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143
.claude/commands/integrate-issue.md
Normal file
143
.claude/commands/integrate-issue.md
Normal file
@@ -0,0 +1,143 @@
|
||||
---
|
||||
description: Fetch a Gitea issue, identify the affected feature spec(s), and integrate the issue's requirements into the spec. For new features, hands off to /speckit.specify.
|
||||
---
|
||||
|
||||
## User Input
|
||||
|
||||
```text
|
||||
$ARGUMENTS
|
||||
```
|
||||
|
||||
You **MUST** provide an issue number as the argument (e.g. `/integrate-issue 6`). If `$ARGUMENTS` is empty or not a valid number, ask the user for the issue number.
|
||||
|
||||
## Prerequisites
|
||||
|
||||
1. Verify the `GITEA_TOKEN_ISSUES` environment variable is set:
|
||||
|
||||
```bash
|
||||
test -n "$GITEA_TOKEN_ISSUES" && echo "TOKEN_OK" || echo "TOKEN_MISSING"
|
||||
```
|
||||
|
||||
If missing, tell the user to set it:
|
||||
```
|
||||
export GITEA_TOKEN_ISSUES="your-gitea-personal-access-token"
|
||||
```
|
||||
Then abort.
|
||||
|
||||
2. Parse the git remote to extract the Gitea API base URL, owner, and repo:
|
||||
|
||||
```bash
|
||||
git config --get remote.origin.url
|
||||
```
|
||||
|
||||
Expected format: `ssh://git@<host>:<port>/<owner>/<repo>.git` or `https://<host>/<owner>/<repo>.git`
|
||||
|
||||
Extract:
|
||||
- `GITEA_HOST` — the hostname
|
||||
- `OWNER` — the repo owner/org
|
||||
- `REPO` — the repo name (strip `.git` suffix)
|
||||
- `API_BASE` — `https://<GITEA_HOST>/api/v1`
|
||||
|
||||
## Execution
|
||||
|
||||
### Step 1 — Fetch the issue
|
||||
|
||||
```bash
|
||||
curl -sf -H "Authorization: token $GITEA_TOKEN_ISSUES" "$API_BASE/repos/$OWNER/$REPO/issues/<NUMBER>"
|
||||
```
|
||||
|
||||
Extract from the JSON response:
|
||||
- `title` — the issue title
|
||||
- `body` — the issue body (markdown)
|
||||
- `labels` — array of label names (if any)
|
||||
|
||||
If the API call fails or returns no issue, abort with a clear error.
|
||||
|
||||
### Step 2 — Fetch issue comments (if any)
|
||||
|
||||
```bash
|
||||
curl -sf -H "Authorization: token $GITEA_TOKEN_ISSUES" "$API_BASE/repos/$OWNER/$REPO/issues/<NUMBER>/comments"
|
||||
```
|
||||
|
||||
If comments exist, include them as additional context (they may contain clarifications or requirements discussed after the issue was created).
|
||||
|
||||
### Step 3 — Route: new feature or existing feature?
|
||||
|
||||
List the existing feature specs by reading the `specs/` directory:
|
||||
|
||||
```bash
|
||||
ls -d specs/*/
|
||||
```
|
||||
|
||||
Present the issue summary and existing specs to the user. Ask:
|
||||
|
||||
**"Does this issue belong to an existing feature, or is it a new feature?"**
|
||||
|
||||
Present options:
|
||||
- Each existing spec as a numbered option (show spec name and one-line description from CLAUDE.md or the spec's overview)
|
||||
- A "New feature" option
|
||||
|
||||
If the user selects **New feature**, compose the feature description from the issue content (title + body + comments) and hand off to `/speckit.specify`. Stop here.
|
||||
|
||||
If the user selects an **existing spec**, continue to Step 4.
|
||||
|
||||
### Step 4 — Read the affected spec
|
||||
|
||||
Load the selected spec file. Identify the sections that the issue's requirements affect:
|
||||
- Which user stories need updating?
|
||||
- Which requirements (FR-NNN) need adding or modifying?
|
||||
- Which acceptance scenarios change?
|
||||
- Are new edge cases introduced?
|
||||
|
||||
Present your analysis to the user:
|
||||
- **Stories affected**: list the story IDs/titles that need changes
|
||||
- **New stories needed**: if the issue introduces behavior not covered by any existing story
|
||||
- **Requirements to add/modify**: list specific FR numbers or new ones needed
|
||||
|
||||
Ask the user to confirm or adjust the scope.
|
||||
|
||||
### Step 5 — Draft spec changes
|
||||
|
||||
For each affected section, draft the specific changes:
|
||||
|
||||
- **Modified stories**: show the before/after for acceptance scenarios
|
||||
- **New stories**: write them in the spec's format (matching the existing story naming convention — e.g., `**Story HP-7**` for combatant-state, `**Story A4**` for combatant-management)
|
||||
- **New/modified requirements**: write them with the next available FR number
|
||||
- **New edge cases**: add to the relevant edge cases section
|
||||
|
||||
For per-topic specs (003-combatant-state, 004-bestiary), place changes in the correct topic section.
|
||||
|
||||
### Step 6 — Preview and confirm
|
||||
|
||||
Show the user a complete preview of all changes:
|
||||
- Which file(s) will be modified
|
||||
- The exact additions/modifications (as diffs or before/after blocks)
|
||||
|
||||
Ask for confirmation before writing.
|
||||
|
||||
### Step 7 — Write changes
|
||||
|
||||
On confirmation:
|
||||
- Write the updated spec file(s)
|
||||
- Report what was changed (sections touched, stories added/modified, requirements added)
|
||||
|
||||
### Step 8 — Suggest next steps
|
||||
|
||||
Report completion and suggest next steps based on scope:
|
||||
|
||||
- **Straightforward change** (1-2 stories, clear acceptance scenarios): "Implement the changes and commit"
|
||||
- **Larger change** (multiple stories, cross-cutting concerns): "Use `rpi-research` to investigate the affected code, then `rpi-plan` to create a phased implementation plan, then `rpi-implement` to execute it"
|
||||
- **Complex or ambiguous change**: "Run `/speckit.clarify` to resolve remaining ambiguities before implementing"
|
||||
- Only if the spec adds substantive new criteria not already captured in the issue: "Run `/sync-issue <number>` to update the Gitea issue with the new acceptance criteria". Skip this if the spec merely reformulates what the issue already says into Given/When/Then format.
|
||||
|
||||
## Behavior Rules
|
||||
|
||||
- Never modify the issue on Gitea — this is a read-only operation on the issue side.
|
||||
- Always preview before writing spec changes — never write without user confirmation.
|
||||
- Include comment authors in the context so requirements can be attributed.
|
||||
- If the issue body is empty, warn the user but still proceed with just the title.
|
||||
- Strip HTML tags from the body/comments if present (Gitea sometimes includes rendered HTML).
|
||||
- Use `curl` for all API calls — do not rely on `gh` CLI.
|
||||
- Match the existing spec's naming conventions for stories, requirements, and structure.
|
||||
- When adding to per-topic specs (003, 004), place content in the correct topic section — do not create new top-level sections unless the change introduces an entirely new topic area.
|
||||
- Increment FR/SC numbers from the highest existing number in the spec.
|
||||
@@ -75,14 +75,7 @@ You **MUST** consider the user input before proceeding (if not empty).
|
||||
- Examples: public APIs for libraries, command schemas for CLI tools, endpoints for web services, grammars for parsers, UI contracts for applications
|
||||
- Skip if project is purely internal (build scripts, one-off tools, etc.)
|
||||
|
||||
3. **Agent context update**:
|
||||
- Run `.specify/scripts/bash/update-agent-context.sh claude`
|
||||
- These scripts detect which AI agent is in use
|
||||
- Update the appropriate agent-specific context file
|
||||
- Add only new technology from current plan
|
||||
- Preserve manual additions between markers
|
||||
|
||||
**Output**: data-model.md, /contracts/*, quickstart.md, agent-specific file
|
||||
**Output**: data-model.md, /contracts/*, quickstart.md
|
||||
|
||||
## Key rules
|
||||
|
||||
|
||||
162
.claude/commands/sync-issue.md
Normal file
162
.claude/commands/sync-issue.md
Normal file
@@ -0,0 +1,162 @@
|
||||
---
|
||||
description: Update a Gitea issue with business-level acceptance criteria extracted from the feature spec's user stories.
|
||||
---
|
||||
|
||||
## User Input
|
||||
|
||||
```text
|
||||
$ARGUMENTS
|
||||
```
|
||||
|
||||
You **MUST** provide an issue number as the argument (e.g. `/sync-issue 42`). If `$ARGUMENTS` is empty or not a valid number, ask the user for the issue number.
|
||||
|
||||
## Prerequisites
|
||||
|
||||
1. Verify the `GITEA_TOKEN_ISSUES` environment variable is set:
|
||||
|
||||
```bash
|
||||
test -n "$GITEA_TOKEN_ISSUES" && echo "TOKEN_OK" || echo "TOKEN_MISSING"
|
||||
```
|
||||
|
||||
If missing, tell the user to set it:
|
||||
```
|
||||
export GITEA_TOKEN_ISSUES="your-gitea-personal-access-token"
|
||||
```
|
||||
Then abort.
|
||||
|
||||
2. Parse the git remote to extract the Gitea API base URL, owner, and repo:
|
||||
|
||||
```bash
|
||||
git config --get remote.origin.url
|
||||
```
|
||||
|
||||
Expected format: `ssh://git@<host>:<port>/<owner>/<repo>.git` or `https://<host>/<owner>/<repo>.git`
|
||||
|
||||
Extract:
|
||||
- `GITEA_HOST` — the hostname
|
||||
- `OWNER` — the repo owner/org
|
||||
- `REPO` — the repo name (strip `.git` suffix)
|
||||
- `API_BASE` — `https://<GITEA_HOST>/api/v1`
|
||||
|
||||
3. Locate the spec file. List the available feature specs:
|
||||
|
||||
```bash
|
||||
ls specs/*/spec.md
|
||||
```
|
||||
|
||||
Present the specs to the user and ask which one contains the acceptance criteria for this issue. If only one spec exists, use it automatically.
|
||||
|
||||
## Execution
|
||||
|
||||
### Step 1 — Read the spec
|
||||
|
||||
Load the spec file at `FEATURE_SPEC`. Extract user stories and acceptance scenarios using these patterns:
|
||||
|
||||
**Flat specs** (001-combatant-management, 002-turn-tracking):
|
||||
- Look for the `## User Scenarios & Testing` section
|
||||
- Each `### ... Story ...` or `**Story ...** ` block
|
||||
- The **Acceptance Scenarios** numbered list within each story (Given/When/Then format)
|
||||
- The **Edge Cases** section(s)
|
||||
|
||||
**Per-topic specs** (003-combatant-state, 004-bestiary):
|
||||
- Stories are nested inside topic sections (e.g., `## Hit Points` > `### User Stories` > `**Story HP-1 — ...**`)
|
||||
- Scan ALL `##` sections for `**Story ...` or `**US-...` patterns
|
||||
- Extract acceptance scenarios from each story regardless of nesting depth
|
||||
- Collect edge cases from each topic section's `### Edge Cases` subsection
|
||||
|
||||
### Step 2 — Condense into business-level acceptance criteria
|
||||
|
||||
For each user story, extract the acceptance scenarios and rewrite them as concise, business-level checkbox items. Group by user story title.
|
||||
|
||||
**Transformation rules:**
|
||||
- Strip Given/When/Then syntax — write as plain outcomes
|
||||
- Remove implementation details (API names, database references, component names, file paths, config values, tool names)
|
||||
- Focus on what the user **can do** or **can see**
|
||||
- Keep each item to one line
|
||||
- Preserve the grouping by user story for readability
|
||||
|
||||
**Example transformation:**
|
||||
|
||||
Input (from spec):
|
||||
```
|
||||
**Given** no sources are cached, **When** the user clicks the import button in the top bar,
|
||||
**Then** the stat block side panel opens showing a descriptive explanation, an editable
|
||||
pre-filled base URL, and a "Load All" button.
|
||||
```
|
||||
|
||||
Output (for issue):
|
||||
```
|
||||
- [ ] Clicking the import button opens a panel with a description, editable URL, and "Load All" button
|
||||
```
|
||||
|
||||
Also include edge cases as a separate group if they describe user-facing behavior.
|
||||
|
||||
### Step 3 — Fetch the existing issue
|
||||
|
||||
```bash
|
||||
curl -sf -H "Authorization: token $GITEA_TOKEN_ISSUES" "$API_BASE/repos/$OWNER/$REPO/issues/<NUMBER>"
|
||||
```
|
||||
|
||||
Extract the current `body` from the response.
|
||||
|
||||
### Step 4 — Update the issue body
|
||||
|
||||
Merge the acceptance criteria into the existing issue body:
|
||||
|
||||
- If the body already has an `## Acceptance Criteria` section, **replace** its contents (everything between `## Acceptance Criteria` and the next `##` heading or end of body).
|
||||
- If the body does not have an `## Acceptance Criteria` section, insert it after the `## Summary` section (or at the end if no Summary exists).
|
||||
|
||||
Preserve all other sections of the issue body unchanged.
|
||||
|
||||
The acceptance criteria section should look like:
|
||||
|
||||
```markdown
|
||||
## Acceptance Criteria
|
||||
|
||||
### <User Story 1 Title>
|
||||
- [ ] <criterion from acceptance scenario>
|
||||
- [ ] <criterion from acceptance scenario>
|
||||
|
||||
### <User Story 2 Title>
|
||||
- [ ] <criterion from acceptance scenario>
|
||||
|
||||
### Edge Cases
|
||||
- [ ] <edge case behavior>
|
||||
```
|
||||
|
||||
### Step 5 — Preview and confirm
|
||||
|
||||
Show the user:
|
||||
- The full updated issue body
|
||||
- A diff summary of what changed (sections added/replaced)
|
||||
|
||||
Ask for confirmation before updating.
|
||||
|
||||
### Step 6 — Push the update
|
||||
|
||||
On confirmation:
|
||||
|
||||
```bash
|
||||
curl -sf -X PATCH \
|
||||
-H "Authorization: token $GITEA_TOKEN_ISSUES" \
|
||||
-H "Content-Type: application/json" \
|
||||
"$API_BASE/repos/$OWNER/$REPO/issues/<NUMBER>" \
|
||||
-d @- <<'PAYLOAD'
|
||||
{
|
||||
"body": "<updated body>"
|
||||
}
|
||||
PAYLOAD
|
||||
```
|
||||
|
||||
Report success with the issue URL.
|
||||
|
||||
## Behavior Rules
|
||||
|
||||
- Never modify the issue title, labels, milestone, or assignees — only the body.
|
||||
- Always preview before updating — never push without user confirmation.
|
||||
- If the spec has no user stories or acceptance scenarios, abort with a clear message suggesting the user run `/speckit.specify` first.
|
||||
- Acceptance criteria must be business-level. If you find yourself writing implementation details, rewrite at a higher level of abstraction.
|
||||
- Do NOT sync when the issue's existing acceptance criteria already capture the same requirements as the spec. The spec's Given/When/Then format is not needed in the issue — if the only difference is formatting, skip the sync and tell the user the criteria already align.
|
||||
- Use `curl` for all API calls — do not rely on `gh` CLI.
|
||||
- Always use HEREDOC for the JSON payload to handle special characters in the body.
|
||||
- Escape double quotes and newlines properly in the JSON body.
|
||||
163
.claude/commands/write-issue.md
Normal file
163
.claude/commands/write-issue.md
Normal file
@@ -0,0 +1,163 @@
|
||||
---
|
||||
description: Interactive interview to create a well-structured Gitea issue with business-level acceptance criteria.
|
||||
---
|
||||
|
||||
## User Input
|
||||
|
||||
```text
|
||||
$ARGUMENTS
|
||||
```
|
||||
|
||||
You **MUST** consider the user input before proceeding (if not empty).
|
||||
|
||||
## Prerequisites
|
||||
|
||||
1. Verify the `GITEA_TOKEN_ISSUES` environment variable is set:
|
||||
|
||||
```bash
|
||||
test -n "$GITEA_TOKEN_ISSUES" && echo "TOKEN_OK" || echo "TOKEN_MISSING"
|
||||
```
|
||||
|
||||
If missing, tell the user to set it:
|
||||
```
|
||||
export GITEA_TOKEN_ISSUES="your-gitea-personal-access-token"
|
||||
```
|
||||
Then abort.
|
||||
|
||||
2. Parse the git remote to extract the Gitea base URL, owner, and repo:
|
||||
|
||||
```bash
|
||||
git config --get remote.origin.url
|
||||
```
|
||||
|
||||
Expected format: `ssh://git@<host>:<port>/<owner>/<repo>.git` or `https://<host>/<owner>/<repo>.git`
|
||||
|
||||
Extract:
|
||||
- `GITEA_HOST` — the hostname (e.g. `git.bahamut.nitrix.one`)
|
||||
- `GITEA_PORT` — the port if present in SSH URL (for API, always use HTTPS on default port)
|
||||
- `OWNER` — the repo owner/org
|
||||
- `REPO` — the repo name (strip `.git` suffix)
|
||||
- `API_BASE` — `https://<GITEA_HOST>/api/v1`
|
||||
|
||||
Verify the remote is reachable:
|
||||
```bash
|
||||
curl -sf -H "Authorization: token $GITEA_TOKEN_ISSUES" "$API_BASE/repos/$OWNER/$REPO" | head -c 200
|
||||
```
|
||||
|
||||
If this fails, abort with an error explaining the API is unreachable.
|
||||
|
||||
## Interview Flow
|
||||
|
||||
### Step 1 — What's the feature?
|
||||
|
||||
If `$ARGUMENTS` is not empty, use it as the initial feature description and skip asking.
|
||||
|
||||
Otherwise, ask the user: **"What feature or change do you want to build?"**
|
||||
|
||||
Accept a free-form description (1-3 sentences is fine).
|
||||
|
||||
### Step 2 — Contextual business questions
|
||||
|
||||
Analyze the feature description and identify what's ambiguous or underspecified **for this specific feature**. Generate 1-3 targeted questions that would materially improve the issue.
|
||||
|
||||
Rules:
|
||||
- Questions MUST be derived from the specific feature description, not from a generic checklist.
|
||||
- Only ask questions whose answers change the scope, behavior, or acceptance criteria.
|
||||
- If the feature is straightforward and well-described, skip this step entirely.
|
||||
- Present one question at a time using the AskUserQuestion tool.
|
||||
- For each question, provide 2-4 concrete options plus the ability to give a custom answer.
|
||||
- After each answer, decide if you need another question or have enough clarity.
|
||||
|
||||
Examples of good contextual questions:
|
||||
- For a "color overhaul" feature: "Are you targeting specific components or a global palette change?"
|
||||
- For a "bulk import" feature: "Should the user see progress during import or just a final result?"
|
||||
- For an "initiative tiebreaker" feature: "Should ties be broken by DEX score, manual choice, or random roll?"
|
||||
|
||||
Examples of bad questions (never ask these):
|
||||
- Generic: "Who is the target user?"
|
||||
- Obvious: "Should errors be handled?"
|
||||
- Implementation: "What database should we use?"
|
||||
|
||||
### Step 3 — Acceptance criteria
|
||||
|
||||
Based on the description and clarifications, draft 3-8 business-level acceptance criteria. These should describe **what the user can do or see**, not how the system implements it.
|
||||
|
||||
Present the draft to the user and ask if they want to add, remove, or change any.
|
||||
|
||||
Good: "User can load all sources with a single click"
|
||||
Bad: "System fires concurrent fetch requests to IndexedDB"
|
||||
|
||||
### Step 4 — Labels and milestone (optional)
|
||||
|
||||
Fetch available labels and milestones from the Gitea API:
|
||||
|
||||
```bash
|
||||
curl -sf -H "Authorization: token $GITEA_TOKEN_ISSUES" "$API_BASE/repos/$OWNER/$REPO/labels"
|
||||
curl -sf -H "Authorization: token $GITEA_TOKEN_ISSUES" "$API_BASE/repos/$OWNER/$REPO/milestones"
|
||||
```
|
||||
|
||||
If labels/milestones exist, present them to the user and ask which (if any) to apply. If none exist or the API returns empty, skip this step.
|
||||
|
||||
### Step 5 — Branch linking
|
||||
|
||||
Check if we're on a feature branch:
|
||||
|
||||
```bash
|
||||
git branch --show-current
|
||||
```
|
||||
|
||||
If the current branch is not `main` (and looks like a feature branch, e.g. `NNN-feature-name`), offer to include it in the issue body as a linked branch.
|
||||
|
||||
### Step 6 — Preview and create
|
||||
|
||||
Compose the issue body using this template:
|
||||
|
||||
```markdown
|
||||
## Summary
|
||||
|
||||
<2-3 sentence description synthesized from the interview>
|
||||
|
||||
## Acceptance Criteria
|
||||
|
||||
- [ ] <criterion 1>
|
||||
- [ ] <criterion 2>
|
||||
- [ ] <criterion 3>
|
||||
...
|
||||
|
||||
## Branch
|
||||
|
||||
`<branch-name>` *(if linked in step 5)*
|
||||
```
|
||||
|
||||
Show the full preview (title + body) to the user and ask for confirmation.
|
||||
|
||||
On confirmation, create the issue:
|
||||
|
||||
```bash
|
||||
curl -sf -X POST \
|
||||
-H "Authorization: token $GITEA_TOKEN_ISSUES" \
|
||||
-H "Content-Type: application/json" \
|
||||
"$API_BASE/repos/$OWNER/$REPO/issues" \
|
||||
-d @- <<'PAYLOAD'
|
||||
{
|
||||
"title": "<issue title>",
|
||||
"body": "<issue body>",
|
||||
"labels": [<label IDs if selected>],
|
||||
"milestone": <milestone ID if selected or null>
|
||||
}
|
||||
PAYLOAD
|
||||
```
|
||||
|
||||
Parse the response and report:
|
||||
- Issue number and URL (`https://<GITEA_HOST>/<OWNER>/<REPO>/issues/<number>`)
|
||||
- Suggest next step: `/integrate-issue <number>` to integrate into a feature spec
|
||||
|
||||
## Behavior Rules
|
||||
|
||||
- Keep the title short — under 70 characters.
|
||||
- Acceptance criteria must be business-level, not implementation details.
|
||||
- Never create an issue without user confirmation of the preview.
|
||||
- If any API call fails, show the error and suggest the user check their token permissions.
|
||||
- Use `curl` for all API calls — do not rely on `gh` CLI.
|
||||
- Always use HEREDOC for the JSON payload to handle special characters in the body.
|
||||
- Escape double quotes and newlines properly in the JSON body.
|
||||
82
.claude/skills/rpi-implement/SKILL.md
Normal file
82
.claude/skills/rpi-implement/SKILL.md
Normal file
@@ -0,0 +1,82 @@
|
||||
---
|
||||
name: rpi-implement
|
||||
description: Execute approved implementation plans phase by phase with automated and manual verification. Use when the user explicitly says "implement the plan", "execute the plan", or "start implementing" and has a plan file ready. Do not use for ad-hoc coding tasks without a plan.
|
||||
---
|
||||
|
||||
# Implement Plan
|
||||
|
||||
You are tasked with implementing an approved technical plan. These plans contain phases with specific changes and success criteria.
|
||||
|
||||
## Getting Started
|
||||
|
||||
If the user provided a plan path, proceed directly. If no plan path was provided, check `docs/agents/plans/` for recent plans. If none found, ask the user for a path.
|
||||
|
||||
When you have a plan:
|
||||
- Read the plan completely and check for any existing checkmarks (`- [x]`)
|
||||
- Read all files mentioned in the plan
|
||||
- **Read files fully** - never use limit/offset parameters, you need complete context
|
||||
- Think deeply about how the pieces fit together
|
||||
- If you have a todo list, use it to track your progress
|
||||
- Start implementing if you understand what needs to be done
|
||||
|
||||
## Implementation Philosophy
|
||||
|
||||
Plans are carefully designed, but reality can be messy. Your job is to:
|
||||
- Follow the plan's intent while adapting to what you find
|
||||
- Implement each phase fully before moving to the next
|
||||
- Verify your work makes sense in the broader codebase context
|
||||
- Keep plan checkboxes current: `[-]` before starting an item, `[x]` right after it passes verification. Never batch updates.
|
||||
|
||||
When things don't match the plan exactly, think about why and communicate clearly. The plan is your guide, but your judgment matters too.
|
||||
|
||||
If you encounter a mismatch:
|
||||
- STOP and think deeply about why the plan can't be followed
|
||||
- Present the issue clearly:
|
||||
```
|
||||
Issue in Phase [N]:
|
||||
Expected: [what the plan says]
|
||||
Found: [actual situation]
|
||||
Why this matters: [explanation]
|
||||
|
||||
How should I proceed?
|
||||
```
|
||||
|
||||
## Verification Approach
|
||||
|
||||
After implementing a phase:
|
||||
- Run the success criteria checks listed in the plan (test commands, linters, type checkers, etc.)
|
||||
- Fix any issues before proceeding
|
||||
- **Check if manual verification is needed**: Look at the plan's success criteria for the current phase.
|
||||
- If the phase has **manual verification steps**, pause and inform the human:
|
||||
```
|
||||
Phase [N] Complete - Ready for Manual Verification
|
||||
|
||||
Automated verification passed:
|
||||
- [List automated checks that passed]
|
||||
|
||||
Please perform the manual verification steps listed in the plan:
|
||||
- [List manual verification items from the plan]
|
||||
|
||||
Let me know when manual testing is complete so I can proceed to Phase [N+1].
|
||||
```
|
||||
- If the phase has **only automated verification** (no manual steps), continue directly to the next phase without pausing. Just note in passing that the phase is complete and automated checks passed.
|
||||
|
||||
Do not check off items in the manual testing steps until confirmed by the user.
|
||||
|
||||
## If You Get Stuck
|
||||
|
||||
When something isn't working as expected:
|
||||
- First, make sure you've read and understood all the relevant code
|
||||
- Consider if the codebase has evolved since the plan was written
|
||||
- Present the mismatch clearly and ask for guidance
|
||||
|
||||
Use sub-agents sparingly - mainly for targeted debugging or exploring unfamiliar territory.
|
||||
|
||||
## Resuming Work
|
||||
|
||||
If the plan has existing checkmarks:
|
||||
- Trust that completed work is done
|
||||
- Pick up from the first unchecked item
|
||||
- Verify previous work only if something seems off
|
||||
|
||||
Remember: You're implementing a solution, not just checking boxes. Keep the end goal in mind and maintain forward momentum.
|
||||
349
.claude/skills/rpi-plan/SKILL.md
Normal file
349
.claude/skills/rpi-plan/SKILL.md
Normal file
@@ -0,0 +1,349 @@
|
||||
---
|
||||
name: rpi-plan
|
||||
description: Create detailed, phased implementation plans through interactive research and iteration. Use when the user explicitly asks to "create a plan", "plan the implementation", or "design an approach" for a feature, refactor, or bug fix. Do not use for quick questions or simple tasks.
|
||||
---
|
||||
|
||||
# Implementation Plan
|
||||
|
||||
You are tasked with creating detailed implementation plans through an interactive, iterative process. You should be skeptical, thorough, and work collaboratively with the user to produce high-quality technical specifications.
|
||||
|
||||
## Initial Setup
|
||||
|
||||
If the user already provided a task description, file path, or topic alongside this command, proceed directly to step 1 below. Only if no context was given, respond with:
|
||||
```
|
||||
I'll help you create a detailed implementation plan. Let me start by understanding what we're building.
|
||||
|
||||
Please provide:
|
||||
1. A description of what you want to build or change
|
||||
2. Any relevant context, constraints, or specific requirements
|
||||
3. Pointers to related files or previous research
|
||||
|
||||
I'll analyze this information and work with you to create a comprehensive plan.
|
||||
```
|
||||
Then wait for the user's input.
|
||||
|
||||
## Process Steps
|
||||
|
||||
### Step 1: Context Gathering & Initial Analysis
|
||||
|
||||
1. **Read all mentioned files immediately and FULLY**:
|
||||
- Any files the user referenced (docs, research, code)
|
||||
- **IMPORTANT**: Use the Read tool WITHOUT limit/offset parameters to read entire files
|
||||
- **CRITICAL**: DO NOT spawn sub-tasks before reading these files yourself in the main context
|
||||
- **NEVER** read files partially - if a file is mentioned, read it completely
|
||||
|
||||
2. **Determine if research already exists**:
|
||||
- If the user provided a research document (e.g. from `docs/agents/research/`), **trust it as the source of truth**. Do NOT re-research topics that the document already covers. Use its findings, file references, and architecture analysis directly as the basis for planning.
|
||||
- **NEVER repeat or re-do research that has already been provided.** The plan phase is about turning existing research into actionable implementation steps, not about gathering information that's already available.
|
||||
- If NO research document was provided, proceed with targeted research as described below.
|
||||
|
||||
3. **Read the most relevant files directly into your main context**:
|
||||
- Based on the research document and/or user input, identify the most relevant source files
|
||||
- **Read these files yourself using the Read tool** — do NOT delegate this to sub-agents. You need these files in your own context to write an accurate plan.
|
||||
- Focus on files that will be modified or that define interfaces/patterns you need to follow
|
||||
|
||||
4. **Only spawn sub-agents for genuinely missing information**:
|
||||
- Do NOT spawn sub-agents to re-discover what the research document already covers
|
||||
- Only use sub-agents if there are specific gaps: e.g. the research doesn't cover test conventions, a specific API surface, or a file that was added after the research was written
|
||||
- Each sub-agent should have a narrow, specific question to answer — not broad exploration
|
||||
|
||||
5. **Analyze and verify understanding**:
|
||||
- Cross-reference the requirements with actual code (and research document if provided)
|
||||
- Identify any discrepancies or misunderstandings
|
||||
- Note assumptions that need verification
|
||||
- Determine true scope based on codebase reality
|
||||
|
||||
6. **Present informed understanding and focused questions**:
|
||||
```
|
||||
Based on the task and my research of the codebase, I understand we need to [accurate summary].
|
||||
|
||||
I've found that:
|
||||
- [Current implementation detail with file:line reference]
|
||||
- [Relevant pattern or constraint discovered]
|
||||
- [Potential complexity or edge case identified]
|
||||
|
||||
Questions that my research couldn't answer:
|
||||
- [Specific technical question that requires human judgment]
|
||||
- [Business logic clarification]
|
||||
- [Design preference that affects implementation]
|
||||
```
|
||||
|
||||
Only ask questions that you genuinely cannot answer through code investigation.
|
||||
|
||||
### Step 2: Targeted Research & Discovery
|
||||
|
||||
After getting initial clarifications:
|
||||
|
||||
1. **If the user corrects any misunderstanding**:
|
||||
- DO NOT just accept the correction
|
||||
- Read the specific files/directories they mention directly into your context
|
||||
- Only proceed once you've verified the facts yourself
|
||||
|
||||
2. If you have a todo list, use it to track exploration progress
|
||||
|
||||
3. **Fill in gaps — do NOT redo existing research**:
|
||||
- If a research document was provided, identify only the specific gaps that need filling
|
||||
- Read additional files directly when possible — only spawn sub-agents for searches where you don't know the file paths
|
||||
- **Ask yourself before any research action: "Is this already covered by the provided research?"** If yes, skip it and use what's there.
|
||||
|
||||
4. **Present findings and design options**:
|
||||
```
|
||||
Based on my research, here's what I found:
|
||||
|
||||
**Current State:**
|
||||
- [Key discovery about existing code]
|
||||
- [Pattern or convention to follow]
|
||||
|
||||
**Design Options:**
|
||||
1. [Option A] - [pros/cons]
|
||||
2. [Option B] - [pros/cons]
|
||||
|
||||
**Open Questions:**
|
||||
- [Technical uncertainty]
|
||||
- [Design decision needed]
|
||||
|
||||
Which approach aligns best with your vision?
|
||||
```
|
||||
|
||||
### Step 3: Plan Structure Development
|
||||
|
||||
Once aligned on approach:
|
||||
|
||||
1. **Create initial plan outline**:
|
||||
```
|
||||
Here's my proposed plan structure:
|
||||
|
||||
## Overview
|
||||
[1-2 sentence summary]
|
||||
|
||||
## Implementation Phases:
|
||||
1. [Phase name] - [what it accomplishes]
|
||||
2. [Phase name] - [what it accomplishes]
|
||||
3. [Phase name] - [what it accomplishes]
|
||||
|
||||
Does this phasing make sense? Should I adjust the order or granularity?
|
||||
```
|
||||
|
||||
2. **Get feedback on structure** before writing details
|
||||
|
||||
### Step 4: Detailed Plan Writing
|
||||
|
||||
After structure approval:
|
||||
|
||||
1. **Gather metadata**:
|
||||
- Run `python <skill_directory>/scripts/metadata.py` to get date, commit, branch, and repository info
|
||||
- Determine the output filename: `docs/agents/plans/YYYY-MM-DD-description.md`
|
||||
- YYYY-MM-DD is today's date
|
||||
- description is a brief kebab-case description
|
||||
- Example: `2025-01-08-improve-error-handling.md`
|
||||
- The output folder (`docs/agents/plans/`) can be overridden by instructions in the project's `AGENTS.md` or `CLAUDE.md`
|
||||
|
||||
2. **Write the plan** to `docs/agents/plans/YYYY-MM-DD-description.md`
|
||||
- Ensure the `docs/agents/plans/` directory exists (create if needed)
|
||||
- **Every actionable item must have a checkbox** (`- [ ]`) so progress can be tracked during implementation. This includes each change in "Changes Required" and each verification step in "Success Criteria".
|
||||
- Use the template structure below:
|
||||
|
||||
````markdown
|
||||
---
|
||||
date: [ISO date/time from metadata]
|
||||
git_commit: [Current commit hash from metadata]
|
||||
branch: [Current branch name from metadata]
|
||||
topic: "[Feature/Task Name]"
|
||||
tags: [plan, relevant-component-names]
|
||||
status: draft
|
||||
---
|
||||
|
||||
# [Feature/Task Name] Implementation Plan
|
||||
|
||||
## Overview
|
||||
|
||||
[Brief description of what we're implementing and why]
|
||||
|
||||
## Current State Analysis
|
||||
|
||||
[What exists now, what's missing, key constraints discovered]
|
||||
|
||||
## Desired End State
|
||||
|
||||
[A specification of the desired end state after this plan is complete, and how to verify it]
|
||||
|
||||
### UI Mockups (if applicable)
|
||||
[If the changes involve user-facing interfaces (CLI output, web UI, terminal UI, etc.), include ASCII mockups
|
||||
that visually illustrate the intended result. This helps the reader quickly grasp the change.]
|
||||
|
||||
### Key Discoveries:
|
||||
- [Important finding with file:line reference]
|
||||
- [Pattern to follow]
|
||||
- [Constraint to work within]
|
||||
|
||||
## What We're NOT Doing
|
||||
|
||||
[Explicitly list out-of-scope items to prevent scope creep]
|
||||
|
||||
## Implementation Approach
|
||||
|
||||
[High-level strategy and reasoning]
|
||||
|
||||
## Phase 1: [Descriptive Name]
|
||||
|
||||
### Overview
|
||||
[What this phase accomplishes]
|
||||
|
||||
### Changes Required:
|
||||
|
||||
#### [ ] 1. [Component/File Group]
|
||||
**File**: `path/to/file.ext`
|
||||
**Changes**: [Summary of changes]
|
||||
|
||||
```[language]
|
||||
// Specific code to add/modify
|
||||
```
|
||||
|
||||
### Success Criteria:
|
||||
|
||||
#### Automated Verification:
|
||||
- [ ] Tests pass: `[test command]`
|
||||
- [ ] Type checking passes: `[typecheck command]`
|
||||
- [ ] Linting passes: `[lint command]`
|
||||
|
||||
#### Manual Verification:
|
||||
- [ ] Feature works as expected when tested
|
||||
- [ ] Edge case handling verified
|
||||
- [ ] No regressions in related features
|
||||
|
||||
**Implementation Note**: After completing this phase and all automated verification passes, pause here for manual confirmation from the human before proceeding to the next phase.
|
||||
|
||||
---
|
||||
|
||||
## Phase 2: [Descriptive Name]
|
||||
|
||||
[Similar structure with both automated and manual success criteria...]
|
||||
|
||||
---
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
### Unit Tests:
|
||||
- [What to test]
|
||||
- [Key edge cases]
|
||||
|
||||
### Integration Tests:
|
||||
- [End-to-end scenarios]
|
||||
|
||||
### Manual Testing Steps:
|
||||
1. [Specific step to verify feature]
|
||||
2. [Another verification step]
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
[Any performance implications or optimizations needed]
|
||||
|
||||
## Migration Notes
|
||||
|
||||
[If applicable, how to handle existing data/systems]
|
||||
|
||||
## References
|
||||
|
||||
- [Related research or documentation]
|
||||
- [Similar implementation: file:line]
|
||||
````
|
||||
|
||||
### Step 5: Review & Iterate
|
||||
|
||||
1. **Present the draft plan location**:
|
||||
```
|
||||
I've created the initial implementation plan at:
|
||||
`docs/agents/plans/YYYY-MM-DD-description.md`
|
||||
|
||||
Please review it and let me know:
|
||||
- Are the phases properly scoped?
|
||||
- Are the success criteria specific enough?
|
||||
- Any technical details that need adjustment?
|
||||
- Missing edge cases or considerations?
|
||||
```
|
||||
|
||||
2. **Iterate based on feedback** - be ready to:
|
||||
- Add missing phases
|
||||
- Adjust technical approach
|
||||
- Clarify success criteria (both automated and manual)
|
||||
- Add/remove scope items
|
||||
|
||||
3. **Continue refining** until the user is satisfied
|
||||
|
||||
## Important Guidelines
|
||||
|
||||
1. **Be Skeptical**:
|
||||
- Question vague requirements
|
||||
- Identify potential issues early
|
||||
- Ask "why" and "what about"
|
||||
- Don't assume - verify with code
|
||||
|
||||
2. **Be Interactive**:
|
||||
- Don't write the full plan in one shot
|
||||
- Get buy-in at each major step
|
||||
- Allow course corrections
|
||||
- Work collaboratively
|
||||
|
||||
3. **Be Thorough But Not Redundant**:
|
||||
- Read all context files COMPLETELY before planning
|
||||
- Use provided research as-is — do not re-investigate what's already documented
|
||||
- Read key source files directly into your context rather than delegating to sub-agents
|
||||
- Only spawn sub-agents for narrow, specific questions that aren't answered by existing research
|
||||
- Include specific file paths and line numbers
|
||||
- Write measurable success criteria with clear automated vs manual distinction
|
||||
|
||||
4. **Be Visual**:
|
||||
- If the change involves any user-facing interface (web UI, CLI output, terminal UI, forms, dashboards, etc.), include ASCII mockups in the plan
|
||||
- Mockups make the intended result immediately understandable and help catch misunderstandings early
|
||||
- Show both the current state and the proposed state when the change modifies an existing UI
|
||||
- Keep mockups simple but accurate enough to convey layout, key elements, and interactions
|
||||
|
||||
5. **Be Practical**:
|
||||
- Focus on incremental, testable changes
|
||||
- Consider migration and rollback
|
||||
- Think about edge cases
|
||||
- Include "what we're NOT doing"
|
||||
|
||||
6. **No Open Questions in Final Plan**:
|
||||
- If you encounter open questions during planning, STOP
|
||||
- Research or ask for clarification immediately
|
||||
- Do NOT write the plan with unresolved questions
|
||||
- The implementation plan must be complete and actionable
|
||||
- Every decision must be made before finalizing the plan
|
||||
|
||||
## Success Criteria Guidelines
|
||||
|
||||
**Always separate success criteria into two categories:**
|
||||
|
||||
1. **Automated Verification** (can be run by agents):
|
||||
- Commands that can be run: test suites, linters, type checkers
|
||||
- Specific files that should exist
|
||||
- Code compilation/type checking
|
||||
|
||||
2. **Manual Verification** (requires human testing):
|
||||
- UI/UX functionality
|
||||
- Performance under real conditions
|
||||
- Edge cases that are hard to automate
|
||||
- User acceptance criteria
|
||||
|
||||
## Common Patterns
|
||||
|
||||
### For Database Changes:
|
||||
- Start with schema/migration
|
||||
- Add store methods
|
||||
- Update business logic
|
||||
- Expose via API
|
||||
- Update clients
|
||||
|
||||
### For New Features:
|
||||
- Research existing patterns first
|
||||
- Start with data model
|
||||
- Build backend logic
|
||||
- Add API endpoints
|
||||
- Implement UI last
|
||||
|
||||
### For Refactoring:
|
||||
- Document current behavior
|
||||
- Plan incremental changes
|
||||
- Maintain backwards compatibility
|
||||
- Include migration strategy
|
||||
37
.claude/skills/rpi-plan/scripts/metadata.py
Executable file
37
.claude/skills/rpi-plan/scripts/metadata.py
Executable file
@@ -0,0 +1,37 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Get git metadata for plan documents."""
|
||||
|
||||
import json
|
||||
import subprocess
|
||||
import sys
|
||||
from datetime import datetime, timezone
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
def run(cmd: list[str]) -> str:
|
||||
result = subprocess.run(cmd, capture_output=True, text=True)
|
||||
return result.stdout.strip() if result.returncode == 0 else ""
|
||||
|
||||
|
||||
def get_repo_name() -> str:
|
||||
remote = run(["git", "remote", "get-url", "origin"])
|
||||
if remote:
|
||||
name = remote.rstrip("/").rsplit("/", 1)[-1]
|
||||
return name.removesuffix(".git")
|
||||
root = run(["git", "rev-parse", "--show-toplevel"])
|
||||
return Path(root).name if root else Path.cwd().name
|
||||
|
||||
|
||||
def main() -> None:
|
||||
metadata = {
|
||||
"date": datetime.now(timezone.utc).isoformat(),
|
||||
"commit": run(["git", "rev-parse", "HEAD"]),
|
||||
"branch": run(["git", "branch", "--show-current"]),
|
||||
"repository": get_repo_name(),
|
||||
}
|
||||
json.dump(metadata, sys.stdout, indent=2)
|
||||
print()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
146
.claude/skills/rpi-research/SKILL.md
Normal file
146
.claude/skills/rpi-research/SKILL.md
Normal file
@@ -0,0 +1,146 @@
|
||||
---
|
||||
name: rpi-research
|
||||
description: Conduct deep codebase research and produce a written report. Use when the user explicitly requests research like "start a research for", "deeply investigate", or "fully understand how X works". Do not use for quick questions or simple code lookups.
|
||||
---
|
||||
|
||||
# Research Codebase
|
||||
|
||||
You are tasked with conducting comprehensive research across the codebase to answer user questions by spawning parallel sub-agents and synthesizing their findings.
|
||||
|
||||
## CRITICAL: YOUR ONLY JOB IS TO DOCUMENT AND EXPLAIN THE CODEBASE AS IT EXISTS TODAY
|
||||
- DO NOT suggest improvements or changes unless the user explicitly asks for them
|
||||
- DO NOT perform root cause analysis unless the user explicitly asks for them
|
||||
- DO NOT propose future enhancements unless the user explicitly asks for them
|
||||
- DO NOT critique the implementation or identify problems
|
||||
- DO NOT recommend refactoring, optimization, or architectural changes
|
||||
- ONLY describe what exists, where it exists, how it works, and how components interact
|
||||
- You are creating a technical map/documentation of the existing system
|
||||
|
||||
## Initial Setup
|
||||
|
||||
If the user already provided a research question or topic alongside this command, proceed directly to step 1 below. Only if no query was given, respond with:
|
||||
```
|
||||
I'm ready to research the codebase. Please provide your research question or area of interest, and I'll analyze it thoroughly by exploring relevant components and connections.
|
||||
```
|
||||
Then wait for the user's research query.
|
||||
|
||||
## Steps to follow after receiving the research query:
|
||||
|
||||
1. **Read any directly mentioned files first:**
|
||||
- If the user mentions specific files or docs, read them FULLY first
|
||||
- **IMPORTANT**: Use the Read tool WITHOUT limit/offset parameters to read entire files
|
||||
- **CRITICAL**: Read these files yourself in the main context before spawning any sub-tasks
|
||||
- This ensures you have full context before decomposing the research
|
||||
|
||||
2. **Analyze and decompose the research question:**
|
||||
- Break down the user's query into composable research areas
|
||||
- Take time to think deeply about the underlying patterns, connections, and architectural implications the user might be seeking
|
||||
- Identify specific components, patterns, or concepts to investigate
|
||||
- If you have a todo list, use it to track progress
|
||||
- Consider which directories, files, or architectural patterns are relevant
|
||||
|
||||
3. **Spawn parallel sub-agents to identify relevant files and map the landscape:**
|
||||
- Create multiple Task agents to search for files and identify what's relevant
|
||||
- Each sub-agent should focus on locating files and reporting back paths and brief summaries — NOT on deeply analyzing code
|
||||
- The key is to use these agents for discovery:
|
||||
- Search for files related to each research area
|
||||
- Identify entry points, key types, and important functions
|
||||
- Report back file paths, line numbers, and short descriptions of what each file contains
|
||||
- Run multiple agents in parallel when they're searching for different things
|
||||
- Remind agents they are documenting, not evaluating or improving
|
||||
- **If the user explicitly asks for web research**, spawn additional agents with WebSearch/WebFetch tools and instruct them to return links with their findings
|
||||
|
||||
4. **Read the most relevant files yourself in the main context:**
|
||||
- After sub-agents report back, identify the most important files for answering the research question
|
||||
- **Read these files yourself using the Read tool** — you need them in your own context to write an accurate, detailed research document
|
||||
- Do NOT rely solely on sub-agent summaries for the core findings — sub-agent summaries may miss nuances, connections, or important details
|
||||
- Prioritize files that are central to the research question; skip peripheral files that sub-agents already summarized adequately
|
||||
- This is the step where you build deep understanding — the previous step was just finding what to read
|
||||
|
||||
5. **Synthesize findings into a complete picture:**
|
||||
- Combine your own reading with sub-agent discoveries
|
||||
- Connect findings across different components
|
||||
- Include specific file paths and line numbers for reference
|
||||
- Highlight patterns, connections, and architectural decisions
|
||||
- Answer the user's specific questions with concrete evidence
|
||||
|
||||
6. **Gather metadata for the research document:**
|
||||
- Run `python <skill_directory>/scripts/metadata.py` to get date, commit, branch, and repository info
|
||||
- Determine the output filename: `docs/agents/research/YYYY-MM-DD-description.md`
|
||||
- YYYY-MM-DD is today's date
|
||||
- description is a brief kebab-case description of the research topic
|
||||
- Example: `2025-01-08-authentication-flow.md`
|
||||
- The output folder (`docs/agents/research/`) can be overridden by instructions in the project's `AGENTS.md` or `CLAUDE.md`
|
||||
|
||||
7. **Generate research document:**
|
||||
- Use the metadata gathered in step 5
|
||||
- Ensure the `docs/agents/research/` directory exists (create if needed)
|
||||
- Structure the document with YAML frontmatter followed by content:
|
||||
```markdown
|
||||
---
|
||||
date: [ISO date/time from metadata]
|
||||
git_commit: [Current commit hash from metadata]
|
||||
branch: [Current branch name from metadata]
|
||||
topic: "[User's Question/Topic]"
|
||||
tags: [research, codebase, relevant-component-names]
|
||||
status: complete
|
||||
---
|
||||
|
||||
# Research: [User's Question/Topic]
|
||||
|
||||
## Research Question
|
||||
[Original user query]
|
||||
|
||||
## Summary
|
||||
[High-level documentation of what was found, answering the user's question by describing what exists]
|
||||
|
||||
## Detailed Findings
|
||||
|
||||
### [Component/Area 1]
|
||||
- Description of what exists (file.ext:line)
|
||||
- How it connects to other components
|
||||
- Current implementation details (without evaluation)
|
||||
|
||||
### [Component/Area 2]
|
||||
...
|
||||
|
||||
## Code References
|
||||
- `path/to/file.py:123` - Description of what's there
|
||||
- `another/file.ts:45-67` - Description of the code block
|
||||
|
||||
## Architecture Documentation
|
||||
[Current patterns, conventions, and design implementations found in the codebase]
|
||||
|
||||
## Open Questions
|
||||
[Any areas that need further investigation]
|
||||
```
|
||||
|
||||
8. **Present findings to the user:**
|
||||
- Present a concise summary of findings
|
||||
- Include key file references for easy navigation
|
||||
- Ask if they have follow-up questions or need clarification
|
||||
|
||||
9. **Handle follow-up questions:**
|
||||
- If the user has follow-up questions, append to the same research document
|
||||
- Add a new section: `## Follow-up Research [timestamp]`
|
||||
- Spawn new sub-agents as needed for additional investigation
|
||||
- Continue updating the document
|
||||
|
||||
## Important notes:
|
||||
- Use parallel sub-agents for file discovery and landscape mapping, but **read the most important files yourself** in the main context
|
||||
- Sub-agents are scouts that find relevant files — the main agent must read key files to build deep understanding
|
||||
- Do NOT rely solely on sub-agent summaries for your core findings; they may miss nuances and connections
|
||||
- Focus on finding concrete file paths and line numbers for developer reference
|
||||
- Research documents should be self-contained with all necessary context
|
||||
- Each sub-agent prompt should be specific and focused on locating files and reporting back paths
|
||||
- Document cross-component connections and how systems interact
|
||||
- **CRITICAL**: You and all sub-agents are documentarians, not evaluators
|
||||
- **REMEMBER**: Document what IS, not what SHOULD BE
|
||||
- **NO RECOMMENDATIONS**: Only describe the current state of the codebase
|
||||
- **File reading**: Always read mentioned files FULLY (no limit/offset) before spawning sub-tasks
|
||||
- **Critical ordering**: Follow the numbered steps exactly
|
||||
- ALWAYS read mentioned files first before spawning sub-tasks (step 1)
|
||||
- ALWAYS read key files yourself after sub-agents report back (step 4)
|
||||
- ALWAYS wait for your own reading to complete before synthesizing (step 5)
|
||||
- ALWAYS gather metadata before writing the document (step 6 before step 7)
|
||||
- NEVER write the research document with placeholder values
|
||||
39
.claude/skills/rpi-research/scripts/metadata.py
Executable file
39
.claude/skills/rpi-research/scripts/metadata.py
Executable file
@@ -0,0 +1,39 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Get git metadata for research documents."""
|
||||
|
||||
import json
|
||||
import subprocess
|
||||
import sys
|
||||
from datetime import datetime, timezone
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
def run(cmd: list[str]) -> str:
|
||||
result = subprocess.run(cmd, capture_output=True, text=True)
|
||||
return result.stdout.strip() if result.returncode == 0 else ""
|
||||
|
||||
|
||||
def get_repo_name() -> str:
|
||||
remote = run(["git", "remote", "get-url", "origin"])
|
||||
if remote:
|
||||
# Handle both HTTPS and SSH URLs
|
||||
name = remote.rstrip("/").rsplit("/", 1)[-1]
|
||||
return name.removesuffix(".git")
|
||||
# Fall back to directory name
|
||||
root = run(["git", "rev-parse", "--show-toplevel"])
|
||||
return Path(root).name if root else Path.cwd().name
|
||||
|
||||
|
||||
def main() -> None:
|
||||
metadata = {
|
||||
"date": datetime.now(timezone.utc).isoformat(),
|
||||
"commit": run(["git", "rev-parse", "HEAD"]),
|
||||
"branch": run(["git", "branch", "--show-current"]),
|
||||
"repository": get_repo_name(),
|
||||
}
|
||||
json.dump(metadata, sys.stdout, indent=2)
|
||||
print()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
9
.dockerignore
Normal file
9
.dockerignore
Normal file
@@ -0,0 +1,9 @@
|
||||
node_modules
|
||||
.pnpm-store
|
||||
dist
|
||||
coverage
|
||||
.git
|
||||
.claude
|
||||
.specify
|
||||
specs
|
||||
docs
|
||||
49
.gitea/workflows/ci.yml
Normal file
49
.gitea/workflows/ci.yml
Normal file
@@ -0,0 +1,49 @@
|
||||
name: CI
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
tags: ["*"]
|
||||
pull_request:
|
||||
branches: [main]
|
||||
|
||||
jobs:
|
||||
check:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- uses: pnpm/action-setup@v4
|
||||
|
||||
- uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 22
|
||||
|
||||
- run: pnpm install --frozen-lockfile
|
||||
- run: pnpm check
|
||||
|
||||
build-image:
|
||||
if: startsWith(github.ref, 'refs/tags/')
|
||||
needs: check
|
||||
runs-on: host
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Log in to Gitea registry
|
||||
run: echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.bahamut.nitrix.one -u "${{ secrets.REGISTRY_USERNAME }}" --password-stdin
|
||||
|
||||
- name: Build and push
|
||||
run: |
|
||||
IMAGE=git.bahamut.nitrix.one/dostulata/initiative
|
||||
TAG=${GITHUB_REF#refs/tags/}
|
||||
docker build -t $IMAGE:$TAG -t $IMAGE:latest .
|
||||
docker push $IMAGE:$TAG
|
||||
docker push $IMAGE:latest
|
||||
|
||||
- name: Deploy
|
||||
run: |
|
||||
IMAGE=git.bahamut.nitrix.one/dostulata/initiative
|
||||
TAG=${GITHUB_REF#refs/tags/}
|
||||
docker stop initiative || true
|
||||
docker rm initiative || true
|
||||
docker run -d --name initiative --restart unless-stopped -p 8080:80 $IMAGE:$TAG
|
||||
1
.gitignore
vendored
1
.gitignore
vendored
@@ -11,3 +11,4 @@ Thumbs.db
|
||||
.idea/
|
||||
coverage/
|
||||
*.tsbuildinfo
|
||||
docs/agents/plans/
|
||||
|
||||
@@ -1,14 +1,10 @@
|
||||
<!--
|
||||
Sync Impact Report
|
||||
───────────────────
|
||||
Version change: 1.0.2 → 1.0.3 (PATCH — add merge-gate rule)
|
||||
Version change: 2.2.1 → 3.0.0 (MAJOR — specs describe features not changes, proportional workflow)
|
||||
Modified sections:
|
||||
- Development Workflow: added automated-checks merge gate
|
||||
Templates requiring updates:
|
||||
- .specify/templates/plan-template.md ✅ no update needed
|
||||
- .specify/templates/spec-template.md ✅ no update needed
|
||||
- .specify/templates/tasks-template.md ✅ no update needed
|
||||
Follow-up TODOs: none
|
||||
- Development Workflow: specs are living feature documents; full pipeline for new features only
|
||||
Templates requiring updates: none
|
||||
-->
|
||||
# Encounter Console Constitution
|
||||
|
||||
@@ -29,7 +25,7 @@ be injected at the boundary, never sourced inside the domain layer.
|
||||
|
||||
### II. Layered Architecture
|
||||
|
||||
The codebase MUST be organized into four layers with strict
|
||||
The codebase MUST be organized into three layers with strict
|
||||
dependency direction:
|
||||
|
||||
1. **Domain** — pure types, state transitions, validation rules.
|
||||
@@ -39,34 +35,21 @@ dependency direction:
|
||||
interfaces that Adapters implement. May import Domain only.
|
||||
3. **Adapters** — I/O, persistence, UI rendering, external APIs.
|
||||
May import Application and Domain.
|
||||
4. **Agent** — AI-assisted features (suggestions, analysis).
|
||||
May import Application and Domain as read-only consumers.
|
||||
|
||||
A module in an inner layer MUST NOT import from an outer layer.
|
||||
|
||||
### III. Agent Boundary
|
||||
|
||||
The agent layer MAY read domain events and current state. The agent
|
||||
MAY produce suggestions, annotations, or recommendations. The agent
|
||||
MUST NOT mutate domain state directly. All agent-originated changes
|
||||
MUST flow through the Application layer as explicit user-confirmed
|
||||
commands.
|
||||
|
||||
- Agent output MUST be clearly labeled as suggestions.
|
||||
- No silent or automatic application of agent recommendations.
|
||||
|
||||
### IV. Clarification-First
|
||||
### III. Clarification-First
|
||||
|
||||
Before making any non-trivial assumption during specification,
|
||||
planning, or implementation, the agent MUST surface a clarification
|
||||
planning, or implementation, Claude Code MUST surface a clarification
|
||||
question to the user. "Non-trivial" means any decision that would
|
||||
alter observable behavior, data model shape, or public API surface.
|
||||
The agent MUST also ask when multiple valid interpretations exist,
|
||||
Claude Code MUST also ask when multiple valid interpretations exist,
|
||||
when a choice would affect architectural layering, or when scope
|
||||
would expand beyond the current spec. The agent MUST NOT silently
|
||||
would expand beyond the current spec. Claude Code MUST NOT silently
|
||||
choose among valid alternatives.
|
||||
|
||||
### V. Escalation Gates
|
||||
### IV. Escalation Gates
|
||||
|
||||
Any feature, requirement, or scope change not present in the current
|
||||
spec MUST be rejected at implementation time until the spec is
|
||||
@@ -77,7 +60,7 @@ explicitly updated. The workflow is:
|
||||
3. Update the spec via `/speckit.specify` or `/speckit.clarify`.
|
||||
4. Only then proceed with implementation.
|
||||
|
||||
### VI. MVP Baseline Language
|
||||
### V. MVP Baseline Language
|
||||
|
||||
Constraints in this constitution and in specs MUST use MVP baseline
|
||||
language ("MVP baseline does not include X") rather than permanent
|
||||
@@ -86,7 +69,7 @@ add capabilities in future iterations without constitutional
|
||||
amendment. The current MVP baseline is local-first and single-user;
|
||||
this is a starting scope, not a permanent restriction.
|
||||
|
||||
### VII. No Gameplay Rules in Constitution
|
||||
### VI. No Gameplay Rules in Constitution
|
||||
|
||||
This constitution MUST NOT contain concrete gameplay mechanics,
|
||||
rule-system specifics, or encounter resolution logic. Such details
|
||||
@@ -96,9 +79,9 @@ architecture, and quality — not product behavior.
|
||||
## Scope Constraints
|
||||
|
||||
- The Encounter Console's primary focus is initiative tracking and
|
||||
encounter state management. Adjacent capabilities (e.g., richer
|
||||
game-engine features) are not in the MVP baseline but may be
|
||||
added via spec updates in future iterations.
|
||||
encounter state management. Adjacent capabilities (e.g., bestiary
|
||||
integration, richer game-engine features) may be added via spec
|
||||
updates.
|
||||
- Technology choices, UI framework, and storage mechanism are
|
||||
spec-level decisions, not constitutional mandates.
|
||||
- Testing strategy (unit, integration, contract) is determined per
|
||||
@@ -109,16 +92,31 @@ architecture, and quality — not product behavior.
|
||||
|
||||
- No change may be merged unless all automated checks (tests and
|
||||
static analysis as defined by the project) pass.
|
||||
- Every feature begins with a spec (`/speckit.specify`).
|
||||
- Implementation follows the plan → tasks → implement pipeline.
|
||||
- Specs describe **features**, not individual changes. Each spec is
|
||||
a living document. New features begin with `/speckit.specify`
|
||||
(which creates a feature branch for the full speckit pipeline);
|
||||
changes to existing features update the existing spec via
|
||||
`/integrate-issue`.
|
||||
- The full pipeline (spec → plan → tasks → implement) applies to new
|
||||
features and significant additions. Bug fixes, tooling changes,
|
||||
and trivial UI adjustments do not require specs.
|
||||
- Domain logic MUST be testable without mocks for external systems.
|
||||
- Long-running or multi-step state transitions SHOULD be verifiable
|
||||
through reproducible event logs or snapshot-style tests.
|
||||
- Commits SHOULD be atomic and map to individual tasks where
|
||||
practical.
|
||||
- Layer boundary compliance MUST be verified by automated import
|
||||
rules or architectural tests. Agent-assisted or manual review MAY
|
||||
supplement but not replace automated checks.
|
||||
rules or architectural tests.
|
||||
- All automated quality gates MUST run at the earliest feasible
|
||||
enforcement point (currently pre-commit via Lefthook). No gate
|
||||
may exist only as a CI step or manual process.
|
||||
- When a feature adds, removes, or changes user-facing capabilities
|
||||
described in README.md, the README MUST be updated in the same
|
||||
change. Features that materially alter what the product does or
|
||||
how it is set up SHOULD also be reflected in the README.
|
||||
- When a feature changes the tech stack, project structure, or
|
||||
architectural patterns documented in CLAUDE.md, the CLAUDE.md
|
||||
MUST be updated in the same change.
|
||||
|
||||
## Governance
|
||||
|
||||
@@ -142,4 +140,4 @@ MUST comply with its principles.
|
||||
**Compliance review**: Every spec and plan MUST include a
|
||||
Constitution Check section validating adherence to all principles.
|
||||
|
||||
**Version**: 1.0.3 | **Ratified**: 2026-03-03 | **Last Amended**: 2026-03-03
|
||||
**Version**: 3.0.0 | **Ratified**: 2026-03-03 | **Last Amended**: 2026-03-11
|
||||
|
||||
113
CLAUDE.md
113
CLAUDE.md
@@ -5,7 +5,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
|
||||
## Commands
|
||||
|
||||
```bash
|
||||
pnpm check # Merge gate — must pass before every commit (knip + format + lint + typecheck + test)
|
||||
pnpm check # Merge gate — must pass before every commit (audit + knip + biome + typecheck + test/coverage + jscpd)
|
||||
pnpm knip # Unused code detection (Knip)
|
||||
pnpm test # Run all tests (Vitest)
|
||||
pnpm test:watch # Tests in watch mode
|
||||
@@ -27,11 +27,40 @@ apps/web (React 19 + Vite) → packages/application (use cases) → packages
|
||||
```
|
||||
|
||||
- **Domain** — Pure functions, no I/O, no framework imports. All state transitions are deterministic. Errors returned as values (`DomainError`), never thrown. Adapters may throw only for programmer errors.
|
||||
- **Application** — Orchestrates domain calls via port interfaces (e.g., `EncounterStore`). No business logic here.
|
||||
- **Web** — React adapter. Implements ports using hooks/state.
|
||||
- **Application** — Orchestrates domain calls via port interfaces (`EncounterStore`, `BestiarySourceCache`). No business logic here.
|
||||
- **Web** — React adapter. Implements ports using hooks/state. All UI components, routing, and user interaction live here.
|
||||
|
||||
Layer boundaries are enforced by `scripts/check-layer-boundaries.mjs`, which runs as a Vitest test. Domain and application must never import from React, Vite, or upper layers.
|
||||
|
||||
### Data & Storage
|
||||
|
||||
- **localStorage** — encounter persistence (adapter layer, JSON serialization)
|
||||
- **IndexedDB** — bestiary source cache (`apps/web/src/adapters/bestiary-cache.ts`, via `idb` wrapper)
|
||||
- **`data/bestiary/index.json`** — pre-built search index for creature lookup, generated by `scripts/generate-bestiary-index.mjs`
|
||||
|
||||
### Project Structure
|
||||
|
||||
```
|
||||
apps/web/ React app — components, hooks, adapters
|
||||
packages/domain/src/ Pure state transitions, types, validation
|
||||
packages/application/src/ Use cases, port interfaces
|
||||
data/bestiary/ Bestiary search index
|
||||
scripts/ Build tooling (layer checks, index generation)
|
||||
specs/NNN-feature-name/ Feature specs (spec.md, plan.md, tasks.md)
|
||||
.specify/ Speckit config (templates, scripts, constitution)
|
||||
docs/agents/ RPI skill artifacts (research reports, plans)
|
||||
.claude/skills/ Agent skills (rpi-research, rpi-plan, rpi-implement)
|
||||
```
|
||||
|
||||
## Tech Stack
|
||||
|
||||
- TypeScript 5.8 (strict mode, `verbatimModuleSyntax`)
|
||||
- React 19, Vite 6, Tailwind CSS v4
|
||||
- Lucide React (icons)
|
||||
- `idb` (IndexedDB wrapper for bestiary cache)
|
||||
- Biome 2.0 (formatting + linting), Knip (unused code), jscpd (copy-paste detection)
|
||||
- Vitest (testing, v8 coverage), Lefthook (pre-commit hooks)
|
||||
|
||||
## Conventions
|
||||
|
||||
- **Biome 2.0** for formatting and linting (no Prettier, no ESLint). Tab indentation, 80-char lines. Imports are auto-organized alphabetically.
|
||||
@@ -39,7 +68,48 @@ Layer boundaries are enforced by `scripts/check-layer-boundaries.mjs`, which run
|
||||
- **Branded types** for identity values (e.g., `CombatantId`). Prefer immutability/`readonly` where practical.
|
||||
- **Domain events** are plain data objects with a `type` discriminant — no classes.
|
||||
- **Tests** live in `packages/*/src/__tests__/*.test.ts`. Test pure functions directly; map acceptance scenarios and invariants from specs to individual `it()` blocks.
|
||||
- **Feature specs** live in `specs/<feature>/` with spec.md, plan.md, tasks.md. The project constitution is at `.specify/memory/constitution.md`.
|
||||
- **Feature specs** live in `specs/NNN-feature-name/` with spec.md (and optionally plan.md, tasks.md for new work). Specs describe features, not individual changes. The project constitution is at `.specify/memory/constitution.md`.
|
||||
- **Quality gates** are enforced at pre-commit via Lefthook's `pnpm check` — the project's single earliest enforcement point. No gate may exist only as a CI step or manual process.
|
||||
|
||||
## Self-Review Checklist
|
||||
|
||||
Before finishing a change, consider:
|
||||
- Is this the simplest approach that solves the current problem?
|
||||
- Is there duplication that hurts readability? (But don't abstract prematurely.)
|
||||
- Are errors handled correctly and communicated sensibly to the user?
|
||||
- Does the UI follow modern patterns and feel intuitive to interact with?
|
||||
|
||||
## Speckit Workflow
|
||||
|
||||
Speckit (`/speckit.*` skills) manages the spec-driven development pipeline. Specs are **living documents** that describe features, not individual changes.
|
||||
|
||||
### Issue-driven workflow
|
||||
- `/write-issue` — create a well-structured Gitea issue via interactive interview
|
||||
- `/integrate-issue <number>` — fetch an issue, route it to the right spec, and update the spec with the new/changed requirements. Then implement directly.
|
||||
- `/sync-issue <number>` — push acceptance criteria from the spec back to the Gitea issue
|
||||
|
||||
### RPI skills (Research → Plan → Implement)
|
||||
- `rpi-research` — deep codebase research producing a written report in `docs/agents/research/`
|
||||
- `rpi-plan` — interactive phased implementation plan in `docs/agents/plans/`
|
||||
- `rpi-implement` — execute a plan file phase by phase with automated + manual verification
|
||||
|
||||
### Choosing the right workflow by scope
|
||||
|
||||
| Scope | Workflow |
|
||||
|---|---|
|
||||
| Bug fix / CSS tweak | Just fix it, commit |
|
||||
| Small change to existing feature | `/integrate-issue` → implement → commit |
|
||||
| Larger addition to existing feature | `/integrate-issue` → `rpi-research` → `rpi-plan` → `rpi-implement` |
|
||||
| New feature | `/speckit.specify` → `/speckit.clarify` → `/speckit.plan` → `/speckit.tasks` → `/speckit.implement` |
|
||||
|
||||
Speckit manages **what** to build (specs as living documents). RPI manages **how** to build it (research, planning, execution). The full speckit pipeline is for new features. For changes to existing features, update the spec via `/integrate-issue`, then use RPI skills if the change is non-trivial.
|
||||
|
||||
### Current feature specs
|
||||
- `specs/001-combatant-management/` — CRUD, persistence, clear, batch add, confirm buttons
|
||||
- `specs/002-turn-tracking/` — rounds, turn order, advance/retreat, top bar
|
||||
- `specs/003-combatant-state/` — HP, AC, conditions, concentration, initiative
|
||||
- `specs/004-bestiary/` — search index, stat blocks, source management, panel UX
|
||||
- `specs/005-player-characters/` — persistent player character templates (CRUD), search & add to encounters, color/icon visual distinction, `PlayerCharacterStore` port
|
||||
|
||||
## Constitution (key principles)
|
||||
|
||||
@@ -49,38 +119,11 @@ The constitution (`.specify/memory/constitution.md`) governs all feature work:
|
||||
2. **Layered Architecture** — Domain → Application → Adapters. Never skip layers or reverse dependencies.
|
||||
3. **Clarification-First** — Ask before making non-trivial assumptions.
|
||||
4. **MVP Baseline** — Say "MVP baseline does not include X", never permanent bans.
|
||||
5. **Every feature begins with a spec** — Spec → Plan → Tasks → Implementation.
|
||||
5. **Spec-driven features** — Features are described in living specs; evolve existing specs via `/integrate-issue`, create new ones via `/speckit.specify`. Bug fixes and tooling changes do not require specs.
|
||||
|
||||
## Active Technologies
|
||||
- TypeScript 5.x (strict mode, verbatimModuleSyntax) + React 19, Vite (003-remove-combatant)
|
||||
- In-memory React state (local-first, single-user MVP) (003-remove-combatant)
|
||||
- TypeScript 5.x (project), Go binary via npm (Lefthook) + `lefthook` (npm devDependency) (006-pre-commit-gate)
|
||||
- TypeScript 5.x (strict mode, verbatimModuleSyntax) + Knip v5 (new), Biome 2.0, Vitest, Vite 6, React 19 (007-add-knip)
|
||||
- TypeScript 5.x (strict mode, verbatimModuleSyntax) + React 19, Vite 6, Biome 2.0, existing domain/application packages (008-persist-encounter)
|
||||
- Browser localStorage (adapter layer only) (008-persist-encounter)
|
||||
- TypeScript 5.x (strict mode, verbatimModuleSyntax) + React 19, Vite 6, Biome 2.0, Vites (009-combatant-hp)
|
||||
- TypeScript 5.8 (strict mode, verbatimModuleSyntax) + React 19, Vite 6, Tailwind CSS v4, shadcn/ui, Lucide React (icons) (010-ui-baseline)
|
||||
- N/A (no storage changes — localStorage persistence unchanged) (010-ui-baseline)
|
||||
- TypeScript 5.8 (strict mode, verbatimModuleSyntax) + React 19, Vite 6, Tailwind CSS v4, shadcn/ui-style components, Lucide React (icons) (011-quick-hp-input)
|
||||
- N/A (no storage changes -- existing localStorage persistence handles HP via `adjustHpUseCase`) (011-quick-hp-input)
|
||||
- N/A (no storage changes -- existing localStorage persistence unchanged) (012-turn-navigation)
|
||||
- N/A (no storage changes -- purely derived state, existing localStorage persistence unchanged) (013-hp-status-indicators)
|
||||
- TypeScript 5.8 (strict mode, verbatimModuleSyntax) + jscpd (new dev dependency), Lefthook (existing), Biome 2.0 (existing), Knip (existing) (015-add-jscpd-gate)
|
||||
- N/A (no storage changes) (015-add-jscpd-gate)
|
||||
- Browser localStorage (existing adapter, transparent JSON serialization) (016-combatant-ac)
|
||||
- TypeScript 5.8 (strict mode, verbatimModuleSyntax) + React 19, Vite 6, Tailwind CSS v4, Lucide React (icons) (017-combat-conditions)
|
||||
- N/A (no storage changes — existing localStorage persistence unchanged) (019-combatant-row-declutter)
|
||||
- TypeScript 5.8 (strict mode, verbatimModuleSyntax) + React 19, Tailwind CSS v4, Lucide React (icons) (020-fix-zero-hp-opacity)
|
||||
- Browser localStorage (existing adapter, extended for creatureId) (021-bestiary-statblock)
|
||||
- TypeScript 5.8 (strict mode, verbatimModuleSyntax) + React 19, Tailwind CSS v4 + React 19, Tailwind CSS v4, Vite 6 (022-fixed-layout-bars)
|
||||
- N/A (no storage changes -- purely presentational) (022-fixed-layout-bars)
|
||||
- Browser localStorage (existing adapter, updated to handle empty encounters) (023-clear-encounter)
|
||||
- N/A (no storage changes — purely presentational fix) (024-fix-hp-popover-overflow)
|
||||
- N/A (no storage changes — purely derived from existing bestiary data) (025-display-initiative)
|
||||
- TypeScript 5.8 (strict mode, verbatimModuleSyntax) + React 19, Tailwind CSS v4, Lucide React (icons), Vite 6 (026-roll-initiative)
|
||||
- N/A (no storage changes — existing localStorage persistence handles initiative via `setInitiativeUseCase`) (026-roll-initiative)
|
||||
- N/A (no storage changes — purely presentational) (027-ui-polish)
|
||||
- TypeScript 5.8 (strict mode, verbatimModuleSyntax) + React 19, Tailwind CSS v4, Vite 6 + Tailwind CSS v4 (CSS-native `@theme` theming), Lucide React (icons) (028-semantic-hover-tokens)
|
||||
- TypeScript 5.8 (strict mode, `verbatimModuleSyntax`) + React 19, Vite 6, Tailwind CSS v4, Lucide Reac (005-player-characters)
|
||||
- localStorage (new key `"initiative:player-characters"`) (005-player-characters)
|
||||
|
||||
## Recent Changes
|
||||
- 003-remove-combatant: Added TypeScript 5.x (strict mode, verbatimModuleSyntax) + React 19, Vite
|
||||
- 005-player-characters: Added TypeScript 5.8 (strict mode, `verbatimModuleSyntax`) + React 19, Vite 6, Tailwind CSS v4, Lucide Reac
|
||||
|
||||
19
Dockerfile
Normal file
19
Dockerfile
Normal file
@@ -0,0 +1,19 @@
|
||||
FROM node:22-slim AS build
|
||||
ENV PNPM_HOME="/pnpm"
|
||||
ENV PATH="$PNPM_HOME:$PATH"
|
||||
RUN corepack enable
|
||||
|
||||
WORKDIR /app
|
||||
COPY package.json pnpm-lock.yaml pnpm-workspace.yaml ./
|
||||
COPY packages/domain/package.json packages/domain/
|
||||
COPY packages/application/package.json packages/application/
|
||||
COPY apps/web/package.json apps/web/
|
||||
RUN pnpm install --frozen-lockfile --ignore-scripts
|
||||
|
||||
COPY . .
|
||||
RUN pnpm --filter web build
|
||||
|
||||
FROM nginx:alpine
|
||||
COPY --from=build /app/apps/web/dist /usr/share/nginx/html
|
||||
COPY nginx.conf /etc/nginx/conf.d/default.conf
|
||||
EXPOSE 80
|
||||
44
README.md
44
README.md
@@ -1,10 +1,18 @@
|
||||
# Initiative Tracker
|
||||
# Encounter Console
|
||||
|
||||
A turn-based initiative tracker for tabletop RPG encounters. Click "Next Turn" to cycle through combatants and advance rounds.
|
||||
A local-first initiative tracker and encounter manager for tabletop RPGs (D&D 5e / 2024). Runs entirely in the browser — no server, no account, no data leaves your machine.
|
||||
|
||||
## What it does
|
||||
|
||||
- **Initiative tracking** — add combatants (batch-add from bestiary, custom creatures with optional stats), roll initiative (manual or d20), cycle turns and rounds
|
||||
- **Encounter state** — HP, AC, conditions, concentration tracking with visual status indicators
|
||||
- **Bestiary integration** — import bestiary JSON sources, search creatures, and view full stat blocks
|
||||
- **Player characters** — create reusable player character templates with name, AC, HP, color, and icon; search and add them to encounters with pre-filled stats; manage (edit/delete) from a dedicated panel
|
||||
- **Persistent** — encounters survive page reloads via localStorage; bestiary data cached in IndexedDB; player characters stored independently
|
||||
|
||||
## Prerequisites
|
||||
|
||||
- Node.js 22
|
||||
- Node.js 22+
|
||||
- pnpm 10.6+
|
||||
|
||||
## Getting Started
|
||||
@@ -14,9 +22,7 @@ pnpm install
|
||||
pnpm --filter web dev
|
||||
```
|
||||
|
||||
Open the URL printed in your terminal (typically `http://localhost:5173`).
|
||||
|
||||
The app starts with a 3-combatant demo encounter (Aria, Brak, Cael). Click **Next Turn** to advance through the initiative order. When the last combatant finishes their turn, the round number increments and the cycle restarts.
|
||||
Open `http://localhost:5173`.
|
||||
|
||||
## Scripts
|
||||
|
||||
@@ -24,5 +30,27 @@ The app starts with a 3-combatant demo encounter (Aria, Brak, Cael). Click **Nex
|
||||
|---------|-------------|
|
||||
| `pnpm --filter web dev` | Start the dev server |
|
||||
| `pnpm --filter web build` | Production build |
|
||||
| `pnpm test` | Run all tests |
|
||||
| `pnpm check` | Full merge gate (format, lint, typecheck, test) |
|
||||
| `pnpm test` | Run all tests (Vitest) |
|
||||
| `pnpm check` | Full merge gate (knip, biome, typecheck, test, jscpd) |
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
apps/web/ React 19 + Vite — UI components, hooks, adapters
|
||||
packages/domain/ Pure functions — state transitions, types, validation
|
||||
packages/app/ Use cases — orchestrates domain via port interfaces
|
||||
data/bestiary/ Bestiary index for creature search
|
||||
scripts/ Build tooling (layer boundary checks, index generation)
|
||||
specs/ Feature specifications (spec → plan → tasks)
|
||||
```
|
||||
|
||||
## Architecture
|
||||
|
||||
Strict layered architecture with enforced dependency direction:
|
||||
|
||||
```
|
||||
apps/web (adapters) → packages/application (use cases) → packages/domain (pure logic)
|
||||
```
|
||||
|
||||
Domain is pure — no I/O, no randomness, no framework imports. Layer boundaries are enforced by automated import checks that run as part of the test suite. See [CLAUDE.md](./CLAUDE.md) for full conventions.
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
"@initiative/domain": "workspace:*",
|
||||
"class-variance-authority": "^0.7.1",
|
||||
"clsx": "^2.1.1",
|
||||
"idb": "^8.0.3",
|
||||
"lucide-react": "^0.577.0",
|
||||
"react": "^19.0.0",
|
||||
"react-dom": "^19.0.0",
|
||||
@@ -20,9 +21,12 @@
|
||||
},
|
||||
"devDependencies": {
|
||||
"@tailwindcss/vite": "^4.2.1",
|
||||
"@testing-library/jest-dom": "^6.9.1",
|
||||
"@testing-library/react": "^16.3.2",
|
||||
"@types/react": "^19.0.0",
|
||||
"@types/react-dom": "^19.0.0",
|
||||
"@vitejs/plugin-react": "^4.3.0",
|
||||
"jsdom": "^28.1.0",
|
||||
"tailwindcss": "^4.2.1",
|
||||
"vite": "^6.2.0"
|
||||
}
|
||||
|
||||
@@ -2,22 +2,83 @@ import {
|
||||
rollAllInitiativeUseCase,
|
||||
rollInitiativeUseCase,
|
||||
} from "@initiative/application";
|
||||
import type { CombatantId, Creature, CreatureId } from "@initiative/domain";
|
||||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
import {
|
||||
type CombatantId,
|
||||
type Creature,
|
||||
type CreatureId,
|
||||
isDomainError,
|
||||
} from "@initiative/domain";
|
||||
import {
|
||||
useCallback,
|
||||
useEffect,
|
||||
useLayoutEffect,
|
||||
useRef,
|
||||
useState,
|
||||
} from "react";
|
||||
import { ActionBar } from "./components/action-bar";
|
||||
import { BulkImportToasts } from "./components/bulk-import-toasts";
|
||||
import { CombatantRow } from "./components/combatant-row";
|
||||
import {
|
||||
PlayerCharacterSection,
|
||||
type PlayerCharacterSectionHandle,
|
||||
} from "./components/player-character-section";
|
||||
import { StatBlockPanel } from "./components/stat-block-panel";
|
||||
import { Toast } from "./components/toast";
|
||||
import { TurnNavigation } from "./components/turn-navigation";
|
||||
import { useBestiary } from "./hooks/use-bestiary";
|
||||
import { type SearchResult, useBestiary } from "./hooks/use-bestiary";
|
||||
import { useBulkImport } from "./hooks/use-bulk-import";
|
||||
import { useEncounter } from "./hooks/use-encounter";
|
||||
import { usePlayerCharacters } from "./hooks/use-player-characters";
|
||||
import { useSidePanelState } from "./hooks/use-side-panel-state";
|
||||
|
||||
function rollDice(): number {
|
||||
return Math.floor(Math.random() * 20) + 1;
|
||||
}
|
||||
|
||||
function useActionBarAnimation(combatantCount: number) {
|
||||
const wasEmptyRef = useRef(combatantCount === 0);
|
||||
const [settling, setSettling] = useState(false);
|
||||
const [rising, setRising] = useState(false);
|
||||
const [topBarExiting, setTopBarExiting] = useState(false);
|
||||
|
||||
useLayoutEffect(() => {
|
||||
const nowEmpty = combatantCount === 0;
|
||||
if (wasEmptyRef.current && !nowEmpty) {
|
||||
setSettling(true);
|
||||
} else if (!wasEmptyRef.current && nowEmpty) {
|
||||
setRising(true);
|
||||
setTopBarExiting(true);
|
||||
}
|
||||
wasEmptyRef.current = nowEmpty;
|
||||
}, [combatantCount]);
|
||||
|
||||
const empty = combatantCount === 0;
|
||||
const risingClass = rising ? " animate-rise-to-center" : "";
|
||||
const settlingClass = settling ? " animate-settle-to-bottom" : "";
|
||||
const topBarClass = settling
|
||||
? " animate-slide-down-in"
|
||||
: topBarExiting
|
||||
? " absolute inset-x-0 top-0 z-10 px-4 animate-slide-up-out"
|
||||
: "";
|
||||
const showTopBar = !empty || topBarExiting;
|
||||
|
||||
return {
|
||||
risingClass,
|
||||
settlingClass,
|
||||
topBarClass,
|
||||
showTopBar,
|
||||
onSettleEnd: () => setSettling(false),
|
||||
onRiseEnd: () => setRising(false),
|
||||
onTopBarExitEnd: () => setTopBarExiting(false),
|
||||
};
|
||||
}
|
||||
|
||||
export function App() {
|
||||
const {
|
||||
encounter,
|
||||
isEmpty,
|
||||
hasCreatureCombatants,
|
||||
canRollAllInitiative,
|
||||
advanceTurn,
|
||||
retreatTurn,
|
||||
addCombatant,
|
||||
@@ -31,45 +92,52 @@ export function App() {
|
||||
toggleCondition,
|
||||
toggleConcentration,
|
||||
addFromBestiary,
|
||||
addFromPlayerCharacter,
|
||||
makeStore,
|
||||
} = useEncounter();
|
||||
|
||||
const { search, getCreature, isLoaded } = useBestiary();
|
||||
const {
|
||||
characters: playerCharacters,
|
||||
createCharacter: createPlayerCharacter,
|
||||
editCharacter: editPlayerCharacter,
|
||||
deleteCharacter: deletePlayerCharacter,
|
||||
} = usePlayerCharacters();
|
||||
|
||||
const [selectedCreature, setSelectedCreature] = useState<Creature | null>(
|
||||
null,
|
||||
);
|
||||
const [suggestions, setSuggestions] = useState<Creature[]>([]);
|
||||
const {
|
||||
search,
|
||||
getCreature,
|
||||
isLoaded,
|
||||
isSourceCached,
|
||||
fetchAndCacheSource,
|
||||
uploadAndCacheSource,
|
||||
refreshCache,
|
||||
} = useBestiary();
|
||||
|
||||
const bulkImport = useBulkImport();
|
||||
const sidePanel = useSidePanelState();
|
||||
|
||||
const [rollSkippedCount, setRollSkippedCount] = useState(0);
|
||||
|
||||
const selectedCreature: Creature | null = sidePanel.selectedCreatureId
|
||||
? (getCreature(sidePanel.selectedCreatureId) ?? null)
|
||||
: null;
|
||||
|
||||
const pinnedCreature: Creature | null = sidePanel.pinnedCreatureId
|
||||
? (getCreature(sidePanel.pinnedCreatureId) ?? null)
|
||||
: null;
|
||||
|
||||
const handleAddFromBestiary = useCallback(
|
||||
(creature: Creature) => {
|
||||
addFromBestiary(creature);
|
||||
setSelectedCreature(creature);
|
||||
(result: SearchResult) => {
|
||||
addFromBestiary(result);
|
||||
},
|
||||
[addFromBestiary],
|
||||
);
|
||||
|
||||
const handleShowStatBlock = useCallback((creature: Creature) => {
|
||||
setSelectedCreature(creature);
|
||||
}, []);
|
||||
|
||||
const handleCombatantStatBlock = useCallback(
|
||||
(creatureId: string) => {
|
||||
const creature = getCreature(creatureId as CreatureId);
|
||||
if (creature) setSelectedCreature(creature);
|
||||
sidePanel.showCreature(creatureId as CreatureId);
|
||||
},
|
||||
[getCreature],
|
||||
);
|
||||
|
||||
const handleSearchChange = useCallback(
|
||||
(query: string) => {
|
||||
if (!isLoaded || query.length < 2) {
|
||||
setSuggestions([]);
|
||||
return;
|
||||
}
|
||||
setSuggestions(search(query));
|
||||
},
|
||||
[isLoaded, search],
|
||||
[sidePanel.showCreature],
|
||||
);
|
||||
|
||||
const handleRollInitiative = useCallback(
|
||||
@@ -80,9 +148,45 @@ export function App() {
|
||||
);
|
||||
|
||||
const handleRollAllInitiative = useCallback(() => {
|
||||
rollAllInitiativeUseCase(makeStore(), rollDice, getCreature);
|
||||
const result = rollAllInitiativeUseCase(makeStore(), rollDice, getCreature);
|
||||
if (!isDomainError(result) && result.skippedNoSource > 0) {
|
||||
setRollSkippedCount(result.skippedNoSource);
|
||||
}
|
||||
}, [makeStore, getCreature]);
|
||||
|
||||
const handleViewStatBlock = useCallback(
|
||||
(result: SearchResult) => {
|
||||
const slug = result.name
|
||||
.toLowerCase()
|
||||
.replace(/[^a-z0-9]+/g, "-")
|
||||
.replace(/(^-|-$)/g, "");
|
||||
const cId = `${result.source.toLowerCase()}:${slug}` as CreatureId;
|
||||
sidePanel.showCreature(cId);
|
||||
},
|
||||
[sidePanel.showCreature],
|
||||
);
|
||||
|
||||
const handleStartBulkImport = useCallback(
|
||||
(baseUrl: string) => {
|
||||
bulkImport.startImport(
|
||||
baseUrl,
|
||||
fetchAndCacheSource,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
},
|
||||
[bulkImport.startImport, fetchAndCacheSource, isSourceCached, refreshCache],
|
||||
);
|
||||
|
||||
const handleBulkImportDone = useCallback(() => {
|
||||
sidePanel.dismissPanel();
|
||||
bulkImport.reset();
|
||||
}, [sidePanel.dismissPanel, bulkImport.reset]);
|
||||
|
||||
const actionBarInputRef = useRef<HTMLInputElement>(null);
|
||||
const playerCharacterRef = useRef<PlayerCharacterSectionHandle>(null);
|
||||
const actionBarAnim = useActionBarAnimation(encounter.combatants.length);
|
||||
|
||||
// Auto-scroll to the active combatant when the turn changes
|
||||
const activeRowRef = useRef<HTMLDivElement>(null);
|
||||
useEffect(() => {
|
||||
@@ -102,33 +206,66 @@ export function App() {
|
||||
if (!window.matchMedia("(min-width: 1024px)").matches) return;
|
||||
const active = encounter.combatants[encounter.activeIndex];
|
||||
if (!active?.creatureId || !isLoaded) return;
|
||||
const creature = getCreature(active.creatureId as CreatureId);
|
||||
if (creature) setSelectedCreature(creature);
|
||||
}, [encounter.activeIndex, encounter.combatants, getCreature, isLoaded]);
|
||||
sidePanel.showCreature(active.creatureId as CreatureId);
|
||||
}, [
|
||||
encounter.activeIndex,
|
||||
encounter.combatants,
|
||||
isLoaded,
|
||||
sidePanel.showCreature,
|
||||
]);
|
||||
|
||||
return (
|
||||
<div className="flex h-screen flex-col">
|
||||
<div className="mx-auto flex w-full max-w-2xl flex-1 flex-col gap-3 px-4 min-h-0">
|
||||
{/* Turn Navigation — fixed at top */}
|
||||
<div className="shrink-0 pt-8">
|
||||
<div className="relative mx-auto flex w-full max-w-2xl flex-1 flex-col gap-3 px-4 min-h-0">
|
||||
{actionBarAnim.showTopBar && (
|
||||
<div
|
||||
className={`shrink-0 pt-8${actionBarAnim.topBarClass}`}
|
||||
onAnimationEnd={actionBarAnim.onTopBarExitEnd}
|
||||
>
|
||||
<TurnNavigation
|
||||
encounter={encounter}
|
||||
onAdvanceTurn={advanceTurn}
|
||||
onRetreatTurn={retreatTurn}
|
||||
onClearEncounter={clearEncounter}
|
||||
onRollAllInitiative={handleRollAllInitiative}
|
||||
/>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{isEmpty ? (
|
||||
/* Empty state — ActionBar centered */
|
||||
<div className="flex flex-1 items-center justify-center min-h-0 pb-[15%] pt-8">
|
||||
<div
|
||||
className={`w-full${actionBarAnim.risingClass}`}
|
||||
onAnimationEnd={actionBarAnim.onRiseEnd}
|
||||
>
|
||||
<ActionBar
|
||||
onAddCombatant={addCombatant}
|
||||
onAddFromBestiary={handleAddFromBestiary}
|
||||
bestiarySearch={search}
|
||||
bestiaryLoaded={isLoaded}
|
||||
onViewStatBlock={handleViewStatBlock}
|
||||
onBulkImport={sidePanel.showBulkImport}
|
||||
bulkImportDisabled={bulkImport.state.status === "loading"}
|
||||
inputRef={actionBarInputRef}
|
||||
playerCharacters={playerCharacters}
|
||||
onAddFromPlayerCharacter={addFromPlayerCharacter}
|
||||
onManagePlayers={() =>
|
||||
playerCharacterRef.current?.openManagement()
|
||||
}
|
||||
onRollAllInitiative={handleRollAllInitiative}
|
||||
showRollAllInitiative={hasCreatureCombatants}
|
||||
rollAllInitiativeDisabled={!canRollAllInitiative}
|
||||
onOpenSourceManager={sidePanel.showSourceManager}
|
||||
autoFocus
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<>
|
||||
{/* Scrollable area — combatant list */}
|
||||
<div className="flex-1 overflow-y-auto min-h-0">
|
||||
<div className="flex flex-col pb-2">
|
||||
{encounter.combatants.length === 0 ? (
|
||||
<p className="py-12 text-center text-sm text-muted-foreground">
|
||||
No combatants yet — add one to get started
|
||||
</p>
|
||||
) : (
|
||||
encounter.combatants.map((c, i) => (
|
||||
<div className="flex flex-col px-2 py-2">
|
||||
{encounter.combatants.map((c, i) => (
|
||||
<CombatantRow
|
||||
key={c.id}
|
||||
ref={i === encounter.activeIndex ? activeRowRef : null}
|
||||
@@ -151,29 +288,102 @@ export function App() {
|
||||
c.creatureId ? handleRollInitiative : undefined
|
||||
}
|
||||
/>
|
||||
))
|
||||
)}
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Action Bar — fixed at bottom */}
|
||||
<div className="shrink-0 pb-8">
|
||||
<div
|
||||
className={`shrink-0 pb-8${actionBarAnim.settlingClass}`}
|
||||
onAnimationEnd={actionBarAnim.onSettleEnd}
|
||||
>
|
||||
<ActionBar
|
||||
onAddCombatant={addCombatant}
|
||||
onAddFromBestiary={handleAddFromBestiary}
|
||||
bestiarySearch={search}
|
||||
bestiaryLoaded={isLoaded}
|
||||
suggestions={suggestions}
|
||||
onSearchChange={handleSearchChange}
|
||||
onShowStatBlock={handleShowStatBlock}
|
||||
onViewStatBlock={handleViewStatBlock}
|
||||
onBulkImport={sidePanel.showBulkImport}
|
||||
bulkImportDisabled={bulkImport.state.status === "loading"}
|
||||
inputRef={actionBarInputRef}
|
||||
playerCharacters={playerCharacters}
|
||||
onAddFromPlayerCharacter={addFromPlayerCharacter}
|
||||
onManagePlayers={() =>
|
||||
playerCharacterRef.current?.openManagement()
|
||||
}
|
||||
onRollAllInitiative={handleRollAllInitiative}
|
||||
showRollAllInitiative={hasCreatureCombatants}
|
||||
rollAllInitiativeDisabled={!canRollAllInitiative}
|
||||
onOpenSourceManager={sidePanel.showSourceManager}
|
||||
/>
|
||||
</div>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Stat Block Panel */}
|
||||
{/* Pinned Stat Block Panel (left) */}
|
||||
{sidePanel.pinnedCreatureId && sidePanel.isWideDesktop && (
|
||||
<StatBlockPanel
|
||||
creatureId={sidePanel.pinnedCreatureId}
|
||||
creature={pinnedCreature}
|
||||
isSourceCached={isSourceCached}
|
||||
fetchAndCacheSource={fetchAndCacheSource}
|
||||
uploadAndCacheSource={uploadAndCacheSource}
|
||||
refreshCache={refreshCache}
|
||||
panelRole="pinned"
|
||||
isCollapsed={false}
|
||||
onToggleCollapse={() => {}}
|
||||
onPin={() => {}}
|
||||
onUnpin={sidePanel.unpin}
|
||||
showPinButton={false}
|
||||
side="left"
|
||||
onDismiss={() => {}}
|
||||
/>
|
||||
)}
|
||||
|
||||
{/* Browse Stat Block Panel (right) */}
|
||||
<StatBlockPanel
|
||||
creatureId={sidePanel.selectedCreatureId}
|
||||
creature={selectedCreature}
|
||||
onClose={() => setSelectedCreature(null)}
|
||||
isSourceCached={isSourceCached}
|
||||
fetchAndCacheSource={fetchAndCacheSource}
|
||||
uploadAndCacheSource={uploadAndCacheSource}
|
||||
refreshCache={refreshCache}
|
||||
panelRole="browse"
|
||||
isCollapsed={sidePanel.isRightPanelCollapsed}
|
||||
onToggleCollapse={sidePanel.toggleCollapse}
|
||||
onPin={sidePanel.togglePin}
|
||||
onUnpin={() => {}}
|
||||
showPinButton={sidePanel.isWideDesktop && !!selectedCreature}
|
||||
side="right"
|
||||
onDismiss={sidePanel.dismissPanel}
|
||||
bulkImportMode={sidePanel.bulkImportMode}
|
||||
bulkImportState={bulkImport.state}
|
||||
onStartBulkImport={handleStartBulkImport}
|
||||
onBulkImportDone={handleBulkImportDone}
|
||||
sourceManagerMode={sidePanel.sourceManagerMode}
|
||||
/>
|
||||
|
||||
<BulkImportToasts
|
||||
state={bulkImport.state}
|
||||
visible={!sidePanel.bulkImportMode || sidePanel.isRightPanelCollapsed}
|
||||
onReset={bulkImport.reset}
|
||||
/>
|
||||
|
||||
{rollSkippedCount > 0 && (
|
||||
<Toast
|
||||
message={`${rollSkippedCount} skipped — bestiary source not loaded`}
|
||||
onDismiss={() => setRollSkippedCount(0)}
|
||||
autoDismissMs={4000}
|
||||
/>
|
||||
)}
|
||||
|
||||
<PlayerCharacterSection
|
||||
ref={playerCharacterRef}
|
||||
characters={playerCharacters}
|
||||
onCreateCharacter={createPlayerCharacter}
|
||||
onEditCharacter={editPlayerCharacter}
|
||||
onDeleteCharacter={deletePlayerCharacter}
|
||||
/>
|
||||
</div>
|
||||
);
|
||||
|
||||
40
apps/web/src/__tests__/bestiary-index-helpers.test.ts
Normal file
40
apps/web/src/__tests__/bestiary-index-helpers.test.ts
Normal file
@@ -0,0 +1,40 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import {
|
||||
getAllSourceCodes,
|
||||
getDefaultFetchUrl,
|
||||
} from "../adapters/bestiary-index-adapter.js";
|
||||
|
||||
describe("getAllSourceCodes", () => {
|
||||
it("returns all keys from the index sources object", () => {
|
||||
const codes = getAllSourceCodes();
|
||||
expect(codes.length).toBeGreaterThan(0);
|
||||
expect(Array.isArray(codes)).toBe(true);
|
||||
for (const code of codes) {
|
||||
expect(typeof code).toBe("string");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("getDefaultFetchUrl", () => {
|
||||
it("returns the default URL when no baseUrl is provided", () => {
|
||||
const url = getDefaultFetchUrl("XMM");
|
||||
expect(url).toBe(
|
||||
"https://raw.githubusercontent.com/5etools-mirror-3/5etools-src/main/data/bestiary/bestiary-xmm.json",
|
||||
);
|
||||
});
|
||||
|
||||
it("constructs URL from baseUrl with trailing slash", () => {
|
||||
const url = getDefaultFetchUrl("PHB", "https://example.com/data/");
|
||||
expect(url).toBe("https://example.com/data/bestiary-phb.json");
|
||||
});
|
||||
|
||||
it("normalizes baseUrl without trailing slash", () => {
|
||||
const url = getDefaultFetchUrl("PHB", "https://example.com/data");
|
||||
expect(url).toBe("https://example.com/data/bestiary-phb.json");
|
||||
});
|
||||
|
||||
it("lowercases the source code in the filename", () => {
|
||||
const url = getDefaultFetchUrl("MM", "https://example.com/");
|
||||
expect(url).toBe("https://example.com/bestiary-mm.json");
|
||||
});
|
||||
});
|
||||
218
apps/web/src/__tests__/confirm-button.test.tsx
Normal file
218
apps/web/src/__tests__/confirm-button.test.tsx
Normal file
@@ -0,0 +1,218 @@
|
||||
// @vitest-environment jsdom
|
||||
import {
|
||||
act,
|
||||
cleanup,
|
||||
fireEvent,
|
||||
render,
|
||||
screen,
|
||||
} from "@testing-library/react";
|
||||
import "@testing-library/jest-dom/vitest";
|
||||
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
|
||||
import { ConfirmButton } from "../components/ui/confirm-button";
|
||||
|
||||
function XIcon() {
|
||||
return <span data-testid="x-icon">X</span>;
|
||||
}
|
||||
|
||||
function renderButton(
|
||||
props: Partial<Parameters<typeof ConfirmButton>[0]> = {},
|
||||
) {
|
||||
const onConfirm = props.onConfirm ?? vi.fn();
|
||||
render(
|
||||
<ConfirmButton
|
||||
icon={<XIcon />}
|
||||
label="Remove combatant"
|
||||
onConfirm={onConfirm}
|
||||
{...props}
|
||||
/>,
|
||||
);
|
||||
return { onConfirm };
|
||||
}
|
||||
|
||||
describe("ConfirmButton", () => {
|
||||
beforeEach(() => {
|
||||
vi.useFakeTimers();
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
vi.useRealTimers();
|
||||
cleanup();
|
||||
});
|
||||
|
||||
it("renders the default icon in idle state", () => {
|
||||
renderButton();
|
||||
expect(screen.getByTestId("x-icon")).toBeTruthy();
|
||||
expect(screen.getByRole("button")).toHaveAttribute(
|
||||
"aria-label",
|
||||
"Remove combatant",
|
||||
);
|
||||
});
|
||||
|
||||
it("transitions to confirm state with Check icon on first click", () => {
|
||||
renderButton();
|
||||
fireEvent.click(screen.getByRole("button"));
|
||||
|
||||
expect(screen.queryByTestId("x-icon")).toBeNull();
|
||||
expect(screen.getByRole("button")).toHaveAttribute(
|
||||
"aria-label",
|
||||
"Confirm remove combatant",
|
||||
);
|
||||
expect(screen.getByRole("button").className).toContain("bg-destructive");
|
||||
});
|
||||
|
||||
it("calls onConfirm on second click in confirm state", () => {
|
||||
const { onConfirm } = renderButton();
|
||||
const button = screen.getByRole("button");
|
||||
|
||||
fireEvent.click(button);
|
||||
fireEvent.click(button);
|
||||
|
||||
expect(onConfirm).toHaveBeenCalledOnce();
|
||||
});
|
||||
|
||||
it("auto-reverts after 5 seconds", () => {
|
||||
renderButton();
|
||||
fireEvent.click(screen.getByRole("button"));
|
||||
|
||||
expect(screen.queryByTestId("x-icon")).toBeNull();
|
||||
|
||||
act(() => {
|
||||
vi.advanceTimersByTime(5000);
|
||||
});
|
||||
|
||||
expect(screen.getByTestId("x-icon")).toBeTruthy();
|
||||
});
|
||||
|
||||
it("reverts on Escape key", () => {
|
||||
renderButton();
|
||||
fireEvent.click(screen.getByRole("button"));
|
||||
|
||||
expect(screen.queryByTestId("x-icon")).toBeNull();
|
||||
|
||||
fireEvent.keyDown(document, { key: "Escape" });
|
||||
|
||||
expect(screen.getByTestId("x-icon")).toBeTruthy();
|
||||
});
|
||||
|
||||
it("reverts on click outside", () => {
|
||||
renderButton();
|
||||
fireEvent.click(screen.getByRole("button"));
|
||||
|
||||
expect(screen.queryByTestId("x-icon")).toBeNull();
|
||||
|
||||
fireEvent.mouseDown(document.body);
|
||||
|
||||
expect(screen.getByTestId("x-icon")).toBeTruthy();
|
||||
});
|
||||
|
||||
it("does not enter confirm state when disabled", () => {
|
||||
renderButton({ disabled: true });
|
||||
fireEvent.click(screen.getByRole("button"));
|
||||
|
||||
expect(screen.getByTestId("x-icon")).toBeTruthy();
|
||||
});
|
||||
|
||||
it("cleans up timer on unmount", () => {
|
||||
const clearTimeoutSpy = vi.spyOn(globalThis, "clearTimeout");
|
||||
renderButton();
|
||||
fireEvent.click(screen.getByRole("button"));
|
||||
|
||||
cleanup();
|
||||
|
||||
expect(clearTimeoutSpy).toHaveBeenCalled();
|
||||
clearTimeoutSpy.mockRestore();
|
||||
});
|
||||
|
||||
it("manages independent instances separately", () => {
|
||||
const onConfirm1 = vi.fn();
|
||||
const onConfirm2 = vi.fn();
|
||||
|
||||
render(
|
||||
<>
|
||||
<ConfirmButton
|
||||
icon={<span data-testid="icon-1">1</span>}
|
||||
label="Remove first"
|
||||
onConfirm={onConfirm1}
|
||||
/>
|
||||
<ConfirmButton
|
||||
icon={<span data-testid="icon-2">2</span>}
|
||||
label="Remove second"
|
||||
onConfirm={onConfirm2}
|
||||
/>
|
||||
</>,
|
||||
);
|
||||
|
||||
const buttons = screen.getAllByRole("button");
|
||||
fireEvent.click(buttons[0]);
|
||||
|
||||
// First is confirming, second is still idle
|
||||
expect(screen.queryByTestId("icon-1")).toBeNull();
|
||||
expect(screen.getByTestId("icon-2")).toBeTruthy();
|
||||
});
|
||||
|
||||
// T008: Keyboard-specific tests
|
||||
it("Enter key triggers confirm state", () => {
|
||||
renderButton();
|
||||
const button = screen.getByRole("button");
|
||||
|
||||
// Native button handles Enter via click event
|
||||
fireEvent.click(button);
|
||||
|
||||
expect(screen.queryByTestId("x-icon")).toBeNull();
|
||||
expect(button).toHaveAttribute("aria-label", "Confirm remove combatant");
|
||||
});
|
||||
|
||||
it("Enter in confirm state calls onConfirm", () => {
|
||||
const { onConfirm } = renderButton();
|
||||
const button = screen.getByRole("button");
|
||||
|
||||
fireEvent.click(button); // enter confirm state
|
||||
fireEvent.click(button); // confirm
|
||||
|
||||
expect(onConfirm).toHaveBeenCalledOnce();
|
||||
});
|
||||
|
||||
it("Escape in confirm state reverts", () => {
|
||||
renderButton();
|
||||
fireEvent.click(screen.getByRole("button"));
|
||||
|
||||
fireEvent.keyDown(document, { key: "Escape" });
|
||||
|
||||
expect(screen.getByTestId("x-icon")).toBeTruthy();
|
||||
expect(screen.getByRole("button")).toHaveAttribute(
|
||||
"aria-label",
|
||||
"Remove combatant",
|
||||
);
|
||||
});
|
||||
|
||||
it("blur event reverts confirm state", () => {
|
||||
renderButton();
|
||||
const button = screen.getByRole("button");
|
||||
|
||||
fireEvent.click(button);
|
||||
expect(screen.queryByTestId("x-icon")).toBeNull();
|
||||
|
||||
fireEvent.blur(button);
|
||||
expect(screen.getByTestId("x-icon")).toBeTruthy();
|
||||
});
|
||||
|
||||
it("Enter/Space keydown stops propagation to prevent parent handlers", () => {
|
||||
const parentHandler = vi.fn();
|
||||
render(
|
||||
// biome-ignore lint/a11y/noStaticElementInteractions: test wrapper
|
||||
<div onKeyDown={parentHandler}>
|
||||
<ConfirmButton
|
||||
icon={<XIcon />}
|
||||
label="Remove combatant"
|
||||
onConfirm={vi.fn()}
|
||||
/>
|
||||
</div>,
|
||||
);
|
||||
const button = screen.getByRole("button");
|
||||
|
||||
fireEvent.keyDown(button, { key: "Enter" });
|
||||
fireEvent.keyDown(button, { key: " " });
|
||||
|
||||
expect(parentHandler).not.toHaveBeenCalled();
|
||||
});
|
||||
});
|
||||
263
apps/web/src/__tests__/stat-block-collapse-pin.test.tsx
Normal file
263
apps/web/src/__tests__/stat-block-collapse-pin.test.tsx
Normal file
@@ -0,0 +1,263 @@
|
||||
// @vitest-environment jsdom
|
||||
import "@testing-library/jest-dom/vitest";
|
||||
|
||||
import type { Creature, CreatureId } from "@initiative/domain";
|
||||
import { cleanup, fireEvent, render, screen } from "@testing-library/react";
|
||||
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
|
||||
import { StatBlockPanel } from "../components/stat-block-panel";
|
||||
|
||||
const CREATURE_ID = "srd:goblin" as CreatureId;
|
||||
const CREATURE: Creature = {
|
||||
id: CREATURE_ID,
|
||||
name: "Goblin",
|
||||
source: "SRD",
|
||||
sourceDisplayName: "SRD",
|
||||
size: "Small",
|
||||
type: "humanoid",
|
||||
alignment: "neutral evil",
|
||||
ac: 15,
|
||||
hp: { average: 7, formula: "2d6" },
|
||||
speed: "30 ft.",
|
||||
abilities: { str: 8, dex: 14, con: 10, int: 10, wis: 8, cha: 8 },
|
||||
cr: "1/4",
|
||||
initiativeProficiency: 0,
|
||||
proficiencyBonus: 2,
|
||||
passive: 9,
|
||||
};
|
||||
|
||||
function mockMatchMedia(matches: boolean) {
|
||||
Object.defineProperty(window, "matchMedia", {
|
||||
writable: true,
|
||||
value: vi.fn().mockImplementation((query: string) => ({
|
||||
matches,
|
||||
media: query,
|
||||
onchange: null,
|
||||
addListener: vi.fn(),
|
||||
removeListener: vi.fn(),
|
||||
addEventListener: vi.fn(),
|
||||
removeEventListener: vi.fn(),
|
||||
dispatchEvent: vi.fn(),
|
||||
})),
|
||||
});
|
||||
}
|
||||
|
||||
interface PanelProps {
|
||||
creatureId?: CreatureId | null;
|
||||
creature?: Creature | null;
|
||||
panelRole?: "browse" | "pinned";
|
||||
isCollapsed?: boolean;
|
||||
onToggleCollapse?: () => void;
|
||||
onPin?: () => void;
|
||||
onUnpin?: () => void;
|
||||
showPinButton?: boolean;
|
||||
side?: "left" | "right";
|
||||
onDismiss?: () => void;
|
||||
bulkImportMode?: boolean;
|
||||
}
|
||||
|
||||
function renderPanel(overrides: PanelProps = {}) {
|
||||
const props = {
|
||||
creatureId: CREATURE_ID,
|
||||
creature: CREATURE,
|
||||
isSourceCached: vi.fn().mockResolvedValue(true),
|
||||
fetchAndCacheSource: vi.fn(),
|
||||
uploadAndCacheSource: vi.fn(),
|
||||
refreshCache: vi.fn(),
|
||||
panelRole: "browse" as const,
|
||||
isCollapsed: false,
|
||||
onToggleCollapse: vi.fn(),
|
||||
onPin: vi.fn(),
|
||||
onUnpin: vi.fn(),
|
||||
showPinButton: false,
|
||||
side: "right" as const,
|
||||
onDismiss: vi.fn(),
|
||||
...overrides,
|
||||
};
|
||||
|
||||
render(<StatBlockPanel {...props} />);
|
||||
return props;
|
||||
}
|
||||
|
||||
describe("Stat Block Panel Collapse/Expand and Pin", () => {
|
||||
beforeEach(() => {
|
||||
mockMatchMedia(true); // desktop by default
|
||||
});
|
||||
|
||||
afterEach(cleanup);
|
||||
|
||||
describe("US1: Collapse and Expand", () => {
|
||||
it("shows collapse button instead of close button on desktop", () => {
|
||||
renderPanel();
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Collapse stat block panel" }),
|
||||
).toBeInTheDocument();
|
||||
expect(
|
||||
screen.queryByRole("button", { name: /close/i }),
|
||||
).not.toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("does not show 'Stat Block' heading", () => {
|
||||
renderPanel();
|
||||
expect(screen.queryByText("Stat Block")).not.toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("renders collapsed tab with creature name when isCollapsed is true", () => {
|
||||
renderPanel({ isCollapsed: true });
|
||||
expect(screen.getByText("Goblin")).toBeInTheDocument();
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Expand stat block panel" }),
|
||||
).toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("calls onToggleCollapse when collapse button is clicked", () => {
|
||||
const props = renderPanel();
|
||||
fireEvent.click(
|
||||
screen.getByRole("button", { name: "Collapse stat block panel" }),
|
||||
);
|
||||
expect(props.onToggleCollapse).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
it("calls onToggleCollapse when collapsed tab is clicked", () => {
|
||||
const props = renderPanel({ isCollapsed: true });
|
||||
fireEvent.click(
|
||||
screen.getByRole("button", { name: "Expand stat block panel" }),
|
||||
);
|
||||
expect(props.onToggleCollapse).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
it("applies translate-x class when collapsed (right side)", () => {
|
||||
renderPanel({ isCollapsed: true, side: "right" });
|
||||
const panel = screen
|
||||
.getByRole("button", { name: "Expand stat block panel" })
|
||||
.closest("div");
|
||||
expect(panel?.className).toContain("translate-x-[calc(100%-40px)]");
|
||||
});
|
||||
|
||||
it("applies translate-x-0 when expanded", () => {
|
||||
renderPanel({ isCollapsed: false });
|
||||
const foldBtn = screen.getByRole("button", {
|
||||
name: "Collapse stat block panel",
|
||||
});
|
||||
const panel = foldBtn.closest("div.fixed") as HTMLElement;
|
||||
expect(panel?.className).toContain("translate-x-0");
|
||||
});
|
||||
});
|
||||
|
||||
describe("US1: Mobile behavior", () => {
|
||||
beforeEach(() => {
|
||||
mockMatchMedia(false); // mobile
|
||||
});
|
||||
|
||||
it("shows collapse button instead of X close button on mobile drawer", () => {
|
||||
renderPanel();
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Collapse stat block panel" }),
|
||||
).toBeInTheDocument();
|
||||
// No X close icon button — only backdrop dismiss and collapse toggle
|
||||
const buttons = screen.getAllByRole("button");
|
||||
const buttonLabels = buttons.map((b) => b.getAttribute("aria-label"));
|
||||
expect(buttonLabels).not.toContain("Close");
|
||||
});
|
||||
|
||||
it("calls onDismiss when backdrop is clicked on mobile", () => {
|
||||
const props = renderPanel();
|
||||
fireEvent.click(screen.getByRole("button", { name: "Close stat block" }));
|
||||
expect(props.onDismiss).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
it("does not render pinned panel on mobile", () => {
|
||||
const { container } = render(
|
||||
<StatBlockPanel
|
||||
creatureId={CREATURE_ID}
|
||||
creature={CREATURE}
|
||||
isSourceCached={vi.fn().mockResolvedValue(true)}
|
||||
fetchAndCacheSource={vi.fn()}
|
||||
uploadAndCacheSource={vi.fn()}
|
||||
refreshCache={vi.fn()}
|
||||
panelRole="pinned"
|
||||
isCollapsed={false}
|
||||
onToggleCollapse={vi.fn()}
|
||||
onPin={vi.fn()}
|
||||
onUnpin={vi.fn()}
|
||||
showPinButton={false}
|
||||
side="left"
|
||||
onDismiss={vi.fn()}
|
||||
/>,
|
||||
);
|
||||
expect(container.innerHTML).toBe("");
|
||||
});
|
||||
});
|
||||
|
||||
describe("US2: Pin and Unpin", () => {
|
||||
it("shows pin button when showPinButton is true on desktop", () => {
|
||||
renderPanel({ showPinButton: true });
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Pin creature" }),
|
||||
).toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("hides pin button when showPinButton is false", () => {
|
||||
renderPanel({ showPinButton: false });
|
||||
expect(
|
||||
screen.queryByRole("button", { name: "Pin creature" }),
|
||||
).not.toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("calls onPin when pin button is clicked", () => {
|
||||
const props = renderPanel({ showPinButton: true });
|
||||
fireEvent.click(screen.getByRole("button", { name: "Pin creature" }));
|
||||
expect(props.onPin).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
it("shows unpin button for pinned role", () => {
|
||||
renderPanel({ panelRole: "pinned", side: "left" });
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Unpin creature" }),
|
||||
).toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("calls onUnpin when unpin button is clicked", () => {
|
||||
const props = renderPanel({ panelRole: "pinned", side: "left" });
|
||||
fireEvent.click(screen.getByRole("button", { name: "Unpin creature" }));
|
||||
expect(props.onUnpin).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
it("positions pinned panel on the left side", () => {
|
||||
renderPanel({ panelRole: "pinned", side: "left" });
|
||||
const unpinBtn = screen.getByRole("button", {
|
||||
name: "Unpin creature",
|
||||
});
|
||||
const panel = unpinBtn.closest("div.fixed") as HTMLElement;
|
||||
expect(panel?.className).toContain("left-0");
|
||||
expect(panel?.className).toContain("border-r");
|
||||
});
|
||||
|
||||
it("positions browse panel on the right side", () => {
|
||||
renderPanel({ panelRole: "browse", side: "right" });
|
||||
const foldBtn = screen.getByRole("button", {
|
||||
name: "Collapse stat block panel",
|
||||
});
|
||||
const panel = foldBtn.closest("div.fixed") as HTMLElement;
|
||||
expect(panel?.className).toContain("right-0");
|
||||
expect(panel?.className).toContain("border-l");
|
||||
});
|
||||
});
|
||||
|
||||
describe("US3: Collapse independence with pinned panel", () => {
|
||||
it("pinned panel has no collapse button", () => {
|
||||
renderPanel({ panelRole: "pinned", side: "left" });
|
||||
expect(
|
||||
screen.queryByRole("button", { name: /collapse/i }),
|
||||
).not.toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("pinned panel is always expanded (no translate offset)", () => {
|
||||
renderPanel({ panelRole: "pinned", side: "left", isCollapsed: false });
|
||||
const unpinBtn = screen.getByRole("button", {
|
||||
name: "Unpin creature",
|
||||
});
|
||||
const panel = unpinBtn.closest("div.fixed") as HTMLElement;
|
||||
expect(panel?.className).toContain("translate-x-0");
|
||||
});
|
||||
});
|
||||
});
|
||||
235
apps/web/src/__tests__/use-bulk-import.test.ts
Normal file
235
apps/web/src/__tests__/use-bulk-import.test.ts
Normal file
@@ -0,0 +1,235 @@
|
||||
import { describe, expect, it, vi } from "vitest";
|
||||
import * as indexAdapter from "../adapters/bestiary-index-adapter.js";
|
||||
|
||||
// We test the bulk import logic by extracting and exercising the async flow.
|
||||
// Since useBulkImport is a thin React wrapper around async logic,
|
||||
// we test the core behavior via a direct simulation.
|
||||
|
||||
vi.mock("../adapters/bestiary-index-adapter.js", async () => {
|
||||
const actual = await vi.importActual<
|
||||
typeof import("../adapters/bestiary-index-adapter.js")
|
||||
>("../adapters/bestiary-index-adapter.js");
|
||||
return {
|
||||
...actual,
|
||||
getAllSourceCodes: vi.fn(),
|
||||
};
|
||||
});
|
||||
|
||||
const mockGetAllSourceCodes = vi.mocked(indexAdapter.getAllSourceCodes);
|
||||
|
||||
interface BulkImportState {
|
||||
status: "idle" | "loading" | "complete" | "partial-failure";
|
||||
total: number;
|
||||
completed: number;
|
||||
failed: number;
|
||||
}
|
||||
|
||||
/** Simulate the core bulk import logic extracted from the hook */
|
||||
async function runBulkImport(
|
||||
baseUrl: string,
|
||||
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>,
|
||||
isSourceCached: (sourceCode: string) => Promise<boolean>,
|
||||
refreshCache: () => Promise<void>,
|
||||
): Promise<BulkImportState> {
|
||||
const allCodes = indexAdapter.getAllSourceCodes();
|
||||
const total = allCodes.length;
|
||||
|
||||
const cacheChecks = await Promise.all(
|
||||
allCodes.map(async (code) => ({
|
||||
code,
|
||||
cached: await isSourceCached(code),
|
||||
})),
|
||||
);
|
||||
|
||||
const alreadyCached = cacheChecks.filter((c) => c.cached).length;
|
||||
const uncached = cacheChecks.filter((c) => !c.cached);
|
||||
|
||||
if (uncached.length === 0) {
|
||||
return { status: "complete", total, completed: total, failed: 0 };
|
||||
}
|
||||
|
||||
let completed = alreadyCached;
|
||||
let failed = 0;
|
||||
|
||||
await Promise.allSettled(
|
||||
uncached.map(async ({ code }) => {
|
||||
const url = indexAdapter.getDefaultFetchUrl(code, baseUrl);
|
||||
try {
|
||||
await fetchAndCacheSource(code, url);
|
||||
completed++;
|
||||
} catch {
|
||||
failed++;
|
||||
}
|
||||
}),
|
||||
);
|
||||
|
||||
await refreshCache();
|
||||
|
||||
return {
|
||||
status: failed > 0 ? "partial-failure" : "complete",
|
||||
total,
|
||||
completed,
|
||||
failed,
|
||||
};
|
||||
}
|
||||
|
||||
describe("bulk import logic", () => {
|
||||
it("skips already-cached sources and counts them into completed", async () => {
|
||||
mockGetAllSourceCodes.mockReturnValue(["SRC1", "SRC2", "SRC3"]);
|
||||
|
||||
const fetchAndCache = vi.fn().mockResolvedValue(undefined);
|
||||
const isSourceCached = vi
|
||||
.fn()
|
||||
.mockImplementation((code: string) =>
|
||||
Promise.resolve(code === "SRC1" || code === "SRC3"),
|
||||
);
|
||||
const refreshCache = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
const result = await runBulkImport(
|
||||
"https://example.com/",
|
||||
fetchAndCache,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
|
||||
expect(fetchAndCache).toHaveBeenCalledTimes(1);
|
||||
expect(fetchAndCache).toHaveBeenCalledWith(
|
||||
"SRC2",
|
||||
"https://example.com/bestiary-src2.json",
|
||||
);
|
||||
expect(result.completed).toBe(3);
|
||||
expect(result.status).toBe("complete");
|
||||
});
|
||||
|
||||
it("increments completed on successful fetch", async () => {
|
||||
mockGetAllSourceCodes.mockReturnValue(["SRC1"]);
|
||||
|
||||
const fetchAndCache = vi.fn().mockResolvedValue(undefined);
|
||||
const isSourceCached = vi.fn().mockResolvedValue(false);
|
||||
const refreshCache = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
const result = await runBulkImport(
|
||||
"https://example.com/",
|
||||
fetchAndCache,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
|
||||
expect(result.completed).toBe(1);
|
||||
expect(result.failed).toBe(0);
|
||||
expect(result.status).toBe("complete");
|
||||
});
|
||||
|
||||
it("increments failed on rejected fetch", async () => {
|
||||
mockGetAllSourceCodes.mockReturnValue(["SRC1"]);
|
||||
|
||||
const fetchAndCache = vi.fn().mockRejectedValue(new Error("fail"));
|
||||
const isSourceCached = vi.fn().mockResolvedValue(false);
|
||||
const refreshCache = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
const result = await runBulkImport(
|
||||
"https://example.com/",
|
||||
fetchAndCache,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
|
||||
expect(result.failed).toBe(1);
|
||||
expect(result.completed).toBe(0);
|
||||
expect(result.status).toBe("partial-failure");
|
||||
});
|
||||
|
||||
it("transitions to complete when all succeed", async () => {
|
||||
mockGetAllSourceCodes.mockReturnValue(["A", "B"]);
|
||||
|
||||
const fetchAndCache = vi.fn().mockResolvedValue(undefined);
|
||||
const isSourceCached = vi.fn().mockResolvedValue(false);
|
||||
const refreshCache = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
const result = await runBulkImport(
|
||||
"https://example.com/",
|
||||
fetchAndCache,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
|
||||
expect(result.status).toBe("complete");
|
||||
expect(result.completed).toBe(2);
|
||||
expect(result.failed).toBe(0);
|
||||
});
|
||||
|
||||
it("transitions to partial-failure when any fetch fails", async () => {
|
||||
mockGetAllSourceCodes.mockReturnValue(["A", "B"]);
|
||||
|
||||
const fetchAndCache = vi
|
||||
.fn()
|
||||
.mockResolvedValueOnce(undefined)
|
||||
.mockRejectedValueOnce(new Error("fail"));
|
||||
const isSourceCached = vi.fn().mockResolvedValue(false);
|
||||
const refreshCache = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
const result = await runBulkImport(
|
||||
"https://example.com/",
|
||||
fetchAndCache,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
|
||||
expect(result.status).toBe("partial-failure");
|
||||
expect(result.failed).toBe(1);
|
||||
});
|
||||
|
||||
it("immediately transitions to complete when all sources are cached", async () => {
|
||||
mockGetAllSourceCodes.mockReturnValue(["A", "B", "C"]);
|
||||
|
||||
const fetchAndCache = vi.fn();
|
||||
const isSourceCached = vi.fn().mockResolvedValue(true);
|
||||
const refreshCache = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
const result = await runBulkImport(
|
||||
"https://example.com/",
|
||||
fetchAndCache,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
|
||||
expect(result.status).toBe("complete");
|
||||
expect(result.total).toBe(3);
|
||||
expect(result.completed).toBe(3);
|
||||
expect(fetchAndCache).not.toHaveBeenCalled();
|
||||
});
|
||||
|
||||
it("calls refreshCache exactly once when all settle", async () => {
|
||||
mockGetAllSourceCodes.mockReturnValue(["A", "B"]);
|
||||
|
||||
const fetchAndCache = vi.fn().mockResolvedValue(undefined);
|
||||
const isSourceCached = vi.fn().mockResolvedValue(false);
|
||||
const refreshCache = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
await runBulkImport(
|
||||
"https://example.com/",
|
||||
fetchAndCache,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
|
||||
expect(refreshCache).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
it("does not call refreshCache when all sources are already cached", async () => {
|
||||
mockGetAllSourceCodes.mockReturnValue(["A"]);
|
||||
|
||||
const fetchAndCache = vi.fn();
|
||||
const isSourceCached = vi.fn().mockResolvedValue(true);
|
||||
const refreshCache = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
await runBulkImport(
|
||||
"https://example.com/",
|
||||
fetchAndCache,
|
||||
isSourceCached,
|
||||
refreshCache,
|
||||
);
|
||||
|
||||
expect(refreshCache).not.toHaveBeenCalled();
|
||||
});
|
||||
});
|
||||
@@ -1,5 +1,12 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { normalizeBestiary } from "../bestiary-adapter.js";
|
||||
import { beforeAll, describe, expect, it } from "vitest";
|
||||
import {
|
||||
normalizeBestiary,
|
||||
setSourceDisplayNames,
|
||||
} from "../bestiary-adapter.js";
|
||||
|
||||
beforeAll(() => {
|
||||
setSourceDisplayNames({ XMM: "MM 2024" });
|
||||
});
|
||||
|
||||
describe("normalizeBestiary", () => {
|
||||
it("normalizes a simple creature", () => {
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
import { expect, it } from "vitest";
|
||||
import rawData from "../../../../../data/bestiary/xmm.json";
|
||||
import { normalizeBestiary } from "../bestiary-adapter.js";
|
||||
|
||||
it("normalizes all 503 monsters without error", () => {
|
||||
const creatures = normalizeBestiary(
|
||||
rawData as unknown as Parameters<typeof normalizeBestiary>[0],
|
||||
);
|
||||
expect(creatures.length).toBe(503);
|
||||
for (const c of creatures) {
|
||||
expect(c.name).toBeTruthy();
|
||||
expect(c.id).toBeTruthy();
|
||||
expect(c.ac).toBeGreaterThanOrEqual(0);
|
||||
expect(c.hp.average).toBeGreaterThan(0);
|
||||
}
|
||||
});
|
||||
@@ -17,8 +17,8 @@ interface RawMonster {
|
||||
size: string[];
|
||||
type: string | { type: string; tags?: string[]; swarmSize?: string };
|
||||
alignment?: string[];
|
||||
ac: (number | { ac: number; from?: string[] })[];
|
||||
hp: { average: number; formula: string };
|
||||
ac: (number | { ac: number; from?: string[] } | { special: string })[];
|
||||
hp: { average?: number; formula?: string; special?: string };
|
||||
speed: Record<
|
||||
string,
|
||||
number | { number: number; condition?: string } | boolean
|
||||
@@ -38,7 +38,7 @@ interface RawMonster {
|
||||
vulnerable?: (string | { special: string })[];
|
||||
conditionImmune?: string[];
|
||||
languages?: string[];
|
||||
cr: string | { cr: string };
|
||||
cr?: string | { cr: string };
|
||||
trait?: RawEntry[];
|
||||
action?: RawEntry[];
|
||||
bonus?: RawEntry[];
|
||||
@@ -81,9 +81,11 @@ interface RawSpellcasting {
|
||||
|
||||
// --- Source mapping ---
|
||||
|
||||
const SOURCE_DISPLAY_NAMES: Record<string, string> = {
|
||||
XMM: "MM 2024",
|
||||
};
|
||||
let sourceDisplayNames: Record<string, string> = {};
|
||||
|
||||
export function setSourceDisplayNames(names: Record<string, string>): void {
|
||||
sourceDisplayNames = names;
|
||||
}
|
||||
|
||||
// --- Size mapping ---
|
||||
|
||||
@@ -138,7 +140,12 @@ function formatType(
|
||||
|
||||
let result = baseType;
|
||||
if (type.tags && type.tags.length > 0) {
|
||||
result += ` (${type.tags.map(capitalize).join(", ")})`;
|
||||
const tagStrs = type.tags
|
||||
.filter((t): t is string => typeof t === "string")
|
||||
.map(capitalize);
|
||||
if (tagStrs.length > 0) {
|
||||
result += ` (${tagStrs.join(", ")})`;
|
||||
}
|
||||
}
|
||||
if (type.swarmSize) {
|
||||
const swarmSizeLabel = SIZE_MAP[type.swarmSize] ?? type.swarmSize;
|
||||
@@ -159,6 +166,14 @@ function extractAc(ac: RawMonster["ac"]): {
|
||||
if (typeof first === "number") {
|
||||
return { value: first };
|
||||
}
|
||||
if ("special" in first) {
|
||||
// Variable AC (e.g. spell summons) — parse leading number if possible
|
||||
const match = first.special.match(/^(\d+)/);
|
||||
return {
|
||||
value: match ? Number(match[1]) : 0,
|
||||
source: first.special,
|
||||
};
|
||||
}
|
||||
return {
|
||||
value: first.ac,
|
||||
source: first.from ? stripTags(first.from.join(", ")) : undefined,
|
||||
@@ -239,20 +254,21 @@ function formatConditionImmunities(
|
||||
.join(", ");
|
||||
}
|
||||
|
||||
function renderEntries(entries: (string | RawEntryObject)[]): string {
|
||||
const parts: string[] = [];
|
||||
for (const entry of entries) {
|
||||
if (typeof entry === "string") {
|
||||
parts.push(stripTags(entry));
|
||||
} else if (entry.type === "list") {
|
||||
for (const item of entry.items ?? []) {
|
||||
function renderListItem(item: string | RawEntryObject): string | undefined {
|
||||
if (typeof item === "string") {
|
||||
parts.push(`• ${stripTags(item)}`);
|
||||
} else if (item.name && item.entries) {
|
||||
parts.push(
|
||||
`• ${stripTags(item.name)}: ${renderEntries(item.entries)}`,
|
||||
);
|
||||
return `• ${stripTags(item)}`;
|
||||
}
|
||||
if (item.name && item.entries) {
|
||||
return `• ${stripTags(item.name)}: ${renderEntries(item.entries)}`;
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function renderEntryObject(entry: RawEntryObject, parts: string[]): void {
|
||||
if (entry.type === "list") {
|
||||
for (const item of entry.items ?? []) {
|
||||
const rendered = renderListItem(item);
|
||||
if (rendered) parts.push(rendered);
|
||||
}
|
||||
} else if (entry.type === "item" && entry.name && entry.entries) {
|
||||
parts.push(`${stripTags(entry.name)}: ${renderEntries(entry.entries)}`);
|
||||
@@ -260,6 +276,16 @@ function renderEntries(entries: (string | RawEntryObject)[]): string {
|
||||
parts.push(renderEntries(entry.entries));
|
||||
}
|
||||
}
|
||||
|
||||
function renderEntries(entries: (string | RawEntryObject)[]): string {
|
||||
const parts: string[] = [];
|
||||
for (const entry of entries) {
|
||||
if (typeof entry === "string") {
|
||||
parts.push(stripTags(entry));
|
||||
} else {
|
||||
renderEntryObject(entry, parts);
|
||||
}
|
||||
}
|
||||
return parts.join(" ");
|
||||
}
|
||||
|
||||
@@ -337,7 +363,8 @@ function normalizeLegendary(
|
||||
};
|
||||
}
|
||||
|
||||
function extractCr(cr: string | { cr: string }): string {
|
||||
function extractCr(cr: string | { cr: string } | undefined): string {
|
||||
if (cr === undefined) return "—";
|
||||
return typeof cr === "string" ? cr : cr.cr;
|
||||
}
|
||||
|
||||
@@ -353,7 +380,32 @@ function makeCreatureId(source: string, name: string): CreatureId {
|
||||
* Normalizes raw 5etools bestiary JSON into domain Creature[].
|
||||
*/
|
||||
export function normalizeBestiary(raw: { monster: RawMonster[] }): Creature[] {
|
||||
return raw.monster.map((m) => {
|
||||
// Filter out _copy entries (reference another source's monster) and
|
||||
// monsters missing required fields (ac, hp, size, type)
|
||||
const monsters = raw.monster.filter((m) => {
|
||||
// biome-ignore lint/suspicious/noExplicitAny: raw JSON may have _copy field
|
||||
if ((m as any)._copy) return false;
|
||||
return (
|
||||
Array.isArray(m.ac) &&
|
||||
m.ac.length > 0 &&
|
||||
m.hp !== undefined &&
|
||||
Array.isArray(m.size) &&
|
||||
m.size.length > 0 &&
|
||||
m.type !== undefined
|
||||
);
|
||||
});
|
||||
const creatures: Creature[] = [];
|
||||
for (const m of monsters) {
|
||||
try {
|
||||
creatures.push(normalizeMonster(m));
|
||||
} catch {
|
||||
// Skip monsters with unexpected data shapes
|
||||
}
|
||||
}
|
||||
return creatures;
|
||||
}
|
||||
|
||||
function normalizeMonster(m: RawMonster): Creature {
|
||||
const crStr = extractCr(m.cr);
|
||||
const ac = extractAc(m.ac);
|
||||
|
||||
@@ -361,13 +413,16 @@ export function normalizeBestiary(raw: { monster: RawMonster[] }): Creature[] {
|
||||
id: makeCreatureId(m.source, m.name),
|
||||
name: m.name,
|
||||
source: m.source,
|
||||
sourceDisplayName: SOURCE_DISPLAY_NAMES[m.source] ?? m.source,
|
||||
sourceDisplayName: sourceDisplayNames[m.source] ?? m.source,
|
||||
size: formatSize(m.size),
|
||||
type: formatType(m.type),
|
||||
alignment: formatAlignment(m.alignment),
|
||||
ac: ac.value,
|
||||
acSource: ac.source,
|
||||
hp: { average: m.hp.average, formula: m.hp.formula },
|
||||
hp: {
|
||||
average: m.hp.average ?? 0,
|
||||
formula: m.hp.formula ?? m.hp.special ?? "",
|
||||
},
|
||||
speed: formatSpeed(m.speed),
|
||||
abilities: {
|
||||
str: m.str,
|
||||
@@ -402,5 +457,4 @@ export function normalizeBestiary(raw: { monster: RawMonster[] }): Creature[] {
|
||||
legendaryActions: normalizeLegendary(m.legendary, m),
|
||||
spellcasting: normalizeSpellcasting(m.spellcasting),
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
139
apps/web/src/adapters/bestiary-cache.ts
Normal file
139
apps/web/src/adapters/bestiary-cache.ts
Normal file
@@ -0,0 +1,139 @@
|
||||
import type { Creature, CreatureId } from "@initiative/domain";
|
||||
import { type IDBPDatabase, openDB } from "idb";
|
||||
|
||||
const DB_NAME = "initiative-bestiary";
|
||||
const STORE_NAME = "sources";
|
||||
const DB_VERSION = 1;
|
||||
|
||||
export interface CachedSourceInfo {
|
||||
readonly sourceCode: string;
|
||||
readonly displayName: string;
|
||||
readonly creatureCount: number;
|
||||
readonly cachedAt: number;
|
||||
}
|
||||
|
||||
interface CachedSourceRecord {
|
||||
sourceCode: string;
|
||||
displayName: string;
|
||||
creatures: Creature[];
|
||||
cachedAt: number;
|
||||
creatureCount: number;
|
||||
}
|
||||
|
||||
let db: IDBPDatabase | null = null;
|
||||
let dbFailed = false;
|
||||
|
||||
// In-memory fallback when IndexedDB is unavailable
|
||||
const memoryStore = new Map<string, CachedSourceRecord>();
|
||||
|
||||
async function getDb(): Promise<IDBPDatabase | null> {
|
||||
if (db) return db;
|
||||
if (dbFailed) return null;
|
||||
|
||||
try {
|
||||
db = await openDB(DB_NAME, DB_VERSION, {
|
||||
upgrade(database) {
|
||||
if (!database.objectStoreNames.contains(STORE_NAME)) {
|
||||
database.createObjectStore(STORE_NAME, {
|
||||
keyPath: "sourceCode",
|
||||
});
|
||||
}
|
||||
},
|
||||
});
|
||||
return db;
|
||||
} catch {
|
||||
dbFailed = true;
|
||||
console.warn(
|
||||
"IndexedDB unavailable — bestiary cache will not persist across sessions.",
|
||||
);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
export async function cacheSource(
|
||||
sourceCode: string,
|
||||
displayName: string,
|
||||
creatures: Creature[],
|
||||
): Promise<void> {
|
||||
const record: CachedSourceRecord = {
|
||||
sourceCode,
|
||||
displayName,
|
||||
creatures,
|
||||
cachedAt: Date.now(),
|
||||
creatureCount: creatures.length,
|
||||
};
|
||||
|
||||
const database = await getDb();
|
||||
if (database) {
|
||||
await database.put(STORE_NAME, record);
|
||||
} else {
|
||||
memoryStore.set(sourceCode, record);
|
||||
}
|
||||
}
|
||||
|
||||
export async function isSourceCached(sourceCode: string): Promise<boolean> {
|
||||
const database = await getDb();
|
||||
if (database) {
|
||||
const record = await database.get(STORE_NAME, sourceCode);
|
||||
return record !== undefined;
|
||||
}
|
||||
return memoryStore.has(sourceCode);
|
||||
}
|
||||
|
||||
export async function getCachedSources(): Promise<CachedSourceInfo[]> {
|
||||
const database = await getDb();
|
||||
if (database) {
|
||||
const all: CachedSourceRecord[] = await database.getAll(STORE_NAME);
|
||||
return all.map((r) => ({
|
||||
sourceCode: r.sourceCode,
|
||||
displayName: r.displayName,
|
||||
creatureCount: r.creatureCount,
|
||||
cachedAt: r.cachedAt,
|
||||
}));
|
||||
}
|
||||
return [...memoryStore.values()].map((r) => ({
|
||||
sourceCode: r.sourceCode,
|
||||
displayName: r.displayName,
|
||||
creatureCount: r.creatureCount,
|
||||
cachedAt: r.cachedAt,
|
||||
}));
|
||||
}
|
||||
|
||||
export async function clearSource(sourceCode: string): Promise<void> {
|
||||
const database = await getDb();
|
||||
if (database) {
|
||||
await database.delete(STORE_NAME, sourceCode);
|
||||
} else {
|
||||
memoryStore.delete(sourceCode);
|
||||
}
|
||||
}
|
||||
|
||||
export async function clearAll(): Promise<void> {
|
||||
const database = await getDb();
|
||||
if (database) {
|
||||
await database.clear(STORE_NAME);
|
||||
} else {
|
||||
memoryStore.clear();
|
||||
}
|
||||
}
|
||||
|
||||
export async function loadAllCachedCreatures(): Promise<
|
||||
Map<CreatureId, Creature>
|
||||
> {
|
||||
const map = new Map<CreatureId, Creature>();
|
||||
const database = await getDb();
|
||||
|
||||
let records: CachedSourceRecord[];
|
||||
if (database) {
|
||||
records = await database.getAll(STORE_NAME);
|
||||
} else {
|
||||
records = [...memoryStore.values()];
|
||||
}
|
||||
|
||||
for (const record of records) {
|
||||
for (const creature of record.creatures) {
|
||||
map.set(creature.id, creature);
|
||||
}
|
||||
}
|
||||
return map;
|
||||
}
|
||||
96
apps/web/src/adapters/bestiary-index-adapter.ts
Normal file
96
apps/web/src/adapters/bestiary-index-adapter.ts
Normal file
@@ -0,0 +1,96 @@
|
||||
import type { BestiaryIndex, BestiaryIndexEntry } from "@initiative/domain";
|
||||
|
||||
import rawIndex from "../../../../data/bestiary/index.json";
|
||||
|
||||
interface CompactCreature {
|
||||
readonly n: string;
|
||||
readonly s: string;
|
||||
readonly ac: number;
|
||||
readonly hp: number;
|
||||
readonly dx: number;
|
||||
readonly cr: string;
|
||||
readonly ip: number;
|
||||
readonly sz: string;
|
||||
readonly tp: string;
|
||||
}
|
||||
|
||||
interface CompactIndex {
|
||||
readonly sources: Record<string, string>;
|
||||
readonly creatures: readonly CompactCreature[];
|
||||
}
|
||||
|
||||
function mapCreature(c: CompactCreature): BestiaryIndexEntry {
|
||||
return {
|
||||
name: c.n,
|
||||
source: c.s,
|
||||
ac: c.ac,
|
||||
hp: c.hp,
|
||||
dex: c.dx,
|
||||
cr: c.cr,
|
||||
initiativeProficiency: c.ip,
|
||||
size: c.sz,
|
||||
type: c.tp,
|
||||
};
|
||||
}
|
||||
|
||||
// Source codes whose filename on the remote differs from a simple lowercase.
|
||||
// Plane Shift sources use a hyphen: PSA -> ps-a, etc.
|
||||
const FILENAME_OVERRIDES: Record<string, string> = {
|
||||
PSA: "ps-a",
|
||||
PSD: "ps-d",
|
||||
PSI: "ps-i",
|
||||
PSK: "ps-k",
|
||||
PSX: "ps-x",
|
||||
PSZ: "ps-z",
|
||||
};
|
||||
|
||||
// Source codes with no corresponding remote bestiary file.
|
||||
// Excluded from the index entirely so creatures aren't searchable
|
||||
// without a fetchable source.
|
||||
const EXCLUDED_SOURCES = new Set<string>([]);
|
||||
|
||||
let cachedIndex: BestiaryIndex | undefined;
|
||||
|
||||
export function loadBestiaryIndex(): BestiaryIndex {
|
||||
if (cachedIndex) return cachedIndex;
|
||||
|
||||
const compact = rawIndex as unknown as CompactIndex;
|
||||
const sources = Object.fromEntries(
|
||||
Object.entries(compact.sources).filter(
|
||||
([code]) => !EXCLUDED_SOURCES.has(code),
|
||||
),
|
||||
);
|
||||
cachedIndex = {
|
||||
sources,
|
||||
creatures: compact.creatures
|
||||
.filter((c) => !EXCLUDED_SOURCES.has(c.s))
|
||||
.map(mapCreature),
|
||||
};
|
||||
return cachedIndex;
|
||||
}
|
||||
|
||||
export function getAllSourceCodes(): string[] {
|
||||
const index = loadBestiaryIndex();
|
||||
return Object.keys(index.sources).filter((c) => !EXCLUDED_SOURCES.has(c));
|
||||
}
|
||||
|
||||
function sourceCodeToFilename(sourceCode: string): string {
|
||||
return FILENAME_OVERRIDES[sourceCode] ?? sourceCode.toLowerCase();
|
||||
}
|
||||
|
||||
export function getDefaultFetchUrl(
|
||||
sourceCode: string,
|
||||
baseUrl?: string,
|
||||
): string {
|
||||
const filename = `bestiary-${sourceCodeToFilename(sourceCode)}.json`;
|
||||
if (baseUrl !== undefined) {
|
||||
const normalized = baseUrl.endsWith("/") ? baseUrl : `${baseUrl}/`;
|
||||
return `${normalized}${filename}`;
|
||||
}
|
||||
return `https://raw.githubusercontent.com/5etools-mirror-3/5etools-src/main/data/bestiary/${filename}`;
|
||||
}
|
||||
|
||||
export function getSourceDisplayName(sourceCode: string): string {
|
||||
const index = loadBestiaryIndex();
|
||||
return index.sources[sourceCode] ?? sourceCode;
|
||||
}
|
||||
@@ -20,6 +20,7 @@ const ATKR_MAP: Record<string, string> = {
|
||||
* Handles 15+ tag types per research.md R-002 tag resolution rules.
|
||||
*/
|
||||
export function stripTags(text: string): string {
|
||||
if (typeof text !== "string") return String(text);
|
||||
// Process special tags with specific output formats first
|
||||
let result = text;
|
||||
|
||||
|
||||
199
apps/web/src/components/__tests__/turn-navigation.test.tsx
Normal file
199
apps/web/src/components/__tests__/turn-navigation.test.tsx
Normal file
@@ -0,0 +1,199 @@
|
||||
// @vitest-environment jsdom
|
||||
import "@testing-library/jest-dom/vitest";
|
||||
|
||||
import type { Encounter } from "@initiative/domain";
|
||||
import { combatantId } from "@initiative/domain";
|
||||
import { cleanup, render, screen } from "@testing-library/react";
|
||||
import { afterEach, describe, expect, it, vi } from "vitest";
|
||||
import { TurnNavigation } from "../turn-navigation";
|
||||
|
||||
afterEach(cleanup);
|
||||
|
||||
function renderNav(overrides: Partial<Encounter> = {}) {
|
||||
const encounter: Encounter = {
|
||||
combatants: [
|
||||
{ id: combatantId("1"), name: "Goblin" },
|
||||
{ id: combatantId("2"), name: "Conjurer" },
|
||||
],
|
||||
activeIndex: 0,
|
||||
roundNumber: 1,
|
||||
...overrides,
|
||||
};
|
||||
|
||||
return render(
|
||||
<TurnNavigation
|
||||
encounter={encounter}
|
||||
onAdvanceTurn={vi.fn()}
|
||||
onRetreatTurn={vi.fn()}
|
||||
onClearEncounter={vi.fn()}
|
||||
/>,
|
||||
);
|
||||
}
|
||||
|
||||
describe("TurnNavigation", () => {
|
||||
describe("US1: Round badge and combatant name", () => {
|
||||
it("renders the round badge with correct round number", () => {
|
||||
renderNav({ roundNumber: 3 });
|
||||
expect(screen.getByText("R3")).toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("renders the combatant name separately from the round badge", () => {
|
||||
renderNav();
|
||||
const badge = screen.getByText("R1");
|
||||
const name = screen.getByText("Goblin");
|
||||
expect(badge).toBeInTheDocument();
|
||||
expect(name).toBeInTheDocument();
|
||||
expect(badge).not.toBe(name);
|
||||
expect(badge.closest("[class]")).not.toBe(name.closest("[class]"));
|
||||
});
|
||||
|
||||
it("does not render an em dash between round and name", () => {
|
||||
const { container } = renderNav();
|
||||
expect(container.textContent).not.toContain("—");
|
||||
});
|
||||
|
||||
it("round badge and combatant name are siblings in the center area", () => {
|
||||
renderNav();
|
||||
const badge = screen.getByText("R1");
|
||||
const name = screen.getByText("Goblin");
|
||||
expect(badge.parentElement).toBe(name.parentElement);
|
||||
});
|
||||
|
||||
it("updates the round badge when round changes", () => {
|
||||
const { rerender } = render(
|
||||
<TurnNavigation
|
||||
encounter={{
|
||||
combatants: [{ id: combatantId("1"), name: "Goblin" }],
|
||||
activeIndex: 0,
|
||||
roundNumber: 2,
|
||||
}}
|
||||
onAdvanceTurn={vi.fn()}
|
||||
onRetreatTurn={vi.fn()}
|
||||
onClearEncounter={vi.fn()}
|
||||
/>,
|
||||
);
|
||||
expect(screen.getByText("R2")).toBeInTheDocument();
|
||||
|
||||
rerender(
|
||||
<TurnNavigation
|
||||
encounter={{
|
||||
combatants: [{ id: combatantId("1"), name: "Goblin" }],
|
||||
activeIndex: 0,
|
||||
roundNumber: 3,
|
||||
}}
|
||||
onAdvanceTurn={vi.fn()}
|
||||
onRetreatTurn={vi.fn()}
|
||||
onClearEncounter={vi.fn()}
|
||||
/>,
|
||||
);
|
||||
expect(screen.getByText("R3")).toBeInTheDocument();
|
||||
expect(screen.queryByText("R2")).not.toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("renders the next combatant name when turn advances", () => {
|
||||
const { rerender } = render(
|
||||
<TurnNavigation
|
||||
encounter={{
|
||||
combatants: [
|
||||
{ id: combatantId("1"), name: "Goblin" },
|
||||
{ id: combatantId("2"), name: "Conjurer" },
|
||||
],
|
||||
activeIndex: 0,
|
||||
roundNumber: 1,
|
||||
}}
|
||||
onAdvanceTurn={vi.fn()}
|
||||
onRetreatTurn={vi.fn()}
|
||||
onClearEncounter={vi.fn()}
|
||||
/>,
|
||||
);
|
||||
expect(screen.getByText("Goblin")).toBeInTheDocument();
|
||||
|
||||
rerender(
|
||||
<TurnNavigation
|
||||
encounter={{
|
||||
combatants: [
|
||||
{ id: combatantId("1"), name: "Goblin" },
|
||||
{ id: combatantId("2"), name: "Conjurer" },
|
||||
],
|
||||
activeIndex: 1,
|
||||
roundNumber: 1,
|
||||
}}
|
||||
onAdvanceTurn={vi.fn()}
|
||||
onRetreatTurn={vi.fn()}
|
||||
onClearEncounter={vi.fn()}
|
||||
/>,
|
||||
);
|
||||
expect(screen.getByText("Conjurer")).toBeInTheDocument();
|
||||
});
|
||||
});
|
||||
|
||||
describe("US2: Layout robustness", () => {
|
||||
it("applies truncation styles to long combatant names", () => {
|
||||
const longName =
|
||||
"Ancient Red Dragon Wyrm of the Northern Wastes and Beyond";
|
||||
renderNav({
|
||||
combatants: [{ id: combatantId("1"), name: longName }],
|
||||
});
|
||||
const nameEl = screen.getByText(longName);
|
||||
expect(nameEl.className).toContain("truncate");
|
||||
});
|
||||
|
||||
it("renders three-zone layout with a single-character name", () => {
|
||||
renderNav({
|
||||
combatants: [{ id: combatantId("1"), name: "O" }],
|
||||
});
|
||||
expect(screen.getByText("R1")).toBeInTheDocument();
|
||||
expect(screen.getByText("O")).toBeInTheDocument();
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Previous turn" }),
|
||||
).toBeInTheDocument();
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Next turn" }),
|
||||
).toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("keeps all action buttons accessible regardless of name length", () => {
|
||||
const longName = "A".repeat(60);
|
||||
renderNav({
|
||||
combatants: [{ id: combatantId("1"), name: longName }],
|
||||
});
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Previous turn" }),
|
||||
).toBeInTheDocument();
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Next turn" }),
|
||||
).toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("renders a 40-character name without truncation class issues", () => {
|
||||
const name40 = "A".repeat(40);
|
||||
renderNav({
|
||||
combatants: [{ id: combatantId("1"), name: name40 }],
|
||||
});
|
||||
const nameEl = screen.getByText(name40);
|
||||
expect(nameEl).toBeInTheDocument();
|
||||
// The truncate class is applied but CSS only visually truncates if content overflows
|
||||
expect(nameEl.className).toContain("truncate");
|
||||
});
|
||||
});
|
||||
|
||||
describe("US3: No combatants state", () => {
|
||||
it("shows the round badge when there are no combatants", () => {
|
||||
renderNav({ combatants: [], roundNumber: 1 });
|
||||
expect(screen.getByText("R1")).toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("shows 'No combatants' placeholder text", () => {
|
||||
renderNav({ combatants: [] });
|
||||
expect(screen.getByText("No combatants")).toBeInTheDocument();
|
||||
});
|
||||
|
||||
it("disables navigation buttons when there are no combatants", () => {
|
||||
renderNav({ combatants: [] });
|
||||
expect(
|
||||
screen.getByRole("button", { name: "Previous turn" }),
|
||||
).toBeDisabled();
|
||||
expect(screen.getByRole("button", { name: "Next turn" })).toBeDisabled();
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -1,18 +1,257 @@
|
||||
import type { Creature } from "@initiative/domain";
|
||||
import { Search } from "lucide-react";
|
||||
import { type FormEvent, useState } from "react";
|
||||
import { BestiarySearch } from "./bestiary-search.js";
|
||||
import type { PlayerCharacter, PlayerIcon } from "@initiative/domain";
|
||||
import {
|
||||
Check,
|
||||
Eye,
|
||||
EyeOff,
|
||||
Import,
|
||||
Library,
|
||||
Minus,
|
||||
Plus,
|
||||
Users,
|
||||
} from "lucide-react";
|
||||
import {
|
||||
type FormEvent,
|
||||
type RefObject,
|
||||
useDeferredValue,
|
||||
useState,
|
||||
} from "react";
|
||||
import type { SearchResult } from "../hooks/use-bestiary.js";
|
||||
import { cn } from "../lib/utils.js";
|
||||
import { D20Icon } from "./d20-icon.js";
|
||||
import { PLAYER_COLOR_HEX, PLAYER_ICON_MAP } from "./player-icon-map";
|
||||
import { Button } from "./ui/button.js";
|
||||
import { Input } from "./ui/input.js";
|
||||
import { OverflowMenu, type OverflowMenuItem } from "./ui/overflow-menu.js";
|
||||
|
||||
interface QueuedCreature {
|
||||
result: SearchResult;
|
||||
count: number;
|
||||
}
|
||||
|
||||
interface ActionBarProps {
|
||||
onAddCombatant: (name: string) => void;
|
||||
onAddFromBestiary: (creature: Creature) => void;
|
||||
bestiarySearch: (query: string) => Creature[];
|
||||
onAddCombatant: (
|
||||
name: string,
|
||||
opts?: { initiative?: number; ac?: number; maxHp?: number },
|
||||
) => void;
|
||||
onAddFromBestiary: (result: SearchResult) => void;
|
||||
bestiarySearch: (query: string) => SearchResult[];
|
||||
bestiaryLoaded: boolean;
|
||||
suggestions: Creature[];
|
||||
onSearchChange: (query: string) => void;
|
||||
onShowStatBlock?: (creature: Creature) => void;
|
||||
onViewStatBlock?: (result: SearchResult) => void;
|
||||
onBulkImport?: () => void;
|
||||
bulkImportDisabled?: boolean;
|
||||
inputRef?: RefObject<HTMLInputElement | null>;
|
||||
playerCharacters?: readonly PlayerCharacter[];
|
||||
onAddFromPlayerCharacter?: (pc: PlayerCharacter) => void;
|
||||
onManagePlayers?: () => void;
|
||||
onRollAllInitiative?: () => void;
|
||||
showRollAllInitiative?: boolean;
|
||||
rollAllInitiativeDisabled?: boolean;
|
||||
onOpenSourceManager?: () => void;
|
||||
autoFocus?: boolean;
|
||||
}
|
||||
|
||||
function creatureKey(r: SearchResult): string {
|
||||
return `${r.source}:${r.name}`;
|
||||
}
|
||||
|
||||
function AddModeSuggestions({
|
||||
nameInput,
|
||||
suggestions,
|
||||
pcMatches,
|
||||
suggestionIndex,
|
||||
queued,
|
||||
onDismiss,
|
||||
onClickSuggestion,
|
||||
onSetSuggestionIndex,
|
||||
onSetQueued,
|
||||
onConfirmQueued,
|
||||
onAddFromPlayerCharacter,
|
||||
onClear,
|
||||
}: {
|
||||
nameInput: string;
|
||||
suggestions: SearchResult[];
|
||||
pcMatches: PlayerCharacter[];
|
||||
suggestionIndex: number;
|
||||
queued: QueuedCreature | null;
|
||||
onDismiss: () => void;
|
||||
onClear: () => void;
|
||||
onClickSuggestion: (result: SearchResult) => void;
|
||||
onSetSuggestionIndex: (i: number) => void;
|
||||
onSetQueued: (q: QueuedCreature | null) => void;
|
||||
onConfirmQueued: () => void;
|
||||
onAddFromPlayerCharacter?: (pc: PlayerCharacter) => void;
|
||||
}) {
|
||||
return (
|
||||
<div className="absolute bottom-full z-50 mb-1 w-full max-w-xs rounded-md border border-border bg-card shadow-lg">
|
||||
<button
|
||||
type="button"
|
||||
className="flex w-full items-center gap-1.5 border-b border-border px-3 py-2 text-left text-sm text-accent hover:bg-accent/20"
|
||||
onMouseDown={(e) => e.preventDefault()}
|
||||
onClick={onDismiss}
|
||||
>
|
||||
<Plus className="h-3.5 w-3.5" />
|
||||
<span className="flex-1">Add "{nameInput}" as custom</span>
|
||||
<kbd className="rounded border border-border px-1.5 py-0.5 text-xs text-muted-foreground">
|
||||
Esc
|
||||
</kbd>
|
||||
</button>
|
||||
<div className="max-h-48 overflow-y-auto py-1">
|
||||
{pcMatches.length > 0 && (
|
||||
<>
|
||||
<div className="px-3 py-1 text-xs font-medium text-muted-foreground">
|
||||
Players
|
||||
</div>
|
||||
<ul>
|
||||
{pcMatches.map((pc) => {
|
||||
const PcIcon = pc.icon
|
||||
? PLAYER_ICON_MAP[pc.icon as PlayerIcon]
|
||||
: undefined;
|
||||
const pcColor = pc.color
|
||||
? PLAYER_COLOR_HEX[pc.color as keyof typeof PLAYER_COLOR_HEX]
|
||||
: undefined;
|
||||
return (
|
||||
<li key={pc.id}>
|
||||
<button
|
||||
type="button"
|
||||
className="flex w-full items-center gap-2 px-3 py-1.5 text-left text-sm text-foreground hover:bg-hover-neutral-bg"
|
||||
onMouseDown={(e) => e.preventDefault()}
|
||||
onClick={() => {
|
||||
onAddFromPlayerCharacter?.(pc);
|
||||
onClear();
|
||||
}}
|
||||
>
|
||||
{PcIcon && (
|
||||
<PcIcon size={14} style={{ color: pcColor }} />
|
||||
)}
|
||||
<span className="flex-1 truncate">{pc.name}</span>
|
||||
<span className="text-xs text-muted-foreground">
|
||||
Player
|
||||
</span>
|
||||
</button>
|
||||
</li>
|
||||
);
|
||||
})}
|
||||
</ul>
|
||||
</>
|
||||
)}
|
||||
{suggestions.length > 0 && (
|
||||
<ul>
|
||||
{suggestions.map((result, i) => {
|
||||
const key = creatureKey(result);
|
||||
const isQueued =
|
||||
queued !== null && creatureKey(queued.result) === key;
|
||||
return (
|
||||
<li key={key}>
|
||||
<button
|
||||
type="button"
|
||||
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
|
||||
isQueued
|
||||
? "bg-accent/30 text-foreground"
|
||||
: i === suggestionIndex
|
||||
? "bg-accent/20 text-foreground"
|
||||
: "text-foreground hover:bg-hover-neutral-bg"
|
||||
}`}
|
||||
onMouseDown={(e) => e.preventDefault()}
|
||||
onClick={() => onClickSuggestion(result)}
|
||||
onMouseEnter={() => onSetSuggestionIndex(i)}
|
||||
>
|
||||
<span>{result.name}</span>
|
||||
<span className="flex items-center gap-1 text-xs text-muted-foreground">
|
||||
{isQueued ? (
|
||||
<>
|
||||
<button
|
||||
type="button"
|
||||
className="rounded p-0.5 text-foreground hover:bg-accent/40"
|
||||
onMouseDown={(e) => e.preventDefault()}
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
if (queued.count <= 1) {
|
||||
onSetQueued(null);
|
||||
} else {
|
||||
onSetQueued({
|
||||
...queued,
|
||||
count: queued.count - 1,
|
||||
});
|
||||
}
|
||||
}}
|
||||
>
|
||||
<Minus className="h-3 w-3" />
|
||||
</button>
|
||||
<span className="min-w-5 rounded-full bg-accent px-1.5 py-0.5 text-center font-medium text-foreground">
|
||||
{queued.count}
|
||||
</span>
|
||||
<button
|
||||
type="button"
|
||||
className="rounded p-0.5 text-foreground hover:bg-accent/40"
|
||||
onMouseDown={(e) => e.preventDefault()}
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
onSetQueued({
|
||||
...queued,
|
||||
count: queued.count + 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"
|
||||
onMouseDown={(e) => e.preventDefault()}
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
onConfirmQueued();
|
||||
}}
|
||||
>
|
||||
<Check className="h-3.5 w-3.5" />
|
||||
</button>
|
||||
</>
|
||||
) : (
|
||||
result.sourceDisplayName
|
||||
)}
|
||||
</span>
|
||||
</button>
|
||||
</li>
|
||||
);
|
||||
})}
|
||||
</ul>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function buildOverflowItems(opts: {
|
||||
onManagePlayers?: () => void;
|
||||
onOpenSourceManager?: () => void;
|
||||
bestiaryLoaded: boolean;
|
||||
onBulkImport?: () => void;
|
||||
bulkImportDisabled?: boolean;
|
||||
}): OverflowMenuItem[] {
|
||||
const items: OverflowMenuItem[] = [];
|
||||
if (opts.onManagePlayers) {
|
||||
items.push({
|
||||
icon: <Users className="h-4 w-4" />,
|
||||
label: "Player Characters",
|
||||
onClick: opts.onManagePlayers,
|
||||
});
|
||||
}
|
||||
if (opts.onOpenSourceManager) {
|
||||
items.push({
|
||||
icon: <Library className="h-4 w-4" />,
|
||||
label: "Manage Sources",
|
||||
onClick: opts.onOpenSourceManager,
|
||||
});
|
||||
}
|
||||
if (opts.bestiaryLoaded && opts.onBulkImport) {
|
||||
items.push({
|
||||
icon: <Import className="h-4 w-4" />,
|
||||
label: "Import All Sources",
|
||||
onClick: opts.onBulkImport,
|
||||
disabled: opts.bulkImportDisabled,
|
||||
});
|
||||
}
|
||||
return items;
|
||||
}
|
||||
|
||||
export function ActionBar({
|
||||
@@ -20,46 +259,175 @@ export function ActionBar({
|
||||
onAddFromBestiary,
|
||||
bestiarySearch,
|
||||
bestiaryLoaded,
|
||||
suggestions,
|
||||
onSearchChange,
|
||||
onShowStatBlock,
|
||||
onViewStatBlock,
|
||||
onBulkImport,
|
||||
bulkImportDisabled,
|
||||
inputRef,
|
||||
playerCharacters,
|
||||
onAddFromPlayerCharacter,
|
||||
onManagePlayers,
|
||||
onRollAllInitiative,
|
||||
showRollAllInitiative,
|
||||
rollAllInitiativeDisabled,
|
||||
onOpenSourceManager,
|
||||
autoFocus,
|
||||
}: ActionBarProps) {
|
||||
const [nameInput, setNameInput] = useState("");
|
||||
const [searchOpen, setSearchOpen] = useState(false);
|
||||
const [suggestions, setSuggestions] = useState<SearchResult[]>([]);
|
||||
const [pcMatches, setPcMatches] = useState<PlayerCharacter[]>([]);
|
||||
const deferredSuggestions = useDeferredValue(suggestions);
|
||||
const deferredPcMatches = useDeferredValue(pcMatches);
|
||||
const [suggestionIndex, setSuggestionIndex] = useState(-1);
|
||||
const [queued, setQueued] = useState<QueuedCreature | null>(null);
|
||||
const [customInit, setCustomInit] = useState("");
|
||||
const [customAc, setCustomAc] = useState("");
|
||||
const [customMaxHp, setCustomMaxHp] = useState("");
|
||||
const [browseMode, setBrowseMode] = useState(false);
|
||||
|
||||
const clearCustomFields = () => {
|
||||
setCustomInit("");
|
||||
setCustomAc("");
|
||||
setCustomMaxHp("");
|
||||
};
|
||||
|
||||
const clearInput = () => {
|
||||
setNameInput("");
|
||||
setSuggestions([]);
|
||||
setPcMatches([]);
|
||||
setQueued(null);
|
||||
setSuggestionIndex(-1);
|
||||
};
|
||||
|
||||
const dismissSuggestions = () => {
|
||||
setSuggestions([]);
|
||||
setPcMatches([]);
|
||||
setQueued(null);
|
||||
setSuggestionIndex(-1);
|
||||
};
|
||||
|
||||
const confirmQueued = () => {
|
||||
if (!queued) return;
|
||||
for (let i = 0; i < queued.count; i++) {
|
||||
onAddFromBestiary(queued.result);
|
||||
}
|
||||
clearInput();
|
||||
};
|
||||
|
||||
const parseNum = (v: string): number | undefined => {
|
||||
if (v.trim() === "") return undefined;
|
||||
const n = Number(v);
|
||||
return Number.isNaN(n) ? undefined : n;
|
||||
};
|
||||
|
||||
const handleAdd = (e: FormEvent) => {
|
||||
e.preventDefault();
|
||||
if (browseMode) return;
|
||||
if (queued) {
|
||||
confirmQueued();
|
||||
return;
|
||||
}
|
||||
if (nameInput.trim() === "") return;
|
||||
onAddCombatant(nameInput);
|
||||
const opts: { initiative?: number; ac?: number; maxHp?: number } = {};
|
||||
const init = parseNum(customInit);
|
||||
const ac = parseNum(customAc);
|
||||
const maxHp = parseNum(customMaxHp);
|
||||
if (init !== undefined) opts.initiative = init;
|
||||
if (ac !== undefined) opts.ac = ac;
|
||||
if (maxHp !== undefined) opts.maxHp = maxHp;
|
||||
onAddCombatant(nameInput, Object.keys(opts).length > 0 ? opts : undefined);
|
||||
setNameInput("");
|
||||
onSearchChange("");
|
||||
setSuggestions([]);
|
||||
setPcMatches([]);
|
||||
clearCustomFields();
|
||||
};
|
||||
|
||||
const handleBrowseSearch = (value: string) => {
|
||||
setSuggestions(value.length >= 2 ? bestiarySearch(value) : []);
|
||||
};
|
||||
|
||||
const handleAddSearch = (value: string) => {
|
||||
let newSuggestions: SearchResult[] = [];
|
||||
let newPcMatches: PlayerCharacter[] = [];
|
||||
if (value.length >= 2) {
|
||||
newSuggestions = bestiarySearch(value);
|
||||
setSuggestions(newSuggestions);
|
||||
if (playerCharacters && playerCharacters.length > 0) {
|
||||
const lower = value.toLowerCase();
|
||||
newPcMatches = playerCharacters.filter((pc) =>
|
||||
pc.name.toLowerCase().includes(lower),
|
||||
);
|
||||
}
|
||||
setPcMatches(newPcMatches);
|
||||
} else {
|
||||
setSuggestions([]);
|
||||
setPcMatches([]);
|
||||
}
|
||||
if (newSuggestions.length > 0 || newPcMatches.length > 0) {
|
||||
clearCustomFields();
|
||||
}
|
||||
if (queued) {
|
||||
const qKey = creatureKey(queued.result);
|
||||
const stillVisible = newSuggestions.some((s) => creatureKey(s) === qKey);
|
||||
if (!stillVisible) {
|
||||
setQueued(null);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const handleNameChange = (value: string) => {
|
||||
setNameInput(value);
|
||||
setSuggestionIndex(-1);
|
||||
onSearchChange(value);
|
||||
if (browseMode) {
|
||||
handleBrowseSearch(value);
|
||||
} else {
|
||||
handleAddSearch(value);
|
||||
}
|
||||
};
|
||||
|
||||
const handleSelectCreature = (creature: Creature) => {
|
||||
onAddFromBestiary(creature);
|
||||
setSearchOpen(false);
|
||||
setNameInput("");
|
||||
onSearchChange("");
|
||||
onShowStatBlock?.(creature);
|
||||
const handleClickSuggestion = (result: SearchResult) => {
|
||||
const key = creatureKey(result);
|
||||
if (queued && creatureKey(queued.result) === key) {
|
||||
setQueued({ ...queued, count: queued.count + 1 });
|
||||
} else {
|
||||
setQueued({ result, count: 1 });
|
||||
}
|
||||
};
|
||||
|
||||
const handleSelectSuggestion = (creature: Creature) => {
|
||||
onAddFromBestiary(creature);
|
||||
setNameInput("");
|
||||
onSearchChange("");
|
||||
onShowStatBlock?.(creature);
|
||||
const handleEnter = () => {
|
||||
if (queued) {
|
||||
confirmQueued();
|
||||
} else if (suggestionIndex >= 0) {
|
||||
handleClickSuggestion(suggestions[suggestionIndex]);
|
||||
}
|
||||
};
|
||||
|
||||
const hasSuggestions =
|
||||
deferredSuggestions.length > 0 || deferredPcMatches.length > 0;
|
||||
|
||||
const handleKeyDown = (e: React.KeyboardEvent) => {
|
||||
if (suggestions.length === 0) return;
|
||||
if (!hasSuggestions) return;
|
||||
|
||||
if (e.key === "ArrowDown") {
|
||||
e.preventDefault();
|
||||
setSuggestionIndex((i) => (i < suggestions.length - 1 ? i + 1 : 0));
|
||||
} else if (e.key === "ArrowUp") {
|
||||
e.preventDefault();
|
||||
setSuggestionIndex((i) => (i > 0 ? i - 1 : suggestions.length - 1));
|
||||
} else if (e.key === "Enter") {
|
||||
e.preventDefault();
|
||||
handleEnter();
|
||||
} else if (e.key === "Escape") {
|
||||
dismissSuggestions();
|
||||
}
|
||||
};
|
||||
|
||||
const handleBrowseKeyDown = (e: React.KeyboardEvent) => {
|
||||
if (e.key === "Escape") {
|
||||
setBrowseMode(false);
|
||||
clearInput();
|
||||
return;
|
||||
}
|
||||
if (suggestions.length === 0) return;
|
||||
if (e.key === "ArrowDown") {
|
||||
e.preventDefault();
|
||||
setSuggestionIndex((i) => (i < suggestions.length - 1 ? i + 1 : 0));
|
||||
@@ -68,40 +436,78 @@ export function ActionBar({
|
||||
setSuggestionIndex((i) => (i > 0 ? i - 1 : suggestions.length - 1));
|
||||
} else if (e.key === "Enter" && suggestionIndex >= 0) {
|
||||
e.preventDefault();
|
||||
handleSelectSuggestion(suggestions[suggestionIndex]);
|
||||
} else if (e.key === "Escape") {
|
||||
setSuggestionIndex(-1);
|
||||
onSearchChange("");
|
||||
onViewStatBlock?.(suggestions[suggestionIndex]);
|
||||
setBrowseMode(false);
|
||||
clearInput();
|
||||
}
|
||||
};
|
||||
|
||||
const handleBrowseSelect = (result: SearchResult) => {
|
||||
onViewStatBlock?.(result);
|
||||
setBrowseMode(false);
|
||||
clearInput();
|
||||
};
|
||||
|
||||
const toggleBrowseMode = () => {
|
||||
setBrowseMode((m) => !m);
|
||||
clearInput();
|
||||
clearCustomFields();
|
||||
};
|
||||
|
||||
const overflowItems = buildOverflowItems({
|
||||
onManagePlayers,
|
||||
onOpenSourceManager,
|
||||
bestiaryLoaded,
|
||||
onBulkImport,
|
||||
bulkImportDisabled,
|
||||
});
|
||||
|
||||
return (
|
||||
<div className="flex items-center gap-3 rounded-md border border-border bg-card px-4 py-3">
|
||||
{searchOpen ? (
|
||||
<BestiarySearch
|
||||
onSelectCreature={handleSelectCreature}
|
||||
onClose={() => setSearchOpen(false)}
|
||||
searchFn={bestiarySearch}
|
||||
/>
|
||||
) : (
|
||||
<form
|
||||
onSubmit={handleAdd}
|
||||
className="relative flex flex-1 items-center gap-2"
|
||||
>
|
||||
<div className="relative flex-1">
|
||||
<div className="flex-1">
|
||||
<div className="relative max-w-xs">
|
||||
<Input
|
||||
ref={inputRef}
|
||||
type="text"
|
||||
value={nameInput}
|
||||
onChange={(e) => handleNameChange(e.target.value)}
|
||||
onKeyDown={handleKeyDown}
|
||||
placeholder="Combatant name"
|
||||
className="max-w-xs"
|
||||
onKeyDown={browseMode ? handleBrowseKeyDown : handleKeyDown}
|
||||
placeholder={
|
||||
browseMode ? "Search stat blocks..." : "+ Add combatants"
|
||||
}
|
||||
className="pr-8"
|
||||
autoFocus={autoFocus}
|
||||
/>
|
||||
{suggestions.length > 0 && (
|
||||
<div className="absolute bottom-full z-50 mb-1 w-full max-w-xs rounded-md border border-border bg-card shadow-lg">
|
||||
{bestiaryLoaded && onViewStatBlock && (
|
||||
<button
|
||||
type="button"
|
||||
tabIndex={-1}
|
||||
className={cn(
|
||||
"absolute right-2 top-1/2 -translate-y-1/2 text-muted-foreground hover:text-hover-neutral",
|
||||
browseMode && "text-accent",
|
||||
)}
|
||||
onClick={toggleBrowseMode}
|
||||
title={browseMode ? "Switch to add mode" : "Browse stat blocks"}
|
||||
aria-label={
|
||||
browseMode ? "Switch to add mode" : "Browse stat blocks"
|
||||
}
|
||||
>
|
||||
{browseMode ? (
|
||||
<EyeOff className="h-4 w-4" />
|
||||
) : (
|
||||
<Eye className="h-4 w-4" />
|
||||
)}
|
||||
</button>
|
||||
)}
|
||||
{browseMode && deferredSuggestions.length > 0 && (
|
||||
<div className="absolute bottom-full z-50 mb-1 w-full rounded-md border border-border bg-card shadow-lg">
|
||||
<ul className="max-h-48 overflow-y-auto py-1">
|
||||
{suggestions.map((creature, i) => (
|
||||
<li key={creature.id}>
|
||||
{deferredSuggestions.map((result, i) => (
|
||||
<li key={creatureKey(result)}>
|
||||
<button
|
||||
type="button"
|
||||
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
|
||||
@@ -109,12 +515,13 @@ export function ActionBar({
|
||||
? "bg-accent/20 text-foreground"
|
||||
: "text-foreground hover:bg-hover-neutral-bg"
|
||||
}`}
|
||||
onClick={() => handleSelectSuggestion(creature)}
|
||||
onMouseDown={(e) => e.preventDefault()}
|
||||
onClick={() => handleBrowseSelect(result)}
|
||||
onMouseEnter={() => setSuggestionIndex(i)}
|
||||
>
|
||||
<span>{creature.name}</span>
|
||||
<span>{result.name}</span>
|
||||
<span className="text-xs text-muted-foreground">
|
||||
{creature.sourceDisplayName}
|
||||
{result.sourceDisplayName}
|
||||
</span>
|
||||
</button>
|
||||
</li>
|
||||
@@ -122,22 +529,71 @@ export function ActionBar({
|
||||
</ul>
|
||||
</div>
|
||||
)}
|
||||
{!browseMode && hasSuggestions && (
|
||||
<AddModeSuggestions
|
||||
nameInput={nameInput}
|
||||
suggestions={deferredSuggestions}
|
||||
pcMatches={deferredPcMatches}
|
||||
suggestionIndex={suggestionIndex}
|
||||
queued={queued}
|
||||
onDismiss={dismissSuggestions}
|
||||
onClear={clearInput}
|
||||
onClickSuggestion={handleClickSuggestion}
|
||||
onSetSuggestionIndex={setSuggestionIndex}
|
||||
onSetQueued={setQueued}
|
||||
onConfirmQueued={confirmQueued}
|
||||
onAddFromPlayerCharacter={onAddFromPlayerCharacter}
|
||||
/>
|
||||
)}
|
||||
</div>
|
||||
<Button type="submit" size="sm">
|
||||
Add
|
||||
</Button>
|
||||
{bestiaryLoaded && (
|
||||
</div>
|
||||
{!browseMode && nameInput.length >= 2 && !hasSuggestions && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Input
|
||||
type="text"
|
||||
inputMode="numeric"
|
||||
value={customInit}
|
||||
onChange={(e) => setCustomInit(e.target.value)}
|
||||
placeholder="Init"
|
||||
className="w-16 text-center"
|
||||
/>
|
||||
<Input
|
||||
type="text"
|
||||
inputMode="numeric"
|
||||
value={customAc}
|
||||
onChange={(e) => setCustomAc(e.target.value)}
|
||||
placeholder="AC"
|
||||
className="w-16 text-center"
|
||||
/>
|
||||
<Input
|
||||
type="text"
|
||||
inputMode="numeric"
|
||||
value={customMaxHp}
|
||||
onChange={(e) => setCustomMaxHp(e.target.value)}
|
||||
placeholder="MaxHP"
|
||||
className="w-18 text-center"
|
||||
/>
|
||||
</div>
|
||||
)}
|
||||
{!browseMode && nameInput.length >= 2 && !hasSuggestions && (
|
||||
<Button type="submit">Add</Button>
|
||||
)}
|
||||
{showRollAllInitiative && onRollAllInitiative && (
|
||||
<Button
|
||||
type="button"
|
||||
size="sm"
|
||||
size="icon"
|
||||
variant="ghost"
|
||||
onClick={() => setSearchOpen(true)}
|
||||
className="text-muted-foreground hover:text-hover-action"
|
||||
onClick={onRollAllInitiative}
|
||||
disabled={rollAllInitiativeDisabled}
|
||||
title="Roll all initiative"
|
||||
aria-label="Roll all initiative"
|
||||
>
|
||||
<Search className="h-4 w-4" />
|
||||
<D20Icon className="h-6 w-6" />
|
||||
</Button>
|
||||
)}
|
||||
{overflowItems.length > 0 && <OverflowMenu items={overflowItems} />}
|
||||
</form>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,129 +0,0 @@
|
||||
import type { Creature } from "@initiative/domain";
|
||||
import { Search, X } from "lucide-react";
|
||||
import {
|
||||
type KeyboardEvent,
|
||||
useCallback,
|
||||
useEffect,
|
||||
useRef,
|
||||
useState,
|
||||
} from "react";
|
||||
import { Input } from "./ui/input.js";
|
||||
|
||||
interface BestiarySearchProps {
|
||||
onSelectCreature: (creature: Creature) => void;
|
||||
onClose: () => void;
|
||||
searchFn: (query: string) => Creature[];
|
||||
}
|
||||
|
||||
export function BestiarySearch({
|
||||
onSelectCreature,
|
||||
onClose,
|
||||
searchFn,
|
||||
}: BestiarySearchProps) {
|
||||
const [query, setQuery] = useState("");
|
||||
const [highlightIndex, setHighlightIndex] = useState(-1);
|
||||
const inputRef = useRef<HTMLInputElement>(null);
|
||||
const containerRef = useRef<HTMLDivElement>(null);
|
||||
const results = query.length >= 2 ? searchFn(query) : [];
|
||||
|
||||
useEffect(() => {
|
||||
inputRef.current?.focus();
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
setHighlightIndex(-1);
|
||||
}, [query]);
|
||||
|
||||
useEffect(() => {
|
||||
function handleClickOutside(e: MouseEvent) {
|
||||
if (
|
||||
containerRef.current &&
|
||||
!containerRef.current.contains(e.target as Node)
|
||||
) {
|
||||
onClose();
|
||||
}
|
||||
}
|
||||
document.addEventListener("mousedown", handleClickOutside);
|
||||
return () => document.removeEventListener("mousedown", handleClickOutside);
|
||||
}, [onClose]);
|
||||
|
||||
const handleKeyDown = useCallback(
|
||||
(e: KeyboardEvent) => {
|
||||
if (e.key === "Escape") {
|
||||
onClose();
|
||||
return;
|
||||
}
|
||||
if (e.key === "ArrowDown") {
|
||||
e.preventDefault();
|
||||
setHighlightIndex((i) => (i < results.length - 1 ? i + 1 : 0));
|
||||
return;
|
||||
}
|
||||
if (e.key === "ArrowUp") {
|
||||
e.preventDefault();
|
||||
setHighlightIndex((i) => (i > 0 ? i - 1 : results.length - 1));
|
||||
return;
|
||||
}
|
||||
if (e.key === "Enter" && highlightIndex >= 0) {
|
||||
e.preventDefault();
|
||||
onSelectCreature(results[highlightIndex]);
|
||||
}
|
||||
},
|
||||
[results, highlightIndex, onClose, onSelectCreature],
|
||||
);
|
||||
|
||||
return (
|
||||
<div ref={containerRef} className="relative w-full max-w-sm">
|
||||
<div className="flex items-center gap-2">
|
||||
<Search className="h-4 w-4 text-muted-foreground" />
|
||||
<Input
|
||||
ref={inputRef}
|
||||
type="text"
|
||||
value={query}
|
||||
onChange={(e) => setQuery(e.target.value)}
|
||||
onKeyDown={handleKeyDown}
|
||||
placeholder="Search bestiary..."
|
||||
className="flex-1"
|
||||
/>
|
||||
<button
|
||||
type="button"
|
||||
onClick={onClose}
|
||||
className="text-muted-foreground hover:text-hover-neutral"
|
||||
>
|
||||
<X className="h-4 w-4" />
|
||||
</button>
|
||||
</div>
|
||||
|
||||
{query.length >= 2 && (
|
||||
<div className="absolute bottom-full z-50 mb-1 w-full rounded-md border border-border bg-card shadow-lg">
|
||||
{results.length === 0 ? (
|
||||
<div className="px-3 py-2 text-sm text-muted-foreground">
|
||||
No creatures found
|
||||
</div>
|
||||
) : (
|
||||
<ul className="max-h-60 overflow-y-auto py-1">
|
||||
{results.map((creature, i) => (
|
||||
<li key={creature.id}>
|
||||
<button
|
||||
type="button"
|
||||
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
|
||||
i === highlightIndex
|
||||
? "bg-accent/20 text-foreground"
|
||||
: "text-foreground hover:bg-hover-neutral-bg"
|
||||
}`}
|
||||
onClick={() => onSelectCreature(creature)}
|
||||
onMouseEnter={() => setHighlightIndex(i)}
|
||||
>
|
||||
<span>{creature.name}</span>
|
||||
<span className="text-xs text-muted-foreground">
|
||||
{creature.sourceDisplayName}
|
||||
</span>
|
||||
</button>
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
106
apps/web/src/components/bulk-import-prompt.tsx
Normal file
106
apps/web/src/components/bulk-import-prompt.tsx
Normal file
@@ -0,0 +1,106 @@
|
||||
import { Loader2 } from "lucide-react";
|
||||
import { useState } from "react";
|
||||
import { getAllSourceCodes } from "../adapters/bestiary-index-adapter.js";
|
||||
import type { BulkImportState } from "../hooks/use-bulk-import.js";
|
||||
import { Button } from "./ui/button.js";
|
||||
import { Input } from "./ui/input.js";
|
||||
|
||||
const DEFAULT_BASE_URL =
|
||||
"https://raw.githubusercontent.com/5etools-mirror-3/5etools-src/main/data/bestiary/";
|
||||
|
||||
interface BulkImportPromptProps {
|
||||
importState: BulkImportState;
|
||||
onStartImport: (baseUrl: string) => void;
|
||||
onDone: () => void;
|
||||
}
|
||||
|
||||
export function BulkImportPrompt({
|
||||
importState,
|
||||
onStartImport,
|
||||
onDone,
|
||||
}: BulkImportPromptProps) {
|
||||
const [baseUrl, setBaseUrl] = useState(DEFAULT_BASE_URL);
|
||||
const totalSources = getAllSourceCodes().length;
|
||||
|
||||
if (importState.status === "complete") {
|
||||
return (
|
||||
<div className="flex flex-col gap-4">
|
||||
<div className="rounded-md border border-green-500/50 bg-green-500/10 px-3 py-2 text-sm text-green-400">
|
||||
All sources loaded
|
||||
</div>
|
||||
<Button onClick={onDone}>Done</Button>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
if (importState.status === "partial-failure") {
|
||||
return (
|
||||
<div className="flex flex-col gap-4">
|
||||
<div className="rounded-md border border-yellow-500/50 bg-yellow-500/10 px-3 py-2 text-sm text-yellow-400">
|
||||
Loaded {importState.completed}/{importState.total} sources (
|
||||
{importState.failed} failed)
|
||||
</div>
|
||||
<Button onClick={onDone}>Done</Button>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
if (importState.status === "loading") {
|
||||
const processed = importState.completed + importState.failed;
|
||||
const pct =
|
||||
importState.total > 0
|
||||
? Math.round((processed / importState.total) * 100)
|
||||
: 0;
|
||||
|
||||
return (
|
||||
<div className="flex flex-col gap-4">
|
||||
<div className="flex items-center gap-2 text-sm text-muted-foreground">
|
||||
<Loader2 className="h-4 w-4 animate-spin" />
|
||||
Loading sources... {processed}/{importState.total}
|
||||
</div>
|
||||
<div className="h-2 overflow-hidden rounded-full bg-muted">
|
||||
<div
|
||||
className="h-full rounded-full bg-primary transition-all"
|
||||
style={{ width: `${pct}%` }}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
// idle state
|
||||
const isDisabled = !baseUrl.trim() || importState.status !== "idle";
|
||||
|
||||
return (
|
||||
<div className="flex flex-col gap-4">
|
||||
<div>
|
||||
<h3 className="text-sm font-semibold text-foreground">
|
||||
Import All Sources
|
||||
</h3>
|
||||
<p className="mt-1 text-xs text-muted-foreground">
|
||||
Load stat block data for all {totalSources} sources at once.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div className="flex flex-col gap-2">
|
||||
<label
|
||||
htmlFor="bulk-base-url"
|
||||
className="text-xs text-muted-foreground"
|
||||
>
|
||||
Base URL
|
||||
</label>
|
||||
<Input
|
||||
id="bulk-base-url"
|
||||
type="url"
|
||||
value={baseUrl}
|
||||
onChange={(e) => setBaseUrl(e.target.value)}
|
||||
className="text-xs"
|
||||
/>
|
||||
</div>
|
||||
|
||||
<Button onClick={() => onStartImport(baseUrl)} disabled={isDisabled}>
|
||||
Load All
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
49
apps/web/src/components/bulk-import-toasts.tsx
Normal file
49
apps/web/src/components/bulk-import-toasts.tsx
Normal file
@@ -0,0 +1,49 @@
|
||||
import type { BulkImportState } from "../hooks/use-bulk-import.js";
|
||||
import { Toast } from "./toast.js";
|
||||
|
||||
interface BulkImportToastsProps {
|
||||
state: BulkImportState;
|
||||
visible: boolean;
|
||||
onReset: () => void;
|
||||
}
|
||||
|
||||
export function BulkImportToasts({
|
||||
state,
|
||||
visible,
|
||||
onReset,
|
||||
}: BulkImportToastsProps) {
|
||||
if (!visible) return null;
|
||||
|
||||
if (state.status === "loading") {
|
||||
return (
|
||||
<Toast
|
||||
message={`Loading sources... ${state.completed + state.failed}/${state.total}`}
|
||||
progress={
|
||||
state.total > 0 ? (state.completed + state.failed) / state.total : 0
|
||||
}
|
||||
onDismiss={() => {}}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
if (state.status === "complete") {
|
||||
return (
|
||||
<Toast
|
||||
message="All sources loaded"
|
||||
onDismiss={onReset}
|
||||
autoDismissMs={3000}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
if (state.status === "partial-failure") {
|
||||
return (
|
||||
<Toast
|
||||
message={`Loaded ${state.completed}/${state.total} sources (${state.failed} failed)`}
|
||||
onDismiss={onReset}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
36
apps/web/src/components/color-palette.tsx
Normal file
36
apps/web/src/components/color-palette.tsx
Normal file
@@ -0,0 +1,36 @@
|
||||
import { VALID_PLAYER_COLORS } from "@initiative/domain";
|
||||
import { cn } from "../lib/utils";
|
||||
import { PLAYER_COLOR_HEX } from "./player-icon-map";
|
||||
|
||||
interface ColorPaletteProps {
|
||||
value: string;
|
||||
onChange: (color: string) => void;
|
||||
}
|
||||
|
||||
const COLORS = [...VALID_PLAYER_COLORS] as string[];
|
||||
|
||||
export function ColorPalette({ value, onChange }: ColorPaletteProps) {
|
||||
return (
|
||||
<div className="flex flex-wrap gap-2">
|
||||
{COLORS.map((color) => (
|
||||
<button
|
||||
key={color}
|
||||
type="button"
|
||||
onClick={() => onChange(value === color ? "" : color)}
|
||||
className={cn(
|
||||
"h-8 w-8 rounded-full transition-all",
|
||||
value === color
|
||||
? "ring-2 ring-foreground ring-offset-2 ring-offset-background scale-110"
|
||||
: "hover:scale-110",
|
||||
)}
|
||||
style={{
|
||||
backgroundColor:
|
||||
PLAYER_COLOR_HEX[color as keyof typeof PLAYER_COLOR_HEX],
|
||||
}}
|
||||
aria-label={color}
|
||||
title={color}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -2,6 +2,7 @@ import {
|
||||
type CombatantId,
|
||||
type ConditionId,
|
||||
deriveHpStatus,
|
||||
type PlayerIcon,
|
||||
} from "@initiative/domain";
|
||||
import { Brain, X } from "lucide-react";
|
||||
import { type Ref, useCallback, useEffect, useRef, useState } from "react";
|
||||
@@ -11,7 +12,8 @@ import { ConditionPicker } from "./condition-picker";
|
||||
import { ConditionTags } from "./condition-tags";
|
||||
import { D20Icon } from "./d20-icon";
|
||||
import { HpAdjustPopover } from "./hp-adjust-popover";
|
||||
import { Button } from "./ui/button";
|
||||
import { PLAYER_COLOR_HEX, PLAYER_ICON_MAP } from "./player-icon-map";
|
||||
import { ConfirmButton } from "./ui/confirm-button";
|
||||
import { Input } from "./ui/input";
|
||||
|
||||
interface Combatant {
|
||||
@@ -23,6 +25,8 @@ interface Combatant {
|
||||
readonly ac?: number;
|
||||
readonly conditions?: readonly ConditionId[];
|
||||
readonly isConcentrating?: boolean;
|
||||
readonly color?: string;
|
||||
readonly icon?: string;
|
||||
}
|
||||
|
||||
interface CombatantRowProps {
|
||||
@@ -44,14 +48,21 @@ function EditableName({
|
||||
name,
|
||||
combatantId,
|
||||
onRename,
|
||||
onShowStatBlock,
|
||||
color,
|
||||
}: {
|
||||
name: string;
|
||||
combatantId: CombatantId;
|
||||
onRename: (id: CombatantId, newName: string) => void;
|
||||
onShowStatBlock?: () => void;
|
||||
color?: string;
|
||||
}) {
|
||||
const [editing, setEditing] = useState(false);
|
||||
const [draft, setDraft] = useState(name);
|
||||
const inputRef = useRef<HTMLInputElement>(null);
|
||||
const clickTimerRef = useRef<ReturnType<typeof setTimeout>>(undefined);
|
||||
const longPressTimerRef = useRef<ReturnType<typeof setTimeout>>(undefined);
|
||||
const longPressTriggeredRef = useRef(false);
|
||||
|
||||
const commit = useCallback(() => {
|
||||
const trimmed = draft.trim();
|
||||
@@ -67,6 +78,46 @@ function EditableName({
|
||||
requestAnimationFrame(() => inputRef.current?.select());
|
||||
}, [name]);
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
clearTimeout(clickTimerRef.current);
|
||||
clearTimeout(longPressTimerRef.current);
|
||||
};
|
||||
}, []);
|
||||
|
||||
const handleClick = useCallback(
|
||||
(e: React.MouseEvent) => {
|
||||
e.stopPropagation();
|
||||
if (longPressTriggeredRef.current) {
|
||||
longPressTriggeredRef.current = false;
|
||||
return;
|
||||
}
|
||||
if (clickTimerRef.current) {
|
||||
clearTimeout(clickTimerRef.current);
|
||||
clickTimerRef.current = undefined;
|
||||
startEditing();
|
||||
} else {
|
||||
clickTimerRef.current = setTimeout(() => {
|
||||
clickTimerRef.current = undefined;
|
||||
onShowStatBlock?.();
|
||||
}, 250);
|
||||
}
|
||||
},
|
||||
[startEditing, onShowStatBlock],
|
||||
);
|
||||
|
||||
const handleTouchStart = useCallback(() => {
|
||||
longPressTriggeredRef.current = false;
|
||||
longPressTimerRef.current = setTimeout(() => {
|
||||
longPressTriggeredRef.current = true;
|
||||
startEditing();
|
||||
}, 500);
|
||||
}, [startEditing]);
|
||||
|
||||
const cancelLongPress = useCallback(() => {
|
||||
clearTimeout(longPressTimerRef.current);
|
||||
}, []);
|
||||
|
||||
if (editing) {
|
||||
return (
|
||||
<Input
|
||||
@@ -85,16 +136,20 @@ function EditableName({
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<button
|
||||
type="button"
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
startEditing();
|
||||
}}
|
||||
className="truncate text-left text-sm text-foreground hover:text-hover-neutral transition-colors"
|
||||
onClick={handleClick}
|
||||
onTouchStart={handleTouchStart}
|
||||
onTouchEnd={cancelLongPress}
|
||||
onTouchCancel={cancelLongPress}
|
||||
onTouchMove={cancelLongPress}
|
||||
className="truncate text-left text-sm text-foreground cursor-text hover:text-hover-neutral transition-colors"
|
||||
style={color ? { color } : undefined}
|
||||
>
|
||||
{name}
|
||||
</button>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -354,6 +409,35 @@ function InitiativeDisplay({
|
||||
);
|
||||
}
|
||||
|
||||
function rowBorderClass(
|
||||
isActive: boolean,
|
||||
isConcentrating: boolean | undefined,
|
||||
): string {
|
||||
if (isActive) return "border-l-2 border-l-accent bg-accent/10";
|
||||
if (isConcentrating) return "border-l-2 border-l-purple-400";
|
||||
return "border-l-2 border-l-transparent";
|
||||
}
|
||||
|
||||
function concentrationIconClass(
|
||||
isConcentrating: boolean | undefined,
|
||||
dimmed: boolean,
|
||||
): string {
|
||||
if (!isConcentrating)
|
||||
return "opacity-0 group-hover:opacity-50 text-muted-foreground";
|
||||
return dimmed ? "opacity-50 text-purple-400" : "opacity-100 text-purple-400";
|
||||
}
|
||||
|
||||
function activateOnKeyDown(
|
||||
handler: () => void,
|
||||
): (e: { key: string; preventDefault: () => void }) => void {
|
||||
return (e) => {
|
||||
if (e.key === "Enter" || e.key === " ") {
|
||||
e.preventDefault();
|
||||
handler();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
export function CombatantRow({
|
||||
ref,
|
||||
combatant,
|
||||
@@ -401,22 +485,26 @@ export function CombatantRow({
|
||||
}
|
||||
}, [combatant.isConcentrating]);
|
||||
|
||||
const pcColor = combatant.color
|
||||
? PLAYER_COLOR_HEX[combatant.color as keyof typeof PLAYER_COLOR_HEX]
|
||||
: undefined;
|
||||
|
||||
return (
|
||||
/* biome-ignore lint/a11y/useKeyWithClickEvents: row click opens stat block */
|
||||
/* biome-ignore lint/a11y/noStaticElementInteractions: row click opens stat block */
|
||||
/* biome-ignore lint/a11y/noStaticElementInteractions: role="button" is set conditionally when onShowStatBlock exists */
|
||||
<div
|
||||
ref={ref}
|
||||
role={onShowStatBlock ? "button" : undefined}
|
||||
tabIndex={onShowStatBlock ? 0 : undefined}
|
||||
className={cn(
|
||||
"group rounded-md pr-3 transition-colors",
|
||||
isActive
|
||||
? "border-l-2 border-l-accent bg-accent/10"
|
||||
: combatant.isConcentrating
|
||||
? "border-l-2 border-l-purple-400"
|
||||
: "border-l-2 border-l-transparent",
|
||||
rowBorderClass(isActive, combatant.isConcentrating),
|
||||
isPulsing && "animate-concentration-pulse",
|
||||
onShowStatBlock && "cursor-pointer",
|
||||
)}
|
||||
onClick={onShowStatBlock}
|
||||
onKeyDown={
|
||||
onShowStatBlock ? activateOnKeyDown(onShowStatBlock) : undefined
|
||||
}
|
||||
>
|
||||
<div className="grid grid-cols-[2rem_3rem_1fr_auto_auto_2rem] items-center gap-3 py-2">
|
||||
{/* Concentration */}
|
||||
@@ -430,20 +518,18 @@ export function CombatantRow({
|
||||
aria-label="Toggle concentration"
|
||||
className={cn(
|
||||
"flex w-full items-center justify-center self-stretch -my-2 -ml-[2px] pl-[14px] transition-opacity hover:text-hover-neutral hover:opacity-100",
|
||||
combatant.isConcentrating
|
||||
? dimmed
|
||||
? "opacity-50 text-purple-400"
|
||||
: "opacity-100 text-purple-400"
|
||||
: "opacity-0 group-hover:opacity-50 text-muted-foreground",
|
||||
concentrationIconClass(combatant.isConcentrating, dimmed),
|
||||
)}
|
||||
>
|
||||
<Brain size={16} />
|
||||
</button>
|
||||
|
||||
{/* Initiative */}
|
||||
{/* biome-ignore lint/a11y/useKeyWithClickEvents: stopPropagation wrapper */}
|
||||
{/* biome-ignore lint/a11y/noStaticElementInteractions: stopPropagation wrapper */}
|
||||
<div onClick={(e) => e.stopPropagation()}>
|
||||
{/* biome-ignore lint/a11y/noStaticElementInteractions: stopPropagation wrapper for interactive children */}
|
||||
<div
|
||||
onClick={(e) => e.stopPropagation()}
|
||||
onKeyDown={(e) => e.stopPropagation()}
|
||||
>
|
||||
<InitiativeDisplay
|
||||
initiative={initiative}
|
||||
combatantId={id}
|
||||
@@ -460,9 +546,29 @@ export function CombatantRow({
|
||||
dimmed && "opacity-50",
|
||||
)}
|
||||
>
|
||||
<span className="min-w-0 truncate">
|
||||
<EditableName name={name} combatantId={id} onRename={onRename} />
|
||||
</span>
|
||||
{combatant.icon &&
|
||||
combatant.color &&
|
||||
(() => {
|
||||
const PcIcon = PLAYER_ICON_MAP[combatant.icon as PlayerIcon];
|
||||
const pcColor =
|
||||
PLAYER_COLOR_HEX[
|
||||
combatant.color as keyof typeof PLAYER_COLOR_HEX
|
||||
];
|
||||
return PcIcon ? (
|
||||
<PcIcon
|
||||
size={14}
|
||||
style={{ color: pcColor }}
|
||||
className="shrink-0"
|
||||
/>
|
||||
) : null;
|
||||
})()}
|
||||
<EditableName
|
||||
name={name}
|
||||
combatantId={id}
|
||||
onRename={onRename}
|
||||
onShowStatBlock={onShowStatBlock}
|
||||
color={pcColor}
|
||||
/>
|
||||
<ConditionTags
|
||||
conditions={combatant.conditions}
|
||||
onRemove={(conditionId) => onToggleCondition(id, conditionId)}
|
||||
@@ -478,21 +584,21 @@ export function CombatantRow({
|
||||
</div>
|
||||
|
||||
{/* AC */}
|
||||
{/* biome-ignore lint/a11y/useKeyWithClickEvents: stopPropagation wrapper */}
|
||||
{/* biome-ignore lint/a11y/noStaticElementInteractions: stopPropagation wrapper */}
|
||||
{/* biome-ignore lint/a11y/noStaticElementInteractions: stopPropagation wrapper for interactive children */}
|
||||
<div
|
||||
className={cn(dimmed && "opacity-50")}
|
||||
onClick={(e) => e.stopPropagation()}
|
||||
onKeyDown={(e) => e.stopPropagation()}
|
||||
>
|
||||
<AcDisplay ac={combatant.ac} onCommit={(v) => onSetAc(id, v)} />
|
||||
</div>
|
||||
|
||||
{/* HP */}
|
||||
{/* biome-ignore lint/a11y/useKeyWithClickEvents: stopPropagation wrapper */}
|
||||
{/* biome-ignore lint/a11y/noStaticElementInteractions: stopPropagation wrapper */}
|
||||
{/* biome-ignore lint/a11y/noStaticElementInteractions: stopPropagation wrapper for interactive children */}
|
||||
<div
|
||||
className="flex items-center gap-1"
|
||||
onClick={(e) => e.stopPropagation()}
|
||||
onKeyDown={(e) => e.stopPropagation()}
|
||||
>
|
||||
<ClickableHp
|
||||
currentHp={currentHp}
|
||||
@@ -516,19 +622,12 @@ export function CombatantRow({
|
||||
</div>
|
||||
|
||||
{/* Actions */}
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
className="h-7 w-7 text-muted-foreground hover:text-hover-destructive opacity-0 pointer-events-none group-hover:opacity-100 group-hover:pointer-events-auto focus:opacity-100 focus:pointer-events-auto transition-opacity"
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
onRemove(id);
|
||||
}}
|
||||
title="Remove combatant"
|
||||
aria-label="Remove combatant"
|
||||
>
|
||||
<X size={16} />
|
||||
</Button>
|
||||
<ConfirmButton
|
||||
icon={<X size={16} />}
|
||||
label="Remove combatant"
|
||||
onConfirm={() => onRemove(id)}
|
||||
className="h-7 w-7 text-muted-foreground opacity-0 pointer-events-none group-hover:opacity-100 group-hover:pointer-events-auto focus:opacity-100 focus:pointer-events-auto pointer-coarse:opacity-100 pointer-coarse:pointer-events-auto transition-opacity"
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
|
||||
@@ -64,12 +64,21 @@ export function ConditionPicker({
|
||||
}: ConditionPickerProps) {
|
||||
const ref = useRef<HTMLDivElement>(null);
|
||||
const [flipped, setFlipped] = useState(false);
|
||||
const [maxHeight, setMaxHeight] = useState<number | undefined>(undefined);
|
||||
|
||||
useLayoutEffect(() => {
|
||||
const el = ref.current;
|
||||
if (!el) return;
|
||||
const rect = el.getBoundingClientRect();
|
||||
setFlipped(rect.bottom > window.innerHeight);
|
||||
const spaceBelow = window.innerHeight - rect.top;
|
||||
const spaceAbove = rect.bottom;
|
||||
const shouldFlip =
|
||||
rect.bottom > window.innerHeight && spaceAbove > spaceBelow;
|
||||
setFlipped(shouldFlip);
|
||||
const available = shouldFlip ? spaceAbove : spaceBelow;
|
||||
if (rect.height > available) {
|
||||
setMaxHeight(available - 16);
|
||||
}
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
@@ -88,9 +97,10 @@ export function ConditionPicker({
|
||||
<div
|
||||
ref={ref}
|
||||
className={cn(
|
||||
"absolute z-10 w-fit rounded-md border border-border bg-background p-1 shadow-lg",
|
||||
flipped ? "bottom-full mb-1" : "mt-1",
|
||||
"absolute left-0 z-10 w-fit overflow-y-auto rounded-md border border-border bg-background p-1 shadow-lg",
|
||||
flipped ? "bottom-full mb-1" : "top-full mt-1",
|
||||
)}
|
||||
style={maxHeight ? { maxHeight } : undefined}
|
||||
>
|
||||
{CONDITION_DEFINITIONS.map((def) => {
|
||||
const Icon = ICON_MAP[def.iconName];
|
||||
|
||||
@@ -89,7 +89,7 @@ export function ConditionTags({
|
||||
type="button"
|
||||
title="Add condition"
|
||||
aria-label="Add condition"
|
||||
className="inline-flex items-center rounded p-0.5 text-muted-foreground hover:text-hover-neutral hover:bg-hover-neutral-bg transition-colors opacity-0 group-hover:opacity-100 focus:opacity-100 transition-opacity"
|
||||
className="inline-flex items-center rounded p-0.5 text-muted-foreground hover:text-hover-neutral hover:bg-hover-neutral-bg transition-colors opacity-0 group-hover:opacity-100 focus:opacity-100 pointer-coarse:opacity-100 transition-opacity"
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
onOpenPicker();
|
||||
|
||||
187
apps/web/src/components/create-player-modal.tsx
Normal file
187
apps/web/src/components/create-player-modal.tsx
Normal file
@@ -0,0 +1,187 @@
|
||||
import type { PlayerCharacter } from "@initiative/domain";
|
||||
import { X } from "lucide-react";
|
||||
import { type FormEvent, useEffect, useState } from "react";
|
||||
import { ColorPalette } from "./color-palette";
|
||||
import { IconGrid } from "./icon-grid";
|
||||
import { Button } from "./ui/button";
|
||||
import { Input } from "./ui/input";
|
||||
|
||||
interface CreatePlayerModalProps {
|
||||
open: boolean;
|
||||
onClose: () => void;
|
||||
onSave: (
|
||||
name: string,
|
||||
ac: number,
|
||||
maxHp: number,
|
||||
color: string | undefined,
|
||||
icon: string | undefined,
|
||||
) => void;
|
||||
playerCharacter?: PlayerCharacter;
|
||||
}
|
||||
|
||||
export function CreatePlayerModal({
|
||||
open,
|
||||
onClose,
|
||||
onSave,
|
||||
playerCharacter,
|
||||
}: CreatePlayerModalProps) {
|
||||
const [name, setName] = useState("");
|
||||
const [ac, setAc] = useState("10");
|
||||
const [maxHp, setMaxHp] = useState("10");
|
||||
const [color, setColor] = useState("blue");
|
||||
const [icon, setIcon] = useState("sword");
|
||||
const [error, setError] = useState("");
|
||||
|
||||
const isEdit = !!playerCharacter;
|
||||
|
||||
useEffect(() => {
|
||||
if (open) {
|
||||
if (playerCharacter) {
|
||||
setName(playerCharacter.name);
|
||||
setAc(String(playerCharacter.ac));
|
||||
setMaxHp(String(playerCharacter.maxHp));
|
||||
setColor(playerCharacter.color ?? "");
|
||||
setIcon(playerCharacter.icon ?? "");
|
||||
} else {
|
||||
setName("");
|
||||
setAc("10");
|
||||
setMaxHp("10");
|
||||
setColor("");
|
||||
setIcon("");
|
||||
}
|
||||
setError("");
|
||||
}
|
||||
}, [open, playerCharacter]);
|
||||
|
||||
useEffect(() => {
|
||||
if (!open) return;
|
||||
function handleKeyDown(e: KeyboardEvent) {
|
||||
if (e.key === "Escape") onClose();
|
||||
}
|
||||
document.addEventListener("keydown", handleKeyDown);
|
||||
return () => document.removeEventListener("keydown", handleKeyDown);
|
||||
}, [open, onClose]);
|
||||
|
||||
if (!open) return null;
|
||||
|
||||
const handleSubmit = (e: FormEvent) => {
|
||||
e.preventDefault();
|
||||
const trimmed = name.trim();
|
||||
if (trimmed === "") {
|
||||
setError("Name is required");
|
||||
return;
|
||||
}
|
||||
const acNum = Number.parseInt(ac, 10);
|
||||
if (Number.isNaN(acNum) || acNum < 0) {
|
||||
setError("AC must be a non-negative number");
|
||||
return;
|
||||
}
|
||||
const hpNum = Number.parseInt(maxHp, 10);
|
||||
if (Number.isNaN(hpNum) || hpNum < 1) {
|
||||
setError("Max HP must be at least 1");
|
||||
return;
|
||||
}
|
||||
onSave(trimmed, acNum, hpNum, color || undefined, icon || undefined);
|
||||
onClose();
|
||||
};
|
||||
|
||||
return (
|
||||
// biome-ignore lint/a11y/noStaticElementInteractions: backdrop click to close
|
||||
<div
|
||||
className="fixed inset-0 z-50 flex items-center justify-center bg-black/50"
|
||||
onMouseDown={onClose}
|
||||
>
|
||||
{/* biome-ignore lint/a11y/noStaticElementInteractions: prevent close when clicking modal content */}
|
||||
<div
|
||||
className="w-full max-w-md rounded-lg border border-border bg-card p-6 shadow-xl"
|
||||
onMouseDown={(e) => e.stopPropagation()}
|
||||
>
|
||||
<div className="mb-4 flex items-center justify-between">
|
||||
<h2 className="text-lg font-semibold text-foreground">
|
||||
{isEdit ? "Edit Player" : "Create Player"}
|
||||
</h2>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
onClick={onClose}
|
||||
className="text-muted-foreground"
|
||||
>
|
||||
<X size={20} />
|
||||
</Button>
|
||||
</div>
|
||||
|
||||
<form onSubmit={handleSubmit} className="flex flex-col gap-4">
|
||||
<div>
|
||||
<span className="mb-1 block text-sm text-muted-foreground">
|
||||
Name
|
||||
</span>
|
||||
<Input
|
||||
type="text"
|
||||
value={name}
|
||||
onChange={(e) => {
|
||||
setName(e.target.value);
|
||||
setError("");
|
||||
}}
|
||||
placeholder="Character name"
|
||||
aria-label="Name"
|
||||
autoFocus
|
||||
/>
|
||||
{error && <p className="mt-1 text-sm text-destructive">{error}</p>}
|
||||
</div>
|
||||
|
||||
<div className="flex gap-3">
|
||||
<div className="flex-1">
|
||||
<span className="mb-1 block text-sm text-muted-foreground">
|
||||
AC
|
||||
</span>
|
||||
<Input
|
||||
type="text"
|
||||
inputMode="numeric"
|
||||
value={ac}
|
||||
onChange={(e) => setAc(e.target.value)}
|
||||
placeholder="AC"
|
||||
aria-label="AC"
|
||||
className="text-center"
|
||||
/>
|
||||
</div>
|
||||
<div className="flex-1">
|
||||
<span className="mb-1 block text-sm text-muted-foreground">
|
||||
Max HP
|
||||
</span>
|
||||
<Input
|
||||
type="text"
|
||||
inputMode="numeric"
|
||||
value={maxHp}
|
||||
onChange={(e) => setMaxHp(e.target.value)}
|
||||
placeholder="Max HP"
|
||||
aria-label="Max HP"
|
||||
className="text-center"
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<span className="mb-2 block text-sm text-muted-foreground">
|
||||
Color
|
||||
</span>
|
||||
<ColorPalette value={color} onChange={setColor} />
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<span className="mb-2 block text-sm text-muted-foreground">
|
||||
Icon
|
||||
</span>
|
||||
<IconGrid value={icon} onChange={setIcon} />
|
||||
</div>
|
||||
|
||||
<div className="flex justify-end gap-2 pt-2">
|
||||
<Button type="button" variant="ghost" onClick={onClose}>
|
||||
Cancel
|
||||
</Button>
|
||||
<Button type="submit">{isEdit ? "Save" : "Create"}</Button>
|
||||
</div>
|
||||
</form>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -6,7 +6,6 @@ import {
|
||||
useRef,
|
||||
useState,
|
||||
} from "react";
|
||||
import { Button } from "./ui/button";
|
||||
import { Input } from "./ui/input";
|
||||
|
||||
interface HpAdjustPopoverProps {
|
||||
@@ -109,30 +108,26 @@ export function HpAdjustPopover({ onAdjust, onClose }: HpAdjustPopoverProps) {
|
||||
}}
|
||||
onKeyDown={handleKeyDown}
|
||||
/>
|
||||
<Button
|
||||
<button
|
||||
type="button"
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
disabled={!isValid}
|
||||
className="h-7 w-7 shrink-0 text-red-400 hover:bg-red-950 hover:text-red-300"
|
||||
className="inline-flex h-7 w-7 shrink-0 items-center justify-center rounded-md text-red-400 transition-colors hover:bg-red-950 hover:text-red-300 disabled:pointer-events-none disabled:opacity-50"
|
||||
onClick={() => applyDelta(-1)}
|
||||
title="Apply damage"
|
||||
aria-label="Apply damage"
|
||||
>
|
||||
<Sword size={14} />
|
||||
</Button>
|
||||
<Button
|
||||
</button>
|
||||
<button
|
||||
type="button"
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
disabled={!isValid}
|
||||
className="h-7 w-7 shrink-0 text-emerald-400 hover:bg-emerald-950 hover:text-emerald-300"
|
||||
className="inline-flex h-7 w-7 shrink-0 items-center justify-center rounded-md text-emerald-400 transition-colors hover:bg-emerald-950 hover:text-emerald-300 disabled:pointer-events-none disabled:opacity-50"
|
||||
onClick={() => applyDelta(1)}
|
||||
title="Apply healing"
|
||||
aria-label="Apply healing"
|
||||
>
|
||||
<Heart size={14} />
|
||||
</Button>
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
|
||||
38
apps/web/src/components/icon-grid.tsx
Normal file
38
apps/web/src/components/icon-grid.tsx
Normal file
@@ -0,0 +1,38 @@
|
||||
import type { PlayerIcon } from "@initiative/domain";
|
||||
import { VALID_PLAYER_ICONS } from "@initiative/domain";
|
||||
import { cn } from "../lib/utils";
|
||||
import { PLAYER_ICON_MAP } from "./player-icon-map";
|
||||
|
||||
interface IconGridProps {
|
||||
value: string;
|
||||
onChange: (icon: string) => void;
|
||||
}
|
||||
|
||||
const ICONS = [...VALID_PLAYER_ICONS] as PlayerIcon[];
|
||||
|
||||
export function IconGrid({ value, onChange }: IconGridProps) {
|
||||
return (
|
||||
<div className="flex flex-wrap gap-2">
|
||||
{ICONS.map((iconId) => {
|
||||
const Icon = PLAYER_ICON_MAP[iconId];
|
||||
return (
|
||||
<button
|
||||
key={iconId}
|
||||
type="button"
|
||||
onClick={() => onChange(value === iconId ? "" : iconId)}
|
||||
className={cn(
|
||||
"flex h-9 w-9 items-center justify-center rounded-md transition-all",
|
||||
value === iconId
|
||||
? "bg-primary/20 ring-2 ring-primary text-foreground"
|
||||
: "text-muted-foreground hover:bg-card hover:text-foreground",
|
||||
)}
|
||||
aria-label={iconId}
|
||||
title={iconId}
|
||||
>
|
||||
<Icon size={20} />
|
||||
</button>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
91
apps/web/src/components/player-character-section.tsx
Normal file
91
apps/web/src/components/player-character-section.tsx
Normal file
@@ -0,0 +1,91 @@
|
||||
import type { PlayerCharacter, PlayerCharacterId } from "@initiative/domain";
|
||||
import { forwardRef, useImperativeHandle, useState } from "react";
|
||||
import { CreatePlayerModal } from "./create-player-modal.js";
|
||||
import { PlayerManagement } from "./player-management.js";
|
||||
|
||||
export interface PlayerCharacterSectionHandle {
|
||||
openManagement: () => void;
|
||||
}
|
||||
|
||||
interface PlayerCharacterSectionProps {
|
||||
characters: readonly PlayerCharacter[];
|
||||
onCreateCharacter: (
|
||||
name: string,
|
||||
ac: number,
|
||||
maxHp: number,
|
||||
color: string | undefined,
|
||||
icon: string | undefined,
|
||||
) => void;
|
||||
onEditCharacter: (
|
||||
id: PlayerCharacterId,
|
||||
fields: {
|
||||
name?: string;
|
||||
ac?: number;
|
||||
maxHp?: number;
|
||||
color?: string | null;
|
||||
icon?: string | null;
|
||||
},
|
||||
) => void;
|
||||
onDeleteCharacter: (id: PlayerCharacterId) => void;
|
||||
}
|
||||
|
||||
export const PlayerCharacterSection = forwardRef<
|
||||
PlayerCharacterSectionHandle,
|
||||
PlayerCharacterSectionProps
|
||||
>(function PlayerCharacterSection(
|
||||
{ characters, onCreateCharacter, onEditCharacter, onDeleteCharacter },
|
||||
ref,
|
||||
) {
|
||||
const [managementOpen, setManagementOpen] = useState(false);
|
||||
const [createOpen, setCreateOpen] = useState(false);
|
||||
const [editingPlayer, setEditingPlayer] = useState<
|
||||
PlayerCharacter | undefined
|
||||
>();
|
||||
|
||||
useImperativeHandle(ref, () => ({
|
||||
openManagement: () => setManagementOpen(true),
|
||||
}));
|
||||
|
||||
return (
|
||||
<>
|
||||
<CreatePlayerModal
|
||||
open={createOpen}
|
||||
onClose={() => {
|
||||
setCreateOpen(false);
|
||||
setEditingPlayer(undefined);
|
||||
setManagementOpen(true);
|
||||
}}
|
||||
onSave={(name, ac, maxHp, color, icon) => {
|
||||
if (editingPlayer) {
|
||||
onEditCharacter(editingPlayer.id, {
|
||||
name,
|
||||
ac,
|
||||
maxHp,
|
||||
color: color ?? null,
|
||||
icon: icon ?? null,
|
||||
});
|
||||
} else {
|
||||
onCreateCharacter(name, ac, maxHp, color, icon);
|
||||
}
|
||||
}}
|
||||
playerCharacter={editingPlayer}
|
||||
/>
|
||||
<PlayerManagement
|
||||
open={managementOpen}
|
||||
onClose={() => setManagementOpen(false)}
|
||||
characters={characters}
|
||||
onEdit={(pc) => {
|
||||
setEditingPlayer(pc);
|
||||
setCreateOpen(true);
|
||||
setManagementOpen(false);
|
||||
}}
|
||||
onDelete={(id) => onDeleteCharacter(id)}
|
||||
onCreate={() => {
|
||||
setEditingPlayer(undefined);
|
||||
setCreateOpen(true);
|
||||
setManagementOpen(false);
|
||||
}}
|
||||
/>
|
||||
</>
|
||||
);
|
||||
});
|
||||
50
apps/web/src/components/player-icon-map.ts
Normal file
50
apps/web/src/components/player-icon-map.ts
Normal file
@@ -0,0 +1,50 @@
|
||||
import type { PlayerColor, PlayerIcon } from "@initiative/domain";
|
||||
import type { LucideIcon } from "lucide-react";
|
||||
import {
|
||||
Axe,
|
||||
Crosshair,
|
||||
Crown,
|
||||
Eye,
|
||||
Feather,
|
||||
Flame,
|
||||
Heart,
|
||||
Moon,
|
||||
Shield,
|
||||
Skull,
|
||||
Star,
|
||||
Sun,
|
||||
Sword,
|
||||
Wand,
|
||||
Zap,
|
||||
} from "lucide-react";
|
||||
|
||||
export const PLAYER_ICON_MAP: Record<PlayerIcon, LucideIcon> = {
|
||||
sword: Sword,
|
||||
shield: Shield,
|
||||
skull: Skull,
|
||||
heart: Heart,
|
||||
wand: Wand,
|
||||
flame: Flame,
|
||||
crown: Crown,
|
||||
star: Star,
|
||||
moon: Moon,
|
||||
sun: Sun,
|
||||
axe: Axe,
|
||||
crosshair: Crosshair,
|
||||
eye: Eye,
|
||||
feather: Feather,
|
||||
zap: Zap,
|
||||
};
|
||||
|
||||
export const PLAYER_COLOR_HEX: Record<PlayerColor, string> = {
|
||||
red: "#ef4444",
|
||||
blue: "#3b82f6",
|
||||
green: "#22c55e",
|
||||
purple: "#a855f7",
|
||||
orange: "#f97316",
|
||||
pink: "#ec4899",
|
||||
cyan: "#06b6d4",
|
||||
yellow: "#eab308",
|
||||
emerald: "#10b981",
|
||||
indigo: "#6366f1",
|
||||
};
|
||||
121
apps/web/src/components/player-management.tsx
Normal file
121
apps/web/src/components/player-management.tsx
Normal file
@@ -0,0 +1,121 @@
|
||||
import type { PlayerCharacter, PlayerCharacterId } from "@initiative/domain";
|
||||
import { Pencil, Plus, Trash2, X } from "lucide-react";
|
||||
import { useEffect } from "react";
|
||||
import { PLAYER_COLOR_HEX, PLAYER_ICON_MAP } from "./player-icon-map";
|
||||
import { Button } from "./ui/button";
|
||||
import { ConfirmButton } from "./ui/confirm-button";
|
||||
|
||||
interface PlayerManagementProps {
|
||||
open: boolean;
|
||||
onClose: () => void;
|
||||
characters: readonly PlayerCharacter[];
|
||||
onEdit: (pc: PlayerCharacter) => void;
|
||||
onDelete: (id: PlayerCharacterId) => void;
|
||||
onCreate: () => void;
|
||||
}
|
||||
|
||||
export function PlayerManagement({
|
||||
open,
|
||||
onClose,
|
||||
characters,
|
||||
onEdit,
|
||||
onDelete,
|
||||
onCreate,
|
||||
}: PlayerManagementProps) {
|
||||
useEffect(() => {
|
||||
if (!open) return;
|
||||
function handleKeyDown(e: KeyboardEvent) {
|
||||
if (e.key === "Escape") onClose();
|
||||
}
|
||||
document.addEventListener("keydown", handleKeyDown);
|
||||
return () => document.removeEventListener("keydown", handleKeyDown);
|
||||
}, [open, onClose]);
|
||||
|
||||
if (!open) return null;
|
||||
|
||||
return (
|
||||
// biome-ignore lint/a11y/noStaticElementInteractions: backdrop click to close
|
||||
<div
|
||||
className="fixed inset-0 z-50 flex items-center justify-center bg-black/50"
|
||||
onMouseDown={onClose}
|
||||
>
|
||||
{/* biome-ignore lint/a11y/noStaticElementInteractions: prevent close when clicking modal content */}
|
||||
<div
|
||||
className="w-full max-w-md rounded-lg border border-border bg-card p-6 shadow-xl"
|
||||
onMouseDown={(e) => e.stopPropagation()}
|
||||
>
|
||||
<div className="mb-4 flex items-center justify-between">
|
||||
<h2 className="text-lg font-semibold text-foreground">
|
||||
Player Characters
|
||||
</h2>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
onClick={onClose}
|
||||
className="text-muted-foreground"
|
||||
>
|
||||
<X size={20} />
|
||||
</Button>
|
||||
</div>
|
||||
|
||||
{characters.length === 0 ? (
|
||||
<div className="flex flex-col items-center gap-3 py-8 text-center">
|
||||
<p className="text-muted-foreground">No player characters yet</p>
|
||||
<Button onClick={onCreate}>
|
||||
<Plus size={16} />
|
||||
Create your first player character
|
||||
</Button>
|
||||
</div>
|
||||
) : (
|
||||
<div className="flex flex-col gap-1">
|
||||
{characters.map((pc) => {
|
||||
const Icon = pc.icon ? PLAYER_ICON_MAP[pc.icon] : undefined;
|
||||
const color = pc.color ? PLAYER_COLOR_HEX[pc.color] : undefined;
|
||||
return (
|
||||
<div
|
||||
key={pc.id}
|
||||
className="group flex items-center gap-3 rounded-md px-3 py-2 hover:bg-hover-neutral-bg"
|
||||
>
|
||||
{Icon && (
|
||||
<Icon size={18} style={{ color }} className="shrink-0" />
|
||||
)}
|
||||
<span className="flex-1 truncate text-sm text-foreground">
|
||||
{pc.name}
|
||||
</span>
|
||||
<span className="text-xs tabular-nums text-muted-foreground">
|
||||
AC {pc.ac}
|
||||
</span>
|
||||
<span className="text-xs tabular-nums text-muted-foreground">
|
||||
HP {pc.maxHp}
|
||||
</span>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon-sm"
|
||||
onClick={() => onEdit(pc)}
|
||||
className="text-muted-foreground"
|
||||
title="Edit"
|
||||
>
|
||||
<Pencil size={14} />
|
||||
</Button>
|
||||
<ConfirmButton
|
||||
icon={<Trash2 size={14} />}
|
||||
label="Delete player character"
|
||||
onConfirm={() => onDelete(pc.id)}
|
||||
size="icon-sm"
|
||||
className="text-muted-foreground"
|
||||
/>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
<div className="mt-2 flex justify-end">
|
||||
<Button onClick={onCreate} variant="ghost">
|
||||
<Plus size={16} />
|
||||
Add
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
126
apps/web/src/components/source-fetch-prompt.tsx
Normal file
126
apps/web/src/components/source-fetch-prompt.tsx
Normal file
@@ -0,0 +1,126 @@
|
||||
import { Download, Loader2, Upload } from "lucide-react";
|
||||
import { useRef, useState } from "react";
|
||||
import { getDefaultFetchUrl } from "../adapters/bestiary-index-adapter.js";
|
||||
import { Button } from "./ui/button.js";
|
||||
import { Input } from "./ui/input.js";
|
||||
|
||||
interface SourceFetchPromptProps {
|
||||
sourceCode: string;
|
||||
sourceDisplayName: string;
|
||||
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>;
|
||||
onSourceLoaded: () => void;
|
||||
onUploadSource: (sourceCode: string, jsonData: unknown) => Promise<void>;
|
||||
}
|
||||
|
||||
export function SourceFetchPrompt({
|
||||
sourceCode,
|
||||
sourceDisplayName,
|
||||
fetchAndCacheSource,
|
||||
onSourceLoaded,
|
||||
onUploadSource,
|
||||
}: SourceFetchPromptProps) {
|
||||
const [url, setUrl] = useState(() => getDefaultFetchUrl(sourceCode));
|
||||
const [status, setStatus] = useState<"idle" | "fetching" | "error">("idle");
|
||||
const [error, setError] = useState<string>("");
|
||||
const fileInputRef = useRef<HTMLInputElement>(null);
|
||||
|
||||
const handleFetch = async () => {
|
||||
setStatus("fetching");
|
||||
setError("");
|
||||
try {
|
||||
await fetchAndCacheSource(sourceCode, url);
|
||||
onSourceLoaded();
|
||||
} catch (e) {
|
||||
setStatus("error");
|
||||
setError(e instanceof Error ? e.message : "Failed to fetch source data");
|
||||
}
|
||||
};
|
||||
|
||||
const handleFileUpload = async (e: React.ChangeEvent<HTMLInputElement>) => {
|
||||
const file = e.target.files?.[0];
|
||||
if (!file) return;
|
||||
|
||||
setStatus("fetching");
|
||||
setError("");
|
||||
|
||||
try {
|
||||
const text = await file.text();
|
||||
const json = JSON.parse(text);
|
||||
await onUploadSource(sourceCode, json);
|
||||
onSourceLoaded();
|
||||
} catch (err) {
|
||||
setStatus("error");
|
||||
setError(
|
||||
err instanceof Error ? err.message : "Failed to process uploaded file",
|
||||
);
|
||||
}
|
||||
|
||||
// Reset file input
|
||||
if (fileInputRef.current) {
|
||||
fileInputRef.current.value = "";
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="flex flex-col gap-4">
|
||||
<div>
|
||||
<h3 className="text-sm font-semibold text-foreground">
|
||||
Load {sourceDisplayName}
|
||||
</h3>
|
||||
<p className="mt-1 text-xs text-muted-foreground">
|
||||
Stat block data for this source needs to be loaded. Enter a URL or
|
||||
upload a JSON file.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div className="flex flex-col gap-2">
|
||||
<label htmlFor="source-url" className="text-xs text-muted-foreground">
|
||||
Source URL
|
||||
</label>
|
||||
<Input
|
||||
id="source-url"
|
||||
type="url"
|
||||
value={url}
|
||||
onChange={(e) => setUrl(e.target.value)}
|
||||
disabled={status === "fetching"}
|
||||
className="text-xs"
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div className="flex items-center gap-2">
|
||||
<Button onClick={handleFetch} disabled={status === "fetching" || !url}>
|
||||
{status === "fetching" ? (
|
||||
<Loader2 className="mr-1 h-3 w-3 animate-spin" />
|
||||
) : (
|
||||
<Download className="mr-1 h-3 w-3" />
|
||||
)}
|
||||
{status === "fetching" ? "Loading..." : "Load"}
|
||||
</Button>
|
||||
|
||||
<span className="text-xs text-muted-foreground">or</span>
|
||||
|
||||
<Button
|
||||
variant="outline"
|
||||
onClick={() => fileInputRef.current?.click()}
|
||||
disabled={status === "fetching"}
|
||||
>
|
||||
<Upload className="mr-1 h-3 w-3" />
|
||||
Upload file
|
||||
</Button>
|
||||
<input
|
||||
ref={fileInputRef}
|
||||
type="file"
|
||||
accept=".json"
|
||||
className="hidden"
|
||||
onChange={handleFileUpload}
|
||||
/>
|
||||
</div>
|
||||
|
||||
{status === "error" && (
|
||||
<div className="rounded-md border border-destructive/50 bg-destructive/10 px-3 py-2 text-xs text-destructive">
|
||||
{error}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
97
apps/web/src/components/source-manager.tsx
Normal file
97
apps/web/src/components/source-manager.tsx
Normal file
@@ -0,0 +1,97 @@
|
||||
import { Database, Trash2 } from "lucide-react";
|
||||
import { useCallback, useEffect, useOptimistic, useState } from "react";
|
||||
import type { CachedSourceInfo } from "../adapters/bestiary-cache.js";
|
||||
import * as bestiaryCache from "../adapters/bestiary-cache.js";
|
||||
import { Button } from "./ui/button.js";
|
||||
|
||||
interface SourceManagerProps {
|
||||
onCacheCleared: () => void;
|
||||
}
|
||||
|
||||
export function SourceManager({ onCacheCleared }: SourceManagerProps) {
|
||||
const [sources, setSources] = useState<CachedSourceInfo[]>([]);
|
||||
const [optimisticSources, applyOptimistic] = useOptimistic(
|
||||
sources,
|
||||
(
|
||||
state,
|
||||
action: { type: "remove"; sourceCode: string } | { type: "clear" },
|
||||
) =>
|
||||
action.type === "clear"
|
||||
? []
|
||||
: state.filter((s) => s.sourceCode !== action.sourceCode),
|
||||
);
|
||||
|
||||
const loadSources = useCallback(async () => {
|
||||
const cached = await bestiaryCache.getCachedSources();
|
||||
setSources(cached);
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
loadSources();
|
||||
}, [loadSources]);
|
||||
|
||||
const handleClearSource = async (sourceCode: string) => {
|
||||
applyOptimistic({ type: "remove", sourceCode });
|
||||
await bestiaryCache.clearSource(sourceCode);
|
||||
await loadSources();
|
||||
onCacheCleared();
|
||||
};
|
||||
|
||||
const handleClearAll = async () => {
|
||||
applyOptimistic({ type: "clear" });
|
||||
await bestiaryCache.clearAll();
|
||||
await loadSources();
|
||||
onCacheCleared();
|
||||
};
|
||||
|
||||
if (optimisticSources.length === 0) {
|
||||
return (
|
||||
<div className="flex flex-col items-center gap-2 py-8 text-center">
|
||||
<Database className="h-8 w-8 text-muted-foreground" />
|
||||
<p className="text-sm text-muted-foreground">No cached sources</p>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="flex flex-col gap-3">
|
||||
<div className="flex items-center justify-between">
|
||||
<span className="text-sm font-semibold text-foreground">
|
||||
Cached Sources
|
||||
</span>
|
||||
<Button
|
||||
variant="outline"
|
||||
className="hover:text-hover-destructive hover:border-hover-destructive"
|
||||
onClick={handleClearAll}
|
||||
>
|
||||
<Trash2 className="mr-1 h-3 w-3" />
|
||||
Clear All
|
||||
</Button>
|
||||
</div>
|
||||
<ul className="flex flex-col gap-1">
|
||||
{optimisticSources.map((source) => (
|
||||
<li
|
||||
key={source.sourceCode}
|
||||
className="flex items-center justify-between rounded-md border border-border px-3 py-2"
|
||||
>
|
||||
<div>
|
||||
<span className="text-sm text-foreground">
|
||||
{source.displayName}
|
||||
</span>
|
||||
<span className="ml-2 text-xs text-muted-foreground">
|
||||
{source.creatureCount} creatures
|
||||
</span>
|
||||
</div>
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => handleClearSource(source.sourceCode)}
|
||||
className="rounded-md p-1 text-muted-foreground transition-colors hover:bg-hover-destructive-bg hover:text-hover-destructive"
|
||||
>
|
||||
<Trash2 className="h-3.5 w-3.5" />
|
||||
</button>
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -1,17 +1,250 @@
|
||||
import type { Creature } from "@initiative/domain";
|
||||
import { X } from "lucide-react";
|
||||
import type { Creature, CreatureId } from "@initiative/domain";
|
||||
import { PanelRightClose, Pin, PinOff } from "lucide-react";
|
||||
import type { ReactNode } from "react";
|
||||
import { useEffect, useState } from "react";
|
||||
import { getSourceDisplayName } from "../adapters/bestiary-index-adapter.js";
|
||||
import type { BulkImportState } from "../hooks/use-bulk-import.js";
|
||||
import { useSwipeToDismiss } from "../hooks/use-swipe-to-dismiss.js";
|
||||
import { BulkImportPrompt } from "./bulk-import-prompt.js";
|
||||
import { SourceFetchPrompt } from "./source-fetch-prompt.js";
|
||||
import { SourceManager } from "./source-manager.js";
|
||||
import { StatBlock } from "./stat-block.js";
|
||||
import { Button } from "./ui/button.js";
|
||||
|
||||
interface StatBlockPanelProps {
|
||||
creatureId: CreatureId | null;
|
||||
creature: Creature | null;
|
||||
onClose: () => void;
|
||||
isSourceCached: (sourceCode: string) => Promise<boolean>;
|
||||
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>;
|
||||
uploadAndCacheSource: (
|
||||
sourceCode: string,
|
||||
jsonData: unknown,
|
||||
) => Promise<void>;
|
||||
refreshCache: () => Promise<void>;
|
||||
panelRole: "browse" | "pinned";
|
||||
isCollapsed: boolean;
|
||||
onToggleCollapse: () => void;
|
||||
onPin: () => void;
|
||||
onUnpin: () => void;
|
||||
showPinButton: boolean;
|
||||
side: "left" | "right";
|
||||
onDismiss: () => void;
|
||||
bulkImportMode?: boolean;
|
||||
bulkImportState?: BulkImportState;
|
||||
onStartBulkImport?: (baseUrl: string) => void;
|
||||
onBulkImportDone?: () => void;
|
||||
sourceManagerMode?: boolean;
|
||||
}
|
||||
|
||||
export function StatBlockPanel({ creature, onClose }: StatBlockPanelProps) {
|
||||
function extractSourceCode(cId: CreatureId): string {
|
||||
const colonIndex = cId.indexOf(":");
|
||||
if (colonIndex === -1) return "";
|
||||
return cId.slice(0, colonIndex).toUpperCase();
|
||||
}
|
||||
|
||||
function CollapsedTab({
|
||||
creatureName,
|
||||
side,
|
||||
onToggleCollapse,
|
||||
}: {
|
||||
creatureName: string;
|
||||
side: "left" | "right";
|
||||
onToggleCollapse: () => void;
|
||||
}) {
|
||||
return (
|
||||
<button
|
||||
type="button"
|
||||
onClick={onToggleCollapse}
|
||||
className={`flex h-full w-[40px] cursor-pointer items-center justify-center text-muted-foreground hover:text-hover-neutral ${
|
||||
side === "right" ? "self-start" : "self-end"
|
||||
}`}
|
||||
aria-label="Expand stat block panel"
|
||||
>
|
||||
<span className="writing-vertical-rl text-sm font-medium">
|
||||
{creatureName}
|
||||
</span>
|
||||
</button>
|
||||
);
|
||||
}
|
||||
|
||||
function PanelHeader({
|
||||
panelRole,
|
||||
showPinButton,
|
||||
onToggleCollapse,
|
||||
onPin,
|
||||
onUnpin,
|
||||
}: {
|
||||
panelRole: "browse" | "pinned";
|
||||
showPinButton: boolean;
|
||||
onToggleCollapse: () => void;
|
||||
onPin: () => void;
|
||||
onUnpin: () => void;
|
||||
}) {
|
||||
return (
|
||||
<div className="flex items-center justify-between border-b border-border px-4 py-2">
|
||||
<div className="flex items-center gap-1">
|
||||
{panelRole === "browse" && (
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon-sm"
|
||||
onClick={onToggleCollapse}
|
||||
className="text-muted-foreground"
|
||||
aria-label="Collapse stat block panel"
|
||||
>
|
||||
<PanelRightClose className="h-4 w-4" />
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
<div className="flex items-center gap-1">
|
||||
{panelRole === "browse" && showPinButton && (
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon-sm"
|
||||
onClick={onPin}
|
||||
className="text-muted-foreground"
|
||||
aria-label="Pin creature"
|
||||
>
|
||||
<Pin className="h-4 w-4" />
|
||||
</Button>
|
||||
)}
|
||||
{panelRole === "pinned" && (
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon-sm"
|
||||
onClick={onUnpin}
|
||||
className="text-muted-foreground"
|
||||
aria-label="Unpin creature"
|
||||
>
|
||||
<PinOff className="h-4 w-4" />
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function DesktopPanel({
|
||||
isCollapsed,
|
||||
side,
|
||||
creatureName,
|
||||
panelRole,
|
||||
showPinButton,
|
||||
onToggleCollapse,
|
||||
onPin,
|
||||
onUnpin,
|
||||
children,
|
||||
}: {
|
||||
isCollapsed: boolean;
|
||||
side: "left" | "right";
|
||||
creatureName: string;
|
||||
panelRole: "browse" | "pinned";
|
||||
showPinButton: boolean;
|
||||
onToggleCollapse: () => void;
|
||||
onPin: () => void;
|
||||
onUnpin: () => void;
|
||||
children: ReactNode;
|
||||
}) {
|
||||
const sideClasses = side === "left" ? "left-0 border-r" : "right-0 border-l";
|
||||
const collapsedTranslate =
|
||||
side === "right"
|
||||
? "translate-x-[calc(100%-40px)]"
|
||||
: "translate-x-[calc(-100%+40px)]";
|
||||
|
||||
return (
|
||||
<div
|
||||
className={`fixed top-0 bottom-0 flex w-[400px] flex-col border-border bg-card transition-slide-panel ${sideClasses} ${isCollapsed ? collapsedTranslate : "translate-x-0"}`}
|
||||
>
|
||||
{isCollapsed ? (
|
||||
<CollapsedTab
|
||||
creatureName={creatureName}
|
||||
side={side}
|
||||
onToggleCollapse={onToggleCollapse}
|
||||
/>
|
||||
) : (
|
||||
<>
|
||||
<PanelHeader
|
||||
panelRole={panelRole}
|
||||
showPinButton={showPinButton}
|
||||
onToggleCollapse={onToggleCollapse}
|
||||
onPin={onPin}
|
||||
onUnpin={onUnpin}
|
||||
/>
|
||||
<div className="flex-1 overflow-y-auto p-4">{children}</div>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function MobileDrawer({
|
||||
onDismiss,
|
||||
children,
|
||||
}: {
|
||||
onDismiss: () => void;
|
||||
children: ReactNode;
|
||||
}) {
|
||||
const { offsetX, isSwiping, handlers } = useSwipeToDismiss(onDismiss);
|
||||
|
||||
return (
|
||||
<div className="fixed inset-0 z-50">
|
||||
<button
|
||||
type="button"
|
||||
className="absolute inset-0 bg-black/50 animate-in fade-in"
|
||||
onClick={onDismiss}
|
||||
aria-label="Close stat block"
|
||||
/>
|
||||
<div
|
||||
className={`absolute top-0 right-0 bottom-0 w-[85%] max-w-md border-l border-border bg-card shadow-xl ${isSwiping ? "" : "animate-slide-in-right"}`}
|
||||
style={
|
||||
isSwiping ? { transform: `translateX(${offsetX}px)` } : undefined
|
||||
}
|
||||
{...handlers}
|
||||
>
|
||||
<div className="flex items-center justify-between border-b border-border px-4 py-2">
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon-sm"
|
||||
onClick={onDismiss}
|
||||
className="text-muted-foreground"
|
||||
aria-label="Collapse stat block panel"
|
||||
>
|
||||
<PanelRightClose className="h-4 w-4" />
|
||||
</Button>
|
||||
</div>
|
||||
<div className="h-[calc(100%-41px)] overflow-y-auto p-4">
|
||||
{children}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export function StatBlockPanel({
|
||||
creatureId,
|
||||
creature,
|
||||
isSourceCached,
|
||||
fetchAndCacheSource,
|
||||
uploadAndCacheSource,
|
||||
refreshCache,
|
||||
panelRole,
|
||||
isCollapsed,
|
||||
onToggleCollapse,
|
||||
onPin,
|
||||
onUnpin,
|
||||
showPinButton,
|
||||
side,
|
||||
onDismiss,
|
||||
bulkImportMode,
|
||||
bulkImportState,
|
||||
onStartBulkImport,
|
||||
onBulkImportDone,
|
||||
sourceManagerMode,
|
||||
}: StatBlockPanelProps) {
|
||||
const [isDesktop, setIsDesktop] = useState(
|
||||
() => window.matchMedia("(min-width: 1024px)").matches,
|
||||
);
|
||||
const [needsFetch, setNeedsFetch] = useState(false);
|
||||
const [checkingCache, setCheckingCache] = useState(false);
|
||||
|
||||
useEffect(() => {
|
||||
const mq = window.matchMedia("(min-width: 1024px)");
|
||||
@@ -20,58 +253,109 @@ export function StatBlockPanel({ creature, onClose }: StatBlockPanelProps) {
|
||||
return () => mq.removeEventListener("change", handler);
|
||||
}, []);
|
||||
|
||||
if (!creature) return null;
|
||||
useEffect(() => {
|
||||
if (!creatureId || creature) {
|
||||
setNeedsFetch(false);
|
||||
return;
|
||||
}
|
||||
|
||||
const sourceCode = extractSourceCode(creatureId);
|
||||
if (!sourceCode) {
|
||||
setNeedsFetch(false);
|
||||
return;
|
||||
}
|
||||
|
||||
setCheckingCache(true);
|
||||
isSourceCached(sourceCode).then((cached) => {
|
||||
setNeedsFetch(!cached);
|
||||
setCheckingCache(false);
|
||||
});
|
||||
}, [creatureId, creature, isSourceCached]);
|
||||
|
||||
if (!creatureId && !bulkImportMode && !sourceManagerMode) return null;
|
||||
|
||||
const sourceCode = creatureId ? extractSourceCode(creatureId) : "";
|
||||
|
||||
const handleSourceLoaded = async () => {
|
||||
await refreshCache();
|
||||
setNeedsFetch(false);
|
||||
};
|
||||
|
||||
const renderContent = () => {
|
||||
if (sourceManagerMode) {
|
||||
return <SourceManager onCacheCleared={refreshCache} />;
|
||||
}
|
||||
|
||||
if (
|
||||
bulkImportMode &&
|
||||
bulkImportState &&
|
||||
onStartBulkImport &&
|
||||
onBulkImportDone
|
||||
) {
|
||||
return (
|
||||
<BulkImportPrompt
|
||||
importState={bulkImportState}
|
||||
onStartImport={onStartBulkImport}
|
||||
onDone={onBulkImportDone}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
if (checkingCache) {
|
||||
return (
|
||||
<div className="p-4 text-sm text-muted-foreground">Loading...</div>
|
||||
);
|
||||
}
|
||||
|
||||
if (creature) {
|
||||
return <StatBlock creature={creature} />;
|
||||
}
|
||||
|
||||
if (needsFetch && sourceCode) {
|
||||
return (
|
||||
<SourceFetchPrompt
|
||||
sourceCode={sourceCode}
|
||||
sourceDisplayName={getSourceDisplayName(sourceCode)}
|
||||
fetchAndCacheSource={fetchAndCacheSource}
|
||||
onSourceLoaded={handleSourceLoaded}
|
||||
onUploadSource={uploadAndCacheSource}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="p-4 text-sm text-muted-foreground">
|
||||
No stat block available
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
const creatureName =
|
||||
creature?.name ??
|
||||
(sourceManagerMode
|
||||
? "Sources"
|
||||
: bulkImportMode
|
||||
? "Import All Sources"
|
||||
: "Creature");
|
||||
|
||||
if (isDesktop) {
|
||||
return (
|
||||
<div className="fixed top-0 right-0 bottom-0 flex w-[400px] flex-col border-l border-border bg-card">
|
||||
<div className="flex items-center justify-between border-b border-border px-4 py-2">
|
||||
<span className="text-sm font-semibold text-muted-foreground">
|
||||
Stat Block
|
||||
</span>
|
||||
<button
|
||||
type="button"
|
||||
onClick={onClose}
|
||||
className="text-muted-foreground hover:text-hover-neutral"
|
||||
<DesktopPanel
|
||||
isCollapsed={isCollapsed}
|
||||
side={side}
|
||||
creatureName={creatureName}
|
||||
panelRole={panelRole}
|
||||
showPinButton={showPinButton}
|
||||
onToggleCollapse={onToggleCollapse}
|
||||
onPin={onPin}
|
||||
onUnpin={onUnpin}
|
||||
>
|
||||
<X className="h-4 w-4" />
|
||||
</button>
|
||||
</div>
|
||||
<div className="flex-1 overflow-y-auto p-4">
|
||||
<StatBlock creature={creature} />
|
||||
</div>
|
||||
</div>
|
||||
{renderContent()}
|
||||
</DesktopPanel>
|
||||
);
|
||||
}
|
||||
|
||||
// Mobile drawer
|
||||
return (
|
||||
<div className="fixed inset-0 z-50">
|
||||
{/* Backdrop */}
|
||||
<button
|
||||
type="button"
|
||||
className="absolute inset-0 bg-black/50 animate-in fade-in"
|
||||
onClick={onClose}
|
||||
aria-label="Close stat block"
|
||||
/>
|
||||
{/* Drawer */}
|
||||
<div className="absolute top-0 right-0 bottom-0 w-[85%] max-w-md animate-slide-in-right border-l border-border bg-card shadow-xl">
|
||||
<div className="flex items-center justify-between border-b border-border px-4 py-2">
|
||||
<span className="text-sm font-semibold text-muted-foreground">
|
||||
Stat Block
|
||||
</span>
|
||||
<button
|
||||
type="button"
|
||||
onClick={onClose}
|
||||
className="text-muted-foreground hover:text-hover-neutral"
|
||||
>
|
||||
<X className="h-4 w-4" />
|
||||
</button>
|
||||
</div>
|
||||
<div className="h-[calc(100%-41px)] overflow-y-auto p-4">
|
||||
<StatBlock creature={creature} />
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
if (panelRole === "pinned") return null;
|
||||
|
||||
return <MobileDrawer onDismiss={onDismiss}>{renderContent()}</MobileDrawer>;
|
||||
}
|
||||
|
||||
49
apps/web/src/components/toast.tsx
Normal file
49
apps/web/src/components/toast.tsx
Normal file
@@ -0,0 +1,49 @@
|
||||
import { X } from "lucide-react";
|
||||
import { useEffect } from "react";
|
||||
import { createPortal } from "react-dom";
|
||||
import { Button } from "./ui/button.js";
|
||||
|
||||
interface ToastProps {
|
||||
message: string;
|
||||
progress?: number;
|
||||
onDismiss: () => void;
|
||||
autoDismissMs?: number;
|
||||
}
|
||||
|
||||
export function Toast({
|
||||
message,
|
||||
progress,
|
||||
onDismiss,
|
||||
autoDismissMs,
|
||||
}: ToastProps) {
|
||||
useEffect(() => {
|
||||
if (autoDismissMs === undefined) return;
|
||||
const timer = setTimeout(onDismiss, autoDismissMs);
|
||||
return () => clearTimeout(timer);
|
||||
}, [autoDismissMs, onDismiss]);
|
||||
|
||||
return createPortal(
|
||||
<div className="fixed bottom-4 left-4 z-50">
|
||||
<div className="flex items-center gap-3 rounded-lg border border-border bg-card px-4 py-3 shadow-lg">
|
||||
<span className="text-sm text-foreground">{message}</span>
|
||||
{progress !== undefined && (
|
||||
<div className="h-2 w-24 overflow-hidden rounded-full bg-muted">
|
||||
<div
|
||||
className="h-full rounded-full bg-primary transition-all"
|
||||
style={{ width: `${Math.round(progress * 100)}%` }}
|
||||
/>
|
||||
</div>
|
||||
)}
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon-sm"
|
||||
onClick={onDismiss}
|
||||
className="text-muted-foreground"
|
||||
>
|
||||
<X className="h-3 w-3" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>,
|
||||
document.body,
|
||||
);
|
||||
}
|
||||
@@ -1,14 +1,13 @@
|
||||
import type { Encounter } from "@initiative/domain";
|
||||
import { StepBack, StepForward, Trash2 } from "lucide-react";
|
||||
import { D20Icon } from "./d20-icon";
|
||||
import { Button } from "./ui/button";
|
||||
import { ConfirmButton } from "./ui/confirm-button";
|
||||
|
||||
interface TurnNavigationProps {
|
||||
encounter: Encounter;
|
||||
onAdvanceTurn: () => void;
|
||||
onRetreatTurn: () => void;
|
||||
onClearEncounter: () => void;
|
||||
onRollAllInitiative: () => void;
|
||||
}
|
||||
|
||||
export function TurnNavigation({
|
||||
@@ -16,18 +15,16 @@ export function TurnNavigation({
|
||||
onAdvanceTurn,
|
||||
onRetreatTurn,
|
||||
onClearEncounter,
|
||||
onRollAllInitiative,
|
||||
}: TurnNavigationProps) {
|
||||
const hasCombatants = encounter.combatants.length > 0;
|
||||
const isAtStart = encounter.roundNumber === 1 && encounter.activeIndex === 0;
|
||||
const activeCombatant = encounter.combatants[encounter.activeIndex];
|
||||
|
||||
return (
|
||||
<div className="flex items-center justify-between rounded-md border border-border bg-card px-4 py-3">
|
||||
<div className="flex items-center gap-3 rounded-md border border-border bg-card px-4 py-3">
|
||||
<Button
|
||||
variant="outline"
|
||||
size="icon"
|
||||
className="h-8 w-8 text-foreground border-foreground hover:text-hover-action hover:border-hover-action hover:bg-transparent"
|
||||
onClick={onRetreatTurn}
|
||||
disabled={!hasCombatants || isAtStart}
|
||||
title="Previous turn"
|
||||
@@ -36,46 +33,28 @@ export function TurnNavigation({
|
||||
<StepBack className="h-5 w-5" />
|
||||
</Button>
|
||||
|
||||
<div className="text-center text-sm">
|
||||
{activeCombatant ? (
|
||||
<>
|
||||
<span className="font-medium">Round {encounter.roundNumber}</span>
|
||||
<span className="text-muted-foreground">
|
||||
{" "}
|
||||
— {activeCombatant.name}
|
||||
<div className="min-w-0 flex-1 flex items-center justify-center gap-2 text-sm">
|
||||
<span className="rounded-full bg-muted text-foreground text-sm px-2 py-0.5 font-semibold shrink-0">
|
||||
R{encounter.roundNumber}
|
||||
</span>
|
||||
</>
|
||||
{activeCombatant ? (
|
||||
<span className="truncate font-medium">{activeCombatant.name}</span>
|
||||
) : (
|
||||
<span className="text-muted-foreground">No combatants</span>
|
||||
)}
|
||||
</div>
|
||||
|
||||
<div className="flex items-center gap-3">
|
||||
<div className="flex items-center gap-0">
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
className="h-8 w-8 text-muted-foreground hover:text-hover-action"
|
||||
onClick={onRollAllInitiative}
|
||||
title="Roll all initiative"
|
||||
aria-label="Roll all initiative"
|
||||
>
|
||||
<D20Icon className="h-6 w-6" />
|
||||
</Button>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
className="h-8 w-8 text-muted-foreground hover:text-hover-destructive"
|
||||
onClick={onClearEncounter}
|
||||
<div className="flex flex-shrink-0 items-center gap-3">
|
||||
<ConfirmButton
|
||||
icon={<Trash2 className="h-5 w-5" />}
|
||||
label="Clear encounter"
|
||||
onConfirm={onClearEncounter}
|
||||
disabled={!hasCombatants}
|
||||
>
|
||||
<Trash2 className="h-5 w-5" />
|
||||
</Button>
|
||||
</div>
|
||||
className="text-muted-foreground"
|
||||
/>
|
||||
<Button
|
||||
variant="outline"
|
||||
size="icon"
|
||||
className="h-8 w-8 text-foreground border-foreground hover:text-hover-action hover:border-hover-action hover:bg-transparent"
|
||||
onClick={onAdvanceTurn}
|
||||
disabled={!hasCombatants}
|
||||
title="Next turn"
|
||||
|
||||
@@ -13,9 +13,9 @@ const buttonVariants = cva(
|
||||
ghost: "hover:bg-hover-neutral-bg hover:text-hover-neutral",
|
||||
},
|
||||
size: {
|
||||
default: "h-9 px-4 py-2",
|
||||
sm: "h-8 px-3 text-xs",
|
||||
default: "h-8 px-3 text-xs",
|
||||
icon: "h-8 w-8",
|
||||
"icon-sm": "h-6 w-6",
|
||||
},
|
||||
},
|
||||
defaultVariants: {
|
||||
|
||||
117
apps/web/src/components/ui/confirm-button.tsx
Normal file
117
apps/web/src/components/ui/confirm-button.tsx
Normal file
@@ -0,0 +1,117 @@
|
||||
import { Check } from "lucide-react";
|
||||
import {
|
||||
type ReactElement,
|
||||
useCallback,
|
||||
useEffect,
|
||||
useRef,
|
||||
useState,
|
||||
} from "react";
|
||||
import { cn } from "../../lib/utils";
|
||||
import { Button } from "./button";
|
||||
|
||||
interface ConfirmButtonProps {
|
||||
readonly onConfirm: () => void;
|
||||
readonly icon: ReactElement;
|
||||
readonly label: string;
|
||||
readonly size?: "icon" | "icon-sm";
|
||||
readonly className?: string;
|
||||
readonly disabled?: boolean;
|
||||
}
|
||||
|
||||
const REVERT_TIMEOUT_MS = 5_000;
|
||||
|
||||
export function ConfirmButton({
|
||||
onConfirm,
|
||||
icon,
|
||||
label,
|
||||
size = "icon",
|
||||
className,
|
||||
disabled,
|
||||
}: ConfirmButtonProps) {
|
||||
const [isConfirming, setIsConfirming] = useState(false);
|
||||
const timerRef = useRef<ReturnType<typeof setTimeout>>(undefined);
|
||||
const wrapperRef = useRef<HTMLDivElement>(null);
|
||||
|
||||
const revert = useCallback(() => {
|
||||
setIsConfirming(false);
|
||||
clearTimeout(timerRef.current);
|
||||
}, []);
|
||||
|
||||
// Cleanup timer on unmount
|
||||
useEffect(() => {
|
||||
return () => clearTimeout(timerRef.current);
|
||||
}, []);
|
||||
|
||||
// Click-outside listener when confirming
|
||||
useEffect(() => {
|
||||
if (!isConfirming) return;
|
||||
|
||||
function handleMouseDown(e: MouseEvent) {
|
||||
if (
|
||||
wrapperRef.current &&
|
||||
!wrapperRef.current.contains(e.target as Node)
|
||||
) {
|
||||
revert();
|
||||
}
|
||||
}
|
||||
|
||||
function handleKeyDown(e: KeyboardEvent) {
|
||||
if (e.key === "Escape") {
|
||||
revert();
|
||||
}
|
||||
}
|
||||
|
||||
document.addEventListener("mousedown", handleMouseDown);
|
||||
document.addEventListener("keydown", handleKeyDown);
|
||||
return () => {
|
||||
document.removeEventListener("mousedown", handleMouseDown);
|
||||
document.removeEventListener("keydown", handleKeyDown);
|
||||
};
|
||||
}, [isConfirming, revert]);
|
||||
|
||||
const handleKeyDown = useCallback((e: React.KeyboardEvent) => {
|
||||
if (e.key === "Enter" || e.key === " ") {
|
||||
e.stopPropagation();
|
||||
}
|
||||
}, []);
|
||||
|
||||
const handleClick = useCallback(
|
||||
(e: React.MouseEvent) => {
|
||||
e.stopPropagation();
|
||||
if (disabled) return;
|
||||
|
||||
if (isConfirming) {
|
||||
revert();
|
||||
onConfirm();
|
||||
} else {
|
||||
setIsConfirming(true);
|
||||
clearTimeout(timerRef.current);
|
||||
timerRef.current = setTimeout(revert, REVERT_TIMEOUT_MS);
|
||||
}
|
||||
},
|
||||
[isConfirming, disabled, onConfirm, revert],
|
||||
);
|
||||
|
||||
return (
|
||||
<div ref={wrapperRef} className="inline-flex">
|
||||
<Button
|
||||
variant="ghost"
|
||||
size={size}
|
||||
className={cn(
|
||||
className,
|
||||
isConfirming
|
||||
? "bg-destructive text-primary-foreground rounded-md animate-confirm-pulse hover:bg-destructive hover:text-primary-foreground"
|
||||
: "hover:text-hover-destructive",
|
||||
)}
|
||||
onClick={handleClick}
|
||||
onKeyDown={handleKeyDown}
|
||||
onBlur={revert}
|
||||
disabled={disabled}
|
||||
aria-label={isConfirming ? `Confirm ${label.toLowerCase()}` : label}
|
||||
title={isConfirming ? `Confirm ${label.toLowerCase()}` : label}
|
||||
>
|
||||
{isConfirming ? <Check size={16} /> : icon}
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
72
apps/web/src/components/ui/overflow-menu.tsx
Normal file
72
apps/web/src/components/ui/overflow-menu.tsx
Normal file
@@ -0,0 +1,72 @@
|
||||
import { EllipsisVertical } from "lucide-react";
|
||||
import { type ReactNode, useEffect, useRef, useState } from "react";
|
||||
import { Button } from "./button";
|
||||
|
||||
export interface OverflowMenuItem {
|
||||
readonly icon: ReactNode;
|
||||
readonly label: string;
|
||||
readonly onClick: () => void;
|
||||
readonly disabled?: boolean;
|
||||
}
|
||||
|
||||
interface OverflowMenuProps {
|
||||
readonly items: readonly OverflowMenuItem[];
|
||||
}
|
||||
|
||||
export function OverflowMenu({ items }: OverflowMenuProps) {
|
||||
const [open, setOpen] = useState(false);
|
||||
const ref = useRef<HTMLDivElement>(null);
|
||||
|
||||
useEffect(() => {
|
||||
if (!open) return;
|
||||
function handleMouseDown(e: MouseEvent) {
|
||||
if (ref.current && !ref.current.contains(e.target as Node)) {
|
||||
setOpen(false);
|
||||
}
|
||||
}
|
||||
function handleKeyDown(e: KeyboardEvent) {
|
||||
if (e.key === "Escape") setOpen(false);
|
||||
}
|
||||
document.addEventListener("mousedown", handleMouseDown);
|
||||
document.addEventListener("keydown", handleKeyDown);
|
||||
return () => {
|
||||
document.removeEventListener("mousedown", handleMouseDown);
|
||||
document.removeEventListener("keydown", handleKeyDown);
|
||||
};
|
||||
}, [open]);
|
||||
|
||||
return (
|
||||
<div ref={ref} className="relative">
|
||||
<Button
|
||||
type="button"
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
className="text-muted-foreground hover:text-hover-neutral"
|
||||
onClick={() => setOpen((o) => !o)}
|
||||
aria-label="More actions"
|
||||
title="More actions"
|
||||
>
|
||||
<EllipsisVertical className="h-5 w-5" />
|
||||
</Button>
|
||||
{open && (
|
||||
<div className="absolute bottom-full right-0 z-50 mb-1 min-w-48 rounded-md border border-border bg-card py-1 shadow-lg">
|
||||
{items.map((item) => (
|
||||
<button
|
||||
key={item.label}
|
||||
type="button"
|
||||
className="flex w-full items-center gap-2 px-3 py-1.5 text-left text-sm text-foreground hover:bg-hover-neutral-bg disabled:pointer-events-none disabled:opacity-50"
|
||||
disabled={item.disabled}
|
||||
onClick={() => {
|
||||
item.onClick();
|
||||
setOpen(false);
|
||||
}}
|
||||
>
|
||||
{item.icon}
|
||||
{item.label}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -1,62 +1,134 @@
|
||||
import type { Creature, CreatureId } from "@initiative/domain";
|
||||
import { useEffect, useMemo, useRef, useState } from "react";
|
||||
import { normalizeBestiary } from "../adapters/bestiary-adapter.js";
|
||||
import type {
|
||||
BestiaryIndexEntry,
|
||||
Creature,
|
||||
CreatureId,
|
||||
} from "@initiative/domain";
|
||||
import { useCallback, useEffect, useState } from "react";
|
||||
import {
|
||||
normalizeBestiary,
|
||||
setSourceDisplayNames,
|
||||
} from "../adapters/bestiary-adapter.js";
|
||||
import * as bestiaryCache from "../adapters/bestiary-cache.js";
|
||||
import {
|
||||
getSourceDisplayName,
|
||||
loadBestiaryIndex,
|
||||
} from "../adapters/bestiary-index-adapter.js";
|
||||
|
||||
export interface SearchResult extends BestiaryIndexEntry {
|
||||
readonly sourceDisplayName: string;
|
||||
}
|
||||
|
||||
interface BestiaryHook {
|
||||
search: (query: string) => Creature[];
|
||||
search: (query: string) => SearchResult[];
|
||||
getCreature: (id: CreatureId) => Creature | undefined;
|
||||
allCreatures: Creature[];
|
||||
isLoaded: boolean;
|
||||
isSourceCached: (sourceCode: string) => Promise<boolean>;
|
||||
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>;
|
||||
uploadAndCacheSource: (
|
||||
sourceCode: string,
|
||||
jsonData: unknown,
|
||||
) => Promise<void>;
|
||||
refreshCache: () => Promise<void>;
|
||||
}
|
||||
|
||||
export function useBestiary(): BestiaryHook {
|
||||
const [creatures, setCreatures] = useState<Creature[]>([]);
|
||||
const [isLoaded, setIsLoaded] = useState(false);
|
||||
const creatureMapRef = useRef<Map<string, Creature>>(new Map());
|
||||
const loadAttempted = useRef(false);
|
||||
const [creatureMap, setCreatureMap] = useState(
|
||||
() => new Map<CreatureId, Creature>(),
|
||||
);
|
||||
|
||||
useEffect(() => {
|
||||
if (loadAttempted.current) return;
|
||||
loadAttempted.current = true;
|
||||
|
||||
import("../../../../data/bestiary/xmm.json")
|
||||
// biome-ignore lint/suspicious/noExplicitAny: raw JSON shape varies per entry
|
||||
.then((mod: any) => {
|
||||
const raw = mod.default ?? mod;
|
||||
try {
|
||||
const normalized = normalizeBestiary(raw);
|
||||
const map = new Map<string, Creature>();
|
||||
for (const c of normalized) {
|
||||
map.set(c.id, c);
|
||||
}
|
||||
creatureMapRef.current = map;
|
||||
setCreatures(normalized);
|
||||
const index = loadBestiaryIndex();
|
||||
setSourceDisplayNames(index.sources as Record<string, string>);
|
||||
if (index.creatures.length > 0) {
|
||||
setIsLoaded(true);
|
||||
} catch {
|
||||
// Normalization failed — bestiary unavailable
|
||||
}
|
||||
})
|
||||
.catch(() => {
|
||||
// Import failed — bestiary unavailable
|
||||
|
||||
bestiaryCache.loadAllCachedCreatures().then((map) => {
|
||||
setCreatureMap(map);
|
||||
});
|
||||
}, []);
|
||||
|
||||
const search = useMemo(() => {
|
||||
return (query: string): Creature[] => {
|
||||
const search = useCallback((query: string): SearchResult[] => {
|
||||
if (query.length < 2) return [];
|
||||
const lower = query.toLowerCase();
|
||||
return creatures
|
||||
const index = loadBestiaryIndex();
|
||||
return index.creatures
|
||||
.filter((c) => c.name.toLowerCase().includes(lower))
|
||||
.sort((a, b) => a.name.localeCompare(b.name))
|
||||
.slice(0, 10);
|
||||
};
|
||||
}, [creatures]);
|
||||
|
||||
const getCreature = useMemo(() => {
|
||||
return (id: CreatureId): Creature | undefined => {
|
||||
return creatureMapRef.current.get(id);
|
||||
};
|
||||
.slice(0, 10)
|
||||
.map((c) => ({
|
||||
...c,
|
||||
sourceDisplayName: getSourceDisplayName(c.source),
|
||||
}));
|
||||
}, []);
|
||||
|
||||
return { search, getCreature, allCreatures: creatures, isLoaded };
|
||||
const getCreature = useCallback(
|
||||
(id: CreatureId): Creature | undefined => {
|
||||
return creatureMap.get(id);
|
||||
},
|
||||
[creatureMap],
|
||||
);
|
||||
|
||||
const isSourceCachedFn = useCallback(
|
||||
(sourceCode: string): Promise<boolean> => {
|
||||
return bestiaryCache.isSourceCached(sourceCode);
|
||||
},
|
||||
[],
|
||||
);
|
||||
|
||||
const fetchAndCacheSource = useCallback(
|
||||
async (sourceCode: string, url: string): Promise<void> => {
|
||||
const response = await fetch(url);
|
||||
if (!response.ok) {
|
||||
throw new Error(
|
||||
`Failed to fetch: ${response.status} ${response.statusText}`,
|
||||
);
|
||||
}
|
||||
const json = await response.json();
|
||||
const creatures = normalizeBestiary(json);
|
||||
const displayName = getSourceDisplayName(sourceCode);
|
||||
await bestiaryCache.cacheSource(sourceCode, displayName, creatures);
|
||||
setCreatureMap((prev) => {
|
||||
const next = new Map(prev);
|
||||
for (const c of creatures) {
|
||||
next.set(c.id, c);
|
||||
}
|
||||
return next;
|
||||
});
|
||||
},
|
||||
[],
|
||||
);
|
||||
|
||||
const uploadAndCacheSource = useCallback(
|
||||
async (sourceCode: string, jsonData: unknown): Promise<void> => {
|
||||
// biome-ignore lint/suspicious/noExplicitAny: raw JSON shape varies
|
||||
const creatures = normalizeBestiary(jsonData as any);
|
||||
const displayName = getSourceDisplayName(sourceCode);
|
||||
await bestiaryCache.cacheSource(sourceCode, displayName, creatures);
|
||||
setCreatureMap((prev) => {
|
||||
const next = new Map(prev);
|
||||
for (const c of creatures) {
|
||||
next.set(c.id, c);
|
||||
}
|
||||
return next;
|
||||
});
|
||||
},
|
||||
[],
|
||||
);
|
||||
|
||||
const refreshCache = useCallback(async (): Promise<void> => {
|
||||
const map = await bestiaryCache.loadAllCachedCreatures();
|
||||
setCreatureMap(map);
|
||||
}, []);
|
||||
|
||||
return {
|
||||
search,
|
||||
getCreature,
|
||||
isLoaded,
|
||||
isSourceCached: isSourceCachedFn,
|
||||
fetchAndCacheSource,
|
||||
uploadAndCacheSource,
|
||||
refreshCache,
|
||||
};
|
||||
}
|
||||
|
||||
120
apps/web/src/hooks/use-bulk-import.ts
Normal file
120
apps/web/src/hooks/use-bulk-import.ts
Normal file
@@ -0,0 +1,120 @@
|
||||
import { useCallback, useRef, useState } from "react";
|
||||
import {
|
||||
getAllSourceCodes,
|
||||
getDefaultFetchUrl,
|
||||
} from "../adapters/bestiary-index-adapter.js";
|
||||
|
||||
const BATCH_SIZE = 6;
|
||||
|
||||
export interface BulkImportState {
|
||||
readonly status: "idle" | "loading" | "complete" | "partial-failure";
|
||||
readonly total: number;
|
||||
readonly completed: number;
|
||||
readonly failed: number;
|
||||
}
|
||||
|
||||
const IDLE_STATE: BulkImportState = {
|
||||
status: "idle",
|
||||
total: 0,
|
||||
completed: 0,
|
||||
failed: 0,
|
||||
};
|
||||
|
||||
interface BulkImportHook {
|
||||
state: BulkImportState;
|
||||
startImport: (
|
||||
baseUrl: string,
|
||||
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>,
|
||||
isSourceCached: (sourceCode: string) => Promise<boolean>,
|
||||
refreshCache: () => Promise<void>,
|
||||
) => void;
|
||||
reset: () => void;
|
||||
}
|
||||
|
||||
export function useBulkImport(): BulkImportHook {
|
||||
const [state, setState] = useState<BulkImportState>(IDLE_STATE);
|
||||
const countersRef = useRef({ completed: 0, failed: 0 });
|
||||
|
||||
const startImport = useCallback(
|
||||
(
|
||||
baseUrl: string,
|
||||
fetchAndCacheSource: (sourceCode: string, url: string) => Promise<void>,
|
||||
isSourceCached: (sourceCode: string) => Promise<boolean>,
|
||||
refreshCache: () => Promise<void>,
|
||||
) => {
|
||||
const allCodes = getAllSourceCodes();
|
||||
const total = allCodes.length;
|
||||
|
||||
countersRef.current = { completed: 0, failed: 0 };
|
||||
setState({ status: "loading", total, completed: 0, failed: 0 });
|
||||
|
||||
(async () => {
|
||||
const cacheChecks = await Promise.all(
|
||||
allCodes.map(async (code) => ({
|
||||
code,
|
||||
cached: await isSourceCached(code),
|
||||
})),
|
||||
);
|
||||
|
||||
const alreadyCached = cacheChecks.filter((c) => c.cached).length;
|
||||
const uncached = cacheChecks.filter((c) => !c.cached);
|
||||
|
||||
countersRef.current.completed = alreadyCached;
|
||||
|
||||
if (uncached.length === 0) {
|
||||
setState({
|
||||
status: "complete",
|
||||
total,
|
||||
completed: total,
|
||||
failed: 0,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
setState((s) => ({ ...s, completed: alreadyCached }));
|
||||
|
||||
for (let i = 0; i < uncached.length; i += BATCH_SIZE) {
|
||||
const batch = uncached.slice(i, i + BATCH_SIZE);
|
||||
await Promise.allSettled(
|
||||
batch.map(async ({ code }) => {
|
||||
const url = getDefaultFetchUrl(code, baseUrl);
|
||||
try {
|
||||
await fetchAndCacheSource(code, url);
|
||||
countersRef.current.completed++;
|
||||
} catch (err) {
|
||||
countersRef.current.failed++;
|
||||
console.warn(
|
||||
`[bulk-import] FAILED ${code} (${url}):`,
|
||||
err instanceof Error ? err.message : err,
|
||||
);
|
||||
}
|
||||
setState({
|
||||
status: "loading",
|
||||
total,
|
||||
completed: countersRef.current.completed,
|
||||
failed: countersRef.current.failed,
|
||||
});
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
await refreshCache();
|
||||
|
||||
const { completed, failed } = countersRef.current;
|
||||
setState({
|
||||
status: failed > 0 ? "partial-failure" : "complete",
|
||||
total,
|
||||
completed,
|
||||
failed,
|
||||
});
|
||||
})();
|
||||
},
|
||||
[],
|
||||
);
|
||||
|
||||
const reset = useCallback(() => {
|
||||
setState(IDLE_STATE);
|
||||
}, []);
|
||||
|
||||
return { state, startImport, reset };
|
||||
}
|
||||
@@ -14,16 +14,17 @@ import {
|
||||
toggleConditionUseCase,
|
||||
} from "@initiative/application";
|
||||
import type {
|
||||
BestiaryIndexEntry,
|
||||
CombatantId,
|
||||
ConditionId,
|
||||
Creature,
|
||||
DomainEvent,
|
||||
Encounter,
|
||||
PlayerCharacter,
|
||||
} from "@initiative/domain";
|
||||
import {
|
||||
combatantId,
|
||||
createEncounter,
|
||||
isDomainError,
|
||||
creatureId as makeCreatureId,
|
||||
resolveCreatureName,
|
||||
} from "@initiative/domain";
|
||||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
@@ -32,24 +33,16 @@ import {
|
||||
saveEncounter,
|
||||
} from "../persistence/encounter-storage.js";
|
||||
|
||||
function createDemoEncounter(): Encounter {
|
||||
const result = createEncounter([
|
||||
{ id: combatantId("1"), name: "Aria" },
|
||||
{ id: combatantId("2"), name: "Brak" },
|
||||
{ id: combatantId("3"), name: "Cael" },
|
||||
]);
|
||||
|
||||
if (isDomainError(result)) {
|
||||
throw new Error(`Failed to create demo encounter: ${result.message}`);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
const EMPTY_ENCOUNTER: Encounter = {
|
||||
combatants: [],
|
||||
activeIndex: 0,
|
||||
roundNumber: 1,
|
||||
};
|
||||
|
||||
function initializeEncounter(): Encounter {
|
||||
const stored = loadEncounter();
|
||||
if (stored !== null) return stored;
|
||||
return createDemoEncounter();
|
||||
return EMPTY_ENCOUNTER;
|
||||
}
|
||||
|
||||
function deriveNextId(encounter: Encounter): number {
|
||||
@@ -64,6 +57,33 @@ function deriveNextId(encounter: Encounter): number {
|
||||
return max;
|
||||
}
|
||||
|
||||
interface CombatantOpts {
|
||||
initiative?: number;
|
||||
ac?: number;
|
||||
maxHp?: number;
|
||||
}
|
||||
|
||||
function applyCombatantOpts(
|
||||
makeStore: () => EncounterStore,
|
||||
id: ReturnType<typeof combatantId>,
|
||||
opts: CombatantOpts,
|
||||
): DomainEvent[] {
|
||||
const events: DomainEvent[] = [];
|
||||
if (opts.maxHp !== undefined) {
|
||||
const r = setHpUseCase(makeStore(), id, opts.maxHp);
|
||||
if (!isDomainError(r)) events.push(...r);
|
||||
}
|
||||
if (opts.ac !== undefined) {
|
||||
const r = setAcUseCase(makeStore(), id, opts.ac);
|
||||
if (!isDomainError(r)) events.push(...r);
|
||||
}
|
||||
if (opts.initiative !== undefined) {
|
||||
const r = setInitiativeUseCase(makeStore(), id, opts.initiative);
|
||||
if (!isDomainError(r)) events.push(...r);
|
||||
}
|
||||
return events;
|
||||
}
|
||||
|
||||
export function useEncounter() {
|
||||
const [encounter, setEncounter] = useState<Encounter>(initializeEncounter);
|
||||
const [events, setEvents] = useState<DomainEvent[]>([]);
|
||||
@@ -107,7 +127,7 @@ export function useEncounter() {
|
||||
const nextId = useRef(deriveNextId(encounter));
|
||||
|
||||
const addCombatant = useCallback(
|
||||
(name: string) => {
|
||||
(name: string, opts?: CombatantOpts) => {
|
||||
const id = combatantId(`c-${++nextId.current}`);
|
||||
const result = addCombatantUseCase(makeStore(), id, name);
|
||||
|
||||
@@ -115,6 +135,13 @@ export function useEncounter() {
|
||||
return;
|
||||
}
|
||||
|
||||
if (opts) {
|
||||
const optEvents = applyCombatantOpts(makeStore, id, opts);
|
||||
if (optEvents.length > 0) {
|
||||
setEvents((prev) => [...prev, ...optEvents]);
|
||||
}
|
||||
}
|
||||
|
||||
setEvents((prev) => [...prev, ...result]);
|
||||
},
|
||||
[makeStore],
|
||||
@@ -225,10 +252,6 @@ export function useEncounter() {
|
||||
);
|
||||
|
||||
const clearEncounter = useCallback(() => {
|
||||
if (!window.confirm("Clear the entire encounter? This cannot be undone.")) {
|
||||
return;
|
||||
}
|
||||
|
||||
const result = clearEncounterUseCase(makeStore());
|
||||
|
||||
if (isDomainError(result)) {
|
||||
@@ -240,11 +263,11 @@ export function useEncounter() {
|
||||
}, [makeStore]);
|
||||
|
||||
const addFromBestiary = useCallback(
|
||||
(creature: Creature) => {
|
||||
(entry: BestiaryIndexEntry) => {
|
||||
const store = makeStore();
|
||||
const existingNames = store.get().combatants.map((c) => c.name);
|
||||
const { newName, renames } = resolveCreatureName(
|
||||
creature.name,
|
||||
entry.name,
|
||||
existingNames,
|
||||
);
|
||||
|
||||
@@ -262,37 +285,106 @@ export function useEncounter() {
|
||||
if (isDomainError(addResult)) return;
|
||||
|
||||
// Set HP
|
||||
const hpResult = setHpUseCase(makeStore(), id, creature.hp.average);
|
||||
const hpResult = setHpUseCase(makeStore(), id, entry.hp);
|
||||
if (!isDomainError(hpResult)) {
|
||||
setEvents((prev) => [...prev, ...hpResult]);
|
||||
}
|
||||
|
||||
// Set AC
|
||||
if (creature.ac > 0) {
|
||||
const acResult = setAcUseCase(makeStore(), id, creature.ac);
|
||||
if (entry.ac > 0) {
|
||||
const acResult = setAcUseCase(makeStore(), id, entry.ac);
|
||||
if (!isDomainError(acResult)) {
|
||||
setEvents((prev) => [...prev, ...acResult]);
|
||||
}
|
||||
}
|
||||
|
||||
// Set creatureId on the combatant
|
||||
// Derive creatureId from source + name
|
||||
const slug = entry.name
|
||||
.toLowerCase()
|
||||
.replace(/[^a-z0-9]+/g, "-")
|
||||
.replace(/(^-|-$)/g, "");
|
||||
const cId = makeCreatureId(`${entry.source.toLowerCase()}:${slug}`);
|
||||
|
||||
// Set creatureId on the combatant (use store.save to keep ref in sync for batch calls)
|
||||
const currentEncounter = store.get();
|
||||
const updated = {
|
||||
store.save({
|
||||
...currentEncounter,
|
||||
combatants: currentEncounter.combatants.map((c) =>
|
||||
c.id === id ? { ...c, creatureId: creature.id } : c,
|
||||
c.id === id ? { ...c, creatureId: cId } : c,
|
||||
),
|
||||
};
|
||||
setEncounter(updated);
|
||||
});
|
||||
|
||||
setEvents((prev) => [...prev, ...addResult]);
|
||||
},
|
||||
[makeStore, editCombatant],
|
||||
);
|
||||
|
||||
const addFromPlayerCharacter = useCallback(
|
||||
(pc: PlayerCharacter) => {
|
||||
const store = makeStore();
|
||||
const existingNames = store.get().combatants.map((c) => c.name);
|
||||
const { newName, renames } = resolveCreatureName(pc.name, existingNames);
|
||||
|
||||
for (const { from, to } of renames) {
|
||||
const target = store.get().combatants.find((c) => c.name === from);
|
||||
if (target) {
|
||||
editCombatantUseCase(makeStore(), target.id, to);
|
||||
}
|
||||
}
|
||||
|
||||
const id = combatantId(`c-${++nextId.current}`);
|
||||
const addResult = addCombatantUseCase(makeStore(), id, newName);
|
||||
if (isDomainError(addResult)) return;
|
||||
|
||||
// Set HP
|
||||
const hpResult = setHpUseCase(makeStore(), id, pc.maxHp);
|
||||
if (!isDomainError(hpResult)) {
|
||||
setEvents((prev) => [...prev, ...hpResult]);
|
||||
}
|
||||
|
||||
// Set AC
|
||||
if (pc.ac > 0) {
|
||||
const acResult = setAcUseCase(makeStore(), id, pc.ac);
|
||||
if (!isDomainError(acResult)) {
|
||||
setEvents((prev) => [...prev, ...acResult]);
|
||||
}
|
||||
}
|
||||
|
||||
// Set color, icon, and playerCharacterId on the combatant
|
||||
const currentEncounter = store.get();
|
||||
store.save({
|
||||
...currentEncounter,
|
||||
combatants: currentEncounter.combatants.map((c) =>
|
||||
c.id === id
|
||||
? {
|
||||
...c,
|
||||
color: pc.color,
|
||||
icon: pc.icon,
|
||||
playerCharacterId: pc.id,
|
||||
}
|
||||
: c,
|
||||
),
|
||||
});
|
||||
|
||||
setEvents((prev) => [...prev, ...addResult]);
|
||||
},
|
||||
[makeStore, editCombatant],
|
||||
);
|
||||
|
||||
const isEmpty = encounter.combatants.length === 0;
|
||||
const hasCreatureCombatants = encounter.combatants.some(
|
||||
(c) => c.creatureId != null,
|
||||
);
|
||||
const canRollAllInitiative = encounter.combatants.some(
|
||||
(c) => c.creatureId != null && c.initiative == null,
|
||||
);
|
||||
|
||||
return {
|
||||
encounter,
|
||||
events,
|
||||
isEmpty,
|
||||
hasCreatureCombatants,
|
||||
canRollAllInitiative,
|
||||
advanceTurn,
|
||||
retreatTurn,
|
||||
addCombatant,
|
||||
@@ -306,6 +398,7 @@ export function useEncounter() {
|
||||
toggleCondition,
|
||||
toggleConcentration,
|
||||
addFromBestiary,
|
||||
addFromPlayerCharacter,
|
||||
makeStore,
|
||||
} as const;
|
||||
}
|
||||
|
||||
108
apps/web/src/hooks/use-player-characters.ts
Normal file
108
apps/web/src/hooks/use-player-characters.ts
Normal file
@@ -0,0 +1,108 @@
|
||||
import type { PlayerCharacterStore } from "@initiative/application";
|
||||
import {
|
||||
createPlayerCharacterUseCase,
|
||||
deletePlayerCharacterUseCase,
|
||||
editPlayerCharacterUseCase,
|
||||
} from "@initiative/application";
|
||||
import type { PlayerCharacter, PlayerCharacterId } from "@initiative/domain";
|
||||
import { isDomainError, playerCharacterId } from "@initiative/domain";
|
||||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
import {
|
||||
loadPlayerCharacters,
|
||||
savePlayerCharacters,
|
||||
} from "../persistence/player-character-storage.js";
|
||||
|
||||
function initializeCharacters(): PlayerCharacter[] {
|
||||
return loadPlayerCharacters();
|
||||
}
|
||||
|
||||
let nextPcId = 0;
|
||||
|
||||
function generatePcId(): PlayerCharacterId {
|
||||
return playerCharacterId(`pc-${++nextPcId}`);
|
||||
}
|
||||
|
||||
interface EditFields {
|
||||
readonly name?: string;
|
||||
readonly ac?: number;
|
||||
readonly maxHp?: number;
|
||||
readonly color?: string | null;
|
||||
readonly icon?: string | null;
|
||||
}
|
||||
|
||||
export function usePlayerCharacters() {
|
||||
const [characters, setCharacters] =
|
||||
useState<PlayerCharacter[]>(initializeCharacters);
|
||||
const charactersRef = useRef(characters);
|
||||
charactersRef.current = characters;
|
||||
|
||||
useEffect(() => {
|
||||
savePlayerCharacters(characters);
|
||||
}, [characters]);
|
||||
|
||||
const makeStore = useCallback((): PlayerCharacterStore => {
|
||||
return {
|
||||
getAll: () => charactersRef.current,
|
||||
save: (updated) => {
|
||||
charactersRef.current = updated;
|
||||
setCharacters(updated);
|
||||
},
|
||||
};
|
||||
}, []);
|
||||
|
||||
const createCharacter = useCallback(
|
||||
(
|
||||
name: string,
|
||||
ac: number,
|
||||
maxHp: number,
|
||||
color: string | undefined,
|
||||
icon: string | undefined,
|
||||
) => {
|
||||
const id = generatePcId();
|
||||
const result = createPlayerCharacterUseCase(
|
||||
makeStore(),
|
||||
id,
|
||||
name,
|
||||
ac,
|
||||
maxHp,
|
||||
color,
|
||||
icon,
|
||||
);
|
||||
if (isDomainError(result)) {
|
||||
return result;
|
||||
}
|
||||
return undefined;
|
||||
},
|
||||
[makeStore],
|
||||
);
|
||||
|
||||
const editCharacter = useCallback(
|
||||
(id: PlayerCharacterId, fields: EditFields) => {
|
||||
const result = editPlayerCharacterUseCase(makeStore(), id, fields);
|
||||
if (isDomainError(result)) {
|
||||
return result;
|
||||
}
|
||||
return undefined;
|
||||
},
|
||||
[makeStore],
|
||||
);
|
||||
|
||||
const deleteCharacter = useCallback(
|
||||
(id: PlayerCharacterId) => {
|
||||
const result = deletePlayerCharacterUseCase(makeStore(), id);
|
||||
if (isDomainError(result)) {
|
||||
return result;
|
||||
}
|
||||
return undefined;
|
||||
},
|
||||
[makeStore],
|
||||
);
|
||||
|
||||
return {
|
||||
characters,
|
||||
createCharacter,
|
||||
editCharacter,
|
||||
deleteCharacter,
|
||||
makeStore,
|
||||
} as const;
|
||||
}
|
||||
101
apps/web/src/hooks/use-side-panel-state.ts
Normal file
101
apps/web/src/hooks/use-side-panel-state.ts
Normal file
@@ -0,0 +1,101 @@
|
||||
import type { CreatureId } from "@initiative/domain";
|
||||
import { useCallback, useEffect, useState } from "react";
|
||||
|
||||
type PanelView =
|
||||
| { mode: "closed" }
|
||||
| { mode: "creature"; creatureId: CreatureId }
|
||||
| { mode: "bulk-import" }
|
||||
| { mode: "source-manager" };
|
||||
|
||||
interface SidePanelState {
|
||||
panelView: PanelView;
|
||||
selectedCreatureId: CreatureId | null;
|
||||
bulkImportMode: boolean;
|
||||
sourceManagerMode: boolean;
|
||||
isRightPanelCollapsed: boolean;
|
||||
pinnedCreatureId: CreatureId | null;
|
||||
isWideDesktop: boolean;
|
||||
}
|
||||
|
||||
interface SidePanelActions {
|
||||
showCreature: (creatureId: CreatureId) => void;
|
||||
showBulkImport: () => void;
|
||||
showSourceManager: () => void;
|
||||
dismissPanel: () => void;
|
||||
toggleCollapse: () => void;
|
||||
togglePin: () => void;
|
||||
unpin: () => void;
|
||||
}
|
||||
|
||||
export function useSidePanelState(): SidePanelState & SidePanelActions {
|
||||
const [panelView, setPanelView] = useState<PanelView>({ mode: "closed" });
|
||||
const [isRightPanelCollapsed, setIsRightPanelCollapsed] = useState(false);
|
||||
const [pinnedCreatureId, setPinnedCreatureId] = useState<CreatureId | null>(
|
||||
null,
|
||||
);
|
||||
const [isWideDesktop, setIsWideDesktop] = useState(
|
||||
() => window.matchMedia("(min-width: 1280px)").matches,
|
||||
);
|
||||
|
||||
useEffect(() => {
|
||||
const mq = window.matchMedia("(min-width: 1280px)");
|
||||
const handler = (e: MediaQueryListEvent) => setIsWideDesktop(e.matches);
|
||||
mq.addEventListener("change", handler);
|
||||
return () => mq.removeEventListener("change", handler);
|
||||
}, []);
|
||||
|
||||
const selectedCreatureId =
|
||||
panelView.mode === "creature" ? panelView.creatureId : null;
|
||||
|
||||
const showCreature = useCallback((creatureId: CreatureId) => {
|
||||
setPanelView({ mode: "creature", creatureId });
|
||||
setIsRightPanelCollapsed(false);
|
||||
}, []);
|
||||
|
||||
const showBulkImport = useCallback(() => {
|
||||
setPanelView({ mode: "bulk-import" });
|
||||
setIsRightPanelCollapsed(false);
|
||||
}, []);
|
||||
|
||||
const showSourceManager = useCallback(() => {
|
||||
setPanelView({ mode: "source-manager" });
|
||||
setIsRightPanelCollapsed(false);
|
||||
}, []);
|
||||
|
||||
const dismissPanel = useCallback(() => {
|
||||
setPanelView({ mode: "closed" });
|
||||
}, []);
|
||||
|
||||
const toggleCollapse = useCallback(() => {
|
||||
setIsRightPanelCollapsed((f) => !f);
|
||||
}, []);
|
||||
|
||||
const togglePin = useCallback(() => {
|
||||
if (selectedCreatureId) {
|
||||
setPinnedCreatureId((prev) =>
|
||||
prev === selectedCreatureId ? null : selectedCreatureId,
|
||||
);
|
||||
}
|
||||
}, [selectedCreatureId]);
|
||||
|
||||
const unpin = useCallback(() => {
|
||||
setPinnedCreatureId(null);
|
||||
}, []);
|
||||
|
||||
return {
|
||||
panelView,
|
||||
selectedCreatureId,
|
||||
bulkImportMode: panelView.mode === "bulk-import",
|
||||
sourceManagerMode: panelView.mode === "source-manager",
|
||||
isRightPanelCollapsed,
|
||||
pinnedCreatureId,
|
||||
isWideDesktop,
|
||||
showCreature,
|
||||
showBulkImport,
|
||||
showSourceManager,
|
||||
dismissPanel,
|
||||
toggleCollapse,
|
||||
togglePin,
|
||||
unpin,
|
||||
};
|
||||
}
|
||||
72
apps/web/src/hooks/use-swipe-to-dismiss.ts
Normal file
72
apps/web/src/hooks/use-swipe-to-dismiss.ts
Normal file
@@ -0,0 +1,72 @@
|
||||
import { useCallback, useRef, useState } from "react";
|
||||
|
||||
const DISMISS_THRESHOLD = 0.35;
|
||||
const VELOCITY_THRESHOLD = 0.5;
|
||||
|
||||
interface SwipeState {
|
||||
offsetX: number;
|
||||
isSwiping: boolean;
|
||||
}
|
||||
|
||||
export function useSwipeToDismiss(onDismiss: () => void) {
|
||||
const [swipe, setSwipe] = useState<SwipeState>({
|
||||
offsetX: 0,
|
||||
isSwiping: false,
|
||||
});
|
||||
const startX = useRef(0);
|
||||
const startY = useRef(0);
|
||||
const startTime = useRef(0);
|
||||
const panelWidth = 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;
|
||||
panelWidth.current = el.getBoundingClientRect().width;
|
||||
}, []);
|
||||
|
||||
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(dx) > Math.abs(dy) ? "horizontal" : "vertical";
|
||||
}
|
||||
|
||||
if (directionLocked.current === "vertical") return;
|
||||
|
||||
const clampedX = Math.max(0, dx);
|
||||
setSwipe({ offsetX: clampedX, isSwiping: true });
|
||||
}, []);
|
||||
|
||||
const onTouchEnd = useCallback(() => {
|
||||
if (directionLocked.current !== "horizontal") {
|
||||
setSwipe({ offsetX: 0, isSwiping: false });
|
||||
return;
|
||||
}
|
||||
|
||||
const elapsed = (Date.now() - startTime.current) / 1000;
|
||||
const velocity = swipe.offsetX / elapsed / panelWidth.current;
|
||||
const ratio =
|
||||
panelWidth.current > 0 ? swipe.offsetX / panelWidth.current : 0;
|
||||
|
||||
if (ratio > DISMISS_THRESHOLD || velocity > VELOCITY_THRESHOLD) {
|
||||
onDismiss();
|
||||
}
|
||||
|
||||
setSwipe({ offsetX: 0, isSwiping: false });
|
||||
}, [swipe.offsetX, onDismiss]);
|
||||
|
||||
return {
|
||||
offsetX: swipe.offsetX,
|
||||
isSwiping: swipe.isSwiping,
|
||||
handlers: { onTouchStart, onTouchMove, onTouchEnd },
|
||||
};
|
||||
}
|
||||
@@ -16,7 +16,7 @@
|
||||
--color-hover-neutral: var(--color-primary);
|
||||
--color-hover-action: var(--color-primary);
|
||||
--color-hover-destructive: var(--color-destructive);
|
||||
--color-hover-neutral-bg: var(--color-card);
|
||||
--color-hover-neutral-bg: oklch(0.623 0.214 259 / 0.15);
|
||||
--color-hover-action-bg: var(--color-muted);
|
||||
--color-hover-destructive-bg: transparent;
|
||||
--radius-sm: 0.25rem;
|
||||
@@ -68,6 +68,101 @@
|
||||
animation: slide-in-right 200ms ease-out;
|
||||
}
|
||||
|
||||
@keyframes confirm-pulse {
|
||||
0% {
|
||||
scale: 1;
|
||||
}
|
||||
50% {
|
||||
scale: 1.15;
|
||||
}
|
||||
100% {
|
||||
scale: 1;
|
||||
}
|
||||
}
|
||||
|
||||
@keyframes settle-to-bottom {
|
||||
from {
|
||||
transform: translateY(-40vh);
|
||||
opacity: 0;
|
||||
}
|
||||
40% {
|
||||
opacity: 1;
|
||||
}
|
||||
to {
|
||||
transform: translateY(0);
|
||||
opacity: 1;
|
||||
}
|
||||
}
|
||||
|
||||
@utility animate-settle-to-bottom {
|
||||
animation: settle-to-bottom 700ms cubic-bezier(0.22, 1, 0.36, 1) backwards;
|
||||
}
|
||||
|
||||
@keyframes rise-to-center {
|
||||
from {
|
||||
transform: translateY(40vh);
|
||||
opacity: 0;
|
||||
}
|
||||
40% {
|
||||
opacity: 1;
|
||||
}
|
||||
to {
|
||||
transform: translateY(0);
|
||||
opacity: 1;
|
||||
}
|
||||
}
|
||||
|
||||
@utility animate-rise-to-center {
|
||||
animation: rise-to-center 700ms cubic-bezier(0.22, 1, 0.36, 1) backwards;
|
||||
}
|
||||
|
||||
@keyframes slide-down-in {
|
||||
from {
|
||||
transform: translateY(-100%);
|
||||
opacity: 0;
|
||||
}
|
||||
to {
|
||||
transform: translateY(0);
|
||||
opacity: 1;
|
||||
}
|
||||
}
|
||||
|
||||
@utility animate-slide-down-in {
|
||||
animation: slide-down-in 700ms cubic-bezier(0.22, 1, 0.36, 1) backwards;
|
||||
}
|
||||
|
||||
@keyframes slide-up-out {
|
||||
from {
|
||||
transform: translateY(0);
|
||||
opacity: 1;
|
||||
}
|
||||
60% {
|
||||
opacity: 0;
|
||||
}
|
||||
to {
|
||||
transform: translateY(-100%);
|
||||
opacity: 0;
|
||||
}
|
||||
}
|
||||
|
||||
@utility animate-slide-up-out {
|
||||
animation: slide-up-out 700ms cubic-bezier(0.22, 1, 0.36, 1) forwards;
|
||||
}
|
||||
|
||||
@custom-variant pointer-coarse (@media (pointer: coarse));
|
||||
|
||||
@utility animate-confirm-pulse {
|
||||
animation: confirm-pulse 300ms ease-out;
|
||||
}
|
||||
|
||||
@utility transition-slide-panel {
|
||||
transition: translate 200ms ease-out;
|
||||
}
|
||||
|
||||
@utility writing-vertical-rl {
|
||||
writing-mode: vertical-rl;
|
||||
}
|
||||
|
||||
@utility animate-concentration-pulse {
|
||||
animation:
|
||||
concentration-shake 450ms ease-out,
|
||||
|
||||
@@ -0,0 +1,231 @@
|
||||
import type { PlayerCharacter } from "@initiative/domain";
|
||||
import { playerCharacterId } from "@initiative/domain";
|
||||
import { beforeEach, describe, expect, it } from "vitest";
|
||||
import {
|
||||
loadPlayerCharacters,
|
||||
savePlayerCharacters,
|
||||
} from "../player-character-storage.js";
|
||||
|
||||
const STORAGE_KEY = "initiative:player-characters";
|
||||
|
||||
function createMockLocalStorage() {
|
||||
const store = new Map<string, string>();
|
||||
return {
|
||||
getItem: (key: string) => store.get(key) ?? null,
|
||||
setItem: (key: string, value: string) => store.set(key, value),
|
||||
removeItem: (key: string) => store.delete(key),
|
||||
clear: () => store.clear(),
|
||||
get length() {
|
||||
return store.size;
|
||||
},
|
||||
key: (_index: number) => null,
|
||||
store,
|
||||
};
|
||||
}
|
||||
|
||||
function makePC(overrides?: Partial<PlayerCharacter>): PlayerCharacter {
|
||||
return {
|
||||
id: playerCharacterId("pc-1"),
|
||||
name: "Aragorn",
|
||||
ac: 16,
|
||||
maxHp: 120,
|
||||
color: "green",
|
||||
icon: "sword",
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
describe("player-character-storage", () => {
|
||||
let mockStorage: ReturnType<typeof createMockLocalStorage>;
|
||||
|
||||
beforeEach(() => {
|
||||
mockStorage = createMockLocalStorage();
|
||||
Object.defineProperty(globalThis, "localStorage", {
|
||||
value: mockStorage,
|
||||
writable: true,
|
||||
});
|
||||
});
|
||||
|
||||
describe("round-trip save/load", () => {
|
||||
it("saves and loads a single character", () => {
|
||||
const pc = makePC();
|
||||
savePlayerCharacters([pc]);
|
||||
const loaded = loadPlayerCharacters();
|
||||
expect(loaded).toEqual([pc]);
|
||||
});
|
||||
|
||||
it("saves and loads multiple characters", () => {
|
||||
const pcs = [
|
||||
makePC({ id: playerCharacterId("pc-1"), name: "Aragorn" }),
|
||||
makePC({
|
||||
id: playerCharacterId("pc-2"),
|
||||
name: "Legolas",
|
||||
ac: 14,
|
||||
maxHp: 90,
|
||||
color: "blue",
|
||||
icon: "eye",
|
||||
}),
|
||||
];
|
||||
savePlayerCharacters(pcs);
|
||||
const loaded = loadPlayerCharacters();
|
||||
expect(loaded).toEqual(pcs);
|
||||
});
|
||||
});
|
||||
|
||||
describe("empty storage", () => {
|
||||
it("returns empty array when no data exists", () => {
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("corrupt JSON", () => {
|
||||
it("returns empty array for invalid JSON", () => {
|
||||
mockStorage.setItem(STORAGE_KEY, "not-json{{{");
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("returns empty array for non-array JSON", () => {
|
||||
mockStorage.setItem(STORAGE_KEY, '{"foo": "bar"}');
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("per-character validation", () => {
|
||||
it("discards character with missing name", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
JSON.stringify([
|
||||
{ id: "pc-1", ac: 10, maxHp: 50, color: "blue", icon: "sword" },
|
||||
]),
|
||||
);
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("discards character with empty name", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
JSON.stringify([
|
||||
{
|
||||
id: "pc-1",
|
||||
name: "",
|
||||
ac: 10,
|
||||
maxHp: 50,
|
||||
color: "blue",
|
||||
icon: "sword",
|
||||
},
|
||||
]),
|
||||
);
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("discards character with invalid color", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
JSON.stringify([
|
||||
{
|
||||
id: "pc-1",
|
||||
name: "Test",
|
||||
ac: 10,
|
||||
maxHp: 50,
|
||||
color: "neon",
|
||||
icon: "sword",
|
||||
},
|
||||
]),
|
||||
);
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("discards character with invalid icon", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
JSON.stringify([
|
||||
{
|
||||
id: "pc-1",
|
||||
name: "Test",
|
||||
ac: 10,
|
||||
maxHp: 50,
|
||||
color: "blue",
|
||||
icon: "banana",
|
||||
},
|
||||
]),
|
||||
);
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("discards character with negative AC", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
JSON.stringify([
|
||||
{
|
||||
id: "pc-1",
|
||||
name: "Test",
|
||||
ac: -1,
|
||||
maxHp: 50,
|
||||
color: "blue",
|
||||
icon: "sword",
|
||||
},
|
||||
]),
|
||||
);
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("discards character with maxHp of 0", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
JSON.stringify([
|
||||
{
|
||||
id: "pc-1",
|
||||
name: "Test",
|
||||
ac: 10,
|
||||
maxHp: 0,
|
||||
color: "blue",
|
||||
icon: "sword",
|
||||
},
|
||||
]),
|
||||
);
|
||||
expect(loadPlayerCharacters()).toEqual([]);
|
||||
});
|
||||
|
||||
it("keeps valid characters and discards invalid ones", () => {
|
||||
mockStorage.setItem(
|
||||
STORAGE_KEY,
|
||||
JSON.stringify([
|
||||
{
|
||||
id: "pc-1",
|
||||
name: "Valid",
|
||||
ac: 10,
|
||||
maxHp: 50,
|
||||
color: "blue",
|
||||
icon: "sword",
|
||||
},
|
||||
{
|
||||
id: "pc-2",
|
||||
name: "",
|
||||
ac: 10,
|
||||
maxHp: 50,
|
||||
color: "blue",
|
||||
icon: "sword",
|
||||
},
|
||||
]),
|
||||
);
|
||||
const loaded = loadPlayerCharacters();
|
||||
expect(loaded).toHaveLength(1);
|
||||
expect(loaded[0].name).toBe("Valid");
|
||||
});
|
||||
});
|
||||
|
||||
describe("storage errors", () => {
|
||||
it("save silently catches errors", () => {
|
||||
Object.defineProperty(globalThis, "localStorage", {
|
||||
value: {
|
||||
setItem: () => {
|
||||
throw new Error("QuotaExceeded");
|
||||
},
|
||||
getItem: () => null,
|
||||
},
|
||||
writable: true,
|
||||
});
|
||||
expect(() => savePlayerCharacters([makePC()])).not.toThrow();
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -5,7 +5,10 @@ import {
|
||||
creatureId,
|
||||
type Encounter,
|
||||
isDomainError,
|
||||
playerCharacterId,
|
||||
VALID_CONDITION_IDS,
|
||||
VALID_PLAYER_COLORS,
|
||||
VALID_PLAYER_ICONS,
|
||||
} from "@initiative/domain";
|
||||
|
||||
const STORAGE_KEY = "initiative:encounter";
|
||||
@@ -18,6 +21,93 @@ export function saveEncounter(encounter: Encounter): void {
|
||||
}
|
||||
}
|
||||
|
||||
function validateAc(value: unknown): number | undefined {
|
||||
return typeof value === "number" && Number.isInteger(value) && value >= 0
|
||||
? value
|
||||
: undefined;
|
||||
}
|
||||
|
||||
function validateConditions(value: unknown): ConditionId[] | undefined {
|
||||
if (!Array.isArray(value)) return undefined;
|
||||
const valid = value.filter(
|
||||
(v): v is ConditionId =>
|
||||
typeof v === "string" && VALID_CONDITION_IDS.has(v),
|
||||
);
|
||||
return valid.length > 0 ? valid : undefined;
|
||||
}
|
||||
|
||||
function validateCreatureId(value: unknown) {
|
||||
return typeof value === "string" && value.length > 0
|
||||
? creatureId(value)
|
||||
: undefined;
|
||||
}
|
||||
|
||||
function validateHp(
|
||||
rawMaxHp: unknown,
|
||||
rawCurrentHp: unknown,
|
||||
): { maxHp: number; currentHp: number } | undefined {
|
||||
if (
|
||||
typeof rawMaxHp !== "number" ||
|
||||
!Number.isInteger(rawMaxHp) ||
|
||||
rawMaxHp < 1
|
||||
) {
|
||||
return undefined;
|
||||
}
|
||||
const validCurrentHp =
|
||||
typeof rawCurrentHp === "number" &&
|
||||
Number.isInteger(rawCurrentHp) &&
|
||||
rawCurrentHp >= 0 &&
|
||||
rawCurrentHp <= rawMaxHp;
|
||||
return {
|
||||
maxHp: rawMaxHp,
|
||||
currentHp: validCurrentHp ? rawCurrentHp : rawMaxHp,
|
||||
};
|
||||
}
|
||||
|
||||
function rehydrateCombatant(c: unknown) {
|
||||
const entry = c as Record<string, unknown>;
|
||||
const base = {
|
||||
id: combatantId(entry.id as string),
|
||||
name: entry.name as string,
|
||||
initiative:
|
||||
typeof entry.initiative === "number" ? entry.initiative : undefined,
|
||||
};
|
||||
|
||||
const color =
|
||||
typeof entry.color === "string" && VALID_PLAYER_COLORS.has(entry.color)
|
||||
? entry.color
|
||||
: undefined;
|
||||
const icon =
|
||||
typeof entry.icon === "string" && VALID_PLAYER_ICONS.has(entry.icon)
|
||||
? entry.icon
|
||||
: undefined;
|
||||
const pcId =
|
||||
typeof entry.playerCharacterId === "string" &&
|
||||
entry.playerCharacterId.length > 0
|
||||
? playerCharacterId(entry.playerCharacterId)
|
||||
: undefined;
|
||||
|
||||
const shared = {
|
||||
...base,
|
||||
ac: validateAc(entry.ac),
|
||||
conditions: validateConditions(entry.conditions),
|
||||
isConcentrating: entry.isConcentrating === true ? true : undefined,
|
||||
creatureId: validateCreatureId(entry.creatureId),
|
||||
color,
|
||||
icon,
|
||||
playerCharacterId: pcId,
|
||||
};
|
||||
|
||||
const hp = validateHp(entry.maxHp, entry.currentHp);
|
||||
return hp ? { ...shared, ...hp } : shared;
|
||||
}
|
||||
|
||||
function isValidCombatantEntry(c: unknown): boolean {
|
||||
if (typeof c !== "object" || c === null || Array.isArray(c)) return false;
|
||||
const entry = c as Record<string, unknown>;
|
||||
return typeof entry.id === "string" && typeof entry.name === "string";
|
||||
}
|
||||
|
||||
export function loadEncounter(): Encounter | null {
|
||||
try {
|
||||
const raw = localStorage.getItem(STORAGE_KEY);
|
||||
@@ -45,82 +135,9 @@ export function loadEncounter(): Encounter | null {
|
||||
};
|
||||
}
|
||||
|
||||
for (const c of combatants) {
|
||||
if (typeof c !== "object" || c === null || Array.isArray(c)) return null;
|
||||
const entry = c as Record<string, unknown>;
|
||||
if (typeof entry.id !== "string") return null;
|
||||
if (typeof entry.name !== "string") return null;
|
||||
}
|
||||
if (!combatants.every(isValidCombatantEntry)) return null;
|
||||
|
||||
const rehydrated = combatants.map((c) => {
|
||||
const entry = c as Record<string, unknown>;
|
||||
const base = {
|
||||
id: combatantId(entry.id as string),
|
||||
name: entry.name as string,
|
||||
initiative:
|
||||
typeof entry.initiative === "number" ? entry.initiative : undefined,
|
||||
};
|
||||
|
||||
// Validate AC field
|
||||
const ac = entry.ac;
|
||||
const validAc =
|
||||
typeof ac === "number" && Number.isInteger(ac) && ac >= 0
|
||||
? ac
|
||||
: undefined;
|
||||
|
||||
// Validate conditions field
|
||||
const rawConditions = entry.conditions;
|
||||
const validConditions: ConditionId[] | undefined = Array.isArray(
|
||||
rawConditions,
|
||||
)
|
||||
? (rawConditions.filter(
|
||||
(v): v is ConditionId =>
|
||||
typeof v === "string" && VALID_CONDITION_IDS.has(v),
|
||||
) as ConditionId[])
|
||||
: undefined;
|
||||
const conditions =
|
||||
validConditions && validConditions.length > 0
|
||||
? validConditions
|
||||
: undefined;
|
||||
|
||||
// Validate isConcentrating field
|
||||
const isConcentrating = entry.isConcentrating === true ? true : undefined;
|
||||
|
||||
// Validate creatureId field
|
||||
const rawCreatureId = entry.creatureId;
|
||||
const validCreatureId =
|
||||
typeof rawCreatureId === "string" && rawCreatureId.length > 0
|
||||
? creatureId(rawCreatureId)
|
||||
: undefined;
|
||||
|
||||
// Validate and attach HP fields if valid
|
||||
const maxHp = entry.maxHp;
|
||||
const currentHp = entry.currentHp;
|
||||
if (typeof maxHp === "number" && Number.isInteger(maxHp) && maxHp >= 1) {
|
||||
const validCurrentHp =
|
||||
typeof currentHp === "number" &&
|
||||
Number.isInteger(currentHp) &&
|
||||
currentHp >= 0 &&
|
||||
currentHp <= maxHp;
|
||||
return {
|
||||
...base,
|
||||
ac: validAc,
|
||||
conditions,
|
||||
isConcentrating,
|
||||
creatureId: validCreatureId,
|
||||
maxHp,
|
||||
currentHp: validCurrentHp ? currentHp : maxHp,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
...base,
|
||||
ac: validAc,
|
||||
conditions,
|
||||
isConcentrating,
|
||||
creatureId: validCreatureId,
|
||||
};
|
||||
});
|
||||
const rehydrated = combatants.map(rehydrateCombatant);
|
||||
|
||||
const result = createEncounter(
|
||||
rehydrated,
|
||||
|
||||
77
apps/web/src/persistence/player-character-storage.ts
Normal file
77
apps/web/src/persistence/player-character-storage.ts
Normal file
@@ -0,0 +1,77 @@
|
||||
import type { PlayerCharacter } from "@initiative/domain";
|
||||
import {
|
||||
playerCharacterId,
|
||||
VALID_PLAYER_COLORS,
|
||||
VALID_PLAYER_ICONS,
|
||||
} from "@initiative/domain";
|
||||
|
||||
const STORAGE_KEY = "initiative:player-characters";
|
||||
|
||||
export function savePlayerCharacters(characters: PlayerCharacter[]): void {
|
||||
try {
|
||||
localStorage.setItem(STORAGE_KEY, JSON.stringify(characters));
|
||||
} catch {
|
||||
// Silently swallow errors (quota exceeded, storage unavailable)
|
||||
}
|
||||
}
|
||||
|
||||
function isValidOptionalMember(
|
||||
value: unknown,
|
||||
valid: ReadonlySet<string>,
|
||||
): boolean {
|
||||
return value === undefined || (typeof value === "string" && valid.has(value));
|
||||
}
|
||||
|
||||
function rehydrateCharacter(raw: unknown): PlayerCharacter | null {
|
||||
if (typeof raw !== "object" || raw === null || Array.isArray(raw))
|
||||
return null;
|
||||
const entry = raw as Record<string, unknown>;
|
||||
|
||||
if (typeof entry.id !== "string" || entry.id.length === 0) return null;
|
||||
if (typeof entry.name !== "string" || entry.name.trim().length === 0)
|
||||
return null;
|
||||
if (
|
||||
typeof entry.ac !== "number" ||
|
||||
!Number.isInteger(entry.ac) ||
|
||||
entry.ac < 0
|
||||
)
|
||||
return null;
|
||||
if (
|
||||
typeof entry.maxHp !== "number" ||
|
||||
!Number.isInteger(entry.maxHp) ||
|
||||
entry.maxHp < 1
|
||||
)
|
||||
return null;
|
||||
if (!isValidOptionalMember(entry.color, VALID_PLAYER_COLORS)) return null;
|
||||
if (!isValidOptionalMember(entry.icon, VALID_PLAYER_ICONS)) return null;
|
||||
|
||||
return {
|
||||
id: playerCharacterId(entry.id),
|
||||
name: entry.name,
|
||||
ac: entry.ac,
|
||||
maxHp: entry.maxHp,
|
||||
color: entry.color as PlayerCharacter["color"],
|
||||
icon: entry.icon as PlayerCharacter["icon"],
|
||||
};
|
||||
}
|
||||
|
||||
export function loadPlayerCharacters(): PlayerCharacter[] {
|
||||
try {
|
||||
const raw = localStorage.getItem(STORAGE_KEY);
|
||||
if (raw === null) return [];
|
||||
|
||||
const parsed: unknown = JSON.parse(raw);
|
||||
if (!Array.isArray(parsed)) return [];
|
||||
|
||||
const characters: PlayerCharacter[] = [];
|
||||
for (const item of parsed) {
|
||||
const pc = rehydrateCharacter(item);
|
||||
if (pc !== null) {
|
||||
characters.push(pc);
|
||||
}
|
||||
}
|
||||
return characters;
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
}
|
||||
14
biome.json
14
biome.json
@@ -6,7 +6,9 @@
|
||||
"!**/dist/**",
|
||||
"!.claude/**",
|
||||
"!.specify/**",
|
||||
"!specs/**"
|
||||
"!specs/**",
|
||||
"!coverage/**",
|
||||
"!.pnpm-store/**"
|
||||
]
|
||||
},
|
||||
"assist": {
|
||||
@@ -27,7 +29,15 @@
|
||||
"linter": {
|
||||
"enabled": true,
|
||||
"rules": {
|
||||
"recommended": true
|
||||
"recommended": true,
|
||||
"complexity": {
|
||||
"noExcessiveCognitiveComplexity": {
|
||||
"level": "error",
|
||||
"options": {
|
||||
"maxAllowedComplexity": 15
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
36540
data/bestiary/index.json
Normal file
36540
data/bestiary/index.json
Normal file
File diff suppressed because it is too large
Load Diff
63266
data/bestiary/xmm.json
63266
data/bestiary/xmm.json
File diff suppressed because it is too large
Load Diff
4
docs/agents/.gitkeep
Normal file
4
docs/agents/.gitkeep
Normal file
@@ -0,0 +1,4 @@
|
||||
# Agent Artifacts
|
||||
|
||||
Research reports and implementation plans generated by RPI skills.
|
||||
|
||||
0
docs/agents/plans/.gitkeep
Normal file
0
docs/agents/plans/.gitkeep
Normal file
0
docs/agents/research/.gitkeep
Normal file
0
docs/agents/research/.gitkeep
Normal file
176
docs/agents/research/2026-03-13-action-bars-and-buttons.md
Normal file
176
docs/agents/research/2026-03-13-action-bars-and-buttons.md
Normal file
@@ -0,0 +1,176 @@
|
||||
---
|
||||
date: "2026-03-13T14:39:15.661886+00:00"
|
||||
git_commit: 75778884bd1be7d135b2f5ea9b8a8e77a0149f7b
|
||||
branch: main
|
||||
topic: "Action Bars Setup — Top Bar and Bottom Bar Buttons"
|
||||
tags: [research, codebase, action-bar, turn-navigation, layout, buttons]
|
||||
status: complete
|
||||
---
|
||||
|
||||
# Research: Action Bars Setup — Top Bar and Bottom Bar Buttons
|
||||
|
||||
## Research Question
|
||||
|
||||
How are the top and bottom action bars set up, what buttons do they contain, and how are their actions wired?
|
||||
|
||||
## Summary
|
||||
|
||||
The application has two primary bar components that frame the encounter tracker UI:
|
||||
|
||||
1. **Top bar** — `TurnNavigation` (`turn-navigation.tsx`) — turn controls, round/combatant display, and encounter-wide actions.
|
||||
2. **Bottom bar** — `ActionBar` (`action-bar.tsx`) — combatant input, bestiary search, stat block browsing, bulk import, and player character management.
|
||||
|
||||
Both bars share the same visual container styling (`flex items-center gap-3 rounded-md border border-border bg-card px-4 py-3`). They are laid out in `App.tsx` within a flex column, with a scrollable combatant list between them. When the encounter is empty, only the ActionBar is shown (centered in the viewport); the TurnNavigation appears with an animation when the first combatant is added.
|
||||
|
||||
## Detailed Findings
|
||||
|
||||
### Layout Structure (`App.tsx:243-344`)
|
||||
|
||||
The bars live inside a `max-w-2xl` centered column:
|
||||
|
||||
```
|
||||
┌──────────────────────────────────┐
|
||||
│ TurnNavigation (pt-8, shrink-0) │ ← top bar, conditionally shown
|
||||
├──────────────────────────────────┤
|
||||
│ SourceManager (optional inline) │ ← toggled by Library button in top bar
|
||||
├──────────────────────────────────┤
|
||||
│ Combatant list (flex-1, │ ← scrollable
|
||||
│ overflow-y-auto) │
|
||||
├──────────────────────────────────┤
|
||||
│ ActionBar (pb-8, shrink-0) │ ← bottom bar
|
||||
└──────────────────────────────────┘
|
||||
```
|
||||
|
||||
**Empty state**: When `encounter.combatants.length === 0`, the top bar is hidden and the ActionBar is vertically centered in a `flex items-center justify-center` wrapper with `pb-[15%]` offset. It receives `autoFocus` in this state.
|
||||
|
||||
**Animation** (`useActionBarAnimation`, `App.tsx:30-66`): Manages transitions between empty and populated states:
|
||||
- Empty → populated: ActionBar plays `animate-settle-to-bottom`, TurnNavigation plays `animate-slide-down-in`.
|
||||
- Populated → empty: ActionBar plays `animate-rise-to-center`, TurnNavigation plays `animate-slide-up-out` (with `absolute` positioning during exit).
|
||||
|
||||
The `showTopBar` flag is `true` when either combatants exist or the top bar exit animation is still running.
|
||||
|
||||
### Top Bar — TurnNavigation (`turn-navigation.tsx`)
|
||||
|
||||
**Props interface** (`turn-navigation.tsx:7-14`):
|
||||
- `encounter: Encounter` — full encounter state
|
||||
- `onAdvanceTurn`, `onRetreatTurn` — turn navigation callbacks
|
||||
- `onClearEncounter` — destructive clear with confirmation
|
||||
- `onRollAllInitiative` — rolls initiative for all combatants
|
||||
- `onOpenSourceManager` — toggles source manager panel
|
||||
|
||||
**Layout**: Left–Center–Right structure:
|
||||
|
||||
```
|
||||
[ ◀ Prev ] | [ R1 Active Combatant Name ] | [ 🎲 📚 🗑 ] [ Next ▶ ]
|
||||
```
|
||||
|
||||
**Buttons (left to right)**:
|
||||
|
||||
| # | Icon | Component | Variant | Action | Disabled when |
|
||||
|---|------|-----------|---------|--------|---------------|
|
||||
| 1 | `StepBack` | `Button` | default | `onRetreatTurn` | No combatants OR at round 1 index 0 |
|
||||
| 2 | `D20Icon` | `Button` | ghost | `onRollAllInitiative` | Never |
|
||||
| 3 | `Library` | `Button` | ghost | `onOpenSourceManager` | Never |
|
||||
| 4 | `Trash2` | `ConfirmButton` | — | `onClearEncounter` | No combatants |
|
||||
| 5 | `StepForward` | `Button` | default | `onAdvanceTurn` | No combatants |
|
||||
|
||||
**Center section** (`turn-navigation.tsx:40-49`): Displays a round badge (`R{n}` in a `rounded-full bg-muted` span) and the active combatant's name (truncated). Falls back to "No combatants" in muted text.
|
||||
|
||||
**Button grouping**: Buttons 2-4 are grouped in a `gap-0` div (tight spacing), while button 5 (Next) is separated by the outer `gap-3`.
|
||||
|
||||
**Wiring in App.tsx** (`App.tsx:251-258`):
|
||||
- `onAdvanceTurn` → `advanceTurn` from `useEncounter()`
|
||||
- `onRetreatTurn` → `retreatTurn` from `useEncounter()`
|
||||
- `onClearEncounter` → `clearEncounter` from `useEncounter()`
|
||||
- `onRollAllInitiative` → `handleRollAllInitiative` → calls `rollAllInitiativeUseCase(makeStore(), rollDice, getCreature)`
|
||||
- `onOpenSourceManager` → toggles `sourceManagerOpen` state
|
||||
|
||||
### Bottom Bar — ActionBar (`action-bar.tsx`)
|
||||
|
||||
**Props interface** (`action-bar.tsx:20-36`):
|
||||
- `onAddCombatant` — adds custom combatant with optional init/AC/maxHP
|
||||
- `onAddFromBestiary` — adds creature from search result
|
||||
- `bestiarySearch` — search function returning `SearchResult[]`
|
||||
- `bestiaryLoaded` — whether bestiary index is loaded
|
||||
- `onViewStatBlock` — opens stat block panel for a creature
|
||||
- `onBulkImport` — triggers bulk source import mode
|
||||
- `bulkImportDisabled` — disables import button during loading
|
||||
- `inputRef` — external ref to the name input
|
||||
- `playerCharacters` — list of player characters for quick-add
|
||||
- `onAddFromPlayerCharacter` — adds a player character to encounter
|
||||
- `onManagePlayers` — opens player management modal
|
||||
- `autoFocus` — auto-focuses input (used in empty state)
|
||||
|
||||
**Layout**: Form with input, contextual fields, submit button, and action icons:
|
||||
|
||||
```
|
||||
[ + Add combatants... ] [ Init ] [ AC ] [ MaxHP ] [ Add ] [ 👥 👁 📥 ]
|
||||
```
|
||||
|
||||
The Init/AC/MaxHP fields only appear when the input has 2+ characters and no bestiary suggestions are showing.
|
||||
|
||||
**Buttons (left to right)**:
|
||||
|
||||
| # | Icon | Component | Variant | Action | Condition |
|
||||
|---|------|-----------|---------|--------|-----------|
|
||||
| 1 | — | `Button` | sm | Form submit → `handleAdd` | Always shown |
|
||||
| 2 | `Users` | `Button` | ghost | `onManagePlayers` | Only if `onManagePlayers` provided |
|
||||
| 3 | `Eye` | `Button` | ghost | Toggle stat block viewer dropdown | Only if `bestiaryLoaded && onViewStatBlock` |
|
||||
| 4 | `Import` | `Button` | ghost | `onBulkImport` | Only if `bestiaryLoaded && onBulkImport` |
|
||||
|
||||
**Button grouping**: Buttons 2-4 are grouped in a `gap-0` div, mirroring the top bar's icon button grouping.
|
||||
|
||||
**Suggestion dropdown** (`action-bar.tsx:267-410`): Opens above the input when 2+ chars are typed and results exist. Contains:
|
||||
- A "Add as custom" escape row at the top (with `Esc` keyboard hint)
|
||||
- **Players section**: Lists matching player characters with colored icons; clicking adds them directly via `onAddFromPlayerCharacter`
|
||||
- **Bestiary section**: Lists search results; clicking queues a creature. Queued creatures show:
|
||||
- `Minus` button — decrements count (removes queue at 0)
|
||||
- Count badge — current queued count
|
||||
- `Plus` button — increments count
|
||||
- `Check` button — confirms and adds all queued copies
|
||||
|
||||
**Stat block viewer dropdown** (`action-bar.tsx:470-513`): A separate search dropdown anchored to the Eye button. Has its own input, search results, and keyboard navigation. Selecting a result calls `onViewStatBlock`.
|
||||
|
||||
**Keyboard handling** (`action-bar.tsx:168-186`):
|
||||
- Arrow Up/Down — navigate suggestion list
|
||||
- Enter — queue selected suggestion or confirm queued batch
|
||||
- Escape — clear suggestions and queue
|
||||
|
||||
**Wiring in App.tsx** (`App.tsx:269-282` and `328-340`):
|
||||
- `onAddCombatant` → `addCombatant` from `useEncounter()`
|
||||
- `onAddFromBestiary` → `handleAddFromBestiary` → `addFromBestiary` from `useEncounter()`
|
||||
- `bestiarySearch` → `search` from `useBestiary()`
|
||||
- `onViewStatBlock` → `handleViewStatBlock` → constructs `CreatureId` and sets `selectedCreatureId`
|
||||
- `onBulkImport` → `handleBulkImport` → sets `bulkImportMode` and clears selection
|
||||
- `onAddFromPlayerCharacter` → `addFromPlayerCharacter` from `useEncounter()`
|
||||
- `onManagePlayers` → opens `managementOpen` state (shows `PlayerManagement` modal)
|
||||
|
||||
### Shared UI Primitives
|
||||
|
||||
**`Button`** (`ui/button.tsx`): CVA-based component with variants (`default`, `outline`, `ghost`) and sizes (`default`, `sm`, `icon`). Both bars use `size="icon"` with `variant="ghost"` for their icon button clusters, and `size="icon"` with default variant for the primary navigation buttons (Prev/Next in top bar).
|
||||
|
||||
**`ConfirmButton`** (`ui/confirm-button.tsx`): Two-click destructive action button. First click shows a red pulsing confirmation state with a Check icon; second click fires `onConfirm`. Auto-reverts after 5 seconds. Supports Escape and click-outside cancellation. Used for Clear Encounter in the top bar.
|
||||
|
||||
### Hover Color Convention
|
||||
|
||||
Both bars use consistent hover color classes on their ghost icon buttons:
|
||||
- `hover:text-hover-action` — used on the D20 (roll initiative) button, suggesting an action/accent color
|
||||
- `hover:text-hover-neutral` — used on Library, Users, Eye, Import buttons, suggesting a neutral/informational color
|
||||
|
||||
## Code References
|
||||
|
||||
- `apps/web/src/components/turn-navigation.tsx` — Top bar component (93 lines)
|
||||
- `apps/web/src/components/action-bar.tsx` — Bottom bar component (533 lines)
|
||||
- `apps/web/src/App.tsx:30-66` — `useActionBarAnimation` hook for bar transitions
|
||||
- `apps/web/src/App.tsx:243-344` — Layout structure with both bars
|
||||
- `apps/web/src/components/ui/button.tsx` — Shared Button component
|
||||
- `apps/web/src/components/ui/confirm-button.tsx` — Two-step confirmation button
|
||||
- `apps/web/src/components/d20-icon.tsx` — Custom D20 dice SVG icon
|
||||
|
||||
## Architecture Documentation
|
||||
|
||||
The bars follow the app's adapter-layer convention: they are pure presentational React components that receive all behavior via callback props. No business logic lives in either bar — they delegate to handlers defined in `App.tsx`, which in turn call use-case functions from the application layer or manipulate local UI state.
|
||||
|
||||
Both bars are rendered twice in `App.tsx` (once in the empty-state branch, once in the populated branch) rather than being conditionally repositioned, which simplifies the animation logic.
|
||||
|
||||
The `ActionBar` is the more complex of the two, managing multiple pieces of local state (input value, suggestions, queued creatures, custom fields, stat block viewer) while `TurnNavigation` is fully stateless — all its data comes from the `encounter` prop.
|
||||
188
docs/agents/research/2026-03-13-css-classes-buttons-hover.md
Normal file
188
docs/agents/research/2026-03-13-css-classes-buttons-hover.md
Normal file
@@ -0,0 +1,188 @@
|
||||
---
|
||||
date: "2026-03-13T15:35:07.699570+00:00"
|
||||
git_commit: bd398080008349b47726d0016f4b03587f453833
|
||||
branch: main
|
||||
topic: "CSS class usage, button categorization, and hover effects across all components"
|
||||
tags: [research, codebase, css, tailwind, buttons, hover, ui]
|
||||
status: complete
|
||||
---
|
||||
|
||||
# Research: CSS Class Usage, Button Categorization, and Hover Effects
|
||||
|
||||
## Research Question
|
||||
How are CSS classes used across all components? How are buttons categorized — are there primary and secondary buttons? What hover effects exist, and are they unified?
|
||||
|
||||
## Summary
|
||||
|
||||
The project uses **Tailwind CSS v4** with a custom dark theme defined in `index.css` via `@theme`. All class merging goes through a `cn()` utility (clsx + tailwind-merge). Buttons are built on a shared `Button` component using **class-variance-authority (CVA)** with three variants: **default** (primary), **outline**, and **ghost**. Hover effects are partially unified through semantic color tokens (`hover-neutral`, `hover-action`, `hover-destructive`) defined in the theme, but several components use **one-off hardcoded hover colors** that bypass the token system.
|
||||
|
||||
## Detailed Findings
|
||||
|
||||
### Theme System (`index.css`)
|
||||
|
||||
All colors are defined as CSS custom properties via Tailwind v4's `@theme` directive (`index.css:3-26`):
|
||||
|
||||
| Token | Value | Purpose |
|
||||
|---|---|---|
|
||||
| `--color-background` | `#0f172a` | Page background |
|
||||
| `--color-foreground` | `#e2e8f0` | Default text |
|
||||
| `--color-muted` | `#64748b` | Subdued elements |
|
||||
| `--color-muted-foreground` | `#94a3b8` | Secondary text |
|
||||
| `--color-card` | `#1e293b` | Card/panel surfaces |
|
||||
| `--color-border` | `#334155` | Borders |
|
||||
| `--color-primary` | `#3b82f6` | Primary actions (blue) |
|
||||
| `--color-accent` | `#3b82f6` | Accent (same as primary) |
|
||||
| `--color-destructive` | `#ef4444` | Destructive actions (red) |
|
||||
|
||||
**Hover tokens** (semantic layer for hover states):
|
||||
|
||||
| Token | Resolves to | Usage |
|
||||
|---|---|---|
|
||||
| `hover-neutral` | `primary` (blue) | Text color on neutral hover |
|
||||
| `hover-action` | `primary` (blue) | Text color on action hover |
|
||||
| `hover-destructive` | `destructive` (red) | Text color on destructive hover |
|
||||
| `hover-neutral-bg` | `card` (slate) | Background on neutral hover |
|
||||
| `hover-action-bg` | `muted` | Background on action hover |
|
||||
| `hover-destructive-bg` | `transparent` | Background on destructive hover |
|
||||
|
||||
### Button Component (`components/ui/button.tsx`)
|
||||
|
||||
Uses CVA with three variants and three sizes:
|
||||
|
||||
**Variants:**
|
||||
|
||||
| Variant | Base styles | Hover |
|
||||
|---|---|---|
|
||||
| `default` (primary) | `bg-primary text-primary-foreground` | `hover:bg-primary/90` |
|
||||
| `outline` | `border border-border bg-transparent` | `hover:bg-hover-neutral-bg hover:text-hover-neutral` |
|
||||
| `ghost` | (no background/border) | `hover:bg-hover-neutral-bg hover:text-hover-neutral` |
|
||||
|
||||
**Sizes:**
|
||||
|
||||
| Size | Classes |
|
||||
|---|---|
|
||||
| `default` | `h-9 px-4 py-2` |
|
||||
| `sm` | `h-8 px-3 text-xs` |
|
||||
| `icon` | `h-8 w-8` |
|
||||
|
||||
All variants share: `rounded-md text-sm font-medium transition-colors focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-primary disabled:pointer-events-none disabled:opacity-50`.
|
||||
|
||||
There is **no "secondary" variant** — the outline variant is the closest equivalent.
|
||||
|
||||
### Composite Button Components
|
||||
|
||||
**ConfirmButton** (`components/ui/confirm-button.tsx`):
|
||||
- Wraps `Button variant="ghost" size="icon"`
|
||||
- Default state: `hover:text-hover-destructive` (uses token)
|
||||
- Confirming state: `bg-destructive text-primary-foreground animate-confirm-pulse hover:bg-destructive hover:text-primary-foreground`
|
||||
|
||||
**OverflowMenu** (`components/ui/overflow-menu.tsx`):
|
||||
- Trigger: `Button variant="ghost" size="icon"` with `text-muted-foreground hover:text-hover-neutral`
|
||||
- Menu items: raw `<button>` elements with `hover:bg-muted/20` (**not using the token system**)
|
||||
|
||||
### Button Usage Across Components
|
||||
|
||||
| Component | Button type | Variant/Style |
|
||||
|---|---|---|
|
||||
| `action-bar.tsx:556` | `<Button type="submit">` | default (primary) — "Add" |
|
||||
| `action-bar.tsx:561` | `<Button type="button">` | default (primary) — "Roll all" |
|
||||
| `turn-navigation.tsx:25,54` | `<Button size="icon">` | default — prev/next turn |
|
||||
| `turn-navigation.tsx:47` | `<ConfirmButton>` | ghost+destructive — clear encounter |
|
||||
| `source-fetch-prompt.tsx:91` | `<Button size="sm">` | default — "Load" |
|
||||
| `source-fetch-prompt.tsx:106` | `<Button size="sm" variant="outline">` | outline — "Upload file" |
|
||||
| `bulk-import-prompt.tsx:31,45,106` | `<Button size="sm">` | default — "Done"/"Load All" |
|
||||
| `source-manager.tsx:50` | `<Button size="sm" variant="outline">` | outline — "Clear all" |
|
||||
| `hp-adjust-popover.tsx:112` | `<Button variant="ghost" size="icon">` | ghost + custom red — damage |
|
||||
| `hp-adjust-popover.tsx:124` | `<Button variant="ghost" size="icon">` | ghost + custom green — heal |
|
||||
| `player-management.tsx:67` | `<Button>` | default — "Create first player" |
|
||||
| `player-management.tsx:113` | `<Button variant="ghost">` | ghost — "Add player" |
|
||||
| `create-player-modal.tsx:177` | `<Button variant="ghost">` | ghost — "Cancel" |
|
||||
| `create-player-modal.tsx:180` | `<Button type="submit">` | default — "Save"/"Create" |
|
||||
| `combatant-row.tsx:625` | `<ConfirmButton>` | ghost+destructive — remove combatant |
|
||||
|
||||
**Raw `<button>` elements** (not using the Button component):
|
||||
- `action-bar.tsx` — suggestion items, count increment/decrement, browse toggle, custom add (all inline-styled)
|
||||
- `combatant-row.tsx` — editable name, HP display, AC, initiative, concentration toggle
|
||||
- `stat-block-panel.tsx` — fold/close/pin/unpin buttons
|
||||
- `condition-picker.tsx` — condition items
|
||||
- `condition-tags.tsx` — condition tags, add condition button
|
||||
- `toast.tsx` — dismiss button
|
||||
- `player-management.tsx` — close modal, edit player
|
||||
- `create-player-modal.tsx` — close modal
|
||||
- `color-palette.tsx` — color swatches
|
||||
- `icon-grid.tsx` — icon options
|
||||
|
||||
### Hover Effects Inventory
|
||||
|
||||
**Using semantic tokens (unified):**
|
||||
|
||||
| Hover class | Meaning | Used in |
|
||||
|---|---|---|
|
||||
| `hover:bg-hover-neutral-bg` | Neutral background highlight | button.tsx (outline/ghost), action-bar.tsx, condition-picker.tsx, condition-tags.tsx |
|
||||
| `hover:text-hover-neutral` | Text turns primary blue | button.tsx (outline/ghost), action-bar.tsx, combatant-row.tsx, stat-block-panel.tsx, ac-shield.tsx, toast.tsx, overflow-menu.tsx, condition-tags.tsx |
|
||||
| `hover:text-hover-action` | Action text (same as neutral) | action-bar.tsx (overflow trigger) |
|
||||
| `hover:text-hover-destructive` | Destructive text turns red | confirm-button.tsx, source-manager.tsx |
|
||||
| `hover:bg-hover-destructive-bg` | Destructive background (transparent) | source-manager.tsx |
|
||||
|
||||
**One-off / hardcoded hover colors (NOT using tokens):**
|
||||
|
||||
| Hover class | Used in | Context |
|
||||
|---|---|---|
|
||||
| `hover:bg-primary/90` | button.tsx (default variant) | Primary button darken |
|
||||
| `hover:bg-accent/20` | action-bar.tsx | Suggestion highlight, custom add |
|
||||
| `hover:bg-accent/40` | action-bar.tsx | Count +/- buttons, confirm queued |
|
||||
| `hover:bg-muted/20` | overflow-menu.tsx | Menu item highlight |
|
||||
| `hover:bg-red-950` | hp-adjust-popover.tsx | Damage button |
|
||||
| `hover:text-red-300` | hp-adjust-popover.tsx | Damage button text |
|
||||
| `hover:bg-emerald-950` | hp-adjust-popover.tsx | Heal button |
|
||||
| `hover:text-emerald-300` | hp-adjust-popover.tsx | Heal button text |
|
||||
| `hover:text-foreground` | player-management.tsx, create-player-modal.tsx, icon-grid.tsx | Close/edit buttons |
|
||||
| `hover:bg-background/50` | player-management.tsx | Player row hover |
|
||||
| `hover:bg-card` | icon-grid.tsx | Icon option hover |
|
||||
| `hover:border-hover-destructive` | source-manager.tsx | Clear all button border |
|
||||
| `hover:scale-110` | color-palette.tsx | Color swatch enlarge |
|
||||
| `hover:bg-destructive` | confirm-button.tsx (confirming state) | Maintain red bg on hover |
|
||||
| `hover:text-primary-foreground` | confirm-button.tsx (confirming state) | Maintain white text on hover |
|
||||
|
||||
### Hover unification assessment
|
||||
|
||||
The hover token system (`hover-neutral`, `hover-action`, `hover-destructive`) provides a consistent pattern for the most common interactions. The `Button` component's outline and ghost variants use these tokens, and many inline buttons in action-bar, combatant-row, stat-block-panel, and condition components also use them.
|
||||
|
||||
However, there are notable gaps:
|
||||
1. **HP adjust popover** uses hardcoded red/green colors (`red-950`, `emerald-950`) instead of tokens
|
||||
2. **Overflow menu items** use `hover:bg-muted/20` instead of `hover:bg-hover-neutral-bg`
|
||||
3. **Player management modals** use `hover:text-foreground` and `hover:bg-background/50` instead of the semantic tokens
|
||||
4. **Action-bar suggestion items** use `hover:bg-accent/20` and `hover:bg-accent/40` — accent-specific patterns not in the token system
|
||||
5. **Icon grid** and **color palette** use their own hover patterns (`hover:bg-card`, `hover:scale-110`)
|
||||
|
||||
## Code References
|
||||
|
||||
- `apps/web/src/index.css:3-26` — Theme color definitions including hover tokens
|
||||
- `apps/web/src/components/ui/button.tsx:1-38` — Button component with CVA variants
|
||||
- `apps/web/src/components/ui/confirm-button.tsx:93-115` — ConfirmButton with destructive hover states
|
||||
- `apps/web/src/components/ui/overflow-menu.tsx:38-72` — OverflowMenu with non-token hover
|
||||
- `apps/web/src/components/hp-adjust-popover.tsx:117-129` — Hardcoded red/green hover colors
|
||||
- `apps/web/src/components/action-bar.tsx:80-188` — Mixed token and accent-based hovers
|
||||
- `apps/web/src/components/combatant-row.tsx:147-629` — Inline buttons with token hovers
|
||||
- `apps/web/src/components/player-management.tsx:58-98` — Non-token hover patterns
|
||||
- `apps/web/src/components/stat-block-panel.tsx:55-109` — Consistent token usage
|
||||
- `apps/web/src/lib/utils.ts:1-5` — `cn()` utility (clsx + twMerge)
|
||||
|
||||
## Architecture Documentation
|
||||
|
||||
The styling architecture follows this pattern:
|
||||
|
||||
1. **Theme layer**: `index.css` defines all color tokens via `@theme`, including semantic hover tokens
|
||||
2. **Component layer**: `Button` (CVA) provides the shared button abstraction with three variants
|
||||
3. **Composite layer**: `ConfirmButton` and `OverflowMenu` wrap `Button` with additional behavior
|
||||
4. **Usage layer**: Components use either `Button` component or raw `<button>` elements with inline Tailwind classes
|
||||
|
||||
The `cn()` utility from `lib/utils.ts` is used in 9+ components for conditional class merging.
|
||||
|
||||
Custom animations are defined in `index.css` via `@keyframes` + `@utility` pairs: slide-in-right, confirm-pulse, settle-to-bottom, rise-to-center, slide-down-in, slide-up-out, concentration-pulse.
|
||||
|
||||
## Open Questions
|
||||
|
||||
1. The `hover-action` and `hover-action-bg` tokens are defined but rarely used — `hover-action` appears only once in `action-bar.tsx:565`. Is this intentional or an incomplete migration?
|
||||
2. The `accent` color (`#3b82f6`) is identical to `primary` — are they intended to diverge in the future, or is this redundancy?
|
||||
3. Should the hardcoded HP adjust colors (red/emerald) be promoted to theme tokens (e.g., `hover-damage`, `hover-heal`)?
|
||||
9
nginx.conf
Normal file
9
nginx.conf
Normal file
@@ -0,0 +1,9 @@
|
||||
server {
|
||||
listen 80;
|
||||
root /usr/share/nginx/html;
|
||||
index index.html;
|
||||
|
||||
location / {
|
||||
try_files $uri $uri/ /index.html;
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,14 @@
|
||||
{
|
||||
"private": true,
|
||||
"packageManager": "pnpm@10.6.0",
|
||||
"pnpm": {
|
||||
"overrides": {
|
||||
"undici": ">=7.24.0"
|
||||
}
|
||||
},
|
||||
"devDependencies": {
|
||||
"@biomejs/biome": "2.0.0",
|
||||
"@vitest/coverage-v8": "^3.2.4",
|
||||
"jscpd": "^4.0.8",
|
||||
"knip": "^5.85.0",
|
||||
"lefthook": "^1.11.0",
|
||||
@@ -20,6 +26,6 @@
|
||||
"test:watch": "vitest",
|
||||
"knip": "knip",
|
||||
"jscpd": "jscpd",
|
||||
"check": "knip && biome check . && tsc --build && vitest run && jscpd"
|
||||
"check": "pnpm audit --audit-level=high && knip && biome check . && tsc --build && vitest run && jscpd"
|
||||
}
|
||||
}
|
||||
|
||||
36
packages/application/src/create-player-character-use-case.ts
Normal file
36
packages/application/src/create-player-character-use-case.ts
Normal file
@@ -0,0 +1,36 @@
|
||||
import {
|
||||
createPlayerCharacter,
|
||||
type DomainError,
|
||||
type DomainEvent,
|
||||
isDomainError,
|
||||
type PlayerCharacterId,
|
||||
} from "@initiative/domain";
|
||||
import type { PlayerCharacterStore } from "./ports.js";
|
||||
|
||||
export function createPlayerCharacterUseCase(
|
||||
store: PlayerCharacterStore,
|
||||
id: PlayerCharacterId,
|
||||
name: string,
|
||||
ac: number,
|
||||
maxHp: number,
|
||||
color: string | undefined,
|
||||
icon: string | undefined,
|
||||
): DomainEvent[] | DomainError {
|
||||
const characters = store.getAll();
|
||||
const result = createPlayerCharacter(
|
||||
characters,
|
||||
id,
|
||||
name,
|
||||
ac,
|
||||
maxHp,
|
||||
color,
|
||||
icon,
|
||||
);
|
||||
|
||||
if (isDomainError(result)) {
|
||||
return result;
|
||||
}
|
||||
|
||||
store.save([...result.characters]);
|
||||
return result.events;
|
||||
}
|
||||
23
packages/application/src/delete-player-character-use-case.ts
Normal file
23
packages/application/src/delete-player-character-use-case.ts
Normal file
@@ -0,0 +1,23 @@
|
||||
import {
|
||||
type DomainError,
|
||||
type DomainEvent,
|
||||
deletePlayerCharacter,
|
||||
isDomainError,
|
||||
type PlayerCharacterId,
|
||||
} from "@initiative/domain";
|
||||
import type { PlayerCharacterStore } from "./ports.js";
|
||||
|
||||
export function deletePlayerCharacterUseCase(
|
||||
store: PlayerCharacterStore,
|
||||
id: PlayerCharacterId,
|
||||
): DomainEvent[] | DomainError {
|
||||
const characters = store.getAll();
|
||||
const result = deletePlayerCharacter(characters, id);
|
||||
|
||||
if (isDomainError(result)) {
|
||||
return result;
|
||||
}
|
||||
|
||||
store.save([...result.characters]);
|
||||
return result.events;
|
||||
}
|
||||
32
packages/application/src/edit-player-character-use-case.ts
Normal file
32
packages/application/src/edit-player-character-use-case.ts
Normal file
@@ -0,0 +1,32 @@
|
||||
import {
|
||||
type DomainError,
|
||||
type DomainEvent,
|
||||
editPlayerCharacter,
|
||||
isDomainError,
|
||||
type PlayerCharacterId,
|
||||
} from "@initiative/domain";
|
||||
import type { PlayerCharacterStore } from "./ports.js";
|
||||
|
||||
interface EditFields {
|
||||
readonly name?: string;
|
||||
readonly ac?: number;
|
||||
readonly maxHp?: number;
|
||||
readonly color?: string | null;
|
||||
readonly icon?: string | null;
|
||||
}
|
||||
|
||||
export function editPlayerCharacterUseCase(
|
||||
store: PlayerCharacterStore,
|
||||
id: PlayerCharacterId,
|
||||
fields: EditFields,
|
||||
): DomainEvent[] | DomainError {
|
||||
const characters = store.getAll();
|
||||
const result = editPlayerCharacter(characters, id, fields);
|
||||
|
||||
if (isDomainError(result)) {
|
||||
return result;
|
||||
}
|
||||
|
||||
store.save([...result.characters]);
|
||||
return result.events;
|
||||
}
|
||||
@@ -2,11 +2,21 @@ export { addCombatantUseCase } from "./add-combatant-use-case.js";
|
||||
export { adjustHpUseCase } from "./adjust-hp-use-case.js";
|
||||
export { advanceTurnUseCase } from "./advance-turn-use-case.js";
|
||||
export { clearEncounterUseCase } from "./clear-encounter-use-case.js";
|
||||
export { createPlayerCharacterUseCase } from "./create-player-character-use-case.js";
|
||||
export { deletePlayerCharacterUseCase } from "./delete-player-character-use-case.js";
|
||||
export { editCombatantUseCase } from "./edit-combatant-use-case.js";
|
||||
export type { EncounterStore } from "./ports.js";
|
||||
export { editPlayerCharacterUseCase } from "./edit-player-character-use-case.js";
|
||||
export type {
|
||||
BestiarySourceCache,
|
||||
EncounterStore,
|
||||
PlayerCharacterStore,
|
||||
} from "./ports.js";
|
||||
export { removeCombatantUseCase } from "./remove-combatant-use-case.js";
|
||||
export { retreatTurnUseCase } from "./retreat-turn-use-case.js";
|
||||
export { rollAllInitiativeUseCase } from "./roll-all-initiative-use-case.js";
|
||||
export {
|
||||
type RollAllResult,
|
||||
rollAllInitiativeUseCase,
|
||||
} from "./roll-all-initiative-use-case.js";
|
||||
export { rollInitiativeUseCase } from "./roll-initiative-use-case.js";
|
||||
export { setAcUseCase } from "./set-ac-use-case.js";
|
||||
export { setHpUseCase } from "./set-hp-use-case.js";
|
||||
|
||||
@@ -1,6 +1,21 @@
|
||||
import type { Encounter } from "@initiative/domain";
|
||||
import type {
|
||||
Creature,
|
||||
CreatureId,
|
||||
Encounter,
|
||||
PlayerCharacter,
|
||||
} from "@initiative/domain";
|
||||
|
||||
export interface EncounterStore {
|
||||
get(): Encounter;
|
||||
save(encounter: Encounter): void;
|
||||
}
|
||||
|
||||
export interface BestiarySourceCache {
|
||||
getCreature(creatureId: CreatureId): Creature | undefined;
|
||||
isSourceCached(sourceCode: string): boolean;
|
||||
}
|
||||
|
||||
export interface PlayerCharacterStore {
|
||||
getAll(): PlayerCharacter[];
|
||||
save(characters: PlayerCharacter[]): void;
|
||||
}
|
||||
|
||||
@@ -10,20 +10,29 @@ import {
|
||||
} from "@initiative/domain";
|
||||
import type { EncounterStore } from "./ports.js";
|
||||
|
||||
export interface RollAllResult {
|
||||
events: DomainEvent[];
|
||||
skippedNoSource: number;
|
||||
}
|
||||
|
||||
export function rollAllInitiativeUseCase(
|
||||
store: EncounterStore,
|
||||
rollDice: () => number,
|
||||
getCreature: (id: CreatureId) => Creature | undefined,
|
||||
): DomainEvent[] | DomainError {
|
||||
): RollAllResult | DomainError {
|
||||
let encounter = store.get();
|
||||
const allEvents: DomainEvent[] = [];
|
||||
let skippedNoSource = 0;
|
||||
|
||||
for (const combatant of encounter.combatants) {
|
||||
if (!combatant.creatureId) continue;
|
||||
if (combatant.initiative !== undefined) continue;
|
||||
|
||||
const creature = getCreature(combatant.creatureId);
|
||||
if (!creature) continue;
|
||||
if (!creature) {
|
||||
skippedNoSource++;
|
||||
continue;
|
||||
}
|
||||
|
||||
const { modifier } = calculateInitiative({
|
||||
dexScore: creature.abilities.dex,
|
||||
@@ -47,5 +56,5 @@ export function rollAllInitiativeUseCase(
|
||||
}
|
||||
|
||||
store.save(encounter);
|
||||
return allEvents;
|
||||
return { events: allEvents, skippedNoSource };
|
||||
}
|
||||
|
||||
@@ -169,9 +169,9 @@ describe("advanceTurn", () => {
|
||||
});
|
||||
|
||||
describe("invariants", () => {
|
||||
it("INV-1: createEncounter rejects empty combatant list", () => {
|
||||
it("INV-1: createEncounter accepts empty combatant list", () => {
|
||||
const result = createEncounter([]);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
expect(isDomainError(result)).toBe(false);
|
||||
});
|
||||
|
||||
it("INV-2: activeIndex always in bounds across all scenarios", () => {
|
||||
|
||||
270
packages/domain/src/__tests__/create-player-character.test.ts
Normal file
270
packages/domain/src/__tests__/create-player-character.test.ts
Normal file
@@ -0,0 +1,270 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { createPlayerCharacter } from "../create-player-character.js";
|
||||
import type { PlayerCharacter } from "../player-character-types.js";
|
||||
import { playerCharacterId } from "../player-character-types.js";
|
||||
import { isDomainError } from "../types.js";
|
||||
|
||||
const id = playerCharacterId("pc-1");
|
||||
|
||||
function success(
|
||||
characters: readonly PlayerCharacter[],
|
||||
name: string,
|
||||
ac: number,
|
||||
maxHp: number,
|
||||
color = "blue",
|
||||
icon = "sword",
|
||||
) {
|
||||
const result = createPlayerCharacter(
|
||||
characters,
|
||||
id,
|
||||
name,
|
||||
ac,
|
||||
maxHp,
|
||||
color,
|
||||
icon,
|
||||
);
|
||||
if (isDomainError(result)) {
|
||||
throw new Error(`Expected success, got error: ${result.message}`);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
describe("createPlayerCharacter", () => {
|
||||
it("creates a valid player character", () => {
|
||||
const { characters, events } = success(
|
||||
[],
|
||||
"Aragorn",
|
||||
16,
|
||||
120,
|
||||
"green",
|
||||
"shield",
|
||||
);
|
||||
|
||||
expect(characters).toHaveLength(1);
|
||||
expect(characters[0]).toEqual({
|
||||
id,
|
||||
name: "Aragorn",
|
||||
ac: 16,
|
||||
maxHp: 120,
|
||||
color: "green",
|
||||
icon: "shield",
|
||||
});
|
||||
expect(events).toEqual([
|
||||
{
|
||||
type: "PlayerCharacterCreated",
|
||||
playerCharacterId: id,
|
||||
name: "Aragorn",
|
||||
},
|
||||
]);
|
||||
});
|
||||
|
||||
it("trims whitespace from name", () => {
|
||||
const { characters } = success([], " Gandalf ", 12, 80);
|
||||
expect(characters[0].name).toBe("Gandalf");
|
||||
});
|
||||
|
||||
it("appends to existing characters", () => {
|
||||
const existing: PlayerCharacter = {
|
||||
id: playerCharacterId("pc-0"),
|
||||
name: "Legolas",
|
||||
ac: 14,
|
||||
maxHp: 90,
|
||||
color: "green",
|
||||
icon: "eye",
|
||||
};
|
||||
const { characters } = success([existing], "Gimli", 18, 100, "red", "axe");
|
||||
expect(characters).toHaveLength(2);
|
||||
expect(characters[0]).toEqual(existing);
|
||||
expect(characters[1].name).toBe("Gimli");
|
||||
});
|
||||
|
||||
it("rejects empty name", () => {
|
||||
const result = createPlayerCharacter([], id, "", 10, 50, "blue", "sword");
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-name");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects whitespace-only name", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
" ",
|
||||
10,
|
||||
50,
|
||||
"blue",
|
||||
"sword",
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-name");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects negative AC", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
-1,
|
||||
50,
|
||||
"blue",
|
||||
"sword",
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-ac");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects non-integer AC", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10.5,
|
||||
50,
|
||||
"blue",
|
||||
"sword",
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-ac");
|
||||
}
|
||||
});
|
||||
|
||||
it("allows AC of 0", () => {
|
||||
const { characters } = success([], "Test", 0, 50);
|
||||
expect(characters[0].ac).toBe(0);
|
||||
});
|
||||
|
||||
it("rejects maxHp of 0", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10,
|
||||
0,
|
||||
"blue",
|
||||
"sword",
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-max-hp");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects negative maxHp", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10,
|
||||
-5,
|
||||
"blue",
|
||||
"sword",
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-max-hp");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects non-integer maxHp", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10,
|
||||
50.5,
|
||||
"blue",
|
||||
"sword",
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-max-hp");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects invalid color", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10,
|
||||
50,
|
||||
"neon",
|
||||
"sword",
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-color");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects invalid icon", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10,
|
||||
50,
|
||||
"blue",
|
||||
"banana",
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-icon");
|
||||
}
|
||||
});
|
||||
|
||||
it("allows undefined color", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10,
|
||||
50,
|
||||
undefined,
|
||||
"sword",
|
||||
);
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters[0].color).toBeUndefined();
|
||||
});
|
||||
|
||||
it("allows undefined icon", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10,
|
||||
50,
|
||||
"blue",
|
||||
undefined,
|
||||
);
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters[0].icon).toBeUndefined();
|
||||
});
|
||||
|
||||
it("allows both color and icon undefined", () => {
|
||||
const result = createPlayerCharacter(
|
||||
[],
|
||||
id,
|
||||
"Test",
|
||||
10,
|
||||
50,
|
||||
undefined,
|
||||
undefined,
|
||||
);
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters[0].color).toBeUndefined();
|
||||
expect(result.characters[0].icon).toBeUndefined();
|
||||
});
|
||||
|
||||
it("emits exactly one event on success", () => {
|
||||
const { events } = success([], "Test", 10, 50);
|
||||
expect(events).toHaveLength(1);
|
||||
expect(events[0].type).toBe("PlayerCharacterCreated");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,60 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { deletePlayerCharacter } from "../delete-player-character.js";
|
||||
import type { PlayerCharacter } from "../player-character-types.js";
|
||||
import { playerCharacterId } from "../player-character-types.js";
|
||||
import { isDomainError } from "../types.js";
|
||||
|
||||
const id1 = playerCharacterId("pc-1");
|
||||
const id2 = playerCharacterId("pc-2");
|
||||
|
||||
function makePC(overrides?: Partial<PlayerCharacter>): PlayerCharacter {
|
||||
return {
|
||||
id: id1,
|
||||
name: "Aragorn",
|
||||
ac: 16,
|
||||
maxHp: 120,
|
||||
color: "green",
|
||||
icon: "sword",
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
describe("deletePlayerCharacter", () => {
|
||||
it("deletes an existing character", () => {
|
||||
const result = deletePlayerCharacter([makePC()], id1);
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters).toHaveLength(0);
|
||||
});
|
||||
|
||||
it("returns error for not-found id", () => {
|
||||
const result = deletePlayerCharacter([makePC()], id2);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("player-character-not-found");
|
||||
}
|
||||
});
|
||||
|
||||
it("emits PlayerCharacterDeleted event", () => {
|
||||
const result = deletePlayerCharacter([makePC()], id1);
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.events).toHaveLength(1);
|
||||
expect(result.events[0].type).toBe("PlayerCharacterDeleted");
|
||||
});
|
||||
|
||||
it("preserves other characters when deleting one", () => {
|
||||
const pc1 = makePC({ id: id1, name: "Aragorn" });
|
||||
const pc2 = makePC({ id: id2, name: "Legolas" });
|
||||
const result = deletePlayerCharacter([pc1, pc2], id1);
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters).toHaveLength(1);
|
||||
expect(result.characters[0].name).toBe("Legolas");
|
||||
});
|
||||
|
||||
it("event includes deleted character name", () => {
|
||||
const result = deletePlayerCharacter([makePC()], id1);
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
const event = result.events[0];
|
||||
if (event.type !== "PlayerCharacterDeleted") throw new Error("wrong event");
|
||||
expect(event.name).toBe("Aragorn");
|
||||
});
|
||||
});
|
||||
133
packages/domain/src/__tests__/edit-player-character.test.ts
Normal file
133
packages/domain/src/__tests__/edit-player-character.test.ts
Normal file
@@ -0,0 +1,133 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { editPlayerCharacter } from "../edit-player-character.js";
|
||||
import type { PlayerCharacter } from "../player-character-types.js";
|
||||
import { playerCharacterId } from "../player-character-types.js";
|
||||
import { isDomainError } from "../types.js";
|
||||
|
||||
const id = playerCharacterId("pc-1");
|
||||
|
||||
function makePC(overrides?: Partial<PlayerCharacter>): PlayerCharacter {
|
||||
return {
|
||||
id,
|
||||
name: "Aragorn",
|
||||
ac: 16,
|
||||
maxHp: 120,
|
||||
color: "green",
|
||||
icon: "sword",
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
describe("editPlayerCharacter", () => {
|
||||
it("edits name successfully", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, { name: "Strider" });
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters[0].name).toBe("Strider");
|
||||
expect(result.events[0].type).toBe("PlayerCharacterUpdated");
|
||||
});
|
||||
|
||||
it("edits multiple fields", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, {
|
||||
name: "Strider",
|
||||
ac: 18,
|
||||
});
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters[0].name).toBe("Strider");
|
||||
expect(result.characters[0].ac).toBe(18);
|
||||
});
|
||||
|
||||
it("returns error for not-found id", () => {
|
||||
const result = editPlayerCharacter(
|
||||
[makePC()],
|
||||
playerCharacterId("pc-999"),
|
||||
{ name: "Nope" },
|
||||
);
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("player-character-not-found");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects empty name", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, { name: "" });
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-name");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects invalid AC", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, { ac: -1 });
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-ac");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects invalid maxHp", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, { maxHp: 0 });
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-max-hp");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects invalid color", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, { color: "neon" });
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-color");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects invalid icon", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, { icon: "banana" });
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("invalid-icon");
|
||||
}
|
||||
});
|
||||
|
||||
it("returns error when no fields changed", () => {
|
||||
const pc = makePC();
|
||||
const result = editPlayerCharacter([pc], id, {
|
||||
name: pc.name,
|
||||
ac: pc.ac,
|
||||
});
|
||||
expect(isDomainError(result)).toBe(true);
|
||||
if (isDomainError(result)) {
|
||||
expect(result.code).toBe("no-changes");
|
||||
}
|
||||
});
|
||||
|
||||
it("emits exactly one event on success", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, { name: "Strider" });
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.events).toHaveLength(1);
|
||||
});
|
||||
|
||||
it("clears color when set to null", () => {
|
||||
const result = editPlayerCharacter([makePC({ color: "green" })], id, {
|
||||
color: null,
|
||||
});
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters[0].color).toBeUndefined();
|
||||
});
|
||||
|
||||
it("clears icon when set to null", () => {
|
||||
const result = editPlayerCharacter([makePC({ icon: "sword" })], id, {
|
||||
icon: null,
|
||||
});
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
expect(result.characters[0].icon).toBeUndefined();
|
||||
});
|
||||
|
||||
it("event includes old and new name", () => {
|
||||
const result = editPlayerCharacter([makePC()], id, { name: "Strider" });
|
||||
if (isDomainError(result)) throw new Error(result.message);
|
||||
const event = result.events[0];
|
||||
if (event.type !== "PlayerCharacterUpdated") throw new Error("wrong event");
|
||||
expect(event.oldName).toBe("Aragorn");
|
||||
expect(event.newName).toBe("Strider");
|
||||
});
|
||||
});
|
||||
87
packages/domain/src/create-player-character.ts
Normal file
87
packages/domain/src/create-player-character.ts
Normal file
@@ -0,0 +1,87 @@
|
||||
import type { DomainEvent } from "./events.js";
|
||||
import type {
|
||||
PlayerCharacter,
|
||||
PlayerCharacterId,
|
||||
} from "./player-character-types.js";
|
||||
import {
|
||||
VALID_PLAYER_COLORS,
|
||||
VALID_PLAYER_ICONS,
|
||||
} from "./player-character-types.js";
|
||||
import type { DomainError } from "./types.js";
|
||||
|
||||
export interface CreatePlayerCharacterSuccess {
|
||||
readonly characters: readonly PlayerCharacter[];
|
||||
readonly events: DomainEvent[];
|
||||
}
|
||||
|
||||
export function createPlayerCharacter(
|
||||
characters: readonly PlayerCharacter[],
|
||||
id: PlayerCharacterId,
|
||||
name: string,
|
||||
ac: number,
|
||||
maxHp: number,
|
||||
color: string | undefined,
|
||||
icon: string | undefined,
|
||||
): CreatePlayerCharacterSuccess | DomainError {
|
||||
const trimmed = name.trim();
|
||||
|
||||
if (trimmed === "") {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-name",
|
||||
message: "Player character name must not be empty",
|
||||
};
|
||||
}
|
||||
|
||||
if (!Number.isInteger(ac) || ac < 0) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-ac",
|
||||
message: "AC must be a non-negative integer",
|
||||
};
|
||||
}
|
||||
|
||||
if (!Number.isInteger(maxHp) || maxHp < 1) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-max-hp",
|
||||
message: "Max HP must be a positive integer",
|
||||
};
|
||||
}
|
||||
|
||||
if (color !== undefined && !VALID_PLAYER_COLORS.has(color)) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-color",
|
||||
message: `Invalid color: ${color}`,
|
||||
};
|
||||
}
|
||||
|
||||
if (icon !== undefined && !VALID_PLAYER_ICONS.has(icon)) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-icon",
|
||||
message: `Invalid icon: ${icon}`,
|
||||
};
|
||||
}
|
||||
|
||||
const newCharacter: PlayerCharacter = {
|
||||
id,
|
||||
name: trimmed,
|
||||
ac,
|
||||
maxHp,
|
||||
color: color as PlayerCharacter["color"],
|
||||
icon: icon as PlayerCharacter["icon"],
|
||||
};
|
||||
|
||||
return {
|
||||
characters: [...characters, newCharacter],
|
||||
events: [
|
||||
{
|
||||
type: "PlayerCharacterCreated",
|
||||
playerCharacterId: id,
|
||||
name: trimmed,
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
@@ -75,6 +75,23 @@ export interface Creature {
|
||||
readonly spellcasting?: readonly SpellcastingBlock[];
|
||||
}
|
||||
|
||||
export interface BestiaryIndexEntry {
|
||||
readonly name: string;
|
||||
readonly source: string;
|
||||
readonly ac: number;
|
||||
readonly hp: number;
|
||||
readonly dex: number;
|
||||
readonly cr: string;
|
||||
readonly initiativeProficiency: number;
|
||||
readonly size: string;
|
||||
readonly type: string;
|
||||
}
|
||||
|
||||
export interface BestiaryIndex {
|
||||
readonly sources: Readonly<Record<string, string>>;
|
||||
readonly creatures: readonly BestiaryIndexEntry[];
|
||||
}
|
||||
|
||||
/** Maps a CR string to the corresponding proficiency bonus. */
|
||||
export function proficiencyBonus(cr: string): number {
|
||||
const numericCr = cr.includes("/")
|
||||
|
||||
39
packages/domain/src/delete-player-character.ts
Normal file
39
packages/domain/src/delete-player-character.ts
Normal file
@@ -0,0 +1,39 @@
|
||||
import type { DomainEvent } from "./events.js";
|
||||
import type {
|
||||
PlayerCharacter,
|
||||
PlayerCharacterId,
|
||||
} from "./player-character-types.js";
|
||||
import type { DomainError } from "./types.js";
|
||||
|
||||
export interface DeletePlayerCharacterSuccess {
|
||||
readonly characters: readonly PlayerCharacter[];
|
||||
readonly events: DomainEvent[];
|
||||
}
|
||||
|
||||
export function deletePlayerCharacter(
|
||||
characters: readonly PlayerCharacter[],
|
||||
id: PlayerCharacterId,
|
||||
): DeletePlayerCharacterSuccess | DomainError {
|
||||
const index = characters.findIndex((c) => c.id === id);
|
||||
if (index === -1) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "player-character-not-found",
|
||||
message: `Player character not found: ${id}`,
|
||||
};
|
||||
}
|
||||
|
||||
const removed = characters[index];
|
||||
const newList = characters.filter((_, i) => i !== index);
|
||||
|
||||
return {
|
||||
characters: newList,
|
||||
events: [
|
||||
{
|
||||
type: "PlayerCharacterDeleted",
|
||||
playerCharacterId: id,
|
||||
name: removed.name,
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
145
packages/domain/src/edit-player-character.ts
Normal file
145
packages/domain/src/edit-player-character.ts
Normal file
@@ -0,0 +1,145 @@
|
||||
import type { DomainEvent } from "./events.js";
|
||||
import type {
|
||||
PlayerCharacter,
|
||||
PlayerCharacterId,
|
||||
} from "./player-character-types.js";
|
||||
import {
|
||||
VALID_PLAYER_COLORS,
|
||||
VALID_PLAYER_ICONS,
|
||||
} from "./player-character-types.js";
|
||||
import type { DomainError } from "./types.js";
|
||||
|
||||
export interface EditPlayerCharacterSuccess {
|
||||
readonly characters: readonly PlayerCharacter[];
|
||||
readonly events: DomainEvent[];
|
||||
}
|
||||
|
||||
interface EditFields {
|
||||
readonly name?: string;
|
||||
readonly ac?: number;
|
||||
readonly maxHp?: number;
|
||||
readonly color?: string | null;
|
||||
readonly icon?: string | null;
|
||||
}
|
||||
|
||||
function validateFields(fields: EditFields): DomainError | null {
|
||||
if (fields.name !== undefined && fields.name.trim() === "") {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-name",
|
||||
message: "Player character name must not be empty",
|
||||
};
|
||||
}
|
||||
if (
|
||||
fields.ac !== undefined &&
|
||||
(!Number.isInteger(fields.ac) || fields.ac < 0)
|
||||
) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-ac",
|
||||
message: "AC must be a non-negative integer",
|
||||
};
|
||||
}
|
||||
if (
|
||||
fields.maxHp !== undefined &&
|
||||
(!Number.isInteger(fields.maxHp) || fields.maxHp < 1)
|
||||
) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-max-hp",
|
||||
message: "Max HP must be a positive integer",
|
||||
};
|
||||
}
|
||||
if (
|
||||
fields.color !== undefined &&
|
||||
fields.color !== null &&
|
||||
!VALID_PLAYER_COLORS.has(fields.color)
|
||||
) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-color",
|
||||
message: `Invalid color: ${fields.color}`,
|
||||
};
|
||||
}
|
||||
if (
|
||||
fields.icon !== undefined &&
|
||||
fields.icon !== null &&
|
||||
!VALID_PLAYER_ICONS.has(fields.icon)
|
||||
) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "invalid-icon",
|
||||
message: `Invalid icon: ${fields.icon}`,
|
||||
};
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function applyFields(
|
||||
existing: PlayerCharacter,
|
||||
fields: EditFields,
|
||||
): PlayerCharacter {
|
||||
return {
|
||||
id: existing.id,
|
||||
name: fields.name !== undefined ? fields.name.trim() : existing.name,
|
||||
ac: fields.ac !== undefined ? fields.ac : existing.ac,
|
||||
maxHp: fields.maxHp !== undefined ? fields.maxHp : existing.maxHp,
|
||||
color:
|
||||
fields.color !== undefined
|
||||
? ((fields.color as PlayerCharacter["color"]) ?? undefined)
|
||||
: existing.color,
|
||||
icon:
|
||||
fields.icon !== undefined
|
||||
? ((fields.icon as PlayerCharacter["icon"]) ?? undefined)
|
||||
: existing.icon,
|
||||
};
|
||||
}
|
||||
|
||||
export function editPlayerCharacter(
|
||||
characters: readonly PlayerCharacter[],
|
||||
id: PlayerCharacterId,
|
||||
fields: EditFields,
|
||||
): EditPlayerCharacterSuccess | DomainError {
|
||||
const index = characters.findIndex((c) => c.id === id);
|
||||
if (index === -1) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "player-character-not-found",
|
||||
message: `Player character not found: ${id}`,
|
||||
};
|
||||
}
|
||||
|
||||
const validationError = validateFields(fields);
|
||||
if (validationError) return validationError;
|
||||
|
||||
const existing = characters[index];
|
||||
const updated = applyFields(existing, fields);
|
||||
|
||||
if (
|
||||
updated.name === existing.name &&
|
||||
updated.ac === existing.ac &&
|
||||
updated.maxHp === existing.maxHp &&
|
||||
updated.color === existing.color &&
|
||||
updated.icon === existing.icon
|
||||
) {
|
||||
return {
|
||||
kind: "domain-error",
|
||||
code: "no-changes",
|
||||
message: "No fields changed",
|
||||
};
|
||||
}
|
||||
|
||||
const newList = characters.map((c, i) => (i === index ? updated : c));
|
||||
|
||||
return {
|
||||
characters: newList,
|
||||
events: [
|
||||
{
|
||||
type: "PlayerCharacterUpdated",
|
||||
playerCharacterId: id,
|
||||
oldName: existing.name,
|
||||
newName: updated.name,
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
import type { ConditionId } from "./conditions.js";
|
||||
import type { PlayerCharacterId } from "./player-character-types.js";
|
||||
import type { CombatantId } from "./types.js";
|
||||
|
||||
export interface TurnAdvanced {
|
||||
@@ -103,6 +104,25 @@ export interface EncounterCleared {
|
||||
readonly combatantCount: number;
|
||||
}
|
||||
|
||||
export interface PlayerCharacterCreated {
|
||||
readonly type: "PlayerCharacterCreated";
|
||||
readonly playerCharacterId: PlayerCharacterId;
|
||||
readonly name: string;
|
||||
}
|
||||
|
||||
export interface PlayerCharacterUpdated {
|
||||
readonly type: "PlayerCharacterUpdated";
|
||||
readonly playerCharacterId: PlayerCharacterId;
|
||||
readonly oldName: string;
|
||||
readonly newName: string;
|
||||
}
|
||||
|
||||
export interface PlayerCharacterDeleted {
|
||||
readonly type: "PlayerCharacterDeleted";
|
||||
readonly playerCharacterId: PlayerCharacterId;
|
||||
readonly name: string;
|
||||
}
|
||||
|
||||
export type DomainEvent =
|
||||
| TurnAdvanced
|
||||
| RoundAdvanced
|
||||
@@ -119,4 +139,7 @@ export type DomainEvent =
|
||||
| ConditionRemoved
|
||||
| ConcentrationStarted
|
||||
| ConcentrationEnded
|
||||
| EncounterCleared;
|
||||
| EncounterCleared
|
||||
| PlayerCharacterCreated
|
||||
| PlayerCharacterUpdated
|
||||
| PlayerCharacterDeleted;
|
||||
|
||||
@@ -13,6 +13,12 @@ export {
|
||||
VALID_CONDITION_IDS,
|
||||
} from "./conditions.js";
|
||||
export {
|
||||
type CreatePlayerCharacterSuccess,
|
||||
createPlayerCharacter,
|
||||
} from "./create-player-character.js";
|
||||
export {
|
||||
type BestiaryIndex,
|
||||
type BestiaryIndexEntry,
|
||||
type BestiarySource,
|
||||
type Creature,
|
||||
type CreatureId,
|
||||
@@ -23,10 +29,18 @@ export {
|
||||
type SpellcastingBlock,
|
||||
type TraitBlock,
|
||||
} from "./creature-types.js";
|
||||
export {
|
||||
type DeletePlayerCharacterSuccess,
|
||||
deletePlayerCharacter,
|
||||
} from "./delete-player-character.js";
|
||||
export {
|
||||
type EditCombatantSuccess,
|
||||
editCombatant,
|
||||
} from "./edit-combatant.js";
|
||||
export {
|
||||
type EditPlayerCharacterSuccess,
|
||||
editPlayerCharacter,
|
||||
} from "./edit-player-character.js";
|
||||
export type {
|
||||
AcSet,
|
||||
CombatantAdded,
|
||||
@@ -41,6 +55,9 @@ export type {
|
||||
EncounterCleared,
|
||||
InitiativeSet,
|
||||
MaxHpSet,
|
||||
PlayerCharacterCreated,
|
||||
PlayerCharacterDeleted,
|
||||
PlayerCharacterUpdated,
|
||||
RoundAdvanced,
|
||||
RoundRetreated,
|
||||
TurnAdvanced,
|
||||
@@ -52,6 +69,16 @@ export {
|
||||
formatInitiativeModifier,
|
||||
type InitiativeResult,
|
||||
} from "./initiative.js";
|
||||
export {
|
||||
type PlayerCharacter,
|
||||
type PlayerCharacterId,
|
||||
type PlayerCharacterList,
|
||||
type PlayerColor,
|
||||
type PlayerIcon,
|
||||
playerCharacterId,
|
||||
VALID_PLAYER_COLORS,
|
||||
VALID_PLAYER_ICONS,
|
||||
} from "./player-character-types.js";
|
||||
export {
|
||||
type RemoveCombatantSuccess,
|
||||
removeCombatant,
|
||||
|
||||
81
packages/domain/src/player-character-types.ts
Normal file
81
packages/domain/src/player-character-types.ts
Normal file
@@ -0,0 +1,81 @@
|
||||
/** Branded string type for player character identity. */
|
||||
export type PlayerCharacterId = string & {
|
||||
readonly __brand: "PlayerCharacterId";
|
||||
};
|
||||
|
||||
export function playerCharacterId(id: string): PlayerCharacterId {
|
||||
return id as PlayerCharacterId;
|
||||
}
|
||||
|
||||
export type PlayerColor =
|
||||
| "red"
|
||||
| "blue"
|
||||
| "green"
|
||||
| "purple"
|
||||
| "orange"
|
||||
| "pink"
|
||||
| "cyan"
|
||||
| "yellow"
|
||||
| "emerald"
|
||||
| "indigo";
|
||||
|
||||
export const VALID_PLAYER_COLORS: ReadonlySet<string> = new Set<PlayerColor>([
|
||||
"red",
|
||||
"blue",
|
||||
"green",
|
||||
"purple",
|
||||
"orange",
|
||||
"pink",
|
||||
"cyan",
|
||||
"yellow",
|
||||
"emerald",
|
||||
"indigo",
|
||||
]);
|
||||
|
||||
export type PlayerIcon =
|
||||
| "sword"
|
||||
| "shield"
|
||||
| "skull"
|
||||
| "heart"
|
||||
| "wand"
|
||||
| "flame"
|
||||
| "crown"
|
||||
| "star"
|
||||
| "moon"
|
||||
| "sun"
|
||||
| "axe"
|
||||
| "crosshair"
|
||||
| "eye"
|
||||
| "feather"
|
||||
| "zap";
|
||||
|
||||
export const VALID_PLAYER_ICONS: ReadonlySet<string> = new Set<PlayerIcon>([
|
||||
"sword",
|
||||
"shield",
|
||||
"skull",
|
||||
"heart",
|
||||
"wand",
|
||||
"flame",
|
||||
"crown",
|
||||
"star",
|
||||
"moon",
|
||||
"sun",
|
||||
"axe",
|
||||
"crosshair",
|
||||
"eye",
|
||||
"feather",
|
||||
"zap",
|
||||
]);
|
||||
|
||||
export interface PlayerCharacter {
|
||||
readonly id: PlayerCharacterId;
|
||||
readonly name: string;
|
||||
readonly ac: number;
|
||||
readonly maxHp: number;
|
||||
readonly color?: PlayerColor;
|
||||
readonly icon?: PlayerIcon;
|
||||
}
|
||||
|
||||
export interface PlayerCharacterList {
|
||||
readonly characters: readonly PlayerCharacter[];
|
||||
}
|
||||
@@ -62,8 +62,9 @@ export function setInitiative(
|
||||
const bHas = b.c.initiative !== undefined;
|
||||
|
||||
if (aHas && bHas) {
|
||||
// biome-ignore lint: both checked above
|
||||
const diff = b.c.initiative! - a.c.initiative!;
|
||||
const aInit = a.c.initiative as number;
|
||||
const bInit = b.c.initiative as number;
|
||||
const diff = bInit - aInit;
|
||||
return diff !== 0 ? diff : a.i - b.i;
|
||||
}
|
||||
if (aHas && !bHas) return -1;
|
||||
|
||||
@@ -7,6 +7,7 @@ export function combatantId(id: string): CombatantId {
|
||||
|
||||
import type { ConditionId } from "./conditions.js";
|
||||
import type { CreatureId } from "./creature-types.js";
|
||||
import type { PlayerCharacterId } from "./player-character-types.js";
|
||||
|
||||
export interface Combatant {
|
||||
readonly id: CombatantId;
|
||||
@@ -18,6 +19,9 @@ export interface Combatant {
|
||||
readonly conditions?: readonly ConditionId[];
|
||||
readonly isConcentrating?: boolean;
|
||||
readonly creatureId?: CreatureId;
|
||||
readonly color?: string;
|
||||
readonly icon?: string;
|
||||
readonly playerCharacterId?: PlayerCharacterId;
|
||||
}
|
||||
|
||||
export interface Encounter {
|
||||
@@ -38,8 +42,8 @@ function domainError(code: string, message: string): DomainError {
|
||||
|
||||
/**
|
||||
* Creates a valid Encounter, enforcing INV-1, INV-2, INV-3.
|
||||
* - INV-1: At least one combatant required.
|
||||
* - INV-2: activeIndex defaults to 0 (always in bounds).
|
||||
* - INV-1: An encounter MAY have zero combatants.
|
||||
* - INV-2: activeIndex defaults to 0 (always in bounds when combatants exist).
|
||||
* - INV-3: roundNumber defaults to 1 (positive integer).
|
||||
*/
|
||||
export function createEncounter(
|
||||
@@ -47,13 +51,10 @@ export function createEncounter(
|
||||
activeIndex = 0,
|
||||
roundNumber = 1,
|
||||
): Encounter | DomainError {
|
||||
if (combatants.length === 0) {
|
||||
return domainError(
|
||||
"invalid-encounter",
|
||||
"An encounter must have at least one combatant",
|
||||
);
|
||||
}
|
||||
if (activeIndex < 0 || activeIndex >= combatants.length) {
|
||||
if (
|
||||
combatants.length > 0 &&
|
||||
(activeIndex < 0 || activeIndex >= combatants.length)
|
||||
) {
|
||||
return domainError(
|
||||
"invalid-encounter",
|
||||
`activeIndex ${activeIndex} out of bounds for ${combatants.length} combatants`,
|
||||
|
||||
900
pnpm-lock.yaml
generated
900
pnpm-lock.yaml
generated
File diff suppressed because it is too large
Load Diff
@@ -47,29 +47,25 @@ function matchesForbidden(importPath, forbidden) {
|
||||
return importPath === forbidden || importPath.startsWith(`${forbidden}/`);
|
||||
}
|
||||
|
||||
/** @returns {{ file: string, line: number, importPath: string, forbidden: string }[]} */
|
||||
export function checkLayerBoundaries() {
|
||||
const IMPORT_RE =
|
||||
/(?:import|from)\s+["']([^"']+)["']|require\s*\(\s*["']([^"']+)["']\s*\)/;
|
||||
|
||||
/**
|
||||
* Check a single file for forbidden imports.
|
||||
* @param {string} file
|
||||
* @param {string[]} forbidden
|
||||
* @returns {{ file: string, line: number, importPath: string, forbidden: string }[]}
|
||||
*/
|
||||
function checkFile(file, forbidden) {
|
||||
/** @type {{ file: string, line: number, importPath: string, forbidden: string }[]} */
|
||||
const violations = [];
|
||||
|
||||
for (const [srcDir, forbidden] of Object.entries(FORBIDDEN)) {
|
||||
const absDir = join(ROOT, srcDir);
|
||||
let files;
|
||||
try {
|
||||
files = collectTsFiles(absDir);
|
||||
} catch {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (const file of files) {
|
||||
const content = readFileSync(file, "utf-8");
|
||||
const lines = content.split("\n");
|
||||
|
||||
for (let i = 0; i < lines.length; i++) {
|
||||
const line = lines[i];
|
||||
const match = line.match(
|
||||
/(?:import|from)\s+["']([^"']+)["']|require\s*\(\s*["']([^"']+)["']\s*\)/,
|
||||
);
|
||||
const match = lines[i].match(IMPORT_RE);
|
||||
if (!match) continue;
|
||||
|
||||
const importPath = match[1] || match[2];
|
||||
for (const f of forbidden) {
|
||||
if (matchesForbidden(importPath, f)) {
|
||||
@@ -82,12 +78,34 @@ export function checkLayerBoundaries() {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return violations;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check all files in a layer directory for forbidden imports.
|
||||
* @param {string} srcDir
|
||||
* @param {string[]} forbidden
|
||||
* @returns {{ file: string, line: number, importPath: string, forbidden: string }[]}
|
||||
*/
|
||||
function checkLayer(srcDir, forbidden) {
|
||||
const absDir = join(ROOT, srcDir);
|
||||
let files;
|
||||
try {
|
||||
files = collectTsFiles(absDir);
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
return files.flatMap((file) => checkFile(file, forbidden));
|
||||
}
|
||||
|
||||
/** @returns {{ file: string, line: number, importPath: string, forbidden: string }[]} */
|
||||
export function checkLayerBoundaries() {
|
||||
return Object.entries(FORBIDDEN).flatMap(([srcDir, forbidden]) =>
|
||||
checkLayer(srcDir, forbidden),
|
||||
);
|
||||
}
|
||||
|
||||
// Run as CLI if invoked directly
|
||||
if (
|
||||
process.argv[1] &&
|
||||
|
||||
166
scripts/generate-bestiary-index.mjs
Normal file
166
scripts/generate-bestiary-index.mjs
Normal file
@@ -0,0 +1,166 @@
|
||||
import { readdirSync, readFileSync, writeFileSync } from "node:fs";
|
||||
import { join } from "node:path";
|
||||
|
||||
// Usage: node scripts/generate-bestiary-index.mjs <path-to-5etools-src>
|
||||
//
|
||||
// Requires a local clone/checkout of https://github.com/5etools-mirror-3/5etools-src
|
||||
// with at least data/bestiary/, data/books.json, and data/adventures.json.
|
||||
//
|
||||
// Example:
|
||||
// git clone --depth 1 --sparse https://github.com/5etools-mirror-3/5etools-src.git /tmp/5etools
|
||||
// cd /tmp/5etools && git sparse-checkout set data/bestiary data
|
||||
// node scripts/generate-bestiary-index.mjs /tmp/5etools
|
||||
|
||||
const TOOLS_ROOT = process.argv[2];
|
||||
if (!TOOLS_ROOT) {
|
||||
console.error(
|
||||
"Usage: node scripts/generate-bestiary-index.mjs <5etools-src-path>",
|
||||
);
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
const PROJECT_ROOT = join(import.meta.dirname, "..");
|
||||
const BESTIARY_DIR = join(TOOLS_ROOT, "data/bestiary");
|
||||
const BOOKS_PATH = join(TOOLS_ROOT, "data/books.json");
|
||||
const ADVENTURES_PATH = join(TOOLS_ROOT, "data/adventures.json");
|
||||
const OUTPUT_PATH = join(PROJECT_ROOT, "data/bestiary/index.json");
|
||||
|
||||
// --- Build source display name map from books.json + adventures.json ---
|
||||
|
||||
/** Populate map from a list of entries that have source/id + name. */
|
||||
function addEntriesToMap(map, entries) {
|
||||
for (const entry of entries) {
|
||||
if (!entry.name) continue;
|
||||
if (entry.source) {
|
||||
map[entry.source] = entry.name;
|
||||
}
|
||||
// Some entries use "id" instead of "source"
|
||||
if (entry.id && !map[entry.id]) {
|
||||
map[entry.id] = entry.name;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function buildSourceMap() {
|
||||
const map = {};
|
||||
|
||||
const books = JSON.parse(readFileSync(BOOKS_PATH, "utf-8"));
|
||||
addEntriesToMap(map, books.book ?? []);
|
||||
|
||||
const adventures = JSON.parse(readFileSync(ADVENTURES_PATH, "utf-8"));
|
||||
addEntriesToMap(map, adventures.adventure ?? []);
|
||||
|
||||
// Manual additions for sources missing from books.json / adventures.json
|
||||
const manual = {
|
||||
ESK: "Essentials Kit",
|
||||
MCV1SC: "Monstrous Compendium Volume 1: Spelljammer Creatures",
|
||||
MCV2DC: "Monstrous Compendium Volume 2: Dragonlance Creatures",
|
||||
MCV3MC: "Monstrous Compendium Volume 3: Minecraft Creatures",
|
||||
MCV4EC: "Monstrous Compendium Volume 4: Eldraine Creatures",
|
||||
MFF: "Mordenkainen's Fiendish Folio",
|
||||
MisMV1: "Misplaced Monsters: Volume 1",
|
||||
SADS: "Sapphire Anniversary Dice Set",
|
||||
TftYP: "Tales from the Yawning Portal",
|
||||
VD: "Vecna Dossier",
|
||||
};
|
||||
for (const [k, v] of Object.entries(manual)) {
|
||||
if (!map[k]) map[k] = v;
|
||||
}
|
||||
|
||||
return map;
|
||||
}
|
||||
|
||||
// --- Extract type string from raw type field ---
|
||||
|
||||
function extractType(type) {
|
||||
if (typeof type === "string") return type;
|
||||
if (typeof type?.type === "string") return type.type;
|
||||
if (typeof type?.type === "object" && Array.isArray(type.type.choose)) {
|
||||
return type.type.choose.join("/");
|
||||
}
|
||||
return "unknown";
|
||||
}
|
||||
|
||||
// --- Extract AC from raw ac field ---
|
||||
|
||||
function extractAc(ac) {
|
||||
if (!Array.isArray(ac) || ac.length === 0) return 0;
|
||||
const first = ac[0];
|
||||
if (typeof first === "number") return first;
|
||||
if (typeof first === "object" && typeof first.ac === "number")
|
||||
return first.ac;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// --- Extract CR from raw cr field ---
|
||||
|
||||
function extractCr(cr) {
|
||||
if (typeof cr === "string") return cr;
|
||||
if (typeof cr === "object" && typeof cr.cr === "string") return cr.cr;
|
||||
return "0";
|
||||
}
|
||||
|
||||
// --- Main ---
|
||||
|
||||
const sourceMap = buildSourceMap();
|
||||
const files = readdirSync(BESTIARY_DIR).filter(
|
||||
(f) => f.startsWith("bestiary-") && f.endsWith(".json"),
|
||||
);
|
||||
|
||||
const creatures = [];
|
||||
const unmappedSources = new Set();
|
||||
|
||||
for (const file of files.sort()) {
|
||||
const raw = JSON.parse(readFileSync(join(BESTIARY_DIR, file), "utf-8"));
|
||||
const monsters = raw.monster ?? [];
|
||||
|
||||
for (const m of monsters) {
|
||||
// Skip creatures that are copies/references (no actual stats)
|
||||
if (m._copy || m.hp == null || m.ac == null) continue;
|
||||
|
||||
const source = m.source ?? "";
|
||||
if (source && !sourceMap[source]) {
|
||||
unmappedSources.add(source);
|
||||
}
|
||||
|
||||
creatures.push({
|
||||
n: m.name,
|
||||
s: source,
|
||||
ac: extractAc(m.ac),
|
||||
hp: m.hp.average ?? 0,
|
||||
dx: m.dex ?? 10,
|
||||
cr: extractCr(m.cr),
|
||||
ip: m.initiative?.proficiency ?? 0,
|
||||
sz: Array.isArray(m.size) ? m.size[0] : (m.size ?? "M"),
|
||||
tp: extractType(m.type),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Sort by name then source for stable output
|
||||
creatures.sort((a, b) => a.n.localeCompare(b.n) || a.s.localeCompare(b.s));
|
||||
|
||||
// Filter sourceMap to only include sources that appear in the index
|
||||
const usedSources = new Set(creatures.map((c) => c.s));
|
||||
const filteredSourceMap = {};
|
||||
for (const [key, value] of Object.entries(sourceMap)) {
|
||||
if (usedSources.has(key)) {
|
||||
filteredSourceMap[key] = value;
|
||||
}
|
||||
}
|
||||
|
||||
const output = {
|
||||
sources: filteredSourceMap,
|
||||
creatures,
|
||||
};
|
||||
|
||||
writeFileSync(OUTPUT_PATH, JSON.stringify(output));
|
||||
|
||||
// Stats
|
||||
const rawSize = Buffer.byteLength(JSON.stringify(output));
|
||||
console.log(`Sources: ${Object.keys(filteredSourceMap).length}`);
|
||||
console.log(`Creatures: ${creatures.length}`);
|
||||
console.log(`Output size: ${(rawSize / 1024).toFixed(1)} KB`);
|
||||
if (unmappedSources.size > 0) {
|
||||
console.log(`Unmapped sources: ${[...unmappedSources].sort().join(", ")}`);
|
||||
}
|
||||
@@ -1,349 +0,0 @@
|
||||
# Implementation Plan: Advance Turn
|
||||
|
||||
**Branch**: `001-advance-turn` | **Date**: 2026-03-03 | **Spec**: [spec.md](./spec.md)
|
||||
**Input**: Feature specification from `/specs/001-advance-turn/spec.md`
|
||||
|
||||
## Summary
|
||||
|
||||
Implement the AdvanceTurn domain operation as a pure function that
|
||||
transitions an Encounter to the next combatant, wrapping rounds and
|
||||
emitting TurnAdvanced / RoundAdvanced domain events. Stand up the
|
||||
pnpm monorepo skeleton, Biome tooling, and Vitest test harness so
|
||||
that all constitution merge-gate requirements are satisfied from the
|
||||
first commit.
|
||||
|
||||
## Technical Context
|
||||
|
||||
**Node**: 22 LTS (pinned via `.nvmrc`)
|
||||
**Language/Version**: TypeScript 5.8 (strict mode)
|
||||
**Primary Dependencies**: React 19 (pin to major; minor upgrades
|
||||
allowed), Vite 6.2
|
||||
**Storage**: In-memory only (MVP baseline)
|
||||
**Testing**: Vitest 3.0
|
||||
**Lint/Format**: Biome 2.0.0 (exact version, single tool — no
|
||||
Prettier, no ESLint)
|
||||
**Package Manager**: pnpm 10.6 (pinned via `packageManager` field
|
||||
in root `package.json`)
|
||||
**Target Platform**: Static web app (modern browsers)
|
||||
**Project Type**: Monorepo — library packages + web app
|
||||
**Performance Goals**: N/A (walking skeleton)
|
||||
**Constraints**: Domain package must have zero React/Vite imports
|
||||
**Scale/Scope**: Single feature, ~5 source files, ~1 test file
|
||||
|
||||
## Constitution Check
|
||||
|
||||
| Principle | Status | Notes |
|
||||
|-----------|--------|-------|
|
||||
| I. Deterministic Domain Core | PASS | `advanceTurn` is a pure function; no I/O, randomness, or clocks |
|
||||
| II. Layered Architecture | PASS | `packages/domain` → `packages/application` → `apps/web`; strict dependency direction enforced by automated import check |
|
||||
| III. Agent Boundary | N/A | Agent layer out of scope for this feature |
|
||||
| IV. Clarification-First | PASS | No ambiguous decisions remain; spec fully clarified |
|
||||
| V. Escalation Gates | PASS | Scope strictly limited to spec; out-of-scope items listed |
|
||||
| VI. MVP Baseline Language | PASS | No permanent bans; "MVP baseline does not include" used |
|
||||
| VII. No Gameplay Rules | PASS | No gameplay mechanics in plan or constitution |
|
||||
| Merge Gate | PASS | `pnpm check` script runs format, lint, typecheck, test |
|
||||
|
||||
## Project Structure
|
||||
|
||||
### Documentation (this feature)
|
||||
|
||||
```text
|
||||
specs/001-advance-turn/
|
||||
├── spec.md
|
||||
└── plan.md
|
||||
```
|
||||
|
||||
### Source Code (repository root)
|
||||
|
||||
```text
|
||||
packages/
|
||||
├── domain/
|
||||
│ ├── package.json
|
||||
│ ├── tsconfig.json
|
||||
│ └── src/
|
||||
│ ├── types.ts # CombatantId, Combatant, Encounter
|
||||
│ ├── events.ts # TurnAdvanced, RoundAdvanced, DomainEvent
|
||||
│ ├── advance-turn.ts # advanceTurn pure function
|
||||
│ └── index.ts # public barrel export
|
||||
├── application/
|
||||
│ ├── package.json
|
||||
│ ├── tsconfig.json
|
||||
│ └── src/
|
||||
│ ├── ports.ts # EncounterStore port interface
|
||||
│ ├── advance-turn-use-case.ts
|
||||
│ └── index.ts
|
||||
apps/
|
||||
└── web/
|
||||
├── package.json
|
||||
├── tsconfig.json
|
||||
├── vite.config.ts
|
||||
├── index.html
|
||||
└── src/
|
||||
├── main.tsx
|
||||
├── App.tsx
|
||||
└── hooks/
|
||||
└── use-encounter.ts
|
||||
|
||||
# Testing (co-located with domain package)
|
||||
packages/domain/
|
||||
└── src/
|
||||
└── __tests__/
|
||||
└── advance-turn.test.ts
|
||||
|
||||
# Root config
|
||||
├── .nvmrc # pins Node 22
|
||||
├── pnpm-workspace.yaml
|
||||
├── biome.json
|
||||
├── tsconfig.base.json
|
||||
└── package.json # packageManager field pins pnpm; root scripts
|
||||
```
|
||||
|
||||
**Structure Decision**: pnpm workspace monorepo with two packages
|
||||
(`domain`, `application`) and one app (`web`). Domain is
|
||||
framework-agnostic TypeScript. Application imports domain only.
|
||||
Web app (React + Vite) imports both.
|
||||
|
||||
## Tooling & Merge Gate
|
||||
|
||||
### Scripts (root package.json)
|
||||
|
||||
```jsonc
|
||||
{
|
||||
"scripts": {
|
||||
"format": "biome format --write .",
|
||||
"format:check": "biome format .",
|
||||
"lint": "biome lint .",
|
||||
"lint:fix": "biome lint --write .",
|
||||
"typecheck": "tsc --build",
|
||||
"test": "vitest run",
|
||||
"test:watch": "vitest",
|
||||
"check": "biome check . && tsc --build && vitest run"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
`pnpm check` is the single merge gate: format + lint + typecheck +
|
||||
test. The layer boundary check runs as a Vitest test (see below),
|
||||
so it executes as part of `vitest run` — no separate script needed.
|
||||
|
||||
### Layer Boundary Enforcement
|
||||
|
||||
Biome does not natively support cross-package import restrictions.
|
||||
A lightweight `scripts/check-layer-boundaries.mjs` script will:
|
||||
|
||||
1. Scan `packages/domain/src/**/*.ts` — assert zero imports from
|
||||
`@initiative/application`, `apps/`, `react`, `vite`.
|
||||
2. Scan `packages/application/src/**/*.ts` — assert zero imports
|
||||
from `apps/`, `react`, `vite`.
|
||||
3. Exit non-zero on violation with a clear error message.
|
||||
|
||||
This script is invoked by a Vitest test
|
||||
(`packages/domain/src/__tests__/layer-boundaries.test.ts`) so it
|
||||
runs automatically as part of `vitest run` inside `pnpm check`.
|
||||
No separate `check:layer` script is needed — the layer boundary
|
||||
check is guaranteed to execute on every merge-gate run.
|
||||
|
||||
### Biome Configuration (biome.json)
|
||||
|
||||
```jsonc
|
||||
{
|
||||
"$schema": "https://biomejs.dev/schemas/2.0.0/schema.json",
|
||||
"organizeImports": { "enabled": true },
|
||||
"formatter": {
|
||||
"enabled": true,
|
||||
"indentStyle": "tab",
|
||||
"lineWidth": 80
|
||||
},
|
||||
"linter": {
|
||||
"enabled": true,
|
||||
"rules": {
|
||||
"recommended": true
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### TypeScript Configuration
|
||||
|
||||
- `tsconfig.base.json` at root: strict mode, composite projects,
|
||||
path aliases (`@initiative/domain`, `@initiative/application`).
|
||||
- Each package extends `tsconfig.base.json` with its own
|
||||
`include`/`references`.
|
||||
- `apps/web/tsconfig.json` references both packages.
|
||||
|
||||
## Milestones
|
||||
|
||||
### Milestone 1: Tooling & Domain (walking skeleton)
|
||||
|
||||
Stand up monorepo, Biome, Vitest, TypeScript project references,
|
||||
and implement the complete AdvanceTurn domain logic with all tests.
|
||||
|
||||
**Exit criteria**: `pnpm check` passes. All 8 acceptance scenarios
|
||||
green. Layer boundary check green. No React or Vite dependencies in
|
||||
`packages/domain` or `packages/application`.
|
||||
|
||||
### Milestone 2: Application + Minimal Web Shell
|
||||
|
||||
Wire up the application use case and a minimal React UI that
|
||||
displays the encounter state and has a single "Next Turn" button.
|
||||
|
||||
**Exit criteria**: `pnpm check` passes. Clicking "Next Turn" in the
|
||||
browser advances the turn with correct round wrapping. The app
|
||||
builds with `vite build`.
|
||||
|
||||
## Task List
|
||||
|
||||
### Phase 1: Setup (Milestone 1)
|
||||
|
||||
- [X] **T001** Initialize pnpm workspace and root config
|
||||
- Create `pnpm-workspace.yaml` listing `packages/*` and `apps/*`
|
||||
- Create `.nvmrc` pinning Node 22
|
||||
- Create root `package.json` with `packageManager` field pinning
|
||||
pnpm 10.6 and scripts (check, test, lint, format, typecheck)
|
||||
- Create `biome.json` at root
|
||||
- Create `tsconfig.base.json` (strict, composite, path aliases)
|
||||
- **Acceptance**: `pnpm install` succeeds; `biome check .` runs
|
||||
without config errors
|
||||
|
||||
- [X] **T002** [P] Create `packages/domain` package skeleton
|
||||
- `package.json` (name: `@initiative/domain`, no dependencies)
|
||||
- `tsconfig.json` extending base, composite: true
|
||||
- Empty `src/index.ts`
|
||||
- **Acceptance**: `tsc --build packages/domain` succeeds
|
||||
|
||||
- [X] **T003** [P] Create `packages/application` package skeleton
|
||||
- `package.json` (name: `@initiative/application`,
|
||||
depends on `@initiative/domain`)
|
||||
- `tsconfig.json` extending base, references domain
|
||||
- Empty `src/index.ts`
|
||||
- **Acceptance**: `tsc --build packages/application` succeeds
|
||||
|
||||
- [X] **T004** [P] Create `apps/web` package skeleton
|
||||
- `package.json` with React, Vite, depends on both packages
|
||||
- `tsconfig.json` referencing both packages
|
||||
- `vite.config.ts` (minimal)
|
||||
- `index.html` + `src/main.tsx` + `src/App.tsx` (placeholder)
|
||||
- **Acceptance**: `pnpm --filter web dev` starts; `vite build`
|
||||
succeeds
|
||||
|
||||
- [X] **T005** Configure Vitest
|
||||
- Add `vitest` as root dev dependency
|
||||
- Create `vitest.config.ts` at root (workspace mode) or per
|
||||
package as needed
|
||||
- Verify `pnpm test` runs (0 tests, exits clean)
|
||||
- **Acceptance**: `pnpm test` exits 0
|
||||
|
||||
- [X] **T006** Create layer boundary check script
|
||||
- `scripts/check-layer-boundaries.mjs`: scans domain and
|
||||
application source for forbidden imports
|
||||
- `packages/domain/src/__tests__/layer-boundaries.test.ts`:
|
||||
wraps the script as a Vitest test
|
||||
- **Acceptance**: test passes on clean skeleton; fails if a
|
||||
forbidden import is manually added (verify, then remove)
|
||||
|
||||
### Phase 2: Domain Implementation (Milestone 1)
|
||||
|
||||
- [ ] **T007** Define domain types in `packages/domain/src/types.ts`
|
||||
- `CombatantId` (branded string or opaque type)
|
||||
- `Combatant` (carries a CombatantId)
|
||||
- `Encounter` (combatants array, activeIndex, roundNumber)
|
||||
- Factory function `createEncounter` that validates INV-1, INV-2,
|
||||
INV-3
|
||||
- **Acceptance**: types compile; `createEncounter([])` returns
|
||||
error; `createEncounter([a])` returns valid Encounter
|
||||
|
||||
- [ ] **T008** [P] Define domain events in
|
||||
`packages/domain/src/events.ts`
|
||||
- `TurnAdvanced { previousCombatantId, newCombatantId,
|
||||
roundNumber }`
|
||||
- `RoundAdvanced { newRoundNumber }`
|
||||
- `DomainEvent = TurnAdvanced | RoundAdvanced`
|
||||
- **Acceptance**: types compile; events are plain data (no
|
||||
classes with methods)
|
||||
|
||||
- [ ] **T009** Implement `advanceTurn` in
|
||||
`packages/domain/src/advance-turn.ts`
|
||||
- Signature: `(encounter: Encounter) =>
|
||||
{ encounter: Encounter; events: DomainEvent[] } | DomainError`
|
||||
- Implements FR-001 through FR-005
|
||||
- Returns error for empty combatant list (INV-1)
|
||||
- Emits TurnAdvanced on every call (INV-5)
|
||||
- Emits TurnAdvanced then RoundAdvanced on wrap (event order
|
||||
contract)
|
||||
- **Acceptance**: compiles; satisfies type contract
|
||||
|
||||
- [ ] **T010** Write tests for all 8 acceptance scenarios +
|
||||
invariants in
|
||||
`packages/domain/src/__tests__/advance-turn.test.ts`
|
||||
- Scenarios 1–8 from spec (Given/When/Then)
|
||||
- INV-1: empty encounter rejected
|
||||
- INV-2: activeIndex always in bounds (property check across
|
||||
scenarios)
|
||||
- INV-3: roundNumber never decreases
|
||||
- INV-4: determinism — same input produces same output (call
|
||||
twice, assert deep equal)
|
||||
- INV-5: every success emits at least TurnAdvanced
|
||||
- Event ordering: on wrap, events array is
|
||||
[TurnAdvanced, RoundAdvanced] in that order
|
||||
- **Acceptance**: `pnpm test` — all tests green; `pnpm check` —
|
||||
full pipeline green
|
||||
|
||||
- [ ] **T011** Export public API from `packages/domain/src/index.ts`
|
||||
- Re-export types, events, `advanceTurn`, `createEncounter`
|
||||
- **Acceptance**: consuming packages can
|
||||
`import { advanceTurn } from "@initiative/domain"`
|
||||
|
||||
**Milestone 1 checkpoint**: `pnpm check` passes (format + lint +
|
||||
typecheck + test + layer boundaries). All 8 scenarios + invariants
|
||||
green.
|
||||
|
||||
### Phase 3: Application + Web Shell (Milestone 2)
|
||||
|
||||
- [ ] **T012** Define port interface in
|
||||
`packages/application/src/ports.ts`
|
||||
- `EncounterStore` port: `get(): Encounter`, `save(e: Encounter)`
|
||||
- **Acceptance**: compiles; no imports from adapters or React
|
||||
|
||||
- [ ] **T013** Implement `AdvanceTurnUseCase` in
|
||||
`packages/application/src/advance-turn-use-case.ts`
|
||||
- Accepts `EncounterStore` port
|
||||
- Calls `advanceTurn` from domain, saves result, returns events
|
||||
- **Acceptance**: compiles; imports only from `@initiative/domain`
|
||||
and local ports
|
||||
|
||||
- [ ] **T014** Export public API from
|
||||
`packages/application/src/index.ts`
|
||||
- Re-export use case and port types
|
||||
- **Acceptance**: consuming app can import from
|
||||
`@initiative/application`
|
||||
|
||||
- [ ] **T015** Implement `useEncounter` hook in
|
||||
`apps/web/src/hooks/use-encounter.ts`
|
||||
- In-memory implementation of `EncounterStore` port (React state)
|
||||
- Exposes current encounter state + `advanceTurn` action
|
||||
- Initializes with a hardcoded 3-combatant encounter for demo
|
||||
- **Acceptance**: hook compiles; usable in a React component
|
||||
|
||||
- [ ] **T016** Wire up `App.tsx`
|
||||
- Display: current combatant name, round number, combatant list
|
||||
with active indicator
|
||||
- Single "Next Turn" button calling the use case
|
||||
- Display emitted events (optional, for demo clarity)
|
||||
- **Acceptance**: `vite build` succeeds; clicking "Next Turn"
|
||||
cycles through combatants and increments rounds correctly
|
||||
|
||||
**Milestone 2 checkpoint**: `pnpm check` passes. App runs in
|
||||
browser. Full round-trip from button click → domain pure function →
|
||||
UI update verified manually.
|
||||
|
||||
## Risks & Open Questions
|
||||
|
||||
| # | Item | Severity | Mitigation |
|
||||
|---|------|----------|------------|
|
||||
| 1 | pnpm workspace + TypeScript project references can have path resolution quirks with Vite | Low | Use `vite-tsconfig-paths` plugin if needed; test early in T004 |
|
||||
| 2 | Biome config format may change across versions | Low | Pinned to exact 2.0.0; `$schema` in config validates structure |
|
||||
| 3 | Layer boundary script is a lightweight grep — not a full architectural fitness function | Low | Sufficient for walking skeleton; can upgrade to a Biome plugin or `dependency-cruiser` later if needed |
|
||||
|
||||
## Complexity Tracking
|
||||
|
||||
No constitution violations. No complexity justifications needed.
|
||||
@@ -1,172 +0,0 @@
|
||||
# Feature Specification: Advance Turn
|
||||
|
||||
**Feature Branch**: `001-advance-turn`
|
||||
**Created**: 2026-03-03
|
||||
**Status**: Draft
|
||||
**Input**: Walking-skeleton domain feature — deterministic turn advancement
|
||||
|
||||
## User Scenarios & Testing *(mandatory)*
|
||||
|
||||
### User Story 1 - Advance Turn (Priority: P1)
|
||||
|
||||
A game master running an encounter advances the turn to the next
|
||||
combatant in initiative order. When the last combatant in the round
|
||||
finishes, the round number increments and play wraps to the first
|
||||
combatant.
|
||||
|
||||
**Why this priority**: This is the irreducible core of an initiative
|
||||
tracker. Without turn advancement, no other feature has meaning.
|
||||
|
||||
**Independent Test**: Can be fully tested as a pure state transition
|
||||
with no I/O, persistence, or UI. Given an Encounter value and an
|
||||
AdvanceTurn action, assert the resulting Encounter value and emitted
|
||||
domain events.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** an encounter with combatants [A, B, C], activeIndex 0,
|
||||
roundNumber 1,
|
||||
**When** AdvanceTurn,
|
||||
**Then** activeIndex is 1, roundNumber is 1,
|
||||
and a TurnAdvanced event is emitted with
|
||||
previousCombatantId A, newCombatantId B, roundNumber 1.
|
||||
|
||||
2. **Given** an encounter with combatants [A, B, C], activeIndex 1,
|
||||
roundNumber 1,
|
||||
**When** AdvanceTurn,
|
||||
**Then** activeIndex is 2, roundNumber is 1,
|
||||
and a TurnAdvanced event is emitted with
|
||||
previousCombatantId B, newCombatantId C, roundNumber 1.
|
||||
|
||||
3. **Given** an encounter with combatants [A, B, C], activeIndex 2,
|
||||
roundNumber 1,
|
||||
**When** AdvanceTurn,
|
||||
**Then** activeIndex is 0, roundNumber is 2,
|
||||
and events are emitted in order: TurnAdvanced
|
||||
(previousCombatantId C, newCombatantId A, roundNumber 2) then
|
||||
RoundAdvanced (newRoundNumber 2).
|
||||
|
||||
4. **Given** an encounter with combatants [A, B, C], activeIndex 2,
|
||||
roundNumber 5,
|
||||
**When** AdvanceTurn,
|
||||
**Then** activeIndex is 0, roundNumber is 6,
|
||||
and events are emitted in order: TurnAdvanced then RoundAdvanced
|
||||
(verifies round increment is not hardcoded to 2).
|
||||
|
||||
5. **Given** an encounter with a single combatant [A], activeIndex 0,
|
||||
roundNumber 1,
|
||||
**When** AdvanceTurn,
|
||||
**Then** activeIndex is 0, roundNumber is 2,
|
||||
and events are emitted in order: TurnAdvanced
|
||||
(previousCombatantId A, newCombatantId A, roundNumber 2) then
|
||||
RoundAdvanced (newRoundNumber 2).
|
||||
|
||||
6. **Given** an encounter with combatants [A, B], activeIndex 0,
|
||||
roundNumber 1,
|
||||
**When** AdvanceTurn is applied twice in sequence,
|
||||
**Then** after the first: activeIndex 1, roundNumber 1;
|
||||
after the second: activeIndex 0, roundNumber 2.
|
||||
|
||||
7. **Given** an encounter with an empty combatant list,
|
||||
**When** AdvanceTurn,
|
||||
**Then** the operation MUST fail with an invalid-encounter error.
|
||||
No events are emitted. State is unchanged.
|
||||
|
||||
8. **Given** an encounter with combatants [A, B, C], activeIndex 0,
|
||||
roundNumber 1,
|
||||
**When** AdvanceTurn is applied three times,
|
||||
**Then** the encounter completes a full round cycle:
|
||||
activeIndex returns to 0 and roundNumber is 2.
|
||||
|
||||
---
|
||||
|
||||
### Edge Cases
|
||||
|
||||
- Empty combatant list: valid aggregate state, but AdvanceTurn MUST
|
||||
return a DomainError (no state change, no events).
|
||||
- Single combatant: every advance wraps and increments the round.
|
||||
- Large round numbers: no overflow or special-case behavior; round
|
||||
increments uniformly.
|
||||
|
||||
## Clarifications
|
||||
|
||||
### Session 2026-03-03
|
||||
|
||||
- Q: Should an encounter with zero combatants be a valid aggregate state? → A: Yes. Empty encounter is valid; AdvanceTurn returns DomainError.
|
||||
- Q: What is activeIndex when combatants list is empty? → A: activeIndex MUST be 0.
|
||||
- Q: Does this change any non-empty encounter behavior? → A: No. All existing acceptance scenarios and event contracts remain unchanged.
|
||||
|
||||
## Domain Model *(mandatory)*
|
||||
|
||||
### Key Entities
|
||||
|
||||
- **Combatant**: An identified participant in the encounter. For this
|
||||
feature, a combatant is an opaque identity (e.g., a name or id).
|
||||
The MVP baseline does not include HP, conditions, or stats.
|
||||
- **Encounter**: The aggregate root. Contains an ordered list of
|
||||
combatants (pre-sorted by initiative), an activeIndex pointing to
|
||||
the current combatant, and a roundNumber (positive integer,
|
||||
starting at 1).
|
||||
|
||||
### Domain Events
|
||||
|
||||
- **TurnAdvanced**: Emitted on every successful AdvanceTurn.
|
||||
Carries: previousCombatantId, newCombatantId, roundNumber.
|
||||
- **RoundAdvanced**: Emitted when activeIndex wraps past the last
|
||||
combatant. Carries: newRoundNumber.
|
||||
|
||||
When a round boundary is crossed, both TurnAdvanced and
|
||||
RoundAdvanced MUST be emitted in that order (TurnAdvanced first).
|
||||
This emission order is part of the observable domain contract and
|
||||
MUST be verified by tests.
|
||||
|
||||
### Invariants
|
||||
|
||||
- **INV-1**: An encounter MAY have zero combatants (an empty
|
||||
encounter is a valid aggregate state). AdvanceTurn on an empty
|
||||
encounter MUST return a DomainError with no state change and no
|
||||
events.
|
||||
- **INV-2**: If combatants.length > 0, activeIndex MUST satisfy
|
||||
0 <= activeIndex < combatants.length. If combatants.length == 0,
|
||||
activeIndex MUST be 0.
|
||||
- **INV-3**: roundNumber MUST be a positive integer (>= 1) and MUST
|
||||
only increase (never decrease or reset).
|
||||
- **INV-4**: AdvanceTurn MUST be a pure function of the current
|
||||
encounter state. Given identical input, output MUST be identical.
|
||||
- **INV-5**: Every successful AdvanceTurn MUST emit at least one
|
||||
domain event (TurnAdvanced). No silent state changes.
|
||||
|
||||
## Requirements *(mandatory)*
|
||||
|
||||
### Functional Requirements
|
||||
|
||||
- **FR-001**: The domain MUST expose an AdvanceTurn operation that
|
||||
accepts an Encounter and returns the next Encounter state plus
|
||||
emitted domain events.
|
||||
- **FR-002**: AdvanceTurn MUST increment activeIndex by 1, wrapping
|
||||
to 0 when past the last combatant.
|
||||
- **FR-003**: When activeIndex wraps to 0, roundNumber MUST
|
||||
increment by 1.
|
||||
- **FR-004**: AdvanceTurn on an empty encounter MUST return an error
|
||||
without modifying state or emitting events.
|
||||
- **FR-005**: Domain events MUST be returned as values from the
|
||||
operation, not dispatched via side effects.
|
||||
|
||||
### Out of Scope (MVP baseline does not include)
|
||||
|
||||
- Initiative rolling or combatant ordering logic
|
||||
- Hit points, damage, conditions, or status effects
|
||||
- Adding or removing combatants mid-encounter
|
||||
- Persistence, serialization, or storage
|
||||
- UI, CLI, or any adapter layer
|
||||
- Agent behavior or suggestions
|
||||
|
||||
## Success Criteria *(mandatory)*
|
||||
|
||||
### Measurable Outcomes
|
||||
|
||||
- **SC-001**: All 8 acceptance scenarios pass as deterministic,
|
||||
pure-function tests with no I/O dependencies.
|
||||
- **SC-002**: Invariants INV-1 through INV-5 are verified by tests.
|
||||
- **SC-003**: The domain module has zero imports from application,
|
||||
adapter, or agent layers (layer boundary compliance).
|
||||
@@ -1,128 +0,0 @@
|
||||
# Tasks: Advance Turn
|
||||
|
||||
**Input**: Design documents from `/specs/001-advance-turn/`
|
||||
**Prerequisites**: plan.md (required), spec.md (required)
|
||||
|
||||
**Organization**: Tasks follow the phased structure from plan.md. There is only one user story (US1 — Advance Turn, P1), so phases map directly to the plan's milestones.
|
||||
|
||||
## Format: `[ID] [P?] [Story?] Description`
|
||||
|
||||
- **[P]**: Can run in parallel (different files, no dependencies)
|
||||
- **[US1]**: User Story 1 — Advance Turn
|
||||
- Exact file paths included in every task
|
||||
|
||||
---
|
||||
|
||||
## Phase 1: Setup (Milestone 1 — Tooling)
|
||||
|
||||
**Purpose**: Initialize pnpm monorepo, Biome, TypeScript, Vitest, and layer boundary enforcement
|
||||
|
||||
- [X] T001 Initialize pnpm workspace and root config — create `pnpm-workspace.yaml`, `.nvmrc` (Node 22), root `package.json` (with `packageManager` pinning pnpm 10.6 and scripts: check, test, lint, format, typecheck), `biome.json`, and `tsconfig.base.json` (strict, composite, path aliases)
|
||||
- [X] T002 [P] Create `packages/domain` package skeleton — `packages/domain/package.json` (`@initiative/domain`, no deps), `packages/domain/tsconfig.json` (extends base, composite), empty `packages/domain/src/index.ts`
|
||||
- [X] T003 [P] Create `packages/application` package skeleton — `packages/application/package.json` (`@initiative/application`, depends on `@initiative/domain`), `packages/application/tsconfig.json` (extends base, references domain), empty `packages/application/src/index.ts`
|
||||
- [X] T004 [P] Create `apps/web` package skeleton — `apps/web/package.json` (React 19, Vite 6.2, depends on both packages), `apps/web/tsconfig.json`, `apps/web/vite.config.ts`, `apps/web/index.html`, `apps/web/src/main.tsx`, `apps/web/src/App.tsx` (placeholder)
|
||||
- [X] T005 Configure Vitest — add `vitest` as root dev dependency, create `vitest.config.ts` at root (workspace mode or per-package), verify `pnpm test` exits 0
|
||||
- [X] T006 Create layer boundary check — `scripts/check-layer-boundaries.mjs` (scans domain/application for forbidden imports) and `packages/domain/src/__tests__/layer-boundaries.test.ts` (wraps script as Vitest test)
|
||||
|
||||
**Checkpoint**: `pnpm install` succeeds, `biome check .` runs, `tsc --build` compiles, `pnpm test` exits 0 with layer boundary test green.
|
||||
|
||||
---
|
||||
|
||||
## Phase 2: Domain Implementation — User Story 1: Advance Turn (Priority: P1) (Milestone 1)
|
||||
|
||||
**Goal**: Implement the complete AdvanceTurn domain logic as a pure function with all 8 acceptance scenarios and invariant tests.
|
||||
|
||||
**Independent Test**: Pure state transition — given an Encounter value and AdvanceTurn action, assert resulting Encounter and emitted domain events. No I/O, persistence, or UI needed.
|
||||
|
||||
- [X] T007 [US1] Define domain types in `packages/domain/src/types.ts` — `CombatantId` (branded/opaque), `Combatant`, `Encounter` (combatants, activeIndex, roundNumber), factory `createEncounter` enforcing INV-1, INV-2, INV-3
|
||||
- [X] T008 [P] [US1] Define domain events in `packages/domain/src/events.ts` — `TurnAdvanced`, `RoundAdvanced`, `DomainEvent` union (plain data, no classes)
|
||||
- [X] T009 [US1] Implement `advanceTurn` in `packages/domain/src/advance-turn.ts` — pure function `(Encounter) => { encounter, events } | DomainError`, implements FR-001 through FR-005
|
||||
- [X] T010 [US1] Write tests for all 8 acceptance scenarios + invariants in `packages/domain/src/__tests__/advance-turn.test.ts` — scenarios 1–8, INV-1 through INV-5, event ordering on round wrap
|
||||
- [X] T011 [US1] Export public API from `packages/domain/src/index.ts` — re-export types, events, `advanceTurn`, `createEncounter`
|
||||
|
||||
**Checkpoint (Milestone 1)**: `pnpm check` passes (format + lint + typecheck + test + layer boundaries). All 8 scenarios + invariants green. No React/Vite imports in domain or application.
|
||||
|
||||
---
|
||||
|
||||
## Phase 3: Application + Web Shell (Milestone 2)
|
||||
|
||||
**Goal**: Wire up the application use case and minimal React UI with a "Next Turn" button.
|
||||
|
||||
- [X] T012 Define port interface in `packages/application/src/ports.ts` — `EncounterStore` port: `get(): Encounter`, `save(e: Encounter)`
|
||||
- [X] T013 Implement `AdvanceTurnUseCase` in `packages/application/src/advance-turn-use-case.ts` — accepts `EncounterStore`, calls `advanceTurn`, saves result, returns events
|
||||
- [X] T014 Export public API from `packages/application/src/index.ts` — re-export use case and port types
|
||||
- [X] T015 Implement `useEncounter` hook in `apps/web/src/hooks/use-encounter.ts` — in-memory `EncounterStore` via React state, exposes encounter state + `advanceTurn` action, hardcoded 3-combatant demo
|
||||
- [X] T016 Wire up `apps/web/src/App.tsx` — display current combatant, round number, combatant list with active indicator, "Next Turn" button, emitted events
|
||||
|
||||
**Checkpoint (Milestone 2)**: `pnpm check` passes. `vite build` succeeds. Clicking "Next Turn" cycles combatants and increments rounds correctly.
|
||||
|
||||
---
|
||||
|
||||
## Dependencies & Execution Order
|
||||
|
||||
### Phase Dependencies
|
||||
|
||||
- **Phase 1 (Setup)**: No dependencies — start immediately
|
||||
- **Phase 2 (Domain)**: Depends on Phase 1 completion
|
||||
- **Phase 3 (App + Web)**: Depends on Phase 2 completion (needs domain types and `advanceTurn`)
|
||||
|
||||
### Within Phase 1
|
||||
|
||||
- T001 must complete first (workspace and root config)
|
||||
- T002, T003, T004 can run in parallel [P] after T001
|
||||
- T005 depends on T001 (needs root package.json)
|
||||
- T006 depends on T002 and T005 (needs domain package + Vitest)
|
||||
|
||||
### Within Phase 2
|
||||
|
||||
- T007 must complete first (types needed by everything)
|
||||
- T008 can run in parallel [P] with T007 (events are independent types)
|
||||
- T009 depends on T007 and T008 (uses types and events)
|
||||
- T010 depends on T009 (tests the implementation)
|
||||
- T011 depends on T007, T008, T009 (exports all public API)
|
||||
|
||||
### Within Phase 3
|
||||
|
||||
- T012 first (port interface)
|
||||
- T013 depends on T012 (uses port)
|
||||
- T014 depends on T013 (exports use case)
|
||||
- T015 depends on T014 (uses application layer)
|
||||
- T016 depends on T015 (uses hook)
|
||||
|
||||
---
|
||||
|
||||
## Parallel Opportunities
|
||||
|
||||
```text
|
||||
# After T001 completes:
|
||||
T002, T003, T004 — all package skeletons in parallel
|
||||
|
||||
# After T007 starts:
|
||||
T008 — domain events can be written in parallel with types
|
||||
|
||||
# Independent stories: only one user story (US1), so parallelism is within-phase only
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Implementation Strategy
|
||||
|
||||
### MVP First (Milestone 1)
|
||||
|
||||
1. Complete Phase 1: Setup (T001–T006)
|
||||
2. Complete Phase 2: Domain (T007–T011)
|
||||
3. **STOP and VALIDATE**: `pnpm check` passes, all 8 scenarios green
|
||||
|
||||
### Full Feature (Milestone 2)
|
||||
|
||||
4. Complete Phase 3: App + Web Shell (T012–T016)
|
||||
5. **VALIDATE**: `pnpm check` passes, app runs in browser
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- All task IDs (T001–T016) match plan.md — no scope expansion
|
||||
- Single user story (US1: Advance Turn) — no cross-story dependencies
|
||||
- Tests (T010) are included as specified in plan.md and spec.md
|
||||
- Domain package must have zero React/Vite imports (enforced by T006)
|
||||
404
specs/001-combatant-management/spec.md
Normal file
404
specs/001-combatant-management/spec.md
Normal file
@@ -0,0 +1,404 @@
|
||||
# Feature Specification: Combatant Management
|
||||
|
||||
**Feature Branch**: `001-combatant-management`
|
||||
**Created**: 2026-03-03
|
||||
**Status**: Implemented
|
||||
|
||||
## Overview
|
||||
|
||||
Combatant Management covers the complete lifecycle of combatants within an encounter: adding (individually or in batch), editing, removing, clearing the entire encounter, persisting encounter state across page reloads, and the confirmation UX applied to all destructive actions.
|
||||
|
||||
---
|
||||
|
||||
## User Scenarios & Testing *(mandatory)*
|
||||
|
||||
### Adding Combatants
|
||||
|
||||
**Story A1 — Add a single combatant (Priority: P1)**
|
||||
|
||||
A game master adds a new combatant to an existing encounter. The new combatant is appended to the end of the initiative order, allowing late-joining participants or newly discovered enemies to enter combat.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** an empty encounter (no combatants, activeIndex 0, roundNumber 1), **When** AddCombatant with name "Gandalf", **Then** combatants is [Gandalf], activeIndex is 0, roundNumber is 1, and a CombatantAdded event is emitted with the new combatant's id, name "Gandalf", and position 0.
|
||||
|
||||
2. **Given** an encounter with combatants [A, B], activeIndex 0, roundNumber 1, **When** AddCombatant with name "C", **Then** combatants is [A, B, C], activeIndex is 0, roundNumber is 1, and a CombatantAdded event is emitted with position 2.
|
||||
|
||||
3. **Given** an encounter with combatants [A, B, C], activeIndex 2, roundNumber 3, **When** AddCombatant with name "D", **Then** combatants is [A, B, C, D], activeIndex is 2, roundNumber is 3, and a CombatantAdded event is emitted with position 3. The active combatant does not change.
|
||||
|
||||
4. **Given** an encounter with combatants [A], **When** AddCombatant is applied twice with names "B" then "C", **Then** combatants is [A, B, C] in that order. Each operation emits its own CombatantAdded event.
|
||||
|
||||
5. **Given** an encounter with combatants [A, B], **When** AddCombatant with an empty name "", **Then** the operation MUST fail with a validation error. No events are emitted. State is unchanged.
|
||||
|
||||
6. **Given** an encounter with combatants [A, B], **When** AddCombatant with a whitespace-only name " ", **Then** the operation MUST fail with a validation error. No events are emitted. State is unchanged.
|
||||
|
||||
---
|
||||
|
||||
> **Batch add and custom creature workflows** are defined in `specs/004-bestiary/spec.md` (Stories US-S2, US-S3). Those stories cover the bestiary search dropdown, count badge, batch confirm, and custom creature stat fields. This spec covers only the domain-level AddCombatant operation that those workflows invoke.
|
||||
|
||||
---
|
||||
|
||||
### Removing Combatants
|
||||
|
||||
**Story B1 — Remove a combatant from an active encounter (Priority: P1)**
|
||||
|
||||
A game master is running a combat encounter and a combatant is defeated or leaves. The GM removes that combatant. The combatant disappears from the initiative order and the turn continues correctly without disruption.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** an encounter with combatants [A, B, C] and activeIndex 1 (B's turn), **When** the GM removes combatant C (index 2, after active), **Then** the encounter has [A, B], activeIndex remains 1, roundNumber unchanged, and a CombatantRemoved event is emitted.
|
||||
|
||||
2. **Given** an encounter with combatants [A, B, C] and activeIndex 2 (C's turn), **When** the GM removes combatant A (index 0, before active), **Then** the encounter has [B, C], activeIndex becomes 1 (still C's turn), roundNumber unchanged.
|
||||
|
||||
3. **Given** an encounter with combatants [A, B, C] and activeIndex 1 (B's turn), **When** the GM removes combatant B (the active combatant), **Then** the encounter has [A, C], activeIndex becomes 1 (C is now active), roundNumber unchanged.
|
||||
|
||||
4. **Given** an encounter with combatants [A, B, C] and activeIndex 2 (C's turn, last position), **When** the GM removes combatant C (active and last), **Then** the encounter has [A, B], activeIndex wraps to 0 (A is now active), roundNumber unchanged.
|
||||
|
||||
5. **Given** an encounter with combatants [A] and activeIndex 0, **When** the GM removes combatant A, **Then** the encounter has [], activeIndex is 0, roundNumber unchanged.
|
||||
|
||||
6. **Given** an encounter with combatants [A, B, C], **When** the GM attempts to remove a combatant with an ID that does not exist, **Then** a domain error is returned with code `"combatant-not-found"`, and the encounter is unchanged.
|
||||
|
||||
---
|
||||
|
||||
**Story B2 — Inline confirmation before removing (Priority: P1)**
|
||||
|
||||
A user clicking the remove (X) button on a combatant row is protected from accidental deletion by a two-step inline confirmation flow.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** a combatant row is visible, **When** the user clicks the remove (X) button once, **Then** the button transitions to a confirm state showing a checkmark icon on a red/danger background with a scale pulse animation.
|
||||
|
||||
2. **Given** the remove button is in confirm state, **When** the user clicks it again, **Then** the combatant is removed from the encounter.
|
||||
|
||||
3. **Given** the remove button is in confirm state, **When** 5 seconds elapse without a second click, **Then** the button reverts to its original X icon and default styling.
|
||||
|
||||
4. **Given** the remove button is in confirm state, **When** the user clicks outside the button, **Then** the button reverts to its original state without removing the combatant.
|
||||
|
||||
5. **Given** the remove button is in confirm state, **When** the user presses Escape, **Then** the button reverts to its original state without removing the combatant.
|
||||
|
||||
6. **Given** a destructive button has keyboard focus, **When** the user presses Enter or Space, **Then** the button enters confirm state.
|
||||
|
||||
7. **Given** a destructive button is in confirm state with focus, **When** the user presses Enter or Space, **Then** the destructive action executes.
|
||||
|
||||
8. **Given** a destructive button is in confirm state with focus, **When** the user presses Escape, **Then** the button reverts to its original state.
|
||||
|
||||
9. **Given** a destructive button is in confirm state, **When** the button loses focus (e.g., Tab away), **Then** the button reverts to its original state.
|
||||
|
||||
---
|
||||
|
||||
### Editing Combatants
|
||||
|
||||
**Story C1 — Rename a combatant (Priority: P1)**
|
||||
|
||||
A user running an encounter realizes a combatant's name is misspelled or wants to change it. They select the combatant by its identity, provide a new name, and the system updates the combatant in-place while preserving turn order and round state.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** an encounter with combatants [Alice, Bob], **When** the user updates Bob's name to "Robert", **Then** the encounter contains [Alice, Robert] and a `CombatantUpdated` event is emitted with the combatant's id, old name, and new name.
|
||||
|
||||
2. **Given** an encounter with combatants [Alice, Bob] where Bob is the active combatant, **When** the user updates Bob's name to "Robert", **Then** Bob remains the active combatant (active index unchanged) and the round number is preserved.
|
||||
|
||||
---
|
||||
|
||||
**Story C2 — Error feedback on invalid edit (Priority: P2)**
|
||||
|
||||
A user attempts to edit a combatant that no longer exists or provides an invalid name. The system returns a clear error without modifying the encounter.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** an encounter with combatants [Alice, Bob], **When** the user attempts to update a combatant with a non-existent id, **Then** the system returns a "combatant not found" error and the encounter is unchanged.
|
||||
|
||||
2. **Given** an encounter with combatants [Alice, Bob], **When** the user attempts to update Alice's name to an empty string, **Then** the system returns an "invalid name" error and the encounter is unchanged.
|
||||
|
||||
3. **Given** an encounter with combatants [Alice, Bob], **When** the user attempts to update Alice's name to a whitespace-only string, **Then** the system returns an "invalid name" error and the encounter is unchanged.
|
||||
|
||||
---
|
||||
|
||||
**Story C3 — Rename trigger UX (Priority: P1)**
|
||||
|
||||
A user wants to rename a combatant. Single-clicking the name opens the stat block panel instead of entering edit mode. To rename, the user double-clicks the name or long-presses on touch devices. A `cursor-text` cursor on hover signals that the name is editable.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** a combatant row is visible, **When** the user single-clicks the combatant name, **Then** the stat block panel opens or toggles — inline edit mode is NOT entered.
|
||||
|
||||
2. **Given** a combatant row is visible, **When** the user double-clicks the combatant name, **Then** inline edit mode is entered for that combatant's name.
|
||||
|
||||
3. **Given** a combatant row is visible on a pointer device, **When** the user hovers over the combatant name, **Then** the cursor changes to a text cursor (`cursor-text`) to signal editability.
|
||||
|
||||
4. **Given** a combatant row is visible on a touch device, **When** the user long-presses the combatant name, **Then** inline edit mode is entered for that combatant's name.
|
||||
|
||||
7. **Given** inline edit mode has been entered (via any trigger), **When** the user types a new name and presses Enter or blurs the field, **Then** the name is committed. **When** the user presses Escape, **Then** the edit is cancelled and the original name is restored.
|
||||
|
||||
---
|
||||
|
||||
### Clearing the Encounter
|
||||
|
||||
**Story D1 — Clear encounter to start fresh (Priority: P1)**
|
||||
|
||||
As a DM who has just finished a combat encounter, I want to clear the entire encounter with a single confirmed action so that I can quickly set up a new combat without manually removing each combatant one by one.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** an encounter with multiple combatants at round 3, **When** the user activates the clear encounter action and confirms, **Then** all combatants are removed, the round number resets to 1, and the active turn index resets to 0.
|
||||
|
||||
2. **Given** an encounter with a single combatant, **When** the user activates the clear encounter action and confirms, **Then** the encounter is fully cleared.
|
||||
|
||||
3. **Given** an encounter has no combatants, **When** the user views the clear button, **Then** it is disabled and cannot be activated.
|
||||
|
||||
---
|
||||
|
||||
**Story D2 — Inline confirmation before clearing (Priority: P1)**
|
||||
|
||||
A user clicks the trash button to clear the entire encounter. Instead of a browser confirm dialog, the trash button itself transitions into a red confirm state with a checkmark icon and a scale pulse. A second click clears the encounter; otherwise the button reverts after 5 seconds or on dismiss.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** an encounter has combatants, **When** the user clicks the clear encounter (trash) button once, **Then** the button transitions to a confirm state with a checkmark icon on a red/danger background with a scale pulse animation.
|
||||
|
||||
2. **Given** the trash button is in confirm state, **When** the user clicks it again, **Then** the entire encounter is cleared.
|
||||
|
||||
3. **Given** the trash button is in confirm state, **When** 5 seconds pass, the user clicks outside, or the user presses Escape, **Then** the button reverts to its original trash icon and default styling without clearing the encounter.
|
||||
|
||||
4. **Given** a confirmation prompt is displayed, **When** the user cancels, **Then** the encounter remains unchanged.
|
||||
|
||||
---
|
||||
|
||||
### Persistence
|
||||
|
||||
**Story E1 — Encounter survives page reload (Priority: P1)**
|
||||
|
||||
A user is managing a combat encounter. They accidentally refresh the page or their browser restarts. When the page reloads, the encounter is restored exactly as it was — same combatants, same active turn, same round number.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** an encounter with combatants, active turn, and round number, **When** the user reloads the page, **Then** the encounter is restored with all state intact.
|
||||
|
||||
2. **Given** an encounter that has been modified (combatant added, removed, or renamed), **When** the user reloads the page, **Then** the latest state is reflected.
|
||||
|
||||
3. **Given** the user advances the turn multiple times, **When** the user reloads the page, **Then** the active turn and round number are preserved.
|
||||
|
||||
---
|
||||
|
||||
**Story E2 — Fresh start with no saved data (Priority: P2)**
|
||||
|
||||
A first-time user opens the application with no previously saved encounter. The application shows the default demo encounter so the user can immediately start exploring.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** no saved encounter exists in the browser, **When** the user opens the application, **Then** the default demo encounter is displayed.
|
||||
|
||||
2. **Given** saved encounter data has been manually cleared from the browser, **When** the user opens the application, **Then** the default demo encounter is displayed.
|
||||
|
||||
---
|
||||
|
||||
**Story E3 — Graceful handling of corrupt data (Priority: P3)**
|
||||
|
||||
Saved data may become invalid (e.g., manually edited in dev tools, schema changes between versions). The application handles this gracefully rather than crashing.
|
||||
|
||||
**Acceptance Scenarios**:
|
||||
|
||||
1. **Given** the saved encounter data is malformed or unparseable, **When** the user opens the application, **Then** the default demo encounter is displayed and the corrupt data is discarded.
|
||||
|
||||
2. **Given** the saved data is missing required fields, **When** the user opens the application, **Then** the default demo encounter is displayed.
|
||||
|
||||
---
|
||||
|
||||
## Domain Model
|
||||
|
||||
### Key Entities
|
||||
|
||||
- **Combatant**: An identified participant with a unique `CombatantId` (branded string), a required non-empty `name`, and optional `initiative`, `maxHp`, `currentHp`, `ac`, `conditions`, `isConcentrating`, and `creatureId` fields.
|
||||
- **Encounter**: The aggregate root. Contains an ordered `readonly` list of combatants, an `activeIndex` (zero-based integer), and a `roundNumber` (positive integer, starting at 1).
|
||||
> Queued Creature and Custom Creature Input entities are defined in `specs/004-bestiary/spec.md`.
|
||||
|
||||
### Domain Events
|
||||
|
||||
- **CombatantAdded**: Emitted on every successful AddCombatant. Carries: `combatantId`, `name`, `position` (zero-based index).
|
||||
- **CombatantRemoved**: Emitted on every successful RemoveCombatant. Carries: `combatantId`, `name`.
|
||||
- **CombatantUpdated**: Emitted on every successful EditCombatant. Carries: `combatantId`, `oldName`, `newName`.
|
||||
|
||||
### Invariants
|
||||
|
||||
- **INV-1**: An encounter MAY have zero combatants (after clearing or removing the last combatant).
|
||||
- **INV-2**: If `combatants.length > 0`, `activeIndex` MUST satisfy `0 <= activeIndex < combatants.length`. If `combatants.length == 0`, `activeIndex` MUST be 0.
|
||||
- **INV-3**: `roundNumber` MUST be a positive integer (>= 1) and MUST only increase during normal turn advancement. Clearing resets it to 1.
|
||||
- **INV-4**: `CombatantId` values MUST be unique within an encounter.
|
||||
- **INV-5**: All domain state transitions (add, remove, edit, clear) are pure functions; no I/O, randomness, or clocks.
|
||||
- **INV-6**: Every successful state transition emits exactly one corresponding domain event. No silent state changes.
|
||||
- **INV-7**: AddCombatant and RemoveCombatant MUST NOT change the `roundNumber`.
|
||||
- **INV-8**: EditCombatant MUST NOT change `activeIndex`, `roundNumber`, or the combatant's position in the list.
|
||||
|
||||
---
|
||||
|
||||
## Requirements *(mandatory)*
|
||||
|
||||
### Functional Requirements
|
||||
|
||||
#### FR-001 — Add: Append combatant
|
||||
The domain MUST expose an AddCombatant operation that accepts an Encounter and a combatant name (plus a pre-generated `CombatantId`), and returns the updated Encounter plus emitted domain events. The new combatant MUST be appended to the end of the combatants list.
|
||||
|
||||
#### FR-002 — Add: Reject invalid names
|
||||
AddCombatant MUST reject empty or whitespace-only names by returning a `DomainError` without modifying state or emitting events. Name validation trims whitespace; a name that is empty after trimming is invalid.
|
||||
|
||||
#### FR-003 — Add: Preserve activeIndex and roundNumber
|
||||
AddCombatant MUST NOT alter the `activeIndex` or `roundNumber` of the encounter.
|
||||
|
||||
#### FR-004 — Add: Unique CombatantId
|
||||
AddCombatant MUST assign a unique `CombatantId` to the new combatant. Id generation is the caller's responsibility (application layer), keeping the domain function pure.
|
||||
|
||||
#### FR-005 — Add: Duplicate names allowed
|
||||
Duplicate combatant names are permitted. Combatants are distinguished solely by their unique `CombatantId`.
|
||||
|
||||
#### FR-006 — Add: UI form
|
||||
The UI MUST provide an add-combatant form accessible from the bottom bar. The search field MUST display action-oriented placeholder text (e.g., "Search creatures to add...").
|
||||
|
||||
> FR-007 through FR-013 (batch add and custom creature) are defined in `specs/004-bestiary/spec.md` (FR-007–FR-015).
|
||||
|
||||
#### FR-014 — Remove: Domain operation
|
||||
The domain MUST expose a RemoveCombatant operation that accepts an Encounter and a `CombatantId`, and returns the updated Encounter plus emitted domain events.
|
||||
|
||||
#### FR-015 — Remove: Error on unknown ID
|
||||
RemoveCombatant MUST return a domain error with code `"combatant-not-found"` when the given `CombatantId` does not match any combatant in the encounter.
|
||||
|
||||
#### FR-016 — Remove: activeIndex adjustment
|
||||
RemoveCombatant MUST adjust `activeIndex` according to these rules:
|
||||
- Removed combatant is **after** the active one: `activeIndex` unchanged.
|
||||
- Removed combatant is **before** the active one: `activeIndex` decrements by 1.
|
||||
- Removed combatant **is** the active one and is not last: `activeIndex` stays at the same integer value (the next combatant in line becomes active).
|
||||
- Removed combatant **is** the active one and **is last**: `activeIndex` wraps to 0.
|
||||
- Last remaining combatant is removed (encounter becomes empty): `activeIndex` is set to 0.
|
||||
|
||||
#### FR-017 — Remove: roundNumber preserved
|
||||
RemoveCombatant MUST preserve `roundNumber` unchanged.
|
||||
|
||||
#### FR-018 — Remove: UI control
|
||||
The UI MUST provide a remove control for each combatant row.
|
||||
|
||||
#### FR-019 — Remove: ConfirmButton
|
||||
The remove control MUST use the `ConfirmButton` two-step confirmation pattern (see FR-025 through FR-030). Silent no-op on domain error (combatant already gone).
|
||||
|
||||
#### FR-020 — Edit: Domain operation
|
||||
The domain MUST expose an EditCombatant operation that accepts an Encounter, a `CombatantId`, and a new name, and returns the updated Encounter plus emitted domain events.
|
||||
|
||||
#### FR-021 — Edit: Error on unknown ID
|
||||
EditCombatant MUST return a `"combatant-not-found"` error when the provided id does not match any combatant.
|
||||
|
||||
#### FR-022 — Edit: Reject invalid names
|
||||
EditCombatant MUST return an `"invalid-name"` error when the new name is empty or whitespace-only. The same trimming rules as AddCombatant apply.
|
||||
|
||||
#### FR-023 — Edit: Preserve position and counters
|
||||
EditCombatant MUST preserve the combatant's position in the list, `activeIndex`, and `roundNumber`. Setting a name to the same value it already has is treated as a valid update; a `CombatantUpdated` event is still emitted.
|
||||
|
||||
#### FR-024 — Edit: UI
|
||||
The UI MUST provide an inline name-edit mechanism for each combatant, activated by double-clicking the name or long-pressing on touch devices. The name MUST display a `cursor-text` cursor on hover to signal editability. Single-clicking the name MUST open/toggle the stat block panel, not enter edit mode. The updated name MUST be immediately visible after submission.
|
||||
|
||||
#### 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.
|
||||
|
||||
#### FR-026 — ConfirmButton: Confirm state on first activation
|
||||
On first activation (click, Enter, or Space), the button MUST transition to a confirm state displaying a checkmark icon on a red/danger background with a scale pulse animation.
|
||||
|
||||
#### FR-027 — ConfirmButton: Auto-revert after 5 seconds
|
||||
The button MUST automatically revert to its original state after 5 seconds if not confirmed.
|
||||
|
||||
#### FR-028 — ConfirmButton: Cancel on outside click, Escape, or focus loss
|
||||
Clicking outside the button, pressing Escape, or moving focus away MUST cancel the confirm state and revert the button.
|
||||
|
||||
#### FR-029 — ConfirmButton: Execute on second activation
|
||||
A second activation (click, Enter, or Space) while in confirm state MUST execute the destructive action.
|
||||
|
||||
#### FR-030 — ConfirmButton: Independent state per instance
|
||||
Each `ConfirmButton` instance MUST manage its confirm state independently of other instances.
|
||||
|
||||
#### FR-031 — Clear: Domain operation
|
||||
The domain MUST expose a ClearEncounter operation that removes all combatants, resets `roundNumber` to 1, and resets `activeIndex` to 0.
|
||||
|
||||
#### FR-032 — Clear: UI button with ConfirmButton
|
||||
The UI MUST provide a clear encounter button that uses the `ConfirmButton` pattern. The button MUST be disabled when the encounter has no combatants.
|
||||
|
||||
#### FR-033 — Clear: Cancellation leaves state unchanged
|
||||
Cancelling the confirmation (via timeout, outside click, Escape, or focus loss) MUST leave the encounter completely unchanged.
|
||||
|
||||
#### FR-034 — Clear: Cleared state persisted
|
||||
After clearing, the empty encounter state MUST be persisted so that a page refresh does not restore the previous encounter.
|
||||
|
||||
#### FR-035 — Persistence: Save on every change
|
||||
The system MUST save the full encounter state (combatants, `activeIndex`, `roundNumber`) to browser `localStorage` after every state change.
|
||||
|
||||
#### FR-036 — Persistence: Restore on load
|
||||
The system MUST restore the saved encounter state when the application loads, if valid saved data exists.
|
||||
|
||||
#### FR-037 — Persistence: Fallback to demo encounter
|
||||
The system MUST fall back to the default demo encounter when no saved data exists or saved data is invalid/corrupt.
|
||||
|
||||
#### FR-038 — Persistence: No crash on storage failure
|
||||
The system MUST NOT crash or show an error to the user when storage is unavailable or data is corrupt. When storage is unavailable, the application falls back to in-memory-only behavior.
|
||||
|
||||
#### FR-039 — Persistence: Preserve combatant identity across reloads
|
||||
The system MUST preserve combatant `CombatantId` values, names, and any other persisted fields across reloads, so that new combatants added after a reload do not collide with existing IDs.
|
||||
|
||||
#### FR-040 — Domain events as values
|
||||
All domain events MUST be returned as plain data values from operations, not dispatched via side effects.
|
||||
|
||||
---
|
||||
|
||||
## Edge Cases
|
||||
|
||||
- **Empty name**: AddCombatant and EditCombatant return a `DomainError`; state and events are unchanged.
|
||||
- **Whitespace-only name**: Treated identically to empty name after trimming.
|
||||
- **Adding to an empty encounter**: The new combatant becomes the first and only participant; `activeIndex` remains 0.
|
||||
- **Adding during mid-round**: `activeIndex` is never shifted by an add operation.
|
||||
- **Duplicate combatant names**: Permitted. Combatants are distinguished by `CombatantId`.
|
||||
- **Removing the last combatant**: Encounter becomes empty; `activeIndex` is set to 0.
|
||||
- **Removing with unknown ID**: Returns `"combatant-not-found"` error; state unchanged. Removing the same ID twice: second call returns an error.
|
||||
- **Removing from empty encounter**: Covered by the unknown-ID error (no IDs exist).
|
||||
- **Editing a combatant to the same name**: Valid; `CombatantUpdated` event is still emitted.
|
||||
- **Editing a combatant in an empty encounter**: Returns `"combatant-not-found"` error.
|
||||
- **Clearing an already empty encounter**: The clear button is disabled; no operation is executed.
|
||||
- **Clearing and reloading**: The empty (cleared) state is persisted; the previous encounter is not restored.
|
||||
- **Storage quota exceeded**: Persistence silently fails; current in-memory session continues normally.
|
||||
- **Multiple browser tabs**: MVP baseline does not include cross-tab synchronization. Each tab operates independently; the last tab to save wins.
|
||||
> Batch add and custom creature edge cases are defined in `specs/004-bestiary/spec.md`.
|
||||
- **ConfirmButton: rapid triple-click**: First click enters confirm state; second executes the action; subsequent clicks are no-ops.
|
||||
- **ConfirmButton: component unmounts in confirm state**: The auto-revert timer MUST be cleaned up to prevent memory leaks or stale state updates.
|
||||
- **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 single-click vs double-click**: A single click on the combatant name opens the stat block panel; only a completed double-click enters inline edit mode. The system must disambiguate between the two gestures.
|
||||
- **Touch edit affordance**: No hover-dependent affordance is shown on touch devices. Long-press is the touch equivalent for entering edit mode.
|
||||
- **Long-press threshold**: The long-press duration should follow platform conventions (typically ~500ms). A short tap must not trigger edit mode.
|
||||
|
||||
---
|
||||
|
||||
## Success Criteria *(mandatory)*
|
||||
|
||||
- **SC-001**: All add-combatant acceptance scenarios pass as deterministic, pure-function tests with no I/O dependencies.
|
||||
- **SC-002**: Adding a combatant to an encounter preserves all existing combatants, their order, `activeIndex`, and `roundNumber` unchanged.
|
||||
- **SC-003**: All six remove-combatant acceptance scenarios pass as automated tests covering every `activeIndex` adjustment rule.
|
||||
- **SC-004**: The round number never changes as a result of a remove operation.
|
||||
- **SC-005**: Users can rename any combatant in the encounter in a single action without disrupting turn order, active combatant, or round number.
|
||||
- **SC-006**: Invalid edit attempts (missing combatant, empty or whitespace-only name) produce a domain error with no state change and no emitted events.
|
||||
- **SC-007**: All destructive actions (remove combatant, clear encounter) require exactly two deliberate user interactions to execute, eliminating single-click accidental mutations.
|
||||
- **SC-008**: The `ConfirmButton` confirm state auto-reverts reliably after 5 seconds. All confirmation flows are fully operable via keyboard alone.
|
||||
> SC-009 and SC-010 (batch add and custom creature success criteria) are defined in `specs/004-bestiary/spec.md`.
|
||||
- **SC-011**: Users can reload the page and see their encounter fully restored, with zero data loss.
|
||||
- **SC-012**: First-time users see the demo encounter immediately on first visit with no extra steps.
|
||||
- **SC-013**: 100% of corrupt or missing data scenarios result in a usable application (demo encounter displayed), never a crash or blank screen.
|
||||
- **SC-014**: After clearing, the encounter tracker displays an empty state with round and turn counters at their initial values, and this state persists across page refreshes.
|
||||
- **SC-015**: The domain module has zero imports from the application, adapter, or UI layers (layer boundary compliance verified by automated check).
|
||||
|
||||
---
|
||||
|
||||
## Assumptions
|
||||
|
||||
- `CombatantId` generation is the caller's responsibility (application layer), keeping domain functions pure and deterministic.
|
||||
- Name validation trims whitespace; a name that is empty after trimming is invalid.
|
||||
- No uniqueness constraint on combatant names — multiple combatants may share the same name.
|
||||
- Clearing results in an empty encounter state (no combatants, `roundNumber` 1, `activeIndex` 0). The user will then add new combatants using the existing add-combatant flow.
|
||||
- MVP baseline does not include undo/restore functionality after clearing or removing. Once confirmed, the action is final.
|
||||
- MVP baseline does not include encounter history or the ability to save/archive encounters before clearing.
|
||||
- A single `localStorage` key is sufficient for the MVP (one encounter at a time).
|
||||
- Cross-tab synchronization is not required for the MVP baseline.
|
||||
- The `ConfirmButton` 5-second timeout is a fixed value and is not configurable in the MVP baseline.
|
||||
- The `Check` icon from the Lucide icon library is used for the `ConfirmButton` confirm state.
|
||||
- The inline name-edit mechanism is activated by double-click or long-press (touch). A `cursor-text` cursor on hover signals editability. Single-clicking the name opens the stat block panel.
|
||||
@@ -1,35 +0,0 @@
|
||||
# Specification Quality Checklist: Add Combatant
|
||||
|
||||
**Purpose**: Validate specification completeness and quality before proceeding to planning
|
||||
**Created**: 2026-03-03
|
||||
**Feature**: [spec.md](../spec.md)
|
||||
|
||||
## Content Quality
|
||||
|
||||
- [x] No implementation details (languages, frameworks, APIs)
|
||||
- [x] Focused on user value and business needs
|
||||
- [x] Written for non-technical stakeholders
|
||||
- [x] All mandatory sections completed
|
||||
|
||||
## Requirement Completeness
|
||||
|
||||
- [x] No [NEEDS CLARIFICATION] markers remain
|
||||
- [x] Requirements are testable and unambiguous
|
||||
- [x] Success criteria are measurable
|
||||
- [x] Success criteria are technology-agnostic (no implementation details)
|
||||
- [x] All acceptance scenarios are defined
|
||||
- [x] Edge cases are identified
|
||||
- [x] Scope is clearly bounded
|
||||
- [x] Dependencies and assumptions identified
|
||||
|
||||
## Feature Readiness
|
||||
|
||||
- [x] All functional requirements have clear acceptance criteria
|
||||
- [x] User scenarios cover primary flows
|
||||
- [x] Feature meets measurable outcomes defined in Success Criteria
|
||||
- [x] No implementation details leak into specification
|
||||
|
||||
## Notes
|
||||
|
||||
- All items pass. Spec is ready for `/speckit.clarify` or `/speckit.plan`.
|
||||
- Assumption documented: CombatantId is passed in rather than generated internally, keeping domain pure.
|
||||
@@ -1,77 +0,0 @@
|
||||
# Data Model: Add Combatant
|
||||
|
||||
**Feature**: 002-add-combatant
|
||||
**Date**: 2026-03-03
|
||||
|
||||
## Entities
|
||||
|
||||
### Combatant (existing, unchanged)
|
||||
|
||||
| Field | Type | Constraints |
|
||||
|-------|------|-------------|
|
||||
| id | CombatantId (branded string) | Unique, required |
|
||||
| name | string | Non-empty after trimming, required |
|
||||
|
||||
### Encounter (existing, unchanged)
|
||||
|
||||
| Field | Type | Constraints |
|
||||
|-------|------|-------------|
|
||||
| combatants | readonly Combatant[] | Ordered list, may be empty |
|
||||
| activeIndex | number | 0 <= activeIndex < combatants.length (or 0 if empty) |
|
||||
| roundNumber | number | Positive integer >= 1, only increases |
|
||||
|
||||
## Domain Events
|
||||
|
||||
### CombatantAdded (new)
|
||||
|
||||
| Field | Type | Description |
|
||||
|-------|------|-------------|
|
||||
| type | "CombatantAdded" (literal) | Discriminant for the DomainEvent union |
|
||||
| combatantId | CombatantId | Id of the newly added combatant |
|
||||
| name | string | Name of the newly added combatant |
|
||||
| position | number | Zero-based index where the combatant was placed |
|
||||
|
||||
## State Transitions
|
||||
|
||||
### AddCombatant
|
||||
|
||||
**Input**: Encounter + CombatantId + name (string)
|
||||
|
||||
**Preconditions**:
|
||||
- Name must be non-empty after trimming
|
||||
|
||||
**Transition**:
|
||||
- New combatant `{ id, name: trimmedName }` appended to end of combatants list
|
||||
- activeIndex unchanged
|
||||
- roundNumber unchanged
|
||||
|
||||
**Postconditions**:
|
||||
- combatants.length increased by 1
|
||||
- New combatant is at index `combatants.length - 1`
|
||||
- All existing combatants preserve their order and index positions
|
||||
- INV-2 satisfied (activeIndex still valid for the now-larger list)
|
||||
|
||||
**Events emitted**: Exactly one `CombatantAdded`
|
||||
|
||||
**Error cases**:
|
||||
- Empty or whitespace-only name → DomainError `{ code: "invalid-name" }`
|
||||
|
||||
## Function Signatures
|
||||
|
||||
### Domain Layer
|
||||
|
||||
```
|
||||
addCombatant(encounter, id, name) → { encounter, events } | DomainError
|
||||
```
|
||||
|
||||
### Application Layer
|
||||
|
||||
```
|
||||
addCombatantUseCase(store, id, name) → DomainEvent[] | DomainError
|
||||
```
|
||||
|
||||
## Validation Rules
|
||||
|
||||
| Rule | Layer | Error Code |
|
||||
|------|-------|------------|
|
||||
| Name non-empty after trim | Domain | invalid-name |
|
||||
@@ -1,76 +0,0 @@
|
||||
# Implementation Plan: Add Combatant
|
||||
|
||||
**Branch**: `002-add-combatant` | **Date**: 2026-03-03 | **Spec**: [spec.md](./spec.md)
|
||||
**Input**: Feature specification from `/specs/002-add-combatant/spec.md`
|
||||
|
||||
## Summary
|
||||
|
||||
Add a pure domain function `addCombatant` that appends a new combatant to the end of an encounter's combatant list without altering the active turn or round. The feature follows the same pattern as `advanceTurn`: a pure function returning updated state plus domain events, with an application-layer use case and a React adapter hook.
|
||||
|
||||
## Technical Context
|
||||
|
||||
**Language/Version**: TypeScript 5.x (strict mode, verbatimModuleSyntax)
|
||||
**Primary Dependencies**: None for domain; React 19 for web adapter
|
||||
**Storage**: In-memory (React state via hook)
|
||||
**Testing**: Vitest
|
||||
**Target Platform**: Browser (Vite dev server)
|
||||
**Project Type**: Monorepo (pnpm workspaces): domain library + application library + web app
|
||||
**Performance Goals**: N/A (pure synchronous function)
|
||||
**Constraints**: Domain must remain pure — no I/O, no randomness
|
||||
**Scale/Scope**: Single-user local app
|
||||
|
||||
## Constitution Check
|
||||
|
||||
*GATE: Must pass before Phase 0 research. Re-check after Phase 1 design.*
|
||||
|
||||
| Principle | Status | Notes |
|
||||
|-----------|--------|-------|
|
||||
| I. Deterministic Domain Core | PASS | `addCombatant` is a pure function. CombatantId is passed in as input, not generated internally. |
|
||||
| II. Layered Architecture | PASS | Domain function in `packages/domain`, use case in `packages/application`, hook in `apps/web`. No reverse imports. |
|
||||
| III. Agent Boundary | PASS | No agent layer involvement in this feature. |
|
||||
| IV. Clarification-First | PASS | Spec has no NEEDS CLARIFICATION markers. Key assumption (id passed in) is documented. |
|
||||
| V. Escalation Gates | PASS | Implementation stays within spec scope. |
|
||||
| VI. MVP Baseline Language | PASS | Out-of-scope items use "MVP baseline does not include". |
|
||||
| VII. No Gameplay Rules | PASS | No gameplay mechanics in constitution. |
|
||||
|
||||
All gates pass. No violations to justify.
|
||||
|
||||
## Project Structure
|
||||
|
||||
### Documentation (this feature)
|
||||
|
||||
```text
|
||||
specs/002-add-combatant/
|
||||
├── plan.md # This file
|
||||
├── research.md # Phase 0 output
|
||||
├── data-model.md # Phase 1 output
|
||||
├── quickstart.md # Phase 1 output
|
||||
└── tasks.md # Phase 2 output (via /speckit.tasks)
|
||||
```
|
||||
|
||||
### Source Code (repository root)
|
||||
|
||||
```text
|
||||
packages/domain/src/
|
||||
├── types.ts # Encounter, Combatant, CombatantId (existing)
|
||||
├── events.ts # DomainEvent union (add CombatantAdded)
|
||||
├── add-combatant.ts # NEW: addCombatant pure function
|
||||
├── advance-turn.ts # Existing (unchanged)
|
||||
├── index.ts # Re-exports (add new exports)
|
||||
└── __tests__/
|
||||
├── advance-turn.test.ts # Existing (unchanged)
|
||||
└── add-combatant.test.ts # NEW: acceptance + invariant tests
|
||||
|
||||
packages/application/src/
|
||||
├── ports.ts # EncounterStore (unchanged)
|
||||
├── add-combatant-use-case.ts # NEW: orchestrates addCombatant
|
||||
├── advance-turn-use-case.ts # Existing (unchanged)
|
||||
└── index.ts # Re-exports (add new exports)
|
||||
|
||||
apps/web/src/
|
||||
├── App.tsx # Update: add combatant input + button
|
||||
└── hooks/
|
||||
└── use-encounter.ts # Update: expose addCombatant callback
|
||||
```
|
||||
|
||||
**Structure Decision**: Follows the established monorepo layout. Each domain operation gets its own file (matching `advance-turn.ts` pattern). No new packages or directories needed beyond the existing structure.
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user