v === "string" && VALID_CONDITION_IDS.has(v),
);
return valid.length > 0 ? valid : undefined;
}
function validateCreatureId(value: unknown) {
return typeof value === "string" && value.length > 0
? creatureId(value)
: undefined;
}
function validateHp(
rawMaxHp: unknown,
rawCurrentHp: unknown,
): { maxHp: number; currentHp: number } | undefined {
if (
typeof rawMaxHp !== "number" ||
!Number.isInteger(rawMaxHp) ||
rawMaxHp < 1
) {
return undefined;
}
const validCurrentHp =
typeof rawCurrentHp === "number" &&
Number.isInteger(rawCurrentHp) &&
rawCurrentHp >= 0 &&
rawCurrentHp <= rawMaxHp;
return {
maxHp: rawMaxHp,
currentHp: validCurrentHp ? rawCurrentHp : rawMaxHp,
};
}
function rehydrateCombatant(c: unknown) {
const entry = c as Record<string, unknown>;
const base = {
id: combatantId(entry.id as string),
name: entry.name as string,
initiative:
typeof entry.initiative === "number" ? entry.initiative : undefined,
};
const color =
typeof entry.color === "string" && VALID_PLAYER_COLORS.has(entry.color)
? entry.color
: undefined;
const icon =
typeof entry.icon === "string" && VALID_PLAYER_ICONS.has(entry.icon)
? entry.icon
: undefined;
const pcId =
typeof entry.playerCharacterId === "string" &&
entry.playerCharacterId.length > 0
? playerCharacterId(entry.playerCharacterId)
: undefined;
const shared = {
...base,
ac: validateAc(entry.ac),
conditions: validateConditions(entry.conditions),
isConcentrating: entry.isConcentrating === true ? true : undefined,
creatureId: validateCreatureId(entry.creatureId),
color,
icon,
playerCharacterId: pcId,
};
const hp = validateHp(entry.maxHp, entry.currentHp);
return hp ? { ...shared, ...hp } : shared;
}
function isValidCombatantEntry(c: unknown): boolean {
if (typeof c !== "object" || c === null || Array.isArray(c)) return false;
const entry = c as Record<string, unknown>;
return typeof entry.id === "string" && typeof entry.name === "string";
}
export function rehydrateEncounter(parsed: unknown): Encounter | null { export function rehydrateEncounter(parsed: unknown): Encounter | null {
if (typeof parsed !== "object" || parsed === null || Array.isArray(parsed)) if (typeof parsed !== "object" || parsed === null || Array.isArray(parsed))
return null; return null;
@@ -129,14 +37,21 @@ export function rehydrateEncounter(parsed: unknown): Encounter | null {
}; };
} }
if (!combatants.every(isValidCombatantEntry)) return null; const rehydrated: Combatant[] = [];
for (const c of combatants) {
const result = rehydrateCombatant(c);
if (result === null) return null;
rehydrated.push(result);
}
const rehydrated = combatants.map(rehydrateCombatant); const encounter = createEncounter(
rehydrated,
obj.activeIndex,
obj.roundNumber,
);
if (isDomainError(encounter)) return null;
const result = createEncounter(rehydrated, obj.activeIndex, obj.roundNumber); return encounter;
if (isDomainError(result)) return null;
return result;
} }
export function loadEncounter(): Encounter | null { export function loadEncounter(): Encounter | null {
+2 -2
View File
@@ -4,8 +4,8 @@ import type {
PlayerCharacter, PlayerCharacter,
UndoRedoState, UndoRedoState,
} from "@initiative/domain"; } from "@initiative/domain";
import { rehydratePlayerCharacter } from "@initiative/domain";
import { rehydrateEncounter } from "./encounter-storage.js"; import { rehydrateEncounter } from "./encounter-storage.js";
import { rehydrateCharacter } from "./player-character-storage.js";
function rehydrateStack(raw: unknown[]): Encounter[] { function rehydrateStack(raw: unknown[]): Encounter[] {
const result: Encounter[] = []; const result: Encounter[] = [];
@@ -21,7 +21,7 @@ function rehydrateStack(raw: unknown[]): Encounter[] {
function rehydrateCharacters(raw: unknown[]): PlayerCharacter[] { function rehydrateCharacters(raw: unknown[]): PlayerCharacter[] {
const result: PlayerCharacter[] = []; const result: PlayerCharacter[] = [];
for (const entry of raw) { for (const entry of raw) {
const rehydrated = rehydrateCharacter(entry); const rehydrated = rehydratePlayerCharacter(entry);
if (rehydrated !== null) { if (rehydrated !== null) {
result.push(rehydrated); result.push(rehydrated);
} }
@@ -1,9 +1,5 @@
import type { PlayerCharacter } from "@initiative/domain"; import type { PlayerCharacter } from "@initiative/domain";
import { import { rehydratePlayerCharacter } from "@initiative/domain";
playerCharacterId,
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
} from "@initiative/domain";
const STORAGE_KEY = "initiative:player-characters"; const STORAGE_KEY = "initiative:player-characters";
@@ -15,46 +11,6 @@ export function savePlayerCharacters(characters: PlayerCharacter[]): void {
} }
} }
function isValidOptionalMember(
value: unknown,
valid: ReadonlySet<string>,
): boolean {
return value === undefined || (typeof value === "string" && valid.has(value));
}
export function rehydrateCharacter(raw: unknown): PlayerCharacter | null {
if (typeof raw !== "object" || raw === null || Array.isArray(raw))
return null;
const entry = raw as Record<string, unknown>;
if (typeof entry.id !== "string" || entry.id.length === 0) return null;
if (typeof entry.name !== "string" || entry.name.trim().length === 0)
return null;
if (
typeof entry.ac !== "number" ||
!Number.isInteger(entry.ac) ||
entry.ac < 0
)
return null;
if (
typeof entry.maxHp !== "number" ||
!Number.isInteger(entry.maxHp) ||
entry.maxHp < 1
)
return null;
if (!isValidOptionalMember(entry.color, VALID_PLAYER_COLORS)) return null;
if (!isValidOptionalMember(entry.icon, VALID_PLAYER_ICONS)) return null;
return {
id: playerCharacterId(entry.id),
name: entry.name,
ac: entry.ac,
maxHp: entry.maxHp,
color: entry.color as PlayerCharacter["color"],
icon: entry.icon as PlayerCharacter["icon"],
};
}
export function loadPlayerCharacters(): PlayerCharacter[] { export function loadPlayerCharacters(): PlayerCharacter[] {
try { try {
const raw = localStorage.getItem(STORAGE_KEY); const raw = localStorage.getItem(STORAGE_KEY);
@@ -65,7 +21,7 @@ export function loadPlayerCharacters(): PlayerCharacter[] {
const characters: PlayerCharacter[] = []; const characters: PlayerCharacter[] = [];
for (const item of parsed) { for (const item of parsed) {
const pc = rehydrateCharacter(item); const pc = rehydratePlayerCharacter(item);
if (pc !== null) { if (pc !== null) {
characters.push(pc); characters.push(pc);
} }
@@ -0,0 +1,238 @@
---
date: 2026-03-28T01:35:07.925247+00:00
git_commit: f4fb69dbc763fefe4a73b3491c27093bbd06af0d
branch: main
topic: "Entity rehydration: current implementation and migration surface"
tags: [research, codebase, rehydration, persistence, domain, player-character, combatant]
status: complete
---
# Research: Entity Rehydration — Current Implementation and Migration Surface
## Research Question
Map all entity rehydration logic (reconstructing typed domain objects from untyped JSON) across the codebase. Document what validation each rehydration function performs, where it lives, how functions cross-reference each other, and what the domain layer already provides that could replace adapter-level validation. This research supports Issue #20: Move entity rehydration to domain layer.
## Summary
Entity rehydration currently lives entirely in `apps/web/src/persistence/`. Two primary rehydration functions exist:
1. **`rehydrateCharacter`** in `player-character-storage.ts` — validates and reconstructs `PlayerCharacter` from unknown JSON
2. **`rehydrateCombatant`** (private) + **`rehydrateEncounter`** (exported) in `encounter-storage.ts` — validates and reconstructs `Combatant`/`Encounter` from unknown JSON
These are consumed by three call sites: localStorage loading, undo/redo stack loading, and JSON import validation. The domain layer already contains parallel validation logic in `createPlayerCharacter`, `addCombatant`/`validateInit`, and `createEncounter`, but the rehydration functions duplicate this validation with subtly different rules (rehydration is lenient/recovering; creation is strict/rejecting).
## Detailed Findings
### 1. PlayerCharacter Rehydration
**File**: `apps/web/src/persistence/player-character-storage.ts:25-65`
`rehydrateCharacter(raw: unknown): PlayerCharacter | null` performs:
| Field | Validation | Behavior on invalid |
|-------|-----------|-------------------|
| `id` | `typeof string`, non-empty | Return `null` (reject entire PC) |
| `name` | `typeof string`, non-empty after trim | Return `null` |
| `ac` | `typeof number`, integer, `>= 0` | Return `null` |
| `maxHp` | `typeof number`, integer, `>= 1` | Return `null` |
| `color` | Optional; if present, must be in `VALID_PLAYER_COLORS` | Return `null` |
| `icon` | Optional; if present, must be in `VALID_PLAYER_ICONS` | Return `null` |
| `level` | Optional; if present, must be integer 1-20 | Return `null` |
Constructs result via branded `playerCharacterId()` and type assertions for color/icon.
**Helper**: `isValidOptionalMember(value, validSet)` — shared check for optional set-membership fields (lines 18-23).
**Callers**:
- `loadPlayerCharacters()` (same file, line 67) — loads from localStorage
- `rehydrateCharacters()` in `export-import.ts:21-30` — filters PCs during import validation
### 2. Combatant Rehydration
**File**: `apps/web/src/persistence/encounter-storage.ts:67-103`
`rehydrateCombatant(c: unknown)` (private, no return type annotation) performs:
| Field | Validation | Behavior on invalid |
|-------|-----------|-------------------|
| `id` | Cast directly (`entry.id as string`) | No validation (relies on `isValidCombatantEntry` pre-check) |
| `name` | Cast directly (`entry.name as string`) | No validation (relies on pre-check) |
| `initiative` | `typeof number` or `undefined` | Defaults to `undefined` |
| `ac` | Via `validateAc`: integer `>= 0` | Defaults to `undefined` |
| `conditions` | Via `validateConditions`: array, each in `VALID_CONDITION_IDS` | Defaults to `undefined` |
| `isConcentrating` | Strictly `=== true` | Defaults to `undefined` |
| `creatureId` | Via `validateCreatureId`: non-empty string | Defaults to `undefined` |
| `color` | String in `VALID_PLAYER_COLORS` | Defaults to `undefined` |
| `icon` | String in `VALID_PLAYER_ICONS` | Defaults to `undefined` |
| `playerCharacterId` | Non-empty string | Defaults to `undefined` |
| `maxHp` / `currentHp` | Via `validateHp`: maxHp integer >= 1, currentHp integer 0..maxHp | Defaults to `undefined`; invalid currentHp falls back to maxHp |
**Key difference from PC rehydration**: Combatant rehydration is *lenient* — invalid optional fields are silently dropped rather than rejecting the entire entity. Only `id` and `name` are required (checked by `isValidCombatantEntry` at line 105-109 before `rehydrateCombatant` is called).
**Helper functions** (all private):
- `validateAc(value)` — lines 24-28
- `validateConditions(value)` — lines 30-37
- `validateCreatureId(value)` — lines 39-43
- `validateHp(rawMaxHp, rawCurrentHp)` — lines 45-65
### 3. Encounter Rehydration
**File**: `apps/web/src/persistence/encounter-storage.ts:111-140`
`rehydrateEncounter(parsed: unknown): Encounter | null` validates the encounter envelope:
- Must be a non-null, non-array object
- `combatants` must be an array
- `activeIndex` must be a number
- `roundNumber` must be a number
- Empty combatant array → returns hardcoded `{ combatants: [], activeIndex: 0, roundNumber: 1 }`
- All entries must pass `isValidCombatantEntry` (id + name check)
- Maps entries through `rehydrateCombatant`, then passes to domain's `createEncounter` for invariant enforcement
**Callers**:
- `loadEncounter()` (same file, line 142) — localStorage
- `loadStack()` in `undo-redo-storage.ts:17-36` — undo/redo stacks from localStorage
- `rehydrateStack()` in `export-import.ts:10-19` — import validation
- `validateImportBundle()` in `export-import.ts:32-65` — import validation (direct call for the main encounter)
### 4. Import Bundle Validation
**File**: `apps/web/src/persistence/export-import.ts:32-65`
`validateImportBundle(data: unknown): ExportBundle | string` validates the bundle envelope:
- Version must be `1`
- `exportedAt` must be a string
- `undoStack` and `redoStack` must be arrays
- `playerCharacters` must be an array
- Delegates to `rehydrateEncounter` for the encounter
- Delegates to `rehydrateStack` (which calls `rehydrateEncounter`) for undo/redo
- Delegates to `rehydrateCharacters` (which calls `rehydrateCharacter`) for PCs
This function validates the *envelope* structure. Entity-level validation is fully delegated.
### 5. Domain Layer Validation (Existing)
The domain already contains validation for the same fields, but in *creation* context (typed inputs, DomainError returns):
**`createPlayerCharacter`** (`packages/domain/src/create-player-character.ts:17-100`):
- Same field rules as `rehydrateCharacter`: name non-empty, ac >= 0 integer, maxHp >= 1 integer, color/icon in valid sets, level 1-20
- Returns `DomainError` on invalid input (not `null`)
**`validateInit`** in `addCombatant` (`packages/domain/src/add-combatant.ts:27-53`):
- Validates maxHp (positive integer), ac (non-negative integer), initiative (integer)
- Does NOT validate conditions, color, icon, playerCharacterId, creatureId, isConcentrating
**`createEncounter`** (`packages/domain/src/types.ts:50-71`):
- Validates activeIndex bounds and roundNumber (positive integer)
- Already used by `rehydrateEncounter` as the final step
**`editPlayerCharacter`** (`packages/domain/src/edit-player-character.ts`):
- `validateFields` validates the same PC fields for edits
### 6. Validation Overlap and Gaps
| Field | Rehydration validates | Domain validates |
|-------|----------------------|-----------------|
| PC.id | Non-empty string | N/A (caller provides) |
| PC.name | Non-empty string | Non-empty (trimmed) |
| PC.ac | Integer >= 0 | Integer >= 0 |
| PC.maxHp | Integer >= 1 | Integer >= 1 |
| PC.color | In VALID_PLAYER_COLORS | In VALID_PLAYER_COLORS |
| PC.icon | In VALID_PLAYER_ICONS | In VALID_PLAYER_ICONS |
| PC.level | Integer 1-20 | Integer 1-20 |
| Combatant.id | Non-empty string (via pre-check) | N/A (caller provides) |
| Combatant.name | String type (via pre-check) | Non-empty (trimmed) |
| Combatant.initiative | `typeof number` | Integer |
| Combatant.ac | Integer >= 0 | Integer >= 0 |
| Combatant.maxHp | Integer >= 1 | Integer >= 1 |
| Combatant.currentHp | Integer 0..maxHp | N/A (set = maxHp on add) |
| Combatant.tempHp | **Not validated** | N/A |
| Combatant.conditions | Each in VALID_CONDITION_IDS | N/A (toggleCondition checks) |
| Combatant.isConcentrating | Strictly `true` or dropped | N/A (toggleConcentration) |
| Combatant.creatureId | Non-empty string | N/A (passed through) |
| Combatant.color | In VALID_PLAYER_COLORS | N/A (passed through) |
| Combatant.icon | In VALID_PLAYER_ICONS | N/A (passed through) |
| Combatant.playerCharacterId | Non-empty string | N/A (passed through) |
Key observations:
- Rehydration validates `id` (required for identity); domain creation functions receive `id` as a typed parameter
- Combatant rehydration does NOT validate `tempHp` at all — it's silently passed through or ignored
- Combatant rehydration checks `initiative` as `typeof number` but domain checks `Number.isInteger` — slightly different strictness
- Domain validation for combatant optional fields is scattered across individual mutation functions, not centralized
### 7. Test Coverage
**Persistence tests** (adapter layer):
- `encounter-storage.test.ts` — ~27 tests covering round-trip, corrupt data, AC validation, edge cases
- `player-character-storage.test.ts` — ~17 tests covering round-trip, corrupt data, field validation, level
**Import tests** (adapter layer):
- `validate-import-bundle.test.ts` — ~21 tests covering envelope validation, graceful recovery, PC filtering
- `export-import.test.ts` — ~15 tests covering bundle assembly, round-trip, filename resolution
**Domain tests**: No rehydration tests exist in `packages/domain/` — all rehydration testing is in the adapter layer.
### 8. Cross-Reference Map
```
loadPlayerCharacters() ──→ rehydrateCharacter()
validateImportBundle() ──→ rehydrateCharacters() ──┘
├─→ rehydrateEncounter() ──→ isValidCombatantEntry()
│ ├─→ rehydrateCombatant() ──→ validateAc()
│ │ ├─→ validateConditions()
│ │ ├─→ validateCreatureId()
│ │ └─→ validateHp()
│ └─→ createEncounter() [domain]
└─→ rehydrateStack() ───→ rehydrateEncounter() [same as above]
loadEncounter() ───────→ rehydrateEncounter() [same as above]
loadUndoRedoStacks() ──→ loadStack() ──→ rehydrateEncounter() [same as above]
```
## Code References
- `apps/web/src/persistence/player-character-storage.ts:25-65``rehydrateCharacter` (PC rehydration)
- `apps/web/src/persistence/player-character-storage.ts:18-23``isValidOptionalMember` helper
- `apps/web/src/persistence/encounter-storage.ts:24-28``validateAc` helper
- `apps/web/src/persistence/encounter-storage.ts:30-37``validateConditions` helper
- `apps/web/src/persistence/encounter-storage.ts:39-43``validateCreatureId` helper
- `apps/web/src/persistence/encounter-storage.ts:45-65``validateHp` helper
- `apps/web/src/persistence/encounter-storage.ts:67-103``rehydrateCombatant` (combatant rehydration)
- `apps/web/src/persistence/encounter-storage.ts:105-109``isValidCombatantEntry` (pre-check)
- `apps/web/src/persistence/encounter-storage.ts:111-140``rehydrateEncounter` (encounter envelope rehydration)
- `apps/web/src/persistence/export-import.ts:10-30``rehydrateStack` / `rehydrateCharacters` (collection wrappers)
- `apps/web/src/persistence/export-import.ts:32-65``validateImportBundle` (import envelope validation)
- `apps/web/src/persistence/undo-redo-storage.ts:17-36``loadStack` (undo/redo rehydration)
- `packages/domain/src/create-player-character.ts:17-100` — PC creation validation
- `packages/domain/src/add-combatant.ts:27-53``validateInit` (combatant creation validation)
- `packages/domain/src/types.ts:50-71``createEncounter` (encounter invariant enforcement)
- `packages/domain/src/types.ts:12-26``Combatant` type definition
- `packages/domain/src/player-character-types.ts:70-83``PlayerCharacter` type definition
## Architecture Documentation
### Current pattern
Rehydration is an adapter concern — persistence adapters validate raw JSON and construct typed domain objects. The domain provides creation functions that validate typed inputs for new entities, but no functions for reconstructing entities from untyped serialized data.
### Rehydration vs. creation semantics
Rehydration and creation serve different purposes:
- **Creation** (domain): Validates business rules for *new* entities. Receives typed parameters. Returns `DomainError` on failure.
- **Rehydration** (adapter): Reconstructs *previously valid* entities from serialized JSON. Receives `unknown`. Returns `null` on failure. May be lenient (combatants drop invalid optional fields) or strict (PCs reject on any invalid field).
### Delegation chain
`rehydrateEncounter` already delegates to `createEncounter` for encounter-level invariants. The entity-level rehydration functions (`rehydrateCharacter`, `rehydrateCombatant`) do NOT delegate to any domain function — they re-implement field validation inline.
### tempHp gap
`Combatant.tempHp` is defined in the domain type but has no validation in the current rehydration code. It appears to be silently included or excluded depending on what `rehydrateCombatant` constructs (it's not in the explicit field list, so it would be dropped during rehydration).
## Open Questions
1. **Should `rehydrateCombatant` remain lenient (drop invalid optional fields) or become strict like `rehydrateCharacter` (reject on any invalid field)?** The current asymmetry is intentional: combatants can exist with minimal data (just id + name), while PCs always require ac/maxHp.
2. **Should `tempHp` be validated during rehydration?** It's currently missing from combatant rehydration but is a valid field on the type.
3. **Should `rehydrateEncounter` move to domain too, or only the entity-level functions?** The issue acceptance criteria says "validateImportBundle and rehydrateEncounter are unchanged" — but `rehydrateEncounter` currently lives alongside `rehydrateCombatant` and would need to import from domain instead of calling the local function.
4. **Should `isValidCombatantEntry` (the pre-check) be part of the domain rehydration or remain in the adapter?** It's currently the gate that ensures `id` and `name` exist before `rehydrateCombatant` is called.
+27 -2
View File
@@ -1,4 +1,29 @@
pre-commit: pre-commit:
parallel: true
jobs: jobs:
- name: check - name: audit
run: pnpm check run: pnpm audit --audit-level=high
- name: knip
run: pnpm exec knip
- name: biome
run: pnpm exec biome check .
- name: check-ignores
run: node scripts/check-lint-ignores.mjs
- name: check-classnames
run: node scripts/check-cn-classnames.mjs
- name: check-props
run: node scripts/check-component-props.mjs
- name: jscpd
run: pnpm exec jscpd
- name: jsinspect
run: pnpm jsinspect
- name: typecheck-oxlint-test
group:
piped: true
jobs:
- name: typecheck
run: pnpm exec tsc --build
- name: oxlint
run: pnpm oxlint
- name: test
run: pnpm test
+3 -1
View File
@@ -11,6 +11,7 @@
"@biomejs/biome": "2.4.8", "@biomejs/biome": "2.4.8",
"@vitest/coverage-v8": "^4.1.0", "@vitest/coverage-v8": "^4.1.0",
"jscpd": "^4.0.8", "jscpd": "^4.0.8",
"jsinspect-plus": "^3.1.3",
"knip": "^5.88.1", "knip": "^5.88.1",
"lefthook": "^2.1.4", "lefthook": "^2.1.4",
"oxlint": "^1.56.0", "oxlint": "^1.56.0",
@@ -29,10 +30,11 @@
"test:watch": "vitest", "test:watch": "vitest",
"knip": "knip", "knip": "knip",
"jscpd": "jscpd", "jscpd": "jscpd",
"jsinspect": "jsinspect -c .jsinspectrc apps/web/src packages/domain/src packages/application/src",
"oxlint": "oxlint --tsconfig apps/web/tsconfig.json --type-aware", "oxlint": "oxlint --tsconfig apps/web/tsconfig.json --type-aware",
"check:ignores": "node scripts/check-lint-ignores.mjs", "check:ignores": "node scripts/check-lint-ignores.mjs",
"check:classnames": "node scripts/check-cn-classnames.mjs", "check:classnames": "node scripts/check-cn-classnames.mjs",
"check:props": "node scripts/check-component-props.mjs", "check:props": "node scripts/check-component-props.mjs",
"check": "pnpm audit --audit-level=high && knip && biome check . && oxlint --tsconfig apps/web/tsconfig.json --type-aware && node scripts/check-lint-ignores.mjs && node scripts/check-cn-classnames.mjs && node scripts/check-component-props.mjs && tsc --build && vitest run && jscpd" "check": "pnpm audit --audit-level=high && knip && biome check . && node scripts/check-lint-ignores.mjs && node scripts/check-cn-classnames.mjs && node scripts/check-component-props.mjs && jscpd && pnpm jsinspect && tsc --build && oxlint --tsconfig apps/web/tsconfig.json --type-aware && vitest run"
} }
} }
+25 -3
View File
@@ -1,6 +1,14 @@
import type { Encounter, PlayerCharacter } from "@initiative/domain"; import type {
import { isDomainError } from "@initiative/domain"; Encounter,
import type { EncounterStore, PlayerCharacterStore } from "../ports.js"; PlayerCharacter,
UndoRedoState,
} from "@initiative/domain";
import { EMPTY_UNDO_REDO_STATE, isDomainError } from "@initiative/domain";
import type {
EncounterStore,
PlayerCharacterStore,
UndoRedoStore,
} from "../ports.js";
export function requireSaved<T>(value: T | null): T { export function requireSaved<T>(value: T | null): T {
if (value === null) throw new Error("Expected store.saved to be non-null"); if (value === null) throw new Error("Expected store.saved to be non-null");
@@ -52,3 +60,17 @@ export function stubPlayerCharacterStore(
}; };
return stub; return stub;
} }
export function stubUndoRedoStore(
initial: UndoRedoState = EMPTY_UNDO_REDO_STATE,
): UndoRedoStore & { saved: UndoRedoState | null } {
const stub = {
saved: null as UndoRedoState | null,
get: () => initial,
save: (state: UndoRedoState) => {
stub.saved = state;
stub.get = () => state;
},
};
return stub;
}
@@ -2,8 +2,10 @@ import {
type ConditionId, type ConditionId,
combatantId, combatantId,
createEncounter, createEncounter,
EMPTY_UNDO_REDO_STATE,
isDomainError, isDomainError,
playerCharacterId, playerCharacterId,
pushUndo,
} from "@initiative/domain"; } from "@initiative/domain";
import { describe, expect, it } from "vitest"; import { describe, expect, it } from "vitest";
import { addCombatantUseCase } from "../add-combatant-use-case.js"; import { addCombatantUseCase } from "../add-combatant-use-case.js";
@@ -14,17 +16,21 @@ import { createPlayerCharacterUseCase } from "../create-player-character-use-cas
import { deletePlayerCharacterUseCase } from "../delete-player-character-use-case.js"; import { deletePlayerCharacterUseCase } from "../delete-player-character-use-case.js";
import { editCombatantUseCase } from "../edit-combatant-use-case.js"; import { editCombatantUseCase } from "../edit-combatant-use-case.js";
import { editPlayerCharacterUseCase } from "../edit-player-character-use-case.js"; import { editPlayerCharacterUseCase } from "../edit-player-character-use-case.js";
import { redoUseCase } from "../redo-use-case.js";
import { removeCombatantUseCase } from "../remove-combatant-use-case.js"; import { removeCombatantUseCase } from "../remove-combatant-use-case.js";
import { retreatTurnUseCase } from "../retreat-turn-use-case.js"; import { retreatTurnUseCase } from "../retreat-turn-use-case.js";
import { setAcUseCase } from "../set-ac-use-case.js"; import { setAcUseCase } from "../set-ac-use-case.js";
import { setHpUseCase } from "../set-hp-use-case.js"; import { setHpUseCase } from "../set-hp-use-case.js";
import { setInitiativeUseCase } from "../set-initiative-use-case.js"; import { setInitiativeUseCase } from "../set-initiative-use-case.js";
import { setTempHpUseCase } from "../set-temp-hp-use-case.js";
import { toggleConcentrationUseCase } from "../toggle-concentration-use-case.js"; import { toggleConcentrationUseCase } from "../toggle-concentration-use-case.js";
import { toggleConditionUseCase } from "../toggle-condition-use-case.js"; import { toggleConditionUseCase } from "../toggle-condition-use-case.js";
import { undoUseCase } from "../undo-use-case.js";
import { import {
requireSaved, requireSaved,
stubEncounterStore, stubEncounterStore,
stubPlayerCharacterStore, stubPlayerCharacterStore,
stubUndoRedoStore,
} from "./helpers.js"; } from "./helpers.js";
const ID_A = combatantId("a"); const ID_A = combatantId("a");
@@ -386,3 +392,80 @@ describe("editPlayerCharacterUseCase", () => {
expect(store.saved).toBeNull(); expect(store.saved).toBeNull();
}); });
}); });
describe("setTempHpUseCase", () => {
it("sets temp HP and saves", () => {
const enc = encounterWithHp("Goblin", 10);
const store = stubEncounterStore(enc);
const result = setTempHpUseCase(store, combatantId("Goblin"), 5);
expect(isDomainError(result)).toBe(false);
expect(requireSaved(store.saved).combatants[0].tempHp).toBe(5);
});
it("returns domain error for unknown combatant", () => {
const store = stubEncounterStore(emptyEncounter());
const result = setTempHpUseCase(store, ID_A, 5);
expect(isDomainError(result)).toBe(true);
expect(store.saved).toBeNull();
});
});
describe("undoUseCase", () => {
it("restores previous encounter and saves both stores", () => {
const previous = encounterWith("A");
const current = encounterWith("A", "B");
const undoRedoState = pushUndo(EMPTY_UNDO_REDO_STATE, previous);
const encounterStore = stubEncounterStore(current);
const undoRedoStore = stubUndoRedoStore(undoRedoState);
const result = undoUseCase(encounterStore, undoRedoStore);
expect(isDomainError(result)).toBe(false);
expect(requireSaved(encounterStore.saved).combatants).toHaveLength(1);
expect(undoRedoStore.saved).not.toBeNull();
});
it("returns domain error when nothing to undo", () => {
const encounterStore = stubEncounterStore(emptyEncounter());
const undoRedoStore = stubUndoRedoStore();
const result = undoUseCase(encounterStore, undoRedoStore);
expect(isDomainError(result)).toBe(true);
expect(encounterStore.saved).toBeNull();
expect(undoRedoStore.saved).toBeNull();
});
});
describe("redoUseCase", () => {
it("restores next encounter and saves both stores", () => {
const previous = encounterWith("A");
const current = encounterWith("A", "B");
// Simulate: undo pushed current to redoStack
const undoRedoState = {
undoStack: [],
redoStack: [current],
};
const encounterStore = stubEncounterStore(previous);
const undoRedoStore = stubUndoRedoStore(undoRedoState);
const result = redoUseCase(encounterStore, undoRedoStore);
expect(isDomainError(result)).toBe(false);
expect(requireSaved(encounterStore.saved).combatants).toHaveLength(2);
expect(undoRedoStore.saved).not.toBeNull();
});
it("returns domain error when nothing to redo", () => {
const encounterStore = stubEncounterStore(emptyEncounter());
const undoRedoStore = stubUndoRedoStore();
const result = redoUseCase(encounterStore, undoRedoStore);
expect(isDomainError(result)).toBe(true);
expect(encounterStore.saved).toBeNull();
expect(undoRedoStore.saved).toBeNull();
});
});
@@ -4,9 +4,9 @@ import {
type CombatantInit, type CombatantInit,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function addCombatantUseCase( export function addCombatantUseCase(
store: EncounterStore, store: EncounterStore,
@@ -14,13 +14,7 @@ export function addCombatantUseCase(
name: string, name: string,
init?: CombatantInit, init?: CombatantInit,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = addCombatant(encounter, id, name, init); addCombatant(encounter, id, name, init),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
+4 -10
View File
@@ -3,22 +3,16 @@ import {
type CombatantId, type CombatantId,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function adjustHpUseCase( export function adjustHpUseCase(
store: EncounterStore, store: EncounterStore,
combatantId: CombatantId, combatantId: CombatantId,
delta: number, delta: number,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = adjustHp(encounter, combatantId, delta); adjustHp(encounter, combatantId, delta),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -2,20 +2,12 @@ import {
advanceTurn, advanceTurn,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function advanceTurnUseCase( export function advanceTurnUseCase(
store: EncounterStore, store: EncounterStore,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) => advanceTurn(encounter));
const result = advanceTurn(encounter);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -2,20 +2,12 @@ import {
clearEncounter, clearEncounter,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function clearEncounterUseCase( export function clearEncounterUseCase(
store: EncounterStore, store: EncounterStore,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) => clearEncounter(encounter));
const result = clearEncounter(encounter);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -15,6 +15,7 @@ export function createPlayerCharacterUseCase(
maxHp: number, maxHp: number,
color: string | undefined, color: string | undefined,
icon: string | undefined, icon: string | undefined,
level?: number,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const characters = store.getAll(); const characters = store.getAll();
const result = createPlayerCharacter( const result = createPlayerCharacter(
@@ -25,6 +26,7 @@ export function createPlayerCharacterUseCase(
maxHp, maxHp,
color, color,
icon, icon,
level,
); );
if (isDomainError(result)) { if (isDomainError(result)) {
@@ -3,22 +3,16 @@ import {
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
editCombatant, editCombatant,
isDomainError,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function editCombatantUseCase( export function editCombatantUseCase(
store: EncounterStore, store: EncounterStore,
id: CombatantId, id: CombatantId,
newName: string, newName: string,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = editCombatant(encounter, id, newName); editCombatant(encounter, id, newName),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -13,6 +13,7 @@ interface EditFields {
readonly maxHp?: number; readonly maxHp?: number;
readonly color?: string | null; readonly color?: string | null;
readonly icon?: string | null; readonly icon?: string | null;
readonly level?: number | null;
} }
export function editPlayerCharacterUseCase( export function editPlayerCharacterUseCase(
@@ -2,22 +2,16 @@ import {
type CombatantId, type CombatantId,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
removeCombatant, removeCombatant,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function removeCombatantUseCase( export function removeCombatantUseCase(
store: EncounterStore, store: EncounterStore,
id: CombatantId, id: CombatantId,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = removeCombatant(encounter, id); removeCombatant(encounter, id),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -1,21 +1,13 @@
import { import {
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
retreatTurn, retreatTurn,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function retreatTurnUseCase( export function retreatTurnUseCase(
store: EncounterStore, store: EncounterStore,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) => retreatTurn(encounter));
const result = retreatTurn(encounter);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -0,0 +1,27 @@
import {
type DomainError,
type DomainEvent,
type Encounter,
isDomainError,
} from "@initiative/domain";
import type { EncounterStore } from "./ports.js";
interface EncounterActionResult {
readonly encounter: Encounter;
readonly events: DomainEvent[];
}
export function runEncounterAction(
store: EncounterStore,
action: (encounter: Encounter) => EncounterActionResult | DomainError,
): DomainEvent[] | DomainError {
const encounter = store.get();
const result = action(encounter);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
}
+4 -10
View File
@@ -2,23 +2,17 @@ import {
type CombatantId, type CombatantId,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
setAc, setAc,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function setAcUseCase( export function setAcUseCase(
store: EncounterStore, store: EncounterStore,
combatantId: CombatantId, combatantId: CombatantId,
value: number | undefined, value: number | undefined,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = setAc(encounter, combatantId, value); setAc(encounter, combatantId, value),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
+4 -10
View File
@@ -2,23 +2,17 @@ import {
type CombatantId, type CombatantId,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
setHp, setHp,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function setHpUseCase( export function setHpUseCase(
store: EncounterStore, store: EncounterStore,
combatantId: CombatantId, combatantId: CombatantId,
maxHp: number | undefined, maxHp: number | undefined,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = setHp(encounter, combatantId, maxHp); setHp(encounter, combatantId, maxHp),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -2,23 +2,17 @@ import {
type CombatantId, type CombatantId,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
setInitiative, setInitiative,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function setInitiativeUseCase( export function setInitiativeUseCase(
store: EncounterStore, store: EncounterStore,
combatantId: CombatantId, combatantId: CombatantId,
value: number | undefined, value: number | undefined,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = setInitiative(encounter, combatantId, value); setInitiative(encounter, combatantId, value),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -2,23 +2,17 @@ import {
type CombatantId, type CombatantId,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
setTempHp, setTempHp,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function setTempHpUseCase( export function setTempHpUseCase(
store: EncounterStore, store: EncounterStore,
combatantId: CombatantId, combatantId: CombatantId,
tempHp: number | undefined, tempHp: number | undefined,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = setTempHp(encounter, combatantId, tempHp); setTempHp(encounter, combatantId, tempHp),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -2,22 +2,16 @@ import {
type CombatantId, type CombatantId,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
toggleConcentration, toggleConcentration,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function toggleConcentrationUseCase( export function toggleConcentrationUseCase(
store: EncounterStore, store: EncounterStore,
combatantId: CombatantId, combatantId: CombatantId,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = toggleConcentration(encounter, combatantId); toggleConcentration(encounter, combatantId),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -3,23 +3,17 @@ import {
type ConditionId, type ConditionId,
type DomainError, type DomainError,
type DomainEvent, type DomainEvent,
isDomainError,
toggleCondition, toggleCondition,
} from "@initiative/domain"; } from "@initiative/domain";
import type { EncounterStore } from "./ports.js"; import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function toggleConditionUseCase( export function toggleConditionUseCase(
store: EncounterStore, store: EncounterStore,
combatantId: CombatantId, combatantId: CombatantId,
conditionId: ConditionId, conditionId: ConditionId,
): DomainEvent[] | DomainError { ): DomainEvent[] | DomainError {
const encounter = store.get(); return runEncounterAction(store, (encounter) =>
const result = toggleCondition(encounter, combatantId, conditionId); toggleCondition(encounter, combatantId, conditionId),
);
if (isDomainError(result)) {
return result;
}
store.save(result.encounter);
return result.events;
} }
@@ -23,6 +23,7 @@ function success(
maxHp, maxHp,
color, color,
icon, icon,
undefined,
); );
if (isDomainError(result)) { if (isDomainError(result)) {
throw new Error(`Expected success, got error: ${result.message}`); throw new Error(`Expected success, got error: ${result.message}`);
@@ -241,4 +242,76 @@ describe("createPlayerCharacter", () => {
expect(events).toHaveLength(1); expect(events).toHaveLength(1);
expect(events[0].type).toBe("PlayerCharacterCreated"); expect(events[0].type).toBe("PlayerCharacterCreated");
}); });
it("creates a player character with a valid level", () => {
const result = createPlayerCharacter(
[],
id,
"Test",
10,
50,
"blue",
"sword",
5,
);
if (isDomainError(result)) throw new Error(result.message);
expect(result.characters[0].level).toBe(5);
});
it("creates a player character without a level", () => {
const result = createPlayerCharacter(
[],
id,
"Test",
10,
50,
"blue",
"sword",
undefined,
);
if (isDomainError(result)) throw new Error(result.message);
expect(result.characters[0].level).toBeUndefined();
});
it("rejects level below 1", () => {
const result = createPlayerCharacter(
[],
id,
"Test",
10,
50,
"blue",
"sword",
0,
);
expectDomainError(result, "invalid-level");
});
it("rejects level above 20", () => {
const result = createPlayerCharacter(
[],
id,
"Test",
10,
50,
"blue",
"sword",
21,
);
expectDomainError(result, "invalid-level");
});
it("rejects non-integer level", () => {
const result = createPlayerCharacter(
[],
id,
"Test",
10,
50,
"blue",
"sword",
3.5,
);
expectDomainError(result, "invalid-level");
});
}); });
@@ -110,4 +110,33 @@ describe("editPlayerCharacter", () => {
expect(event.oldName).toBe("Aragorn"); expect(event.oldName).toBe("Aragorn");
expect(event.newName).toBe("Strider"); expect(event.newName).toBe("Strider");
}); });
it("sets level on a player character", () => {
const result = editPlayerCharacter([makePC()], id, { level: 5 });
if (isDomainError(result)) throw new Error(result.message);
expect(result.characters[0].level).toBe(5);
});
it("clears level when set to null", () => {
const result = editPlayerCharacter([makePC({ level: 5 })], id, {
level: null,
});
if (isDomainError(result)) throw new Error(result.message);
expect(result.characters[0].level).toBeUndefined();
});
it("rejects invalid level", () => {
const result = editPlayerCharacter([makePC()], id, { level: 0 });
expectDomainError(result, "invalid-level");
});
it("rejects level above 20", () => {
const result = editPlayerCharacter([makePC()], id, { level: 21 });
expectDomainError(result, "invalid-level");
});
it("rejects non-integer level", () => {
const result = editPlayerCharacter([makePC()], id, { level: 3.5 });
expectDomainError(result, "invalid-level");
});
}); });
@@ -0,0 +1,133 @@
import { describe, expect, it } from "vitest";
import {
calculateEncounterDifficulty,
crToXp,
} from "../encounter-difficulty.js";
describe("crToXp", () => {
it("returns 0 for CR 0", () => {
expect(crToXp("0")).toBe(0);
});
it("returns 25 for CR 1/8", () => {
expect(crToXp("1/8")).toBe(25);
});
it("returns 50 for CR 1/4", () => {
expect(crToXp("1/4")).toBe(50);
});
it("returns 100 for CR 1/2", () => {
expect(crToXp("1/2")).toBe(100);
});
it("returns 200 for CR 1", () => {
expect(crToXp("1")).toBe(200);
});
it("returns 155000 for CR 30", () => {
expect(crToXp("30")).toBe(155000);
});
it("returns 0 for unknown CR", () => {
expect(crToXp("99")).toBe(0);
expect(crToXp("")).toBe(0);
expect(crToXp("abc")).toBe(0);
});
});
describe("calculateEncounterDifficulty", () => {
it("returns trivial when monster XP is below Low threshold", () => {
// 4x level 1: Low = 200, Moderate = 300, High = 400
// 1x CR 0 = 0 XP → trivial
const result = calculateEncounterDifficulty([1, 1, 1, 1], ["0"]);
expect(result.tier).toBe("trivial");
expect(result.totalMonsterXp).toBe(0);
expect(result.partyBudget).toEqual({
low: 200,
moderate: 300,
high: 400,
});
});
it("returns low for 4x level 1 vs Bugbear (CR 1)", () => {
// DMG example: 4x level 1 PCs vs 1 Bugbear (CR 1, 200 XP)
// Low = 200, Moderate = 300 → 200 >= 200 but < 300 → Low
const result = calculateEncounterDifficulty([1, 1, 1, 1], ["1"]);
expect(result.tier).toBe("low");
expect(result.totalMonsterXp).toBe(200);
});
it("returns moderate for 5x level 3 vs 1125 XP", () => {
// 5x level 3: Low = 750, Moderate = 1125, High = 2000
// 1125 XP >= 1125 Moderate but < 2000 High → Moderate
// Using CR 3 (700) + CR 2 (450) = 1150 XP ≈ 1125 threshold
// Let's use exact: 5 * 225 = 1125 moderate budget
// Need monsters that sum exactly to 1125: CR 3 (700) + CR 2 (450) = 1150
const result = calculateEncounterDifficulty([3, 3, 3, 3, 3], ["3", "2"]);
expect(result.tier).toBe("moderate");
expect(result.totalMonsterXp).toBe(1150);
expect(result.partyBudget.moderate).toBe(1125);
});
it("returns high when XP meets High threshold", () => {
// 4x level 1: High = 400
// 2x CR 1 = 400 XP → High
const result = calculateEncounterDifficulty([1, 1, 1, 1], ["1", "1"]);
expect(result.tier).toBe("high");
expect(result.totalMonsterXp).toBe(400);
});
it("caps at high when XP far exceeds threshold", () => {
// 4x level 1: High = 400
// CR 30 = 155000 XP → still High (no tier above)
const result = calculateEncounterDifficulty([1, 1, 1, 1], ["30"]);
expect(result.tier).toBe("high");
expect(result.totalMonsterXp).toBe(155000);
});
it("handles mixed party levels", () => {
// 3x level 3 + 1x level 2
// level 3: low=150, mod=225, high=400 (x3 = 450, 675, 1200)
// level 2: low=100, mod=150, high=200 (x1 = 100, 150, 200)
// Total: low=550, mod=825, high=1400
const result = calculateEncounterDifficulty([3, 3, 3, 2], ["3"]);
expect(result.partyBudget).toEqual({
low: 550,
moderate: 825,
high: 1400,
});
expect(result.totalMonsterXp).toBe(700);
expect(result.tier).toBe("low");
});
it("returns trivial with empty monster array", () => {
const result = calculateEncounterDifficulty([5, 5], []);
expect(result.tier).toBe("trivial");
expect(result.totalMonsterXp).toBe(0);
});
it("returns high with empty party array (zero budget thresholds)", () => {
// Domain function treats empty party as zero budgets — any XP exceeds all thresholds.
// The useDifficulty hook guards this path by returning null when no leveled PCs exist.
const result = calculateEncounterDifficulty([], ["1"]);
expect(result.tier).toBe("high");
expect(result.totalMonsterXp).toBe(200);
expect(result.partyBudget).toEqual({ low: 0, moderate: 0, high: 0 });
});
it("handles fractional CRs", () => {
const result = calculateEncounterDifficulty(
[1, 1, 1, 1],
["1/8", "1/4", "1/2"],
);
expect(result.totalMonsterXp).toBe(175); // 25 + 50 + 100
expect(result.tier).toBe("trivial"); // 175 < 200 Low
});
it("ignores unknown CRs (0 XP)", () => {
const result = calculateEncounterDifficulty([1, 1, 1, 1], ["unknown"]);
expect(result.totalMonsterXp).toBe(0);
expect(result.tier).toBe("trivial");
});
});
@@ -0,0 +1,241 @@
import { describe, expect, it } from "vitest";
import { rehydrateCombatant } from "../rehydrate-combatant.js";
function validCombatant(overrides: Record<string, unknown> = {}) {
return {
id: "c-1",
name: "Goblin",
initiative: 12,
ac: 15,
maxHp: 7,
currentHp: 5,
tempHp: 3,
conditions: ["poisoned"],
isConcentrating: true,
creatureId: "creature-goblin",
color: "red",
icon: "skull",
playerCharacterId: "pc-1",
...overrides,
};
}
function minimalCombatant() {
return { id: "c-1", name: "Goblin" };
}
describe("rehydrateCombatant", () => {
describe("valid input", () => {
it("accepts a combatant with all fields", () => {
const result = rehydrateCombatant(validCombatant());
expect(result).not.toBeNull();
expect(result?.name).toBe("Goblin");
expect(result?.initiative).toBe(12);
expect(result?.ac).toBe(15);
expect(result?.maxHp).toBe(7);
expect(result?.currentHp).toBe(5);
expect(result?.tempHp).toBe(3);
expect(result?.conditions).toEqual(["poisoned"]);
expect(result?.isConcentrating).toBe(true);
expect(result?.creatureId).toBe("creature-goblin");
expect(result?.color).toBe("red");
expect(result?.icon).toBe("skull");
expect(result?.playerCharacterId).toBe("pc-1");
});
it("accepts a minimal combatant (id + name only)", () => {
const result = rehydrateCombatant(minimalCombatant());
expect(result).not.toBeNull();
expect(result?.id).toBe("c-1");
expect(result?.name).toBe("Goblin");
expect(result?.initiative).toBeUndefined();
expect(result?.ac).toBeUndefined();
expect(result?.maxHp).toBeUndefined();
});
it("preserves branded CombatantId", () => {
const result = rehydrateCombatant(minimalCombatant());
expect(result?.id).toBe("c-1");
});
});
describe("required field rejection", () => {
it.each([
null,
42,
"string",
[1, 2],
undefined,
])("rejects non-object input: %j", (input) => {
expect(rehydrateCombatant(input)).toBeNull();
});
it("rejects missing id", () => {
const { id: _, ...rest } = minimalCombatant();
expect(rehydrateCombatant(rest)).toBeNull();
});
it("rejects empty id", () => {
expect(rehydrateCombatant({ ...minimalCombatant(), id: "" })).toBeNull();
});
it("rejects missing name", () => {
const { name: _, ...rest } = minimalCombatant();
expect(rehydrateCombatant(rest)).toBeNull();
});
it("rejects non-string name", () => {
expect(
rehydrateCombatant({ ...minimalCombatant(), name: 42 }),
).toBeNull();
expect(
rehydrateCombatant({ ...minimalCombatant(), name: null }),
).toBeNull();
});
});
describe("optional field leniency", () => {
it("drops invalid ac — keeps combatant", () => {
for (const ac of [-1, 1.5, "15"]) {
const result = rehydrateCombatant({ ...minimalCombatant(), ac });
expect(result).not.toBeNull();
expect(result?.ac).toBeUndefined();
}
});
it("drops invalid maxHp — keeps combatant", () => {
for (const maxHp of [0, 1.5, "7"]) {
const result = rehydrateCombatant({ ...minimalCombatant(), maxHp });
expect(result).not.toBeNull();
expect(result?.maxHp).toBeUndefined();
}
});
it("falls back currentHp to maxHp when currentHp invalid", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
maxHp: 10,
currentHp: "bad",
});
expect(result?.maxHp).toBe(10);
expect(result?.currentHp).toBe(10);
});
it("falls back currentHp to maxHp when currentHp > maxHp", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
maxHp: 10,
currentHp: 15,
});
expect(result?.maxHp).toBe(10);
expect(result?.currentHp).toBe(10);
});
it("drops invalid initiative — keeps combatant", () => {
for (const initiative of [1.5, "12"]) {
const result = rehydrateCombatant({
...minimalCombatant(),
initiative,
});
expect(result).not.toBeNull();
expect(result?.initiative).toBeUndefined();
}
});
it("drops invalid conditions — keeps combatant", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
conditions: "poisoned",
});
expect(result).not.toBeNull();
expect(result?.conditions).toBeUndefined();
});
it("drops unknown condition IDs", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
conditions: ["fake-condition"],
});
expect(result).not.toBeNull();
expect(result?.conditions).toBeUndefined();
});
it("filters valid conditions from mixed array", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
conditions: ["poisoned", "fake", "blinded"],
});
expect(result?.conditions).toEqual(["poisoned", "blinded"]);
});
it("drops invalid color — keeps combatant", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
color: "neon",
});
expect(result).not.toBeNull();
expect(result?.color).toBeUndefined();
});
it("drops invalid icon — keeps combatant", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
icon: "rocket",
});
expect(result).not.toBeNull();
expect(result?.icon).toBeUndefined();
});
it("drops isConcentrating when not strictly true", () => {
for (const isConcentrating of [false, "true", 1]) {
const result = rehydrateCombatant({
...minimalCombatant(),
isConcentrating,
});
expect(result).not.toBeNull();
expect(result?.isConcentrating).toBeUndefined();
}
});
it("drops invalid creatureId", () => {
for (const creatureId of ["", 42]) {
const result = rehydrateCombatant({
...minimalCombatant(),
creatureId,
});
expect(result).not.toBeNull();
expect(result?.creatureId).toBeUndefined();
}
});
it("drops invalid playerCharacterId", () => {
for (const playerCharacterId of ["", 42]) {
const result = rehydrateCombatant({
...minimalCombatant(),
playerCharacterId,
});
expect(result).not.toBeNull();
expect(result?.playerCharacterId).toBeUndefined();
}
});
it("drops invalid tempHp — keeps combatant", () => {
for (const tempHp of [-1, 1.5, "3"]) {
const result = rehydrateCombatant({
...minimalCombatant(),
tempHp,
});
expect(result).not.toBeNull();
expect(result?.tempHp).toBeUndefined();
}
});
it("preserves valid tempHp of 0", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
tempHp: 0,
});
expect(result?.tempHp).toBe(0);
});
});
});
@@ -0,0 +1,136 @@
import { describe, expect, it } from "vitest";
import { rehydratePlayerCharacter } from "../rehydrate-player-character.js";
function validPc(overrides: Record<string, unknown> = {}) {
return {
id: "pc-1",
name: "Aria",
ac: 16,
maxHp: 45,
color: "blue",
icon: "sword",
level: 5,
...overrides,
};
}
describe("rehydratePlayerCharacter", () => {
describe("valid input", () => {
it("accepts a valid PC with all fields", () => {
const result = rehydratePlayerCharacter(validPc());
expect(result).not.toBeNull();
expect(result?.name).toBe("Aria");
expect(result?.ac).toBe(16);
expect(result?.maxHp).toBe(45);
expect(result?.color).toBe("blue");
expect(result?.icon).toBe("sword");
expect(result?.level).toBe(5);
});
it("accepts a valid PC without optional color/icon/level", () => {
const result = rehydratePlayerCharacter(
validPc({ color: undefined, icon: undefined, level: undefined }),
);
expect(result).not.toBeNull();
expect(result?.color).toBeUndefined();
expect(result?.icon).toBeUndefined();
expect(result?.level).toBeUndefined();
});
it("preserves branded PlayerCharacterId", () => {
const result = rehydratePlayerCharacter(validPc());
expect(result?.id).toBe("pc-1");
});
});
describe("required field rejection", () => {
it.each([
null,
42,
"string",
[1, 2],
undefined,
])("rejects non-object input: %j", (input) => {
expect(rehydratePlayerCharacter(input)).toBeNull();
});
it("rejects missing id", () => {
const { id: _, ...rest } = validPc();
expect(rehydratePlayerCharacter(rest)).toBeNull();
});
it("rejects empty id", () => {
expect(rehydratePlayerCharacter(validPc({ id: "" }))).toBeNull();
});
it("rejects missing name", () => {
const { name: _, ...rest } = validPc();
expect(rehydratePlayerCharacter(rest)).toBeNull();
});
it("rejects empty/whitespace name", () => {
expect(rehydratePlayerCharacter(validPc({ name: "" }))).toBeNull();
expect(rehydratePlayerCharacter(validPc({ name: " " }))).toBeNull();
});
it("rejects missing ac", () => {
const { ac: _, ...rest } = validPc();
expect(rehydratePlayerCharacter(rest)).toBeNull();
});
it("rejects negative ac", () => {
expect(rehydratePlayerCharacter(validPc({ ac: -1 }))).toBeNull();
});
it("rejects float ac", () => {
expect(rehydratePlayerCharacter(validPc({ ac: 1.5 }))).toBeNull();
});
it("rejects string ac", () => {
expect(rehydratePlayerCharacter(validPc({ ac: "16" }))).toBeNull();
});
it("rejects missing maxHp", () => {
const { maxHp: _, ...rest } = validPc();
expect(rehydratePlayerCharacter(rest)).toBeNull();
});
it("rejects maxHp of 0", () => {
expect(rehydratePlayerCharacter(validPc({ maxHp: 0 }))).toBeNull();
});
it("rejects float maxHp", () => {
expect(rehydratePlayerCharacter(validPc({ maxHp: 1.5 }))).toBeNull();
});
it("rejects string maxHp", () => {
expect(rehydratePlayerCharacter(validPc({ maxHp: "45" }))).toBeNull();
});
});
describe("optional field rejection (strict)", () => {
it("rejects invalid color", () => {
expect(rehydratePlayerCharacter(validPc({ color: "neon" }))).toBeNull();
});
it("rejects invalid icon", () => {
expect(rehydratePlayerCharacter(validPc({ icon: "rocket" }))).toBeNull();
});
it("rejects level 0", () => {
expect(rehydratePlayerCharacter(validPc({ level: 0 }))).toBeNull();
});
it("rejects level 21", () => {
expect(rehydratePlayerCharacter(validPc({ level: 21 }))).toBeNull();
});
it("rejects float level", () => {
expect(rehydratePlayerCharacter(validPc({ level: 3.5 }))).toBeNull();
});
it("rejects string level", () => {
expect(rehydratePlayerCharacter(validPc({ level: "5" }))).toBeNull();
});
});
});
+10 -12
View File
@@ -1,5 +1,11 @@
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface AdjustHpSuccess { export interface AdjustHpSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -17,17 +23,9 @@ export function adjustHp(
combatantId: CombatantId, combatantId: CombatantId,
delta: number, delta: number,
): AdjustHpSuccess | DomainError { ): AdjustHpSuccess | DomainError {
const targetIdx = encounter.combatants.findIndex((c) => c.id === combatantId); const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
if (targetIdx === -1) { const { combatant: target } = found;
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${combatantId}"`,
};
}
const target = encounter.combatants[targetIdx];
if (target.maxHp === undefined || target.currentHp === undefined) { if (target.maxHp === undefined || target.currentHp === undefined) {
return { return {
@@ -22,6 +22,7 @@ export function createPlayerCharacter(
maxHp: number, maxHp: number,
color: string | undefined, color: string | undefined,
icon: string | undefined, icon: string | undefined,
level?: number,
): CreatePlayerCharacterSuccess | DomainError { ): CreatePlayerCharacterSuccess | DomainError {
const trimmed = name.trim(); const trimmed = name.trim();
@@ -65,6 +66,17 @@ export function createPlayerCharacter(
}; };
} }
if (
level !== undefined &&
(!Number.isInteger(level) || level < 1 || level > 20)
) {
return {
kind: "domain-error",
code: "invalid-level",
message: "Level must be an integer between 1 and 20",
};
}
const newCharacter: PlayerCharacter = { const newCharacter: PlayerCharacter = {
id, id,
name: trimmed, name: trimmed,
@@ -72,6 +84,7 @@ export function createPlayerCharacter(
maxHp, maxHp,
color: color as PlayerCharacter["color"], color: color as PlayerCharacter["color"],
icon: icon as PlayerCharacter["icon"], icon: icon as PlayerCharacter["icon"],
level,
}; };
return { return {
+10 -12
View File
@@ -1,5 +1,11 @@
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface EditCombatantSuccess { export interface EditCombatantSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -30,17 +36,9 @@ export function editCombatant(
}; };
} }
const index = encounter.combatants.findIndex((c) => c.id === id); const found = findCombatant(encounter, id);
if (isDomainError(found)) return found;
if (index === -1) { const oldName = found.combatant.name;
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${id}"`,
};
}
const oldName = encounter.combatants[index].name;
return { return {
encounter: { encounter: {
+16 -1
View File
@@ -20,6 +20,7 @@ interface EditFields {
readonly maxHp?: number; readonly maxHp?: number;
readonly color?: string | null; readonly color?: string | null;
readonly icon?: string | null; readonly icon?: string | null;
readonly level?: number | null;
} }
function validateFields(fields: EditFields): DomainError | null { function validateFields(fields: EditFields): DomainError | null {
@@ -72,6 +73,17 @@ function validateFields(fields: EditFields): DomainError | null {
message: `Invalid icon: ${fields.icon}`, message: `Invalid icon: ${fields.icon}`,
}; };
} }
if (
fields.level !== undefined &&
fields.level !== null &&
(!Number.isInteger(fields.level) || fields.level < 1 || fields.level > 20)
) {
return {
kind: "domain-error",
code: "invalid-level",
message: "Level must be an integer between 1 and 20",
};
}
return null; return null;
} }
@@ -92,6 +104,8 @@ function applyFields(
fields.icon === undefined fields.icon === undefined
? existing.icon ? existing.icon
: ((fields.icon as PlayerCharacter["icon"]) ?? undefined), : ((fields.icon as PlayerCharacter["icon"]) ?? undefined),
level:
fields.level === undefined ? existing.level : (fields.level ?? undefined),
}; };
} }
@@ -120,7 +134,8 @@ export function editPlayerCharacter(
updated.ac === existing.ac && updated.ac === existing.ac &&
updated.maxHp === existing.maxHp && updated.maxHp === existing.maxHp &&
updated.color === existing.color && updated.color === existing.color &&
updated.icon === existing.icon updated.icon === existing.icon &&
updated.level === existing.level
) { ) {
return { return {
kind: "domain-error", kind: "domain-error",
+126
View File
@@ -0,0 +1,126 @@
export type DifficultyTier = "trivial" | "low" | "moderate" | "high";
export interface DifficultyResult {
readonly tier: DifficultyTier;
readonly totalMonsterXp: number;
readonly partyBudget: {
readonly low: number;
readonly moderate: number;
readonly high: number;
};
}
/** Maps challenge rating strings to XP values (standard 5e). */
const CR_TO_XP: Readonly<Record<string, number>> = {
"0": 0,
"1/8": 25,
"1/4": 50,
"1/2": 100,
"1": 200,
"2": 450,
"3": 700,
"4": 1100,
"5": 1800,
"6": 2300,
"7": 2900,
"8": 3900,
"9": 5000,
"10": 5900,
"11": 7200,
"12": 8400,
"13": 10000,
"14": 11500,
"15": 13000,
"16": 15000,
"17": 18000,
"18": 20000,
"19": 22000,
"20": 25000,
"21": 33000,
"22": 41000,
"23": 50000,
"24": 62000,
"25": 75000,
"26": 90000,
"27": 105000,
"28": 120000,
"29": 135000,
"30": 155000,
};
/** Maps character level (1-20) to XP budget thresholds (2024 5.5e DMG). */
const XP_BUDGET_PER_CHARACTER: Readonly<
Record<number, { low: number; moderate: number; high: number }>
> = {
1: { low: 50, moderate: 75, high: 100 },
2: { low: 100, moderate: 150, high: 200 },
3: { low: 150, moderate: 225, high: 400 },
4: { low: 250, moderate: 375, high: 500 },
5: { low: 500, moderate: 750, high: 1100 },
6: { low: 600, moderate: 1000, high: 1400 },
7: { low: 750, moderate: 1300, high: 1700 },
8: { low: 1000, moderate: 1700, high: 2100 },
9: { low: 1300, moderate: 2000, high: 2600 },
10: { low: 1600, moderate: 2300, high: 3100 },
11: { low: 1900, moderate: 2900, high: 4100 },
12: { low: 2200, moderate: 3700, high: 4700 },
13: { low: 2600, moderate: 4200, high: 5400 },
14: { low: 2900, moderate: 4900, high: 6200 },
15: { low: 3300, moderate: 5400, high: 7800 },
16: { low: 3800, moderate: 6100, high: 9800 },
17: { low: 4500, moderate: 7200, high: 11700 },
18: { low: 5000, moderate: 8700, high: 14200 },
19: { low: 5500, moderate: 10700, high: 17200 },
20: { low: 6400, moderate: 13200, high: 22000 },
};
/** Returns the XP value for a given CR string. Returns 0 for unknown CRs. */
export function crToXp(cr: string): number {
return CR_TO_XP[cr] ?? 0;
}
/**
* Calculates encounter difficulty from party levels and monster CRs.
* Both arrays should be pre-filtered (only PCs with levels, only bestiary-linked monsters).
*/
export function calculateEncounterDifficulty(
partyLevels: readonly number[],
monsterCrs: readonly string[],
): DifficultyResult {
let budgetLow = 0;
let budgetModerate = 0;
let budgetHigh = 0;
for (const level of partyLevels) {
const budget = XP_BUDGET_PER_CHARACTER[level];
if (budget) {
budgetLow += budget.low;
budgetModerate += budget.moderate;
budgetHigh += budget.high;
}
}
let totalMonsterXp = 0;
for (const cr of monsterCrs) {
totalMonsterXp += crToXp(cr);
}
let tier: DifficultyTier = "trivial";
if (totalMonsterXp >= budgetHigh) {
tier = "high";
} else if (totalMonsterXp >= budgetModerate) {
tier = "moderate";
} else if (totalMonsterXp >= budgetLow) {
tier = "low";
}
return {
tier,
totalMonsterXp,
partyBudget: {
low: budgetLow,
moderate: budgetModerate,
high: budgetHigh,
},
};
}
+9
View File
@@ -48,6 +48,12 @@ export {
type EditPlayerCharacterSuccess, type EditPlayerCharacterSuccess,
editPlayerCharacter, editPlayerCharacter,
} from "./edit-player-character.js"; } from "./edit-player-character.js";
export {
calculateEncounterDifficulty,
crToXp,
type DifficultyResult,
type DifficultyTier,
} from "./encounter-difficulty.js";
export type { export type {
AcSet, AcSet,
CombatantAdded, CombatantAdded,
@@ -88,6 +94,8 @@ export {
VALID_PLAYER_COLORS, VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS, VALID_PLAYER_ICONS,
} from "./player-character-types.js"; } from "./player-character-types.js";
export { rehydrateCombatant } from "./rehydrate-combatant.js";
export { rehydratePlayerCharacter } from "./rehydrate-player-character.js";
export { export {
type RemoveCombatantSuccess, type RemoveCombatantSuccess,
removeCombatant, removeCombatant,
@@ -120,6 +128,7 @@ export {
createEncounter, createEncounter,
type DomainError, type DomainError,
type Encounter, type Encounter,
findCombatant,
isDomainError, isDomainError,
} from "./types.js"; } from "./types.js";
export { export {
@@ -74,6 +74,7 @@ export interface PlayerCharacter {
readonly maxHp: number; readonly maxHp: number;
readonly color?: PlayerColor; readonly color?: PlayerColor;
readonly icon?: PlayerIcon; readonly icon?: PlayerIcon;
readonly level?: number;
} }
export interface PlayerCharacterList { export interface PlayerCharacterList {
+106
View File
@@ -0,0 +1,106 @@
import type { ConditionId } from "./conditions.js";
import { VALID_CONDITION_IDS } from "./conditions.js";
import { creatureId } from "./creature-types.js";
import {
playerCharacterId,
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
} from "./player-character-types.js";
import type { Combatant } from "./types.js";
import { combatantId } from "./types.js";
function validateAc(value: unknown): number | undefined {
return typeof value === "number" && Number.isInteger(value) && value >= 0
? value
: undefined;
}
function validateConditions(value: unknown): ConditionId[] | undefined {
if (!Array.isArray(value)) return undefined;
const valid = value.filter(
(v): v is ConditionId =>
typeof v === "string" && VALID_CONDITION_IDS.has(v),
);
return valid.length > 0 ? valid : undefined;
}
function validateHp(
rawMaxHp: unknown,
rawCurrentHp: unknown,
): { maxHp: number; currentHp: number } | undefined {
if (
typeof rawMaxHp !== "number" ||
!Number.isInteger(rawMaxHp) ||
rawMaxHp < 1
) {
return undefined;
}
const validCurrentHp =
typeof rawCurrentHp === "number" &&
Number.isInteger(rawCurrentHp) &&
rawCurrentHp >= 0 &&
rawCurrentHp <= rawMaxHp;
return {
maxHp: rawMaxHp,
currentHp: validCurrentHp ? rawCurrentHp : rawMaxHp,
};
}
function validateTempHp(value: unknown): number | undefined {
return typeof value === "number" && Number.isInteger(value) && value >= 0
? value
: undefined;
}
function validateInteger(value: unknown): number | undefined {
return typeof value === "number" && Number.isInteger(value)
? value
: undefined;
}
function validateSetMember(
value: unknown,
valid: ReadonlySet<string>,
): string | undefined {
return typeof value === "string" && valid.has(value) ? value : undefined;
}
function validateNonEmptyString(value: unknown): string | undefined {
return typeof value === "string" && value.length > 0 ? value : undefined;
}
function parseOptionalFields(entry: Record<string, unknown>) {
return {
initiative: validateInteger(entry.initiative),
ac: validateAc(entry.ac),
conditions: validateConditions(entry.conditions),
isConcentrating: entry.isConcentrating === true ? true : undefined,
creatureId: validateNonEmptyString(entry.creatureId)
? creatureId(entry.creatureId as string)
: undefined,
color: validateSetMember(entry.color, VALID_PLAYER_COLORS),
icon: validateSetMember(entry.icon, VALID_PLAYER_ICONS),
playerCharacterId: validateNonEmptyString(entry.playerCharacterId)
? playerCharacterId(entry.playerCharacterId as string)
: undefined,
tempHp: validateTempHp(entry.tempHp),
};
}
export function rehydrateCombatant(raw: unknown): Combatant | null {
if (typeof raw !== "object" || raw === null || Array.isArray(raw))
return null;
const entry = raw as Record<string, unknown>;
if (typeof entry.id !== "string" || entry.id.length === 0) return null;
if (typeof entry.name !== "string") return null;
const shared: Combatant = {
id: combatantId(entry.id),
name: entry.name,
...parseOptionalFields(entry),
};
const hp = validateHp(entry.maxHp, entry.currentHp);
return hp ? { ...shared, ...hp } : shared;
}
@@ -0,0 +1,55 @@
import type { PlayerCharacter } from "./player-character-types.js";
import {
playerCharacterId,
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
} from "./player-character-types.js";
function isValidOptionalMember(
value: unknown,
valid: ReadonlySet<string>,
): boolean {
return value === undefined || (typeof value === "string" && valid.has(value));
}
export function rehydratePlayerCharacter(raw: unknown): PlayerCharacter | null {
if (typeof raw !== "object" || raw === null || Array.isArray(raw))
return null;
const entry = raw as Record<string, unknown>;
if (typeof entry.id !== "string" || entry.id.length === 0) return null;
if (typeof entry.name !== "string" || entry.name.trim().length === 0)
return null;
if (
typeof entry.ac !== "number" ||
!Number.isInteger(entry.ac) ||
entry.ac < 0
)
return null;
if (
typeof entry.maxHp !== "number" ||
!Number.isInteger(entry.maxHp) ||
entry.maxHp < 1
)
return null;
if (!isValidOptionalMember(entry.color, VALID_PLAYER_COLORS)) return null;
if (!isValidOptionalMember(entry.icon, VALID_PLAYER_ICONS)) return null;
if (
entry.level !== undefined &&
(typeof entry.level !== "number" ||
!Number.isInteger(entry.level) ||
entry.level < 1 ||
entry.level > 20)
)
return null;
return {
id: playerCharacterId(entry.id),
name: entry.name,
ac: entry.ac,
maxHp: entry.maxHp,
color: entry.color as PlayerCharacter["color"],
icon: entry.icon as PlayerCharacter["icon"],
level: entry.level,
};
}
+10 -11
View File
@@ -1,5 +1,11 @@
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface RemoveCombatantSuccess { export interface RemoveCombatantSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -22,17 +28,10 @@ export function removeCombatant(
encounter: Encounter, encounter: Encounter,
id: CombatantId, id: CombatantId,
): RemoveCombatantSuccess | DomainError { ): RemoveCombatantSuccess | DomainError {
const removedIdx = encounter.combatants.findIndex((c) => c.id === id); const found = findCombatant(encounter, id);
if (isDomainError(found)) return found;
if (removedIdx === -1) { const { index: removedIdx, combatant: removed } = found;
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${id}"`,
};
}
const removed = encounter.combatants[removedIdx];
const newCombatants = encounter.combatants.filter((_, i) => i !== removedIdx); const newCombatants = encounter.combatants.filter((_, i) => i !== removedIdx);
let newActiveIndex: number; let newActiveIndex: number;
+10 -12
View File
@@ -1,5 +1,11 @@
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface SetAcSuccess { export interface SetAcSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -11,15 +17,8 @@ export function setAc(
combatantId: CombatantId, combatantId: CombatantId,
value: number | undefined, value: number | undefined,
): SetAcSuccess | DomainError { ): SetAcSuccess | DomainError {
const targetIdx = encounter.combatants.findIndex((c) => c.id === combatantId); const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
if (targetIdx === -1) {
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${combatantId}"`,
};
}
if (value !== undefined && (!Number.isInteger(value) || value < 0)) { if (value !== undefined && (!Number.isInteger(value) || value < 0)) {
return { return {
@@ -29,8 +28,7 @@ export function setAc(
}; };
} }
const target = encounter.combatants[targetIdx]; const previousAc = found.combatant.ac;
const previousAc = target.ac;
const updatedCombatants = encounter.combatants.map((c) => const updatedCombatants = encounter.combatants.map((c) =>
c.id === combatantId ? { ...c, ac: value } : c, c.id === combatantId ? { ...c, ac: value } : c,
+11 -13
View File
@@ -1,5 +1,11 @@
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface SetHpSuccess { export interface SetHpSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -18,15 +24,8 @@ export function setHp(
combatantId: CombatantId, combatantId: CombatantId,
maxHp: number | undefined, maxHp: number | undefined,
): SetHpSuccess | DomainError { ): SetHpSuccess | DomainError {
const targetIdx = encounter.combatants.findIndex((c) => c.id === combatantId); const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
if (targetIdx === -1) {
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${combatantId}"`,
};
}
if (maxHp !== undefined && (!Number.isInteger(maxHp) || maxHp < 1)) { if (maxHp !== undefined && (!Number.isInteger(maxHp) || maxHp < 1)) {
return { return {
@@ -36,9 +35,8 @@ export function setHp(
}; };
} }
const target = encounter.combatants[targetIdx]; const previousMaxHp = found.combatant.maxHp;
const previousMaxHp = target.maxHp; const previousCurrentHp = found.combatant.currentHp;
const previousCurrentHp = target.currentHp;
let newMaxHp: number | undefined; let newMaxHp: number | undefined;
let newCurrentHp: number | undefined; let newCurrentHp: number | undefined;
+10 -12
View File
@@ -1,6 +1,12 @@
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import { sortByInitiative } from "./initiative-sort.js"; import { sortByInitiative } from "./initiative-sort.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface SetInitiativeSuccess { export interface SetInitiativeSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -24,15 +30,8 @@ export function setInitiative(
combatantId: CombatantId, combatantId: CombatantId,
value: number | undefined, value: number | undefined,
): SetInitiativeSuccess | DomainError { ): SetInitiativeSuccess | DomainError {
const targetIdx = encounter.combatants.findIndex((c) => c.id === combatantId); const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
if (targetIdx === -1) {
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${combatantId}"`,
};
}
if (value !== undefined && !Number.isInteger(value)) { if (value !== undefined && !Number.isInteger(value)) {
return { return {
@@ -42,8 +41,7 @@ export function setInitiative(
}; };
} }
const target = encounter.combatants[targetIdx]; const previousValue = found.combatant.initiative;
const previousValue = target.initiative;
// Create new combatants array with updated initiative // Create new combatants array with updated initiative
const updated = encounter.combatants.map((c) => const updated = encounter.combatants.map((c) =>
+10 -12
View File
@@ -1,5 +1,11 @@
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface SetTempHpSuccess { export interface SetTempHpSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -18,17 +24,9 @@ export function setTempHp(
combatantId: CombatantId, combatantId: CombatantId,
tempHp: number | undefined, tempHp: number | undefined,
): SetTempHpSuccess | DomainError { ): SetTempHpSuccess | DomainError {
const targetIdx = encounter.combatants.findIndex((c) => c.id === combatantId); const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
if (targetIdx === -1) { const { combatant: target } = found;
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${combatantId}"`,
};
}
const target = encounter.combatants[targetIdx];
if (target.maxHp === undefined || target.currentHp === undefined) { if (target.maxHp === undefined || target.currentHp === undefined) {
return { return {
+10 -12
View File
@@ -1,5 +1,11 @@
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface ToggleConcentrationSuccess { export interface ToggleConcentrationSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -10,17 +16,9 @@ export function toggleConcentration(
encounter: Encounter, encounter: Encounter,
combatantId: CombatantId, combatantId: CombatantId,
): ToggleConcentrationSuccess | DomainError { ): ToggleConcentrationSuccess | DomainError {
const targetIdx = encounter.combatants.findIndex((c) => c.id === combatantId); const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
if (targetIdx === -1) { const { combatant: target } = found;
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${combatantId}"`,
};
}
const target = encounter.combatants[targetIdx];
const wasConcentrating = target.isConcentrating === true; const wasConcentrating = target.isConcentrating === true;
const event: DomainEvent = wasConcentrating const event: DomainEvent = wasConcentrating
+10 -12
View File
@@ -1,7 +1,13 @@
import type { ConditionId } from "./conditions.js"; import type { ConditionId } from "./conditions.js";
import { CONDITION_DEFINITIONS, VALID_CONDITION_IDS } from "./conditions.js"; import { CONDITION_DEFINITIONS, VALID_CONDITION_IDS } from "./conditions.js";
import type { DomainEvent } from "./events.js"; import type { DomainEvent } from "./events.js";
import type { CombatantId, DomainError, Encounter } from "./types.js"; import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface ToggleConditionSuccess { export interface ToggleConditionSuccess {
readonly encounter: Encounter; readonly encounter: Encounter;
@@ -21,17 +27,9 @@ export function toggleCondition(
}; };
} }
const targetIdx = encounter.combatants.findIndex((c) => c.id === combatantId); const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
if (targetIdx === -1) { const { combatant: target } = found;
return {
kind: "domain-error",
code: "combatant-not-found",
message: `No combatant found with ID "${combatantId}"`,
};
}
const target = encounter.combatants[targetIdx];
const current = target.conditions ?? []; const current = target.conditions ?? [];
const isActive = current.includes(conditionId); const isActive = current.includes(conditionId);
+14
View File
@@ -70,6 +70,20 @@ export function createEncounter(
return { combatants, activeIndex, roundNumber }; return { combatants, activeIndex, roundNumber };
} }
export function findCombatant(
encounter: Encounter,
id: CombatantId,
): { index: number; combatant: Combatant } | DomainError {
const index = encounter.combatants.findIndex((c) => c.id === id);
if (index === -1) {
return domainError(
"combatant-not-found",
`No combatant found with ID "${id}"`,
);
}
return { index, combatant: encounter.combatants[index] };
}
export function isDomainError(value: unknown): value is DomainError { export function isDomainError(value: unknown): value is DomainError {
return ( return (
typeof value === "object" && typeof value === "object" &&
+119
View File
@@ -21,6 +21,9 @@ importers:
jscpd: jscpd:
specifier: ^4.0.8 specifier: ^4.0.8
version: 4.0.8 version: 4.0.8
jsinspect-plus:
specifier: ^3.1.3
version: 3.1.3
knip: knip:
specifier: ^5.88.1 specifier: ^5.88.1
version: 5.88.1(@types/node@25.3.3)(typescript@5.9.3) version: 5.88.1(@types/node@25.3.3)(typescript@5.9.3)
@@ -133,15 +136,28 @@ packages:
resolution: {integrity: sha512-qMlSxKbpRlAridDExk92nSobyDdpPijUq2DW6oDnUqd0iOGxmQjyqhMIihI9+zv4LPyZdRje2cavWPbCbWm3eA==} resolution: {integrity: sha512-qMlSxKbpRlAridDExk92nSobyDdpPijUq2DW6oDnUqd0iOGxmQjyqhMIihI9+zv4LPyZdRje2cavWPbCbWm3eA==}
engines: {node: '>=6.9.0'} engines: {node: '>=6.9.0'}
'@babel/helper-string-parser@8.0.0-rc.3':
resolution: {integrity: sha512-AmwWFx1m8G/a5cXkxLxTiWl+YEoWuoFLUCwqMlNuWO1tqAYITQAbCRPUkyBHv1VOFgfjVOqEj6L3u15J5ZCzTA==}
engines: {node: ^20.19.0 || >=22.12.0}
'@babel/helper-validator-identifier@7.28.5': '@babel/helper-validator-identifier@7.28.5':
resolution: {integrity: sha512-qSs4ifwzKJSV39ucNjsvc6WVHs6b7S03sOh2OcHF9UHfVPqWWALUsNUVzhSBiItjRZoLHx7nIarVjqKVusUZ1Q==} resolution: {integrity: sha512-qSs4ifwzKJSV39ucNjsvc6WVHs6b7S03sOh2OcHF9UHfVPqWWALUsNUVzhSBiItjRZoLHx7nIarVjqKVusUZ1Q==}
engines: {node: '>=6.9.0'} engines: {node: '>=6.9.0'}
'@babel/helper-validator-identifier@8.0.0-rc.3':
resolution: {integrity: sha512-8AWCJ2VJJyDFlGBep5GpaaQ9AAaE/FjAcrqI7jyssYhtL7WGV0DOKpJsQqM037xDbpRLHXsY8TwU7zDma7coOw==}
engines: {node: ^20.19.0 || >=22.12.0}
'@babel/parser@7.29.0': '@babel/parser@7.29.0':
resolution: {integrity: sha512-IyDgFV5GeDUVX4YdF/3CPULtVGSXXMLh1xVIgdCgxApktqnQV0r7/8Nqthg+8YLGaAtdyIlo2qIdZrbCv4+7ww==} resolution: {integrity: sha512-IyDgFV5GeDUVX4YdF/3CPULtVGSXXMLh1xVIgdCgxApktqnQV0r7/8Nqthg+8YLGaAtdyIlo2qIdZrbCv4+7ww==}
engines: {node: '>=6.0.0'} engines: {node: '>=6.0.0'}
hasBin: true hasBin: true
'@babel/parser@8.0.0-rc.3':
resolution: {integrity: sha512-B20dvP3MfNc/XS5KKCHy/oyWl5IA6Cn9YjXRdDlCjNmUFrjvLXMNUfQq/QUy9fnG2gYkKKcrto2YaF9B32ToOQ==}
engines: {node: ^20.19.0 || >=22.12.0}
hasBin: true
'@babel/runtime@7.28.6': '@babel/runtime@7.28.6':
resolution: {integrity: sha512-05WQkdpL9COIMz4LjTxGpPNCdlpyimKppYNoJ5Di5EUObifl8t4tuLuUBBZEpoLYOmfvIWrsp9fCl0HoPRVTdA==} resolution: {integrity: sha512-05WQkdpL9COIMz4LjTxGpPNCdlpyimKppYNoJ5Di5EUObifl8t4tuLuUBBZEpoLYOmfvIWrsp9fCl0HoPRVTdA==}
engines: {node: '>=6.9.0'} engines: {node: '>=6.9.0'}
@@ -150,6 +166,10 @@ packages:
resolution: {integrity: sha512-LwdZHpScM4Qz8Xw2iKSzS+cfglZzJGvofQICy7W7v4caru4EaAmyUuO6BGrbyQ2mYV11W0U8j5mBhd14dd3B0A==} resolution: {integrity: sha512-LwdZHpScM4Qz8Xw2iKSzS+cfglZzJGvofQICy7W7v4caru4EaAmyUuO6BGrbyQ2mYV11W0U8j5mBhd14dd3B0A==}
engines: {node: '>=6.9.0'} engines: {node: '>=6.9.0'}
'@babel/types@8.0.0-rc.3':
resolution: {integrity: sha512-mOm5ZrYmphGfqVWoH5YYMTITb3cDXsFgmvFlvkvWDMsR9X8RFnt7a0Wb6yNIdoFsiMO9WjYLq+U/FMtqIYAF8Q==}
engines: {node: ^20.19.0 || >=22.12.0}
'@bcoe/v8-coverage@1.0.2': '@bcoe/v8-coverage@1.0.2':
resolution: {integrity: sha512-6zABk/ECA/QYSCQ1NGiVwwbQerUCZ+TQbp64Q3AgmfNvurHH0j8TtXa1qbShXA6qqkpAj4V5W8pP6mLe1mcMqA==} resolution: {integrity: sha512-6zABk/ECA/QYSCQ1NGiVwwbQerUCZ+TQbp64Q3AgmfNvurHH0j8TtXa1qbShXA6qqkpAj4V5W8pP6mLe1mcMqA==}
engines: {node: '>=18'} engines: {node: '>=18'}
@@ -898,6 +918,10 @@ packages:
resolution: {integrity: sha512-quJQXlTSUGL2LH9SUXo8VwsY4soanhgo6LNSm84E1LBcE8s3O0wpdiRzyR9z/ZZJMlMWv37qOOb9pdJlMUEKFQ==} resolution: {integrity: sha512-quJQXlTSUGL2LH9SUXo8VwsY4soanhgo6LNSm84E1LBcE8s3O0wpdiRzyR9z/ZZJMlMWv37qOOb9pdJlMUEKFQ==}
engines: {node: '>=8'} engines: {node: '>=8'}
ansi-styles@3.2.1:
resolution: {integrity: sha512-VT0ZI6kZRdTh8YyJw3SMbYm/u+NqfsAxEpWO0Pf9sq8/e94WxxOpPKx9FR1FlyCtOVDNOQ+8ntlqFxiRc+r5qA==}
engines: {node: '>=4'}
ansi-styles@5.2.0: ansi-styles@5.2.0:
resolution: {integrity: sha512-Cxwpt2SfTzTtXcfOlzGEee8O+c+MmUgGrNiBcXnuWxuFJHe6a5Hz7qwhwe5OgaSYI0IJvkLqWX1ASG+cJOkEiA==} resolution: {integrity: sha512-Cxwpt2SfTzTtXcfOlzGEee8O+c+MmUgGrNiBcXnuWxuFJHe6a5Hz7qwhwe5OgaSYI0IJvkLqWX1ASG+cJOkEiA==}
engines: {node: '>=10'} engines: {node: '>=10'}
@@ -956,6 +980,10 @@ packages:
resolution: {integrity: sha512-NUPRluOfOiTKBKvWPtSD4PhFvWCqOi0BGStNWs57X9js7XGTprSmFoz5F0tWhR4WPjNeR9jXqdC7/UpSJTnlRg==} resolution: {integrity: sha512-NUPRluOfOiTKBKvWPtSD4PhFvWCqOi0BGStNWs57X9js7XGTprSmFoz5F0tWhR4WPjNeR9jXqdC7/UpSJTnlRg==}
engines: {node: '>=18'} engines: {node: '>=18'}
chalk@2.4.2:
resolution: {integrity: sha512-Mti+f9lpJNcwF4tWV8/OrTTtF1gZi+f8FqlyAdouralcFWFQWF2+NgCHShjkCb+IFBLq9buZwE1xckQU4peSuQ==}
engines: {node: '>=4'}
character-parser@2.2.0: character-parser@2.2.0:
resolution: {integrity: sha512-+UqJQjFEFaTAs3bNsF2j2kEN1baG/zghZbdqoYEDxGZtJo9LBzl1A+m0D4n3qKx8N2FNv8/Xp6yV9mQmBuptaw==} resolution: {integrity: sha512-+UqJQjFEFaTAs3bNsF2j2kEN1baG/zghZbdqoYEDxGZtJo9LBzl1A+m0D4n3qKx8N2FNv8/Xp6yV9mQmBuptaw==}
@@ -970,10 +998,19 @@ packages:
resolution: {integrity: sha512-eYm0QWBtUrBWZWG0d386OGAw16Z995PiOVo2B7bjWSbHedGl5e0ZWaq65kOGgUSNesEIDkB9ISbTg/JK9dhCZA==} resolution: {integrity: sha512-eYm0QWBtUrBWZWG0d386OGAw16Z995PiOVo2B7bjWSbHedGl5e0ZWaq65kOGgUSNesEIDkB9ISbTg/JK9dhCZA==}
engines: {node: '>=6'} engines: {node: '>=6'}
color-convert@1.9.3:
resolution: {integrity: sha512-QfAUtd+vFdAtFQcC8CCyYt1fYWxSqAiK2cSD6zDB8N3cpsEBAvRxp9zOGg6G/SHHJYAT88/az/IuDGALsNVbGg==}
color-name@1.1.3:
resolution: {integrity: sha512-72fSenhMw2HZMTVHeCA9KCmpEIbzWiQsjN+BHcBbS9vr1mtt+vJjPdksIBNUmKAW8TFUDPJK5SUU3QhE9NEXDw==}
colors@1.4.0: colors@1.4.0:
resolution: {integrity: sha512-a+UqTh4kgZg/SlGvfbzDHpgRu7AAQOmmqRHJnxhRZICKFUT91brVhNNt58CMWU9PsBbv3PDCZUHbVxuDiH2mtA==} resolution: {integrity: sha512-a+UqTh4kgZg/SlGvfbzDHpgRu7AAQOmmqRHJnxhRZICKFUT91brVhNNt58CMWU9PsBbv3PDCZUHbVxuDiH2mtA==}
engines: {node: '>=0.1.90'} engines: {node: '>=0.1.90'}
commander@2.20.3:
resolution: {integrity: sha512-GpVkmM8vF2vQUkj2LvZmD35JxeJOLCwJ9cUkugyk2nuhbv3+mJvpLYYt+0+USMxE+oj+ey/lJEnhZw75x/OMcQ==}
commander@5.1.0: commander@5.1.0:
resolution: {integrity: sha512-P0CysNDQ7rtVw4QIQtm+MRxV66vKFSvlsQvGYXZWR3qFU0jlMKHZZZgw8e+8DSah4UDKMqnknRDQz+xuQXQ/Zg==} resolution: {integrity: sha512-P0CysNDQ7rtVw4QIQtm+MRxV66vKFSvlsQvGYXZWR3qFU0jlMKHZZZgw8e+8DSah4UDKMqnknRDQz+xuQXQ/Zg==}
engines: {node: '>= 6'} engines: {node: '>= 6'}
@@ -1055,6 +1092,10 @@ packages:
resolution: {integrity: sha512-FGgH2h8zKNim9ljj7dankFPcICIK9Cp5bm+c2gQSYePhpaG5+esrLODihIorn+Pe6FGJzWhXQotPv73jTaldXA==} resolution: {integrity: sha512-FGgH2h8zKNim9ljj7dankFPcICIK9Cp5bm+c2gQSYePhpaG5+esrLODihIorn+Pe6FGJzWhXQotPv73jTaldXA==}
engines: {node: '>= 0.4'} engines: {node: '>= 0.4'}
escape-string-regexp@1.0.5:
resolution: {integrity: sha512-vbRorB5FUQWvla16U8R/qgaFIya2qGzwDrNmCZuYKrbdSUMG6I1ZCGQRefkRVhuOkIGVne7BQ35DSfo1qvJqFg==}
engines: {node: '>=0.8.0'}
estree-walker@3.0.3: estree-walker@3.0.3:
resolution: {integrity: sha512-7RUKfXgSMMkzt6ZuXmqapOurLGPPfgj6l9uRZ7lRGolvk0y2yocc35LdcxKC5PQZdn2DMqioAQ2NoWcrTKmm6g==} resolution: {integrity: sha512-7RUKfXgSMMkzt6ZuXmqapOurLGPPfgj6l9uRZ7lRGolvk0y2yocc35LdcxKC5PQZdn2DMqioAQ2NoWcrTKmm6g==}
@@ -1088,6 +1129,9 @@ packages:
picomatch: picomatch:
optional: true optional: true
filepaths@0.3.0:
resolution: {integrity: sha512-QFAYdzHZxWfBOHtHIlZySPAej+pxz6c2TGe8LGgHQNsgxHmcfbbQfNmsIh0kaangjL+6D6g8IoR6VDnOFrLEFw==}
fill-range@7.1.1: fill-range@7.1.1:
resolution: {integrity: sha512-YsGpe3WHLK8ZYi4tWDg2Jy3ebRz2rXowDxnld4bkQB00cc/1Zw9AWnC0i9ztDJitivtQvaI9KaLyKrc+hBW0yg==} resolution: {integrity: sha512-YsGpe3WHLK8ZYi4tWDg2Jy3ebRz2rXowDxnld4bkQB00cc/1Zw9AWnC0i9ztDJitivtQvaI9KaLyKrc+hBW0yg==}
engines: {node: '>=8'} engines: {node: '>=8'}
@@ -1136,6 +1180,10 @@ packages:
graceful-fs@4.2.11: graceful-fs@4.2.11:
resolution: {integrity: sha512-RbJ5/jmFcNNCcDV5o9eTnBLJ/HszWV0P73bc+Ff4nS/rJj+YaS6IGyiOL0VoBYX+l1Wrl3k63h/KrH+nhJ0XvQ==} resolution: {integrity: sha512-RbJ5/jmFcNNCcDV5o9eTnBLJ/HszWV0P73bc+Ff4nS/rJj+YaS6IGyiOL0VoBYX+l1Wrl3k63h/KrH+nhJ0XvQ==}
has-flag@3.0.0:
resolution: {integrity: sha512-sKJf1+ceQBr4SMkvQnBDNDtf4TXpVhVGateu0t918bl30FnbE2m4vNLX+VWe/dpjlb+HugGYzW7uQXH98HPEYw==}
engines: {node: '>=4'}
has-flag@4.0.0: has-flag@4.0.0:
resolution: {integrity: sha512-EykJT/Q1KjTWctppgIAgfSO0tKVuZUjhgMr17kqTumMl6Afv3EISleU7qZUzoXDFTAHTDC4NOoG/ZxU3EvlMPQ==} resolution: {integrity: sha512-EykJT/Q1KjTWctppgIAgfSO0tKVuZUjhgMr17kqTumMl6Afv3EISleU7qZUzoXDFTAHTDC4NOoG/ZxU3EvlMPQ==}
engines: {node: '>=8'} engines: {node: '>=8'}
@@ -1251,6 +1299,10 @@ packages:
canvas: canvas:
optional: true optional: true
jsinspect-plus@3.1.3:
resolution: {integrity: sha512-0GbLXDlfz9nPuybM/QunzEYKTwaETxGJ5+V7vZFS7+l8w426ePVU77dBH6k+KrxiJemIgVwY6Yxr3PCzFJwxgw==}
hasBin: true
jsonfile@6.2.0: jsonfile@6.2.0:
resolution: {integrity: sha512-FGuPw30AdOIUTRMC2OMRtQV+jkVj2cfPqSeWXv1NEAJ1qZ5zb1X6z1mFhbfOB/iy3ssJCD+3KuZ8r8C3uVFlAg==} resolution: {integrity: sha512-FGuPw30AdOIUTRMC2OMRtQV+jkVj2cfPqSeWXv1NEAJ1qZ5zb1X6z1mFhbfOB/iy3ssJCD+3KuZ8r8C3uVFlAg==}
@@ -1650,6 +1702,10 @@ packages:
spark-md5@3.0.2: spark-md5@3.0.2:
resolution: {integrity: sha512-wcFzz9cDfbuqe0FZzfi2or1sgyIrsDwmPwfZC4hiNidPdPINjeUwNfv5kldczoEAcjl9Y1L3SM7Uz2PUEQzxQw==} resolution: {integrity: sha512-wcFzz9cDfbuqe0FZzfi2or1sgyIrsDwmPwfZC4hiNidPdPINjeUwNfv5kldczoEAcjl9Y1L3SM7Uz2PUEQzxQw==}
stable@0.1.8:
resolution: {integrity: sha512-ji9qxRnOVfcuLDySj9qzhGSEFVobyt1kIOSkj1qZzYLzq7Tos/oUUWvotUPQLlrsidqsK6tBH89Bc9kL5zHA6w==}
deprecated: 'Modern JS already guarantees Array#sort() is a stable sort, so this library is deprecated. See the compatibility table on MDN: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/sort#browser_compatibility'
stackback@0.0.2: stackback@0.0.2:
resolution: {integrity: sha512-1XMJE5fQo1jGH6Y/7ebnwPOBEkIEnT4QF32d5R1+VXdXveM0IBMJt8zfaxX1P3QhVwrYe+576+jkANtSS2mBbw==} resolution: {integrity: sha512-1XMJE5fQo1jGH6Y/7ebnwPOBEkIEnT4QF32d5R1+VXdXveM0IBMJt8zfaxX1P3QhVwrYe+576+jkANtSS2mBbw==}
@@ -1672,10 +1728,18 @@ packages:
resolution: {integrity: sha512-laJTa3Jb+VQpaC6DseHhF7dXVqHTfJPCRDaEbid/drOhgitgYku/letMUqOXFoWV0zIIUbjpdH2t+tYj4bQMRQ==} resolution: {integrity: sha512-laJTa3Jb+VQpaC6DseHhF7dXVqHTfJPCRDaEbid/drOhgitgYku/letMUqOXFoWV0zIIUbjpdH2t+tYj4bQMRQ==}
engines: {node: '>=8'} engines: {node: '>=8'}
strip-json-comments@3.1.1:
resolution: {integrity: sha512-6fPc+R4ihwqP6N/aIv2f1gMH8lOVtWQHoqC4yK6oSDVVocumAsfCqjkXnqiYMhmMwS/mEHLp7Vehlt3ql6lEig==}
engines: {node: '>=8'}
strip-json-comments@5.0.3: strip-json-comments@5.0.3:
resolution: {integrity: sha512-1tB5mhVo7U+ETBKNf92xT4hrQa3pm0MZ0PQvuDnWgAAGHDsfp4lPSpiS6psrSiet87wyGPh9ft6wmhOMQ0hDiw==} resolution: {integrity: sha512-1tB5mhVo7U+ETBKNf92xT4hrQa3pm0MZ0PQvuDnWgAAGHDsfp4lPSpiS6psrSiet87wyGPh9ft6wmhOMQ0hDiw==}
engines: {node: '>=14.16'} engines: {node: '>=14.16'}
supports-color@5.5.0:
resolution: {integrity: sha512-QjVjwdXIt408MIiAqCX4oUKsgU2EqAGzs2Ppkm4aQYbjm+ZEWEcW4SfFNTr4uMNZma0ey4f5lgLrkB0aX0QMow==}
engines: {node: '>=4'}
supports-color@7.2.0: supports-color@7.2.0:
resolution: {integrity: sha512-qpCAvRl9stuOHveKsn7HncJRvv501qIacKzQlO/+Lwxc9+0q2wLyv4Dfvt80/DPn2pqOBsJdDiogXGR9+OvwRw==} resolution: {integrity: sha512-qpCAvRl9stuOHveKsn7HncJRvv501qIacKzQlO/+Lwxc9+0q2wLyv4Dfvt80/DPn2pqOBsJdDiogXGR9+OvwRw==}
engines: {node: '>=8'} engines: {node: '>=8'}
@@ -1921,12 +1985,20 @@ snapshots:
'@babel/helper-string-parser@7.27.1': {} '@babel/helper-string-parser@7.27.1': {}
'@babel/helper-string-parser@8.0.0-rc.3': {}
'@babel/helper-validator-identifier@7.28.5': {} '@babel/helper-validator-identifier@7.28.5': {}
'@babel/helper-validator-identifier@8.0.0-rc.3': {}
'@babel/parser@7.29.0': '@babel/parser@7.29.0':
dependencies: dependencies:
'@babel/types': 7.29.0 '@babel/types': 7.29.0
'@babel/parser@8.0.0-rc.3':
dependencies:
'@babel/types': 8.0.0-rc.3
'@babel/runtime@7.28.6': {} '@babel/runtime@7.28.6': {}
'@babel/types@7.29.0': '@babel/types@7.29.0':
@@ -1934,6 +2006,11 @@ snapshots:
'@babel/helper-string-parser': 7.27.1 '@babel/helper-string-parser': 7.27.1
'@babel/helper-validator-identifier': 7.28.5 '@babel/helper-validator-identifier': 7.28.5
'@babel/types@8.0.0-rc.3':
dependencies:
'@babel/helper-string-parser': 8.0.0-rc.3
'@babel/helper-validator-identifier': 8.0.0-rc.3
'@bcoe/v8-coverage@1.0.2': {} '@bcoe/v8-coverage@1.0.2': {}
'@biomejs/biome@2.4.8': '@biomejs/biome@2.4.8':
@@ -2481,6 +2558,10 @@ snapshots:
ansi-regex@5.0.1: {} ansi-regex@5.0.1: {}
ansi-styles@3.2.1:
dependencies:
color-convert: 1.9.3
ansi-styles@5.2.0: {} ansi-styles@5.2.0: {}
aria-query@5.3.0: aria-query@5.3.0:
@@ -2534,6 +2615,12 @@ snapshots:
chai@6.2.2: {} chai@6.2.2: {}
chalk@2.4.2:
dependencies:
ansi-styles: 3.2.1
escape-string-regexp: 1.0.5
supports-color: 5.5.0
character-parser@2.2.0: character-parser@2.2.0:
dependencies: dependencies:
is-regex: 1.2.1 is-regex: 1.2.1
@@ -2550,8 +2637,16 @@ snapshots:
clsx@2.1.1: {} clsx@2.1.1: {}
color-convert@1.9.3:
dependencies:
color-name: 1.1.3
color-name@1.1.3: {}
colors@1.4.0: {} colors@1.4.0: {}
commander@2.20.3: {}
commander@5.1.0: {} commander@5.1.0: {}
constantinople@4.0.1: constantinople@4.0.1:
@@ -2624,6 +2719,8 @@ snapshots:
dependencies: dependencies:
es-errors: 1.3.0 es-errors: 1.3.0
escape-string-regexp@1.0.5: {}
estree-walker@3.0.3: estree-walker@3.0.3:
dependencies: dependencies:
'@types/estree': 1.0.8 '@types/estree': 1.0.8
@@ -2664,6 +2761,8 @@ snapshots:
optionalDependencies: optionalDependencies:
picomatch: 4.0.4 picomatch: 4.0.4
filepaths@0.3.0: {}
fill-range@7.1.1: fill-range@7.1.1:
dependencies: dependencies:
to-regex-range: 5.0.1 to-regex-range: 5.0.1
@@ -2715,6 +2814,8 @@ snapshots:
graceful-fs@4.2.11: {} graceful-fs@4.2.11: {}
has-flag@3.0.0: {}
has-flag@4.0.0: {} has-flag@4.0.0: {}
has-symbols@1.1.0: {} has-symbols@1.1.0: {}
@@ -2841,6 +2942,16 @@ snapshots:
transitivePeerDependencies: transitivePeerDependencies:
- '@noble/hashes' - '@noble/hashes'
jsinspect-plus@3.1.3:
dependencies:
'@babel/parser': 8.0.0-rc.3
chalk: 2.4.2
commander: 2.20.3
filepaths: 0.3.0
stable: 0.1.8
strip-indent: 3.0.0
strip-json-comments: 3.1.1
jsonfile@6.2.0: jsonfile@6.2.0:
dependencies: dependencies:
universalify: 2.0.1 universalify: 2.0.1
@@ -3268,6 +3379,8 @@ snapshots:
spark-md5@3.0.2: {} spark-md5@3.0.2: {}
stable@0.1.8: {}
stackback@0.0.2: {} stackback@0.0.2: {}
std-env@4.0.0: {} std-env@4.0.0: {}
@@ -3288,8 +3401,14 @@ snapshots:
dependencies: dependencies:
min-indent: 1.0.1 min-indent: 1.0.1
strip-json-comments@3.1.1: {}
strip-json-comments@5.0.3: {} strip-json-comments@5.0.3: {}
supports-color@5.5.0:
dependencies:
has-flag: 3.0.0
supports-color@7.2.0: supports-color@7.2.0:
dependencies: dependencies:
has-flag: 4.0.0 has-flag: 4.0.0
+29 -54
View File
@@ -9,11 +9,14 @@
* Only scans component files (not hooks, adapters, etc.) and only * Only scans component files (not hooks, adapters, etc.) and only
* counts properties declared directly in *Props interfaces — inherited * counts properties declared directly in *Props interfaces — inherited
* or extended HTML attributes are not counted. * or extended HTML attributes are not counted.
*
* Uses the TypeScript compiler API for accurate AST-based counting,
* immune to comments, strings, and complex type syntax.
*/ */
import { execSync } from "node:child_process"; import { execSync } from "node:child_process";
import { readFileSync } from "node:fs";
import { relative } from "node:path"; import { relative } from "node:path";
import ts from "typescript";
const MAX_PROPS = 8; const MAX_PROPS = 8;
@@ -25,66 +28,38 @@ const files = execSync(
.split("\n") .split("\n")
.filter(Boolean); .filter(Boolean);
const program = ts.createProgram(files, {
target: ts.ScriptTarget.ESNext,
module: ts.ModuleKind.ESNext,
jsx: ts.JsxEmit.ReactJSX,
strict: true,
noEmit: true,
skipLibCheck: true,
});
let errors = 0; let errors = 0;
const propsRegex = /^(?:export\s+)?interface\s+(\w+Props)\s*\{/;
for (const file of files) { for (const file of files) {
const content = readFileSync(file, "utf-8"); const sourceFile = program.getSourceFile(file);
const lines = content.split("\n"); if (!sourceFile) continue;
let inInterface = false; ts.forEachChild(sourceFile, (node) => {
let interfaceName = ""; if (!ts.isInterfaceDeclaration(node)) return;
let braceDepth = 0; if (!node.name.text.endsWith("Props")) return;
let parenDepth = 0;
let propCount = 0;
let startLine = 0;
for (let i = 0; i < lines.length; i++) { const propCount = node.members.filter((m) =>
const line = lines[i]; ts.isPropertySignature(m),
).length;
if (!inInterface) { if (propCount > MAX_PROPS) {
const match = propsRegex.exec(line); const rel = relative(process.cwd(), file);
if (match) { const { line } = sourceFile.getLineAndCharacterOfPosition(node.name.pos);
inInterface = true; console.error(
interfaceName = match[1]; `${rel}:${line + 1}: ${node.name.text} has ${propCount} props (max ${MAX_PROPS})`,
braceDepth = 0; );
parenDepth = 0; errors++;
propCount = 0;
startLine = i + 1;
}
} }
});
if (inInterface) {
for (const ch of line) {
if (ch === "{") braceDepth++;
if (ch === "}") braceDepth--;
if (ch === "(") parenDepth++;
if (ch === ")") parenDepth--;
}
// Count prop lines at brace depth 1 and not inside function params:
// Matches " propName?: type" and " readonly propName: type"
if (
braceDepth === 1 &&
parenDepth === 0 &&
/^\s+(?:readonly\s+)?\w+\??\s*:/.test(line)
) {
propCount++;
}
if (braceDepth === 0) {
if (propCount > MAX_PROPS) {
const rel = relative(process.cwd(), file);
console.error(
`${rel}:${startLine}: ${interfaceName} has ${propCount} props (max ${MAX_PROPS})`,
);
errors++;
}
inInterface = false;
}
}
}
} }
if (errors > 0) { if (errors > 0) {
+1 -1
View File
@@ -226,7 +226,7 @@ Deleting a player character MUST NOT remove or modify any combatants currently i
### Key Entities ### Key Entities
- **PlayerCharacter**: A persistent, reusable character template with a unique `PlayerCharacterId` (branded string), required `name`, `ac` (number), `maxHp` (number), `color` (string from predefined set), and `icon` (string identifier from preset icon set). - **PlayerCharacter**: A persistent, reusable character template with a unique `PlayerCharacterId` (branded string), required `name`, `ac` (number), `maxHp` (number), `color` (string from predefined set), `icon` (string identifier from preset icon set), and optional `level` (integer 1-20, added by spec 008 for encounter difficulty calculation).
- **PlayerCharacterStore** (port): Interface for loading, saving, and deleting player characters. Implemented as a browser storage adapter. - **PlayerCharacterStore** (port): Interface for loading, saving, and deleting player characters. Implemented as a browser storage adapter.
--- ---
@@ -0,0 +1,36 @@
# Specification Quality Checklist: Encounter Difficulty Indicator
**Purpose**: Validate specification completeness and quality before proceeding to planning
**Created**: 2026-03-27
**Feature**: [spec.md](../spec.md)
## Content Quality
- [x] No implementation details (languages, frameworks, APIs)
- [x] Focused on user value and business needs
- [x] Written for non-technical stakeholders
- [x] All mandatory sections completed
## Requirement Completeness
- [x] No [NEEDS CLARIFICATION] markers remain
- [x] Requirements are testable and unambiguous
- [x] Success criteria are measurable
- [x] Success criteria are technology-agnostic (no implementation details)
- [x] All acceptance scenarios are defined
- [x] Edge cases are identified
- [x] Scope is clearly bounded
- [x] Dependencies and assumptions identified
## Feature Readiness
- [x] All functional requirements have clear acceptance criteria
- [x] User scenarios cover primary flows
- [x] Feature meets measurable outcomes defined in Success Criteria
- [x] No implementation details leak into specification
## Notes
- All items pass. Spec is ready for `/speckit.clarify` or `/speckit.plan`.
- The spec references `creatureId` and `playerCharacterId` field names — these are domain entity attributes, not implementation details.
- Cross-dependency with spec 005 (PlayerCharacter) is documented in FR-011 and Assumptions.
@@ -0,0 +1,145 @@
# Data Model: Encounter Difficulty Indicator
**Date**: 2026-03-27 | **Feature**: 008-encounter-difficulty
## Entities
### PlayerCharacter (modified)
Existing entity from spec 005. Adding one optional field.
| Field | Type | Required | Notes |
|-------|------|----------|-------|
| id | PlayerCharacterId | yes | Existing — branded string |
| name | string | yes | Existing |
| ac | number | yes | Existing |
| maxHp | number | yes | Existing |
| color | PlayerColor | no | Existing |
| icon | PlayerIcon | no | Existing |
| **level** | **number** | **no** | **NEW — integer 1-20. Used for XP budget calculation. PCs without level are excluded from difficulty calc.** |
**Validation rules for `level`**:
- If provided, must be an integer
- If provided, must be >= 1 and <= 20
- If omitted/undefined, PC is excluded from difficulty budget
### DifficultyTier (new)
Enumeration of encounter difficulty categories.
| Value | Display Label | Visual |
|-------|---------------|--------|
| `"trivial"` | Trivial | 3 empty bars |
| `"low"` | Low | 1 green bar |
| `"moderate"` | Moderate | 2 yellow bars |
| `"high"` | High | 3 red bars |
### DifficultyResult (new)
Output of the difficulty calculation. Pure data object.
| Field | Type | Notes |
|-------|------|-------|
| tier | DifficultyTier | The determined difficulty category |
| totalMonsterXp | number | Sum of XP for all bestiary-linked combatants |
| partyBudget | { low: number; moderate: number; high: number } | XP thresholds for the party |
### XP Budget per Character (static lookup)
Maps character level to XP thresholds. Data from 2024 5.5e DMG.
| Level | Low | Moderate | High |
|-------|-----|----------|------|
| 1 | 50 | 75 | 100 |
| 2 | 100 | 150 | 200 |
| 3 | 150 | 225 | 400 |
| 4 | 250 | 375 | 500 |
| 5 | 500 | 750 | 1,100 |
| 6 | 600 | 1,000 | 1,400 |
| 7 | 750 | 1,300 | 1,700 |
| 8 | 1,000 | 1,700 | 2,100 |
| 9 | 1,300 | 2,000 | 2,600 |
| 10 | 1,600 | 2,300 | 3,100 |
| 11 | 1,900 | 2,900 | 4,100 |
| 12 | 2,200 | 3,700 | 4,700 |
| 13 | 2,600 | 4,200 | 5,400 |
| 14 | 2,900 | 4,900 | 6,200 |
| 15 | 3,300 | 5,400 | 7,800 |
| 16 | 3,800 | 6,100 | 9,800 |
| 17 | 4,500 | 7,200 | 11,700 |
| 18 | 5,000 | 8,700 | 14,200 |
| 19 | 5,500 | 10,700 | 17,200 |
| 20 | 6,400 | 13,200 | 22,000 |
### CR-to-XP (static lookup)
Maps challenge rating strings to XP values. Standard 5e values.
| CR | XP |
|----|-----|
| 0 | 0 |
| 1/8 | 25 |
| 1/4 | 50 |
| 1/2 | 100 |
| 1 | 200 |
| 2 | 450 |
| 3 | 700 |
| 4 | 1,100 |
| 5 | 1,800 |
| 6 | 2,300 |
| 7 | 2,900 |
| 8 | 3,900 |
| 9 | 5,000 |
| 10 | 5,900 |
| 11 | 7,200 |
| 12 | 8,400 |
| 13 | 10,000 |
| 14 | 11,500 |
| 15 | 13,000 |
| 16 | 15,000 |
| 17 | 18,000 |
| 18 | 20,000 |
| 19 | 22,000 |
| 20 | 25,000 |
| 21 | 33,000 |
| 22 | 41,000 |
| 23 | 50,000 |
| 24 | 62,000 |
| 25 | 75,000 |
| 26 | 90,000 |
| 27 | 105,000 |
| 28 | 120,000 |
| 29 | 135,000 |
| 30 | 155,000 |
## Relationships
```
PlayerCharacter (has optional level)
▼ linked via playerCharacterId
Combatant (in Encounter)
▼ linked via creatureId
Creature (has cr string)
▼ lookup via CR_TO_XP table
XP value (number)
Party levels ──► XP_BUDGET_TABLE ──► { low, moderate, high } thresholds
Monster XP total ──► compare against thresholds ──► DifficultyTier
```
## State Transitions
The difficulty calculation is stateless — it's a pure derivation from current encounter state. No state machine or transitions to model.
**Input derivation** (at adapter layer):
1. For each combatant with `playerCharacterId` → look up `PlayerCharacter.level` → collect non-undefined levels
2. For each combatant with `creatureId` → look up `Creature.cr` → collect CR strings
3. Pass `(levels[], crs[])` to domain function
**Pure calculation** (domain layer):
1. Sum XP budget per level → `partyBudget.{low, moderate, high}`
2. Convert each CR to XP → sum → `totalMonsterXp`
3. Compare `totalMonsterXp` against thresholds → `DifficultyTier`
+81
View File
@@ -0,0 +1,81 @@
# Implementation Plan: Encounter Difficulty Indicator
**Branch**: `008-encounter-difficulty` | **Date**: 2026-03-27 | **Spec**: [spec.md](spec.md)
**Input**: Feature specification from `/specs/008-encounter-difficulty/spec.md`
## Summary
Add a live 3-bar encounter difficulty indicator to the top bar, based on the 2024 5.5e XP budget system. The domain layer gains pure lookup tables (CR-to-XP, XP Budget per Character) and a difficulty calculation function. The `PlayerCharacter` type gains an optional `level` field (1-20). The UI renders a compact bar indicator that derives difficulty from encounter combatants, player character levels, and bestiary creature CRs.
## Technical Context
**Language/Version**: TypeScript 5.8 (strict mode, `verbatimModuleSyntax`)
**Primary Dependencies**: React 19, Vite 6, Tailwind CSS v4, Lucide React (icons)
**Storage**: localStorage (encounter + player characters), IndexedDB (bestiary cache)
**Testing**: Vitest (v8 coverage)
**Target Platform**: Web (mobile-first responsive, desktop side panels)
**Project Type**: Web application (monorepo: domain → application → web adapter)
**Performance Goals**: Indicator updates within the same render cycle as combatant changes
**Constraints**: Offline-capable, local-first, single-user. Max 8 props per component.
**Scale/Scope**: Single-page app, ~15 components, 3-layer architecture
## Constitution Check
*GATE: Must pass before Phase 0 research. Re-check after Phase 1 design.*
| Principle | Status | Notes |
|-----------|--------|-------|
| I. Deterministic Domain Core | PASS | Difficulty calculation is a pure function: `(partyLevels, monsterCRs) → DifficultyResult`. No I/O, no randomness, no clocks. Lookup tables are static data. |
| II. Layered Architecture | PASS | New domain module (`encounter-difficulty.ts`) has zero imports from application/adapter. UI component composes data from existing contexts. |
| II-A. Context-Based State Flow | PASS | Difficulty indicator reads from existing contexts (encounter, player characters, bestiary). No new props beyond what's needed for the component itself. |
| III. Clarification-First | PASS | All design decisions resolved in spec: optional level, 3 tiers, 5.5e rules only, no multipliers, hidden when insufficient data. |
| IV. Escalation Gates | PASS | Feature scoped to spec. MVP exclusions documented (no custom CR, no 2014 rules, no XP numbers in UI). |
| V. MVP Baseline Language | PASS | Exclusions use "MVP baseline does not include" language. |
| VI. No Gameplay Rules in Constitution | PASS | XP tables and difficulty rules live in the feature spec, not the constitution. |
No violations. Complexity Tracking section not needed.
## Project Structure
### Documentation (this feature)
```text
specs/008-encounter-difficulty/
├── plan.md # This file
├── research.md # Phase 0 output
├── data-model.md # Phase 1 output
├── quickstart.md # Phase 1 output
└── tasks.md # Phase 2 output (/speckit.tasks)
```
### Source Code (repository root)
```text
packages/domain/src/
├── encounter-difficulty.ts # NEW: CR-to-XP, XP budget tables, difficulty calc
├── player-character-types.ts # MODIFY: add optional level field
├── create-player-character.ts # MODIFY: add level validation
├── edit-player-character.ts # MODIFY: add level validation + apply
├── __tests__/
│ ├── encounter-difficulty.test.ts # NEW: unit tests for difficulty calc
│ ├── create-player-character.test.ts # MODIFY: add level tests
│ └── edit-player-character.test.ts # MODIFY: add level tests
└── index.ts # MODIFY: export new functions/types
packages/application/src/
├── create-player-character-use-case.ts # MODIFY: pass level through
└── edit-player-character-use-case.ts # MODIFY: pass level through
apps/web/src/
├── components/
│ ├── difficulty-indicator.tsx # NEW: 3-bar indicator component
│ ├── turn-navigation.tsx # MODIFY: add indicator to top bar
│ ├── create-player-modal.tsx # MODIFY: add level field
│ └── player-character-manager.tsx # MODIFY: show level, pass to edit
├── hooks/
│ └── use-difficulty.ts # NEW: hook composing contexts → difficulty result
└── contexts/
└── player-characters-context.tsx # MODIFY: pass level to create/edit
```
**Structure Decision**: Follows existing layered architecture. New domain module for difficulty calculation. New UI component + hook at adapter layer. No new contexts needed — the difficulty hook composes existing contexts.
@@ -0,0 +1,67 @@
# Quickstart: Encounter Difficulty Indicator
**Date**: 2026-03-27 | **Feature**: 008-encounter-difficulty
## Implementation Order
### Phase 1: Domain — Level field + validation
1. Add `level?: number` to `PlayerCharacter` in `player-character-types.ts`
2. Add level validation to `createPlayerCharacter()` — validate if provided: integer, 1-20
3. Add level validation to `editPlayerCharacter()` — same rules in `validateFields()`, apply in `applyFields()`
4. Add tests for level validation in existing test files
5. Export updated types from `index.ts`
### Phase 2: Domain — Difficulty calculation
1. Create `encounter-difficulty.ts` with:
- `CR_TO_XP` lookup (Record<string, number>)
- `XP_BUDGET_PER_CHARACTER` lookup (Record<number, { low, moderate, high }>)
- `crToXp(cr: string): number` — returns 0 for unknown CRs
- `calculateEncounterDifficulty(partyLevels: number[], monsterCrs: string[]): DifficultyResult`
- `DifficultyTier` type and `DifficultyResult` type
2. Add comprehensive unit tests covering:
- All CR string formats (0, 1/8, 1/4, 1/2, integers)
- All difficulty tiers including trivial
- DMG example encounters (from issue comments)
- Edge cases: empty arrays, unknown CRs, mixed levels
3. Export from `index.ts`
### Phase 3: Application — Pass level through use cases
1. Update `CreatePlayerCharacterUseCase` to accept and pass `level`
2. Update `EditPlayerCharacterUseCase` to accept and pass `level`
### Phase 4: Web — Level field in PC forms
1. Update player characters context to pass `level` in create/edit calls
2. Add level input field to create player modal (optional number, 1-20)
3. Add level display + edit in player character manager
4. Test: create PC with level, edit level, verify persistence
### Phase 5: Web — Difficulty indicator
1. Create `useDifficulty()` hook:
- Consume encounter context, player characters context, bestiary hook
- Map combatants → party levels + monster CRs
- Call domain `calculateEncounterDifficulty()`
- Return `DifficultyResult | null` (null when insufficient data)
2. Create `DifficultyIndicator` component:
- Render 3 bars with conditional fill colors
- Add `title` attribute for tooltip
- Hidden when hook returns null
3. Add indicator to `TurnNavigation` component, right of active combatant name
4. Test: manual verification with various encounter compositions
## Key Patterns to Follow
- **Domain purity**: `calculateEncounterDifficulty` takes `number[]` and `string[]`, not domain types
- **Validation pattern**: Follow `color`/`icon` optional field pattern in create/edit
- **Hook composition**: `useDifficulty` composes multiple contexts like `useInitiativeRolls`
- **Component size**: DifficultyIndicator should be <8 props (likely 0-1, just the result)
## Testing Strategy
- **Domain tests** (unit): Exhaustive coverage of `calculateEncounterDifficulty` and `crToXp` with table-driven tests. Cover all 34 CR values, all 20 levels, and the DMG example encounters.
- **Domain tests** (level validation): Test create/edit with valid levels, invalid levels, and undefined level.
- **Integration**: Verify indicator appears/hides correctly through component rendering (if existing test patterns support this).
@@ -0,0 +1,87 @@
# Research: Encounter Difficulty Indicator
**Date**: 2026-03-27 | **Feature**: 008-encounter-difficulty
## Research Questions & Findings
### 1. Where does the CR-to-XP mapping come from?
**Decision**: Create a static lookup table in the domain layer as a `Record<string, number>`.
**Rationale**: No CR-to-XP mapping exists in the codebase. The bestiary index stores CR as a string but does not include XP. The standard 5e CR-to-XP table is fixed (published rules), so a static lookup is the simplest approach. The existing `proficiencyBonus(cr)` function in `creature-types.ts` demonstrates the pattern: a pure function that maps a CR string to a derived value.
**Alternatives considered**:
- Adding XP to the bestiary index: Would require rebuilding the index generation script and inflating the index size. Unnecessary since XP is deterministically derived from CR.
- Computing XP from CR via formula: No clean formula exists for the 5e table — it's an irregular curve. A lookup table is more reliable and readable.
### 2. How does the difficulty component access creature CR at runtime?
**Decision**: The difficulty hook (`useDifficulty`) will consume `useBestiary()` to access the creature map, then look up CR for each combatant with a `creatureId`.
**Rationale**: The `useBestiary()` hook already provides `getCreature(id): Creature | undefined`, which returns the full Creature including `cr`. This is the established pattern — `CombatantRow` and `StatBlockPanel` already use it. No new adapter or port is needed.
**Data flow**:
```
useDifficulty hook
├── useEncounterContext() → encounter.combatants[]
├── usePlayerCharactersContext() → characters[] (for level lookup)
└── useBestiary() → getCreature(creatureId) → creature.cr
└── domain: crToXp(cr) → xp
└── domain: calculateDifficulty({ partyLevels, monsterXp }) → DifficultyResult
```
**Alternatives considered**:
- Passing CR through the application layer port: Would add a `BestiarySourceCache` dependency to the difficulty calculation, breaking domain purity. Better to resolve CRs to XP values in the hook (adapter layer) and pass pure data to the domain function.
### 3. How should the domain difficulty function be structured?
**Decision**: A single pure function that takes resolved inputs (party levels as `number[]`, monster XP values as `number[]`) and returns a `DifficultyResult`.
**Rationale**: Keeping the domain function agnostic to how levels and XP are obtained preserves purity and testability. The function doesn't need to know about `PlayerCharacter`, `Combatant`, or `Creature` types — just numbers. This follows the pattern of `advanceTurn(encounter)` and `proficiencyBonus(cr)`: pure inputs → pure outputs.
**Function signature** (domain):
```
calculateEncounterDifficulty(partyLevels: number[], monsterCrs: string[]): DifficultyResult
```
Takes party levels (already filtered to only PCs with levels) and monster CR strings (already filtered to only bestiary-linked combatants). Returns the tier, total XP, and budget thresholds.
**Alternatives considered**:
- Taking full `Combatant[]` + `PlayerCharacter[]`: Would couple the difficulty module to combatant/PC types unnecessarily.
- Separate functions for budget and XP: The calculation is simple enough for one function. Internal helpers can split the logic without exposing multiple public functions.
### 4. How does `level` integrate with the PlayerCharacter CRUD flow?
**Decision**: Add `level?: number` to `PlayerCharacter` interface. Validation in `createPlayerCharacter` and `editPlayerCharacter` domain functions. Passed through use cases and context like existing fields.
**Rationale**: The existing pattern for optional fields (e.g., `color`, `icon`) is well-established:
- Domain type: optional field on interface
- Create function: validate if provided, skip if undefined
- Edit function: validate in `validateFields()`, apply in `applyFields()`
- Use case: pass through from adapter
- Context: expose in create/edit methods
- UI: optional input field in modal
Following this exact pattern for `level` minimizes risk and code churn.
### 5. Does adding `level` to PlayerCharacter affect export compatibility?
**Decision**: No version bump needed. The field is optional, so existing exports (version 1) import correctly — `level` will be `undefined` for old data.
**Rationale**: The `ExportBundle` includes `playerCharacters: readonly PlayerCharacter[]`. Adding an optional field to `PlayerCharacter` is backward-compatible: old exports simply lack the field, which TypeScript treats as `undefined`. The `validateImportBundle()` function doesn't validate individual PlayerCharacter fields beyond basic structure checks.
### 6. Should the difficulty calculation live in a new domain module or extend an existing one?
**Decision**: New module `encounter-difficulty.ts` in `packages/domain/src/`.
**Rationale**: The difficulty calculation is a self-contained concern with its own lookup tables and types. It doesn't naturally belong in `creature-types.ts` (which is about creature data structures) or `types.ts` (which is about encounter/combatant structure). A dedicated module keeps concerns separated and makes the feature easy to find, test, and potentially remove.
### 7. How should the 3-bar indicator be rendered?
**Decision**: Simple `div` elements with Tailwind CSS classes for color and fill state. No external icon or SVG needed.
**Rationale**: The bars are simple rectangles with conditional fill colors (green/yellow/red). Tailwind's `bg-*` utilities handle this trivially. The existing codebase uses Tailwind for all styling with no CSS-in-JS or external style libraries. A native HTML tooltip (`title` attribute) handles the hover tooltip requirement.
**Alternatives considered**:
- Lucide icons: No suitable "signal bars" icon exists. Custom SVG would be overkill for 3 rectangles.
- CSS custom properties for colors: Unnecessary abstraction for 3 fixed states.
+205
View File
@@ -0,0 +1,205 @@
# Feature Specification: Encounter Difficulty Indicator
**Feature Branch**: `008-encounter-difficulty`
**Created**: 2026-03-27
**Status**: Draft
**Input**: Gitea issue #18 — "Encounter difficulty indicator (5.5e XP budget)"
## User Scenarios & Testing *(mandatory)*
### Difficulty Calculation
**Story ED-1 — See encounter difficulty at a glance (Priority: P1)**
A game master is building an encounter by adding monsters and player characters. As they add bestiary-linked creatures alongside PC combatants that have levels assigned, a compact 3-bar difficulty indicator appears in the top bar next to the active combatant name. The bars fill and change color to reflect the current difficulty tier: one green bar for Low, two yellow bars for Moderate, three red bars for High. Hovering over the indicator shows a tooltip with the difficulty label (e.g., "Moderate encounter difficulty").
**Why this priority**: This is the entire feature — without the indicator there is nothing to show.
**Independent Test**: Can be fully tested by adding PC combatants (with levels) and bestiary-linked monsters to an encounter and verifying the indicator appears with the correct difficulty tier.
**Acceptance Scenarios**:
1. **Given** an encounter with at least one PC combatant whose player character has a level and at least one bestiary-linked combatant, **When** the total monster XP is below the Low threshold, **Then** the indicator shows three empty bars (trivial difficulty).
2. **Given** an encounter where total monster XP meets or exceeds the Low threshold but is below Moderate, **When** the indicator renders, **Then** it shows one filled green bar and the tooltip reads "Low encounter difficulty".
3. **Given** an encounter where total monster XP meets or exceeds the Moderate threshold but is below High, **When** the indicator renders, **Then** it shows two filled yellow bars and the tooltip reads "Moderate encounter difficulty".
4. **Given** an encounter where total monster XP meets or exceeds the High threshold, **When** the indicator renders, **Then** it shows three filled red bars and the tooltip reads "High encounter difficulty".
5. **Given** an encounter where total monster XP exceeds the High threshold by a large margin, **When** the indicator renders, **Then** it still shows three filled red bars (High is the cap — there is no "above High" tier).
6. **Given** the difficulty indicator is visible, **When** a bestiary-linked combatant is added or removed, **Then** the indicator updates immediately to reflect the new difficulty tier.
7. **Given** the difficulty indicator is visible, **When** a PC combatant is added or removed, **Then** the indicator updates immediately to reflect the new party budget.
---
### Indicator Visibility
**Story ED-2 — Indicator hidden when data is insufficient (Priority: P1)**
The difficulty indicator only appears when meaningful calculation is possible. If the encounter lacks PC combatants with levels or lacks bestiary-linked monsters, the indicator is hidden entirely rather than showing a confusing empty or zero state.
**Why this priority**: Showing an indicator when it can't calculate anything is worse than showing nothing — it would confuse users who don't use bestiary creatures or don't assign levels.
**Independent Test**: Can be tested by creating encounters with various combatant combinations and verifying the indicator appears or hides correctly.
**Acceptance Scenarios**:
1. **Given** an encounter with only custom combatants (no `creatureId`), **When** the top bar renders, **Then** no difficulty indicator is shown.
2. **Given** an encounter with bestiary-linked monsters but no PC combatants, **When** the top bar renders, **Then** no difficulty indicator is shown.
3. **Given** an encounter with PC combatants whose player characters have no level assigned, **When** the top bar renders, **Then** no difficulty indicator is shown (even if bestiary-linked monsters are present).
4. **Given** an encounter with one leveled PC combatant and one bestiary-linked monster, **When** the last leveled PC is removed, **Then** the indicator disappears.
5. **Given** an encounter with one leveled PC combatant and one bestiary-linked monster, **When** the last bestiary-linked monster is removed (only custom combatants remain), **Then** the indicator disappears.
---
### Player Character Level
**Story ED-3 — Assign a level to a player character (Priority: P1)**
The game master can set an optional level (1-20) when creating or editing a player character. This level is used to determine the party's XP budget for the difficulty calculation. Player characters without a level are silently excluded from the budget.
**Why this priority**: Without levels on PCs, the XP budget cannot be calculated and the indicator cannot function.
**Independent Test**: Can be tested by creating a player character with a level, adding it to an encounter with a bestiary creature, and verifying the difficulty indicator appears.
**Acceptance Scenarios**:
1. **Given** the create player character form is open, **When** the user sets level to 5, **Then** the player character is created with level 5.
2. **Given** the create player character form is open, **When** the user leaves the level field empty, **Then** the player character is created without a level.
3. **Given** a player character with no level, **When** the user edits the player character and sets level to 10, **Then** the level is saved and used in future difficulty calculations.
4. **Given** the level field is shown, **When** the user enters a value outside 1-20 (e.g., 0, 21, -1), **Then** a validation error is shown and the value is not accepted.
5. **Given** a player character with level 5 exists, **When** the page is reloaded, **Then** the level is restored as part of the player character data.
---
### XP Budget Calculation
**Story ED-4 — Correct XP budget from 5.5e rules (Priority: P1)**
The difficulty calculation uses the 2024 5.5e XP Budget per Character table and a standard CR-to-XP mapping. The party's XP budget is the sum of per-character budgets for each PC combatant that has a level. The total monster XP is the sum of XP values for each bestiary-linked combatant's CR. The difficulty tier is determined by comparing total monster XP against the Low, Moderate, and High budget thresholds.
**Why this priority**: Incorrect calculation would make the feature misleading — the math must match the published rules.
**Independent Test**: Can be tested with pure domain function unit tests using known party/monster combinations from the 2024 DMG examples.
**Acceptance Scenarios**:
1. **Given** a party of four level 1 PCs (Low budget: 50 each = 200 total), **When** facing a single Bugbear (CR 1, 200 XP), **Then** the difficulty is Low (200 XP meets the Low threshold of 200 but is below Moderate at 300).
2. **Given** a party of five level 3 PCs (Moderate budget: 225 each = 1,125 total), **When** facing monsters totaling 1,125 XP, **Then** the difficulty is Moderate.
3. **Given** a party with PCs at different levels (e.g., three level 3 and one level 2), **When** the budget is calculated, **Then** each PC's budget is looked up individually by level and summed (not averaged).
4. **Given** an encounter with both bestiary-linked and custom combatants, **When** the XP total is calculated, **Then** only bestiary-linked combatants contribute XP (custom combatants are excluded).
5. **Given** a PC combatant whose player character has no level, **When** the budget is calculated, **Then** that PC is excluded from the budget (as if they are not in the party).
---
### Edge Cases
- **All bars empty (trivial)**: When total monster XP is greater than 0 but below the Low threshold, the indicator shows three empty bars. This communicates "we can calculate, but it's trivial."
- **Zero monster XP**: If all combatants with `creatureId` have CR 0 (0 XP), the indicator shows three empty bars (trivial).
- **Mixed party levels**: PCs at different levels each contribute their own budget — the system handles heterogeneous parties correctly.
- **Duplicate PC combatants**: If the same player character is added to the encounter multiple times, each copy contributes to the party budget independently (each counts as a party member).
- **CR fractions**: Bestiary creatures can have fractional CRs (e.g., "1/4", "1/2"). The CR-to-XP lookup must handle these string formats.
- **Custom combatants silently excluded**: Custom combatants without `creatureId` do not appear in the XP total and are not flagged as warnings or errors.
- **PCs without level silently excluded**: PC combatants whose player character has no level do not contribute to the budget and are not flagged.
- **Indicator with empty encounter**: When the encounter has no combatants, the indicator is hidden (the top bar may not even render per existing behavior).
- **Level field on existing player characters**: Existing player characters created before this feature will have no level. They are treated as "no level assigned" — no migration or default is needed.
---
## Requirements *(mandatory)*
### Functional Requirements
#### FR-001 — XP Budget per Character table
The system MUST contain the 2024 5.5e XP Budget per Character lookup table mapping character levels 1-20 to Low, Moderate, and High XP thresholds.
#### FR-002 — CR-to-XP lookup table
The system MUST contain a CR-to-XP lookup table mapping all standard 5e challenge ratings (0, 1/8, 1/4, 1/2, 1-30) to their XP values.
#### FR-003 — Party XP budget calculation
The system MUST calculate the party's XP budget by summing the per-character budget for each PC combatant whose player character has a level assigned. PCs without a level are excluded from the sum.
#### FR-004 — Monster XP total calculation
The system MUST calculate the total monster XP by summing the XP value (derived from CR) for each combatant that has a `creatureId`. Combatants without `creatureId` are excluded.
#### FR-005 — Difficulty tier determination
The system MUST determine the encounter difficulty tier by comparing total monster XP against the party's Low, Moderate, and High thresholds. The tier is the highest threshold that the total XP meets or exceeds. If below Low, the encounter is trivial (no tier label).
#### FR-006 — Difficulty indicator in top bar
The system MUST display a 3-bar difficulty indicator in the top bar, positioned to the right of the active combatant name.
#### FR-007 — Bar visual states
The indicator MUST display: three empty bars for trivial, one green filled bar for Low, two yellow filled bars for Moderate, three red filled bars for High.
#### FR-008 — Tooltip on hover
The indicator MUST show a tooltip on hover displaying the difficulty label (e.g., "Moderate encounter difficulty"). For the trivial state, the tooltip MUST read "Trivial encounter difficulty".
#### FR-009 — Live updates
The indicator MUST update immediately when combatants are added to or removed from the encounter.
#### FR-010 — Hidden when data insufficient
The indicator MUST be hidden when the encounter has no PC combatants with levels OR no bestiary-linked combatants.
#### FR-011 — Optional level field on PlayerCharacter
The `PlayerCharacter` entity MUST support an optional `level` field accepting integer values 1-20.
#### FR-012 — Level in create/edit forms
The player character create and edit forms MUST include an optional level field with validation constraining values to the 1-20 range.
#### FR-013 — Level persistence
The player character level MUST be persisted and restored across sessions, consistent with existing player character persistence behavior.
#### FR-014 — High is the cap
When total monster XP exceeds the High threshold, the indicator MUST display the High state (three red bars). There is no tier above High.
### Key Entities
- **XP Budget Table**: A lookup mapping character level (1-20) to three XP thresholds (Low, Moderate, High), sourced from the 2024 5.5e DMG.
- **CR-to-XP Table**: A lookup mapping challenge rating strings ("0", "1/8", "1/4", "1/2", "1"-"30") to XP integer values.
- **DifficultyTier**: An enumeration of difficulty categories: Trivial, Low, Moderate, High.
- **DifficultyResult**: The output of the calculation containing the tier, total monster XP, and per-tier budget thresholds.
- **PlayerCharacter.level**: An optional integer (1-20) added to the existing `PlayerCharacter` entity defined in spec 005.
---
## Success Criteria *(mandatory)*
### Measurable Outcomes
- **SC-001**: The difficulty indicator correctly reflects the 2024 5.5e XP budget rules for all party level and monster CR combinations in the published tables.
- **SC-002**: The indicator updates within the same render cycle as combatant additions/removals — no perceptible delay.
- **SC-003**: Users can identify the encounter difficulty tier at a glance from the top bar without opening any modal or menu.
- **SC-004**: The indicator is completely hidden when the encounter lacks sufficient data for calculation, avoiding user confusion.
- **SC-005**: The difficulty calculation is a pure domain function with no I/O, consistent with the project's deterministic domain core.
- **SC-006**: The domain module for difficulty calculation has zero imports from application, adapter, or UI layers.
- **SC-007**: The optional level field integrates seamlessly into the existing player character create/edit workflow without disrupting existing functionality.
---
## Assumptions
- The 2024 5.5e XP Budget per Character table and CR-to-XP table are static data that do not change at runtime.
- The CR-to-XP mapping uses the standard 5e values (0 XP for CR 0, 25 XP for CR 1/8, 50 XP for CR 1/4, 100 XP for CR 1/2, 200 XP for CR 1, up to 155,000 XP for CR 30).
- Monster XP is derived solely from CR — no encounter multipliers are applied (the 5.5e system dropped the 2014 multiplier mechanic).
- The `level` field is added to the existing `PlayerCharacter` type from spec 005. No new entity or storage mechanism is needed.
- Existing player characters without a level are treated as "no level assigned" with no migration.
- The difficulty indicator occupies minimal horizontal space in the top bar and does not interfere with the combatant name truncation or other controls.
- MVP baseline does not include CR assignment for custom (non-bestiary) combatants.
- MVP baseline does not include the 2014 DMG encounter multiplier mechanic or the four-tier (Easy/Medium/Hard/Deadly) system.
- MVP baseline does not include showing XP totals or budget numbers in the indicator — only the visual bars and tooltip label.
- MVP baseline does not include per-combatant level overrides — level is always derived from the player character template.
+171
View File
@@ -0,0 +1,171 @@
# Tasks: Encounter Difficulty Indicator
**Input**: Design documents from `/specs/008-encounter-difficulty/`
**Prerequisites**: plan.md, spec.md, research.md, data-model.md, quickstart.md
**Organization**: Tasks are grouped by user story (ED-1 through ED-4) to enable independent implementation and testing of each story.
## Format: `[ID] [P?] [Story] Description`
- **[P]**: Can run in parallel (different files, no dependencies)
- **[Story]**: Which user story this task belongs to (e.g., ED-1, ED-3, ED-4)
- Include exact file paths in descriptions
---
## Phase 1: Foundational (Level field on PlayerCharacter)
**Purpose**: Add optional `level` field to `PlayerCharacter` — required by all user stories since the difficulty calculation depends on party levels.
**⚠️ CRITICAL**: The difficulty indicator cannot function without PC levels. This must complete first.
- [x] T001 Add `level?: number` to `PlayerCharacter` interface in `packages/domain/src/player-character-types.ts`
- [x] T002 [P] Add level validation to `createPlayerCharacter()` in `packages/domain/src/create-player-character.ts` — validate if provided: integer, 1-20, error code `"invalid-level"`
- [x] T003 [P] Add level validation to `validateFields()` and apply in `applyFields()` in `packages/domain/src/edit-player-character.ts`
- [x] T004 [P] Add level tests to `packages/domain/src/__tests__/create-player-character.test.ts` — valid level, no level, out-of-range, non-integer
- [x] T005 [P] Add level tests to `packages/domain/src/__tests__/edit-player-character.test.ts` — set level, clear level, invalid level
- [x] T006 Update `CreatePlayerCharacterUseCase` to accept and pass `level` in `packages/application/src/create-player-character-use-case.ts`
- [x] T007 [P] Update `EditPlayerCharacterUseCase` to accept and pass `level` in `packages/application/src/edit-player-character-use-case.ts`
- [x] T008 Update player characters context to pass `level` in create/edit calls in `apps/web/src/contexts/player-characters-context.tsx`
- [x] T009 Add level input field to create player modal in `apps/web/src/components/create-player-modal.tsx` — optional number input, 1-20 range
- [x] T010 Add level display and edit support in player character manager in `apps/web/src/components/player-character-manager.tsx`
- [x] T011 Export updated `PlayerCharacter` type from `packages/domain/src/index.ts` (verify re-export includes level)
**Checkpoint**: Player characters can be created/edited with an optional level. Existing PCs without level continue to work. All quality gates pass.
---
## Phase 2: User Story 4 — XP Budget Calculation (Priority: P1) 🎯 MVP Core
**Goal**: Implement the pure domain difficulty calculation with CR-to-XP and XP Budget tables.
**Independent Test**: Verified with unit tests using known party/monster combinations from the 2024 DMG examples.
### Implementation for User Story 4
- [x] T012 Create `packages/domain/src/encounter-difficulty.ts` with `DifficultyTier` type (`"trivial" | "low" | "moderate" | "high"`), `DifficultyResult` interface, `CR_TO_XP` lookup table (Record mapping all CRs 0 through 30 including fractions to XP values), and `XP_BUDGET_PER_CHARACTER` lookup table (Record mapping levels 1-20 to `{ low, moderate, high }`)
- [x] T013 Implement `crToXp(cr: string): number` in `packages/domain/src/encounter-difficulty.ts` — returns XP for given CR string, 0 for unknown CRs
- [x] T014 Implement `calculateEncounterDifficulty(partyLevels: number[], monsterCrs: string[]): DifficultyResult` in `packages/domain/src/encounter-difficulty.ts` — sums party budget per level, sums monster XP per CR, determines tier by comparing total XP against thresholds
- [x] T015 Export `DifficultyTier`, `DifficultyResult`, `crToXp`, `calculateEncounterDifficulty` from `packages/domain/src/index.ts` (same file as T011 — merge into one edit)
- [x] T016 Create `packages/domain/src/__tests__/encounter-difficulty.test.ts` with tests for: all CR string formats (0, 1/8, 1/4, 1/2, integers 1-30), unknown CR returns 0, all difficulty tiers (trivial/low/moderate/high), DMG example encounters (4x level 1 vs Bugbear = Low, 5x level 3 vs 1125 XP = Moderate), mixed party levels, empty arrays, High as cap (XP far exceeding High threshold still returns "high")
**Checkpoint**: Domain difficulty calculation is complete, tested, and exported. All quality gates pass.
---
## Phase 3: User Story 1 — See Encounter Difficulty at a Glance (Priority: P1) 🎯 MVP
**Goal**: Display the 3-bar difficulty indicator in the top bar that updates live as combatants change.
**Independent Test**: Add PC combatants with levels and bestiary-linked monsters — indicator appears with correct tier. Add/remove combatants — indicator updates.
### Implementation for User Story 1
- [x] T017 Create `apps/web/src/hooks/use-difficulty.ts` — hook that consumes `useEncounterContext()`, `usePlayerCharactersContext()`, and `useBestiary()` to derive party levels and monster CRs from current encounter, calls `calculateEncounterDifficulty()`, returns `DifficultyResult | null` (null when insufficient data)
- [x] T018 Create `apps/web/src/components/difficulty-indicator.tsx` — renders 3 bars as small `div` elements with Tailwind classes: empty bars for trivial (all `bg-muted`), 1 green bar for low (`bg-green-500`), 2 yellow bars for moderate (`bg-yellow-500`), 3 red bars for high (`bg-red-500`). Add `title` attribute for tooltip (e.g., "Moderate encounter difficulty"). Accept `DifficultyResult` as prop.
- [x] T019 Add `DifficultyIndicator` to `TurnNavigation` in `apps/web/src/components/turn-navigation.tsx` — position to the right of the active combatant name inside the center flex section. Use `useDifficulty()` hook; render indicator only when result is non-null.
- [x] T019a Add tests for `useDifficulty` hook in `apps/web/src/hooks/__tests__/use-difficulty.test.ts` — verify correct `DifficultyResult` for known combatant/PC/creature combinations, returns null when data is insufficient, and updates when combatants change. Include tooltip text assertions for `DifficultyIndicator`.
**Checkpoint**: Difficulty indicator appears in top bar for encounters with leveled PCs + bestiary monsters. Updates live. All quality gates pass.
---
## Phase 4: User Story 2 — Indicator Hidden When Data Insufficient (Priority: P1)
**Goal**: Indicator is completely hidden when the encounter lacks PC combatants with levels or bestiary-linked monsters.
**Independent Test**: Create encounters with only custom combatants, only monsters (no PCs), only PCs without levels — indicator should not appear in any case.
### Implementation for User Story 2
- [x] T020 Review and verify `useDifficulty()` null-return paths implemented in T017 cover all edge cases: no combatants with `playerCharacterId` that have a level, no combatants with `creatureId`, all PCs without levels, all custom combatants, empty encounter. Fix any missing cases.
- [x] T021 Verify `TurnNavigation` in `apps/web/src/components/turn-navigation.tsx` renders nothing for the indicator when `useDifficulty()` returns null — confirm conditional rendering is correct.
**Checkpoint**: Indicator hides correctly for all insufficient-data scenarios. No visual artifacts when hidden.
---
## Phase 5: Polish & Cross-Cutting Concerns
**Purpose**: Final validation and documentation updates.
- [x] T022 Run `pnpm check` to verify all quality gates pass (audit, knip, biome, oxlint, typecheck, test/coverage, jscpd)
- [x] T023 Verify export compatibility — create a player character with level, export encounter JSON, re-import, confirm level is preserved. Verify old exports (without level) still import correctly. If the added `level` field causes old imports to fail, bump `ExportBundle` version and add migration logic in `validateImportBundle()` per CLAUDE.md convention.
- [x] T024 Update `specs/005-player-characters/spec.md` to note that `PlayerCharacter` now supports an optional `level` field (added by spec 008)
- [x] T025 Update `CLAUDE.md` to add spec 008 to the current feature specs list
- [x] T026 Update `README.md` if encounter difficulty is a user-facing feature worth documenting
---
## Dependencies & Execution Order
### Phase Dependencies
- **Phase 1 (Foundational)**: No dependencies — can start immediately
- **Phase 2 (XP Calculation)**: T012-T014 depend on T001 (level type). T016 tests can be written in parallel with T012-T014.
- **Phase 3 (Indicator UI)**: Depends on Phase 1 (level in forms) and Phase 2 (calculation function)
- **Phase 4 (Visibility)**: Depends on Phase 3 (indicator exists to hide)
- **Phase 5 (Polish)**: Depends on all previous phases
### User Story Dependencies
- **ED-4 (Calculation)**: Depends on `level` field existing on `PlayerCharacter` (Phase 1, T001)
- **ED-1 (Indicator)**: Depends on ED-4 (calculation) + Phase 1 (level in UI)
- **ED-2 (Visibility)**: Depends on ED-1 (indicator rendering) — primarily a verification task
- **ED-3 (Level field)**: Implemented in Phase 1 as foundational — all stories depend on it
### Within Each Phase
- Tasks marked [P] can run in parallel
- Domain tasks before application tasks before web tasks
- Type definitions before functions using those types
- Implementation before tests (unless TDD requested)
### Parallel Opportunities
**Phase 1 parallel group**:
```
T002 (create validation) ‖ T003 (edit validation) ‖ T004 (create tests) ‖ T005 (edit tests)
T006 (create use case) ‖ T007 (edit use case)
```
**Phase 2 parallel group**:
```
T012 (tables + types) → T013 (crToXp) ‖ T014 (calculateDifficulty) → T016 (tests)
```
**Phase 3 parallel group**:
```
T017 (hook) ‖ T018 (component) → T019 (integration into top bar)
```
---
## Implementation Strategy
### MVP First (Phase 1 + Phase 2 + Phase 3)
1. Complete Phase 1: Level field on PlayerCharacter
2. Complete Phase 2: Domain difficulty calculation + tests
3. Complete Phase 3: Indicator in top bar
4. **STOP and VALIDATE**: Indicator shows correct difficulty for encounters with leveled PCs and bestiary monsters
5. Demo: add a party of level 3 PCs, add some goblins from bestiary, see bars change
### Incremental Delivery
1. Phase 1 → Level field works in PC forms → Can assign levels immediately
2. Phase 2 → Calculation is correct → Domain tests prove it
3. Phase 3 → Indicator visible → Feature is usable
4. Phase 4 → Edge cases verified → Feature is robust
5. Phase 5 → Docs updated → Feature is complete
---
## Notes
- [P] tasks = different files, no dependencies
- [Story] label maps task to specific user story for traceability
- Story ED-3 (level field) is implemented in Phase 1 as it's foundational to all other stories
- The `useDifficulty` hook is the key integration point — it bridges three contexts into one domain call
- No new contexts or ports needed — existing patterns handle everything
- Commit after each phase checkpoint
+14 -15
View File
@@ -9,34 +9,33 @@ export default defineConfig({
enabled: true, enabled: true,
exclude: ["**/dist/**"], exclude: ["**/dist/**"],
thresholds: { thresholds: {
autoUpdate: true,
"packages/domain/src": { "packages/domain/src": {
lines: 99, lines: 98,
branches: 97, branches: 96,
}, },
"packages/application/src": { "packages/application/src": {
lines: 97, lines: 96,
branches: 94, branches: 90,
}, },
"apps/web/src/adapters": { "apps/web/src/adapters": {
lines: 72, lines: 68,
branches: 78, branches: 56,
}, },
"apps/web/src/persistence": { "apps/web/src/persistence": {
lines: 90, lines: 85,
branches: 71, branches: 70,
}, },
"apps/web/src/hooks": { "apps/web/src/hooks": {
lines: 59, lines: 72,
branches: 85, branches: 55,
}, },
"apps/web/src/components": { "apps/web/src/components": {
lines: 52, lines: 59,
branches: 64, branches: 55,
}, },
"apps/web/src/components/ui": { "apps/web/src/components/ui": {
lines: 73, lines: 93,
branches: 96, branches: 90,
}, },
}, },
}, },