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3 Commits

Author SHA1 Message Date
Lukas
09a801487d Add PF2e weak/elite creature adjustments with stat block toggle
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CI / check (push) Successful in 2m32s
CI / build-image (push) Successful in 19s
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
All checks were successful
CI / check (push) Successful in 2m31s
CI / build-image (push) Successful in 17s
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
31 changed files with 1473 additions and 87 deletions

View File

@@ -116,6 +116,7 @@ export function createTestAdapters(options?: {
`https://example.com/creatures-${sourceCode.toLowerCase()}.json`,
getSourceDisplayName: (sourceCode) => sourceCode,
getCreaturePathsForSource: () => [],
getCreatureNamesByPaths: () => new Map(),
},
};
}

View File

@@ -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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@@ -131,6 +131,39 @@ describe("normalizeFoundryCreature", () => {
);
expect(creature.senses).toBe("Scent 60 feet");
});
it("extracts perception details", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
system: {
...minimalCreature().system,
perception: {
mod: 35,
details: "smoke vision",
senses: [{ type: "darkvision" }],
},
},
}),
);
expect(creature.perceptionDetails).toBe("smoke vision");
expect(creature.senses).toBe("Darkvision");
});
it("omits perception details when empty", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
system: {
...minimalCreature().system,
perception: {
mod: 8,
details: "",
senses: [{ type: "darkvision" }],
},
},
}),
);
expect(creature.perceptionDetails).toBeUndefined();
});
});
describe("languages formatting", () => {
@@ -386,6 +419,101 @@ describe("normalizeFoundryCreature", () => {
}),
);
});
it("includes attack effects in damage text", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
items: [
{
_id: "atk1",
name: "talon",
type: "melee",
system: {
bonus: { value: 14 },
damageRolls: {
abc: {
damage: "1d10+6",
damageType: "piercing",
},
},
traits: { value: [] },
attackEffects: { value: ["grab"] },
},
},
],
}),
);
const attack = creature.attacks?.[0];
expect(attack?.segments[0]).toEqual({
type: "text",
value: "+14, 1d10+6 piercing plus Grab",
});
});
it("joins multiple attack effects with 'and'", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
items: [
{
_id: "atk1",
name: "claw",
type: "melee",
system: {
bonus: { value: 18 },
damageRolls: {
abc: {
damage: "2d8+6",
damageType: "slashing",
},
},
traits: { value: [] },
attackEffects: {
value: ["grab", "knockdown"],
},
},
},
],
}),
);
const attack = creature.attacks?.[0];
expect(attack?.segments[0]).toEqual({
type: "text",
value: "+18, 2d8+6 slashing plus Grab and Knockdown",
});
});
it("strips creature-name prefix from attack effect slugs", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
name: "Lich",
items: [
{
_id: "atk1",
name: "hand",
type: "melee",
system: {
bonus: { value: 24 },
damageRolls: {
abc: {
damage: "2d12+7",
damageType: "negative",
},
},
traits: { value: [] },
attackEffects: {
value: ["lich-siphon-life"],
},
},
},
],
}),
);
const attack = creature.attacks?.[0];
expect(attack?.segments[0]).toEqual({
type: "text",
value: "+24, 2d12+7 negative plus Siphon Life",
});
});
});
describe("ability normalization", () => {
@@ -539,6 +667,114 @@ describe("normalizeFoundryCreature", () => {
: undefined,
).toBe("(Concentrate, Polymorph) Takes a new form.");
});
it("extracts frequency from ability", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
items: [
{
_id: "a1",
name: "Drain Soul Cage",
type: "action",
system: {
category: "offensive",
actionType: { value: "free" },
actions: { value: null },
traits: { value: [] },
description: { value: "<p>Drains the soul.</p>" },
frequency: { max: 1, per: "day" },
},
},
],
}),
);
expect(creature.abilitiesBot?.[0]?.frequency).toBe("1/day");
});
it("strips redundant frequency line from description", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
items: [
{
_id: "a1",
name: "Consult the Text",
type: "action",
system: {
category: "offensive",
actionType: { value: "action" },
actions: { value: 1 },
traits: { value: [] },
description: {
value:
"<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> The lich opens their spell tome.</p>",
},
frequency: { max: 1, per: "day" },
},
},
],
}),
);
const text =
creature.abilitiesBot?.[0]?.segments[0]?.type === "text"
? creature.abilitiesBot[0].segments[0].value
: "";
expect(text).not.toContain("Frequency");
expect(text).toContain("The lich opens their spell tome.");
});
it("strips frequency line even when preceded by other text", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
items: [
{
_id: "a1",
name: "Drain Soul Cage",
type: "action",
system: {
category: "offensive",
actionType: { value: "free" },
actions: { value: null },
traits: { value: [] },
description: {
value:
"<p>6th rank</p>\n<hr />\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> The lich taps into their soul cage.</p>",
},
frequency: { max: 1, per: "day" },
},
},
],
}),
);
const text =
creature.abilitiesBot?.[0]?.segments[0]?.type === "text"
? creature.abilitiesBot[0].segments[0].value
: "";
expect(text).not.toContain("Frequency");
expect(text).toContain("6th rank");
expect(text).toContain("The lich taps into their soul cage.");
});
it("omits frequency when not present", () => {
const creature = normalizeFoundryCreature(
minimalCreature({
items: [
{
_id: "a1",
name: "Strike",
type: "action",
system: {
category: "offensive",
actionType: { value: "action" },
actions: { value: 1 },
traits: { value: [] },
description: { value: "<p>Strikes.</p>" },
},
},
],
}),
);
expect(creature.abilitiesBot?.[0]?.frequency).toBeUndefined();
});
});
describe("equipment normalization", () => {

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@@ -3,8 +3,8 @@ import { type IDBPDatabase, openDB } from "idb";
const DB_NAME = "initiative-bestiary";
const STORE_NAME = "sources";
// v7 (2026-04-10): Equipment items added to PF2e creatures; old caches are cleared
const DB_VERSION = 7;
// v8 (2026-04-10): Attack effects, ability frequency, perception details added to PF2e creatures
const DB_VERSION = 8;
interface CachedSourceInfo {
readonly sourceCode: string;

View File

@@ -63,6 +63,7 @@ interface MeleeSystem {
bonus?: { value: number };
damageRolls?: Record<string, { damage: string; damageType: string }>;
traits?: { value: string[] };
attackEffects?: { value: string[] };
}
interface ActionSystem {
@@ -71,6 +72,7 @@ interface ActionSystem {
actions?: { value: number | null };
traits?: { value: string[] };
description?: { value: string };
frequency?: { max: number; per: string };
}
interface SpellcastingEntrySystem {
@@ -342,7 +344,17 @@ function formatSpeed(speed: {
// -- Attack normalization --
function normalizeAttack(item: RawFoundryItem): TraitBlock {
/** Format an attack effect slug to display text: "grab" → "Grab", "lich-siphon-life" → "Siphon Life". */
function formatAttackEffect(slug: string, creatureName: string): string {
const prefix = `${creatureName.toLowerCase().replaceAll(/[^a-z0-9]+/g, "-")}-`;
const stripped = slug.startsWith(prefix) ? slug.slice(prefix.length) : slug;
return stripped.split("-").map(capitalize).join(" ");
}
function normalizeAttack(
item: RawFoundryItem,
creatureName: string,
): TraitBlock {
const sys = item.system as unknown as MeleeSystem;
const bonus = sys.bonus?.value ?? 0;
const traits = sys.traits?.value ?? [];
@@ -352,13 +364,18 @@ function normalizeAttack(item: RawFoundryItem): TraitBlock {
.join(" plus ");
const traitStr =
traits.length > 0 ? ` (${traits.map(formatTrait).join(", ")})` : "";
const effects = sys.attackEffects?.value ?? [];
const effectStr =
effects.length > 0
? ` plus ${effects.map((e) => formatAttackEffect(e, creatureName)).join(" and ")}`
: "";
return {
name: capitalize(item.name),
activity: { number: 1, unit: "action" },
segments: [
{
type: "text",
value: `+${bonus}${traitStr}, ${damage}`,
value: `+${bonus}${traitStr}, ${damage}${effectStr}`,
},
],
};
@@ -382,15 +399,31 @@ function parseActivity(
// -- Ability normalization --
const FREQUENCY_LINE = /(<strong>)?Frequency(<\/strong>)?\s+[^\n]+\n*/i;
/** Strip the "Frequency once per day" line from ability descriptions when structured frequency data exists. */
function stripFrequencyLine(text: string): string {
return text.replace(FREQUENCY_LINE, "").trimStart();
}
function normalizeAbility(item: RawFoundryItem): TraitBlock {
const sys = item.system as unknown as ActionSystem;
const actionType = sys.actionType?.value;
const actionCount = sys.actions?.value;
const description = stripFoundryTags(sys.description?.value ?? "");
let description = stripFoundryTags(sys.description?.value ?? "");
const traits = sys.traits?.value ?? [];
const activity = parseActivity(actionType, actionCount);
const frequency =
sys.frequency?.max != null && sys.frequency.per
? `${sys.frequency.max}/${sys.frequency.per}`
: undefined;
if (frequency) {
description = stripFrequencyLine(description);
}
const traitStr =
traits.length > 0
? `(${traits.map((t) => capitalize(formatTrait(t))).join(", ")}) `
@@ -401,7 +434,7 @@ function normalizeAbility(item: RawFoundryItem): TraitBlock {
? [{ type: "text", value: text }]
: [];
return { name: item.name, activity, segments };
return { name: item.name, activity, frequency, segments };
}
// -- Spellcasting normalization --
@@ -684,6 +717,7 @@ export function normalizeFoundryCreature(
level: sys.details?.level?.value ?? 0,
traits: buildTraits(sys.traits),
perception: sys.perception?.mod ?? 0,
perceptionDetails: sys.perception?.details || undefined,
senses: formatSenses(sys.perception?.senses),
languages: formatLanguages(sys.details?.languages),
skills: formatSkills(sys.skills),
@@ -701,7 +735,9 @@ export function normalizeFoundryCreature(
weaknesses: formatWeaknesses(sys.attributes.weaknesses),
speed: formatSpeed(sys.attributes.speed),
attacks: orUndefined(
items.filter((i) => i.type === "melee").map(normalizeAttack),
items
.filter((i) => i.type === "melee")
.map((i) => normalizeAttack(i, r.name)),
),
abilitiesTop: orUndefined(actionsByCategory(items, "interaction")),
abilitiesMid: orUndefined(

View File

@@ -69,6 +69,18 @@ export function getCreaturePathsForSource(sourceCode: string): string[] {
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 {
const index = loadPf2eBestiaryIndex();
return index.sources[sourceCode] ?? sourceCode;

View File

@@ -57,4 +57,5 @@ export interface Pf2eBestiaryIndexPort {
getDefaultFetchUrl(sourceCode: string, baseUrl?: string): string;
getSourceDisplayName(sourceCode: string): string;
getCreaturePathsForSource(sourceCode: string): string[];
getCreatureNamesByPaths(paths: string[]): Map<string, string>;
}

View File

@@ -48,5 +48,6 @@ export const productionAdapters: Adapters = {
getDefaultFetchUrl: pf2eBestiaryIndex.getDefaultPf2eFetchUrl,
getSourceDisplayName: pf2eBestiaryIndex.getPf2eSourceDisplayName,
getCreaturePathsForSource: pf2eBestiaryIndex.getCreaturePathsForSource,
getCreatureNamesByPaths: pf2eBestiaryIndex.getCreatureNamesByPaths,
},
};

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

@@ -455,14 +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
@@ -470,7 +476,7 @@ export function CombatantRow({
if (isStatBlockOpen) {
toggleCollapse();
} else {
showCreature(creatureId);
showCreature(creatureId, combatant.id);
}
}
: undefined;

View File

@@ -1,10 +1,13 @@
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 {
@@ -15,6 +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([
@@ -41,6 +52,13 @@ function formatMod(mod: number): string {
return mod >= 0 ? `+${mod}` : `${mod}`;
}
/** 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;
@@ -136,7 +154,13 @@ function EquipmentLink({ item, onOpen }: Readonly<EquipmentLinkProps>) {
);
}
export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
export function Pf2eStatBlock({
creature,
adjustment,
combatantId,
baseCreature,
onSetAdjustment,
}: Readonly<Pf2eStatBlockProps>) {
const [openSpell, setOpenSpell] = useState<{
spell: SpellReference;
rect: DOMRect;
@@ -157,6 +181,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
const handleCloseEquipment = useCallback(() => setOpenEquipment(null), []);
const rk = recallKnowledge(creature.level, creature.traits);
const adjColor = adjustmentColor(adjustment);
const abilityEntries = [
{ label: "Str", mod: creature.abilityMods.str },
@@ -172,13 +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
@@ -204,10 +262,12 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{/* 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
? `; ${[creature.senses, creature.perceptionDetails].filter(Boolean).join(", ")}`
: ""}
</div>
<PropertyLine label="Languages" value={creature.languages} />
<PropertyLine label="Skills" value={creature.skills} />
@@ -234,7 +294,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{/* Defenses */}
<div className="space-y-0.5 text-sm">
<div>
<div className={adjColor}>
<span className="font-semibold">AC</span> {creature.ac}
{creature.acConditional ? ` (${creature.acConditional})` : ""};{" "}
<span className="font-semibold">Fort</span>{" "}
@@ -245,7 +305,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{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>

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

@@ -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 {
@@ -215,6 +225,7 @@ function MobileDrawer({
function usePanelRole(panelRole: "browse" | "pinned") {
const sidePanel = useSidePanelContext();
const { getCreature } = useBestiaryContext();
const { encounter, setCreatureAdjustment } = useEncounterContext();
const creatureId =
panelRole === "browse"
@@ -222,10 +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 : () => {},
@@ -237,14 +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,
@@ -260,6 +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)");
@@ -280,19 +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 = () => {
@@ -311,10 +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) {
@@ -338,8 +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}
@@ -352,10 +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

@@ -141,6 +141,7 @@ export function TraitEntry({ trait }: Readonly<{ trait: TraitBlock }>) {
</>
) : null}
</span>
{trait.frequency ? ` (${trait.frequency})` : null}
{trait.trigger ? (
<>
{" "}

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

@@ -28,7 +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,
@@ -36,6 +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 (${failed.length} failed). This may be caused by an ad blocker — try disabling it for this site or use file upload instead.`,
);
}
const nameMap = failed.length > 0 ? resolveNames(failed) : new Map();
const skippedNames = failed.map((p) => nameMap.get(p) ?? p);
if (skippedNames.length > 0) {
console.warn("Skipped creatures (ad blocker?):", skippedNames);
}
return {
creatures: normalizeFoundryCreatures(responses, sourceCode, displayName),
skippedNames,
};
}
export function useBestiary(): BestiaryHook {
const { bestiaryCache, bestiaryIndex, pf2eBestiaryIndex } = useAdapters();
const { edition } = useRulesEditionContext();
@@ -108,30 +213,25 @@ export function useBestiary(): BestiaryHook {
);
const fetchAndCacheSource = useCallback(
async (sourceCode: string, url: string): Promise<void> => {
async (
sourceCode: string,
url: string,
): Promise<{ skippedNames: string[] }> => {
let creatures: AnyCreature[];
let skippedNames: string[] = [];
if (edition === "pf2e") {
// PF2e: url is a base URL; fetch each creature file in parallel
const paths = pf2eBestiaryIndex.getCreaturePathsForSource(sourceCode);
const baseUrl = url.endsWith("/") ? url : `${url}/`;
const responses = await Promise.all(
paths.map(async (path) => {
const response = await fetch(`${baseUrl}${path}`);
if (!response.ok) {
throw new Error(
`Failed to fetch ${path}: ${response.status} ${response.statusText}`,
);
}
return response.json();
}),
);
const displayName = pf2eBestiaryIndex.getSourceDisplayName(sourceCode);
creatures = normalizeFoundryCreatures(
responses,
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) {
@@ -160,6 +260,7 @@ export function useBestiary(): BestiaryHook {
}
return next;
});
return { skippedNames };
},
[bestiaryCache, bestiaryIndex, pf2eBestiaryIndex, edition, system],
);

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":
@@ -565,6 +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

@@ -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

@@ -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

@@ -23,6 +23,7 @@ export interface TraitBlock {
readonly name: string;
readonly activity?: ActivityCost;
readonly trigger?: string;
readonly frequency?: string;
readonly segments: readonly TraitSegment[];
}
@@ -185,6 +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;

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

@@ -75,6 +75,7 @@ export type {
ConcentrationStarted,
ConditionAdded,
ConditionRemoved,
CreatureAdjustmentSet,
CrSet,
CurrentHpAdjusted,
DomainEvent,
@@ -99,6 +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,

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

@@ -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

@@ -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

@@ -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

View File

@@ -113,10 +113,15 @@ As a DM running a PF2e encounter, I want to see a creature's carried equipment
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), spellcasting, and equipment (weapons, consumables, and other carried items).
- **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.
@@ -138,6 +143,14 @@ An "Equipment" section appears on the stat block listing each carried item with
- **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
@@ -167,6 +180,20 @@ An "Equipment" section appears on the stat block listing each carried item with
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
@@ -178,7 +205,17 @@ An "Equipment" section appears on the stat block listing each carried item with
- 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.
---
@@ -250,6 +287,12 @@ A DM wants to see which sources are cached, find a specific source, clear a spec
- **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
@@ -351,9 +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`. 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.
- **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.