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19 Commits

Author SHA1 Message Date
Lukas
09a801487d Add PF2e weak/elite creature adjustments with stat block toggle
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Weak/Normal/Elite toggle in PF2e stat block header applies standard
adjustments (level, AC, HP, saves, Perception, attacks, damage) to
individual combatants. Adjusted stats are highlighted blue (elite) or
red (weak). Persisted via creatureAdjustment field on Combatant.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 02:24:30 +02:00
Lukas
a44f82127e Add PF2e attack effects, ability frequency, and perception details
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Show inline on-hit effects on attack lines (e.g., "plus Grab"), frequency
limits on abilities (e.g., "(1/day)"), and perception details text alongside
senses. Strip redundant frequency lines from Foundry descriptions.

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

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:37:30 +02:00
Lukas
c3707cf0b6 Add PF2e attack effects, ability frequency, and perception details
Show inline on-hit effects on attack lines (e.g., "plus Grab"), frequency
limits on abilities (e.g., "(1/day)"), and perception details text alongside
senses. Strip redundant frequency lines from Foundry descriptions.

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

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:37:03 +02:00
Lukas
1eaeecad32 Add PF2e equipment display with detail popovers in stat blocks
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Extract shared DetailPopover shell from spell popovers. Normalize
weapon/consumable/equipment/armor items from Foundry data into
mundane (Items line) and detailed (Equipment section with clickable
popovers). Scrolls/wands show embedded spell info. Bump IDB cache v7.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:11:54 +02:00
Lukas
e2e8297c95 Add Recall Knowledge DC and skill to PF2e stat blocks
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Display Recall Knowledge line below trait tags showing DC (from level
via standard DC-by-level table, adjusted for rarity) and associated
skill derived from creature type trait. Omitted for D&D creatures and
creatures with no recognized type trait.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 18:43:49 +02:00
Lukas
e161645228 Add PF2e spell description popovers in stat blocks
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Clicking a spell name in a PF2e creature's stat block now opens a
popover (desktop) or bottom sheet (mobile) showing full spell details:
description, traits, rank, range, target, area, duration, defense,
action cost icons, and heightening rules. All data is sourced from
the embedded Foundry VTT spell items already in the bestiary cache.

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

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

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:17:30 +02:00
Lukas
5cb5721a6f Redesign PF2e action icons with diamond-parallel geometry
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Align cutout edges to 45° angles parallel to outer diamond shape.
Multi-action icons use outlined diamonds with matched border width.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 01:07:45 +02:00
Lukas
48795071f7 Hide concentration UI in PF2e mode
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PF2e uses action-based spell sustaining, not damage-triggered
concentration checks. The Brain icon, purple border accent, and
damage pulse animation are now hidden when PF2e is active, and
the freed gutter column is reclaimed for row content. Concentration
state is preserved so switching back to D&D restores it.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 00:25:54 +02:00
Lukas
f721d7e5da Allow /commit skill to be invoked by other skills
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Remove disable-model-invocation so /ship can delegate to /commit.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 00:13:59 +02:00
Lukas
e7930a1431 Add /ship skill for commit, tag, and push workflow
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Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 00:09:03 +02:00
Lukas
553e09f280 Enforce maximum values for PF2e numbered conditions
Cap dying (4), doomed (3), wounded (3), and slowed (3) at their
rule-defined maximums. The domain clamps values in setConditionValue
and the condition picker disables the [+] button at the cap.

Closes #31

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 00:04:47 +02:00
Lukas
1c107a500b Switch PF2e data source from Pf2eTools to Foundry VTT PF2e
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Replace the stagnant Pf2eTools bestiary with Foundry VTT PF2e system
data (github.com/foundryvtt/pf2e, v13-dev branch). This gives us 4,355
remaster-era creatures across 49 sources including Monster Core 1+2 and
all adventure paths.

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

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 21:05:00 +02:00
Lukas
0c235112ee Improve PF2e stat block action icons, triggers, and tag handling
- Replace unicode action cost chars with custom SVG icons (diamond
  with chevron for actions, outlined diamond for free, curved arrow
  for reaction) rendered inline via ActivityCost on TraitBlock
- Add activity icons to attacks (all Strikes default to single action)
- Add trigger/effect rendering for reaction abilities (bold labels)
- Fix nested tag stripping ({@b ...{@spell ...}...}) by looping
- Move icon after ability name to match AoN format

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 10:36:30 +02:00
Lukas
57278e0c82 Add PF2e action cost icons to ability names
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Show Unicode action icons (◆/◆◆/◆◆◆ for actions, ◇ for free,
↺ for reaction) in ability names from the activity field.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-07 16:31:24 +02:00
Lukas
f9cfaa2570 Include traits on PF2e ability blocks
Parse and display traits (concentrate, divine, polymorph, etc.)
on ability entries, matching how attack traits are already shown.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-07 16:29:08 +02:00
Lukas
3e62e54274 Strip all angle brackets in PF2e attack traits and damage
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Broaden stripDiceBrackets to stripAngleBrackets to handle all
PF2e tools angle-bracket formatting (e.g. <10 feet>, <15 feet>),
not just dice notation. Also strip in damage text.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-07 15:34:28 +02:00
Lukas
12a089dfd7 Fix PF2e condition tooltip descriptions and sort picker alphabetically
Correct inaccurate PF2e condition descriptions against official AoN
rules (blinded, deafened, confused, grabbed, hidden, paralyzed,
unconscious, drained, fascinated, enfeebled, stunned). Sort condition
picker alphabetically per game system.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-07 14:29:49 +02:00
Lukas
65e4db153b Fix PF2e stat block senses and attack trait rendering
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- Format senses with type (imprecise/precise) and range in feet,
  and strip {@ability} tags (e.g. tremorsense)
- Strip angle-bracket dice notation in attack traits (<d8> → d8)
- Fix existing weakness/resistance tests to nest under defenses
- Fix non-null assertions in 5e bestiary adapter tests

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-07 12:23:08 +02:00
68 changed files with 6154 additions and 25892 deletions

View File

@@ -1,7 +1,6 @@
---
name: commit
description: Create a git commit with pre-commit hooks (bypasses sandbox restrictions).
disable-model-invocation: true
allowed-tools: Bash(git *), Bash(pnpm *)
---

View File

@@ -0,0 +1,54 @@
---
name: ship
description: Commit, tag with the next version, and push to remote.
disable-model-invocation: true
allowed-tools: Bash(git *), Bash(pnpm *), Skill
---
## Instructions
Commit current changes, create the next version tag, and push everything to remote.
### Step 1 — Commit
Use the `/commit` skill to stage and commit changes. Pass along any user arguments as the commit message.
```
/commit $ARGUMENTS
```
### Step 2 — Tag
Get the latest tag and increment the patch number (e.g., `0.9.27``0.9.28`). Create the tag:
```bash
git tag --sort=-v:refname | head -1
```
```bash
git tag <next-version>
```
### Step 3 — Push
Push the commit and tag to remote:
```bash
git push && git push --tags
```
### Step 4 — Verify
Confirm the tag exists on the pushed commit:
```bash
git log --oneline -1 --decorate
```
## User arguments
```text
$ARGUMENTS
```
If the user provided arguments, treat them as the commit message or guidance for what to commit.

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@@ -115,6 +115,8 @@ export function createTestAdapters(options?: {
getDefaultFetchUrl: (sourceCode) =>
`https://example.com/creatures-${sourceCode.toLowerCase()}.json`,
getSourceDisplayName: (sourceCode) => sourceCode,
getCreaturePathsForSource: () => [],
getCreatureNamesByPaths: () => new Map(),
},
};
}

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@@ -33,8 +33,7 @@ async function addCombatant(
opts?: { maxHp?: string },
) {
const inputs = screen.getAllByPlaceholderText("+ Add combatants");
// biome-ignore lint/style/noNonNullAssertion: getAllBy always returns at least one
const input = inputs.at(-1)!;
const input = inputs.at(-1) ?? inputs[0];
await user.type(input, name);
if (opts?.maxHp) {

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@@ -198,21 +198,23 @@ describe("ConfirmButton", () => {
it("Enter/Space keydown stops propagation to prevent parent handlers", () => {
const parentHandler = vi.fn();
render(
// biome-ignore lint/a11y/noStaticElementInteractions: test wrapper
// biome-ignore lint/a11y/noNoninteractiveElementInteractions: test wrapper
<div onKeyDown={parentHandler}>
function Wrapper() {
return (
<button type="button" onKeyDown={parentHandler}>
<ConfirmButton
icon={<XIcon />}
label="Remove combatant"
onConfirm={vi.fn()}
/>
</div>,
</button>
);
const button = screen.getByRole("button");
}
render(<Wrapper />);
const buttons = screen.getAllByRole("button");
const confirmButton = buttons.at(-1) ?? buttons[0];
fireEvent.keyDown(button, { key: "Enter" });
fireEvent.keyDown(button, { key: " " });
fireEvent.keyDown(confirmButton, { key: "Enter" });
fireEvent.keyDown(confirmButton, { key: " " });
expect(parentHandler).not.toHaveBeenCalled();
});

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@@ -16,12 +16,18 @@ vi.mock("../contexts/bestiary-context.js", () => ({
useBestiaryContext: vi.fn(),
}));
vi.mock("../contexts/encounter-context.js", () => ({
useEncounterContext: vi.fn(),
}));
import { StatBlockPanel } from "../components/stat-block-panel.js";
import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js";
import { useSidePanelContext } from "../contexts/side-panel-context.js";
const mockUseSidePanelContext = vi.mocked(useSidePanelContext);
const mockUseBestiaryContext = vi.mocked(useBestiaryContext);
const mockUseEncounterContext = vi.mocked(useEncounterContext);
const CLOSE_REGEX = /close/i;
const COLLAPSE_REGEX = /collapse/i;
@@ -82,6 +88,7 @@ function setupMocks(overrides: PanelOverrides = {}) {
mockUseSidePanelContext.mockReturnValue({
selectedCreatureId: panelRole === "browse" ? creatureId : null,
selectedCombatantId: null,
pinnedCreatureId: panelRole === "pinned" ? creatureId : null,
isRightPanelCollapsed: panelRole === "browse" ? isCollapsed : false,
isWideDesktop: false,
@@ -110,6 +117,11 @@ function setupMocks(overrides: PanelOverrides = {}) {
refreshCache: vi.fn(),
} as ReturnType<typeof useBestiaryContext>);
mockUseEncounterContext.mockReturnValue({
encounter: { combatants: [], activeIndex: 0, roundNumber: 1 },
setCreatureAdjustment: vi.fn(),
} as unknown as ReturnType<typeof useEncounterContext>);
return { onToggleCollapse, onPin, onUnpin, onDismiss };
}

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@@ -6,7 +6,8 @@ import {
} from "../bestiary-adapter.js";
/** Flatten segments to a single string for simple text assertions. */
function flatText(trait: TraitBlock): string {
function flatText(trait: TraitBlock | undefined): string {
if (!trait) return "";
return trait.segments
.map((s) =>
s.type === "text"
@@ -88,11 +89,11 @@ describe("normalizeBestiary", () => {
expect(c.senses).toBe("Darkvision 60 ft.");
expect(c.languages).toBe("Common, Goblin");
expect(c.actions).toHaveLength(1);
expect(flatText(c.actions![0])).toContain("Melee Attack Roll:");
expect(flatText(c.actions![0])).not.toContain("{@");
expect(flatText(c.actions?.[0])).toContain("Melee Attack Roll:");
expect(flatText(c.actions?.[0])).not.toContain("{@");
expect(c.bonusActions).toHaveLength(1);
expect(flatText(c.bonusActions![0])).toContain("Disengage");
expect(flatText(c.bonusActions![0])).not.toContain("{@");
expect(flatText(c.bonusActions?.[0])).toContain("Disengage");
expect(flatText(c.bonusActions?.[0])).not.toContain("{@");
});
it("normalizes a creature with legendary actions", () => {
@@ -180,17 +181,20 @@ describe("normalizeBestiary", () => {
expect(sc?.name).toBe("Spellcasting");
expect(sc?.headerText).toContain("DC 15");
expect(sc?.headerText).not.toContain("{@");
expect(sc?.atWill).toEqual(["Detect Magic", "Mage Hand"]);
expect(sc?.atWill).toEqual([
{ name: "Detect Magic" },
{ name: "Mage Hand" },
]);
expect(sc?.daily).toHaveLength(2);
expect(sc?.daily).toContainEqual({
uses: 2,
each: true,
spells: ["Fireball"],
spells: [{ name: "Fireball" }],
});
expect(sc?.daily).toContainEqual({
uses: 1,
each: false,
spells: ["Dimension Door"],
spells: [{ name: "Dimension Door" }],
});
});
@@ -347,9 +351,9 @@ describe("normalizeBestiary", () => {
const creatures = normalizeBestiary(raw);
const bite = creatures[0].actions?.[0];
expect(flatText(bite!)).toContain("Melee Weapon Attack:");
expect(flatText(bite!)).not.toContain("mw");
expect(flatText(bite!)).not.toContain("{@");
expect(flatText(bite)).toContain("Melee Weapon Attack:");
expect(flatText(bite)).not.toContain("mw");
expect(flatText(bite)).not.toContain("{@");
});
it("handles fly speed with hover condition", () => {
@@ -438,14 +442,15 @@ describe("normalizeBestiary", () => {
};
const creatures = normalizeBestiary(raw);
const trait = creatures[0].traits![0];
expect(trait.name).toBe("Confusing Burble");
expect(trait.segments).toHaveLength(2);
expect(trait.segments[0]).toEqual({
const trait = creatures[0].traits?.[0];
expect(trait).toBeDefined();
expect(trait?.name).toBe("Confusing Burble");
expect(trait?.segments).toHaveLength(2);
expect(trait?.segments[0]).toEqual({
type: "text",
value: expect.stringContaining("d4"),
});
expect(trait.segments[1]).toEqual({
expect(trait?.segments[1]).toEqual({
type: "list",
items: [
{ label: "1-2", text: "The creature does nothing." },
@@ -498,8 +503,9 @@ describe("normalizeBestiary", () => {
};
const creatures = normalizeBestiary(raw);
const trait = creatures[0].traits![0];
expect(trait.segments[1]).toEqual({
const trait = creatures[0].traits?.[0];
expect(trait).toBeDefined();
expect(trait?.segments[1]).toEqual({
type: "list",
items: [
{ label: "1", text: "Nothing happens." },

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@@ -1,6 +1,11 @@
import { describe, expect, it } from "vitest";
const PACK_DIR_PREFIX = /^pathfinder-monster-core\//;
const JSON_EXTENSION = /\.json$/;
import {
getAllPf2eSourceCodes,
getCreaturePathsForSource,
getDefaultPf2eFetchUrl,
getPf2eSourceDisplayName,
loadPf2eBestiaryIndex,
@@ -30,7 +35,15 @@ describe("loadPf2eBestiaryIndex", () => {
it("contains a substantial number of creatures", () => {
const index = loadPf2eBestiaryIndex();
expect(index.creatures.length).toBeGreaterThan(2000);
expect(index.creatures.length).toBeGreaterThan(2500);
});
it("creatures have size and type populated", () => {
const index = loadPf2eBestiaryIndex();
const withSize = index.creatures.filter((c) => c.size !== "");
const withType = index.creatures.filter((c) => c.type !== "");
expect(withSize.length).toBeGreaterThan(index.creatures.length * 0.9);
expect(withType.length).toBeGreaterThan(index.creatures.length * 0.8);
});
it("returns the same cached instance on subsequent calls", () => {
@@ -49,20 +62,42 @@ describe("getAllPf2eSourceCodes", () => {
});
describe("getDefaultPf2eFetchUrl", () => {
it("returns Pf2eTools GitHub URL with lowercase source code", () => {
const url = getDefaultPf2eFetchUrl("B1");
it("returns Foundry VTT PF2e base URL", () => {
const url = getDefaultPf2eFetchUrl("pathfinder-monster-core");
expect(url).toBe(
"https://raw.githubusercontent.com/Pf2eToolsOrg/Pf2eTools/dev/data/bestiary/creatures-b1.json",
"https://raw.githubusercontent.com/foundryvtt/pf2e/v13-dev/packs/pf2e/",
);
});
it("normalizes custom base URL with trailing slash", () => {
const url = getDefaultPf2eFetchUrl(
"pathfinder-monster-core",
"https://example.com/pf2e",
);
expect(url).toBe("https://example.com/pf2e/");
});
});
describe("getPf2eSourceDisplayName", () => {
it("returns display name for a known source", () => {
expect(getPf2eSourceDisplayName("B1")).toBe("Bestiary");
const name = getPf2eSourceDisplayName("pathfinder-monster-core");
expect(name).toBe("Monster Core");
});
it("falls back to source code for unknown source", () => {
expect(getPf2eSourceDisplayName("UNKNOWN")).toBe("UNKNOWN");
});
});
describe("getCreaturePathsForSource", () => {
it("returns file paths for a known source", () => {
const paths = getCreaturePathsForSource("pathfinder-monster-core");
expect(paths.length).toBeGreaterThan(100);
expect(paths[0]).toMatch(PACK_DIR_PREFIX);
expect(paths[0]).toMatch(JSON_EXTENSION);
});
it("returns empty array for unknown source", () => {
expect(getCreaturePathsForSource("nonexistent")).toEqual([]);
});
});

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@@ -0,0 +1,168 @@
import { describe, expect, it } from "vitest";
import { stripFoundryTags } from "../strip-foundry-tags.js";
describe("stripFoundryTags", () => {
describe("@Damage tags", () => {
it("formats damage with type bracket", () => {
expect(stripFoundryTags("@Damage[3d6+10[fire]]")).toBe("3d6+10 fire");
});
it("prefers display text when present", () => {
expect(
stripFoundryTags("@Damage[3d6+10[fire]]{3d6+10 fire damage}"),
).toBe("3d6+10 fire damage");
});
it("handles multiple damage types", () => {
expect(
stripFoundryTags("@Damage[2d8+5[slashing]] plus @Damage[1d6[fire]]"),
).toBe("2d8+5 slashing plus 1d6 fire");
});
});
describe("@Check tags", () => {
it("formats basic saving throw", () => {
expect(stripFoundryTags("@Check[reflex|dc:33|basic]")).toBe(
"DC 33 basic Reflex",
);
});
it("formats non-basic check", () => {
expect(stripFoundryTags("@Check[athletics|dc:25]")).toBe(
"DC 25 Athletics",
);
});
it("formats check without DC", () => {
expect(stripFoundryTags("@Check[fortitude]")).toBe("Fortitude");
});
});
describe("@UUID tags", () => {
it("extracts display text", () => {
expect(
stripFoundryTags(
"@UUID[Compendium.pf2e.conditionitems.Item.Grabbed]{Grabbed}",
),
).toBe("Grabbed");
});
it("extracts last segment when no display text", () => {
expect(
stripFoundryTags("@UUID[Compendium.pf2e.conditionitems.Item.Grabbed]"),
).toBe("Grabbed");
});
});
describe("@Template tags", () => {
it("formats cone template", () => {
expect(stripFoundryTags("@Template[cone|distance:40]")).toBe(
"40-foot cone",
);
});
it("formats emanation template", () => {
expect(stripFoundryTags("@Template[emanation|distance:10]")).toBe(
"10-foot emanation",
);
});
it("prefers display text", () => {
expect(
stripFoundryTags("@Template[cone|distance:40]{40-foot cone}"),
).toBe("40-foot cone");
});
});
describe("unknown @Tag patterns", () => {
it("uses display text for unknown tags", () => {
expect(stripFoundryTags("@Localize[some.key]{Some Text}")).toBe(
"Some Text",
);
});
it("strips unknown tags without display text", () => {
expect(stripFoundryTags("@Localize[some.key]")).toBe("");
});
});
describe("HTML stripping", () => {
it("strips paragraph tags", () => {
expect(stripFoundryTags("<p>text</p>")).toBe("text");
});
it("converts br to newline", () => {
expect(stripFoundryTags("line1<br />line2")).toBe("line1\nline2");
});
it("converts hr to newline", () => {
expect(stripFoundryTags("before<hr />after")).toBe("before\nafter");
});
it("preserves strong and em tags", () => {
expect(stripFoundryTags("<strong>bold</strong> <em>italic</em>")).toBe(
"<strong>bold</strong> <em>italic</em>",
);
});
it("preserves list tags", () => {
expect(stripFoundryTags("<ul><li>first</li><li>second</li></ul>")).toBe(
"<ul><li>first</li><li>second</li></ul>",
);
});
it("converts p-to-p transitions to newlines", () => {
expect(stripFoundryTags("<p>first</p><p>second</p>")).toBe(
"first\nsecond",
);
});
it("strips action-glyph spans", () => {
expect(
stripFoundryTags('<span class="action-glyph">1</span> Strike'),
).toBe("Strike");
});
});
describe("HTML entities", () => {
it("decodes &amp;", () => {
expect(stripFoundryTags("fire &amp; ice")).toBe("fire & ice");
});
it("decodes &lt; and &gt;", () => {
expect(stripFoundryTags("&lt;tag&gt;")).toBe("<tag>");
});
it("decodes &quot;", () => {
expect(stripFoundryTags("&quot;hello&quot;")).toBe('"hello"');
});
});
describe("whitespace handling", () => {
it("collapses multiple spaces", () => {
expect(stripFoundryTags("a b c")).toBe("a b c");
});
it("collapses multiple blank lines", () => {
expect(stripFoundryTags("a\n\n\nb")).toBe("a\nb");
});
it("trims leading and trailing whitespace", () => {
expect(stripFoundryTags(" hello ")).toBe("hello");
});
});
describe("combined/edge cases", () => {
it("handles enrichment tags inside HTML", () => {
expect(
stripFoundryTags(
"<p>Deal @Damage[2d6[fire]] damage, @Check[reflex|dc:20|basic] save.</p>",
),
).toBe("Deal 2d6 fire damage, DC 20 basic Reflex save.");
});
it("handles empty string", () => {
expect(stripFoundryTags("")).toBe("");
});
});
});

View File

@@ -138,12 +138,20 @@ describe("stripTags", () => {
);
});
it("handles nested tags gracefully", () => {
it("handles sibling tags in the same string", () => {
expect(
stripTags("The spell {@spell Fireball|XPHB} deals {@damage 8d6}."),
).toBe("The spell Fireball deals 8d6.");
});
it("handles nested tags (outer wrapping inner)", () => {
expect(
stripTags(
"{@b Arcane Innate Spells DC 24; 3rd {@spell fireball}, {@spell slow}}",
),
).toBe("Arcane Innate Spells DC 24; 3rd fireball, slow");
});
it("handles text with no tags", () => {
expect(stripTags("Just plain text.")).toBe("Just plain text.");
});

View File

@@ -4,6 +4,7 @@ import type {
DailySpells,
LegendaryBlock,
SpellcastingBlock,
SpellReference,
TraitBlock,
TraitListItem,
TraitSegment,
@@ -385,7 +386,7 @@ function normalizeSpellcasting(
const block: {
name: string;
headerText: string;
atWill?: string[];
atWill?: SpellReference[];
daily?: DailySpells[];
restLong?: DailySpells[];
} = {
@@ -396,7 +397,7 @@ function normalizeSpellcasting(
const hidden = new Set(sc.hidden ?? []);
if (sc.will && !hidden.has("will")) {
block.atWill = sc.will.map((s) => stripTags(s));
block.atWill = sc.will.map((s) => ({ name: stripTags(s) }));
}
if (sc.daily) {
@@ -418,7 +419,7 @@ function parseDailyMap(map: Record<string, string[]>): DailySpells[] {
return {
uses,
each,
spells: spells.map((s) => stripTags(s)),
spells: spells.map((s) => ({ name: stripTags(s) })),
};
});
}

View File

@@ -3,7 +3,8 @@ import { type IDBPDatabase, openDB } from "idb";
const DB_NAME = "initiative-bestiary";
const STORE_NAME = "sources";
const DB_VERSION = 4;
// v8 (2026-04-10): Attack effects, ability frequency, perception details added to PF2e creatures
const DB_VERSION = 8;
interface CachedSourceInfo {
readonly sourceCode: string;

File diff suppressed because it is too large Load Diff

View File

@@ -14,6 +14,8 @@ interface CompactCreature {
readonly pc: number;
readonly sz: string;
readonly tp: string;
readonly f: string;
readonly li: string;
}
interface CompactIndex {
@@ -53,15 +55,30 @@ export function getAllPf2eSourceCodes(): string[] {
}
export function getDefaultPf2eFetchUrl(
sourceCode: string,
_sourceCode: string,
baseUrl?: string,
): string {
const filename = `creatures-${sourceCode.toLowerCase()}.json`;
if (baseUrl !== undefined) {
const normalized = baseUrl.endsWith("/") ? baseUrl : `${baseUrl}/`;
return `${normalized}${filename}`;
return baseUrl.endsWith("/") ? baseUrl : `${baseUrl}/`;
}
return `https://raw.githubusercontent.com/Pf2eToolsOrg/Pf2eTools/dev/data/bestiary/${filename}`;
return "https://raw.githubusercontent.com/foundryvtt/pf2e/v13-dev/packs/pf2e/";
}
export function getCreaturePathsForSource(sourceCode: string): string[] {
const compact = rawIndex as unknown as CompactIndex;
return compact.creatures.filter((c) => c.s === sourceCode).map((c) => c.f);
}
export function getCreatureNamesByPaths(paths: string[]): Map<string, string> {
const compact = rawIndex as unknown as CompactIndex;
const pathSet = new Set(paths);
const result = new Map<string, string>();
for (const c of compact.creatures) {
if (pathSet.has(c.f)) {
result.set(c.f, c.n);
}
}
return result;
}
export function getPf2eSourceDisplayName(sourceCode: string): string {

View File

@@ -56,4 +56,6 @@ export interface Pf2eBestiaryIndexPort {
getAllSourceCodes(): string[];
getDefaultFetchUrl(sourceCode: string, baseUrl?: string): string;
getSourceDisplayName(sourceCode: string): string;
getCreaturePathsForSource(sourceCode: string): string[];
getCreatureNamesByPaths(paths: string[]): Map<string, string>;
}

View File

@@ -47,5 +47,7 @@ export const productionAdapters: Adapters = {
getAllSourceCodes: pf2eBestiaryIndex.getAllPf2eSourceCodes,
getDefaultFetchUrl: pf2eBestiaryIndex.getDefaultPf2eFetchUrl,
getSourceDisplayName: pf2eBestiaryIndex.getPf2eSourceDisplayName,
getCreaturePathsForSource: pf2eBestiaryIndex.getCreaturePathsForSource,
getCreatureNamesByPaths: pf2eBestiaryIndex.getCreatureNamesByPaths,
},
};

View File

@@ -0,0 +1,110 @@
/**
* Strips Foundry VTT HTML descriptions with enrichment syntax to plain
* readable text. Handles @Damage, @Check, @UUID, @Template and generic
* @Tag patterns as well as common HTML elements.
*/
// -- Enrichment-param helpers --
function formatDamage(params: string): string {
// "3d6+10[fire]" → "3d6+10 fire"
// "d4[persistent,fire]" → "d4 persistent fire"
return params
.replaceAll(
/\[([^\]]*)\]/g,
(_, type: string) => ` ${type.replaceAll(",", " ")}`,
)
.trim();
}
function formatCheck(params: string): string {
// "reflex|dc:33|basic" → "DC 33 basic Reflex"
const parts = params.split("|");
const type = parts[0] ?? "";
let dc = "";
let basic = false;
for (const part of parts.slice(1)) {
if (part.startsWith("dc:")) {
dc = part.slice(3);
} else if (part === "basic") {
basic = true;
}
}
const label = type.charAt(0).toUpperCase() + type.slice(1);
const dcStr = dc ? `DC ${dc} ` : "";
const basicStr = basic ? "basic " : "";
return `${dcStr}${basicStr}${label}`;
}
function formatTemplate(params: string): string {
// "cone|distance:40" → "40-foot cone"
const parts = params.split("|");
const shape = parts[0] ?? "";
let distance = "";
for (const part of parts.slice(1)) {
if (part.startsWith("distance:")) {
distance = part.slice(9);
}
}
return distance ? `${distance}-foot ${shape}` : shape;
}
export function stripFoundryTags(html: string): string {
if (typeof html !== "string") return String(html);
let result = html;
// Strip Foundry enrichment tags (with optional display text)
// @Tag[params]{display} → display (prefer display text)
// @Tag[params] → extracted content
// @Damage has nested brackets: @Damage[3d6+10[fire]]
result = result.replaceAll(
/@Damage\[((?:[^[\]]|\[[^\]]*\])*)\](?:\{([^}]+)\})?/g,
(_, params: string, display: string | undefined) =>
display ?? formatDamage(params),
);
result = result.replaceAll(
/@Check\[([^\]]+)\](?:\{([^}]*)\})?/g,
(_, params: string) => formatCheck(params),
);
result = result.replaceAll(
/@UUID\[[^\]]+?([^./\]]+)\](?:\{([^}]+)\})?/g,
(_, lastSegment: string, display: string | undefined) =>
display ?? lastSegment,
);
result = result.replaceAll(
/@Template\[([^\]]+)\](?:\{([^}]+)\})?/g,
(_, params: string, display: string | undefined) =>
display ?? formatTemplate(params),
);
// Catch-all for unknown @Tag patterns
result = result.replaceAll(
/@\w+\[[^\]]*\](?:\{([^}]+)\})?/g,
(_, display: string | undefined) => display ?? "",
);
// Strip action-glyph spans (content is a number the renderer handles)
result = result.replaceAll(/<span class="action-glyph">[^<]*<\/span>/gi, "");
// Strip HTML tags (preserve <strong> for UI rendering)
result = result.replaceAll(/<br\s*\/?>/gi, "\n");
result = result.replaceAll(/<hr\s*\/?>/gi, "\n");
result = result.replaceAll(/<\/p>\s*<p[^>]*>/gi, "\n");
result = result.replaceAll(/<(?!\/?(?:strong|em|ul|ol|li)\b)[^>]+>/g, "");
// Decode common HTML entities
result = result.replaceAll("&amp;", "&");
result = result.replaceAll("&lt;", "<");
result = result.replaceAll("&gt;", ">");
result = result.replaceAll("&quot;", '"');
// Collapse whitespace around list tags so they don't create extra
// line breaks when rendered with whitespace-pre-line
result = result.replaceAll(/\s*(<\/?(?:ul|ol)>)\s*/g, "$1");
result = result.replaceAll(/\s*(<\/?li>)\s*/g, "$1");
// Collapse whitespace
result = result.replaceAll(/[ \t]+/g, " ");
result = result.replaceAll(/\n\s*\n/g, "\n");
return result.trim();
}

View File

@@ -98,20 +98,26 @@ export function stripTags(text: string): string {
// Generic tags: {@tag Display|Source|...} → Display (first segment before |)
// Covers: spell, condition, damage, dice, variantrule, action, skill,
// creature, hazard, status, plus any unknown tags
// Run in a loop to resolve nested tags (e.g. {@b ... {@spell fireball} ...})
// from innermost to outermost.
const tagPattern = /\{@(\w+)\s+([^}]+)\}/g;
while (tagPattern.test(result)) {
result = result.replaceAll(
/\{@(\w+)\s+([^}]+)\}/g,
tagPattern,
(_, tag: string, content: string) => {
// For tags with Display|Source format, extract first segment
const segments = content.split("|");
// Some tags have a third segment as display text: {@variantrule Name|Source|Display}
if ((tag === "variantrule" || tag === "action") && segments.length >= 3) {
if (
(tag === "variantrule" || tag === "action") &&
segments.length >= 3
) {
return segments[2];
}
return segments[0];
},
);
}
return result;
}

View File

@@ -0,0 +1,107 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import type { EquipmentItem } from "@initiative/domain";
import { cleanup, fireEvent, render, screen } from "@testing-library/react";
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
import { EquipmentDetailPopover } from "../equipment-detail-popover.js";
afterEach(cleanup);
const POISON: EquipmentItem = {
name: "Giant Wasp Venom",
level: 7,
category: "poison",
traits: ["consumable", "poison", "injury"],
description: "A deadly poison extracted from giant wasps.",
};
const SCROLL: EquipmentItem = {
name: "Scroll of Teleport",
level: 11,
category: "scroll",
traits: ["consumable", "magical", "scroll"],
description: "A scroll containing Teleport.",
spellName: "Teleport",
spellRank: 6,
};
const ANCHOR: DOMRect = new DOMRect(100, 100, 50, 20);
const SCROLL_SPELL_REGEX = /Teleport \(Rank 6\)/;
const DIALOG_LABEL_REGEX = /Equipment details: Giant Wasp Venom/;
beforeEach(() => {
Object.defineProperty(globalThis, "matchMedia", {
writable: true,
configurable: true,
value: vi.fn().mockImplementation(() => ({
matches: true,
media: "(min-width: 1024px)",
onchange: null,
addEventListener: vi.fn(),
removeEventListener: vi.fn(),
addListener: vi.fn(),
removeListener: vi.fn(),
dispatchEvent: vi.fn(),
})),
});
});
describe("EquipmentDetailPopover", () => {
it("renders item name, level, traits, and description", () => {
render(
<EquipmentDetailPopover
item={POISON}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(screen.getByText("Giant Wasp Venom")).toBeInTheDocument();
expect(screen.getByText("7")).toBeInTheDocument();
expect(screen.getByText("consumable")).toBeInTheDocument();
expect(screen.getByText("poison")).toBeInTheDocument();
expect(screen.getByText("injury")).toBeInTheDocument();
expect(
screen.getByText("A deadly poison extracted from giant wasps."),
).toBeInTheDocument();
});
it("renders scroll/wand spell info", () => {
render(
<EquipmentDetailPopover
item={SCROLL}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(screen.getByText(SCROLL_SPELL_REGEX)).toBeInTheDocument();
});
it("calls onClose when Escape is pressed", () => {
const onClose = vi.fn();
render(
<EquipmentDetailPopover
item={POISON}
anchorRect={ANCHOR}
onClose={onClose}
/>,
);
fireEvent.keyDown(document, { key: "Escape" });
expect(onClose).toHaveBeenCalledTimes(1);
});
it("uses the dialog role with the item name as label", () => {
render(
<EquipmentDetailPopover
item={POISON}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(
screen.getByRole("dialog", {
name: DIALOG_LABEL_REGEX,
}),
).toBeInTheDocument();
});
});

View File

@@ -0,0 +1,497 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import type { Pf2eCreature } from "@initiative/domain";
import { creatureId } from "@initiative/domain";
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 { Pf2eStatBlock } from "../pf2e-stat-block.js";
afterEach(cleanup);
const USES_PER_DAY_REGEX = /×3/;
const HEAL_DESCRIPTION_REGEX = /channel positive energy/;
const PERCEPTION_SENSES_REGEX = /\+2.*Darkvision/;
const SKILLS_REGEX = /Acrobatics \+5.*Stealth \+5/;
const SAVE_CONDITIONAL_REGEX = /\+12.*\+1 status to all saves vs\. magic/;
const SAVE_CONDITIONAL_ABSENT_REGEX = /status to all saves/;
const HP_DETAILS_REGEX = /115.*regeneration 20/;
const REGEN_REGEX = /regeneration/;
const ATTACK_NAME_REGEX = /Dogslicer/;
const ATTACK_DAMAGE_REGEX = /1d6 slashing/;
const SPELLCASTING_ENTRY_REGEX = /Divine Innate Spells\./;
const ABILITY_MID_NAME_REGEX = /Goblin Scuttle/;
const ABILITY_MID_DESC_REGEX = /The goblin Steps\./;
const CANTRIPS_REGEX = /Cantrips:/;
const AC_REGEX = /16/;
const RK_DC_13_REGEX = /DC 13/;
const RK_DC_15_REGEX = /DC 15/;
const RK_DC_25_REGEX = /DC 25/;
const RK_HUMANOID_SOCIETY_REGEX = /Humanoid \(Society\)/;
const RK_UNDEAD_RELIGION_REGEX = /Undead \(Religion\)/;
const RK_BEAST_SKILLS_REGEX = /Beast \(Arcana\/Nature\)/;
const SCROLL_NAME_REGEX = /Scroll of Teleport/;
const GOBLIN_WARRIOR: Pf2eCreature = {
system: "pf2e",
id: creatureId("pathfinder-monster-core:goblin-warrior"),
name: "Goblin Warrior",
source: "pathfinder-monster-core",
sourceDisplayName: "Monster Core",
level: -1,
traits: ["small", "goblin", "humanoid"],
perception: 2,
senses: "Darkvision",
languages: "Common, Goblin",
skills: "Acrobatics +5, Athletics +2, Nature +1, Stealth +5",
abilityMods: { str: 0, dex: 3, con: 1, int: 0, wis: -1, cha: 1 },
ac: 16,
saveFort: 5,
saveRef: 7,
saveWill: 3,
hp: 6,
speed: "25 feet",
attacks: [
{
name: "Dogslicer",
activity: { number: 1, unit: "action" },
segments: [
{
type: "text",
value: "+7 (agile, backstabber, finesse), 1d6 slashing",
},
],
},
],
abilitiesMid: [
{
name: "Goblin Scuttle",
activity: { number: 1, unit: "reaction" },
segments: [{ type: "text", value: "The goblin Steps." }],
},
],
};
const NAUNET: Pf2eCreature = {
system: "pf2e",
id: creatureId("pathfinder-monster-core-2:naunet"),
name: "Naunet",
source: "pathfinder-monster-core-2",
sourceDisplayName: "Monster Core 2",
level: 7,
traits: ["large", "monitor", "protean"],
perception: 14,
senses: "Darkvision",
languages: "Chthonian, Empyrean, Protean",
skills:
"Acrobatics +14, Athletics +16, Intimidation +16, Stealth +14, Survival +12",
abilityMods: { str: 5, dex: 3, con: 5, int: 0, wis: 3, cha: 3 },
ac: 24,
saveFort: 18,
saveRef: 14,
saveWill: 12,
saveConditional: "+1 status to all saves vs. magic",
hp: 120,
resistances: "Precision 5, Protean anatomy 10",
speed: "25 feet, Fly 30 feet, Swim 25 feet (unfettered movement)",
spellcasting: [
{
name: "Divine Innate Spells",
headerText: "DC 25, attack +17",
daily: [
{
uses: 4,
each: true,
spells: [{ name: "Unfettered Movement (Constant)" }],
},
],
atWill: [{ name: "Detect Magic" }],
},
],
};
const TROLL: Pf2eCreature = {
system: "pf2e",
id: creatureId("pathfinder-monster-core:forest-troll"),
name: "Forest Troll",
source: "pathfinder-monster-core",
sourceDisplayName: "Monster Core",
level: 5,
traits: ["large", "giant", "troll"],
perception: 11,
senses: "Darkvision",
languages: "Jotun",
skills: "Athletics +12, Intimidation +12",
abilityMods: { str: 5, dex: 2, con: 6, int: -2, wis: 0, cha: -2 },
ac: 20,
saveFort: 17,
saveRef: 11,
saveWill: 7,
hp: 115,
hpDetails: "regeneration 20 (deactivated by acid or fire)",
weaknesses: "Fire 10",
speed: "30 feet",
};
function renderStatBlock(creature: Pf2eCreature) {
return render(<Pf2eStatBlock creature={creature} />);
}
describe("Pf2eStatBlock", () => {
describe("header", () => {
it("renders creature name and level", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(
screen.getByRole("heading", { name: "Goblin Warrior" }),
).toBeInTheDocument();
expect(screen.getByText("Level -1")).toBeInTheDocument();
});
it("renders traits as tags", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("Small")).toBeInTheDocument();
expect(screen.getByText("Goblin")).toBeInTheDocument();
expect(screen.getByText("Humanoid")).toBeInTheDocument();
});
it("renders source display name", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("Monster Core")).toBeInTheDocument();
});
});
describe("recall knowledge", () => {
it("renders Recall Knowledge line for a creature with a recognized type trait", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("Recall Knowledge")).toBeInTheDocument();
expect(screen.getByText(RK_DC_13_REGEX)).toBeInTheDocument();
expect(screen.getByText(RK_HUMANOID_SOCIETY_REGEX)).toBeInTheDocument();
});
it("adjusts DC for uncommon rarity", () => {
const uncommonCreature: Pf2eCreature = {
...GOBLIN_WARRIOR,
traits: ["uncommon", "small", "humanoid"],
};
renderStatBlock(uncommonCreature);
expect(screen.getByText(RK_DC_15_REGEX)).toBeInTheDocument();
});
it("adjusts DC for rare rarity", () => {
const rareCreature: Pf2eCreature = {
...GOBLIN_WARRIOR,
level: 5,
traits: ["rare", "medium", "undead"],
};
renderStatBlock(rareCreature);
expect(screen.getByText(RK_DC_25_REGEX)).toBeInTheDocument();
expect(screen.getByText(RK_UNDEAD_RELIGION_REGEX)).toBeInTheDocument();
});
it("shows multiple skills for types with dual skill mapping", () => {
const beastCreature: Pf2eCreature = {
...GOBLIN_WARRIOR,
traits: ["small", "beast"],
};
renderStatBlock(beastCreature);
expect(screen.getByText(RK_BEAST_SKILLS_REGEX)).toBeInTheDocument();
});
it("omits Recall Knowledge when no type trait is recognized", () => {
const noTypeCreature: Pf2eCreature = {
...GOBLIN_WARRIOR,
traits: ["small", "goblin"],
};
renderStatBlock(noTypeCreature);
expect(screen.queryByText("Recall Knowledge")).not.toBeInTheDocument();
});
});
describe("perception and senses", () => {
it("renders perception modifier and senses", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("Perception")).toBeInTheDocument();
expect(screen.getByText(PERCEPTION_SENSES_REGEX)).toBeInTheDocument();
});
it("renders languages", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("Languages")).toBeInTheDocument();
expect(screen.getByText("Common, Goblin")).toBeInTheDocument();
});
it("renders skills", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("Skills")).toBeInTheDocument();
expect(screen.getByText(SKILLS_REGEX)).toBeInTheDocument();
});
});
describe("ability modifiers", () => {
it("renders all six ability labels", () => {
renderStatBlock(GOBLIN_WARRIOR);
for (const label of ["Str", "Dex", "Con", "Int", "Wis", "Cha"]) {
expect(screen.getByText(label)).toBeInTheDocument();
}
});
it("renders positive and negative modifiers", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("+3")).toBeInTheDocument();
expect(screen.getByText("-1")).toBeInTheDocument();
});
});
describe("defenses", () => {
it("renders AC and saves", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("AC")).toBeInTheDocument();
expect(screen.getByText(AC_REGEX)).toBeInTheDocument();
expect(screen.getByText("Fort")).toBeInTheDocument();
expect(screen.getByText("Ref")).toBeInTheDocument();
expect(screen.getByText("Will")).toBeInTheDocument();
});
it("renders HP", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("HP")).toBeInTheDocument();
expect(screen.getByText("6")).toBeInTheDocument();
});
it("renders saveConditional inline with saves", () => {
renderStatBlock(NAUNET);
expect(screen.getByText(SAVE_CONDITIONAL_REGEX)).toBeInTheDocument();
});
it("omits saveConditional when absent", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(
screen.queryByText(SAVE_CONDITIONAL_ABSENT_REGEX),
).not.toBeInTheDocument();
});
it("renders hpDetails in parentheses after HP", () => {
renderStatBlock(TROLL);
expect(screen.getByText(HP_DETAILS_REGEX)).toBeInTheDocument();
});
it("omits hpDetails when absent", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.queryByText(REGEN_REGEX)).not.toBeInTheDocument();
});
it("renders resistances and weaknesses", () => {
renderStatBlock(NAUNET);
expect(screen.getByText("Resistances")).toBeInTheDocument();
expect(
screen.getByText("Precision 5, Protean anatomy 10"),
).toBeInTheDocument();
});
});
describe("abilities", () => {
it("renders mid (defensive) abilities", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText(ABILITY_MID_NAME_REGEX)).toBeInTheDocument();
expect(screen.getByText(ABILITY_MID_DESC_REGEX)).toBeInTheDocument();
});
});
describe("speed and attacks", () => {
it("renders speed", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText("Speed")).toBeInTheDocument();
expect(screen.getByText("25 feet")).toBeInTheDocument();
});
it("renders attacks", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.getByText(ATTACK_NAME_REGEX)).toBeInTheDocument();
expect(screen.getByText(ATTACK_DAMAGE_REGEX)).toBeInTheDocument();
});
});
describe("spellcasting", () => {
it("renders spellcasting entry with header", () => {
renderStatBlock(NAUNET);
expect(screen.getByText(SPELLCASTING_ENTRY_REGEX)).toBeInTheDocument();
expect(screen.getByText("DC 25, attack +17")).toBeInTheDocument();
});
it("renders ranked spells", () => {
renderStatBlock(NAUNET);
expect(screen.getByText("Rank 4:")).toBeInTheDocument();
expect(
screen.getByText("Unfettered Movement (Constant)"),
).toBeInTheDocument();
});
it("renders cantrips", () => {
renderStatBlock(NAUNET);
expect(screen.getByText("Cantrips:")).toBeInTheDocument();
expect(screen.getByText("Detect Magic")).toBeInTheDocument();
});
it("omits spellcasting when absent", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(screen.queryByText(CANTRIPS_REGEX)).not.toBeInTheDocument();
});
});
describe("equipment section", () => {
const CREATURE_WITH_EQUIPMENT: Pf2eCreature = {
...GOBLIN_WARRIOR,
id: creatureId("test:equipped"),
name: "Equipped NPC",
items: "longsword, leather armor",
equipment: [
{
name: "Giant Wasp Venom",
level: 7,
category: "poison",
traits: ["consumable", "poison"],
description: "A deadly poison extracted from giant wasps.",
},
{
name: "Scroll of Teleport",
level: 11,
category: "scroll",
traits: ["consumable", "magical", "scroll"],
description: "A scroll containing Teleport.",
spellName: "Teleport",
spellRank: 6,
},
{
name: "Plain Talisman",
level: 1,
traits: ["magical"],
},
],
};
it("renders Equipment section with item names", () => {
renderStatBlock(CREATURE_WITH_EQUIPMENT);
expect(
screen.getByRole("heading", { name: "Equipment" }),
).toBeInTheDocument();
expect(screen.getByText("Giant Wasp Venom")).toBeInTheDocument();
});
it("renders scroll name as-is from Foundry data", () => {
renderStatBlock(CREATURE_WITH_EQUIPMENT);
expect(screen.getByText(SCROLL_NAME_REGEX)).toBeInTheDocument();
});
it("does not render Equipment section when creature has no equipment", () => {
renderStatBlock(GOBLIN_WARRIOR);
expect(
screen.queryByRole("heading", { name: "Equipment" }),
).not.toBeInTheDocument();
});
it("renders equipment items with descriptions as clickable buttons", () => {
renderStatBlock(CREATURE_WITH_EQUIPMENT);
expect(
screen.getByRole("button", { name: "Giant Wasp Venom" }),
).toBeInTheDocument();
});
it("renders equipment items without descriptions as plain text", () => {
renderStatBlock(CREATURE_WITH_EQUIPMENT);
expect(
screen.queryByRole("button", { name: "Plain Talisman" }),
).not.toBeInTheDocument();
expect(screen.getByText("Plain Talisman")).toBeInTheDocument();
});
it("renders Items line with mundane item names", () => {
renderStatBlock(CREATURE_WITH_EQUIPMENT);
expect(screen.getByText("Items")).toBeInTheDocument();
expect(screen.getByText("longsword, leather armor")).toBeInTheDocument();
});
});
describe("clickable spells", () => {
const SPELLCASTER: Pf2eCreature = {
...NAUNET,
id: creatureId("test:spellcaster"),
name: "Spellcaster",
spellcasting: [
{
name: "Divine Innate Spells",
headerText: "DC 30, attack +20",
atWill: [{ name: "Detect Magic", rank: 1 }],
daily: [
{
uses: 4,
each: true,
spells: [
{
name: "Heal",
description: "You channel positive energy to heal.",
rank: 4,
usesPerDay: 3,
},
{ name: "Restoration", rank: 4 },
],
},
],
},
],
};
beforeEach(() => {
Object.defineProperty(globalThis, "matchMedia", {
writable: true,
configurable: true,
value: vi.fn().mockImplementation(() => ({
matches: true,
media: "(min-width: 1024px)",
onchange: null,
addEventListener: vi.fn(),
removeEventListener: vi.fn(),
addListener: vi.fn(),
removeListener: vi.fn(),
dispatchEvent: vi.fn(),
})),
});
});
it("renders a spell with a description as a clickable button", () => {
renderStatBlock(SPELLCASTER);
expect(screen.getByRole("button", { name: "Heal" })).toBeInTheDocument();
});
it("renders a spell without description as plain text (not a button)", () => {
renderStatBlock(SPELLCASTER);
expect(
screen.queryByRole("button", { name: "Restoration" }),
).not.toBeInTheDocument();
expect(screen.getByText("Restoration")).toBeInTheDocument();
});
it("renders usesPerDay as plain text alongside the spell button", () => {
renderStatBlock(SPELLCASTER);
expect(screen.getByText(USES_PER_DAY_REGEX)).toBeInTheDocument();
});
it("opens the spell popover when a spell button is clicked", async () => {
const user = userEvent.setup();
renderStatBlock(SPELLCASTER);
await user.click(screen.getByRole("button", { name: "Heal" }));
expect(screen.getByText(HEAL_DESCRIPTION_REGEX)).toBeInTheDocument();
});
it("closes the popover when Escape is pressed", async () => {
const user = userEvent.setup();
renderStatBlock(SPELLCASTER);
await user.click(screen.getByRole("button", { name: "Heal" }));
expect(screen.getByText(HEAL_DESCRIPTION_REGEX)).toBeInTheDocument();
await user.keyboard("{Escape}");
expect(
screen.queryByText(HEAL_DESCRIPTION_REGEX),
).not.toBeInTheDocument();
});
});
});

View File

@@ -65,7 +65,7 @@ describe("SourceFetchPrompt", () => {
});
it("Load calls fetchAndCacheSource and onSourceLoaded on success", async () => {
mockFetchAndCacheSource.mockResolvedValueOnce(undefined);
mockFetchAndCacheSource.mockResolvedValueOnce({ skippedNames: [] });
const user = userEvent.setup();
const { onSourceLoaded } = renderPrompt();

View File

@@ -28,7 +28,7 @@ beforeAll(() => {
afterEach(cleanup);
function renderWithSources(sources: CachedSourceInfo[] = []) {
function renderWithSources(sources: CachedSourceInfo[] = []): void {
const adapters = createTestAdapters();
// Wire getCachedSources to return the provided sources initially,
// then empty after clear operations
@@ -57,14 +57,14 @@ function renderWithSources(sources: CachedSourceInfo[] = []) {
describe("SourceManager", () => {
it("shows 'No cached sources' empty state when no sources", async () => {
void renderWithSources([]);
renderWithSources([]);
await waitFor(() => {
expect(screen.getByText("No cached sources")).toBeInTheDocument();
});
});
it("lists cached sources with display name and creature count", async () => {
void renderWithSources([
renderWithSources([
{
sourceCode: "mm",
displayName: "Monster Manual",
@@ -88,7 +88,7 @@ describe("SourceManager", () => {
it("Clear All button removes all sources", async () => {
const user = userEvent.setup();
void renderWithSources([
renderWithSources([
{
sourceCode: "mm",
displayName: "Monster Manual",
@@ -110,7 +110,7 @@ describe("SourceManager", () => {
it("individual source delete button removes that source", async () => {
const user = userEvent.setup();
void renderWithSources([
renderWithSources([
{
sourceCode: "mm",
displayName: "Monster Manual",

View File

@@ -0,0 +1,158 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import type { SpellReference } from "@initiative/domain";
import { cleanup, fireEvent, render, screen } from "@testing-library/react";
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
import { SpellDetailPopover } from "../spell-detail-popover.js";
afterEach(cleanup);
const FIREBALL: SpellReference = {
name: "Fireball",
slug: "fireball",
rank: 3,
description: "A spark leaps from your fingertip to the target.",
traits: ["fire", "manipulate"],
traditions: ["arcane", "primal"],
range: "500 feet",
area: "20-foot burst",
defense: "basic Reflex",
actionCost: "2",
heightening: "Heightened (+1) The damage increases by 2d6.",
};
const ANCHOR: DOMRect = new DOMRect(100, 100, 50, 20);
const SPARK_LEAPS_REGEX = /spark leaps/;
const HEIGHTENED_REGEX = /Heightened.*2d6/;
const RANGE_REGEX = /500 feet/;
const AREA_REGEX = /20-foot burst/;
const DEFENSE_REGEX = /basic Reflex/;
const NO_DESCRIPTION_REGEX = /No description available/;
const DIALOG_LABEL_REGEX = /Spell details: Fireball/;
beforeEach(() => {
// Force desktop variant in jsdom
Object.defineProperty(globalThis, "matchMedia", {
writable: true,
configurable: true,
value: vi.fn().mockImplementation(() => ({
matches: true,
media: "(min-width: 1024px)",
onchange: null,
addEventListener: vi.fn(),
removeEventListener: vi.fn(),
addListener: vi.fn(),
removeListener: vi.fn(),
dispatchEvent: vi.fn(),
})),
});
});
describe("SpellDetailPopover", () => {
it("renders spell name, rank, traits, and description", () => {
render(
<SpellDetailPopover
spell={FIREBALL}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(screen.getByText("Fireball")).toBeInTheDocument();
expect(screen.getByText("3rd")).toBeInTheDocument();
expect(screen.getByText("fire")).toBeInTheDocument();
expect(screen.getByText("manipulate")).toBeInTheDocument();
expect(screen.getByText(SPARK_LEAPS_REGEX)).toBeInTheDocument();
});
it("renders heightening rules when present", () => {
render(
<SpellDetailPopover
spell={FIREBALL}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(screen.getByText(HEIGHTENED_REGEX)).toBeInTheDocument();
});
it("renders range, area, and defense", () => {
render(
<SpellDetailPopover
spell={FIREBALL}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(screen.getByText(RANGE_REGEX)).toBeInTheDocument();
expect(screen.getByText(AREA_REGEX)).toBeInTheDocument();
expect(screen.getByText(DEFENSE_REGEX)).toBeInTheDocument();
});
it("calls onClose when Escape is pressed", () => {
const onClose = vi.fn();
render(
<SpellDetailPopover
spell={FIREBALL}
anchorRect={ANCHOR}
onClose={onClose}
/>,
);
fireEvent.keyDown(document, { key: "Escape" });
expect(onClose).toHaveBeenCalledTimes(1);
});
it("shows placeholder when description is missing", () => {
const spell: SpellReference = { name: "Mystery", rank: 1 };
render(
<SpellDetailPopover
spell={spell}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(screen.getByText(NO_DESCRIPTION_REGEX)).toBeInTheDocument();
});
it("renders the action cost as an icon when it is a numeric action count", () => {
render(
<SpellDetailPopover
spell={FIREBALL}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
// Action cost "2" renders as an SVG ActivityIcon (portaled to body)
const dialog = screen.getByRole("dialog");
expect(dialog.querySelector("svg")).toBeInTheDocument();
});
it("renders non-numeric action cost as text", () => {
const spell: SpellReference = {
...FIREBALL,
actionCost: "1 minute",
};
render(
<SpellDetailPopover
spell={spell}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(screen.getByText("1 minute")).toBeInTheDocument();
});
it("uses the dialog role with the spell name as label", () => {
render(
<SpellDetailPopover
spell={FIREBALL}
anchorRect={ANCHOR}
onClose={() => {}}
/>,
);
expect(
screen.getByRole("dialog", { name: DIALOG_LABEL_REGEX }),
).toBeInTheDocument();
});
});

View File

@@ -111,9 +111,15 @@ const DRAGON: Creature = {
{
name: "Innate Spellcasting",
headerText: "The dragon's spellcasting ability is Charisma.",
atWill: ["detect magic", "suggestion"],
daily: [{ uses: 3, each: true, spells: ["fireball", "wall of fire"] }],
restLong: [{ uses: 1, each: false, spells: ["wish"] }],
atWill: [{ name: "detect magic" }, { name: "suggestion" }],
daily: [
{
uses: 3,
each: true,
spells: [{ name: "fireball" }, { name: "wall of fire" }],
},
],
restLong: [{ uses: 1, each: false, spells: [{ name: "wish" }] }],
},
],
};

View File

@@ -12,7 +12,7 @@ const DND_BASE_URL =
"https://raw.githubusercontent.com/5etools-mirror-3/5etools-src/main/data/bestiary/";
const PF2E_BASE_URL =
"https://raw.githubusercontent.com/Pf2eToolsOrg/Pf2eTools/dev/data/bestiary/";
"https://raw.githubusercontent.com/foundryvtt/pf2e/v13-dev/packs/pf2e/";
export function BulkImportPrompt() {
const { bestiaryIndex, pf2eBestiaryIndex } = useAdapters();

View File

@@ -10,6 +10,7 @@ import { Brain, Pencil, X } from "lucide-react";
import { type Ref, useCallback, useEffect, useRef, useState } from "react";
import { useEncounterContext } from "../contexts/encounter-context.js";
import { useInitiativeRollsContext } from "../contexts/initiative-rolls-context.js";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
import { useSidePanelContext } from "../contexts/side-panel-context.js";
import { useLongPress } from "../hooks/use-long-press.js";
import { cn } from "../lib/utils.js";
@@ -415,12 +416,14 @@ function InitiativeDisplay({
function rowBorderClass(
isActive: boolean,
isConcentrating: boolean | undefined,
isPf2e: boolean,
): string {
if (isActive && isConcentrating)
const showConcentration = isConcentrating && !isPf2e;
if (isActive && showConcentration)
return "border border-l-2 border-active-row-border border-l-purple-400 bg-active-row-bg card-glow";
if (isActive)
return "border border-l-2 border-active-row-border bg-active-row-bg card-glow";
if (isConcentrating)
if (showConcentration)
return "border border-l-2 border-transparent border-l-purple-400";
return "border border-l-2 border-transparent";
}
@@ -452,12 +455,20 @@ export function CombatantRow({
decrementCondition,
toggleConcentration,
} = useEncounterContext();
const { selectedCreatureId, showCreature, toggleCollapse } =
useSidePanelContext();
const {
selectedCreatureId,
selectedCombatantId,
showCreature,
toggleCollapse,
} = useSidePanelContext();
const { handleRollInitiative } = useInitiativeRollsContext();
const { edition } = useRulesEditionContext();
const isPf2e = edition === "pf2e";
// Derive what was previously conditional props
const isStatBlockOpen = combatant.creatureId === selectedCreatureId;
const isStatBlockOpen =
combatant.creatureId === selectedCreatureId &&
combatant.id === selectedCombatantId;
const { creatureId } = combatant;
const hasStatBlock = !!creatureId;
const onToggleStatBlock = hasStatBlock
@@ -465,7 +476,7 @@ export function CombatantRow({
if (isStatBlockOpen) {
toggleCollapse();
} else {
showCreature(creatureId);
showCreature(creatureId, combatant.id);
}
}
: undefined;
@@ -495,12 +506,16 @@ export function CombatantRow({
const tempHpDropped =
prevTempHp !== undefined && (combatant.tempHp ?? 0) < prevTempHp;
if ((realHpDropped || tempHpDropped) && combatant.isConcentrating) {
if (
(realHpDropped || tempHpDropped) &&
combatant.isConcentrating &&
!isPf2e
) {
setIsPulsing(true);
clearTimeout(pulseTimerRef.current);
pulseTimerRef.current = setTimeout(() => setIsPulsing(false), 1200);
}
}, [currentHp, combatant.tempHp, combatant.isConcentrating]);
}, [currentHp, combatant.tempHp, combatant.isConcentrating, isPf2e]);
useEffect(() => {
if (!combatant.isConcentrating) {
@@ -518,12 +533,20 @@ export function CombatantRow({
ref={ref}
className={cn(
"group rounded-lg pr-3 transition-colors",
rowBorderClass(isActive, combatant.isConcentrating),
rowBorderClass(isActive, combatant.isConcentrating, isPf2e),
isPulsing && "animate-concentration-pulse",
)}
>
<div className="grid grid-cols-[2rem_3rem_auto_1fr_auto_2rem] items-center gap-1.5 py-3 sm:grid-cols-[2rem_3.5rem_auto_1fr_auto_2rem] sm:gap-3 sm:py-2">
{/* Concentration */}
<div
className={cn(
"grid items-center gap-1.5 py-3 sm:gap-3 sm:py-2",
isPf2e
? "grid-cols-[3rem_auto_1fr_auto_2rem] pl-3 sm:grid-cols-[3.5rem_auto_1fr_auto_2rem]"
: "grid-cols-[2rem_3rem_auto_1fr_auto_2rem] sm:grid-cols-[2rem_3.5rem_auto_1fr_auto_2rem]",
)}
>
{/* Concentration — hidden in PF2e mode */}
{!isPf2e && (
<button
type="button"
onClick={() => toggleConcentration(id)}
@@ -536,6 +559,7 @@ export function CombatantRow({
>
<Brain size={16} />
</button>
)}
{/* Initiative */}
<div className="rounded-md bg-muted/30 px-1">

View File

@@ -162,20 +162,35 @@ export function ConditionPicker({
<span className="min-w-5 rounded-full bg-accent px-1.5 py-0.5 text-center font-medium text-primary-foreground text-xs">
{editing.value}
</span>
{(() => {
const atMax =
def.maxValue !== undefined &&
editing.value >= def.maxValue;
return (
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
className={cn(
"rounded p-0.5",
atMax
? "cursor-not-allowed text-muted-foreground opacity-50"
: "text-foreground hover:bg-accent/40",
)}
disabled={atMax}
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
if (!atMax) {
setEditing({
...editing,
value: editing.value + 1,
});
}
}}
>
<Plus className="h-3 w-3" />
</button>
);
})()}
<button
type="button"
className="ml-0.5 rounded p-0.5 text-foreground hover:bg-accent/40"

View File

@@ -0,0 +1,141 @@
import type { ReactNode } from "react";
import { useEffect, useLayoutEffect, useRef, useState } from "react";
import { createPortal } from "react-dom";
import { useClickOutside } from "../hooks/use-click-outside.js";
import { useSwipeToDismissDown } from "../hooks/use-swipe-to-dismiss.js";
import { cn } from "../lib/utils.js";
interface DetailPopoverProps {
readonly anchorRect: DOMRect;
readonly onClose: () => void;
readonly ariaLabel: string;
readonly children: ReactNode;
}
function DesktopPanel({
anchorRect,
onClose,
ariaLabel,
children,
}: Readonly<DetailPopoverProps>) {
const ref = useRef<HTMLDivElement>(null);
const [pos, setPos] = useState<{ top: number; left: number } | null>(null);
useLayoutEffect(() => {
const el = ref.current;
if (!el) return;
const popover = el.getBoundingClientRect();
const vw = document.documentElement.clientWidth;
const vh = document.documentElement.clientHeight;
// Prefer placement to the LEFT of the anchor (panel is on the right edge)
let left = anchorRect.left - popover.width - 8;
if (left < 8) {
left = anchorRect.right + 8;
}
if (left + popover.width > vw - 8) {
left = vw - popover.width - 8;
}
let top = anchorRect.top;
if (top + popover.height > vh - 8) {
top = vh - popover.height - 8;
}
if (top < 8) top = 8;
setPos({ top, left });
}, [anchorRect]);
useClickOutside(ref, onClose);
return (
<div
ref={ref}
className="card-glow fixed z-50 max-h-[calc(100vh-16px)] w-80 max-w-[calc(100vw-16px)] overflow-y-auto rounded-lg border border-border bg-card p-4 shadow-lg"
style={pos ? { top: pos.top, left: pos.left } : { visibility: "hidden" }}
role="dialog"
aria-label={ariaLabel}
>
{children}
</div>
);
}
function MobileSheet({
onClose,
ariaLabel,
children,
}: Readonly<Omit<DetailPopoverProps, "anchorRect">>) {
const { offsetY, isSwiping, handlers } = useSwipeToDismissDown(onClose);
useEffect(() => {
const handler = (e: KeyboardEvent) => {
if (e.key === "Escape") onClose();
};
document.addEventListener("keydown", handler);
return () => document.removeEventListener("keydown", handler);
}, [onClose]);
return (
<div className="fixed inset-0 z-50">
<button
type="button"
className="fade-in absolute inset-0 animate-in bg-black/50"
onClick={onClose}
aria-label="Close details"
/>
<div
className={cn(
"panel-glow absolute right-0 bottom-0 left-0 max-h-[80vh] rounded-t-2xl border-border border-t bg-card",
!isSwiping && "animate-slide-in-bottom",
)}
style={
isSwiping ? { transform: `translateY(${offsetY}px)` } : undefined
}
{...handlers}
role="dialog"
aria-label={ariaLabel}
>
<div className="flex justify-center pt-2 pb-1">
<div className="h-1 w-10 rounded-full bg-muted-foreground/40" />
</div>
<div className="max-h-[calc(80vh-24px)] overflow-y-auto p-4">
{children}
</div>
</div>
</div>
);
}
export function DetailPopover({
anchorRect,
onClose,
ariaLabel,
children,
}: Readonly<DetailPopoverProps>) {
const [isDesktop, setIsDesktop] = useState(
() => globalThis.matchMedia("(min-width: 1024px)").matches,
);
useEffect(() => {
const mq = globalThis.matchMedia("(min-width: 1024px)");
const handler = (e: MediaQueryListEvent) => setIsDesktop(e.matches);
mq.addEventListener("change", handler);
return () => mq.removeEventListener("change", handler);
}, []);
// Portal to document.body to escape any CSS transforms on ancestors
// (the side panel uses translate-x for collapse animation, which would
// otherwise become the containing block for fixed-positioned children).
const content = isDesktop ? (
<DesktopPanel
anchorRect={anchorRect}
onClose={onClose}
ariaLabel={ariaLabel}
>
{children}
</DesktopPanel>
) : (
<MobileSheet onClose={onClose} ariaLabel={ariaLabel}>
{children}
</MobileSheet>
);
return createPortal(content, document.body);
}

View File

@@ -134,7 +134,7 @@ export function DndStatBlock({ creature }: Readonly<DndStatBlockProps>) {
{sc.atWill && sc.atWill.length > 0 && (
<div className="pl-2">
<span className="font-semibold">At Will:</span>{" "}
{sc.atWill.join(", ")}
{sc.atWill.map((s) => s.name).join(", ")}
</div>
)}
{sc.daily?.map((d) => (
@@ -143,7 +143,7 @@ export function DndStatBlock({ creature }: Readonly<DndStatBlockProps>) {
{d.uses}/day
{d.each ? " each" : ""}:
</span>{" "}
{d.spells.join(", ")}
{d.spells.map((s) => s.name).join(", ")}
</div>
))}
{sc.restLong?.map((d) => (
@@ -155,7 +155,7 @@ export function DndStatBlock({ creature }: Readonly<DndStatBlockProps>) {
{d.uses}/long rest
{d.each ? " each" : ""}:
</span>{" "}
{d.spells.join(", ")}
{d.spells.map((s) => s.name).join(", ")}
</div>
))}
</div>

View File

@@ -0,0 +1,72 @@
import type { EquipmentItem } from "@initiative/domain";
import { DetailPopover } from "./detail-popover.js";
import { RichDescription } from "./rich-description.js";
interface EquipmentDetailPopoverProps {
readonly item: EquipmentItem;
readonly anchorRect: DOMRect;
readonly onClose: () => void;
}
function EquipmentDetailContent({ item }: Readonly<{ item: EquipmentItem }>) {
return (
<div className="space-y-2 text-sm">
<h3 className="font-bold text-lg text-stat-heading">{item.name}</h3>
{item.traits && item.traits.length > 0 && (
<div className="flex flex-wrap gap-1">
{item.traits.map((t) => (
<span
key={t}
className="rounded border border-border bg-card px-1.5 py-0.5 text-foreground text-xs"
>
{t}
</span>
))}
</div>
)}
<div className="space-y-0.5 text-xs">
<div>
<span className="font-semibold">Level</span> {item.level}
</div>
{item.category ? (
<div>
<span className="font-semibold">Category</span>{" "}
{item.category.charAt(0).toUpperCase() + item.category.slice(1)}
</div>
) : null}
{item.spellName ? (
<div>
<span className="font-semibold">Spell</span> {item.spellName}
{item.spellRank === undefined ? "" : ` (Rank ${item.spellRank})`}
</div>
) : null}
</div>
{item.description ? (
<RichDescription
text={item.description}
className="whitespace-pre-line text-foreground"
/>
) : (
<p className="text-muted-foreground italic">
No description available.
</p>
)}
</div>
);
}
export function EquipmentDetailPopover({
item,
anchorRect,
onClose,
}: Readonly<EquipmentDetailPopoverProps>) {
return (
<DetailPopover
anchorRect={anchorRect}
onClose={onClose}
ariaLabel={`Equipment details: ${item.name}`}
>
<EquipmentDetailContent item={item} />
</DetailPopover>
);
}

View File

@@ -1,5 +1,15 @@
import type { Pf2eCreature } from "@initiative/domain";
import { formatInitiativeModifier } from "@initiative/domain";
import type {
CombatantId,
EquipmentItem,
Pf2eCreature,
SpellReference,
} from "@initiative/domain";
import { formatInitiativeModifier, recallKnowledge } from "@initiative/domain";
import { ChevronDown, ChevronUp } from "lucide-react";
import { useCallback, useRef, useState } from "react";
import { cn } from "../lib/utils.js";
import { EquipmentDetailPopover } from "./equipment-detail-popover.js";
import { SpellDetailPopover } from "./spell-detail-popover.js";
import {
PropertyLine,
SectionDivider,
@@ -8,6 +18,14 @@ import {
interface Pf2eStatBlockProps {
creature: Pf2eCreature;
adjustment?: "weak" | "elite";
combatantId?: CombatantId;
baseCreature?: Pf2eCreature;
onSetAdjustment?: (
id: CombatantId,
adj: "weak" | "elite" | undefined,
base: Pf2eCreature,
) => void;
}
const ALIGNMENTS = new Set([
@@ -34,7 +52,137 @@ function formatMod(mod: number): string {
return mod >= 0 ? `+${mod}` : `${mod}`;
}
export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
/** Returns the text color class for stats affected by weak/elite adjustment. */
function adjustmentColor(adjustment: "weak" | "elite" | undefined): string {
if (adjustment === "elite") return "text-blue-400";
if (adjustment === "weak") return "text-red-400";
return "";
}
interface SpellLinkProps {
readonly spell: SpellReference;
readonly onOpen: (spell: SpellReference, rect: DOMRect) => void;
}
function UsesPerDay({ count }: Readonly<{ count: number | undefined }>) {
if (count === undefined || count <= 1) return null;
return <span> (×{count})</span>;
}
function SpellLink({ spell, onOpen }: Readonly<SpellLinkProps>) {
const ref = useRef<HTMLButtonElement>(null);
const handleClick = useCallback(() => {
if (!spell.description) return;
const rect = ref.current?.getBoundingClientRect();
if (rect) onOpen(spell, rect);
}, [spell, onOpen]);
if (!spell.description) {
return (
<span>
{spell.name}
<UsesPerDay count={spell.usesPerDay} />
</span>
);
}
return (
<>
<button
ref={ref}
type="button"
onClick={handleClick}
className="cursor-pointer text-foreground underline decoration-dotted underline-offset-2 hover:text-hover-neutral"
>
{spell.name}
</button>
<UsesPerDay count={spell.usesPerDay} />
</>
);
}
interface SpellListLineProps {
readonly label: string;
readonly spells: readonly SpellReference[];
readonly onOpen: (spell: SpellReference, rect: DOMRect) => void;
}
function SpellListLine({
label,
spells,
onOpen,
}: Readonly<SpellListLineProps>) {
return (
<div className="pl-2">
<span className="font-semibold">{label}:</span>{" "}
{spells.map((spell, i) => (
<span key={spell.slug ?? spell.name}>
{i > 0 ? ", " : ""}
<SpellLink spell={spell} onOpen={onOpen} />
</span>
))}
</div>
);
}
interface EquipmentLinkProps {
readonly item: EquipmentItem;
readonly onOpen: (item: EquipmentItem, rect: DOMRect) => void;
}
function EquipmentLink({ item, onOpen }: Readonly<EquipmentLinkProps>) {
const ref = useRef<HTMLButtonElement>(null);
const handleClick = useCallback(() => {
if (!item.description) return;
const rect = ref.current?.getBoundingClientRect();
if (rect) onOpen(item, rect);
}, [item, onOpen]);
if (!item.description) {
return <span>{item.name}</span>;
}
return (
<button
ref={ref}
type="button"
onClick={handleClick}
className="cursor-pointer text-foreground underline decoration-dotted underline-offset-2 hover:text-hover-neutral"
>
{item.name}
</button>
);
}
export function Pf2eStatBlock({
creature,
adjustment,
combatantId,
baseCreature,
onSetAdjustment,
}: Readonly<Pf2eStatBlockProps>) {
const [openSpell, setOpenSpell] = useState<{
spell: SpellReference;
rect: DOMRect;
} | null>(null);
const handleOpenSpell = useCallback(
(spell: SpellReference, rect: DOMRect) => setOpenSpell({ spell, rect }),
[],
);
const handleCloseSpell = useCallback(() => setOpenSpell(null), []);
const [openEquipment, setOpenEquipment] = useState<{
item: EquipmentItem;
rect: DOMRect;
} | null>(null);
const handleOpenEquipment = useCallback(
(item: EquipmentItem, rect: DOMRect) => setOpenEquipment({ item, rect }),
[],
);
const handleCloseEquipment = useCallback(() => setOpenEquipment(null), []);
const rk = recallKnowledge(creature.level, creature.traits);
const adjColor = adjustmentColor(adjustment);
const abilityEntries = [
{ label: "Str", mod: creature.abilityMods.str },
{ label: "Dex", mod: creature.abilityMods.dex },
@@ -49,13 +197,46 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{/* Header */}
<div>
<div className="flex items-baseline justify-between gap-2">
<h2 className="font-bold text-stat-heading text-xl">
<h2 className="flex items-center gap-1.5 font-bold text-stat-heading text-xl">
{adjustment === "elite" && (
<ChevronUp className="h-5 w-5 shrink-0 text-blue-400" />
)}
{adjustment === "weak" && (
<ChevronDown className="h-5 w-5 shrink-0 text-red-400" />
)}
{creature.name}
</h2>
<span className="shrink-0 font-semibold text-sm">
<span className={cn("shrink-0 font-semibold text-sm", adjColor)}>
Level {creature.level}
</span>
</div>
{combatantId != null &&
onSetAdjustment != null &&
baseCreature != null && (
<div className="mt-1 flex gap-1">
{(["weak", "normal", "elite"] as const).map((opt) => {
const value = opt === "normal" ? undefined : opt;
const isActive = adjustment === value;
return (
<button
key={opt}
type="button"
className={cn(
"rounded px-2 py-0.5 font-medium text-xs capitalize",
isActive
? "bg-accent text-primary-foreground"
: "bg-card text-muted-foreground hover:bg-accent/30",
)}
onClick={() =>
onSetAdjustment(combatantId, value, baseCreature)
}
>
{opt}
</button>
);
})}
</div>
)}
<div className="mt-1 flex flex-wrap gap-1">
{displayTraits(creature.traits).map((trait) => (
<span
@@ -69,16 +250,24 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
<p className="mt-1 text-muted-foreground text-xs">
{creature.sourceDisplayName}
</p>
{rk && (
<p className="mt-1 text-sm">
<span className="font-semibold">Recall Knowledge</span> DC {rk.dc}{" "}
&bull; {capitalize(rk.type)} ({rk.skills.join("/")})
</p>
)}
</div>
<SectionDivider />
{/* Perception, Languages, Skills */}
<div className="space-y-0.5 text-sm">
<div>
<div className={adjColor}>
<span className="font-semibold">Perception</span>{" "}
{formatInitiativeModifier(creature.perception)}
{creature.senses ? `; ${creature.senses}` : ""}
{creature.senses || creature.perceptionDetails
? `; ${[creature.senses, creature.perceptionDetails].filter(Boolean).join(", ")}`
: ""}
</div>
<PropertyLine label="Languages" value={creature.languages} />
<PropertyLine label="Skills" value={creature.skills} />
@@ -105,7 +294,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{/* Defenses */}
<div className="space-y-0.5 text-sm">
<div>
<div className={adjColor}>
<span className="font-semibold">AC</span> {creature.ac}
{creature.acConditional ? ` (${creature.acConditional})` : ""};{" "}
<span className="font-semibold">Fort</span>{" "}
@@ -114,9 +303,11 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{formatMod(creature.saveRef)},{" "}
<span className="font-semibold">Will</span>{" "}
{formatMod(creature.saveWill)}
{creature.saveConditional ? `; ${creature.saveConditional}` : ""}
</div>
<div>
<div className={adjColor}>
<span className="font-semibold">HP</span> {creature.hp}
{creature.hpDetails ? ` (${creature.hpDetails})` : ""}
</div>
<PropertyLine label="Immunities" value={creature.immunities} />
<PropertyLine label="Resistances" value={creature.resistances} />
@@ -138,6 +329,63 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{/* Bottom abilities (active abilities) */}
<TraitSection entries={creature.abilitiesBot} />
{/* Spellcasting */}
{creature.spellcasting && creature.spellcasting.length > 0 && (
<>
<SectionDivider />
{creature.spellcasting.map((sc) => (
<div key={sc.name} className="space-y-1 text-sm">
<div>
<span className="font-semibold italic">{sc.name}.</span>{" "}
{sc.headerText}
</div>
{sc.daily?.map((d) => (
<SpellListLine
key={d.uses}
label={d.uses === 0 ? "Cantrips" : `Rank ${d.uses}`}
spells={d.spells}
onOpen={handleOpenSpell}
/>
))}
{sc.atWill && sc.atWill.length > 0 && (
<SpellListLine
label="Cantrips"
spells={sc.atWill}
onOpen={handleOpenSpell}
/>
)}
</div>
))}
</>
)}
{creature.equipment && creature.equipment.length > 0 && (
<>
<SectionDivider />
<h3 className="font-bold text-base text-stat-heading">Equipment</h3>
<div className="space-y-1 text-sm">
{creature.equipment.map((item) => (
<div key={item.name}>
<EquipmentLink item={item} onOpen={handleOpenEquipment} />
</div>
))}
</div>
</>
)}
{openSpell ? (
<SpellDetailPopover
spell={openSpell.spell}
anchorRect={openSpell.rect}
onClose={handleCloseSpell}
/>
) : null}
{openEquipment ? (
<EquipmentDetailPopover
item={openEquipment.item}
anchorRect={openEquipment.rect}
onClose={handleCloseEquipment}
/>
) : null}
</div>
);
}

View File

@@ -0,0 +1,20 @@
import { cn } from "../lib/utils.js";
/**
* Renders text containing safe HTML formatting tags (strong, em, ul, ol, li)
* preserved by the stripFoundryTags pipeline. All other HTML is already
* stripped before reaching this component.
*/
export function RichDescription({
text,
className,
}: Readonly<{ text: string; className?: string }>) {
const props = {
className: cn(
"[&_ol]:list-decimal [&_ol]:pl-4 [&_ul]:list-disc [&_ul]:pl-4",
className,
),
dangerouslySetInnerHTML: { __html: text },
};
return <div {...props} />;
}

View File

@@ -8,7 +8,7 @@ import { Input } from "./ui/input.js";
interface SourceFetchPromptProps {
sourceCode: string;
onSourceLoaded: () => void;
onSourceLoaded: (skippedNames: string[]) => void;
}
export function SourceFetchPrompt({
@@ -32,8 +32,9 @@ export function SourceFetchPrompt({
setStatus("fetching");
setError("");
try {
await fetchAndCacheSource(sourceCode, url);
onSourceLoaded();
const { skippedNames } = await fetchAndCacheSource(sourceCode, url);
setStatus("idle");
onSourceLoaded(skippedNames);
} catch (e) {
setStatus("error");
setError(e instanceof Error ? e.message : "Failed to fetch source data");
@@ -51,7 +52,7 @@ export function SourceFetchPrompt({
const text = await file.text();
const json = JSON.parse(text);
await uploadAndCacheSource(sourceCode, json);
onSourceLoaded();
onSourceLoaded([]);
} catch (err) {
setStatus("error");
setError(

View File

@@ -0,0 +1,178 @@
import type { ActivityCost, SpellReference } from "@initiative/domain";
import { DetailPopover } from "./detail-popover.js";
import { RichDescription } from "./rich-description.js";
import { ActivityIcon } from "./stat-block-parts.js";
interface SpellDetailPopoverProps {
readonly spell: SpellReference;
readonly anchorRect: DOMRect;
readonly onClose: () => void;
}
const RANK_LABELS = [
"Cantrip",
"1st",
"2nd",
"3rd",
"4th",
"5th",
"6th",
"7th",
"8th",
"9th",
"10th",
];
function formatRank(rank: number | undefined): string {
if (rank === undefined) return "";
return RANK_LABELS[rank] ?? `Rank ${rank}`;
}
function parseActionCost(cost: string): ActivityCost | null {
if (cost === "free") return { number: 1, unit: "free" };
if (cost === "reaction") return { number: 1, unit: "reaction" };
const n = Number(cost);
if (n >= 1 && n <= 3) return { number: n, unit: "action" };
return null;
}
function SpellActionCost({ cost }: Readonly<{ cost: string | undefined }>) {
if (!cost) return null;
const activity = parseActionCost(cost);
if (activity) {
return (
<span className="shrink-0 text-lg">
<ActivityIcon activity={activity} />
</span>
);
}
return <span className="shrink-0 text-muted-foreground text-xs">{cost}</span>;
}
function SpellHeader({ spell }: Readonly<{ spell: SpellReference }>) {
return (
<div className="flex items-center justify-between gap-2">
<h3 className="font-bold text-lg text-stat-heading">{spell.name}</h3>
<SpellActionCost cost={spell.actionCost} />
</div>
);
}
function SpellTraits({ traits }: Readonly<{ traits: readonly string[] }>) {
if (traits.length === 0) return null;
return (
<div className="flex flex-wrap gap-1">
{traits.map((t) => (
<span
key={t}
className="rounded border border-border bg-card px-1.5 py-0.5 text-foreground text-xs"
>
{t}
</span>
))}
</div>
);
}
function LabeledValue({
label,
value,
}: Readonly<{ label: string; value: string }>) {
return (
<>
<span className="font-semibold">{label}</span> {value}
</>
);
}
function SpellRangeLine({ spell }: Readonly<{ spell: SpellReference }>) {
const items: { label: string; value: string }[] = [];
if (spell.range) items.push({ label: "Range", value: spell.range });
if (spell.target) items.push({ label: "Target", value: spell.target });
if (spell.area) items.push({ label: "Area", value: spell.area });
if (items.length === 0) return null;
return (
<div>
{items.map((item, i) => (
<span key={item.label}>
{i > 0 ? "; " : ""}
<LabeledValue label={item.label} value={item.value} />
</span>
))}
</div>
);
}
function SpellMeta({ spell }: Readonly<{ spell: SpellReference }>) {
const hasTraditions =
spell.traditions !== undefined && spell.traditions.length > 0;
return (
<div className="space-y-0.5 text-xs">
{spell.rank === undefined ? null : (
<div>
<span className="font-semibold">{formatRank(spell.rank)}</span>
{hasTraditions ? (
<span className="text-muted-foreground">
{" "}
({spell.traditions?.join(", ")})
</span>
) : null}
</div>
)}
<SpellRangeLine spell={spell} />
{spell.duration ? (
<div>
<LabeledValue label="Duration" value={spell.duration} />
</div>
) : null}
{spell.defense ? (
<div>
<LabeledValue label="Defense" value={spell.defense} />
</div>
) : null}
</div>
);
}
function SpellDetailContent({ spell }: Readonly<{ spell: SpellReference }>) {
return (
<div className="space-y-2 text-sm">
<SpellHeader spell={spell} />
<SpellTraits traits={spell.traits ?? []} />
<SpellMeta spell={spell} />
{spell.description ? (
<RichDescription
text={spell.description}
className="whitespace-pre-line text-foreground"
/>
) : (
<p className="text-muted-foreground italic">
No description available.
</p>
)}
{spell.heightening ? (
<RichDescription
text={spell.heightening}
className="whitespace-pre-line text-foreground text-xs"
/>
) : null}
</div>
);
}
export function SpellDetailPopover({
spell,
anchorRect,
onClose,
}: Readonly<SpellDetailPopoverProps>) {
return (
<DetailPopover
anchorRect={anchorRect}
onClose={onClose}
ariaLabel={`Spell details: ${spell.name}`}
>
<SpellDetailContent spell={spell} />
</DetailPopover>
);
}

View File

@@ -1,8 +1,17 @@
import type { Creature, CreatureId } from "@initiative/domain";
import type {
AnyCreature,
Combatant,
CombatantId,
Creature,
CreatureId,
Pf2eCreature,
} from "@initiative/domain";
import { applyPf2eAdjustment } from "@initiative/domain";
import { PanelRightClose, Pin, PinOff } from "lucide-react";
import type { ReactNode } from "react";
import { useEffect, useState } from "react";
import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js";
import { useSidePanelContext } from "../contexts/side-panel-context.js";
import { useSwipeToDismiss } from "../hooks/use-swipe-to-dismiss.js";
import { cn } from "../lib/utils.js";
@@ -11,6 +20,7 @@ import { DndStatBlock } from "./dnd-stat-block.js";
import { Pf2eStatBlock } from "./pf2e-stat-block.js";
import { SourceFetchPrompt } from "./source-fetch-prompt.js";
import { SourceManager } from "./source-manager.js";
import { Toast } from "./toast.js";
import { Button } from "./ui/button.js";
interface StatBlockPanelProps {
@@ -21,7 +31,10 @@ interface StatBlockPanelProps {
function extractSourceCode(cId: CreatureId): string {
const colonIndex = cId.indexOf(":");
if (colonIndex === -1) return "";
return cId.slice(0, colonIndex).toUpperCase();
const prefix = cId.slice(0, colonIndex);
// D&D source codes are short uppercase (e.g. "mm" from "MM").
// PF2e source codes use hyphens (e.g. "pathfinder-monster-core").
return prefix.includes("-") ? prefix : prefix.toUpperCase();
}
function CollapsedTab({
@@ -212,6 +225,7 @@ function MobileDrawer({
function usePanelRole(panelRole: "browse" | "pinned") {
const sidePanel = useSidePanelContext();
const { getCreature } = useBestiaryContext();
const { encounter, setCreatureAdjustment } = useEncounterContext();
const creatureId =
panelRole === "browse"
@@ -219,10 +233,18 @@ function usePanelRole(panelRole: "browse" | "pinned") {
: sidePanel.pinnedCreatureId;
const creature = creatureId ? (getCreature(creatureId) ?? null) : null;
const combatantId =
panelRole === "browse" ? sidePanel.selectedCombatantId : null;
const combatant = combatantId
? (encounter.combatants.find((c) => c.id === combatantId) ?? null)
: null;
const isBrowse = panelRole === "browse";
return {
creatureId,
creature,
combatant,
setCreatureAdjustment,
isCollapsed: isBrowse ? sidePanel.isRightPanelCollapsed : false,
onToggleCollapse: isBrowse ? sidePanel.toggleCollapse : () => {},
onDismiss: isBrowse ? sidePanel.dismissPanel : () => {},
@@ -234,14 +256,42 @@ function usePanelRole(panelRole: "browse" | "pinned") {
};
}
function renderStatBlock(
creature: AnyCreature,
combatant: Combatant | null,
setCreatureAdjustment: (
id: CombatantId,
adj: "weak" | "elite" | undefined,
base: Pf2eCreature,
) => void,
) {
if ("system" in creature && creature.system === "pf2e") {
const baseCreature = creature;
const adjusted = combatant?.creatureAdjustment
? applyPf2eAdjustment(baseCreature, combatant.creatureAdjustment)
: baseCreature;
return (
<Pf2eStatBlock
creature={adjusted}
adjustment={combatant?.creatureAdjustment}
combatantId={combatant?.id}
baseCreature={baseCreature}
onSetAdjustment={setCreatureAdjustment}
/>
);
}
return <DndStatBlock creature={creature as Creature} />;
}
export function StatBlockPanel({
panelRole,
side,
}: Readonly<StatBlockPanelProps>) {
const { isSourceCached } = useBestiaryContext();
const {
creatureId,
creature,
combatant,
setCreatureAdjustment,
isCollapsed,
onToggleCollapse,
onDismiss,
@@ -257,6 +307,7 @@ export function StatBlockPanel({
);
const [needsFetch, setNeedsFetch] = useState(false);
const [checkingCache, setCheckingCache] = useState(false);
const [skippedToast, setSkippedToast] = useState<string | null>(null);
useEffect(() => {
const mq = globalThis.matchMedia("(min-width: 1024px)");
@@ -277,19 +328,23 @@ export function StatBlockPanel({
return;
}
setCheckingCache(true);
void isSourceCached(sourceCode).then((cached) => {
setNeedsFetch(!cached);
// Show fetch prompt both when source is uncached AND when the source is
// cached but this specific creature is missing (e.g. skipped by ad blocker).
setNeedsFetch(true);
setCheckingCache(false);
});
}, [creatureId, creature, isSourceCached]);
}, [creatureId, creature]);
if (!creatureId && !bulkImportMode && !sourceManagerMode) return null;
const sourceCode = creatureId ? extractSourceCode(creatureId) : "";
const handleSourceLoaded = () => {
setNeedsFetch(false);
const handleSourceLoaded = (skippedNames: string[]) => {
if (skippedNames.length > 0) {
const names = skippedNames.join(", ");
setSkippedToast(
`${skippedNames.length} creature(s) skipped (ad blocker?): ${names}`,
);
}
};
const renderContent = () => {
@@ -308,10 +363,7 @@ export function StatBlockPanel({
}
if (creature) {
if ("system" in creature && creature.system === "pf2e") {
return <Pf2eStatBlock creature={creature} />;
}
return <DndStatBlock creature={creature as Creature} />;
return renderStatBlock(creature, combatant, setCreatureAdjustment);
}
if (needsFetch && sourceCode) {
@@ -335,8 +387,13 @@ export function StatBlockPanel({
else if (bulkImportMode) fallbackName = "Import All Sources";
const creatureName = creature?.name ?? fallbackName;
const toast = skippedToast ? (
<Toast message={skippedToast} onDismiss={() => setSkippedToast(null)} />
) : null;
if (isDesktop) {
return (
<>
<DesktopPanel
isCollapsed={isCollapsed}
side={side}
@@ -349,10 +406,17 @@ export function StatBlockPanel({
>
{renderContent()}
</DesktopPanel>
{toast}
</>
);
}
if (panelRole === "pinned" || isCollapsed) return null;
return <MobileDrawer onDismiss={onDismiss}>{renderContent()}</MobileDrawer>;
return (
<>
<MobileDrawer onDismiss={onDismiss}>{renderContent()}</MobileDrawer>
{toast}
</>
);
}

View File

@@ -1,4 +1,9 @@
import type { TraitBlock, TraitSegment } from "@initiative/domain";
import type {
ActivityCost,
TraitBlock,
TraitSegment,
} from "@initiative/domain";
import { RichDescription } from "./rich-description.js";
export function PropertyLine({
label,
@@ -35,20 +40,22 @@ function TraitSegments({
{segments.map((seg, i) => {
if (seg.type === "text") {
return (
<span key={segmentKey(seg)}>
{i === 0 ? ` ${seg.value}` : seg.value}
</span>
<RichDescription
key={segmentKey(seg)}
text={i === 0 ? ` ${seg.value}` : seg.value}
className="inline whitespace-pre-line"
/>
);
}
return (
<div key={segmentKey(seg)} className="mt-1 space-y-0.5">
{seg.items.map((item) => (
<p key={item.label ?? item.text}>
<div key={item.label ?? item.text}>
{item.label != null && (
<span className="font-semibold">{item.label}. </span>
)}
{item.text}
</p>
<RichDescription text={item.text} className="inline" />
</div>
))}
</div>
);
@@ -57,10 +64,96 @@ function TraitSegments({
);
}
const ACTION_DIAMOND = "M50 2 L96 50 L50 98 L4 50 Z M48 27 L71 50 L48 73 Z";
const ACTION_DIAMOND_SOLID = "M50 2 L96 50 L50 98 L4 50 Z";
const ACTION_DIAMOND_OUTLINE =
"M90 2 L136 50 L90 98 L44 50 Z M90 29 L111 50 L90 71 L69 50 Z";
const FREE_ACTION_DIAMOND =
"M50 2 L96 50 L50 98 L4 50 Z M50 12 L12 50 L50 88 L88 50 Z";
const FREE_ACTION_CHEVRON = "M48 27 L71 50 L48 73 Z";
const REACTION_ARROW =
"M75 15 A42 42 0 1 0 85 55 L72 55 A30 30 0 1 1 65 25 L65 40 L92 20 L65 0 L65 15 Z";
export function ActivityIcon({
activity,
}: Readonly<{ activity: ActivityCost }>) {
const cls = "inline-block h-[1em] align-[-0.1em]";
if (activity.unit === "free") {
return (
<svg aria-hidden="true" className={cls} viewBox="0 0 100 100">
<path d={FREE_ACTION_DIAMOND} fill="currentColor" fillRule="evenodd" />
<path d={FREE_ACTION_CHEVRON} fill="currentColor" />
</svg>
);
}
if (activity.unit === "reaction") {
return (
<svg aria-hidden="true" className={cls} viewBox="0 0 100 100">
<g transform="translate(100,100) rotate(180)">
<path d={REACTION_ARROW} fill="currentColor" />
</g>
</svg>
);
}
const count = activity.number;
if (count === 1) {
return (
<svg aria-hidden="true" className={cls} viewBox="0 0 100 100">
<path d={ACTION_DIAMOND} fill="currentColor" fillRule="evenodd" />
</svg>
);
}
if (count === 2) {
return (
<svg aria-hidden="true" className={cls} viewBox="0 0 140 100">
<path d={ACTION_DIAMOND_SOLID} fill="currentColor" />
<path
d={ACTION_DIAMOND_OUTLINE}
fill="currentColor"
fillRule="evenodd"
/>
</svg>
);
}
return (
<svg aria-hidden="true" className={cls} viewBox="0 0 180 100">
<path d={ACTION_DIAMOND_SOLID} fill="currentColor" />
<path d="M90 2 L136 50 L90 98 L44 50 Z" fill="currentColor" />
<path
d="M130 2 L176 50 L130 98 L84 50 Z M130 29 L151 50 L130 71 L109 50 Z"
fill="currentColor"
fillRule="evenodd"
/>
</svg>
);
}
export function TraitEntry({ trait }: Readonly<{ trait: TraitBlock }>) {
return (
<div className="text-sm">
<span className="font-semibold italic">{trait.name}.</span>
<span className="font-semibold italic">
{trait.name}
{trait.activity ? null : "."}
{trait.activity ? (
<>
{" "}
<ActivityIcon activity={trait.activity} />
</>
) : null}
</span>
{trait.frequency ? ` (${trait.frequency})` : null}
{trait.trigger ? (
<>
{" "}
<span className="font-semibold">Trigger</span> {trait.trigger}
{trait.segments.length > 0 ? (
<>
{" "}
<span className="font-semibold">Effect</span>
</>
) : null}
</>
) : null}
<TraitSegments segments={trait.segments} />
</div>
);

View File

@@ -0,0 +1,238 @@
import type { Pf2eCreature } from "@initiative/domain";
import {
combatantId,
creatureId,
EMPTY_UNDO_REDO_STATE,
} from "@initiative/domain";
import { describe, expect, it } from "vitest";
import { type EncounterState, encounterReducer } from "../use-encounter.js";
const BASE_CREATURE: Pf2eCreature = {
system: "pf2e",
id: creatureId("b1:goblin-warrior"),
name: "Goblin Warrior",
source: "B1",
sourceDisplayName: "Bestiary",
level: 5,
traits: ["humanoid"],
perception: 12,
abilityMods: { str: 4, dex: 2, con: 3, int: 0, wis: 1, cha: -1 },
ac: 22,
saveFort: 14,
saveRef: 11,
saveWill: 9,
hp: 75,
speed: "25 feet",
};
function stateWithCreature(
name: string,
hp: number,
ac: number,
adj?: "weak" | "elite",
): EncounterState {
return {
encounter: {
combatants: [
{
id: combatantId("c-1"),
name,
maxHp: hp,
currentHp: hp,
ac,
creatureId: creatureId("b1:goblin-warrior"),
...(adj !== undefined && { creatureAdjustment: adj }),
},
],
activeIndex: 0,
roundNumber: 1,
},
undoRedoState: EMPTY_UNDO_REDO_STATE,
events: [],
nextId: 1,
lastCreatureId: null,
};
}
describe("set-creature-adjustment", () => {
it("Normal → Elite: HP increases, AC +2, name prefixed, adjustment stored", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(95); // 75 + 20 (level 5 bracket)
expect(c.currentHp).toBe(95);
expect(c.ac).toBe(24);
expect(c.name).toBe("Elite Goblin Warrior");
expect(c.creatureAdjustment).toBe("elite");
});
it("Normal → Weak: HP decreases, AC 2, name prefixed", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55); // 75 - 20
expect(c.currentHp).toBe(55);
expect(c.ac).toBe(20);
expect(c.name).toBe("Weak Goblin Warrior");
expect(c.creatureAdjustment).toBe("weak");
});
it("Elite → Normal: HP/AC/name revert", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: undefined,
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(75);
expect(c.currentHp).toBe(75);
expect(c.ac).toBe(22);
expect(c.name).toBe("Goblin Warrior");
expect(c.creatureAdjustment).toBeUndefined();
});
it("Elite → Weak: full swing applied in one step", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55); // 95 - 40 (revert +20, apply -20)
expect(c.currentHp).toBe(55);
expect(c.ac).toBe(20); // 24 - 4
expect(c.name).toBe("Weak Goblin Warrior");
expect(c.creatureAdjustment).toBe("weak");
});
it("toggle with damage taken: currentHp shifted by delta, clamped to 0", () => {
const state: EncounterState = {
...stateWithCreature("Goblin Warrior", 75, 22),
};
// Simulate damage: currentHp = 10
const damaged: EncounterState = {
...state,
encounter: {
...state.encounter,
combatants: [{ ...state.encounter.combatants[0], currentHp: 10 }],
},
};
const next = encounterReducer(damaged, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55);
// currentHp = 10 - 20 = -10, clamped to 0
expect(c.currentHp).toBe(0);
});
it("toggle with temp HP: temp HP unchanged", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const withTemp: EncounterState = {
...state,
encounter: {
...state.encounter,
combatants: [{ ...state.encounter.combatants[0], tempHp: 10 }],
},
};
const next = encounterReducer(withTemp, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next.encounter.combatants[0].tempHp).toBe(10);
});
it("name with auto-number suffix: 'Goblin 2' → 'Elite Goblin 2'", () => {
const state = stateWithCreature("Goblin 2", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next.encounter.combatants[0].name).toBe("Elite Goblin 2");
});
it("manually renamed combatant: prefix not found, name unchanged", () => {
// Combatant was elite but manually renamed to "Big Boss"
const state = stateWithCreature("Big Boss", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: undefined,
baseCreature: BASE_CREATURE,
});
// No "Elite " prefix found, so name stays as is
expect(next.encounter.combatants[0].name).toBe("Big Boss");
});
it("emits CreatureAdjustmentSet event", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
const event = next.events.find((e) => e.type === "CreatureAdjustmentSet");
expect(event).toEqual({
type: "CreatureAdjustmentSet",
combatantId: "c-1",
adjustment: "elite",
});
});
it("returns unchanged state when adjustment is the same", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next).toBe(state);
});
it("returns unchanged state for unknown combatant", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-99"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next).toBe(state);
});
});

View File

@@ -6,8 +6,8 @@ export function useAutoStatBlock(): void {
const { encounter } = useEncounterContext();
const { panelView, updateCreature } = useSidePanelContext();
const activeCreatureId =
encounter.combatants[encounter.activeIndex]?.creatureId;
const activeCombatant = encounter.combatants[encounter.activeIndex];
const activeCreatureId = activeCombatant?.creatureId;
const prevActiveIndexRef = useRef(encounter.activeIndex);
useEffect(() => {
@@ -21,7 +21,13 @@ export function useAutoStatBlock(): void {
activeCreatureId &&
panelView.mode === "creature"
) {
updateCreature(activeCreatureId);
updateCreature(activeCreatureId, activeCombatant.id);
}
}, [encounter.activeIndex, activeCreatureId, panelView.mode, updateCreature]);
}, [
encounter.activeIndex,
activeCreatureId,
activeCombatant?.id,
panelView.mode,
updateCreature,
]);
}

View File

@@ -9,10 +9,7 @@ import {
normalizeBestiary,
setSourceDisplayNames,
} from "../adapters/bestiary-adapter.js";
import {
normalizePf2eBestiary,
setPf2eSourceDisplayNames,
} from "../adapters/pf2e-bestiary-adapter.js";
import { normalizeFoundryCreatures } from "../adapters/pf2e-bestiary-adapter.js";
import { useAdapters } from "../contexts/adapter-context.js";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
@@ -31,7 +28,10 @@ interface BestiaryHook {
getCreature: (id: CreatureId) => AnyCreature | undefined;
isLoaded: boolean;
isSourceCached: (sourceCode: string) => Promise<boolean>;
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>;
fetchAndCacheSource: (
sourceCode: string,
url: string,
) => Promise<{ skippedNames: string[] }>;
uploadAndCacheSource: (
sourceCode: string,
jsonData: unknown,
@@ -39,6 +39,108 @@ interface BestiaryHook {
refreshCache: () => Promise<void>;
}
interface BatchResult {
readonly responses: unknown[];
readonly failed: string[];
}
async function fetchJson(url: string, path: string): Promise<unknown> {
const response = await fetch(url);
if (!response.ok) {
throw new Error(
`Failed to fetch ${path}: ${response.status} ${response.statusText}`,
);
}
return response.json();
}
async function fetchWithRetry(
url: string,
path: string,
retries = 2,
): Promise<unknown> {
try {
return await fetchJson(url, path);
} catch (error) {
if (retries <= 0) throw error;
await new Promise<void>((r) => setTimeout(r, 500));
return fetchWithRetry(url, path, retries - 1);
}
}
async function fetchBatch(
baseUrl: string,
paths: string[],
): Promise<BatchResult> {
const settled = await Promise.allSettled(
paths.map((path) => fetchWithRetry(`${baseUrl}${path}`, path)),
);
const responses: unknown[] = [];
const failed: string[] = [];
for (let i = 0; i < settled.length; i++) {
const result = settled[i];
if (result.status === "fulfilled") {
responses.push(result.value);
} else {
failed.push(paths[i]);
}
}
return { responses, failed };
}
async function fetchInBatches(
paths: string[],
baseUrl: string,
concurrency: number,
): Promise<BatchResult> {
const batches: string[][] = [];
for (let i = 0; i < paths.length; i += concurrency) {
batches.push(paths.slice(i, i + concurrency));
}
const accumulated = await batches.reduce<Promise<BatchResult>>(
async (prev, batch) => {
const acc = await prev;
const result = await fetchBatch(baseUrl, batch);
return {
responses: [...acc.responses, ...result.responses],
failed: [...acc.failed, ...result.failed],
};
},
Promise.resolve({ responses: [], failed: [] }),
);
return accumulated;
}
interface Pf2eFetchResult {
creatures: AnyCreature[];
skippedNames: string[];
}
async function fetchPf2eSource(
paths: string[],
url: string,
sourceCode: string,
displayName: string,
resolveNames: (failedPaths: string[]) => Map<string, string>,
): Promise<Pf2eFetchResult> {
const baseUrl = url.endsWith("/") ? url : `${url}/`;
const { responses, failed } = await fetchInBatches(paths, baseUrl, 6);
if (responses.length === 0) {
throw new Error(
`Failed to fetch any creatures (${failed.length} failed). This may be caused by an ad blocker — try disabling it for this site or use file upload instead.`,
);
}
const nameMap = failed.length > 0 ? resolveNames(failed) : new Map();
const skippedNames = failed.map((p) => nameMap.get(p) ?? p);
if (skippedNames.length > 0) {
console.warn("Skipped creatures (ad blocker?):", skippedNames);
}
return {
creatures: normalizeFoundryCreatures(responses, sourceCode, displayName),
skippedNames,
};
}
export function useBestiary(): BestiaryHook {
const { bestiaryCache, bestiaryIndex, pf2eBestiaryIndex } = useAdapters();
const { edition } = useRulesEditionContext();
@@ -52,7 +154,6 @@ export function useBestiary(): BestiaryHook {
setSourceDisplayNames(index.sources as Record<string, string>);
const pf2eIndex = pf2eBestiaryIndex.loadIndex();
setPf2eSourceDisplayNames(pf2eIndex.sources as Record<string, string>);
if (index.creatures.length > 0 || pf2eIndex.creatures.length > 0) {
setIsLoaded(true);
@@ -112,7 +213,26 @@ export function useBestiary(): BestiaryHook {
);
const fetchAndCacheSource = useCallback(
async (sourceCode: string, url: string): Promise<void> => {
async (
sourceCode: string,
url: string,
): Promise<{ skippedNames: string[] }> => {
let creatures: AnyCreature[];
let skippedNames: string[] = [];
if (edition === "pf2e") {
const paths = pf2eBestiaryIndex.getCreaturePathsForSource(sourceCode);
const displayName = pf2eBestiaryIndex.getSourceDisplayName(sourceCode);
const result = await fetchPf2eSource(
paths,
url,
sourceCode,
displayName,
pf2eBestiaryIndex.getCreatureNamesByPaths,
);
creatures = result.creatures;
skippedNames = result.skippedNames;
} else {
const response = await fetch(url);
if (!response.ok) {
throw new Error(
@@ -120,10 +240,9 @@ export function useBestiary(): BestiaryHook {
);
}
const json = await response.json();
const creatures =
edition === "pf2e"
? normalizePf2eBestiary(json)
: normalizeBestiary(json);
creatures = normalizeBestiary(json);
}
const displayName =
edition === "pf2e"
? pf2eBestiaryIndex.getSourceDisplayName(sourceCode)
@@ -141,6 +260,7 @@ export function useBestiary(): BestiaryHook {
}
return next;
});
return { skippedNames };
},
[bestiaryCache, bestiaryIndex, pf2eBestiaryIndex, edition, system],
);
@@ -149,7 +269,11 @@ export function useBestiary(): BestiaryHook {
async (sourceCode: string, jsonData: unknown): Promise<void> => {
const creatures =
edition === "pf2e"
? normalizePf2eBestiary(jsonData as { creature: unknown[] })
? normalizeFoundryCreatures(
Array.isArray(jsonData) ? jsonData : [jsonData],
sourceCode,
pf2eBestiaryIndex.getSourceDisplayName(sourceCode),
)
: normalizeBestiary(
jsonData as Parameters<typeof normalizeBestiary>[0],
);

View File

@@ -22,7 +22,10 @@ interface BulkImportHook {
state: BulkImportState;
startImport: (
baseUrl: string,
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>,
fetchAndCacheSource: (
sourceCode: string,
url: string,
) => Promise<{ skippedNames: string[] }>,
isSourceCached: (sourceCode: string) => Promise<boolean>,
refreshCache: () => Promise<void>,
) => void;
@@ -39,7 +42,10 @@ export function useBulkImport(): BulkImportHook {
const startImport = useCallback(
(
baseUrl: string,
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>,
fetchAndCacheSource: (
sourceCode: string,
url: string,
) => Promise<{ skippedNames: string[] }>,
isSourceCached: (sourceCode: string) => Promise<boolean>,
refreshCache: () => Promise<void>,
) => {

View File

@@ -28,12 +28,15 @@ import type {
DomainError,
DomainEvent,
Encounter,
Pf2eCreature,
PlayerCharacter,
UndoRedoState,
} from "@initiative/domain";
import {
acDelta,
clearHistory,
combatantId,
hpDelta,
isDomainError,
creatureId as makeCreatureId,
pushUndo,
@@ -84,6 +87,12 @@ type EncounterAction =
entry: SearchResult;
count: number;
}
| {
type: "set-creature-adjustment";
id: CombatantId;
adjustment: "weak" | "elite" | undefined;
baseCreature: Pf2eCreature;
}
| { type: "add-from-player-character"; pc: PlayerCharacter }
| {
type: "import";
@@ -279,6 +288,76 @@ function handleAddFromPlayerCharacter(
};
}
function applyNamePrefix(
name: string,
oldAdj: "weak" | "elite" | undefined,
newAdj: "weak" | "elite" | undefined,
): string {
let base = name;
if (oldAdj === "weak" && name.startsWith("Weak ")) base = name.slice(5);
else if (oldAdj === "elite" && name.startsWith("Elite "))
base = name.slice(6);
if (newAdj === "weak") return `Weak ${base}`;
if (newAdj === "elite") return `Elite ${base}`;
return base;
}
function handleSetCreatureAdjustment(
state: EncounterState,
id: CombatantId,
adjustment: "weak" | "elite" | undefined,
baseCreature: Pf2eCreature,
): EncounterState {
const combatant = state.encounter.combatants.find((c) => c.id === id);
if (!combatant) return state;
const oldAdj = combatant.creatureAdjustment;
if (oldAdj === adjustment) return state;
const baseLevel = baseCreature.level;
const oldHpDelta = oldAdj ? hpDelta(baseLevel, oldAdj) : 0;
const newHpDelta = adjustment ? hpDelta(baseLevel, adjustment) : 0;
const netHpDelta = newHpDelta - oldHpDelta;
const oldAcDelta = oldAdj ? acDelta(oldAdj) : 0;
const newAcDelta = adjustment ? acDelta(adjustment) : 0;
const netAcDelta = newAcDelta - oldAcDelta;
const newMaxHp =
combatant.maxHp === undefined ? undefined : combatant.maxHp + netHpDelta;
const newCurrentHp =
combatant.currentHp === undefined || newMaxHp === undefined
? undefined
: Math.max(0, Math.min(combatant.currentHp + netHpDelta, newMaxHp));
const newAc =
combatant.ac === undefined ? undefined : combatant.ac + netAcDelta;
const newName = applyNamePrefix(combatant.name, oldAdj, adjustment);
const updatedCombatant: typeof combatant = {
...combatant,
name: newName,
...(newMaxHp !== undefined && { maxHp: newMaxHp }),
...(newCurrentHp !== undefined && { currentHp: newCurrentHp }),
...(newAc !== undefined && { ac: newAc }),
...(adjustment === undefined
? { creatureAdjustment: undefined }
: { creatureAdjustment: adjustment }),
};
const combatants = state.encounter.combatants.map((c) =>
c.id === id ? updatedCombatant : c,
);
return {
...state,
encounter: { ...state.encounter, combatants },
events: [
...state.events,
{ type: "CreatureAdjustmentSet", combatantId: id, adjustment },
],
};
}
// -- Reducer --
export function encounterReducer(
@@ -310,6 +389,13 @@ export function encounterReducer(
lastCreatureId: null,
};
}
case "set-creature-adjustment":
return handleSetCreatureAdjustment(
state,
action.id,
action.adjustment,
action.baseCreature,
);
case "add-from-bestiary":
return handleAddFromBestiary(state, action.entry, 1);
case "add-multiple-from-bestiary":
@@ -421,7 +507,10 @@ function dispatchEncounterAction(
export function useEncounter() {
const { encounterPersistence, undoRedoPersistence } = useAdapters();
const [state, dispatch] = useReducer(encounterReducer, null, () =>
initializeState(encounterPersistence.load, undoRedoPersistence.load),
initializeState(
() => encounterPersistence.load(),
() => undoRedoPersistence.load(),
),
);
const { encounter, undoRedoState, events } = state;
@@ -562,6 +651,20 @@ export function useEncounter() {
(id: CombatantId) => dispatch({ type: "toggle-concentration", id }),
[],
),
setCreatureAdjustment: useCallback(
(
id: CombatantId,
adjustment: "weak" | "elite" | undefined,
baseCreature: Pf2eCreature,
) =>
dispatch({
type: "set-creature-adjustment",
id,
adjustment,
baseCreature,
}),
[],
),
clearEncounter: useCallback(
() => dispatch({ type: "clear-encounter" }),
[],

View File

@@ -1,15 +1,16 @@
import type { CreatureId } from "@initiative/domain";
import type { CombatantId, CreatureId } from "@initiative/domain";
import { useCallback, useEffect, useState } from "react";
type PanelView =
| { mode: "closed" }
| { mode: "creature"; creatureId: CreatureId }
| { mode: "creature"; creatureId: CreatureId; combatantId?: CombatantId }
| { mode: "bulk-import" }
| { mode: "source-manager" };
interface SidePanelState {
panelView: PanelView;
selectedCreatureId: CreatureId | null;
selectedCombatantId: CombatantId | null;
bulkImportMode: boolean;
sourceManagerMode: boolean;
isRightPanelCollapsed: boolean;
@@ -18,8 +19,8 @@ interface SidePanelState {
}
interface SidePanelActions {
showCreature: (creatureId: CreatureId) => void;
updateCreature: (creatureId: CreatureId) => void;
showCreature: (creatureId: CreatureId, combatantId?: CombatantId) => void;
updateCreature: (creatureId: CreatureId, combatantId?: CombatantId) => void;
showBulkImport: () => void;
showSourceManager: () => void;
dismissPanel: () => void;
@@ -48,14 +49,23 @@ export function useSidePanelState(): SidePanelState & SidePanelActions {
const selectedCreatureId =
panelView.mode === "creature" ? panelView.creatureId : null;
const showCreature = useCallback((creatureId: CreatureId) => {
setPanelView({ mode: "creature", creatureId });
setIsRightPanelCollapsed(false);
}, []);
const selectedCombatantId =
panelView.mode === "creature" ? (panelView.combatantId ?? null) : null;
const updateCreature = useCallback((creatureId: CreatureId) => {
setPanelView({ mode: "creature", creatureId });
}, []);
const showCreature = useCallback(
(creatureId: CreatureId, combatantId?: CombatantId) => {
setPanelView({ mode: "creature", creatureId, combatantId });
setIsRightPanelCollapsed(false);
},
[],
);
const updateCreature = useCallback(
(creatureId: CreatureId, combatantId?: CombatantId) => {
setPanelView({ mode: "creature", creatureId, combatantId });
},
[],
);
const showBulkImport = useCallback(() => {
setPanelView({ mode: "bulk-import" });
@@ -90,6 +100,7 @@ export function useSidePanelState(): SidePanelState & SidePanelActions {
return {
panelView,
selectedCreatureId,
selectedCombatantId,
bulkImportMode: panelView.mode === "bulk-import",
sourceManagerMode: panelView.mode === "source-manager",
isRightPanelCollapsed,

View File

@@ -70,3 +70,72 @@ export function useSwipeToDismiss(onDismiss: () => void) {
handlers: { onTouchStart, onTouchMove, onTouchEnd },
};
}
/**
* Vertical (down-only) variant for dismissing bottom sheets via swipe-down.
* Mirrors `useSwipeToDismiss` but locks to vertical direction and tracks
* the sheet height instead of width.
*/
export function useSwipeToDismissDown(onDismiss: () => void) {
const [swipe, setSwipe] = useState<SwipeState>({
offsetX: 0,
isSwiping: false,
});
const startX = useRef(0);
const startY = useRef(0);
const startTime = useRef(0);
const sheetHeight = useRef(0);
const directionLocked = useRef<"horizontal" | "vertical" | null>(null);
const onTouchStart = useCallback((e: React.TouchEvent) => {
const touch = e.touches[0];
startX.current = touch.clientX;
startY.current = touch.clientY;
startTime.current = Date.now();
directionLocked.current = null;
const el = e.currentTarget as HTMLElement;
sheetHeight.current = el.getBoundingClientRect().height;
}, []);
const onTouchMove = useCallback((e: React.TouchEvent) => {
const touch = e.touches[0];
const dx = touch.clientX - startX.current;
const dy = touch.clientY - startY.current;
if (!directionLocked.current) {
if (Math.abs(dx) < 10 && Math.abs(dy) < 10) return;
directionLocked.current =
Math.abs(dy) > Math.abs(dx) ? "vertical" : "horizontal";
}
if (directionLocked.current === "horizontal") return;
const clampedY = Math.max(0, dy);
// `offsetX` is reused as the vertical offset to keep SwipeState shared.
setSwipe({ offsetX: clampedY, isSwiping: true });
}, []);
const onTouchEnd = useCallback(() => {
if (directionLocked.current !== "vertical") {
setSwipe({ offsetX: 0, isSwiping: false });
return;
}
const elapsed = (Date.now() - startTime.current) / 1000;
const velocity = swipe.offsetX / elapsed / sheetHeight.current;
const ratio =
sheetHeight.current > 0 ? swipe.offsetX / sheetHeight.current : 0;
if (ratio > DISMISS_THRESHOLD || velocity > VELOCITY_THRESHOLD) {
onDismiss();
}
setSwipe({ offsetX: 0, isSwiping: false });
}, [swipe.offsetX, onDismiss]);
return {
offsetY: swipe.offsetX,
isSwiping: swipe.isSwiping,
handlers: { onTouchStart, onTouchMove, onTouchEnd },
};
}

View File

@@ -103,6 +103,19 @@
animation: slide-in-right 200ms ease-out;
}
@keyframes slide-in-bottom {
from {
transform: translateY(100%);
}
to {
transform: translateY(0);
}
}
@utility animate-slide-in-bottom {
animation: slide-in-bottom 200ms ease-out;
}
@keyframes confirm-pulse {
0% {
scale: 1;

View File

@@ -10,7 +10,8 @@
"!coverage",
"!.pnpm-store",
"!.rodney",
"!.agent-tests"
"!.agent-tests",
"!data"
]
},
"assist": {

File diff suppressed because one or more lines are too long

View File

@@ -31,7 +31,7 @@
"knip": "knip",
"jscpd": "jscpd",
"jsinspect": "jsinspect -c .jsinspectrc apps/web/src packages/domain/src packages/application/src",
"oxlint": "oxlint --tsconfig apps/web/tsconfig.json --type-aware --deny warnings",
"oxlint": "oxlint --tsconfig apps/web/tsconfig.json --type-aware --deny-warnings",
"check:ignores": "node scripts/check-lint-ignores.mjs",
"check:classnames": "node scripts/check-cn-classnames.mjs",
"check:props": "node scripts/check-component-props.mjs",

View File

@@ -47,8 +47,8 @@ describe("getConditionDescription", () => {
(d.systems.includes("5e") && d.systems.includes("5.5e")),
);
for (const def of sharedDndConditions) {
expect(def.description, `${def.id} missing description`).toBeTruthy();
expect(def.description5e, `${def.id} missing description5e`).toBeTruthy();
expect(def.description).toBeTruthy();
expect(def.description5e).toBeTruthy();
}
});

View File

@@ -0,0 +1,270 @@
import { describe, expect, it } from "vitest";
import type { Pf2eCreature } from "../creature-types.js";
import { creatureId } from "../creature-types.js";
import {
acDelta,
adjustedLevel,
applyPf2eAdjustment,
hpDelta,
modDelta,
} from "../pf2e-adjustments.js";
describe("adjustedLevel", () => {
it("elite on level 5 → 6", () => {
expect(adjustedLevel(5, "elite")).toBe(6);
});
it("elite on level 0 → 2 (double bump)", () => {
expect(adjustedLevel(0, "elite")).toBe(2);
});
it("elite on level 1 → 1 (double bump)", () => {
expect(adjustedLevel(-1, "elite")).toBe(1);
});
it("weak on level 5 → 4", () => {
expect(adjustedLevel(5, "weak")).toBe(4);
});
it("weak on level 1 → 1 (double drop)", () => {
expect(adjustedLevel(1, "weak")).toBe(-1);
});
it("weak on level 0 → 1", () => {
expect(adjustedLevel(0, "weak")).toBe(-1);
});
});
describe("hpDelta", () => {
it("level 1 elite → +10", () => {
expect(hpDelta(1, "elite")).toBe(10);
});
it("level 1 weak → 10", () => {
expect(hpDelta(1, "weak")).toBe(-10);
});
it("level 3 elite → +15", () => {
expect(hpDelta(3, "elite")).toBe(15);
});
it("level 3 weak → 15", () => {
expect(hpDelta(3, "weak")).toBe(-15);
});
it("level 10 elite → +20", () => {
expect(hpDelta(10, "elite")).toBe(20);
});
it("level 10 weak → 20", () => {
expect(hpDelta(10, "weak")).toBe(-20);
});
it("level 25 elite → +30", () => {
expect(hpDelta(25, "elite")).toBe(30);
});
it("level 25 weak → 30", () => {
expect(hpDelta(25, "weak")).toBe(-30);
});
});
describe("acDelta", () => {
it("elite → +2", () => {
expect(acDelta("elite")).toBe(2);
});
it("weak → 2", () => {
expect(acDelta("weak")).toBe(-2);
});
});
describe("modDelta", () => {
it("elite → +2", () => {
expect(modDelta("elite")).toBe(2);
});
it("weak → 2", () => {
expect(modDelta("weak")).toBe(-2);
});
});
function baseCreature(overrides?: Partial<Pf2eCreature>): Pf2eCreature {
return {
system: "pf2e",
id: creatureId("test-creature"),
name: "Test Creature",
source: "test-source",
sourceDisplayName: "Test Source",
level: 5,
traits: ["humanoid"],
perception: 12,
skills: "Athletics +14",
abilityMods: {
str: 4,
dex: 2,
con: 3,
int: 0,
wis: 1,
cha: -1,
},
ac: 22,
saveFort: 14,
saveRef: 11,
saveWill: 9,
hp: 75,
speed: "25 feet",
...overrides,
};
}
describe("applyPf2eAdjustment", () => {
it("adjusts all numeric stats for elite", () => {
const creature = baseCreature();
const result = applyPf2eAdjustment(creature, "elite");
expect(result.level).toBe(6);
expect(result.ac).toBe(24);
expect(result.hp).toBe(95); // 75 + 20 (level 5 bracket)
expect(result.perception).toBe(14);
expect(result.saveFort).toBe(16);
expect(result.saveRef).toBe(13);
expect(result.saveWill).toBe(11);
});
it("adjusts all numeric stats for weak", () => {
const creature = baseCreature();
const result = applyPf2eAdjustment(creature, "weak");
expect(result.level).toBe(4);
expect(result.ac).toBe(20);
expect(result.hp).toBe(55); // 75 - 20 (level 5 bracket)
expect(result.perception).toBe(10);
expect(result.saveFort).toBe(12);
expect(result.saveRef).toBe(9);
expect(result.saveWill).toBe(7);
});
it("adjusts attack bonuses and damage", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [
{
type: "text",
value: "+15 [+10/+5] (agile), 2d12+7 piercing plus Grab",
},
],
},
],
});
const result = applyPf2eAdjustment(creature, "elite");
const text = result.attacks?.[0].segments[0];
expect(text).toEqual({
type: "text",
value: "+17 [+12/+7] (agile), 2d12+9 piercing plus Grab",
});
});
it("adjusts attack damage for weak", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [
{
type: "text",
value: "+15 (agile), 2d12+7 piercing plus Grab",
},
],
},
],
});
const result = applyPf2eAdjustment(creature, "weak");
const text = result.attacks?.[0].segments[0];
expect(text).toEqual({
type: "text",
value: "+13 (agile), 2d12+5 piercing plus Grab",
});
});
it("handles damage bonus becoming zero", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [{ type: "text", value: "+10, 1d4+2 slashing" }],
},
],
});
const result = applyPf2eAdjustment(creature, "weak");
const text = result.attacks?.[0].segments[0];
expect(text).toEqual({
type: "text",
value: "+8, 1d4 slashing",
});
});
it("handles damage bonus becoming negative", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [{ type: "text", value: "+10, 1d4+1 slashing" }],
},
],
});
const result = applyPf2eAdjustment(creature, "weak");
const text = result.attacks?.[0].segments[0];
expect(text).toEqual({
type: "text",
value: "+8, 1d4-1 slashing",
});
});
it("does not modify non-attack abilities", () => {
const creature = baseCreature({
abilitiesTop: [
{
name: "Darkvision",
segments: [{ type: "text", value: "Can see in darkness." }],
},
],
});
const result = applyPf2eAdjustment(creature, "elite");
expect(result.abilitiesTop).toEqual(creature.abilitiesTop);
});
it("preserves non-text segments in attacks", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [
{
type: "list",
items: [{ text: "some list item" }],
},
],
},
],
});
const result = applyPf2eAdjustment(creature, "elite");
expect(result.attacks?.[0].segments[0]).toEqual({
type: "list",
items: [{ text: "some list item" }],
});
});
});

View File

@@ -0,0 +1,99 @@
import { describe, expect, it } from "vitest";
import { recallKnowledge } from "../recall-knowledge.js";
describe("recallKnowledge", () => {
it("returns null when no type trait is recognized", () => {
expect(recallKnowledge(5, ["small", "goblin"])).toBeNull();
});
it("calculates DC for a common creature from the DC-by-level table", () => {
const result = recallKnowledge(5, ["humanoid"]);
expect(result).toEqual({ dc: 20, type: "humanoid", skills: ["Society"] });
});
it("calculates DC for level -1", () => {
const result = recallKnowledge(-1, ["humanoid"]);
expect(result).toEqual({ dc: 13, type: "humanoid", skills: ["Society"] });
});
it("calculates DC for level 0", () => {
const result = recallKnowledge(0, ["animal"]);
expect(result).toEqual({ dc: 14, type: "animal", skills: ["Nature"] });
});
it("calculates DC for level 25 (max table entry)", () => {
const result = recallKnowledge(25, ["dragon"]);
expect(result).toEqual({ dc: 50, type: "dragon", skills: ["Arcana"] });
});
it("clamps DC for levels beyond the table", () => {
const result = recallKnowledge(30, ["dragon"]);
expect(result).toEqual({ dc: 50, type: "dragon", skills: ["Arcana"] });
});
it("adjusts DC for uncommon rarity (+2)", () => {
const result = recallKnowledge(5, ["uncommon", "medium", "undead"]);
expect(result).toEqual({
dc: 22,
type: "undead",
skills: ["Religion"],
});
});
it("adjusts DC for rare rarity (+5)", () => {
const result = recallKnowledge(5, ["rare", "large", "dragon"]);
expect(result).toEqual({ dc: 25, type: "dragon", skills: ["Arcana"] });
});
it("adjusts DC for unique rarity (+10)", () => {
const result = recallKnowledge(5, ["unique", "medium", "humanoid"]);
expect(result).toEqual({
dc: 30,
type: "humanoid",
skills: ["Society"],
});
});
it("returns multiple skills for beast type", () => {
const result = recallKnowledge(3, ["beast"]);
expect(result).toEqual({
dc: 18,
type: "beast",
skills: ["Arcana", "Nature"],
});
});
it("returns multiple skills for construct type", () => {
const result = recallKnowledge(1, ["construct"]);
expect(result).toEqual({
dc: 15,
type: "construct",
skills: ["Arcana", "Crafting"],
});
});
it("matches type traits case-insensitively", () => {
const result = recallKnowledge(5, ["Humanoid"]);
expect(result).toEqual({ dc: 20, type: "Humanoid", skills: ["Society"] });
});
it("uses the first matching type trait when multiple are present", () => {
const result = recallKnowledge(7, ["large", "monitor", "protean"]);
expect(result).toEqual({
dc: 23,
type: "monitor",
skills: ["Religion"],
});
});
it("preserves original trait casing in the returned type", () => {
const result = recallKnowledge(1, ["Fey"]);
expect(result?.type).toBe("Fey");
});
it("ignores common rarity (no adjustment)", () => {
// "common" is not included in traits by the normalization pipeline
const result = recallKnowledge(5, ["medium", "humanoid"]);
expect(result?.dc).toBe(20);
});
});

View File

@@ -169,6 +169,60 @@ describe("setConditionValue", () => {
);
expectDomainError(result, "unknown-condition");
});
it("clamps value to maxValue for capped conditions", () => {
const e = enc([makeCombatant("A")]);
const result = setConditionValue(e, combatantId("A"), "dying", 6);
if (isDomainError(result)) throw new Error(result.message);
expect(result.encounter.combatants[0].conditions).toEqual([
{ id: "dying", value: 4 },
]);
expect(result.events[0]).toMatchObject({
type: "ConditionAdded",
value: 4,
});
});
it("allows value at exactly the max", () => {
const e = enc([makeCombatant("A")]);
const result = setConditionValue(e, combatantId("A"), "doomed", 3);
if (isDomainError(result)) throw new Error(result.message);
expect(result.encounter.combatants[0].conditions).toEqual([
{ id: "doomed", value: 3 },
]);
});
it("allows value below the max", () => {
const e = enc([makeCombatant("A")]);
const result = setConditionValue(e, combatantId("A"), "wounded", 2);
if (isDomainError(result)) throw new Error(result.message);
expect(result.encounter.combatants[0].conditions).toEqual([
{ id: "wounded", value: 2 },
]);
});
it("does not cap conditions without a maxValue", () => {
const e = enc([makeCombatant("A")]);
const result = setConditionValue(e, combatantId("A"), "frightened", 10);
if (isDomainError(result)) throw new Error(result.message);
expect(result.encounter.combatants[0].conditions).toEqual([
{ id: "frightened", value: 10 },
]);
});
it("clamps when updating an existing capped condition", () => {
const e = enc([makeCombatant("A", [{ id: "slowed-pf2e", value: 2 }])]);
const result = setConditionValue(e, combatantId("A"), "slowed-pf2e", 5);
if (isDomainError(result)) throw new Error(result.message);
expect(result.encounter.combatants[0].conditions).toEqual([
{ id: "slowed-pf2e", value: 3 },
]);
});
});
describe("decrementCondition", () => {

View File

@@ -14,6 +14,7 @@ export interface CombatantInit {
readonly ac?: number;
readonly initiative?: number;
readonly creatureId?: CreatureId;
readonly creatureAdjustment?: "weak" | "elite";
readonly color?: string;
readonly icon?: string;
readonly playerCharacterId?: PlayerCharacterId;
@@ -67,6 +68,9 @@ function buildCombatant(
...(init?.ac !== undefined && { ac: init.ac }),
...(init?.initiative !== undefined && { initiative: init.initiative }),
...(init?.creatureId !== undefined && { creatureId: init.creatureId }),
...(init?.creatureAdjustment !== undefined && {
creatureAdjustment: init.creatureAdjustment,
}),
...(init?.color !== undefined && { color: init.color }),
...(init?.icon !== undefined && { icon: init.icon }),
...(init?.playerCharacterId !== undefined && {

View File

@@ -1,3 +1,28 @@
const DIGITS_ONLY = /^\d+$/;
function scanExisting(
baseName: string,
existingNames: readonly string[],
): { exactMatches: number[]; maxNumber: number } {
const exactMatches: number[] = [];
let maxNumber = 0;
const prefix = `${baseName} `;
for (let i = 0; i < existingNames.length; i++) {
const name = existingNames[i];
if (name === baseName) {
exactMatches.push(i);
} else if (name.startsWith(prefix)) {
const suffix = name.slice(prefix.length);
if (DIGITS_ONLY.test(suffix)) {
const num = Number.parseInt(suffix, 10);
if (num > maxNumber) maxNumber = num;
}
}
}
return { exactMatches, maxNumber };
}
/**
* Resolves a creature name against existing combatant names,
* handling auto-numbering for duplicates.
@@ -14,25 +39,7 @@ export function resolveCreatureName(
newName: string;
renames: ReadonlyArray<{ from: string; to: string }>;
} {
// Find exact matches and numbered matches (e.g., "Goblin 1", "Goblin 2")
const exactMatches: number[] = [];
let maxNumber = 0;
for (let i = 0; i < existingNames.length; i++) {
const name = existingNames[i];
if (name === baseName) {
exactMatches.push(i);
} else {
const match = new RegExp(
String.raw`^${escapeRegExp(baseName)} (\d+)$`,
).exec(name);
// biome-ignore lint/nursery/noUnnecessaryConditions: RegExp.exec() returns null on no match — false positive
if (match) {
const num = Number.parseInt(match[1], 10);
if (num > maxNumber) maxNumber = num;
}
}
}
const { exactMatches, maxNumber } = scanExisting(baseName, existingNames);
// No conflict at all
if (exactMatches.length === 0 && maxNumber === 0) {
@@ -51,7 +58,3 @@ export function resolveCreatureName(
const nextNumber = Math.max(maxNumber, exactMatches.length) + 1;
return { newName: `${baseName} ${nextNumber}`, renames: [] };
}
function escapeRegExp(s: string): string {
return s.replaceAll(/[.*+?^${}()|[\]\\]/g, String.raw`\$&`);
}

View File

@@ -57,6 +57,8 @@ export interface ConditionDefinition {
/** When set, the condition only appears in these systems' pickers. */
readonly systems?: readonly RulesEdition[];
readonly valued?: boolean;
/** Rule-defined maximum value for PF2e valued conditions. */
readonly maxValue?: number;
}
export function getConditionDescription(
@@ -77,7 +79,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description5e:
"Can't see. Auto-fail sight checks. Attacks have Disadvantage; attacks against have Advantage.",
descriptionPf2e:
"Can't see. All terrain is difficult terrain. 4 status penalty to Perception checks involving sight. Immune to visual effects. Auto-fail checks requiring sight. Off-guard.",
"Can't see. All terrain is difficult terrain. Auto-fail checks requiring sight. Immune to visual effects. Overrides dazzled.",
iconName: "EyeOff",
color: "neutral",
},
@@ -98,7 +100,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description: "Can't hear. Auto-fail hearing checks.",
description5e: "Can't hear. Auto-fail hearing checks.",
descriptionPf2e:
"Can't hear. 2 status penalty to Perception checks and Initiative. Auto-fail hearing checks. Immune to auditory effects.",
"Can't hear. Auto-critically-fail hearing checks. 2 status penalty to Perception. Auditory actions require DC 5 flat check. Immune to auditory effects.",
iconName: "EarOff",
color: "neutral",
},
@@ -166,7 +168,8 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
"Incapacitated. Can't move or speak. Auto-fail Str/Dex saves. Attacks against have Advantage. Hits within 5 ft. are critical.",
description5e:
"Incapacitated. Can't move or speak. Auto-fail Str/Dex saves. Attacks against have Advantage. Hits within 5 ft. are critical.",
descriptionPf2e: "Can't act. Off-guard. 4 status penalty to AC.",
descriptionPf2e:
"Can't act. Off-guard. Can only Recall Knowledge or use mental actions.",
iconName: "ZapOff",
color: "yellow",
},
@@ -243,7 +246,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description5e:
"Incapacitated. Can't move. Can speak only falteringly. Auto-fail Str/Dex saves. Attacks against have Advantage.",
descriptionPf2e:
"Can't act. X value to actions per turn while the value counts down.",
"Can't act. Lose X total actions across turns, then the condition ends. Overrides slowed.",
iconName: "Sparkles",
color: "yellow",
valued: true,
@@ -256,7 +259,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description5e:
"Incapacitated. Speed 0. Can't move or speak. Unaware of surroundings. Drops held items, falls Prone. Auto-fail Str/Dex saves. Attacks against have Advantage. Hits within 5 ft. are critical.",
descriptionPf2e:
"Can't act. Off-guard. 4 status penalty to AC. 3 to Perception. Fall prone, drop items.",
"Can't act. Off-guard. Blinded. 4 status penalty to AC, Perception, and Reflex saves. Fall prone, drop items.",
iconName: "Moon",
color: "indigo",
},
@@ -290,7 +293,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description: "",
description5e: "",
descriptionPf2e:
"Off-guard. Can't Delay, Ready, or use reactions. GM determines targets randomly. Flat check DC 11 to act normally each turn.",
"Off-guard. Can't Delay, Ready, or use reactions. Must Strike or cast offensive cantrips at random targets. DC 11 flat check when damaged to end.",
iconName: "CircleHelp",
color: "pink",
systems: ["pf2e"],
@@ -328,6 +331,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
color: "red",
systems: ["pf2e"],
valued: true,
maxValue: 3,
},
{
id: "drained",
@@ -335,7 +339,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description: "",
description5e: "",
descriptionPf2e:
"X status penalty to Con-based checks and DCs. Lose X × Hit Die in max HP. Decreases by 1 on full night's rest.",
"X status penalty to Con-based checks and DCs. Lose X × level in max HP. Decreases by 1 on full night's rest.",
iconName: "Droplets",
color: "red",
systems: ["pf2e"],
@@ -352,6 +356,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
color: "red",
systems: ["pf2e"],
valued: true,
maxValue: 4,
},
{
id: "enfeebled",
@@ -359,7 +364,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description: "",
description5e: "",
descriptionPf2e:
"X status penalty to Str-based rolls, including melee attack and damage rolls.",
"X status penalty to Str-based rolls and DCs, including melee attack and damage rolls and Athletics checks.",
iconName: "TrendingDown",
color: "amber",
systems: ["pf2e"],
@@ -371,7 +376,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description: "",
description5e: "",
descriptionPf2e:
"2 status penalty to all checks. Can't use hostile actions. Ends if hostile action is used against you.",
"2 status penalty to Perception and skill checks. Can't use concentrate actions unless related to the fascination. Ends if hostile action is used against you or allies.",
iconName: "Eye",
color: "violet",
systems: ["pf2e"],
@@ -404,7 +409,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description: "",
description5e: "",
descriptionPf2e:
"Immobilized. Off-guard. Can't use actions with the move trait unless to Break Grapple.",
"Off-guard. Immobilized. Manipulate actions require DC 5 flat check or are wasted.",
iconName: "Hand",
color: "neutral",
systems: ["pf2e"],
@@ -415,7 +420,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description: "",
description5e: "",
descriptionPf2e:
"Known location but can't be seen. DC 11 flat check to target. Can use Seek to find.",
"Known location but can't be seen. Off-guard to that creature. DC 11 flat check to target or miss.",
iconName: "EyeOff",
color: "slate",
systems: ["pf2e"],
@@ -474,6 +479,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
color: "sky",
systems: ["pf2e"],
valued: true,
maxValue: 3,
},
{
id: "stupefied",
@@ -509,6 +515,7 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
color: "red",
systems: ["pf2e"],
valued: true,
maxValue: 3,
},
] as const;
@@ -521,5 +528,7 @@ export function getConditionsForEdition(
): readonly ConditionDefinition[] {
return CONDITION_DEFINITIONS.filter(
(d) => d.systems === undefined || d.systems.includes(edition),
);
)
.slice()
.sort((a, b) => a.label.localeCompare(b.label));
}

View File

@@ -14,8 +14,16 @@ export interface TraitListItem {
readonly text: string;
}
export interface ActivityCost {
readonly number: number;
readonly unit: "action" | "free" | "reaction";
}
export interface TraitBlock {
readonly name: string;
readonly activity?: ActivityCost;
readonly trigger?: string;
readonly frequency?: string;
readonly segments: readonly TraitSegment[];
}
@@ -24,16 +32,84 @@ export interface LegendaryBlock {
readonly entries: readonly TraitBlock[];
}
/**
* A single spell entry within a creature's spellcasting block.
*
* `name` is always populated. All other fields are optional and are only
* populated for PF2e creatures (sourced from embedded Foundry VTT spell items).
* D&D 5e creatures populate only `name`.
*/
export interface SpellReference {
readonly name: string;
/** Stable slug from Foundry VTT (e.g. "magic-missile"). PF2e only. */
readonly slug?: string;
/** Plain-text description with Foundry enrichment tags stripped. */
readonly description?: string;
/** Spell rank/level (0 = cantrip). */
readonly rank?: number;
/** Trait slugs (e.g. ["concentrate", "manipulate", "force"]). */
readonly traits?: readonly string[];
/** Tradition labels (e.g. ["arcane", "occult"]). */
readonly traditions?: readonly string[];
/** Range (e.g. "30 feet", "touch"). */
readonly range?: string;
/** Target (e.g. "1 creature"). */
readonly target?: string;
/** Area (e.g. "20-foot burst"). */
readonly area?: string;
/** Duration (e.g. "1 minute", "sustained up to 1 minute"). */
readonly duration?: string;
/** Defense / save (e.g. "basic Reflex", "Will"). */
readonly defense?: string;
/** Action cost. PF2e: number = action count, "reaction", "free", or
* "1 minute" / "10 minutes" for cast time. */
readonly actionCost?: string;
/**
* Heightening rules text. May come from `system.heightening` (fixed
* intervals) or `system.overlays` (variant casts). Plain text after
* tag stripping.
*/
readonly heightening?: string;
/** Uses per day for "(×N)" rendering, when > 1. PF2e only. */
readonly usesPerDay?: number;
}
/** A carried equipment item on a PF2e creature (weapon, consumable, magic item, etc.). */
export interface EquipmentItem {
readonly name: string;
readonly level: number;
readonly category?: string;
readonly traits?: readonly string[];
readonly description?: string;
/** For scrolls/wands: the embedded spell name. */
readonly spellName?: string;
/** For scrolls/wands: the embedded spell rank. */
readonly spellRank?: number;
}
export interface DailySpells {
readonly uses: number;
readonly each: boolean;
readonly spells: readonly string[];
readonly spells: readonly SpellReference[];
}
export interface SpellcastingBlock {
readonly name: string;
readonly headerText: string;
readonly atWill?: readonly string[];
readonly atWill?: readonly SpellReference[];
readonly daily?: readonly DailySpells[];
readonly restLong?: readonly DailySpells[];
}
@@ -110,6 +186,7 @@ export interface Pf2eCreature {
readonly level: number;
readonly traits: readonly string[];
readonly perception: number;
readonly perceptionDetails?: string;
readonly senses?: string;
readonly languages?: string;
readonly skills?: string;
@@ -127,7 +204,9 @@ export interface Pf2eCreature {
readonly saveFort: number;
readonly saveRef: number;
readonly saveWill: number;
readonly saveConditional?: string;
readonly hp: number;
readonly hpDetails?: string;
readonly immunities?: string;
readonly resistances?: string;
readonly weaknesses?: string;
@@ -137,6 +216,7 @@ export interface Pf2eCreature {
readonly abilitiesMid?: readonly TraitBlock[];
readonly abilitiesBot?: readonly TraitBlock[];
readonly spellcasting?: readonly SpellcastingBlock[];
readonly equipment?: readonly EquipmentItem[];
}
export type AnyCreature = Creature | Pf2eCreature;

View File

@@ -132,6 +132,12 @@ export interface ConcentrationEnded {
readonly combatantId: CombatantId;
}
export interface CreatureAdjustmentSet {
readonly type: "CreatureAdjustmentSet";
readonly combatantId: CombatantId;
readonly adjustment: "weak" | "elite" | undefined;
}
export interface EncounterCleared {
readonly type: "EncounterCleared";
readonly combatantCount: number;
@@ -175,6 +181,7 @@ export type DomainEvent =
| ConditionRemoved
| ConcentrationStarted
| ConcentrationEnded
| CreatureAdjustmentSet
| EncounterCleared
| PlayerCharacterCreated
| PlayerCharacterUpdated

View File

@@ -24,6 +24,7 @@ export {
createPlayerCharacter,
} from "./create-player-character.js";
export {
type ActivityCost,
type AnyCreature,
type BestiaryIndex,
type BestiaryIndexEntry,
@@ -32,12 +33,14 @@ export {
type CreatureId,
creatureId,
type DailySpells,
type EquipmentItem,
type LegendaryBlock,
type Pf2eBestiaryIndex,
type Pf2eBestiaryIndexEntry,
type Pf2eCreature,
proficiencyBonus,
type SpellcastingBlock,
type SpellReference,
type TraitBlock,
type TraitListItem,
type TraitSegment,
@@ -72,6 +75,7 @@ export type {
ConcentrationStarted,
ConditionAdded,
ConditionRemoved,
CreatureAdjustmentSet,
CrSet,
CurrentHpAdjusted,
DomainEvent,
@@ -96,6 +100,14 @@ export {
formatInitiativeModifier,
type InitiativeResult,
} from "./initiative.js";
export {
acDelta,
adjustedLevel,
applyPf2eAdjustment,
type CreatureAdjustment,
hpDelta,
modDelta,
} from "./pf2e-adjustments.js";
export {
type PlayerCharacter,
type PlayerCharacterId,
@@ -106,6 +118,10 @@ export {
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
} from "./player-character-types.js";
export {
type RecallKnowledge,
recallKnowledge,
} from "./recall-knowledge.js";
export { rehydrateCombatant } from "./rehydrate-combatant.js";
export { rehydratePlayerCharacter } from "./rehydrate-player-character.js";
export {

View File

@@ -0,0 +1,110 @@
import type {
Pf2eCreature,
TraitBlock,
TraitSegment,
} from "./creature-types.js";
export type CreatureAdjustment = "weak" | "elite";
/** HP bracket delta by creature level (standard PF2e table). */
function hpBracketDelta(level: number): number {
if (level <= 1) return 10;
if (level <= 4) return 15;
if (level <= 19) return 20;
return 30;
}
/** Level shift: elite +1 (or +2 if level ≤ 0), weak 1 (or 2 if level is 1). */
export function adjustedLevel(
baseLevel: number,
adjustment: CreatureAdjustment,
): number {
if (adjustment === "elite") {
return baseLevel <= 0 ? baseLevel + 2 : baseLevel + 1;
}
return baseLevel === 1 ? baseLevel - 2 : baseLevel - 1;
}
/** Signed HP delta for a given base level and adjustment. */
export function hpDelta(
baseLevel: number,
adjustment: CreatureAdjustment,
): number {
const delta = hpBracketDelta(baseLevel);
return adjustment === "elite" ? delta : -delta;
}
/** AC delta: +2 for elite, 2 for weak. */
export function acDelta(adjustment: CreatureAdjustment): number {
return adjustment === "elite" ? 2 : -2;
}
/** Generic ±2 modifier delta. Used for saves, Perception, attacks, damage. */
export function modDelta(adjustment: CreatureAdjustment): number {
return adjustment === "elite" ? 2 : -2;
}
const ATTACK_BONUS_RE = /^([+-])(\d+)/;
const MAP_RE = /\[([+-]\d+)\/([+-]\d+)\]/g;
const DAMAGE_BONUS_RE = /(\d+d\d+)([+-])(\d+)/g;
/**
* Adjust attack bonus in a formatted attack string.
* "+15 (agile), 2d12+7 piercing plus Grab" → "+17 (agile), 2d12+9 piercing plus Grab"
*/
function adjustAttackText(text: string, delta: number): string {
// Adjust leading attack bonus: "+15" → "+17"
let result = text.replace(ATTACK_BONUS_RE, (_, sign, num) => {
const adjusted = (sign === "+" ? 1 : -1) * Number(num) + delta;
return adjusted >= 0 ? `+${adjusted}` : `${adjusted}`;
});
// Adjust MAP values in brackets: "[+10/+5]" → "[+12/+7]"
result = result.replace(MAP_RE, (_, m1, m2) => {
const a1 = Number(m1) + delta;
const a2 = Number(m2) + delta;
const f = (n: number) => (n >= 0 ? `+${n}` : `${n}`);
return `[${f(a1)}/${f(a2)}]`;
});
// Adjust damage bonus in "NdN+N type" patterns
result = result.replace(DAMAGE_BONUS_RE, (_, dice, sign, num) => {
const current = (sign === "+" ? 1 : -1) * Number(num);
const adjusted = current + delta;
if (adjusted === 0) return dice as string;
return adjusted > 0 ? `${dice}+${adjusted}` : `${dice}${adjusted}`;
});
return result;
}
function adjustTraitBlock(block: TraitBlock, delta: number): TraitBlock {
return {
...block,
segments: block.segments.map(
(seg): TraitSegment =>
seg.type === "text"
? { type: "text", value: adjustAttackText(seg.value, delta) }
: seg,
),
};
}
/**
* Apply a weak or elite adjustment to a full PF2e creature.
* Returns a new Pf2eCreature with all numeric stats adjusted.
*/
export function applyPf2eAdjustment(
creature: Pf2eCreature,
adjustment: CreatureAdjustment,
): Pf2eCreature {
const d = modDelta(adjustment);
return {
...creature,
level: adjustedLevel(creature.level, adjustment),
ac: creature.ac + d,
hp: creature.hp + hpDelta(creature.level, adjustment),
perception: creature.perception + d,
saveFort: creature.saveFort + d,
saveRef: creature.saveRef + d,
saveWill: creature.saveWill + d,
attacks: creature.attacks?.map((a) => adjustTraitBlock(a, d)),
};
}

View File

@@ -0,0 +1,118 @@
/**
* PF2e Recall Knowledge DC calculation and type-to-skill mapping.
*
* DC is derived from creature level using the standard DC-by-level table
* (Player Core / GM Core), adjusted for rarity.
*/
/** Standard DC-by-level table from PF2e GM Core. Index = level + 1 (level -1 → index 0). */
const DC_BY_LEVEL: readonly number[] = [
13, // level -1
14, // level 0
15, // level 1
16, // level 2
18, // level 3
19, // level 4
20, // level 5
22, // level 6
23, // level 7
24, // level 8
26, // level 9
27, // level 10
28, // level 11
30, // level 12
31, // level 13
32, // level 14
34, // level 15
35, // level 16
36, // level 17
38, // level 18
39, // level 19
40, // level 20
42, // level 21
44, // level 22
46, // level 23
48, // level 24
50, // level 25
];
const RARITY_ADJUSTMENT: Readonly<Record<string, number>> = {
uncommon: 2,
rare: 5,
unique: 10,
};
/**
* Mapping from PF2e creature type traits to the skill(s) used for
* Recall Knowledge. Types that map to multiple skills list all of them.
*/
const TYPE_TO_SKILLS: Readonly<Record<string, readonly string[]>> = {
aberration: ["Occultism"],
animal: ["Nature"],
astral: ["Occultism"],
beast: ["Arcana", "Nature"],
celestial: ["Religion"],
construct: ["Arcana", "Crafting"],
dragon: ["Arcana"],
dream: ["Occultism"],
elemental: ["Arcana", "Nature"],
ethereal: ["Occultism"],
fey: ["Nature"],
fiend: ["Religion"],
fungus: ["Nature"],
giant: ["Society"],
humanoid: ["Society"],
monitor: ["Religion"],
ooze: ["Occultism"],
plant: ["Nature"],
undead: ["Religion"],
};
export interface RecallKnowledge {
readonly dc: number;
readonly type: string;
readonly skills: readonly string[];
}
/**
* Calculate Recall Knowledge DC, type, and skill(s) for a PF2e creature.
*
* Returns `null` when no recognized type trait is found in the creature's
* traits array, indicating the Recall Knowledge line should be omitted.
*/
export function recallKnowledge(
level: number,
traits: readonly string[],
): RecallKnowledge | null {
// Find the first type trait that maps to a skill
let matchedType: string | undefined;
let skills: readonly string[] | undefined;
for (const trait of traits) {
const lower = trait.toLowerCase();
const mapped = TYPE_TO_SKILLS[lower];
if (mapped) {
matchedType = trait;
skills = mapped;
break;
}
}
if (!matchedType || !skills) return null;
// Calculate DC from level
const clampedIndex = Math.max(0, Math.min(level + 1, DC_BY_LEVEL.length - 1));
let dc = DC_BY_LEVEL[clampedIndex];
// Apply rarity adjustment (rarity traits are included in the traits array
// for non-common creatures by the normalization pipeline)
for (const trait of traits) {
const adjustment = RARITY_ADJUSTMENT[trait.toLowerCase()];
if (adjustment) {
dc += adjustment;
break;
}
}
return { dc, type: matchedType, skills };
}

View File

@@ -93,6 +93,7 @@ function validateCr(value: unknown): string | undefined {
: undefined;
}
const VALID_ADJUSTMENTS = new Set(["weak", "elite"]);
const VALID_SIDES = new Set(["party", "enemy"]);
function validateSide(value: unknown): "party" | "enemy" | undefined {
@@ -110,6 +111,10 @@ function parseOptionalFields(entry: Record<string, unknown>) {
creatureId: validateNonEmptyString(entry.creatureId)
? creatureId(entry.creatureId as string)
: undefined,
creatureAdjustment: validateSetMember(
entry.creatureAdjustment,
VALID_ADJUSTMENTS,
) as "weak" | "elite" | undefined,
cr: validateCr(entry.cr),
side: validateSide(entry.side),
color: validateSetMember(entry.color, VALID_PLAYER_COLORS),

View File

@@ -92,7 +92,11 @@ export function setConditionValue(
const { combatant: target } = found;
const current = target.conditions ?? [];
if (value <= 0) {
const def = CONDITION_DEFINITIONS.find((d) => d.id === conditionId);
const clampedValue =
def?.maxValue === undefined ? value : Math.min(value, def.maxValue);
if (clampedValue <= 0) {
const filtered = current.filter((c) => c.id !== conditionId);
const newConditions = filtered.length > 0 ? filtered : undefined;
return {
@@ -106,7 +110,7 @@ export function setConditionValue(
const existing = current.find((c) => c.id === conditionId);
if (existing) {
const updated = current.map((c) =>
c.id === conditionId ? { ...c, value } : c,
c.id === conditionId ? { ...c, value: clampedValue } : c,
);
return {
encounter: applyConditions(encounter, combatantId, updated),
@@ -115,17 +119,25 @@ export function setConditionValue(
type: "ConditionAdded",
combatantId,
condition: conditionId,
value,
value: clampedValue,
},
],
};
}
const added = sortByDefinitionOrder([...current, { id: conditionId, value }]);
const added = sortByDefinitionOrder([
...current,
{ id: conditionId, value: clampedValue },
]);
return {
encounter: applyConditions(encounter, combatantId, added),
events: [
{ type: "ConditionAdded", combatantId, condition: conditionId, value },
{
type: "ConditionAdded",
combatantId,
condition: conditionId,
value: clampedValue,
},
],
};
}

View File

@@ -20,6 +20,7 @@ export interface Combatant {
readonly conditions?: readonly ConditionEntry[];
readonly isConcentrating?: boolean;
readonly creatureId?: CreatureId;
readonly creatureAdjustment?: "weak" | "elite";
readonly cr?: string;
readonly side?: "party" | "enemy";
readonly color?: string;

View File

@@ -1,29 +1,14 @@
/**
* Backpressure check for biome-ignore comments.
* Zero-tolerance check for biome-ignore comments.
*
* 1. Ratcheting cap — source and test files have separate max counts.
* Lower these numbers as you fix ignores; they can never go up silently.
* 2. Banned rules — ignoring certain rule categories is never allowed.
* 3. Justification — every ignore must have a non-empty explanation after
* the rule name.
* Any `biome-ignore` in tracked .ts/.tsx files fails the build.
* Fix the underlying issue instead of suppressing the rule.
*/
import { execSync } from "node:child_process";
import { readFileSync } from "node:fs";
// ── Configuration ──────────────────────────────────────────────────────
const MAX_SOURCE_IGNORES = 2;
const MAX_TEST_IGNORES = 3;
/** Rule prefixes that must never be suppressed. */
const BANNED_PREFIXES = [
"lint/security/",
"lint/correctness/noGlobalObjectCalls",
"lint/correctness/noUnsafeFinally",
];
// ───────────────────────────────────────────────────────────────────────
const IGNORE_PATTERN = /biome-ignore\s+([\w/]+)(?::\s*(.*))?/;
const IGNORE_PATTERN = /biome-ignore\s+([\w/]+)/;
function findFiles() {
return execSync("git ls-files -- '*.ts' '*.tsx'", { encoding: "utf-8" })
@@ -32,17 +17,7 @@ function findFiles() {
.filter(Boolean);
}
function isTestFile(path) {
return (
path.includes("__tests__/") ||
path.endsWith(".test.ts") ||
path.endsWith(".test.tsx")
);
}
let errors = 0;
let sourceCount = 0;
let testCount = 0;
let count = 0;
for (const file of findFiles()) {
const lines = readFileSync(file, "utf-8").split("\n");
@@ -51,58 +26,16 @@ for (const file of findFiles()) {
const match = lines[i].match(IGNORE_PATTERN);
if (!match) continue;
const rule = match[1];
const justification = (match[2] ?? "").trim();
const loc = `${file}:${i + 1}`;
// Count by category
if (isTestFile(file)) {
testCount++;
} else {
sourceCount++;
}
// Banned rules
for (const prefix of BANNED_PREFIXES) {
if (rule.startsWith(prefix)) {
console.error(`BANNED: ${loc}${rule} must not be suppressed`);
errors++;
}
}
// Justification required
if (!justification) {
console.error(
`MISSING JUSTIFICATION: ${loc} — biome-ignore ${rule} needs an explanation after the colon`,
);
errors++;
}
count++;
console.error(`FORBIDDEN: ${file}:${i + 1} — biome-ignore ${match[1]}`);
}
}
// Ratcheting caps
if (sourceCount > MAX_SOURCE_IGNORES) {
if (count > 0) {
console.error(
`SOURCE CAP EXCEEDED: ${sourceCount} biome-ignore comments in source (max ${MAX_SOURCE_IGNORES}). Fix issues and lower the cap.`,
`\n${count} biome-ignore comment(s) found. Fix the issue or restructure the code.`,
);
errors++;
}
if (testCount > MAX_TEST_IGNORES) {
console.error(
`TEST CAP EXCEEDED: ${testCount} biome-ignore comments in tests (max ${MAX_TEST_IGNORES}). Fix issues and lower the cap.`,
);
errors++;
}
// Summary
console.log(
`biome-ignore: ${sourceCount} source (max ${MAX_SOURCE_IGNORES}), ${testCount} test (max ${MAX_TEST_IGNORES})`,
);
if (errors > 0) {
console.error(`\n${errors} problem(s) found.`);
process.exit(1);
} else {
console.log("All checks passed.");
console.log("biome-ignore: 0 — all clear.");
}

View File

@@ -1,123 +1,103 @@
import { readdirSync, readFileSync, writeFileSync } from "node:fs";
import { join } from "node:path";
import { join, relative } from "node:path";
// Usage: node scripts/generate-pf2e-bestiary-index.mjs <path-to-Pf2eTools>
// Usage: node scripts/generate-pf2e-bestiary-index.mjs <path-to-foundry-pf2e>
//
// Requires a local clone/checkout of https://github.com/Pf2eToolsOrg/Pf2eTools (dev branch)
// with at least data/bestiary/.
// Requires a local clone of https://github.com/foundryvtt/pf2e (v13-dev branch).
//
// Example:
// git clone --depth 1 --branch dev --sparse https://github.com/Pf2eToolsOrg/Pf2eTools.git /tmp/pf2etools
// cd /tmp/pf2etools && git sparse-checkout set data/bestiary data
// node scripts/generate-pf2e-bestiary-index.mjs /tmp/pf2etools
// git clone --depth 1 --branch v13-dev https://github.com/foundryvtt/pf2e.git /tmp/foundry-pf2e
// node scripts/generate-pf2e-bestiary-index.mjs /tmp/foundry-pf2e
const TOOLS_ROOT = process.argv[2];
if (!TOOLS_ROOT) {
const FOUNDRY_ROOT = process.argv[2];
if (!FOUNDRY_ROOT) {
console.error(
"Usage: node scripts/generate-pf2e-bestiary-index.mjs <Pf2eTools-path>",
"Usage: node scripts/generate-pf2e-bestiary-index.mjs <foundry-pf2e-path>",
);
process.exit(1);
}
const PROJECT_ROOT = join(import.meta.dirname, "..");
const BESTIARY_DIR = join(TOOLS_ROOT, "data/bestiary");
const PACKS_DIR = join(FOUNDRY_ROOT, "packs/pf2e");
const OUTPUT_PATH = join(PROJECT_ROOT, "data/bestiary/pf2e-index.json");
// --- Source display names ---
// Pf2eTools doesn't have a single books.json with all adventure paths.
// We map known source codes to display names here.
const SOURCE_NAMES = {
B1: "Bestiary",
B2: "Bestiary 2",
B3: "Bestiary 3",
CRB: "Core Rulebook",
GMG: "Gamemastery Guide",
LOME: "Lost Omens: The Mwangi Expanse",
LOMM: "Lost Omens: Monsters of Myth",
LOIL: "Lost Omens: Impossible Lands",
LOCG: "Lost Omens: Character Guide",
LOSK: "Lost Omens: Knights of Lastwall",
LOTXWG: "Lost Omens: Travel Guide",
LOACLO: "Lost Omens: Absalom, City of Lost Omens",
LOHh: "Lost Omens: Highhelm",
AoA1: "Age of Ashes #1: Hellknight Hill",
AoA2: "Age of Ashes #2: Cult of Cinders",
AoA3: "Age of Ashes #3: Tomorrow Must Burn",
AoA4: "Age of Ashes #4: Fires of the Haunted City",
AoA5: "Age of Ashes #5: Against the Scarlet Triad",
AoA6: "Age of Ashes #6: Broken Promises",
AoE1: "Agents of Edgewatch #1",
AoE2: "Agents of Edgewatch #2",
AoE3: "Agents of Edgewatch #3",
AoE4: "Agents of Edgewatch #4",
AoE5: "Agents of Edgewatch #5",
AoE6: "Agents of Edgewatch #6",
EC1: "Extinction Curse #1",
EC2: "Extinction Curse #2",
EC3: "Extinction Curse #3",
EC4: "Extinction Curse #4",
EC5: "Extinction Curse #5",
EC6: "Extinction Curse #6",
AV1: "Abomination Vaults #1",
AV2: "Abomination Vaults #2",
AV3: "Abomination Vaults #3",
FRP1: "Fists of the Ruby Phoenix #1",
FRP2: "Fists of the Ruby Phoenix #2",
FRP3: "Fists of the Ruby Phoenix #3",
SoT1: "Strength of Thousands #1",
SoT2: "Strength of Thousands #2",
SoT3: "Strength of Thousands #3",
SoT4: "Strength of Thousands #4",
SoT5: "Strength of Thousands #5",
SoT6: "Strength of Thousands #6",
OoA1: "Outlaws of Alkenstar #1",
OoA2: "Outlaws of Alkenstar #2",
OoA3: "Outlaws of Alkenstar #3",
BotD: "Book of the Dead",
DA: "Dark Archive",
FoP: "The Fall of Plaguestone",
LTiBA: "Little Trouble in Big Absalom",
Sli: "The Slithering",
TiO: "Troubles in Otari",
NGD: "Night of the Gray Death",
BB: "Beginner Box",
SoG1: "Sky King's Tomb #1",
SoG2: "Sky King's Tomb #2",
SoG3: "Sky King's Tomb #3",
GW1: "Gatewalkers #1",
GW2: "Gatewalkers #2",
GW3: "Gatewalkers #3",
WoW1: "Wardens of Wildwood #1",
WoW2: "Wardens of Wildwood #2",
WoW3: "Wardens of Wildwood #3",
SF1: "Season of Ghosts #1",
SF2: "Season of Ghosts #2",
SF3: "Season of Ghosts #3",
POS1: "Pathfinder One-Shots",
AFoF: "A Fistful of Flowers",
TaL: "Threshold of Knowledge",
ToK: "Threshold of Knowledge",
DaLl: "Dinner at Lionlodge",
MotM: "Monsters of the Multiverse",
Mal: "Malevolence",
TEC: "The Enmity Cycle",
SaS: "Shadows at Sundown",
Rust: "Rusthenge",
CotT: "Crown of the Kobold King",
SoM: "Secrets of Magic",
};
// --- Size extraction from traits ---
const SIZES = new Set([
"tiny",
"small",
"medium",
"large",
"huge",
"gargantuan",
// Legacy bestiaries superseded by Monster Core / Monster Core 2
const EXCLUDED_PACKS = new Set([
"pathfinder-bestiary",
"pathfinder-bestiary-2",
"pathfinder-bestiary-3",
]);
// Creature type traits (PF2e types are lowercase in the traits array)
// PFS (Pathfinder Society) scenario packs — organized play content not on
// Archives of Nethys, mostly reskinned variants for specific scenarios.
const isPfsPack = (name) => name.startsWith("pfs-");
// Pack directory → display name mapping. Foundry pack directories are stable
// identifiers; new ones are added ~2-3 times per year with new AP volumes.
// Run the script with an unknown pack to see unmapped entries in the output.
const SOURCE_NAMES = {
"abomination-vaults-bestiary": "Abomination Vaults",
"age-of-ashes-bestiary": "Age of Ashes",
"agents-of-edgewatch-bestiary": "Agents of Edgewatch",
"battlecry-bestiary": "Battlecry!",
"blog-bestiary": "Pathfinder Blog",
"blood-lords-bestiary": "Blood Lords",
"book-of-the-dead-bestiary": "Book of the Dead",
"claws-of-the-tyrant-bestiary": "Claws of the Tyrant",
"crown-of-the-kobold-king-bestiary": "Crown of the Kobold King",
"curtain-call-bestiary": "Curtain Call",
"extinction-curse-bestiary": "Extinction Curse",
"fall-of-plaguestone": "The Fall of Plaguestone",
"fists-of-the-ruby-phoenix-bestiary": "Fists of the Ruby Phoenix",
"gatewalkers-bestiary": "Gatewalkers",
"hellbreakers-bestiary": "Hellbreakers",
"howl-of-the-wild-bestiary": "Howl of the Wild",
"kingmaker-bestiary": "Kingmaker",
"lost-omens-bestiary": "Lost Omens",
"malevolence-bestiary": "Malevolence",
"menace-under-otari-bestiary": "Beginner Box",
"myth-speaker-bestiary": "Myth Speaker",
"night-of-the-gray-death-bestiary": "Night of the Gray Death",
"npc-gallery": "NPC Gallery",
"one-shot-bestiary": "One-Shots",
"outlaws-of-alkenstar-bestiary": "Outlaws of Alkenstar",
"pathfinder-dark-archive": "Dark Archive",
"pathfinder-monster-core": "Monster Core",
"pathfinder-monster-core-2": "Monster Core 2",
"pathfinder-npc-core": "NPC Core",
"prey-for-death-bestiary": "Prey for Death",
"quest-for-the-frozen-flame-bestiary": "Quest for the Frozen Flame",
"rage-of-elements-bestiary": "Rage of Elements",
"revenge-of-the-runelords-bestiary": "Revenge of the Runelords",
"rusthenge-bestiary": "Rusthenge",
"season-of-ghosts-bestiary": "Season of Ghosts",
"seven-dooms-for-sandpoint-bestiary": "Seven Dooms for Sandpoint",
"shades-of-blood-bestiary": "Shades of Blood",
"shadows-at-sundown-bestiary": "Shadows at Sundown",
"sky-kings-tomb-bestiary": "Sky King's Tomb",
"spore-war-bestiary": "Spore War",
"standalone-adventures": "Standalone Adventures",
"stolen-fate-bestiary": "Stolen Fate",
"strength-of-thousands-bestiary": "Strength of Thousands",
"the-enmity-cycle-bestiary": "The Enmity Cycle",
"the-slithering-bestiary": "The Slithering",
"triumph-of-the-tusk-bestiary": "Triumph of the Tusk",
"troubles-in-otari-bestiary": "Troubles in Otari",
"war-of-immortals-bestiary": "War of Immortals",
"wardens-of-wildwood-bestiary": "Wardens of Wildwood",
};
// Size code mapping from Foundry abbreviations to full names
const SIZE_MAP = {
tiny: "tiny",
sm: "small",
med: "medium",
lg: "large",
huge: "huge",
grg: "gargantuan",
};
// Creature type traits
const CREATURE_TYPES = new Set([
"aberration",
"animal",
@@ -143,64 +123,99 @@ const CREATURE_TYPES = new Set([
"undead",
]);
function extractSize(traits) {
if (!Array.isArray(traits)) return "medium";
const found = traits.find((t) => SIZES.has(t.toLowerCase()));
return found ? found.toLowerCase() : "medium";
}
// --- Helpers ---
function extractType(traits) {
if (!Array.isArray(traits)) return "";
const found = traits.find((t) => CREATURE_TYPES.has(t.toLowerCase()));
return found ? found.toLowerCase() : "";
/** Recursively collect all .json files (excluding _*.json metadata files). */
function collectJsonFiles(dir) {
const results = [];
for (const entry of readdirSync(dir, { withFileTypes: true })) {
if (entry.name.startsWith("_")) continue;
const full = join(dir, entry.name);
if (entry.isDirectory()) {
results.push(...collectJsonFiles(full));
} else if (entry.name.endsWith(".json")) {
results.push(full);
}
}
return results;
}
// --- Main ---
const files = readdirSync(BESTIARY_DIR).filter(
(f) => f.startsWith("creatures-") && f.endsWith(".json"),
);
const packDirs = readdirSync(PACKS_DIR, { withFileTypes: true })
.filter(
(d) => d.isDirectory() && !EXCLUDED_PACKS.has(d.name) && !isPfsPack(d.name),
)
.map((d) => d.name)
.sort();
const creatures = [];
const seenSources = new Set();
const sources = {};
const missingData = [];
for (const file of files.sort()) {
const raw = JSON.parse(readFileSync(join(BESTIARY_DIR, file), "utf-8"));
const entries = raw.creature ?? [];
for (const packDir of packDirs) {
const packPath = join(PACKS_DIR, packDir);
let files;
try {
files = collectJsonFiles(packPath).sort();
} catch {
continue;
}
for (const c of entries) {
// Skip copies/references
if (c._copy) continue;
for (const filePath of files) {
let raw;
try {
raw = JSON.parse(readFileSync(filePath, "utf-8"));
} catch {
continue;
}
const source = c.source ?? "";
seenSources.add(source);
// Only include NPC-type creatures
if (raw.type !== "npc") continue;
const ac = c.defenses?.ac?.std ?? 0;
const hp = c.defenses?.hp?.[0]?.hp ?? 0;
const perception = c.perception?.std ?? 0;
const system = raw.system;
if (!system) continue;
const name = raw.name;
const level = system.details?.level?.value ?? 0;
const ac = system.attributes?.ac?.value ?? 0;
const hp = system.attributes?.hp?.max ?? 0;
const perception = system.perception?.mod ?? 0;
const sizeCode = system.traits?.size?.value ?? "med";
const size = SIZE_MAP[sizeCode] ?? "medium";
const traits = system.traits?.value ?? [];
const type =
traits.find((t) => CREATURE_TYPES.has(t.toLowerCase()))?.toLowerCase() ??
"";
const relativePath = relative(PACKS_DIR, filePath);
const license = system.details?.publication?.license ?? "";
if (!name || ac === 0 || hp === 0) {
missingData.push(`${relativePath}: name=${name} ac=${ac} hp=${hp}`);
}
creatures.push({
n: c.name,
s: source,
lv: c.level ?? 0,
n: name,
s: packDir,
lv: level,
ac,
hp,
pc: perception,
sz: extractSize(c.traits),
tp: extractType(c.traits),
sz: size,
tp: type,
f: relativePath,
li: license,
});
}
if (creatures.some((c) => c.s === packDir)) {
sources[packDir] = SOURCE_NAMES[packDir] ?? packDir;
}
}
// Sort by name then source for stable output
creatures.sort((a, b) => a.n.localeCompare(b.n) || a.s.localeCompare(b.s));
// Build source map from seen sources
const sources = {};
for (const code of [...seenSources].sort()) {
sources[code] = SOURCE_NAMES[code] ?? code;
}
const output = { sources, creatures };
writeFileSync(OUTPUT_PATH, JSON.stringify(output));
@@ -209,7 +224,19 @@ console.log(`Sources: ${Object.keys(sources).length}`);
console.log(`Creatures: ${creatures.length}`);
console.log(`Output size: ${(rawSize / 1024).toFixed(1)} KB`);
const unmapped = [...seenSources].filter((s) => !SOURCE_NAMES[s]);
const unmapped = Object.keys(sources).filter((s) => !SOURCE_NAMES[s]);
if (unmapped.length > 0) {
console.log(`Unmapped sources: ${unmapped.sort().join(", ")}`);
console.log(
`\nUnmapped packs (using directory name as-is): ${unmapped.join(", ")}`,
);
}
if (missingData.length > 0) {
console.log(`\nCreatures with missing data (${missingData.length}):`);
for (const msg of missingData.slice(0, 20)) {
console.log(` ${msg}`);
}
if (missingData.length > 20) {
console.log(` ... and ${missingData.length - 20} more`);
}
}

View File

@@ -128,6 +128,22 @@ A user wants to rename a combatant. Clicking the combatant's name immediately en
4. **Given** a bestiary combatant row and a custom combatant row, **When** the user clicks either combatant's name, **Then** the behavior is identical — inline edit mode is entered immediately in both cases.
**Story C4 — Name Updates on Weak/Elite Toggle (Priority: P2)**
When a PF2e weak/elite adjustment is toggled on a bestiary-linked combatant, the name automatically gains or loses a "Weak" or "Elite" prefix. Auto-numbered suffixes are preserved (e.g., "Goblin 2" → "Elite Goblin 2"). Toggling back to Normal removes the prefix. Existing auto-numbering of other combatants is not affected.
**Acceptance Scenarios**:
1. **Given** a combatant named "Iron Hag", **When** the DM toggles to "Elite", **Then** the name becomes "Elite Iron Hag".
2. **Given** a combatant named "Goblin 2", **When** the DM toggles to "Weak", **Then** the name becomes "Weak Goblin 2".
3. **Given** a combatant named "Elite Iron Hag", **When** the DM toggles back to "Normal", **Then** the name becomes "Iron Hag".
4. **Given** "Goblin 1" and "Goblin 2" exist, **When** the DM toggles "Goblin 1" to "Elite", **Then** it becomes "Elite Goblin 1" and "Goblin 2" is not renamed.
5. **Given** a combatant named "Elite Goblin 1", **When** the DM manually renames it to "Big Boss", **Then** the rename proceeds normally (manual names override the prefix convention).
---
### Clearing the Encounter
@@ -291,6 +307,12 @@ EditCombatant MUST preserve the combatant's position in the list, `activeIndex`,
#### FR-024 — Edit: UI
The UI MUST provide an inline name-edit mechanism for each combatant, activated by a single click on the name. Clicking the name MUST enter inline edit mode immediately — no delay, no timer, consistent for all combatant types. The name MUST display a `cursor-text` cursor on hover to signal editability. The updated name MUST be immediately visible after submission. The 250ms click timer and double-click detection logic MUST be removed entirely.
#### FR-041 — Edit: Weak/Elite name prefix
When a PF2e weak/elite adjustment is toggled on a bestiary-linked combatant (see `specs/004-bestiary/spec.md`, FR-101), the system MUST prepend "Weak " or "Elite " to the combatant's name, preserving any auto-numbered suffix. Toggling to "Normal" MUST remove the prefix. Switching directly between "Weak" and "Elite" MUST swap the prefix.
#### FR-042 — Edit: Prefix does not trigger re-numbering
Adding or removing a weak/elite prefix MUST NOT trigger auto-numbering recalculation for other combatants. "Goblin 1" becoming "Elite Goblin 1" does not cause "Goblin 2" to be renumbered.
#### FR-025 — ConfirmButton: Reusable component
The system MUST provide a reusable `ConfirmButton` component that wraps any icon button to add a two-step confirmation flow.
@@ -363,6 +385,7 @@ All domain events MUST be returned as plain data values from operations, not dis
- **ConfirmButton: two instances in confirm state simultaneously**: Each manages its own state independently.
- **ConfirmButton: combatant row re-renders while in confirm state**: Confirm state persists through re-renders as long as combatant identity is stable.
- **Name click behavior is uniform**: A single click on any combatant's name enters inline edit mode immediately. There is no gesture disambiguation (no timer, no double-click detection). Stat block access is handled via the dedicated book icon on bestiary rows (see `specs/004-bestiary/spec.md`, FR-062).
- **Weak/elite prefix on a manually renamed combatant**: If the user manually renames "Elite Goblin" to "Big Boss" and then toggles to Normal, the prefix "Elite " is not present to remove — the name "Big Boss" remains unchanged.
---

View File

@@ -115,6 +115,15 @@ Acceptance scenarios:
7. **Given** no combatant has temp HP, **When** viewing the encounter, **Then** no extra space is reserved for temp HP display.
8. **Given** one combatant has temp HP, **When** viewing the encounter, **Then** all rows reserve space for the temp HP display to maintain column alignment.
**Story HP-8 — HP Adjusts on Weak/Elite Toggle (P2)**
As a game master toggling a PF2e creature between weak, normal, and elite, I want the combatant's max HP and current HP to update automatically so that the tracker reflects the adjusted creature's durability.
Acceptance scenarios:
1. **Given** a combatant with 75/75 HP (Normal), **When** the DM toggles to "Elite" (HP bracket +20), **Then** maxHp becomes 95 and currentHp becomes 95.
2. **Given** a combatant with 65/75 HP (Normal, 10 damage taken), **When** the DM toggles to "Elite" (HP bracket +20), **Then** maxHp becomes 95 and currentHp becomes 85 (shifted by +20, preserving the 10-damage deficit).
3. **Given** a combatant with 5/75 HP (Normal), **When** the DM toggles to "Weak" (HP bracket 20), **Then** maxHp becomes 55 and currentHp becomes 0 (clamped, since 520 < 0).
4. **Given** a combatant with 95/95 HP (Elite), **When** the DM toggles back to "Normal" (HP bracket 20), **Then** maxHp becomes 75 and currentHp becomes 75.
### Requirements
- **FR-001**: Each combatant MAY have an optional `maxHp` value (positive integer >= 1). HP tracking is optional per combatant.
@@ -148,6 +157,8 @@ Acceptance scenarios:
- **FR-029**: When any combatant in the encounter has temp HP > 0, all rows MUST reserve space for the temp HP display to maintain column alignment. When no combatant has temp HP, no space is reserved.
- **FR-030**: The HP adjustment popover MUST include a third button (Shield icon) for setting temp HP.
- **FR-031**: Temp HP MUST persist across page reloads via the existing persistence mechanism.
- **FR-113**: When a PF2e weak/elite adjustment is toggled (see `specs/004-bestiary/spec.md`, FR-101), `maxHp` MUST be updated by the HP bracket delta for the creature's base level: ±10 (level ≤ 1), ±15 (level 24), ±20 (level 519), ±30 (level 20+). When switching directly between weak and elite, the full swing (reverse + apply) MUST be computed as a single delta.
- **FR-114**: When `maxHp` changes due to a weak/elite toggle, `currentHp` MUST shift by the same delta as `maxHp`, clamped to [0, new `maxHp`]. Temp HP is unaffected.
### Edge Cases
@@ -166,6 +177,7 @@ Acceptance scenarios:
- There is no death/unconscious game mechanic triggered at 0 HP; the system displays the state only.
- There is no damage type tracking, resistance/vulnerability calculation, or hit log in the MVP baseline.
- There is no undo/redo for HP changes in the MVP baseline.
- Weak/elite toggle when combatant has temp HP: temp HP is unaffected; only maxHp and currentHp change. A combatant at 10+5/75 toggled to Elite becomes 30+5/95.
---
@@ -192,6 +204,14 @@ Acceptance scenarios:
4. **Given** the inline AC edit is active, **When** the user presses Escape, **Then** the edit is cancelled and the original value is preserved.
5. **Given** the inline AC edit is active, **When** the user clears the field and presses Enter, **Then** AC is unset and the shield shows an empty state.
**Story AC-3 — AC Adjusts on Weak/Elite Toggle (P2)**
As a game master toggling a PF2e creature between weak, normal, and elite, I want the combatant's AC to update automatically so that the tracker reflects the adjusted creature's defenses.
Acceptance scenarios:
1. **Given** a combatant with AC 22 (Normal), **When** the DM toggles to "Elite", **Then** AC becomes 24.
2. **Given** a combatant with AC 24 (Elite), **When** the DM toggles to "Weak", **Then** AC becomes 20 (base 22, 2 for weak).
3. **Given** a combatant with AC 20 (Weak), **When** the DM toggles to "Normal", **Then** AC becomes 22.
### Requirements
- **FR-023**: Each combatant MAY have an optional `ac` value, a non-negative integer (>= 0).
@@ -203,6 +223,8 @@ Acceptance scenarios:
- **FR-029**: AC MUST reject negative values. Zero is a valid AC.
- **FR-030**: AC values MUST persist via the existing persistence mechanism.
- **FR-031**: The AC shield MUST scale appropriately for single-digit, double-digit, and any valid AC values.
- **FR-115**: When a PF2e weak/elite adjustment is toggled (see `specs/004-bestiary/spec.md`, FR-101), `ac` MUST be updated by ±2. When switching directly between weak and elite, the full swing (±4) MUST be applied as a single update.
- **FR-116**: AC changes from weak/elite toggles MUST persist via the existing persistence mechanism, consistent with FR-030.
### Edge Cases
@@ -260,6 +282,8 @@ Acceptance scenarios:
4. **Given** concentration is active and the row is not hovered, **Then** the Brain icon remains visible.
5. **Given** concentration is active, **When** the user clicks the Brain icon again, **Then** concentration deactivates and the icon hides (unless the row is still hovered).
6. **Given** the Brain icon is visible, **When** the user hovers over it, **Then** a tooltip reading "Concentrating" appears.
7. **Given** the game system is Pathfinder 2e, **When** viewing any combatant row (hovered or not), **Then** the Brain icon is not shown — even if `isConcentrating` is true.
8. **Given** a combatant has `isConcentrating` true and the game system is PF2e, **When** the user switches to a D&D system, **Then** the Brain icon appears with active styling (concentration state was preserved).
**Story CC-6 — Visual Feedback for Concentration (P2)**
As a DM, I want concentrating combatants to have a visible row accent so I can identify them at a glance without interacting.
@@ -268,6 +292,7 @@ Acceptance scenarios:
1. **Given** concentration is active, **When** viewing the encounter tracker, **Then** the combatant row shows a colored left border accent (`border-l-purple-400`).
2. **Given** concentration is inactive, **Then** no concentration accent is shown.
3. **Given** concentration is toggled off, **Then** the left border accent disappears immediately.
4. **Given** the game system is Pathfinder 2e and a combatant has `isConcentrating` true, **When** viewing the encounter tracker, **Then** no purple left border accent is shown on that row.
**Story CC-7 — Damage Pulse Alert (P3)**
As a DM, I want a visual alert when a concentrating combatant takes damage so I remember to call for a concentration check.
@@ -277,6 +302,7 @@ Acceptance scenarios:
2. **Given** a combatant is concentrating, **When** the combatant is healed, **Then** no pulse/flash occurs.
3. **Given** a combatant is NOT concentrating, **When** damage is taken, **Then** no pulse/flash occurs.
4. **Given** a concentrating combatant takes damage, **When** the animation completes, **Then** the row returns to its normal concentration-active appearance.
5. **Given** the game system is Pathfinder 2e and a combatant has `isConcentrating` true, **When** the combatant takes damage, **Then** no pulse/flash animation occurs.
**Story CC-8 — Game System Setting (P2)**
As a DM who runs games across D&D 5e, 5.5e, and Pathfinder 2e, I want to choose which game system the tracker uses so that conditions, bestiary search, stat block layout, and initiative calculation all match the game I am running.
@@ -310,6 +336,16 @@ Acceptance scenarios:
9. **Given** a combatant has Clumsy 3, **When** the user hovers over the condition icon, **Then** the tooltip shows the condition name, the current value, and the PF2e rules description.
10. **Given** a valued condition counter is showing, **When** the user clicks a different valued condition, **Then** the previous counter is replaced (only one counter at a time).
**Story CC-10 — Condition Value Maximums (P2)**
As a DM running a PF2e encounter, I want valued conditions to be capped at their rule-defined maximum so I cannot accidentally increment them beyond their meaningful range.
Acceptance scenarios:
1. **Given** the game system is Pathfinder 2e, **When** a valued condition reaches its maximum (dying 4, doomed 3, wounded 3, slowed 3), **Then** the `[+]` button in the condition picker counter is disabled.
2. **Given** a combatant has Dying 4, **When** the user opens the condition picker, **Then** the counter shows 4 and `[+]` is disabled; `[-]` and `[✓]` remain active.
3. **Given** a combatant has Slowed 3, **When** the user clicks the Slowed icon tag on the row, **Then** the value decrements to 2 (decrement is unaffected by the cap).
4. **Given** the game system is D&D (5e or 5.5e), **When** interacting with conditions, **Then** no maximum enforcement is applied.
5. **Given** a PF2e valued condition without a defined maximum (e.g., Frightened, Clumsy), **When** incrementing, **Then** no cap is enforced — the value can increase without limit.
### Requirements
- **FR-032**: When a D&D game system is active, the system MUST support the following 15 standard D&D 5e/5.5e conditions: blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious. When Pathfinder 2e is active, the system MUST support the PF2e condition set (see FR-103).
@@ -360,6 +396,11 @@ Acceptance scenarios:
- **FR-105**: For PF2e valued conditions, the condition icon tag MUST display the current value as a small numeric badge (e.g., "2" next to the Frightened icon). Non-valued PF2e conditions display without a badge.
- **FR-106**: The condition data model MUST use `ConditionEntry` objects (`{ id: ConditionId, value?: number }`) instead of bare `ConditionId` values. D&D conditions MUST be stored without a `value` field (backwards-compatible).
- **FR-107**: Switching the game system MUST NOT clear existing combatant conditions. Conditions from the previous game system that are not valid in the new system remain stored but are hidden from display until the user switches back.
- **FR-108**: The following PF2e valued conditions MUST have maximum values enforced: dying (max 4), doomed (max 3), wounded (max 3), slowed (max 3). All other valued conditions have no enforced maximum.
- **FR-109**: When a PF2e valued condition is at its maximum value, the `[+]` increment button in the condition picker counter MUST be disabled (visually dimmed and non-interactive).
- **FR-110**: Maximum value enforcement MUST only apply when the Pathfinder 2e game system is active. D&D conditions are unaffected.
- **FR-111**: When Pathfinder 2e is the active game system, the concentration UI (Brain icon toggle, purple left border accent, damage pulse animation) MUST be hidden entirely. The Brain icon MUST NOT be shown on hover or at rest, and the concentration toggle MUST NOT be interactive.
- **FR-112**: Switching the game system MUST NOT clear or modify `isConcentrating` state on any combatant. The state MUST be preserved in storage and restored to the UI when switching back to a D&D game system.
### Edge Cases
@@ -375,8 +416,9 @@ Acceptance scenarios:
- The settings modal is app-level UI; it does not interact with encounter state.
- When the game system is switched from D&D to PF2e, existing D&D conditions on combatants are hidden (not deleted). Switching back to D&D restores them.
- PF2e valued condition at value 0 is treated as removed — it MUST NOT appear on the row.
- Dying 4 in PF2e has special mechanical significance (death), but the system does not enforce this automatically — it displays the value only.
- Dying, doomed, wounded, and slowed have enforced maximum values in PF2e (4, 3, 3, 3 respectively). The `[+]` button is disabled at the cap. The dynamic dying cap based on doomed value (dying max = 4 doomed) is not enforced — only the static maximum applies.
- Persistent damage is excluded from the PF2e MVP condition set. It can be added as a follow-up feature.
- When PF2e is active, concentration state (`isConcentrating`) is preserved in storage but the entire concentration UI is hidden. Switching back to D&D restores Brain icons, purple borders, and pulse behavior without data loss.
---

View File

@@ -8,7 +8,7 @@
## Overview
The Bestiary feature provides creature search across pre-indexed creature libraries: 3,312+ D&D creatures from 102+ sources and ~2,700+ Pathfinder 2e creatures from 79 Pf2eTools sources. The active game system setting (see `specs/003-combatant-state/spec.md`, FR-096) determines which index the search operates against. Stat block display, source management, and creature pre-fill all adapt to the active game system.
The Bestiary feature provides creature search across pre-indexed creature libraries: 3,312+ D&D creatures from 102+ sources and 2,500+ Pathfinder 2e creatures from the Foundry VTT PF2e system (remaster-era content: Monster Core, Monster Core 2, and post-remaster books). The active game system setting (see `specs/003-combatant-state/spec.md`, FR-096) determines which index the search operates against. Stat block display, source management, and creature pre-fill all adapt to the active game system.
The feature also includes full creature reference via stat block display during combat, source data management via on-demand fetch or file upload, and a dual-panel UX with collapse/expand and pin capabilities. Creatures can be added individually or in batch from a search dropdown, with stats pre-filled from the index.
@@ -98,10 +98,30 @@ A view button in the search bar (repurposed from the current search icon) opens
**US-D3 — Responsive Layout (P4)**
As a DM using the app on different devices, I want the layout to adapt between side-by-side (desktop) and drawer (mobile) so that the stat block is usable regardless of screen size.
**US-D4 — View Spell Descriptions Inline (P2)**
As a DM running a PF2e encounter, I want to click a spell name in a creature's stat block to see the spell's full description without leaving the stat block, so I can quickly resolve what a spell does mid-combat without consulting external tools.
A click on any spell name in the spellcasting section opens a popover (desktop) or bottom sheet (mobile) showing the spell's description, level, traits, range, action cost, target/area, duration, defense/save, and heightening rules. The data is read directly from the cached creature data (already embedded in NPC JSON from Foundry VTT) — no additional network fetch is required, and the feature works offline once the source has been loaded. Dismiss with click-outside, Escape, or (on mobile) swipe-down.
**US-D5 — View Recall Knowledge DC and Skill (P2)**
As a DM running a PF2e encounter, I want to see the Recall Knowledge DC and associated skill on a creature's stat block so I can quickly tell players the DC and which skill to roll without looking it up in external tools.
The Recall Knowledge line appears below the trait tags, showing the DC (calculated from the creature's level using the PF2e standard DC-by-level table, adjusted for rarity) and the skill determined by the creature's type trait. The line is omitted for creatures with no recognized type trait and never shown for D&D creatures.
**US-D6 — View NPC Equipment and Consumables (P2)**
As a DM running a PF2e encounter, I want to see a creature's carried equipment — magic weapons, potions, scrolls, wands, and other items — displayed on its stat block so I can use these tactical options in combat without consulting external tools.
An "Equipment" section appears on the stat block listing each carried item with its name and relevant details (level, traits, activation description). Scrolls additionally show the embedded spell name and rank (e.g., "Scroll of Teleport (Rank 6)"). The section is omitted entirely for creatures that carry no equipment. Equipment data is extracted from the existing cached creature JSON — no additional fetch is required.
**US-D7 — Toggle Weak/Elite Adjustment on PF2e Stat Block (P2)**
As a DM running a PF2e encounter, I want to toggle a weak or elite adjustment on a bestiary-linked combatant's stat block so that the standard PF2e stat modifications are applied to that specific combatant and reflected in both the stat block and the tracker.
When viewing a PF2e creature's stat block, a Weak/Normal/Elite toggle appears in the header. Selecting "Elite" or "Weak" applies the standard PF2e adjustments: ±2 to AC, saves, Perception, attack rolls, and strike damage; HP adjusted by the standard level bracket table; level shifted. The combatant's stored HP and AC update accordingly (see `specs/003-combatant-state/spec.md`, FR-113FR-116), and its name gains a prefix (see `specs/001-combatant-management/spec.md`, FR-041FR-042). The toggle defaults to "Normal" and is not shown for D&D creatures. A visual indicator (the same icon used in the toggle) appears next to the creature name in the header.
### Requirements
- **FR-016**: The system MUST display a stat block panel with full creature information when a creature is selected.
- **FR-017**: For D&D creatures, the stat block MUST include: name, size, type, alignment, AC (with armor source if applicable), HP (average + formula), speed, ability scores with modifiers, saving throws, skills, damage vulnerabilities, damage resistances, damage immunities, condition immunities, senses, languages, challenge rating, proficiency bonus, passive perception, traits, actions, bonus actions, reactions, spellcasting, and legendary actions. For PF2e creatures, the stat block MUST include: name, level, traits (as tags), Perception and senses, languages, skills, ability modifiers (Str/Dex/Con/Int/Wis/Cha as modifiers, not scores), items, AC, saving throws (Fort/Ref/Will), HP (with optional immunities/resistances/weaknesses), speed, attacks, top abilities, mid abilities (reactions/auras), bot abilities (active), and spellcasting.
- **FR-017**: For D&D creatures, the stat block MUST include: name, size, type, alignment, AC (with armor source if applicable), HP (average + formula), speed, ability scores with modifiers, saving throws, skills, damage vulnerabilities, damage resistances, damage immunities, condition immunities, senses, languages, challenge rating, proficiency bonus, passive perception, traits, actions, bonus actions, reactions, spellcasting, and legendary actions. For PF2e creatures, the stat block MUST include: name, level, traits (as tags), Perception (with details text such as "smoke vision" alongside senses), languages, skills, ability modifiers (Str/Dex/Con/Int/Wis/Cha as modifiers, not scores), items, AC, saving throws (Fort/Ref/Will), HP (with optional immunities/resistances/weaknesses), speed, attacks (with inline on-hit effects), abilities with frequency limits where applicable, top abilities, mid abilities (reactions/auras), bot abilities (active), spellcasting, and equipment (weapons, consumables, and other carried items).
- **FR-018**: Optional stat block sections (traits, legendary actions, bonus actions, reactions, etc.) MUST be omitted entirely when the creature has none.
- **FR-019**: The system MUST strip bestiary markup tags (spell references, dice notation, attack tags) and render them as plain readable text (e.g., `{@spell fireball|XPHB}` -> "fireball", `{@dice 3d6}` -> "3d6").
- **FR-020**: On wide viewports (desktop), the layout MUST be side-by-side with the encounter tracker on the left and stat block on the right.
@@ -113,9 +133,24 @@ As a DM using the app on different devices, I want the layout to adapt between s
- **FR-064**: PF2e stat blocks MUST display level in place of challenge rating. Level MUST appear in the stat block header.
- **FR-065**: PF2e stat blocks MUST display three saving throws (Fortitude, Reflex, Will) instead of D&D's six ability-based saves.
- **FR-066**: PF2e stat blocks MUST display ability modifiers directly (e.g., "Str +4") rather than ability scores with derived modifiers.
- **FR-067**: PF2e stat blocks MUST organize abilities into three sections: top (above defenses), mid (reactions and auras), and bot (active abilities), matching the Pf2eTools source structure.
- **FR-068**: PF2e stat blocks MUST strip Pf2eTools markup tags (e.g., `{@damage 1d8+7}`, `{@condition frightened}`) and render them as plain readable text, using the same tag-stripping approach as D&D (FR-019).
- **FR-067**: PF2e stat blocks MUST organize abilities into three sections: top (above defenses), mid (reactions and auras), and bot (active abilities), matching the Foundry VTT PF2e item categorization.
- **FR-068**: PF2e stat blocks MUST strip HTML tags from Foundry VTT ability descriptions and render them as plain readable text. The HTML-to-text conversion serves the same role as the D&D tag-stripping approach (FR-019).
- **FR-062**: Bestiary-linked combatant rows MUST display a small book icon (Lucide `BookOpen`) as the dedicated stat block trigger. The icon MUST have a tooltip ("View stat block") and an `aria-label="View stat block"` for accessibility. The book icon is the only way to manually open a stat block from the tracker — clicking the combatant name always enters inline rename mode. Non-bestiary combatant rows MUST NOT display the book icon.
- **FR-077**: PF2e stat blocks MUST render each spell name in the spellcasting section as an interactive element (clickable button), not as plain joined text.
- **FR-078**: Clicking a spell name MUST open a popover (desktop) or bottom sheet (mobile) displaying the spell's description, level, traits, range, time/actions, target/area, duration, defense/save, and heightening rules.
- **FR-079**: The spell description popover/sheet MUST render content from the spell data already embedded in the cached creature JSON — no additional network fetch is required.
- **FR-080**: The spell description popover/sheet MUST be dismissible by clicking outside, pressing Escape, or (on mobile) swiping the sheet down.
- **FR-081**: Spell descriptions MUST be processed through the existing Foundry tag-stripping utility before display (consistent with FR-068).
- **FR-082**: When a spell name has a parenthetical modifier (e.g., "Heal (×3)", "Unfettered Movement (Constant)"), only the spell name portion MUST be the click target; the modifier MUST remain as adjacent plain text.
- **FR-083**: The spell description display MUST handle both representations of heightening present in Foundry VTT data: `system.heightening` and `system.overlays`.
- **FR-101**: PF2e stat blocks MUST include a Weak/Normal/Elite toggle in the header, defaulting to "Normal".
- **FR-102**: The Weak/Normal/Elite toggle MUST NOT be shown for D&D creatures or non-bestiary combatants.
- **FR-103**: Selecting "Elite" MUST display the stat block with the standard PF2e elite adjustment applied: +2 to AC, saving throws, Perception, and attack rolls; +2 to strike damage; HP increase by level bracket (per the standard PF2e table); level +1 (or +2 if base level ≤ 0).
- **FR-104**: Selecting "Weak" MUST display the stat block with the standard PF2e weak adjustment applied: 2 to AC, saving throws, Perception, and attack rolls; 2 to strike damage; HP decrease by level bracket (per the standard PF2e table); level 1 (or 2 if base level is 1).
- **FR-105**: Toggling the adjustment MUST update the combatant's stored maxHp and ac to the adjusted values (see `specs/003-combatant-state/spec.md`, FR-113FR-116). The combatant's currentHp MUST shift by the same delta as maxHp, clamped to [0, new maxHp].
- **FR-106**: Toggling the adjustment MUST update the combatant's name with the appropriate prefix — "Weak" or "Elite" — or remove the prefix when returning to "Normal" (see `specs/001-combatant-management/spec.md`, FR-041FR-042).
- **FR-107**: The stat block header MUST display a visual indicator (the same icon used in the toggle) next to the creature name when the creature has a weak or elite adjustment.
- **FR-108**: The adjustment MUST be stored on the combatant as a `creatureAdjustment` field and persist across page reloads.
### Acceptance Scenarios
@@ -131,12 +166,56 @@ As a DM using the app on different devices, I want the layout to adapt between s
10. **Given** a bestiary-linked combatant row is visible, **When** the user clicks the combatant's name, **Then** inline rename mode is entered — the stat block does NOT open.
11. **Given** a PF2e creature is selected, **When** the stat block opens, **Then** it displays: name, level, traits as tags, Perception, senses, languages, skills, ability modifiers, AC, Fort/Ref/Will saves, HP, speed, attacks, abilities (top/mid/bot sections), and spellcasting (if applicable). No CR, no ability scores, no legendary actions.
12. **Given** a PF2e creature with conditional AC (e.g., "with shield raised"), **When** viewing the stat block, **Then** both the standard AC and conditional AC are shown.
13. **Given** a PF2e creature with spellcasting is displayed in the stat block panel, **When** the DM clicks a spell name in the spellcasting section, **Then** a popover (desktop) or bottom sheet (mobile) opens showing the spell's description, level, traits, range, action cost, and any heightening rules.
14. **Given** the spell description popover is open, **When** the DM clicks outside it or presses Escape, **Then** the popover dismisses.
15. **Given** the spell description bottom sheet is open on mobile, **When** the DM swipes the sheet down, **Then** the sheet dismisses.
16. **Given** a creature from a legacy (non-remastered) PF2e source has spells with pre-remaster names (e.g., "Magic Missile", "True Strike"), **When** the DM clicks one of those spell names, **Then** the spell description still displays correctly using the embedded data.
17. **Given** a spell name appears as "Heal (×3)" in the stat block, **When** the DM looks at the rendered output, **Then** "Heal" is the clickable element and "(×3)" appears as plain text next to it.
18. **Given** a PF2e creature with level 5 and common rarity is displayed, **When** the DM views the stat block, **Then** a "Recall Knowledge" line appears below the trait tags showing the DC calculated from level 5 (DC 20) and the skill derived from the creature's type trait.
19. **Given** a PF2e creature with rare rarity is displayed, **When** the DM views the stat block, **Then** the Recall Knowledge DC is the standard DC for its level +5.
20. **Given** a PF2e creature with the "Undead" type trait is displayed, **When** the DM views the stat block, **Then** the Recall Knowledge line shows "Religion" as the associated skill.
21. **Given** a D&D creature is displayed, **When** the DM views the stat block, **Then** no Recall Knowledge line is shown.
22. **Given** a PF2e creature carrying a Staff of Fire and an Invisibility Potion is displayed, **When** the DM views the stat block, **Then** an "Equipment" section appears listing both items with their names and relevant details.
23. **Given** a PF2e creature carrying a Scroll of Teleport Rank 6 is displayed, **When** the DM views the stat block, **Then** the Equipment section shows the scroll with the embedded spell name and rank (e.g., "Scroll of Teleport (Rank 6)").
24. **Given** a PF2e creature with no equipment items is displayed, **When** the DM views the stat block, **Then** no Equipment section is shown.
25. **Given** a PF2e creature with equipment is displayed, **When** the DM views the stat block, **Then** equipment item descriptions have HTML tags stripped and render as plain readable text.
26. **Given** a D&D creature is displayed, **When** the DM views the stat block, **Then** no Equipment section is shown (equipment display is PF2e-only).
27. **Given** a PF2e creature with a melee attack that has `attackEffects: ["grab"]`, **When** the DM views the stat block, **Then** the attack line shows the damage followed by "plus Grab".
28. **Given** a PF2e creature with a melee attack that has no attack effects, **When** the DM views the stat block, **Then** the attack line shows only the damage with no "plus" suffix.
29. **Given** a PF2e creature with an ability that has `frequency: {max: 1, per: "day"}`, **When** the DM views the stat block, **Then** the ability name is followed by "(1/day)".
30. **Given** a PF2e creature with an ability that has no frequency limit, **When** the DM views the stat block, **Then** the ability name renders without any frequency annotation.
31. **Given** a PF2e creature with `perception.details: "smoke vision"`, **When** the DM views the stat block, **Then** the perception line shows "smoke vision" alongside the senses.
32. **Given** a PF2e creature with no perception details, **When** the DM views the stat block, **Then** the perception line shows only the modifier and senses as before.
33. **Given** a PF2e creature's stat block is open, **When** the DM views the header, **Then** a Weak/Normal/Elite toggle is visible, set to "Normal" by default.
34. **Given** a D&D creature's stat block is open, **When** the DM views the header, **Then** no Weak/Normal/Elite toggle is shown.
35. **Given** a PF2e creature (level 5, AC 22, HP 75) stat block is open, **When** the DM selects "Elite", **Then** the stat block shows AC 24, HP 95 (75+20 for level 5 bracket), level 6, and all saves/Perception/attacks are adjusted by +2.
36. **Given** a PF2e creature (level 5, AC 22, HP 75) stat block is open, **When** the DM selects "Weak", **Then** the stat block shows AC 20, HP 55 (7520 for level 5 bracket), level 4, and all saves/Perception/attacks are adjusted by 2.
37. **Given** a PF2e creature with level 0 stat block is open, **When** the DM selects "Elite", **Then** the level increases by 2 (not 1).
38. **Given** a PF2e creature with level 1 stat block is open, **When** the DM selects "Weak", **Then** the level decreases by 2 (to 1, not 0).
39. **Given** a PF2e combatant was set to "Elite" and the page is reloaded, **When** the DM opens the stat block, **Then** the toggle shows "Elite" and the stat block displays adjusted stats.
40. **Given** a PF2e combatant was set to "Elite", **When** the DM toggles back to "Normal", **Then** the stat block reverts to base stats, the combatant's HP/AC revert, and the name prefix is removed.
### Edge Cases
- Creatures with no traits or legendary actions: those sections are omitted from the stat block display.
- Very long content (e.g., a Lich with extensive spellcasting): the stat block panel scrolls independently of the encounter tracker.
- Viewport resized from wide to narrow while stat block is open: the layout transitions from panel to drawer.
- Embedded spell item missing description text: the popover/sheet shows the available metadata (level, traits, range, etc.) and a placeholder note for the missing description.
- Scroll item with missing or empty `system.spell` data: the scroll is displayed by name only, without spell name or rank.
- Equipment item with empty description: the item is displayed with its name and metadata (level, traits) but no description text.
- Cached source data from before the spell description feature was added: existing cached entries lack the new per-spell data fields. The IndexedDB schema version MUST be bumped to invalidate old caches and trigger re-fetch (re-normalization from raw Foundry data is not possible because the original raw JSON is not retained).
- Creature with no recognized type trait (e.g., a creature whose only traits are not in the type-to-skill mapping): the Recall Knowledge line is omitted entirely.
- Weak adjustment on a level 1 creature: level becomes 1 (special case, 2 instead of 1).
- Elite adjustment on a level ≤ 0 creature: level increases by 2 instead of 1.
- HP bracket table: HP adjustments follow the standard PF2e weak/elite HP adjustment table keyed by creature level (1 or lower: ±10, 24: ±15, 519: ±20, 20+: ±30).
- Toggling from Elite to Weak: applies the full swing (reverts elite, then applies weak) in a single operation.
- Combatant has taken damage before toggle: currentHp shifts by the maxHp delta, clamped to [0, new maxHp]. E.g., 65/75 HP → Elite → 85/95 HP.
- Source data not yet cached when toggling: toggle is disabled until source data is loaded (adjustment requires full creature data to compute).
- Recall Knowledge DC updates based on adjusted level.
- Creature with a type trait that maps to multiple skills (e.g., Beast → Arcana/Nature): both skills are shown.
- Attack with multiple on-hit effects (e.g., `["grab", "knockdown"]`): all effects shown, joined with "and" (e.g., "plus Grab and Knockdown").
- Attack effect slug with creature-name prefix (e.g., `"lich-siphon-life"` on a Lich): the creature-name prefix is stripped, rendering as "Siphon Life".
- Frequency `per` value variations (e.g., "day", "round", "turn"): the value is rendered as-is in the "(N/per)" format.
---
@@ -176,7 +255,7 @@ A DM wants to see which sources are cached, find a specific source, clear a spec
- **FR-034**: An import button (Lucide Import icon) in the top bar MUST open the stat block side panel with the bulk import prompt.
- **FR-035**: The bulk import prompt MUST show a descriptive text explaining the operation, including approximate data volume (~12.5 MB) and the dynamic number of sources derived from the bestiary index at runtime.
- **FR-036**: The system MUST pre-fill a base URL that the user can edit.
- **FR-037**: The system MUST construct individual fetch URLs by appending the appropriate filename pattern to the base URL: `bestiary-{sourceCode}.json` for D&D sources, `creatures-{sourceCode}.json` for PF2e sources (matching the Pf2eTools naming convention).
- **FR-037**: The system MUST construct individual fetch URLs by appending the appropriate filename pattern to the base URL: `bestiary-{sourceCode}.json` for D&D sources, and the Foundry VTT PF2e per-creature file pattern for PF2e sources.
- **FR-038**: All fetch requests during bulk import MUST fire concurrently (browser handles connection pooling).
- **FR-039**: Already-cached sources MUST be skipped during bulk import.
- **FR-040**: The system MUST show a text counter ("Loading sources... N/T") and progress bar during bulk import.
@@ -189,10 +268,31 @@ A DM wants to see which sources are cached, find a specific source, clear a spec
- **FR-047**: The app MUST provide a management UI showing cached sources with a filter input for searching by display name and options to clear individual sources or all cached data.
- **FR-048**: The normalization adapter and tag-stripping utility MUST remain the canonical pipeline for all fetched and uploaded data.
- **FR-049**: The distributed app bundle MUST contain zero copyrighted prose content — only mechanical facts and creature names in the search index.
- **FR-069**: The system MUST use a separate normalization pipeline for PF2e source data, mapping the Pf2eTools JSON structure to the PF2e creature type. Both pipelines (D&D and PF2e) MUST use the canonical tag-stripping utility.
- **FR-069**: The system MUST use a separate normalization pipeline for PF2e source data, mapping the Foundry VTT PF2e JSON structure (`system.*` fields and `items[]` array) to the PF2e creature type. Both pipelines (D&D and PF2e) MUST use the canonical tag-stripping utility (HTML-to-text for PF2e, markup-to-text for D&D).
- **FR-070**: The source cache MUST be scoped by game system. D&D and PF2e sources MUST NOT collide in IndexedDB (e.g., both may have a source code "B1" but they are different sources).
- **FR-071**: The bulk import prompt MUST adapt to the active game system: showing the correct source count, base URL (Pf2eTools for PF2e, 5etools for D&D), and approximate data volume for the active system.
- **FR-071**: The bulk import prompt MUST adapt to the active game system: showing the correct source count, base URL (Foundry VTT PF2e repo for PF2e, 5etools for D&D), and approximate data volume for the active system.
- **FR-072**: The source management UI MUST show only sources for the active game system.
- **FR-073**: The PF2e index generation script MUST read Foundry VTT PF2e one-file-per-creature JSON from the `packs/pf2e/` directory structure.
- **FR-074**: The PF2e index MUST exclude legacy/pre-remaster creatures based on the `publication.remaster` field — only remaster-era content is included by default.
- **FR-075**: PF2e creature abilities MUST have complete descriptive text in stat blocks. Stubs, generic feat references, and unresolved copy entries are not acceptable.
- **FR-076**: The PF2e index SHOULD carry per-creature license tagging (ORC/OGL) derived from the Foundry VTT source data.
- **FR-084**: The PF2e normalization pipeline MUST preserve per-spell data (slug, level, traits, range, time, target, area, duration, defense, description, heightening/overlays) from embedded `items[type=spell]` entries on NPCs, in addition to the spell name. This data MUST be stored in the cached source data and persisted across browser sessions.
- **FR-085**: PF2e stat blocks MUST display a "Recall Knowledge" line below the trait tags showing the DC and the associated skill (e.g., "Recall Knowledge DC 18 • Undead (Religion)").
- **FR-086**: The Recall Knowledge DC MUST be calculated from the creature's level using the PF2e standard DC-by-level table, adjusted for rarity: uncommon +2, rare +5, unique +10.
- **FR-087**: The Recall Knowledge skill MUST be derived from the creature's type trait using the standard PF2e mapping (e.g., Aberration → Occultism, Animal → Nature, Astral → Occultism, Beast → Arcana/Nature, Celestial → Religion, Construct → Arcana/Crafting, Dragon → Arcana, Dream → Occultism, Elemental → Arcana/Nature, Ethereal → Occultism, Fey → Nature, Fiend → Religion, Fungus → Nature, Giant → Society, Humanoid → Society, Monitor → Religion, Ooze → Occultism, Plant → Nature, Undead → Religion).
- **FR-088**: Creatures with no recognized type trait MUST omit the Recall Knowledge line entirely rather than showing incorrect data.
- **FR-089**: The Recall Knowledge line MUST NOT be shown for D&D creatures.
- **FR-090**: The PF2e normalization pipeline MUST extract `weapon` and `consumable` item types from the Foundry VTT `items[]` array, in addition to the existing `melee`, `action`, `spell`, and `spellcastingEntry` types. Each extracted equipment item MUST include name, level, traits, and description text.
- **FR-091**: PF2e stat blocks MUST display an "Equipment" section listing all extracted equipment items. Each item MUST show its name and relevant details (e.g., level, traits, activation description).
- **FR-092**: For scroll items, the stat block MUST display the embedded spell name and rank derived from the `system.spell` data on the item (e.g., "Scroll of Teleport (Rank 6)").
- **FR-093**: The Equipment section MUST be omitted entirely when the creature has no equipment items, consistent with FR-018 (optional sections omitted when empty).
- **FR-094**: Equipment item descriptions MUST be processed through the existing Foundry tag-stripping utility before display, consistent with FR-068 and FR-081.
- **FR-095**: The PF2e normalization pipeline MUST extract `system.attackEffects.value` (an array of slug strings, e.g., `["grab"]`, `["lich-siphon-life"]`) from melee items and include them in the normalized attack data.
- **FR-096**: PF2e attack lines MUST display inline on-hit effects after the damage text (e.g., "2d12+7 piercing plus Grab"). Effect slugs MUST be converted to title case with hyphens replaced by spaces; creature-name prefixes (e.g., "lich-" in "lich-siphon-life") MUST be stripped. Multiple effects MUST be joined with "plus" (e.g., "plus Grab and Knockdown"). Attacks without on-hit effects MUST render unchanged.
- **FR-097**: The PF2e normalization pipeline MUST extract `system.frequency` (with `max` and `per` fields, e.g., `{max: 1, per: "day"}`) from action items and include it in the normalized ability data.
- **FR-098**: PF2e abilities with a frequency limit MUST display it alongside the ability name as "(N/per)" (e.g., "(1/day)", "(1/round)"). Abilities without a frequency limit MUST render unchanged.
- **FR-099**: The PF2e normalization pipeline MUST extract `system.perception.details` (a string, e.g., "smoke vision") and include it in the normalized creature perception data.
- **FR-100**: PF2e stat blocks MUST display perception details text on the perception line alongside senses (e.g., "Perception +12; darkvision, smoke vision"). When no perception details are present, the perception line MUST render unchanged.
### Acceptance Scenarios
@@ -215,7 +315,7 @@ A DM wants to see which sources are cached, find a specific source, clear a spec
17. **Given** the source management UI is open, **When** the DM clears a single source, **Then** that source's data is removed; stat blocks for its creatures require re-fetching, while other cached sources remain.
18. **Given** the source management UI is open, **When** the DM clears all cached data, **Then** all source data is removed and all stat blocks require re-fetching.
19. **Given** many sources are cached, **When** the DM types a partial name in the filter input, **Then** only sources whose display name matches (case-insensitive) are shown.
20. **Given** the game system is Pathfinder 2e, **When** the user clicks the import button, **Then** the bulk import prompt shows the PF2e source count (~79), a Pf2eTools-based URL, and a PF2e-appropriate data volume estimate.
20. **Given** the game system is Pathfinder 2e, **When** the user clicks the import button, **Then** the bulk import prompt shows the PF2e source count, a Foundry VTT PF2e-based URL, and a PF2e-appropriate data volume estimate.
21. **Given** the game system is Pathfinder 2e and a PF2e source is cached, **When** the user opens a PF2e creature's stat block from that source, **Then** the PF2e stat block renders correctly from cached data.
### Edge Cases
@@ -294,9 +394,9 @@ As a DM with a creature pinned, I want to collapse the right (browse) panel inde
- **Search Index (D&D)** (`BestiaryIndex`): Pre-shipped lightweight dataset keyed by name + source, containing mechanical facts (name, source code, AC, HP average, DEX score, CR, initiative proficiency multiplier, size, type) for all creatures. Sufficient for adding combatants; insufficient for rendering a full stat block.
- **Search Index (PF2e)** (`Pf2eBestiaryIndex`): Pre-shipped lightweight dataset for PF2e creatures, containing name, source code, AC, HP, level, Perception modifier, size, and creature type. Parallel to the D&D search index but with PF2e-specific fields (level instead of CR, Perception instead of DEX/proficiency).
- **Source** (`BestiarySource`): A D&D or PF2e publication identified by a code (e.g., "XMM") with a display name (e.g., "Monster Manual (2025)"). Caching and fetching operate at the source level.
- **Creature (Full)** (`Creature`): A complete creature record with all stat block data (traits, actions, legendary actions, spellcasting, etc.), available only after source data is fetched/uploaded and cached. Identified by a branded `CreatureId`.
- **Creature (Full)** (`Creature`): A complete creature record with all stat block data (traits, actions, legendary actions, spellcasting, etc.), available only after source data is fetched/uploaded and cached. Identified by a branded `CreatureId`. For PF2e creatures, each spell entry inside `spellcasting` carries full per-spell data (slug, level, traits, range, action cost, target/area, duration, defense, description, heightening) extracted from the embedded `items[type=spell]` data on the source NPC, enabling inline spell description display without additional fetches. PF2e creatures also carry an `equipment` list of carried items (weapons, consumables) extracted from `items[type=weapon]` and `items[type=consumable]` entries, each with name, level, traits, description, and (for scrolls) embedded spell data. PF2e attack entries carry an optional `attackEffects` list of on-hit effect names. PF2e ability entries carry an optional `frequency` with `max` and `per` fields. PF2e creature perception carries an optional `details` string (e.g., "smoke vision").
- **Cached Source Data**: The full normalized bestiary data for a single source, stored in IndexedDB. Contains complete creature stat blocks.
- **Combatant** (extended): Gains an optional `creatureId` reference to a `Creature`, enabling stat block lookup and stat pre-fill on creation.
- **Combatant** (extended): Gains an optional `creatureId` reference to a `Creature`, enabling stat block lookup and stat pre-fill on creation. PF2e bestiary-linked combatants may also carry a `creatureAdjustment` (`"weak" | "elite"`) indicating the active PF2e weak/elite adjustment, persisted across reloads.
- **Queued Creature**: Transient UI-only state representing a bestiary creature selected for batch-add, containing the creature reference and a count (1+). Not persisted.
- **Bulk Import Operation**: Tracks total sources, completed count, failed count, and current status (idle / loading / complete / partial-failure).
- **Toast Notification**: Lightweight custom UI element at bottom-center of screen with text, optional progress bar, and optional dismiss button.
@@ -306,7 +406,7 @@ As a DM with a creature pinned, I want to collapse the right (browse) panel inde
## Success Criteria *(mandatory)*
- **SC-001**: All indexed creatures for the active game system (3,312+ D&D or ~2,700+ PF2e) are searchable immediately on app load, with search results appearing within 100ms of typing.
- **SC-001**: All indexed creatures for the active game system (3,312+ D&D or 2,500+ PF2e) are searchable immediately on app load, with search results appearing within 100ms of typing.
- **SC-002**: Adding a creature from search to the encounter completes without any network request and within 200ms.
- **SC-003**: After a source is cached, stat blocks for any creature from that source display within 200ms with no additional prompt.
- **SC-004**: The distributed app bundle contains zero copyrighted prose content — only mechanical facts and creature names in the search index.
@@ -323,7 +423,9 @@ As a DM with a creature pinned, I want to collapse the right (browse) panel inde
- **SC-015**: Users can pin a creature and browse a different creature's stat block simultaneously, without any additional navigation steps.
- **SC-016**: The pinned panel is never visible on screens narrower than the dual-panel breakpoint, ensuring mobile usability is not degraded.
- **SC-017**: All collapse/expand and pin/unpin interactions are discoverable through visible button controls without requiring documentation or tooltips.
- **SC-018**: All ~2,700+ PF2e indexed creatures are searchable when PF2e is the active game system, with search results appearing within 100ms of typing.
- **SC-018**: All 2,500+ PF2e indexed creatures (remaster-era content from Foundry VTT PF2e) are searchable when PF2e is the active game system, with search results appearing within 100ms of typing.
- **SC-019**: PF2e stat blocks render the correct layout (level, three saves, ability modifiers, ability sections) for all PF2e creatures — no D&D-specific fields (CR, ability scores, legendary actions) are shown.
- **SC-020**: Switching game system immediately changes which creatures appear in search — no page reload required.
- **SC-021**: Both D&D and PF2e search indexes ship bundled with the app; no network fetch is required to search creatures in either system.
- **SC-022**: Clicking any spell in a PF2e creature's stat block opens its description display within 100ms — no network I/O is performed.
- **SC-023**: PF2e spell descriptions are available offline once the bestiary source containing the creature has been cached.