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23 Commits
Author SHA1 Message Date
LukasandClaude Opus 5 2e4865d5fc Upgrade Knip back to 6, with raw transfer disabled
CI / check (push) Successful in 2m46s
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Knip 5 is effectively frozen: 5.88.1 (2026-03-19) was its last release,
with only three patches after 6.0.0 shipped and none since.

The reason for the earlier downgrade (968cc72) was misdiagnosed. The 6 GiB
allocation is not the Rust-side arena tracked in oxc-project/oxc#20513, but
a JS-side `new ArrayBuffer(BLOCK_SIZE + BLOCK_ALIGN)` in oxc-parser's
raw-transfer path, allocated by V8. Linux refuses it under heuristic
overcommit on the CI runner (3.7 GB RAM, no swap). The upstream allocator
work that has landed does not touch this path, so waiting on it would not
have helped.

Set KNIP_DISABLE_RAW_TRANSFER=1 in the `knip` script instead, and route
lefthook and `check` through the script rather than the bare binary — the
default path would otherwise crash with an opaque RangeError. Raw transfer
is worth ~5% on a repo this size (3.1s vs 3.15s); the upstream 2-4x figure
applies to large codebases. Knip 6 is still ~20% faster than 5 overall.

No change in unused-code detection. Verified under overcommit_memory=0 on
Linux as well as locally.

Closes #11

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 17:24:20 +02:00
LukasandClaude Opus 5 be3778a0c9 Add min/max hit point variants for D&D creatures
A D&D stat block opened for a combatant now offers a Min/Avg/Max toggle
below the Hit Points line, deriving both ends from the Hit Dice formula
(3d6 + 6 -> 9 / 16 / 24). The switch is applied as a delta, so manual HP
edits and damage already taken survive it. Unlike the PF2e weak/elite
adjustment this is a convenience tool, not a rules mechanic: nothing but
HP changes and the combatant is not renamed. The toggle is hidden when
the HP field carries prose instead of a dice pool.

Also extracts a SegmentedControl primitive. Game system, theme and the
PF2e weak/elite toggle were three hand-rolled copies of the same markup,
which is why the D&D toggle first came out chunkier and in the wrong
accent color. All four now share one definition, and segments expose
aria-pressed instead of signalling the active state by color alone.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 17:06:01 +02:00
LukasandClaude Opus 5 7b599e9ad9 Portal the HP adjust popover out of the dimmed row subtree
CI / check (push) Successful in 2m55s
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A combatant at 0 HP renders its row sections with opacity-50, and the HP
popover lived inside the HP section. CSS opacity applies to the whole
subtree, so position: fixed did not escape it — the popover you need to
heal a downed creature came up half-transparent.

Render it through createPortal into document.body, matching what
ConditionPicker and DetailPopover already do. Positioning now takes an
anchorRef instead of reading parentElement, since the portal's parent is
the body, and the z-index moves to z-50 alongside the other portaled
popovers.

The standalone popover test has to mount the anchor before the popover:
React attaches a parent's ref after its children's layout effects run, so
a same-mount anchorRef is still null when the popover measures itself.
That matches the app, where the popover only opens on click.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:47:24 +02:00
LukasandClaude Opus 5 5d99764e14 Make jscpd actually scan, and tighten its threshold to 3%
.jscpd.json set pattern to an array, but jscpd's --pattern takes a single
glob string. An array matches nothing, so the gate had reported success
without reading a file since 2793a66 introduced it — its 0.074ms
"detection time" and absent stats table were the tell. Bisecting the
config confirmed that key alone reduces the run to zero files.

The ignore entries were also bare names rather than globs, so once the
pattern worked it swept apps/web/dist and .pnpm-store — 948 files.

Excludes __tests__, matching what .jsinspectrc already does. Duplication
between test cases is usually deliberate: parallel arrange/act/assert
blocks read better than shared setup, and the factories under
apps/web/src/__tests__/factories cover the deduplication worth having.

Real duplication is 1.72% across 209 source files, so the threshold drops
from 5% to 3%. jscpd measures a ratio rather than blocking each new clone,
and a 5% budget left roughly 3x headroom before it would ever fire.

Gives jscpd explicit paths behind `pnpm jscpd`, so lefthook and the check
script share one invocation, as jsinspect already does.

Also guards the pattern key in check-gates.mjs, since an array there fails
silently rather than erroring.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:27:51 +02:00
LukasandClaude Opus 5 67c398d3a2 Make the test gate fail when no tests match
vitest.config.ts set passWithNoTests: true, added in the 7dd4abb
scaffolding commit when the repo genuinely had no tests yet. Once tests
existed it became the same hazard as the oxlint bugs fixed in 91f46ff:
if the include globs ever stopped matching, the suite would exit 0
having run nothing.

Vitest already defaults to failing in that case, so removing the line is
the whole fix — a broken glob now reports "No test files found, exiting
with code 1". Verified by pointing the globs at a nonexistent directory.

Extends the gate check to flag the option coming back, and renames it
from check-lint-gate to check-gates now that it covers more than oxlint.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:16:04 +02:00
LukasandClaude Opus 5 8204122bd0 Lint the scripts directory
`scripts` sat in oxlint's ignorePatterns since c94c30e, grouped with
dist, coverage and .pnpm-store. Those are build artifacts; scripts holds
the quality gates themselves, which went unlinted as a result.

Removing it raises coverage from 265 to 273 files and surfaced four
findings:

prefer-regexp-exec in three files — swapped String#match for RegExp#exec.
All three patterns are non-global, where the two methods return the same
result, so behaviour is unchanged.

require-array-sort-compare in generate-bestiary-index.mjs — the rule
skips string arrays, and fired only because `new Set()` infers Set<any>.
Typed it Set<string>, which it already is, rather than adding a
comparator the bare sort does not need.

Also anchors the lint-gate probe's no-console canary to CLI scripts that
exist to write to the console, rather than to app error paths that could
reasonably be removed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:11:23 +02:00
LukasandClaude Opus 5 685526d53b Add a regression test for the oxlint gate
A gate that checks nothing exits 0, which is indistinguishable from a
clean run — that is why the two invocation bugs fixed in 91f46ff went
unnoticed across 49 commits.

The check runs the configured oxlint command with one rule forced to
warn and requires a non-zero exit. That single probe covers a missing
--deny-warnings, a command that discovers no files, a broken tsconfig
path, and an upstream flag rename. Two things the probe cannot see get
their own assertions: that every gate invokes `pnpm oxlint` with nothing
appended, and that --type-aware is still enabled, since the canary rule
is not type-aware.

Verified against four reconstructed states: the b6ee4c8 and 9b0cb38
configurations, --type-aware removed, and a tsconfig path that matches
no files. Each fails; the current configuration passes.

Follows the existing check-layer-boundaries.mjs pattern — an exported
function driven by a Vitest case.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:10:59 +02:00
LukasandClaude Opus 5 91f46ff3c8 Fix oxlint gate invocations that silently linted nothing
Two separate defects, both of which made the gate pass without checking:

lefthook ran `pnpm oxlint -- --deny warnings`. pnpm forwards arguments
after `--` to the script, so oxlint received its own `--` terminator and
read the rest as file paths — the pre-commit oxlint job linted 0 files.

The check script used `--deny warnings` rather than `--deny-warnings`.
`--deny` takes a rule or category and `warnings` is neither, so it was
accepted and ignored. Without `--deny-warnings` the run reports warnings
but still exits 0, so CI was equally non-blocking.

Both now call `pnpm oxlint`, keeping the flags in one place.

Introduced 2026-03-29 in b6ee4c8, which claimed warnings would fail the
build. 9b0cb38 diagnosed the invalid flag but fixed only the npm script,
leaving both actual gates broken.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:10:31 +02:00
LukasandClaude Opus 5 90eb39b227 Restore green merge gate: pnpm settings, deps, unbound-method
pnpm 10.32 stopped reading the "pnpm" field from package.json, so the
undici/picomatch overrides and the three GHSA suppressions had silently
stopped applying — only the stale lockfile still held undici at 7.24.8.
Move the surviving picomatch override to pnpm-workspace.yaml.

With the config live again, two high advisories surfaced:
- postcss was stuck at 8.5.15 (GHSA-r28c-9q8g-f849, patched in 8.5.18);
  nothing pinned it, so refresh to 8.5.25 within vite's range.
- undici GHSA-4cwx-7wf7-3272 needed >=7.29.0, but our ~7.24.0 pin existed
  because jsdom 29 crashed on undici 7.28+. jsdom 30 moved to undici ^8.9,
  so bump jsdom and drop both the pin and all three suppressions.

15 vulnerabilities (5 high, 3 suppressed) down to 1 moderate (smol-toml
via knip, below the --audit-level=high gate).

Separately, ports.ts declared its members with method shorthand, which
TypeScript treats as this-dependent, so oxlint's unbound-method fired
wherever a port was passed by reference (use-bestiary.ts:236). The ports
are bags of plain module functions, so declare them as readonly function
properties instead of suppressing the one call site. This makes parameter
types contravariant rather than bivariant; typecheck passes unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 13:24:13 +02:00
LukasandClaude Fable 5 78079bf1b2 Break import cycle in domain persistent-damage modules
Extract persistent damage types and definitions into a leaf module so
events.ts and types.ts no longer import back into persistent-damage.ts.
Enable oxlint import/no-cycle (whole workspace via root tsconfig) to
keep cycles out.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 13:35:14 +02:00
LukasandClaude Fable 5 aa5555ef86 Fix encounter difficulty tier classification for 5.5e and PF2e
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The 2024 DMG and PF2e GM Core define XP budgets as ceilings ("spend as
much of your XP budget as you can without going over"), not floors like
the 2014 DMG thresholds. The tier is now the lowest budget the XP does
not exceed: an encounter over the Moderate budget is High even if below
the High budget. PF2e now also uses the Trivial budget (40 or less),
GM Core remaster party-size adjustments (Low +20), and counts creatures
more than 4 levels below the party as 0 XP. 2014 rules are unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 13:32:07 +02:00
Lukas a045e3a0f9 Unmount Dialog children when closed
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The native <dialog> wrapper rendered its children unconditionally
and only called dialog.close() on the underlying element when
open went false. The React subtree stayed mounted, so component
state (e.g. a ConfirmButton mid-confirm with a red checkmark
showing) survived a close/reopen cycle and reappeared the next
time the user opened the same dialog.

Gate children on open so the subtree unmounts on close. Next open
gets a fresh tree with default state.
2026-06-19 16:52:17 +02:00
Lukas 934d98025e chore(deps): suppress two new unreachable undici advisories
GHSA-vxpw-j846-p89q (WebSocket DoS via fragment count bypass) and
GHSA-hm92-r4w5-c3mj (SOCKS5 proxy pool cross-origin reuse) just
landed in the registry. Both are fixed in undici>=7.28.0 and both
sit in code paths we don't exercise from tests (no WebSocket
client, no SOCKS5 proxy). Same blocker as GHSA-vmh5-mc38-953g:
jsdom@29.1.1 reaches into undici 7's private module layout, so
we can't move the pin to 7.28+. Added them to the existing
ignoreGhsas list and consolidated the per-entry notes.
2026-06-19 16:51:56 +02:00
Lukas 3b2fb99b37 Fix duplicate player character ids after page reload
The PC id counter lived in a module-level let that reset to 0 on
every page load. After rehydrating PCs from localStorage, the next
create would hand out pc-1 again, colliding with an existing id.
That broke React's keyed reconciliation and caused the wrong PC
to be deleted (deletePlayerCharacter matches the first occurrence
of the id, so deleting the new pc-1 would remove the rehydrated
one instead).

Derive the next id from the max numeric suffix of existing
characters at the moment of creation. No more shared counter, so
no more reset on reload and no collision after import.
2026-06-19 16:36:20 +02:00
Lukas 111b464da5 Add Centaur Youth to bundled bestiary under Homebrew source
CR 1/4 Medium Fey with Gallop (advantage-cancelling skirmisher
trait) and Charge (bonus 1d6 on a 15 ft. straight-line melee),
matching the centaur PC traits players already have access to.
2026-06-19 16:30:01 +02:00
Lukas a97ffe5ed1 chore(deps): bump vite, jsdom; pin undici and suppress unreachable advisory
Bumps vite ^8.0.5 → ^8.0.16 (GHSA-fx2h-pf6j-xcff, server.fs.deny
bypass on Windows) and jsdom ^29.0.1 → ^29.1.1 to unblock the
pre-commit audit gate.

The existing >=7.24.0 undici override was floating to 8.x, which
broke jsdom (it reaches into undici 7's private module layout).
Tightened to ~7.24.0 to keep jsdom working. That leaves
GHSA-vmh5-mc38-953g (undici SOCKS5 ProxyAgent TLS bypass) open —
patched in 7.28+ but we can't move there until jsdom updates its
pin. We never use a SOCKS5 proxy in tests, so the vulnerable code
path is unreachable. Added an auditConfig.ignoreGhsas entry with
a note explaining the rationale and the condition for removing it.
2026-06-19 16:29:42 +02:00
LukasandClaude Opus 4.7 1930473753 Bundle The Great Labors bestiary (27 creatures)
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Adds the monsters from appendix B (pages 163-199) of The Great Labors:
Anarch Boar, Blemys, Bronze Automaton/Strategos, Cerberus/Young Cerberus,
Empusa, Goatling/Trickster, Gygan, Keledone, Maenad, Thylean Manticore,
Marble Golem, Minotaur Berserker/Warrior, the three mythic beasts
(White Stag, Golden Lion, Golden Ram), the five nymph lineages
(Aurae, Naiad, Nereid, Oceanid, Oread), Satyr Minstrel, and
Soldier/Soldier Captain.

Generated by scripts/extract-great-labors.py from the source PDF.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 15:50:15 +02:00
LukasandClaude Opus 4.7 c343fd3cd0 Add bundled-bestiary mechanism for shipping creatures with the app
D&D creatures listed in data/bestiary/dnd-bundled.json are now merged into
the search index and pre-loaded into creatureMap, so they appear alongside
5etools creatures with no "Load source" step. Source codes are derived from
the JSON itself (each creature carries source + sourceDisplayName), so adding
a new book is a pure data change. Bundled sources are excluded from
getAllSourceCodes() so bulk-import skips them, and they never appear in the
source manager (which only lists cached sources).

Includes a reference extractor (scripts/extract-great-labors.py) for the
5.5e revised stat-block format and a /bundle-bestiary skill that future
agents can follow to add monsters from other PDF books.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 15:49:34 +02:00
LukasandClaude Opus 4.6 d9fb271607 Add PF2e encounter difficulty calculation with 5-tier budget system
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Implements PF2e encounter difficulty alongside the existing D&D system.
PF2e uses creature level vs party level to derive XP, compares against
5-tier budgets (Trivial/Low/Moderate/Severe/Extreme), and adjusts
thresholds for party size. The indicator shows 4 bars in PF2e mode.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 15:24:18 +02:00
LukasandClaude Opus 4.6 064af16f95 Fix persistent damage tag ordering and differentiate condition icons
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- Render persistent damage tags before the "+" button, not after
- Use insertion order for conditions on the row instead of definition order
- Differentiate Undetected condition (EyeClosed/slate) from Invisible (Ghost/violet)
- Use purple for void persistent damage to distinguish from violet conditions

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 13:06:31 +02:00
LukasandClaude Opus 4.6 0f640601b6 Add force, void, spirit, vitality, and piercing persistent damage types
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Expands persistent damage from 7 to 12 types to cover all PF2e damage
types that have verified persistent damage sources in published content.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 12:44:03 +02:00
LukasandClaude Opus 4.6 4b1c1deda2 Add PF2e persistent damage condition tags
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Persistent damage displayed as compact tags with damage type icon and
formula (e.g., Flame + "2d6"). Supports fire, bleed, acid, cold,
electricity, poison, and mental types. One instance per type, added via
sub-picker in the condition picker. PF2e only, persists across reload.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 12:09:31 +02:00
LukasandClaude Opus 4.6 09a801487d Add PF2e weak/elite creature adjustments with stat block toggle
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Weak/Normal/Elite toggle in PF2e stat block header applies standard
adjustments (level, AC, HP, saves, Perception, attacks, damage) to
individual combatants. Adjusted stats are highlighted blue (elite) or
red (weak). Persisted via creatureAdjustment field on Combatant.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 02:24:30 +02:00
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---
name: bundle-bestiary
description: Bundle creatures from a third-party PDF into the app's D&D bestiary so they appear in search alongside 5etools creatures, with no "Load source" step. Use when the user asks to add monsters from a PDF book / adventure / supplement to the bundled bestiary.
---
## Instructions
Add the creatures from a PDF to `data/bestiary/dnd-bundled.json` so they appear in the D&D search index and render as normal stat blocks. Bundled creatures bypass the fetch/cache flow — they're shipped in the JS bundle and pre-loaded into `creatureMap` on startup.
### How the bundling works
- `data/bestiary/dnd-bundled.json` is an array of normalized `Creature` objects (the same shape produced by `bestiary-adapter.ts` for 5etools creatures).
- `apps/web/src/adapters/dnd-bundled-adapter.ts` static-imports the JSON and derives:
- `loadBundledDndCreatures()` — full stat blocks for the in-memory creature map
- `loadBundledDndIndexEntries()` — compact summaries for the search index
- `getBundledDndSources()` — source code → display name map, **derived from the JSON itself** (each creature carries its own `source` + `sourceDisplayName`)
- `bestiary-index-adapter.ts` merges the bundled entries into the search index and excludes bundled sources from `getAllSourceCodes()` (so bulk-import skips them).
- `use-bestiary.ts` merges bundled full creatures into `creatureMap` on init/refresh.
This means **adding a new bundled book is purely a data change**: append creatures to `dnd-bundled.json` with the new source's code and display name. No adapter or index code needs editing.
### Step 1 — Confirm scope and source code
Ask the user (don't guess):
1. **PDF path** and the **page range** containing the stat blocks. Many PDFs have hundreds of pages; only a slice has the bestiary.
2. **Source code abbreviation** — short uppercase letters, e.g., `TGL` for *The Great Labors*. Used in creature IDs and the index.
3. **Display name** — the human-readable book title shown in the source column.
4. **Edition / system** — confirm this is D&D (5e or 5.5e). Bundled creatures show in both 5e and 5.5e modes (the bestiary index only differentiates pf2e vs not). PF2e isn't currently supported by the bundled flow — if requested, this would need a parallel `pf2e-bundled-adapter.ts`.
5. **Licensing** — verify the user has the right to bundle the book's content. Don't make assumptions.
### Step 2 — Inspect the PDF
Check Python's PyPDF2 is available:
```bash
python3 -c "from PyPDF2 import PdfReader; print('ok')"
```
If not, the user has `pdftotext`-equivalent tooling configured at `~/Nextcloud/dnd/D&D/PROMPT_prep.md` worth checking.
Then dump and skim the target pages to learn the stat-block format:
```bash
python3 - <<'EOF'
from PyPDF2 import PdfReader
import os
r = PdfReader(os.path.expanduser('PATH/TO/PDF'))
for i in range(START-1, END):
print(f"\n===PAGE {i+1}===\n{r.pages[i].extract_text()}")
EOF
```
Look for the layout — the existing extractor (`scripts/extract-great-labors.py`) assumes the 5.5e/2024 revised format:
- `<Name>` line, then
- `<Size> <Type>(optional subtype), <Alignment>`, then
- `AC X Initiative ±Y (Z)`, then
- `HP N (NdN + N)`, then
- `Speed X ft., …`, then
- A `MOD SAVE MOD SAVE MOD SAVE` header followed by two ability-score rows, then
- Optional meta lines: `Skills`, `Saving Throws`, `Resistances`, `Immunities`, `Vulnerabilities`, `Senses`, `Languages`, then
- `Challenge X (NN XP; PB +N)`, then
- Section blocks: `Traits` / `Actions` / `Bonus Actions` / `Reactions` / `Legendary Actions`, each containing entries shaped like `Name. body...`.
If the PDF format matches, adapt the existing extractor. If it's a different format (5e 2014 with `STR DEX CON …` column layout, an older publisher's layout, a homebrew layout), expect to rework the parser more substantively.
### Step 3 — Adapt or extend the extractor
Copy `scripts/extract-great-labors.py` to a new script per book (e.g., `scripts/extract-<book-slug>.py`) and update:
- `SOURCE_CODE`, `SOURCE_DISPLAY`, `PAGE_START`, `PAGE_END` constants.
- The output path (`data/bestiary/dnd-bundled.json`). **Don't overwrite — merge.** The simplest pattern: read the existing file, drop any entries with the same `source`, then append the new ones.
- The `PROSE_TAIL_PATTERNS` list — every book has its own running headers (`<PageNumber>APPENDIX B … MONSTERS`-style), section-header phrases, and quote-attribution dashes. Run the extractor, audit the output (see Step 4), and add curated trim patterns for any prose tails that bleed in.
Run it:
```bash
python3 scripts/extract-<book-slug>.py PATH/TO/PDF
```
### Step 4 — Audit the output
PyPDF text extraction is messy. Always audit before claiming done:
```bash
python3 - <<'EOF'
import json, re
data = json.load(open('data/bestiary/dnd-bundled.json'))
new = [c for c in data if c['source'] == 'XXX'] # replace XXX with your code
for c in new:
print(f"{c['name']}: CR {c['cr']}, AC {c['ac']}, HP {c['hp']['average']} ({c['hp']['formula']})")
abs_ = c['abilities']
print(f" STR {abs_['str']} DEX {abs_['dex']} CON {abs_['con']} INT {abs_['int']} WIS {abs_['wis']} CHA {abs_['cha']}, PP {c['passive']}")
# Then audit bodies for prose-tail bleed and weird splits.
for c in new:
for sec in ('traits', 'actions', 'bonusActions', 'reactions'):
for e in c.get(sec, []):
body = e['segments'][0]['value']
issues = []
if len(body) > 600: issues.append(f"long({len(body)})")
if re.search(r'\.[A-Z][a-z]', body): issues.append("dot-Capital")
if 'APPENDIX' in body: issues.append("APPENDIX")
if re.search(r'—\s*[A-Z]\w+,\s', body): issues.append("attribution")
if issues:
print(f" {c['name']} [{sec}] {e['name']}: {', '.join(issues)}")
print(f" ...{body[-200:]}")
EOF
```
Common PDF extraction problems to fix in the parser:
- **PDF kerning quirks**: multi-digit values rendered with spaces (e.g., "Passive Perception 1 1" → 11, "Wis 81 1" with no space before negative). The existing parser handles most; check for new ones.
- **Smushed section headers**: lines like `...plants.Actions` where the section header for the next block was concatenated. Handle via `SECTION_HEADER_SMUSH_RE` preprocessing.
- **Cross-page prose bleed**: text from the next page's flavor prose absorbed into the last entry's body. Catch via `PROSE_TAIL_PATTERNS` — add curated phrases observed in this specific book.
- **Sibling-entry inline smush**: `damage.Ram. Melee Attack Roll: …` where two entries got concatenated. Already handled by the mid-line entry boundary regex in the existing parser.
- **Title-cased false positives**: words like `Bloodied.`, `Restrained.`, `Frightened.` at sentence ends would otherwise match the entry-name pattern. Filtered via `NAME_FALSE_POSITIVES` — add to it if the new book uses condition names you haven't seen yet.
### Step 5 — Verify in the app
```bash
pnpm check
```
Then start the dev server and search for one of the new creatures by name:
```bash
pnpm --filter web dev
```
Confirm in the browser:
1. Search finds the creature with the right book name as the source label.
2. Clicking it shows the full stat block immediately — **no "Load source" prompt**.
3. The source manager UI does **not** list the bundled book (it only shows cached sources).
4. Bulk import skips the bundled book.
### Notes for future agents
- **No need to edit `dnd-bundled-adapter.ts` or `bestiary-index-adapter.ts`** when adding a new book — the adapter derives source codes from the JSON.
- `data/bestiary/index.json` is regenerated from 5etools and should **not** be edited to add bundled entries. The merge happens at runtime in `bestiary-index-adapter.ts`.
- Each bundled creature must have:
- A unique `id` like `<sourcecode>:<slug>` (e.g., `tgl:anarch-boar`).
- `source` field matching the source code (e.g., `"TGL"`).
- `sourceDisplayName` field matching the book's display name (e.g., `"The Great Labors"`).
- All the required `Creature` fields from `packages/domain/src/creature-types.ts`.
- The script approach is preferred over hand-editing JSON for >5 creatures. For a single creature or two, hand-editing the JSON is reasonable; just match an existing entry's shape exactly.
- After any change to `dnd-bundled.json`, run `pnpm typecheck` — the static import in the adapter will catch shape mismatches at compile time.
+9 -3
View File
@@ -1,8 +1,14 @@
{
"threshold": 5,
"threshold": 3,
"minLines": 5,
"minTokens": 50,
"pattern": ["**/*.ts", "**/*.tsx"],
"ignore": ["node_modules", "dist", "build", "coverage", ".specify", "specs"],
"pattern": "**/*.{ts,tsx}",
"ignore": [
"**/node_modules/**",
"**/dist/**",
"**/build/**",
"**/coverage/**",
"**/__tests__/**"
],
"reporters": ["console"]
}
+3 -3
View File
@@ -1,6 +1,6 @@
{
"$schema": "https://raw.githubusercontent.com/nicolo-ribaudo/tc39-proposal-type-annotations/refs/heads/main/packages/oxlint/configuration_file_schema.json",
"plugins": ["typescript", "unicorn", "jest"],
"plugins": ["typescript", "unicorn", "jest", "import"],
"categories": {},
"rules": {
"typescript/no-unnecessary-type-assertion": "error",
@@ -8,6 +8,7 @@
"typescript/prefer-regexp-exec": "error",
"unicorn/prefer-string-replace-all": "error",
"unicorn/prefer-string-raw": "error",
"import/no-cycle": "error",
"jest/expect-expect": [
"error",
{
@@ -21,7 +22,6 @@
".claude",
".specify",
"specs",
".pnpm-store",
"scripts"
".pnpm-store"
]
}
+2 -2
View File
@@ -27,8 +27,8 @@
"@types/react": "^19.0.0",
"@types/react-dom": "^19.0.0",
"@vitejs/plugin-react": "^6.0.1",
"jsdom": "^29.0.1",
"jsdom": "^30.0.1",
"tailwindcss": "^4.2.2",
"vite": "^8.0.5"
"vite": "^8.0.16"
}
}
@@ -266,6 +266,45 @@ describe("round-trip: export then import", () => {
expect(imported.encounter.combatants[1].side).toBe("enemy");
});
it("round-trips a combatant with hpVariant field", () => {
const encounterWithVariant: Encounter = {
combatants: [
{
id: combatantId("c-1"),
name: "Ogre",
maxHp: 24,
currentHp: 24,
hpVariant: "max",
},
{
id: combatantId("c-2"),
name: "Goblin",
maxHp: 2,
currentHp: 2,
hpVariant: "min",
},
],
activeIndex: 0,
roundNumber: 1,
};
const emptyUndoRedo: UndoRedoState = {
undoStack: [],
redoStack: [],
};
const bundle = assembleExportBundle(
encounterWithVariant,
emptyUndoRedo,
[],
);
const serialized = JSON.parse(JSON.stringify(bundle));
const result = validateImportBundle(serialized);
expect(typeof result).toBe("object");
const imported = result as ExportBundle;
expect(imported.encounter.combatants[0].hpVariant).toBe("max");
expect(imported.encounter.combatants[1].hpVariant).toBe("min");
});
it("round-trips a combatant without side field as undefined", () => {
const encounterNoSide: Encounter = {
combatants: [{ id: combatantId("c-1"), name: "Custom" }],
@@ -0,0 +1,28 @@
import type { Pf2eCreature } from "@initiative/domain";
import { creatureId } from "@initiative/domain";
let counter = 0;
export function buildPf2eCreature(
overrides?: Partial<Pf2eCreature>,
): Pf2eCreature {
const id = ++counter;
return {
system: "pf2e",
id: creatureId(`pf2e-creature-${id}`),
name: `PF2e Creature ${id}`,
source: "crb",
sourceDisplayName: "Core Rulebook",
level: 1,
traits: ["humanoid"],
perception: 5,
abilityMods: { str: 2, dex: 1, con: 2, int: 0, wis: 1, cha: -1 },
ac: 15,
saveFort: 7,
saveRef: 4,
saveWill: 5,
hp: 20,
speed: "25 ft.",
...overrides,
};
}
@@ -1,3 +1,4 @@
export { buildCombatant } from "./build-combatant.js";
export { buildCreature } from "./build-creature.js";
export { buildEncounter } from "./build-encounter.js";
export { buildPf2eCreature } from "./build-pf2e-creature.js";
@@ -16,12 +16,18 @@ vi.mock("../contexts/bestiary-context.js", () => ({
useBestiaryContext: vi.fn(),
}));
vi.mock("../contexts/encounter-context.js", () => ({
useEncounterContext: vi.fn(),
}));
import { StatBlockPanel } from "../components/stat-block-panel.js";
import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js";
import { useSidePanelContext } from "../contexts/side-panel-context.js";
const mockUseSidePanelContext = vi.mocked(useSidePanelContext);
const mockUseBestiaryContext = vi.mocked(useBestiaryContext);
const mockUseEncounterContext = vi.mocked(useEncounterContext);
const CLOSE_REGEX = /close/i;
const COLLAPSE_REGEX = /collapse/i;
@@ -82,6 +88,7 @@ function setupMocks(overrides: PanelOverrides = {}) {
mockUseSidePanelContext.mockReturnValue({
selectedCreatureId: panelRole === "browse" ? creatureId : null,
selectedCombatantId: null,
pinnedCreatureId: panelRole === "pinned" ? creatureId : null,
isRightPanelCollapsed: panelRole === "browse" ? isCollapsed : false,
isWideDesktop: false,
@@ -110,6 +117,11 @@ function setupMocks(overrides: PanelOverrides = {}) {
refreshCache: vi.fn(),
} as ReturnType<typeof useBestiaryContext>);
mockUseEncounterContext.mockReturnValue({
encounter: { combatants: [], activeIndex: 0, roundNumber: 1 },
setCreatureAdjustment: vi.fn(),
} as unknown as ReturnType<typeof useEncounterContext>);
return { onToggleCollapse, onPin, onUnpin, onDismiss };
}
@@ -49,10 +49,9 @@ describe("loadBestiaryIndex", () => {
});
describe("getAllSourceCodes", () => {
it("returns all keys from the index sources", () => {
it("returns all index sources except bundled ones", () => {
const codes = getAllSourceCodes();
const index = loadBestiaryIndex();
expect(codes).toEqual(Object.keys(index.sources));
expect(codes).not.toContain("TGL");
});
it("returns only strings", () => {
@@ -0,0 +1,45 @@
import { describe, expect, it } from "vitest";
import {
getBundledDndSources,
loadBundledDndCreatures,
loadBundledDndIndexEntries,
} from "../dnd-bundled-adapter.js";
describe("dnd-bundled-adapter", () => {
it("loads bundled creatures with a valid shape", () => {
const creatures = loadBundledDndCreatures();
const sources = getBundledDndSources();
for (const c of creatures) {
expect(sources.has(c.source)).toBe(true);
expect(c.sourceDisplayName).toBe(sources.get(c.source));
expect(c.id.startsWith(`${c.source.toLowerCase()}:`)).toBe(true);
}
});
it("derives source codes from the creature data", () => {
const creatures = loadBundledDndCreatures();
const sources = getBundledDndSources();
const seen = new Set(creatures.map((c) => c.source));
expect(sources.size).toBe(seen.size);
for (const s of seen) {
expect(sources.has(s)).toBe(true);
}
});
it("derives index entries that match the bundled creatures", () => {
const creatures = loadBundledDndCreatures();
const entries = loadBundledDndIndexEntries();
expect(entries.length).toBe(creatures.length);
const entryNames = new Set(entries.map((e) => e.name));
for (const c of creatures) {
expect(entryNames.has(c.name)).toBe(true);
}
});
it("abbreviates sizes to single-letter codes in index entries", () => {
const entries = loadBundledDndIndexEntries();
for (const e of entries) {
expect(["T", "S", "M", "L", "H", "G"]).toContain(e.size);
}
});
});
@@ -1,6 +1,10 @@
import type { BestiaryIndex, BestiaryIndexEntry } from "@initiative/domain";
import rawIndex from "../../../../data/bestiary/index.json";
import {
getBundledDndSources,
loadBundledDndIndexEntries,
} from "./dnd-bundled-adapter.js";
interface CompactCreature {
readonly n: string;
@@ -55,23 +59,32 @@ export function loadBestiaryIndex(): BestiaryIndex {
if (cachedIndex) return cachedIndex;
const compact = rawIndex as unknown as CompactIndex;
const sources = Object.fromEntries(
const sources: Record<string, string> = Object.fromEntries(
Object.entries(compact.sources).filter(
([code]) => !EXCLUDED_SOURCES.has(code),
),
);
for (const [code, name] of getBundledDndSources()) {
sources[code] = name;
}
cachedIndex = {
sources,
creatures: compact.creatures
.filter((c) => !EXCLUDED_SOURCES.has(c.s))
.map(mapCreature),
creatures: [
...compact.creatures
.filter((c) => !EXCLUDED_SOURCES.has(c.s))
.map(mapCreature),
...loadBundledDndIndexEntries(),
],
};
return cachedIndex;
}
export function getAllSourceCodes(): string[] {
const index = loadBestiaryIndex();
return Object.keys(index.sources).filter((c) => !EXCLUDED_SOURCES.has(c));
const bundled = getBundledDndSources();
return Object.keys(index.sources).filter(
(c) => !EXCLUDED_SOURCES.has(c) && !bundled.has(c),
);
}
function sourceCodeToFilename(sourceCode: string): string {
@@ -0,0 +1,53 @@
import type { BestiaryIndexEntry, Creature } from "@initiative/domain";
import { creatureId } from "@initiative/domain";
import rawBundled from "../../../../data/bestiary/dnd-bundled.json";
type RawBundledCreature = Omit<Creature, "id"> & { id: string };
const SIZE_TO_CODE: Record<string, string> = {
Tiny: "T",
Small: "S",
Medium: "M",
Large: "L",
Huge: "H",
Gargantuan: "G",
};
/** Full normalized stat blocks for bundled D&D creatures. */
export function loadBundledDndCreatures(): Creature[] {
return (rawBundled as RawBundledCreature[]).map((c) => ({
...c,
id: creatureId(c.id),
}));
}
/** Index entries derived from the bundled creatures, in the compact shape
* used by the search index. */
export function loadBundledDndIndexEntries(): BestiaryIndexEntry[] {
return (rawBundled as RawBundledCreature[]).map((c) => ({
name: c.name,
source: c.source,
ac: c.ac,
hp: c.hp.average,
dex: c.abilities.dex,
cr: c.cr,
initiativeProficiency: c.initiativeProficiency,
size: SIZE_TO_CODE[c.size.split(" ")[0]] ?? "M",
type: c.type.split(" ")[0].toLowerCase(),
}));
}
/** Source codes → display names, derived from the bundled creatures' own
* `source` and `sourceDisplayName` fields. Adding a new book just means
* appending creatures with the right `source` field to dnd-bundled.json;
* no code change is required here. */
export function getBundledDndSources(): ReadonlyMap<string, string> {
const map = new Map<string, string>();
for (const c of rawBundled as RawBundledCreature[]) {
if (!map.has(c.source)) {
map.set(c.source, c.sourceDisplayName);
}
}
return map;
}
+26 -23
View File
@@ -9,18 +9,18 @@ import type {
} from "@initiative/domain";
export interface EncounterPersistence {
load(): Encounter | null;
save(encounter: Encounter): void;
readonly load: () => Encounter | null;
readonly save: (encounter: Encounter) => void;
}
export interface UndoRedoPersistence {
load(): UndoRedoState;
save(state: UndoRedoState): void;
readonly load: () => UndoRedoState;
readonly save: (state: UndoRedoState) => void;
}
export interface PlayerCharacterPersistence {
load(): PlayerCharacter[];
save(characters: PlayerCharacter[]): void;
readonly load: () => PlayerCharacter[];
readonly save: (characters: PlayerCharacter[]) => void;
}
export interface CachedSourceInfo {
@@ -31,31 +31,34 @@ export interface CachedSourceInfo {
}
export interface BestiaryCachePort {
cacheSource(
readonly cacheSource: (
system: string,
sourceCode: string,
displayName: string,
creatures: AnyCreature[],
): Promise<void>;
isSourceCached(system: string, sourceCode: string): Promise<boolean>;
getCachedSources(system?: string): Promise<CachedSourceInfo[]>;
clearSource(system: string, sourceCode: string): Promise<void>;
clearAll(): Promise<void>;
loadAllCachedCreatures(): Promise<Map<CreatureId, AnyCreature>>;
) => Promise<void>;
readonly isSourceCached: (
system: string,
sourceCode: string,
) => Promise<boolean>;
readonly getCachedSources: (system?: string) => Promise<CachedSourceInfo[]>;
readonly clearSource: (system: string, sourceCode: string) => Promise<void>;
readonly clearAll: () => Promise<void>;
readonly loadAllCachedCreatures: () => Promise<Map<CreatureId, AnyCreature>>;
}
export interface BestiaryIndexPort {
loadIndex(): BestiaryIndex;
getAllSourceCodes(): string[];
getDefaultFetchUrl(sourceCode: string, baseUrl?: string): string;
getSourceDisplayName(sourceCode: string): string;
readonly loadIndex: () => BestiaryIndex;
readonly getAllSourceCodes: () => string[];
readonly getDefaultFetchUrl: (sourceCode: string, baseUrl?: string) => string;
readonly getSourceDisplayName: (sourceCode: string) => string;
}
export interface Pf2eBestiaryIndexPort {
loadIndex(): Pf2eBestiaryIndex;
getAllSourceCodes(): string[];
getDefaultFetchUrl(sourceCode: string, baseUrl?: string): string;
getSourceDisplayName(sourceCode: string): string;
getCreaturePathsForSource(sourceCode: string): string[];
getCreatureNamesByPaths(paths: string[]): Map<string, string>;
readonly loadIndex: () => Pf2eBestiaryIndex;
readonly getAllSourceCodes: () => string[];
readonly getDefaultFetchUrl: (sourceCode: string, baseUrl?: string) => string;
readonly getSourceDisplayName: (sourceCode: string) => string;
readonly getCreaturePathsForSource: (sourceCode: string) => string[];
readonly getCreatureNamesByPaths: (paths: string[]) => Map<string, string>;
}
@@ -373,6 +373,26 @@ describe("CombatantRow", () => {
).toBeInTheDocument();
});
it("popover is not dimmed when the combatant is downed", async () => {
const user = userEvent.setup();
renderRow({
combatant: {
id: combatantId("1"),
name: "Goblin",
maxHp: 10,
currentHp: 0,
},
});
await user.click(screen.getByLabelText(CURRENT_HP_REGEX));
// The row dims downed combatants with opacity-50, which would cascade
// to the popover if it rendered inside the dimmed subtree.
const popover = screen
.getByRole("button", { name: "Apply damage" })
.closest(".opacity-50");
expect(popover).toBeNull();
});
it("HP section is absent when maxHp is undefined", () => {
renderRow({
combatant: {
@@ -5,43 +5,73 @@ import {
type ConditionEntry,
type ConditionId,
getConditionsForEdition,
type PersistentDamageEntry,
type PersistentDamageType,
type RulesEdition,
} from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react";
import userEvent from "@testing-library/user-event";
import { createRef, type RefObject } from "react";
import { createRef, type ReactNode, type RefObject, useEffect } from "react";
import { afterEach, describe, expect, it, vi } from "vitest";
import { RulesEditionProvider } from "../../contexts/index.js";
import { useRulesEditionContext } from "../../contexts/rules-edition-context.js";
import { ConditionPicker } from "../condition-picker";
afterEach(cleanup);
function EditionSetter({
edition,
children,
}: {
edition: RulesEdition;
children: ReactNode;
}) {
const { setEdition } = useRulesEditionContext();
useEffect(() => {
setEdition(edition);
}, [edition, setEdition]);
return <>{children}</>;
}
function renderPicker(
overrides: Partial<{
activeConditions: readonly ConditionEntry[];
activePersistentDamage: readonly PersistentDamageEntry[];
onToggle: (conditionId: ConditionId) => void;
onSetValue: (conditionId: ConditionId, value: number) => void;
onAddPersistentDamage: (
damageType: PersistentDamageType,
formula: string,
) => void;
onClose: () => void;
edition: RulesEdition;
}> = {},
) {
const onToggle = overrides.onToggle ?? vi.fn();
const onSetValue = overrides.onSetValue ?? vi.fn();
const onAddPersistentDamage = overrides.onAddPersistentDamage ?? vi.fn();
const onClose = overrides.onClose ?? vi.fn();
const edition = overrides.edition ?? "5.5e";
const anchorRef = createRef<HTMLElement>() as RefObject<HTMLElement>;
const anchor = document.createElement("div");
document.body.appendChild(anchor);
(anchorRef as { current: HTMLElement }).current = anchor;
const result = render(
<RulesEditionProvider>
<ConditionPicker
anchorRef={anchorRef}
activeConditions={overrides.activeConditions ?? []}
onToggle={onToggle}
onSetValue={onSetValue}
onClose={onClose}
/>
<EditionSetter edition={edition}>
<ConditionPicker
anchorRef={anchorRef}
activeConditions={overrides.activeConditions ?? []}
activePersistentDamage={overrides.activePersistentDamage}
onToggle={onToggle}
onSetValue={onSetValue}
onAddPersistentDamage={onAddPersistentDamage}
onClose={onClose}
/>
</EditionSetter>
</RulesEditionProvider>,
);
return { ...result, onToggle, onSetValue, onClose };
return { ...result, onToggle, onSetValue, onAddPersistentDamage, onClose };
}
describe("ConditionPicker", () => {
@@ -77,4 +107,111 @@ describe("ConditionPicker", () => {
const label = screen.getByText("Charmed");
expect(label.className).toContain("text-foreground");
});
describe("Valued conditions (PF2e)", () => {
it("clicking a valued condition opens the counter editor", async () => {
const user = userEvent.setup();
renderPicker({ edition: "pf2e" });
await user.click(screen.getByText("Frightened"));
// Counter editor shows value badge and [-]/[+] buttons
expect(screen.getByText("1")).toBeInTheDocument();
expect(
screen
.getAllByRole("button")
.some((b) => b.querySelector(".lucide-minus")),
).toBe(true);
});
it("increment and decrement adjust the counter value", async () => {
const user = userEvent.setup();
renderPicker({ edition: "pf2e" });
await user.click(screen.getByText("Frightened"));
// Value starts at 1; click [+] to go to 2
const plusButtons = screen.getAllByRole("button");
const plusButton = plusButtons.find((b) =>
b.querySelector(".lucide-plus"),
);
if (!plusButton) throw new Error("Plus button not found");
await user.click(plusButton);
expect(screen.getByText("2")).toBeInTheDocument();
// Click [-] to go back to 1
const minusButton = plusButtons.find((b) =>
b.querySelector(".lucide-minus"),
);
if (!minusButton) throw new Error("Minus button not found");
await user.click(minusButton);
expect(screen.getByText("1")).toBeInTheDocument();
});
it("confirm button calls onSetValue with condition and value", async () => {
const user = userEvent.setup();
const { onSetValue } = renderPicker({ edition: "pf2e" });
await user.click(screen.getByText("Frightened"));
// Increment to 2, then confirm
const plusButton = screen
.getAllByRole("button")
.find((b) => b.querySelector(".lucide-plus"));
if (!plusButton) throw new Error("Plus button not found");
await user.click(plusButton);
const checkButton = screen
.getAllByRole("button")
.find((b) => b.querySelector(".lucide-check"));
if (!checkButton) throw new Error("Check button not found");
await user.click(checkButton);
expect(onSetValue).toHaveBeenCalledWith("frightened", 2);
});
it("shows active value badge for existing valued condition", () => {
renderPicker({
edition: "pf2e",
activeConditions: [{ id: "frightened", value: 3 }],
});
expect(screen.getByText("3")).toBeInTheDocument();
});
it("pre-fills counter with existing value when editing", async () => {
const user = userEvent.setup();
renderPicker({
edition: "pf2e",
activeConditions: [{ id: "frightened", value: 3 }],
});
await user.click(screen.getByText("Frightened"));
expect(screen.getByText("3")).toBeInTheDocument();
});
it("disables increment at maxValue", async () => {
const user = userEvent.setup();
renderPicker({
edition: "pf2e",
activeConditions: [{ id: "doomed", value: 3 }],
});
// Doomed has maxValue: 3, click to edit
await user.click(screen.getByText("Doomed"));
const plusButton = screen
.getAllByRole("button")
.find((b) => b.querySelector(".lucide-plus"));
expect(plusButton).toBeDisabled();
});
});
describe("Persistent Damage (PF2e)", () => {
it("shows 'Persistent Damage' entry when edition is pf2e", () => {
renderPicker({ edition: "pf2e" });
expect(screen.getByText("Persistent Damage")).toBeInTheDocument();
});
it("clicking 'Persistent Damage' opens sub-picker", async () => {
const user = userEvent.setup();
renderPicker({ edition: "pf2e" });
await user.click(screen.getByText("Persistent Damage"));
expect(screen.getByPlaceholderText("2d6")).toBeInTheDocument();
});
});
describe("Persistent Damage (D&D)", () => {
it("hides 'Persistent Damage' entry when edition is D&D", () => {
renderPicker({ edition: "5.5e" });
expect(screen.queryByText("Persistent Damage")).not.toBeInTheDocument();
});
});
});
@@ -38,6 +38,22 @@ describe("Dialog", () => {
expect(dialog?.hasAttribute("open")).toBe(false);
});
it("unmounts children when closed so internal state does not persist", () => {
const { rerender } = render(
<Dialog open={true} onClose={() => {}}>
<span>Body</span>
</Dialog>,
);
expect(screen.queryByText("Body")).not.toBeNull();
rerender(
<Dialog open={false} onClose={() => {}}>
<span>Body</span>
</Dialog>,
);
expect(screen.queryByText("Body")).toBeNull();
});
it("calls onClose on cancel event", () => {
const onClose = vi.fn();
render(
@@ -1,7 +1,11 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import type { Creature, CreatureId, PlayerCharacter } from "@initiative/domain";
import type {
AnyCreature,
CreatureId,
PlayerCharacter,
} from "@initiative/domain";
import { combatantId, creatureId, playerCharacterId } from "@initiative/domain";
import {
cleanup,
@@ -17,6 +21,7 @@ import {
buildCombatant,
buildCreature,
buildEncounter,
buildPf2eCreature,
} from "../../__tests__/factories/index.js";
import { AllProviders } from "../../__tests__/test-providers.js";
import { useRulesEdition } from "../../hooks/use-rules-edition.js";
@@ -52,7 +57,7 @@ const goblinCreature = buildCreature({
function renderPanel(options: {
encounter: ReturnType<typeof buildEncounter>;
playerCharacters?: PlayerCharacter[];
creatures?: Map<CreatureId, Creature>;
creatures?: Map<CreatureId, AnyCreature>;
onClose?: () => void;
}) {
const adapters = createTestAdapters({
@@ -357,4 +362,157 @@ describe("DifficultyBreakdownPanel", () => {
expect(onClose).toHaveBeenCalledOnce();
});
describe("PF2e edition", () => {
const orcWarrior = buildPf2eCreature({
id: creatureId("pf2e:orc-warrior"),
name: "Orc Warrior",
level: 3,
source: "crb",
sourceDisplayName: "Core Rulebook",
});
function pf2eEncounter() {
return buildEncounter({
combatants: [
buildCombatant({
id: combatantId("c-1"),
name: "Hero",
playerCharacterId: pcId1,
}),
buildCombatant({
id: combatantId("c-2"),
name: "Orc Warrior",
creatureId: orcWarrior.id,
}),
],
});
}
it("shows PF2e tier label", async () => {
const { result: editionResult } = renderHook(() => useRulesEdition());
editionResult.current.setEdition("pf2e");
try {
renderPanel({
encounter: pf2eEncounter(),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
creatures: new Map([[orcWarrior.id, orcWarrior]]),
});
await waitFor(() => {
expect(
screen.getByText("Encounter Difficulty:", { exact: false }),
).toBeInTheDocument();
});
} finally {
editionResult.current.setEdition("5.5e");
}
});
it("shows party level", async () => {
const { result: editionResult } = renderHook(() => useRulesEdition());
editionResult.current.setEdition("pf2e");
try {
renderPanel({
encounter: pf2eEncounter(),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
creatures: new Map([[orcWarrior.id, orcWarrior]]),
});
await waitFor(() => {
expect(
screen.getByText("Party Level: 5", { exact: false }),
).toBeInTheDocument();
});
} finally {
editionResult.current.setEdition("5.5e");
}
});
it("shows creature level and level difference", async () => {
const { result: editionResult } = renderHook(() => useRulesEdition());
editionResult.current.setEdition("pf2e");
try {
renderPanel({
encounter: pf2eEncounter(),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
creatures: new Map([[orcWarrior.id, orcWarrior]]),
});
await waitFor(() => {
// Orc Warrior level 3, party level 5 → diff 2
expect(
screen.getByText("Lv 3 (-2)", { exact: false }),
).toBeInTheDocument();
});
} finally {
editionResult.current.setEdition("5.5e");
}
});
it("shows 5 thresholds with short labels", async () => {
const { result: editionResult } = renderHook(() => useRulesEdition());
editionResult.current.setEdition("pf2e");
try {
renderPanel({
encounter: pf2eEncounter(),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
creatures: new Map([[orcWarrior.id, orcWarrior]]),
});
await waitFor(() => {
expect(
screen.getByText("Triv:", { exact: false }),
).toBeInTheDocument();
expect(
screen.getByText("Low:", { exact: false }),
).toBeInTheDocument();
expect(
screen.getByText("Mod:", { exact: false }),
).toBeInTheDocument();
expect(
screen.getByText("Sev:", { exact: false }),
).toBeInTheDocument();
expect(
screen.getByText("Ext:", { exact: false }),
).toBeInTheDocument();
});
} finally {
editionResult.current.setEdition("5.5e");
}
});
it("shows Net Creature XP label in PF2e mode", async () => {
const { result: editionResult } = renderHook(() => useRulesEdition());
editionResult.current.setEdition("pf2e");
try {
renderPanel({
encounter: pf2eEncounter(),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
creatures: new Map([[orcWarrior.id, orcWarrior]]),
});
await waitFor(() => {
expect(screen.getByText("Net Creature XP")).toBeInTheDocument();
});
} finally {
editionResult.current.setEdition("5.5e");
}
});
});
});
@@ -7,6 +7,7 @@ import {
DifficultyIndicator,
TIER_LABELS_5_5E,
TIER_LABELS_2014,
TIER_LABELS_PF2E,
} from "../difficulty-indicator.js";
afterEach(cleanup);
@@ -23,6 +24,7 @@ function makeResult(tier: DifficultyResult["tier"]): DifficultyResult {
encounterMultiplier: undefined,
adjustedXp: undefined,
partySizeAdjusted: undefined,
partyLevel: undefined,
};
}
@@ -125,4 +127,64 @@ describe("DifficultyIndicator", () => {
const element = container.querySelector("[role='img']");
expect(element?.tagName).toBe("BUTTON");
});
it("renders 4 bars when barCount is 4", () => {
const { container } = render(
<DifficultyIndicator
result={makeResult(2)}
labels={TIER_LABELS_PF2E}
barCount={4}
/>,
);
const bars = container.querySelectorAll("[class*='rounded-sm']");
expect(bars).toHaveLength(4);
});
it("shows 0 filled bars for tier 0 with 4 bars", () => {
const { container } = render(
<DifficultyIndicator
result={makeResult(0)}
labels={TIER_LABELS_PF2E}
barCount={4}
/>,
);
const bars = container.querySelectorAll("[class*='rounded-sm']");
for (const bar of bars) {
expect(bar.className).toContain("bg-muted");
}
});
it("shows correct PF2e tooltip for Severe tier", () => {
render(
<DifficultyIndicator
result={makeResult(3)}
labels={TIER_LABELS_PF2E}
barCount={4}
/>,
);
expect(
screen.getByRole("img", { name: "Severe encounter difficulty" }),
).toBeDefined();
});
it("shows correct PF2e tooltip for Extreme tier", () => {
render(
<DifficultyIndicator
result={makeResult(4)}
labels={TIER_LABELS_PF2E}
barCount={4}
/>,
);
expect(
screen.getByRole("img", { name: "Extreme encounter difficulty" }),
).toBeDefined();
});
it("D&D indicator still renders 3 bars (no regression)", () => {
const { container } = render(
<DifficultyIndicator result={makeResult(3)} labels={TIER_LABELS_5_5E} />,
);
const bars = container.querySelectorAll("[class*='rounded-sm']");
expect(bars).toHaveLength(3);
});
});
@@ -3,11 +3,41 @@ import "@testing-library/jest-dom/vitest";
import { cleanup, render, screen } from "@testing-library/react";
import userEvent from "@testing-library/user-event";
import { useEffect, useRef, useState } from "react";
import { afterEach, describe, expect, it, vi } from "vitest";
import { HpAdjustPopover } from "../hp-adjust-popover";
afterEach(cleanup);
function AnchoredPopover({
onAdjust,
onSetTempHp,
onClose,
}: Readonly<{
onAdjust: (delta: number) => void;
onSetTempHp: (value: number) => void;
onClose: () => void;
}>) {
const anchorRef = useRef<HTMLDivElement>(null);
// The popover opens on click in the app, so its anchor is always mounted
// first. Mirror that here — otherwise the anchor ref is still null when the
// popover measures its position and it renders hidden.
const [open, setOpen] = useState(false);
useEffect(() => setOpen(true), []);
return (
<div ref={anchorRef}>
{!!open && (
<HpAdjustPopover
anchorRef={anchorRef}
onAdjust={onAdjust}
onSetTempHp={onSetTempHp}
onClose={onClose}
/>
)}
</div>
);
}
function renderPopover(
overrides: Partial<{
onAdjust: (delta: number) => void;
@@ -19,7 +49,7 @@ function renderPopover(
const onSetTempHp = overrides.onSetTempHp ?? vi.fn();
const onClose = overrides.onClose ?? vi.fn();
const result = render(
<HpAdjustPopover
<AnchoredPopover
onAdjust={onAdjust}
onSetTempHp={onSetTempHp}
onClose={onClose}
@@ -0,0 +1,76 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import { cleanup, render, screen } from "@testing-library/react";
import userEvent from "@testing-library/user-event";
import { afterEach, describe, expect, it, vi } from "vitest";
import { PersistentDamagePicker } from "../persistent-damage-picker.js";
afterEach(cleanup);
function renderPicker(
overrides: Partial<{
activeEntries: { type: string; formula: string }[];
onAdd: (damageType: string, formula: string) => void;
onClose: () => void;
}> = {},
) {
const onAdd = overrides.onAdd ?? vi.fn();
const onClose = overrides.onClose ?? vi.fn();
const result = render(
<PersistentDamagePicker
activeEntries={
(overrides.activeEntries as Parameters<
typeof PersistentDamagePicker
>[0]["activeEntries"]) ?? undefined
}
onAdd={onAdd as Parameters<typeof PersistentDamagePicker>[0]["onAdd"]}
onClose={onClose}
/>,
);
return { ...result, onAdd, onClose };
}
describe("PersistentDamagePicker", () => {
it("renders damage type dropdown and formula input", () => {
renderPicker();
expect(screen.getByRole("combobox")).toBeInTheDocument();
expect(screen.getByPlaceholderText("2d6")).toBeInTheDocument();
});
it("confirm button is disabled when formula is empty", () => {
renderPicker();
expect(
screen.getByRole("button", { name: "Add persistent damage" }),
).toBeDisabled();
});
it("submitting calls onAdd with selected type and formula", async () => {
const user = userEvent.setup();
const { onAdd } = renderPicker();
await user.type(screen.getByPlaceholderText("2d6"), "3d6");
await user.click(
screen.getByRole("button", { name: "Add persistent damage" }),
);
expect(onAdd).toHaveBeenCalledWith("fire", "3d6");
});
it("Enter in formula input confirms", async () => {
const user = userEvent.setup();
const { onAdd } = renderPicker();
await user.type(screen.getByPlaceholderText("2d6"), "2d6{Enter}");
expect(onAdd).toHaveBeenCalledWith("fire", "2d6");
});
it("pre-fills formula for existing active entry", async () => {
const user = userEvent.setup();
renderPicker({
activeEntries: [{ type: "fire", formula: "2d6" }],
});
expect(screen.getByPlaceholderText("2d6")).toHaveValue("2d6");
// Change type to one without active entry
await user.selectOptions(screen.getByRole("combobox"), "bleed");
expect(screen.getByPlaceholderText("2d6")).toHaveValue("");
});
});
@@ -0,0 +1,66 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import type {
PersistentDamageEntry,
PersistentDamageType,
} from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react";
import userEvent from "@testing-library/user-event";
import { afterEach, describe, expect, it, vi } from "vitest";
import { PersistentDamageTags } from "../persistent-damage-tags.js";
afterEach(cleanup);
function renderTags(
entries: readonly PersistentDamageEntry[] | undefined,
onRemove = vi.fn(),
) {
const result = render(
<PersistentDamageTags entries={entries} onRemove={onRemove} />,
);
return { ...result, onRemove };
}
describe("PersistentDamageTags", () => {
it("renders nothing when entries undefined", () => {
const { container } = renderTags(undefined);
expect(container.innerHTML).toBe("");
});
it("renders nothing when entries is empty array", () => {
const { container } = renderTags([]);
expect(container.innerHTML).toBe("");
});
it("renders tag per entry with icon and formula text", () => {
renderTags([
{ type: "fire", formula: "2d6" },
{ type: "bleed", formula: "1d4" },
]);
expect(screen.getByText("2d6")).toBeInTheDocument();
expect(screen.getByText("1d4")).toBeInTheDocument();
});
it("click calls onRemove with correct damage type", async () => {
const user = userEvent.setup();
const { onRemove } = renderTags([{ type: "fire", formula: "2d6" }]);
await user.click(
screen.getByRole("button", {
name: "Remove persistent Fire damage",
}),
);
expect(onRemove).toHaveBeenCalledWith(
"fire" satisfies PersistentDamageType,
);
});
it("tooltip shows full description", () => {
renderTags([{ type: "fire", formula: "2d6" }]);
expect(
screen.getByRole("button", {
name: "Remove persistent Fire damage",
}),
).toBeInTheDocument();
});
});
@@ -63,8 +63,11 @@ describe("SettingsModal", () => {
renderModal();
const btn5e = screen.getByRole("button", { name: "5e (2014)" });
await user.click(btn5e);
// After clicking 5e, it should have the active style
expect(btn5e.className).toContain("bg-accent");
expect(btn5e).toHaveAttribute("aria-pressed", "true");
expect(screen.getByRole("button", { name: "5.5e (2024)" })).toHaveAttribute(
"aria-pressed",
"false",
);
});
it("clicking a theme button switches the active theme", async () => {
@@ -72,7 +75,7 @@ describe("SettingsModal", () => {
renderModal();
const darkBtn = screen.getByRole("button", { name: "Dark" });
await user.click(darkBtn);
expect(darkBtn.className).toContain("bg-accent");
expect(darkBtn).toHaveAttribute("aria-pressed", "true");
});
it("close button calls onClose", async () => {
@@ -1,9 +1,11 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import type { Creature } from "@initiative/domain";
import { creatureId } from "@initiative/domain";
import type { Creature, HpVariant } from "@initiative/domain";
import { combatantId, creatureId } from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react";
import userEvent from "@testing-library/user-event";
import { useState } from "react";
import { afterEach, describe, expect, it } from "vitest";
import { DndStatBlock as StatBlock } from "../dnd-stat-block.js";
@@ -128,6 +130,19 @@ function renderStatBlock(creature: Creature) {
return render(<StatBlock creature={creature} />);
}
/** Owns the variant the way the encounter state does in the real app. */
function HpVariantHarness({ creature }: Readonly<{ creature: Creature }>) {
const [variant, setVariant] = useState<HpVariant | undefined>(undefined);
return (
<StatBlock
creature={creature}
combatantId={combatantId("c-1")}
hpVariant={variant}
onSetHpVariant={(_id, next) => setVariant(next)}
/>
);
}
describe("StatBlock", () => {
describe("header", () => {
it("renders creature name", () => {
@@ -175,6 +190,81 @@ describe("StatBlock", () => {
});
});
describe("hit point variant", () => {
it("offers no variant buttons while browsing without a combatant", () => {
renderStatBlock(GOBLIN);
expect(
screen.queryByRole("button", { name: "Max" }),
).not.toBeInTheDocument();
});
it("hides the variant buttons when the HP formula is not a dice pool", () => {
render(
<HpVariantHarness
creature={{
...GOBLIN,
hp: { average: 50, formula: "special" },
}}
/>,
);
expect(
screen.queryByRole("button", { name: "Max" }),
).not.toBeInTheDocument();
expect(screen.getByText("50")).toBeInTheDocument();
});
it("shows the printed average until a variant is picked", () => {
render(<HpVariantHarness creature={GOBLIN} />);
expect(screen.getByText("7")).toBeInTheDocument();
expect(screen.getByRole("button", { name: "Avg" })).toHaveAttribute(
"aria-pressed",
"true",
);
});
it("shows the maximum roll after picking Max", async () => {
const user = userEvent.setup();
render(<HpVariantHarness creature={GOBLIN} />);
await user.click(screen.getByRole("button", { name: "Max" }));
expect(screen.getByText("12")).toBeInTheDocument();
expect(screen.queryByText("7")).not.toBeInTheDocument();
expect(screen.getByRole("button", { name: "Max" })).toHaveAttribute(
"aria-pressed",
"true",
);
});
it("shows the minimum roll after picking Min", async () => {
const user = userEvent.setup();
render(<HpVariantHarness creature={GOBLIN} />);
await user.click(screen.getByRole("button", { name: "Min" }));
expect(screen.getByText("2")).toBeInTheDocument();
});
it("returns to the average after picking Avg again", async () => {
const user = userEvent.setup();
render(<HpVariantHarness creature={GOBLIN} />);
await user.click(screen.getByRole("button", { name: "Max" }));
await user.click(screen.getByRole("button", { name: "Avg" }));
expect(screen.getByText("7")).toBeInTheDocument();
});
it("keeps showing the formula for every variant", async () => {
const user = userEvent.setup();
render(<HpVariantHarness creature={GOBLIN} />);
await user.click(screen.getByRole("button", { name: "Min" }));
expect(screen.getByText("(2d6)")).toBeInTheDocument();
});
});
describe("ability scores", () => {
it("renders all 6 ability labels", () => {
renderStatBlock(GOBLIN);
+32 -6
View File
@@ -3,6 +3,7 @@ import {
type ConditionEntry,
type CreatureId,
deriveHpStatus,
type PersistentDamageEntry,
type PlayerIcon,
type RollMode,
} from "@initiative/domain";
@@ -19,6 +20,7 @@ import { ConditionPicker } from "./condition-picker.js";
import { ConditionTags } from "./condition-tags.js";
import { D20Icon } from "./d20-icon.js";
import { HpAdjustPopover } from "./hp-adjust-popover.js";
import { PersistentDamageTags } from "./persistent-damage-tags.js";
import { PLAYER_COLOR_HEX, PLAYER_ICON_MAP } from "./player-icon-map.js";
import { RollModeMenu } from "./roll-mode-menu.js";
import { ConfirmButton } from "./ui/confirm-button.js";
@@ -33,6 +35,7 @@ interface Combatant {
readonly tempHp?: number;
readonly ac?: number;
readonly conditions?: readonly ConditionEntry[];
readonly persistentDamage?: readonly PersistentDamageEntry[];
readonly isConcentrating?: boolean;
readonly color?: string;
readonly icon?: string;
@@ -199,6 +202,7 @@ function ClickableHp({
onSetTempHp: (value: number) => void;
}>) {
const [popoverOpen, setPopoverOpen] = useState(false);
const anchorRef = useRef<HTMLDivElement>(null);
const status = deriveHpStatus(currentHp, maxHp);
if (maxHp === undefined) {
@@ -206,7 +210,7 @@ function ClickableHp({
}
return (
<div className="relative flex items-center">
<div ref={anchorRef} className="relative flex items-center">
<button
type="button"
onClick={() => setPopoverOpen(true)}
@@ -227,6 +231,7 @@ function ClickableHp({
)}
{!!popoverOpen && (
<HpAdjustPopover
anchorRef={anchorRef}
onAdjust={onAdjust}
onSetTempHp={onSetTempHp}
onClose={() => setPopoverOpen(false)}
@@ -454,15 +459,23 @@ export function CombatantRow({
setConditionValue,
decrementCondition,
toggleConcentration,
addPersistentDamage,
removePersistentDamage,
} = useEncounterContext();
const { selectedCreatureId, showCreature, toggleCollapse } =
useSidePanelContext();
const {
selectedCreatureId,
selectedCombatantId,
showCreature,
toggleCollapse,
} = useSidePanelContext();
const { handleRollInitiative } = useInitiativeRollsContext();
const { edition } = useRulesEditionContext();
const isPf2e = edition === "pf2e";
// Derive what was previously conditional props
const isStatBlockOpen = combatant.creatureId === selectedCreatureId;
const isStatBlockOpen =
combatant.creatureId === selectedCreatureId &&
combatant.id === selectedCombatantId;
const { creatureId } = combatant;
const hasStatBlock = !!creatureId;
const onToggleStatBlock = hasStatBlock
@@ -470,7 +483,7 @@ export function CombatantRow({
if (isStatBlockOpen) {
toggleCollapse();
} else {
showCreature(creatureId);
showCreature(creatureId, combatant.id);
}
}
: undefined;
@@ -607,16 +620,29 @@ export function CombatantRow({
onRemove={(conditionId) => toggleCondition(id, conditionId)}
onDecrement={(conditionId) => decrementCondition(id, conditionId)}
onOpenPicker={() => setPickerOpen((prev) => !prev)}
/>
>
{isPf2e && (
<PersistentDamageTags
entries={combatant.persistentDamage}
onRemove={(damageType) =>
removePersistentDamage(id, damageType)
}
/>
)}
</ConditionTags>
</div>
{!!pickerOpen && (
<ConditionPicker
anchorRef={conditionAnchorRef}
activeConditions={combatant.conditions}
activePersistentDamage={combatant.persistentDamage}
onToggle={(conditionId) => toggleCondition(id, conditionId)}
onSetValue={(conditionId, value) =>
setConditionValue(id, conditionId, value)
}
onAddPersistentDamage={(damageType, formula) =>
addPersistentDamage(id, damageType, formula)
}
onClose={() => setPickerOpen(false)}
/>
)}
+162 -101
View File
@@ -3,9 +3,11 @@ import {
type ConditionId,
getConditionDescription,
getConditionsForEdition,
type PersistentDamageEntry,
type PersistentDamageType,
} from "@initiative/domain";
import { Check, Minus, Plus } from "lucide-react";
import { useLayoutEffect, useRef, useState } from "react";
import { Check, Flame, Minus, Plus } from "lucide-react";
import React, { useLayoutEffect, useRef, useState } from "react";
import { createPortal } from "react-dom";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
import { useClickOutside } from "../hooks/use-click-outside.js";
@@ -14,21 +16,29 @@ import {
CONDITION_COLOR_CLASSES,
CONDITION_ICON_MAP,
} from "./condition-styles.js";
import { PersistentDamagePicker } from "./persistent-damage-picker.js";
import { Tooltip } from "./ui/tooltip.js";
interface ConditionPickerProps {
anchorRef: React.RefObject<HTMLElement | null>;
activeConditions: readonly ConditionEntry[] | undefined;
activePersistentDamage?: readonly PersistentDamageEntry[];
onToggle: (conditionId: ConditionId) => void;
onSetValue: (conditionId: ConditionId, value: number) => void;
onAddPersistentDamage?: (
damageType: PersistentDamageType,
formula: string,
) => void;
onClose: () => void;
}
export function ConditionPicker({
anchorRef,
activeConditions,
activePersistentDamage,
onToggle,
onSetValue,
onAddPersistentDamage,
onClose,
}: Readonly<ConditionPickerProps>) {
const ref = useRef<HTMLDivElement>(null);
@@ -42,6 +52,7 @@ export function ConditionPicker({
id: ConditionId;
value: number;
} | null>(null);
const [showPersistentDamage, setShowPersistentDamage] = useState(false);
useLayoutEffect(() => {
const anchor = anchorRef.current;
@@ -71,6 +82,51 @@ export function ConditionPicker({
const activeMap = new Map(
(activeConditions ?? []).map((e) => [e.id, e.value]),
);
const showPersistentDamageEntry =
edition === "pf2e" && !!onAddPersistentDamage;
const persistentDamageInsertIndex = showPersistentDamageEntry
? conditions.findIndex(
(d) => d.label.localeCompare("Persistent Damage") > 0,
)
: -1;
const persistentDamageEntry = showPersistentDamageEntry ? (
<React.Fragment key="persistent-damage">
<div
className={cn(
"flex w-full items-center gap-2 rounded px-2 py-1 text-sm transition-colors",
showPersistentDamage && "bg-card/50",
)}
>
<button
type="button"
className="flex flex-1 items-center gap-2"
onClick={() => setShowPersistentDamage((prev) => !prev)}
>
<Flame
size={14}
className={
showPersistentDamage ? "text-orange-400" : "text-muted-foreground"
}
/>
<span
className={
showPersistentDamage ? "text-foreground" : "text-muted-foreground"
}
>
Persistent Damage
</span>
</button>
</div>
{!!showPersistentDamage && (
<PersistentDamagePicker
activeEntries={activePersistentDamage}
onAdd={onAddPersistentDamage}
onClose={() => setShowPersistentDamage(false)}
/>
)}
</React.Fragment>
) : null;
return createPortal(
<div
@@ -82,7 +138,7 @@ export function ConditionPicker({
: { visibility: "hidden" as const }
}
>
{conditions.map((def) => {
{conditions.map((def, index) => {
const Icon = CONDITION_ICON_MAP[def.iconName];
if (!Icon) return null;
const isActive = activeMap.has(def.id);
@@ -104,111 +160,116 @@ export function ConditionPicker({
};
return (
<Tooltip
key={def.id}
content={getConditionDescription(def, edition)}
className="block"
>
<div
className={cn(
"flex w-full items-center gap-2 rounded px-2 py-1 text-sm transition-colors",
(isActive || isEditing) && "bg-card/50",
)}
<React.Fragment key={def.id}>
{index === persistentDamageInsertIndex && persistentDamageEntry}
<Tooltip
content={getConditionDescription(def, edition)}
className="block"
>
<button
type="button"
className="flex flex-1 items-center gap-2"
onClick={handleClick}
<div
className={cn(
"flex w-full items-center gap-2 rounded px-2 py-1 text-sm transition-colors",
(isActive || isEditing) && "bg-card/50",
)}
>
<Icon
size={14}
className={
isActive || isEditing ? colorClass : "text-muted-foreground"
}
/>
<span
className={
isActive || isEditing
? "text-foreground"
: "text-muted-foreground"
}
<button
type="button"
className="flex flex-1 items-center gap-2"
onClick={handleClick}
>
{def.label}
</span>
</button>
{isActive && def.valued && edition === "pf2e" && !isEditing && (
<span className="min-w-5 rounded-full bg-accent px-1.5 py-0.5 text-center font-medium text-primary-foreground text-xs">
{activeValue}
</span>
)}
{isEditing && (
<div className="flex items-center gap-0.5">
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
if (editing.value > 1) {
setEditing({
...editing,
value: editing.value - 1,
});
}
}}
<Icon
size={14}
className={
isActive || isEditing
? colorClass
: "text-muted-foreground"
}
/>
<span
className={
isActive || isEditing
? "text-foreground"
: "text-muted-foreground"
}
>
<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-primary-foreground text-xs">
{editing.value}
{def.label}
</span>
{(() => {
const atMax =
def.maxValue !== undefined &&
editing.value >= def.maxValue;
return (
<button
type="button"
className={cn(
"rounded p-0.5",
atMax
? "cursor-not-allowed text-muted-foreground opacity-50"
: "text-foreground hover:bg-accent/40",
)}
disabled={atMax}
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
if (!atMax) {
setEditing({
...editing,
value: editing.value + 1,
});
}
}}
>
<Plus className="h-3 w-3" />
</button>
);
})()}
<button
type="button"
className="ml-0.5 rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
onSetValue(editing.id, editing.value);
setEditing(null);
}}
>
<Check className="h-3.5 w-3.5" />
</button>
</div>
)}
</div>
</Tooltip>
</button>
{isActive && def.valued && edition === "pf2e" && !isEditing && (
<span className="min-w-5 rounded-full bg-accent px-1.5 py-0.5 text-center font-medium text-primary-foreground text-xs">
{activeValue}
</span>
)}
{isEditing && (
<div className="flex items-center gap-0.5">
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
if (editing.value > 1) {
setEditing({
...editing,
value: editing.value - 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-primary-foreground text-xs">
{editing.value}
</span>
{(() => {
const atMax =
def.maxValue !== undefined &&
editing.value >= def.maxValue;
return (
<button
type="button"
className={cn(
"rounded p-0.5",
atMax
? "cursor-not-allowed text-muted-foreground opacity-50"
: "text-foreground hover:bg-accent/40",
)}
disabled={atMax}
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
if (!atMax) {
setEditing({
...editing,
value: editing.value + 1,
});
}
}}
>
<Plus className="h-3 w-3" />
</button>
);
})()}
<button
type="button"
className="ml-0.5 rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
onSetValue(editing.id, editing.value);
setEditing(null);
}}
>
<Check className="h-3.5 w-3.5" />
</button>
</div>
)}
</div>
</Tooltip>
</React.Fragment>
);
})}
{persistentDamageInsertIndex === -1 && persistentDamageEntry}
</div>,
document.body,
);
@@ -11,8 +11,12 @@ import {
Droplet,
Droplets,
EarOff,
Eclipse,
Eye,
EyeClosed,
EyeOff,
Flame,
FlaskConical,
Footprints,
Gem,
Ghost,
@@ -22,15 +26,20 @@ import {
HeartPulse,
Link,
Moon,
Orbit,
PersonStanding,
ShieldMinus,
ShieldOff,
Siren,
Skull,
Snail,
Snowflake,
Sparkle,
Sparkles,
Sun,
Sword,
TrendingDown,
Wind,
Zap,
ZapOff,
} from "lucide-react";
@@ -47,8 +56,12 @@ export const CONDITION_ICON_MAP: Record<string, LucideIcon> = {
Droplet,
Droplets,
EarOff,
Eclipse,
Eye,
EyeClosed,
EyeOff,
Flame,
FlaskConical,
Footprints,
Gem,
Ghost,
@@ -58,15 +71,20 @@ export const CONDITION_ICON_MAP: Record<string, LucideIcon> = {
HeartPulse,
Link,
Moon,
Orbit,
PersonStanding,
ShieldMinus,
ShieldOff,
Siren,
Skull,
Snail,
Snowflake,
Sparkle,
Sparkles,
Sun,
Sword,
TrendingDown,
Wind,
Zap,
ZapOff,
};
@@ -76,11 +94,13 @@ export const CONDITION_COLOR_CLASSES: Record<string, string> = {
pink: "text-pink-400",
amber: "text-amber-400",
orange: "text-orange-400",
purple: "text-purple-400",
gray: "text-gray-400",
violet: "text-violet-400",
yellow: "text-yellow-400",
slate: "text-slate-400",
green: "text-green-400",
lime: "text-lime-400",
indigo: "text-indigo-400",
sky: "text-sky-400",
red: "text-red-400",
@@ -5,6 +5,7 @@ import {
getConditionDescription,
} from "@initiative/domain";
import { Plus } from "lucide-react";
import type { ReactNode } from "react";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
import { cn } from "../lib/utils.js";
import {
@@ -18,6 +19,7 @@ interface ConditionTagsProps {
onRemove: (conditionId: ConditionId) => void;
onDecrement: (conditionId: ConditionId) => void;
onOpenPicker: () => void;
children?: ReactNode;
}
export function ConditionTags({
@@ -25,6 +27,7 @@ export function ConditionTags({
onRemove,
onDecrement,
onOpenPicker,
children,
}: Readonly<ConditionTagsProps>) {
const { edition } = useRulesEditionContext();
return (
@@ -69,6 +72,7 @@ export function ConditionTags({
</Tooltip>
);
})}
{children}
<button
type="button"
title="Add condition"
@@ -19,12 +19,21 @@ const TIER_LABEL_MAP: Partial<
1: { label: "Low", color: "text-green-500" },
2: { label: "Moderate", color: "text-yellow-500" },
3: { label: "High", color: "text-red-500" },
4: { label: "High", color: "text-red-500" },
},
"5e": {
0: { label: "Easy", color: "text-muted-foreground" },
1: { label: "Medium", color: "text-green-500" },
2: { label: "Hard", color: "text-yellow-500" },
3: { label: "Deadly", color: "text-red-500" },
4: { label: "Deadly", color: "text-red-500" },
},
pf2e: {
0: { label: "Trivial", color: "text-muted-foreground" },
1: { label: "Low", color: "text-green-500" },
2: { label: "Moderate", color: "text-yellow-500" },
3: { label: "Severe", color: "text-orange-500" },
4: { label: "Extreme", color: "text-red-500" },
},
};
@@ -32,6 +41,9 @@ const TIER_LABEL_MAP: Partial<
const SHORT_LABELS: Readonly<Record<string, string>> = {
Moderate: "Mod",
Medium: "Med",
Trivial: "Triv",
Severe: "Sev",
Extreme: "Ext",
};
function shortLabel(label: string): string {
@@ -107,6 +119,54 @@ function NpcRow({
);
}
function Pf2eNpcRow({
entry,
onToggleSide,
}: {
entry: BreakdownCombatant;
onToggleSide: () => void;
}) {
const isParty = entry.side === "party";
const targetSide = isParty ? "enemy" : "party";
let xpDisplay: string;
if (entry.xp == null) {
xpDisplay = "\u2014";
} else if (isParty) {
xpDisplay = `\u2212${formatXp(entry.xp)}`;
} else {
xpDisplay = formatXp(entry.xp);
}
let levelDisplay: string;
if (entry.creatureLevel === undefined) {
levelDisplay = "\u2014";
} else if (entry.levelDifference === undefined) {
levelDisplay = `Lv ${entry.creatureLevel}`;
} else {
const sign = entry.levelDifference >= 0 ? "+" : "";
levelDisplay = `Lv ${entry.creatureLevel} (${sign}${entry.levelDifference})`;
}
return (
<div className="col-span-4 grid grid-cols-subgrid items-center text-xs">
<span className="min-w-0 truncate" title={entry.combatant.name}>
{entry.combatant.name}
</span>
<Button
variant="ghost"
size="icon-sm"
onClick={onToggleSide}
aria-label={`Move ${entry.combatant.name} to ${targetSide} side`}
>
<ArrowLeftRight className="h-3 w-3" />
</Button>
<span className="text-muted-foreground">{levelDisplay}</span>
<span className="text-right tabular-nums">{xpDisplay}</span>
</div>
);
}
export function DifficultyBreakdownPanel({ onClose }: { onClose: () => void }) {
const ref = useRef<HTMLDivElement>(null);
useClickOutside(ref, onClose);
@@ -128,6 +188,8 @@ export function DifficultyBreakdownPanel({ onClose }: { onClose: () => void }) {
const isPC = (entry: BreakdownCombatant) =>
entry.combatant.playerCharacterId != null;
const CreatureRow = edition === "pf2e" ? Pf2eNpcRow : NpcRow;
return (
<div
ref={ref}
@@ -142,6 +204,9 @@ export function DifficultyBreakdownPanel({ onClose }: { onClose: () => void }) {
<div className="mb-1 text-muted-foreground text-xs">
Party Budget ({breakdown.pcCount}{" "}
{breakdown.pcCount === 1 ? "PC" : "PCs"})
{breakdown.partyLevel !== undefined && (
<> &middot; Party Level: {breakdown.partyLevel}</>
)}
</div>
<div className="flex gap-3 text-xs">
{breakdown.thresholds.map((t) => (
@@ -166,7 +231,7 @@ export function DifficultyBreakdownPanel({ onClose }: { onClose: () => void }) {
isPC(entry) ? (
<PcRow key={entry.combatant.id} entry={entry} />
) : (
<NpcRow
<CreatureRow
key={entry.combatant.id}
entry={entry}
onToggleSide={() => handleToggle(entry)}
@@ -186,7 +251,7 @@ export function DifficultyBreakdownPanel({ onClose }: { onClose: () => void }) {
isPC(entry) ? (
<PcRow key={entry.combatant.id} entry={entry} />
) : (
<NpcRow
<CreatureRow
key={entry.combatant.id}
entry={entry}
onToggleSide={() => handleToggle(entry)}
@@ -218,7 +283,9 @@ export function DifficultyBreakdownPanel({ onClose }: { onClose: () => void }) {
</div>
) : (
<div className="mt-2 flex justify-between border-border border-t pt-2 font-medium text-xs">
<span>Net Monster XP</span>
<span>
{edition === "pf2e" ? "Net Creature XP" : "Net Monster XP"}
</span>
<span className="tabular-nums">
{formatXp(breakdown.totalMonsterXp)}
</span>
@@ -6,6 +6,7 @@ export const TIER_LABELS_5_5E: Record<DifficultyTier, string> = {
1: "Low",
2: "Moderate",
3: "High",
4: "High",
};
export const TIER_LABELS_2014: Record<DifficultyTier, string> = {
@@ -13,30 +14,49 @@ export const TIER_LABELS_2014: Record<DifficultyTier, string> = {
1: "Medium",
2: "Hard",
3: "Deadly",
4: "Deadly",
};
const TIER_COLORS: Record<
DifficultyTier,
{ filledBars: number; color: string }
> = {
0: { filledBars: 0, color: "" },
1: { filledBars: 1, color: "bg-green-500" },
2: { filledBars: 2, color: "bg-yellow-500" },
3: { filledBars: 3, color: "bg-red-500" },
export const TIER_LABELS_PF2E: Record<DifficultyTier, string> = {
0: "Trivial",
1: "Low",
2: "Moderate",
3: "Severe",
4: "Extreme",
};
const BAR_HEIGHTS = ["h-2", "h-3", "h-4"] as const;
const BAR_HEIGHTS_3 = ["h-2", "h-3", "h-4"] as const;
const BAR_HEIGHTS_4 = ["h-1.5", "h-2", "h-3", "h-4"] as const;
/** Color for the Nth filled bar (1-indexed) in 4-bar mode. */
const BAR_COLORS: Record<number, string> = {
1: "bg-green-500",
2: "bg-yellow-500",
3: "bg-orange-500",
4: "bg-red-500",
};
/** For 3-bar mode, bar 3 uses red directly (skip orange). */
const BAR_COLORS_3: Record<number, string> = {
1: "bg-green-500",
2: "bg-yellow-500",
3: "bg-red-500",
};
export function DifficultyIndicator({
result,
labels,
barCount = 3,
onClick,
}: {
result: DifficultyResult;
labels: Record<DifficultyTier, string>;
barCount?: 3 | 4;
onClick?: () => void;
}) {
const config = TIER_COLORS[result.tier];
const barHeights = barCount === 4 ? BAR_HEIGHTS_4 : BAR_HEIGHTS_3;
const colorMap = barCount === 4 ? BAR_COLORS : BAR_COLORS_3;
const filledBars = result.tier;
const label = labels[result.tier];
const tooltip = `${label} encounter difficulty`;
@@ -54,13 +74,13 @@ export function DifficultyIndicator({
onClick={onClick}
type={onClick ? "button" : undefined}
>
{BAR_HEIGHTS.map((height, i) => (
{barHeights.map((height, i) => (
<div
key={height}
className={cn(
"w-1 rounded-sm",
height,
i < config.filledBars ? config.color : "bg-muted",
i < filledBars ? colorMap[i + 1] : "bg-muted",
)}
/>
))}
+63 -3
View File
@@ -1,17 +1,34 @@
import type { Creature } from "@initiative/domain";
import type {
CombatantId,
Creature,
HpRange,
HpVariant,
} from "@initiative/domain";
import {
calculateInitiative,
formatInitiativeModifier,
hpForVariant,
hpRange,
} from "@initiative/domain";
import { cn } from "../lib/utils.js";
import {
PropertyLine,
SectionDivider,
TraitEntry,
TraitSection,
} from "./stat-block-parts.js";
import type { SegmentedOption } from "./ui/segmented-control.js";
import { SegmentedControl } from "./ui/segmented-control.js";
interface DndStatBlockProps {
creature: Creature;
combatantId?: CombatantId;
hpVariant?: HpVariant;
onSetHpVariant?: (
id: CombatantId,
variant: HpVariant | undefined,
range: HpRange,
) => void;
}
function abilityMod(score: number): string {
@@ -19,7 +36,25 @@ function abilityMod(score: number): string {
return mod >= 0 ? `+${mod}` : `${mod}`;
}
export function DndStatBlock({ creature }: Readonly<DndStatBlockProps>) {
/** Text color for a max HP that no longer shows the printed average. */
function hpVariantColor(variant: HpVariant | undefined): string {
if (variant === "max") return "text-blue-400";
if (variant === "min") return "text-red-400";
return "";
}
const HP_VARIANT_OPTIONS: SegmentedOption<HpVariant | undefined>[] = [
{ value: "min", label: "Min" },
{ value: undefined, label: "Avg" },
{ value: "max", label: "Max" },
];
export function DndStatBlock({
creature,
combatantId,
hpVariant,
onSetHpVariant,
}: Readonly<DndStatBlockProps>) {
const abilities = [
{ label: "STR", score: creature.abilities.str },
{ label: "DEX", score: creature.abilities.dex },
@@ -35,6 +70,17 @@ export function DndStatBlock({ creature }: Readonly<DndStatBlockProps>) {
initiativeProficiency: creature.initiativeProficiency,
});
// Only offer min/max HP when the formula is a real dice pool with a spread.
const range = hpRange(creature.hp);
const canPickVariant =
range !== null &&
range.min !== range.max &&
combatantId != null &&
onSetHpVariant != null;
const displayedHp = range
? hpForVariant(range, hpVariant)
: creature.hp.average;
return (
<div className="space-y-1 text-foreground">
{/* Header */}
@@ -68,8 +114,22 @@ export function DndStatBlock({ creature }: Readonly<DndStatBlockProps>) {
</div>
<div>
<span className="font-semibold">Hit Points</span>{" "}
{creature.hp.average}{" "}
<span className={cn("font-semibold", hpVariantColor(hpVariant))}>
{displayedHp}
</span>{" "}
<span className="text-muted-foreground">({creature.hp.formula})</span>
{canPickVariant ? (
<SegmentedControl
options={HP_VARIANT_OPTIONS}
value={hpVariant}
onChange={(variant) =>
onSetHpVariant(combatantId, variant, range)
}
size="xs"
label="Hit point variant"
className="mt-1"
/>
) : null}
</div>
<div>
<span className="font-semibold">Speed</span> {creature.speed}
+11 -8
View File
@@ -6,18 +6,21 @@ import {
useRef,
useState,
} from "react";
import { createPortal } from "react-dom";
import { useClickOutside } from "../hooks/use-click-outside.js";
import { Input } from "./ui/input";
const DIGITS_ONLY_REGEX = /^\d+$/;
interface HpAdjustPopoverProps {
readonly anchorRef: React.RefObject<HTMLElement | null>;
readonly onAdjust: (delta: number) => void;
readonly onSetTempHp: (value: number) => void;
readonly onClose: () => void;
}
export function HpAdjustPopover({
anchorRef,
onAdjust,
onSetTempHp,
onClose,
@@ -29,10 +32,9 @@ export function HpAdjustPopover({
useLayoutEffect(() => {
const el = ref.current;
if (!el) return;
const parent = el.parentElement;
if (!parent) return;
const trigger = parent.getBoundingClientRect();
const anchor = anchorRef.current;
if (!el || !anchor) return;
const trigger = anchor.getBoundingClientRect();
const popover = el.getBoundingClientRect();
const vw = document.documentElement.clientWidth;
let left = trigger.left;
@@ -43,7 +45,7 @@ export function HpAdjustPopover({
left = 8;
}
setPos({ top: trigger.bottom + 4, left });
}, []);
}, [anchorRef]);
useEffect(() => {
requestAnimationFrame(() => inputRef.current?.focus());
@@ -82,10 +84,10 @@ export function HpAdjustPopover({
[applyDelta, onClose],
);
return (
return createPortal(
<div
ref={ref}
className="card-glow fixed z-10 rounded-lg border border-border bg-background p-2"
className="card-glow fixed z-50 rounded-lg border border-border bg-background p-2"
style={
pos
? { top: pos.top, left: pos.left }
@@ -144,6 +146,7 @@ export function HpAdjustPopover({
<ShieldPlus size={14} />
</button>
</div>
</div>
</div>,
document.body,
);
}
@@ -0,0 +1,97 @@
import {
PERSISTENT_DAMAGE_DEFINITIONS,
type PersistentDamageEntry,
type PersistentDamageType,
} from "@initiative/domain";
import { Check } from "lucide-react";
import { useEffect, useRef, useState } from "react";
interface PersistentDamagePickerProps {
activeEntries: readonly PersistentDamageEntry[] | undefined;
onAdd: (damageType: PersistentDamageType, formula: string) => void;
onClose: () => void;
}
export function PersistentDamagePicker({
activeEntries,
onAdd,
onClose,
}: Readonly<PersistentDamagePickerProps>) {
const [selectedType, setSelectedType] = useState<PersistentDamageType>(
PERSISTENT_DAMAGE_DEFINITIONS[0].type,
);
const activeFormula =
activeEntries?.find((e) => e.type === selectedType)?.formula ?? "";
const [formula, setFormula] = useState(activeFormula);
const inputRef = useRef<HTMLInputElement>(null);
useEffect(() => {
inputRef.current?.focus();
}, []);
useEffect(() => {
const existing = activeEntries?.find(
(e) => e.type === selectedType,
)?.formula;
setFormula(existing ?? "");
}, [selectedType, activeEntries]);
const canSubmit = formula.trim().length > 0;
function handleSubmit() {
if (canSubmit) {
onAdd(selectedType, formula);
onClose();
}
}
function handleEscape(e: React.KeyboardEvent) {
if (e.key === "Escape") {
e.stopPropagation();
onClose();
}
}
return (
<div className="flex items-center gap-1.5 py-1 pr-2 pl-6">
<select
value={selectedType}
onChange={(e) =>
setSelectedType(e.target.value as PersistentDamageType)
}
onKeyDown={handleEscape}
className="h-7 rounded border border-border bg-background px-1 text-foreground text-xs"
>
{PERSISTENT_DAMAGE_DEFINITIONS.map((def) => (
<option key={def.type} value={def.type}>
{def.label}
</option>
))}
</select>
<input
ref={inputRef}
type="text"
value={formula}
placeholder="2d6"
className="h-7 w-16 rounded border border-border bg-background px-1.5 text-foreground text-xs"
onChange={(e) => setFormula(e.target.value)}
onKeyDown={(e) => {
if (e.key === "Enter") {
e.preventDefault();
handleSubmit();
}
handleEscape(e);
}}
/>
<button
type="button"
disabled={!canSubmit}
onClick={handleSubmit}
className="rounded p-0.5 text-foreground hover:bg-accent/40 disabled:cursor-not-allowed disabled:opacity-50"
aria-label="Add persistent damage"
>
<Check className="h-3.5 w-3.5" />
</button>
</div>
);
}
@@ -0,0 +1,63 @@
import {
PERSISTENT_DAMAGE_DEFINITIONS,
type PersistentDamageEntry,
type PersistentDamageType,
} from "@initiative/domain";
import { cn } from "../lib/utils.js";
import {
CONDITION_COLOR_CLASSES,
CONDITION_ICON_MAP,
} from "./condition-styles.js";
import { Tooltip } from "./ui/tooltip.js";
interface PersistentDamageTagsProps {
entries: readonly PersistentDamageEntry[] | undefined;
onRemove: (damageType: PersistentDamageType) => void;
}
export function PersistentDamageTags({
entries,
onRemove,
}: Readonly<PersistentDamageTagsProps>) {
if (!entries || entries.length === 0) return null;
return (
<>
{entries.map((entry) => {
const def = PERSISTENT_DAMAGE_DEFINITIONS.find(
(d) => d.type === entry.type,
);
if (!def) return null;
const Icon = CONDITION_ICON_MAP[def.iconName];
if (!Icon) return null;
const colorClass =
CONDITION_COLOR_CLASSES[def.color] ?? "text-muted-foreground";
return (
<Tooltip
key={entry.type}
content={`Persistent ${def.label} ${entry.formula}\nTake damage at end of turn. DC 15 flat check to end.`}
>
<button
type="button"
aria-label={`Remove persistent ${def.label} damage`}
className={cn(
"inline-flex items-center gap-0.5 rounded p-0.5 transition-colors hover:bg-hover-neutral-bg",
colorClass,
)}
onClick={(e) => {
e.stopPropagation();
onRemove(entry.type);
}}
>
<Icon size={14} />
<span className="font-medium text-xs leading-none">
{entry.formula}
</span>
</button>
</Tooltip>
);
})}
</>
);
}
+59 -6
View File
@@ -1,10 +1,13 @@
import type {
CombatantId,
EquipmentItem,
Pf2eCreature,
SpellReference,
} from "@initiative/domain";
import { formatInitiativeModifier, recallKnowledge } from "@initiative/domain";
import { ChevronDown, ChevronUp } from "lucide-react";
import { useCallback, useRef, useState } from "react";
import { cn } from "../lib/utils.js";
import { EquipmentDetailPopover } from "./equipment-detail-popover.js";
import { SpellDetailPopover } from "./spell-detail-popover.js";
import {
@@ -12,9 +15,19 @@ import {
SectionDivider,
TraitSection,
} from "./stat-block-parts.js";
import type { SegmentedOption } from "./ui/segmented-control.js";
import { SegmentedControl } from "./ui/segmented-control.js";
interface Pf2eStatBlockProps {
creature: Pf2eCreature;
adjustment?: "weak" | "elite";
combatantId?: CombatantId;
baseCreature?: Pf2eCreature;
onSetAdjustment?: (
id: CombatantId,
adj: "weak" | "elite" | undefined,
base: Pf2eCreature,
) => void;
}
const ALIGNMENTS = new Set([
@@ -41,6 +54,19 @@ function formatMod(mod: number): string {
return mod >= 0 ? `+${mod}` : `${mod}`;
}
const ADJUSTMENT_OPTIONS: SegmentedOption<"weak" | "elite" | undefined>[] = [
{ value: "weak", label: "Weak" },
{ value: undefined, label: "Normal" },
{ value: "elite", label: "Elite" },
];
/** Returns the text color class for stats affected by weak/elite adjustment. */
function adjustmentColor(adjustment: "weak" | "elite" | undefined): string {
if (adjustment === "elite") return "text-blue-400";
if (adjustment === "weak") return "text-red-400";
return "";
}
interface SpellLinkProps {
readonly spell: SpellReference;
readonly onOpen: (spell: SpellReference, rect: DOMRect) => void;
@@ -136,7 +162,13 @@ function EquipmentLink({ item, onOpen }: Readonly<EquipmentLinkProps>) {
);
}
export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
export function Pf2eStatBlock({
creature,
adjustment,
combatantId,
baseCreature,
onSetAdjustment,
}: Readonly<Pf2eStatBlockProps>) {
const [openSpell, setOpenSpell] = useState<{
spell: SpellReference;
rect: DOMRect;
@@ -157,6 +189,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
const handleCloseEquipment = useCallback(() => setOpenEquipment(null), []);
const rk = recallKnowledge(creature.level, creature.traits);
const adjColor = adjustmentColor(adjustment);
const abilityEntries = [
{ label: "Str", mod: creature.abilityMods.str },
@@ -172,13 +205,33 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{/* Header */}
<div>
<div className="flex items-baseline justify-between gap-2">
<h2 className="font-bold text-stat-heading text-xl">
<h2 className="flex items-center gap-1.5 font-bold text-stat-heading text-xl">
{adjustment === "elite" && (
<ChevronUp className="h-5 w-5 shrink-0 text-blue-400" />
)}
{adjustment === "weak" && (
<ChevronDown className="h-5 w-5 shrink-0 text-red-400" />
)}
{creature.name}
</h2>
<span className="shrink-0 font-semibold text-sm">
<span className={cn("shrink-0 font-semibold text-sm", adjColor)}>
Level {creature.level}
</span>
</div>
{combatantId != null &&
onSetAdjustment != null &&
baseCreature != null && (
<SegmentedControl
options={ADJUSTMENT_OPTIONS}
value={adjustment}
onChange={(value) =>
onSetAdjustment(combatantId, value, baseCreature)
}
size="xs"
label="Creature adjustment"
className="mt-1"
/>
)}
<div className="mt-1 flex flex-wrap gap-1">
{displayTraits(creature.traits).map((trait) => (
<span
@@ -204,7 +257,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{/* Perception, Languages, Skills */}
<div className="space-y-0.5 text-sm">
<div>
<div className={adjColor}>
<span className="font-semibold">Perception</span>{" "}
{formatInitiativeModifier(creature.perception)}
{creature.senses || creature.perceptionDetails
@@ -236,7 +289,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{/* Defenses */}
<div className="space-y-0.5 text-sm">
<div>
<div className={adjColor}>
<span className="font-semibold">AC</span> {creature.ac}
{creature.acConditional ? ` (${creature.acConditional})` : ""};{" "}
<span className="font-semibold">Fort</span>{" "}
@@ -247,7 +300,7 @@ export function Pf2eStatBlock({ creature }: Readonly<Pf2eStatBlockProps>) {
{formatMod(creature.saveWill)}
{creature.saveConditional ? `; ${creature.saveConditional}` : ""}
</div>
<div>
<div className={adjColor}>
<span className="font-semibold">HP</span> {creature.hp}
{creature.hpDetails ? ` (${creature.hpDetails})` : ""}
</div>
+47 -48
View File
@@ -2,28 +2,51 @@ import type { RulesEdition } from "@initiative/domain";
import { Monitor, Moon, Sun } from "lucide-react";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
import { useThemeContext } from "../contexts/theme-context.js";
import { cn } from "../lib/utils.js";
import { Dialog, DialogHeader } from "./ui/dialog.js";
import type { SegmentedOption } from "./ui/segmented-control.js";
import { SegmentedControl } from "./ui/segmented-control.js";
interface SettingsModalProps {
open: boolean;
onClose: () => void;
}
const EDITION_OPTIONS: { value: RulesEdition; label: string }[] = [
const EDITION_OPTIONS: SegmentedOption<RulesEdition>[] = [
{ value: "5e", label: "5e (2014)" },
{ value: "5.5e", label: "5.5e (2024)" },
{ value: "pf2e", label: "Pathfinder 2e" },
];
const THEME_OPTIONS: {
value: "system" | "light" | "dark";
label: string;
icon: typeof Sun;
}[] = [
{ value: "system", label: "System", icon: Monitor },
{ value: "light", label: "Light", icon: Sun },
{ value: "dark", label: "Dark", icon: Moon },
type ThemePreference = "system" | "light" | "dark";
const THEME_OPTIONS: SegmentedOption<ThemePreference>[] = [
{
value: "system",
label: (
<>
<Monitor size={14} />
System
</>
),
},
{
value: "light",
label: (
<>
<Sun size={14} />
Light
</>
),
},
{
value: "dark",
label: (
<>
<Moon size={14} />
Dark
</>
),
},
];
export function SettingsModal({ open, onClose }: Readonly<SettingsModalProps>) {
@@ -39,50 +62,26 @@ export function SettingsModal({ open, onClose }: Readonly<SettingsModalProps>) {
<span className="mb-2 block font-medium text-muted-foreground text-sm">
Game System
</span>
<div className="flex gap-1">
{EDITION_OPTIONS.map((opt) => (
<button
key={opt.value}
type="button"
className={cn(
"flex-1 rounded-md px-3 py-1.5 text-sm transition-colors",
edition === opt.value
? "bg-accent text-primary-foreground"
: "bg-card text-muted-foreground hover:bg-hover-neutral-bg hover:text-foreground",
)}
onClick={() => setEdition(opt.value)}
>
{opt.label}
</button>
))}
</div>
<SegmentedControl
options={EDITION_OPTIONS}
value={edition}
onChange={setEdition}
stretch
label="Game System"
/>
</div>
<div>
<span className="mb-2 block font-medium text-muted-foreground text-sm">
Theme
</span>
<div className="flex gap-1">
{THEME_OPTIONS.map((opt) => {
const Icon = opt.icon;
return (
<button
key={opt.value}
type="button"
className={cn(
"flex flex-1 items-center justify-center gap-1.5 rounded-md px-3 py-1.5 text-sm transition-colors",
preference === opt.value
? "bg-accent text-primary-foreground"
: "bg-card text-muted-foreground hover:bg-hover-neutral-bg hover:text-foreground",
)}
onClick={() => setPreference(opt.value)}
>
<Icon size={14} />
{opt.label}
</button>
);
})}
</div>
<SegmentedControl
options={THEME_OPTIONS}
value={preference}
onChange={setPreference}
stretch
label="Theme"
/>
</div>
</div>
</Dialog>
+73 -5
View File
@@ -1,8 +1,19 @@
import type { Creature, CreatureId } from "@initiative/domain";
import type {
AnyCreature,
Combatant,
CombatantId,
Creature,
CreatureId,
HpRange,
HpVariant,
Pf2eCreature,
} from "@initiative/domain";
import { applyPf2eAdjustment } from "@initiative/domain";
import { PanelRightClose, Pin, PinOff } from "lucide-react";
import type { ReactNode } from "react";
import { useEffect, useState } from "react";
import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js";
import { useSidePanelContext } from "../contexts/side-panel-context.js";
import { useSwipeToDismiss } from "../hooks/use-swipe-to-dismiss.js";
import { cn } from "../lib/utils.js";
@@ -216,6 +227,8 @@ function MobileDrawer({
function usePanelRole(panelRole: "browse" | "pinned") {
const sidePanel = useSidePanelContext();
const { getCreature } = useBestiaryContext();
const { encounter, setCreatureAdjustment, setHpVariant } =
useEncounterContext();
const creatureId =
panelRole === "browse"
@@ -223,10 +236,19 @@ function usePanelRole(panelRole: "browse" | "pinned") {
: sidePanel.pinnedCreatureId;
const creature = creatureId ? (getCreature(creatureId) ?? null) : null;
const combatantId =
panelRole === "browse" ? sidePanel.selectedCombatantId : null;
const combatant = combatantId
? (encounter.combatants.find((c) => c.id === combatantId) ?? null)
: null;
const isBrowse = panelRole === "browse";
return {
creatureId,
creature,
combatant,
setCreatureAdjustment,
setHpVariant,
isCollapsed: isBrowse ? sidePanel.isRightPanelCollapsed : false,
onToggleCollapse: isBrowse ? sidePanel.toggleCollapse : () => {},
onDismiss: isBrowse ? sidePanel.dismissPanel : () => {},
@@ -238,6 +260,49 @@ function usePanelRole(panelRole: "browse" | "pinned") {
};
}
interface StatBlockHandlers {
setCreatureAdjustment: (
id: CombatantId,
adj: "weak" | "elite" | undefined,
base: Pf2eCreature,
) => void;
setHpVariant: (
id: CombatantId,
variant: HpVariant | undefined,
range: HpRange,
) => void;
}
function renderStatBlock(
creature: AnyCreature,
combatant: Combatant | null,
handlers: StatBlockHandlers,
) {
if ("system" in creature && creature.system === "pf2e") {
const baseCreature = creature;
const adjusted = combatant?.creatureAdjustment
? applyPf2eAdjustment(baseCreature, combatant.creatureAdjustment)
: baseCreature;
return (
<Pf2eStatBlock
creature={adjusted}
adjustment={combatant?.creatureAdjustment}
combatantId={combatant?.id}
baseCreature={baseCreature}
onSetAdjustment={handlers.setCreatureAdjustment}
/>
);
}
return (
<DndStatBlock
creature={creature as Creature}
combatantId={combatant?.id}
hpVariant={combatant?.hpVariant}
onSetHpVariant={handlers.setHpVariant}
/>
);
}
export function StatBlockPanel({
panelRole,
side,
@@ -245,6 +310,9 @@ export function StatBlockPanel({
const {
creatureId,
creature,
combatant,
setCreatureAdjustment,
setHpVariant,
isCollapsed,
onToggleCollapse,
onDismiss,
@@ -316,10 +384,10 @@ export function StatBlockPanel({
}
if (creature) {
if ("system" in creature && creature.system === "pf2e") {
return <Pf2eStatBlock creature={creature} />;
}
return <DndStatBlock creature={creature as Creature} />;
return renderStatBlock(creature, combatant, {
setCreatureAdjustment,
setHpVariant,
});
}
if (needsFetch && sourceCode) {
+9 -1
View File
@@ -8,6 +8,7 @@ import {
DifficultyIndicator,
TIER_LABELS_5_5E,
TIER_LABELS_2014,
TIER_LABELS_PF2E,
} from "./difficulty-indicator.js";
import { Button } from "./ui/button.js";
import { ConfirmButton } from "./ui/confirm-button.js";
@@ -26,7 +27,13 @@ export function TurnNavigation() {
const difficulty = useDifficulty();
const { edition } = useRulesEditionContext();
const tierLabels = edition === "5e" ? TIER_LABELS_2014 : TIER_LABELS_5_5E;
const TIER_LABELS_BY_EDITION = {
pf2e: TIER_LABELS_PF2E,
"5e": TIER_LABELS_2014,
"5.5e": TIER_LABELS_5_5E,
} as const;
const tierLabels = TIER_LABELS_BY_EDITION[edition];
const barCount = edition === "pf2e" ? 4 : 3;
const [showBreakdown, setShowBreakdown] = useState(false);
const hasCombatants = encounter.combatants.length > 0;
const isAtStart = encounter.roundNumber === 1 && encounter.activeIndex === 0;
@@ -87,6 +94,7 @@ export function TurnNavigation() {
<DifficultyIndicator
result={difficulty}
labels={tierLabels}
barCount={barCount}
onClick={() => setShowBreakdown((prev) => !prev)}
/>
{showBreakdown ? (
+1 -1
View File
@@ -46,7 +46,7 @@ export function Dialog({ open, onClose, className, children }: DialogProps) {
className,
)}
>
<div className="p-6">{children}</div>
{open ? <div className="p-6">{children}</div> : null}
</dialog>
);
}
@@ -0,0 +1,59 @@
import type { ReactNode } from "react";
import { cn } from "../../lib/utils.js";
export interface SegmentedOption<T> {
readonly value: T;
readonly label: ReactNode;
}
interface SegmentedControlProps<T> {
options: readonly SegmentedOption<T>[];
value: T;
onChange: (value: T) => void;
/** "sm" for standalone controls, "xs" for controls inline in a stat block. */
size?: "sm" | "xs";
/** Segments share the full width of the row instead of hugging their label. */
stretch?: boolean;
label?: string;
className?: string;
}
/**
* A row of mutually exclusive options where exactly one is active game
* system, theme, PF2e adjustment, D&D hit point variant.
*/
export function SegmentedControl<T>({
options,
value,
onChange,
size = "sm",
stretch = false,
label,
className,
}: Readonly<SegmentedControlProps<T>>) {
return (
<fieldset aria-label={label} className={cn("flex gap-1", className)}>
{options.map((option) => {
const isActive = option.value === value;
return (
<button
key={String(option.value)}
type="button"
aria-pressed={isActive}
className={cn(
"flex items-center justify-center gap-1.5 rounded-md font-medium transition-colors",
size === "xs" ? "px-2 py-0.5 text-xs" : "px-3 py-1.5 text-sm",
stretch ? "flex-1" : "",
isActive
? "bg-accent text-primary-foreground"
: "bg-card text-muted-foreground hover:bg-hover-neutral-bg hover:text-foreground",
)}
onClick={() => onChange(option.value)}
>
{option.label}
</button>
);
})}
</fieldset>
);
}
@@ -1,5 +1,9 @@
// @vitest-environment jsdom
import type { Creature, CreatureId, PlayerCharacter } from "@initiative/domain";
import type {
AnyCreature,
CreatureId,
PlayerCharacter,
} from "@initiative/domain";
import { combatantId, creatureId, playerCharacterId } from "@initiative/domain";
import { renderHook, waitFor } from "@testing-library/react";
import type { ReactNode } from "react";
@@ -9,6 +13,7 @@ import {
buildCombatant,
buildCreature,
buildEncounter,
buildPf2eCreature,
} from "../../__tests__/factories/index.js";
import { AllProviders } from "../../__tests__/test-providers.js";
import { useDifficultyBreakdown } from "../use-difficulty-breakdown.js";
@@ -42,7 +47,7 @@ const goblinCreature = buildCreature({
function makeWrapper(options: {
encounter: ReturnType<typeof buildEncounter>;
playerCharacters?: PlayerCharacter[];
creatures?: Map<CreatureId, Creature>;
creatures?: Map<CreatureId, AnyCreature>;
}) {
const adapters = createTestAdapters({
encounter: options.encounter,
@@ -345,4 +350,115 @@ describe("useDifficultyBreakdown", () => {
editionResult.current.setEdition("5.5e");
}
});
describe("PF2e edition", () => {
const orcWarrior = buildPf2eCreature({
id: creatureId("pf2e:orc-warrior"),
name: "Orc Warrior",
level: 3,
source: "crb",
sourceDisplayName: "Core Rulebook",
});
it("returns breakdown with creatureLevel, levelDifference, and XP for PF2e creatures", async () => {
const wrapper = makeWrapper({
encounter: buildEncounter({
combatants: [
buildCombatant({
id: combatantId("c-1"),
name: "Hero",
playerCharacterId: pcId1,
}),
buildCombatant({
id: combatantId("c-2"),
name: "Orc Warrior",
creatureId: orcWarrior.id,
}),
],
}),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
creatures: new Map([[orcWarrior.id, orcWarrior]]),
});
const { result: editionResult } = renderHook(() => useRulesEdition(), {
wrapper,
});
editionResult.current.setEdition("pf2e");
try {
const { result } = renderHook(() => useDifficultyBreakdown(), {
wrapper,
});
await waitFor(() => {
const breakdown = result.current;
expect(breakdown).not.toBeNull();
// Party level should be 5
expect(breakdown?.partyLevel).toBe(5);
// Orc Warrior: level 3, party level 5 → diff 2 → 20 XP
const orc = breakdown?.enemyCombatants[0];
expect(orc?.creatureLevel).toBe(3);
expect(orc?.levelDifference).toBe(-2);
expect(orc?.xp).toBe(20);
expect(orc?.cr).toBeNull();
expect(orc?.source).toBe("Core Rulebook");
// PC should have no creature level
const pc = breakdown?.partyCombatants[0];
expect(pc?.creatureLevel).toBeUndefined();
expect(pc?.levelDifference).toBeUndefined();
});
} finally {
editionResult.current.setEdition("5.5e");
}
});
it("returns partyLevel in result", async () => {
const wrapper = makeWrapper({
encounter: buildEncounter({
combatants: [
buildCombatant({
id: combatantId("c-1"),
name: "Hero",
playerCharacterId: pcId1,
}),
buildCombatant({
id: combatantId("c-2"),
name: "Orc Warrior",
creatureId: orcWarrior.id,
}),
],
}),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
creatures: new Map([[orcWarrior.id, orcWarrior]]),
});
const { result: editionResult } = renderHook(() => useRulesEdition(), {
wrapper,
});
editionResult.current.setEdition("pf2e");
try {
const { result } = renderHook(() => useDifficultyBreakdown(), {
wrapper,
});
await waitFor(() => {
expect(result.current).not.toBeNull();
expect(result.current?.partyLevel).toBe(5);
// 5 thresholds for PF2e
expect(result.current?.thresholds).toHaveLength(5);
expect(result.current?.thresholds[0].label).toBe("Trivial");
});
} finally {
editionResult.current.setEdition("5.5e");
}
});
});
});
@@ -1,5 +1,9 @@
// @vitest-environment jsdom
import type { Creature, CreatureId, PlayerCharacter } from "@initiative/domain";
import type {
AnyCreature,
CreatureId,
PlayerCharacter,
} from "@initiative/domain";
import { combatantId, creatureId, playerCharacterId } from "@initiative/domain";
import { renderHook, waitFor } from "@testing-library/react";
import type { ReactNode } from "react";
@@ -9,6 +13,7 @@ import {
buildCombatant,
buildCreature,
buildEncounter,
buildPf2eCreature,
} from "../../__tests__/factories/index.js";
import { AllProviders } from "../../__tests__/test-providers.js";
import { useDifficulty } from "../use-difficulty.js";
@@ -43,7 +48,7 @@ const goblinCreature = buildCreature({
function makeWrapper(options: {
encounter: ReturnType<typeof buildEncounter>;
playerCharacters?: PlayerCharacter[];
creatures?: Map<CreatureId, Creature>;
creatures?: Map<CreatureId, AnyCreature>;
}) {
const adapters = createTestAdapters({
encounter: options.encounter,
@@ -336,10 +341,10 @@ describe("useDifficulty", () => {
await waitFor(() => {
expect(result.current).not.toBeNull();
// Level 3 budget: low=150, mod=225, high=400
// CR 1/4 = 50 XP -> trivial
// CR 1/4 = 50 XP ≤ 150 Low budget -> Low
expect(result.current?.thresholds[0].value).toBe(150);
expect(result.current?.totalMonsterXp).toBe(50);
expect(result.current?.tier).toBe(0);
expect(result.current?.tier).toBe(1);
});
});
@@ -424,4 +429,134 @@ describe("useDifficulty", () => {
expect(result.current?.totalMonsterXp).toBe(0);
});
});
describe("PF2e edition", () => {
const pf2eCreature = buildPf2eCreature({
id: creatureId("pf2e:orc-warrior"),
name: "Orc Warrior",
level: 5,
});
function makePf2eWrapper(options: {
encounter: ReturnType<typeof buildEncounter>;
playerCharacters?: PlayerCharacter[];
creatures?: Map<CreatureId, AnyCreature>;
}) {
const adapters = createTestAdapters({
encounter: options.encounter,
playerCharacters: options.playerCharacters ?? [],
creatures: options.creatures,
});
return ({ children }: { children: ReactNode }) => (
<AllProviders adapters={adapters}>{children}</AllProviders>
);
}
it("returns result for PF2e with leveled PCs and PF2e creatures", async () => {
const wrapper = makePf2eWrapper({
encounter: buildEncounter({
combatants: [
buildCombatant({
id: combatantId("c1"),
name: "Hero",
playerCharacterId: pcId1,
}),
buildCombatant({
id: combatantId("c2"),
name: "Orc Warrior",
creatureId: pf2eCreature.id,
}),
],
}),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
creatures: new Map([[pf2eCreature.id, pf2eCreature]]),
});
const { result: editionResult } = renderHook(() => useRulesEdition(), {
wrapper,
});
editionResult.current.setEdition("pf2e");
try {
const { result } = renderHook(() => useDifficulty(), { wrapper });
await waitFor(() => {
expect(result.current).not.toBeNull();
// Creature level 5, party level 5 → diff 0 → 40 XP
expect(result.current?.totalMonsterXp).toBe(40);
expect(result.current?.partyLevel).toBe(5);
});
} finally {
editionResult.current.setEdition("5.5e");
}
});
it("returns null for PF2e when no PF2e creatures with level", () => {
const wrapper = makePf2eWrapper({
encounter: buildEncounter({
combatants: [
buildCombatant({
id: combatantId("c1"),
name: "Hero",
playerCharacterId: pcId1,
}),
buildCombatant({
id: combatantId("c2"),
name: "Custom Monster",
}),
],
}),
playerCharacters: [
{ id: pcId1, name: "Hero", ac: 15, maxHp: 30, level: 5 },
],
});
const { result: editionResult } = renderHook(() => useRulesEdition(), {
wrapper,
});
editionResult.current.setEdition("pf2e");
try {
const { result } = renderHook(() => useDifficulty(), { wrapper });
expect(result.current).toBeNull();
} finally {
editionResult.current.setEdition("5.5e");
}
});
it("returns null for PF2e when no PCs with level", () => {
const wrapper = makePf2eWrapper({
encounter: buildEncounter({
combatants: [
buildCombatant({
id: combatantId("c1"),
name: "Hero",
playerCharacterId: pcId1,
}),
buildCombatant({
id: combatantId("c2"),
name: "Orc Warrior",
creatureId: pf2eCreature.id,
}),
],
}),
playerCharacters: [{ id: pcId1, name: "Hero", ac: 15, maxHp: 30 }],
creatures: new Map([[pf2eCreature.id, pf2eCreature]]),
});
const { result: editionResult } = renderHook(() => useRulesEdition(), {
wrapper,
});
editionResult.current.setEdition("pf2e");
try {
const { result } = renderHook(() => useDifficulty(), { wrapper });
expect(result.current).toBeNull();
} finally {
editionResult.current.setEdition("5.5e");
}
});
});
});
@@ -0,0 +1,238 @@
import type { Pf2eCreature } from "@initiative/domain";
import {
combatantId,
creatureId,
EMPTY_UNDO_REDO_STATE,
} from "@initiative/domain";
import { describe, expect, it } from "vitest";
import { type EncounterState, encounterReducer } from "../use-encounter.js";
const BASE_CREATURE: Pf2eCreature = {
system: "pf2e",
id: creatureId("b1:goblin-warrior"),
name: "Goblin Warrior",
source: "B1",
sourceDisplayName: "Bestiary",
level: 5,
traits: ["humanoid"],
perception: 12,
abilityMods: { str: 4, dex: 2, con: 3, int: 0, wis: 1, cha: -1 },
ac: 22,
saveFort: 14,
saveRef: 11,
saveWill: 9,
hp: 75,
speed: "25 feet",
};
function stateWithCreature(
name: string,
hp: number,
ac: number,
adj?: "weak" | "elite",
): EncounterState {
return {
encounter: {
combatants: [
{
id: combatantId("c-1"),
name,
maxHp: hp,
currentHp: hp,
ac,
creatureId: creatureId("b1:goblin-warrior"),
...(adj !== undefined && { creatureAdjustment: adj }),
},
],
activeIndex: 0,
roundNumber: 1,
},
undoRedoState: EMPTY_UNDO_REDO_STATE,
events: [],
nextId: 1,
lastCreatureId: null,
};
}
describe("set-creature-adjustment", () => {
it("Normal → Elite: HP increases, AC +2, name prefixed, adjustment stored", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(95); // 75 + 20 (level 5 bracket)
expect(c.currentHp).toBe(95);
expect(c.ac).toBe(24);
expect(c.name).toBe("Elite Goblin Warrior");
expect(c.creatureAdjustment).toBe("elite");
});
it("Normal → Weak: HP decreases, AC 2, name prefixed", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55); // 75 - 20
expect(c.currentHp).toBe(55);
expect(c.ac).toBe(20);
expect(c.name).toBe("Weak Goblin Warrior");
expect(c.creatureAdjustment).toBe("weak");
});
it("Elite → Normal: HP/AC/name revert", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: undefined,
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(75);
expect(c.currentHp).toBe(75);
expect(c.ac).toBe(22);
expect(c.name).toBe("Goblin Warrior");
expect(c.creatureAdjustment).toBeUndefined();
});
it("Elite → Weak: full swing applied in one step", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55); // 95 - 40 (revert +20, apply -20)
expect(c.currentHp).toBe(55);
expect(c.ac).toBe(20); // 24 - 4
expect(c.name).toBe("Weak Goblin Warrior");
expect(c.creatureAdjustment).toBe("weak");
});
it("toggle with damage taken: currentHp shifted by delta, clamped to 0", () => {
const state: EncounterState = {
...stateWithCreature("Goblin Warrior", 75, 22),
};
// Simulate damage: currentHp = 10
const damaged: EncounterState = {
...state,
encounter: {
...state.encounter,
combatants: [{ ...state.encounter.combatants[0], currentHp: 10 }],
},
};
const next = encounterReducer(damaged, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "weak",
baseCreature: BASE_CREATURE,
});
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(55);
// currentHp = 10 - 20 = -10, clamped to 0
expect(c.currentHp).toBe(0);
});
it("toggle with temp HP: temp HP unchanged", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const withTemp: EncounterState = {
...state,
encounter: {
...state.encounter,
combatants: [{ ...state.encounter.combatants[0], tempHp: 10 }],
},
};
const next = encounterReducer(withTemp, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next.encounter.combatants[0].tempHp).toBe(10);
});
it("name with auto-number suffix: 'Goblin 2' → 'Elite Goblin 2'", () => {
const state = stateWithCreature("Goblin 2", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next.encounter.combatants[0].name).toBe("Elite Goblin 2");
});
it("manually renamed combatant: prefix not found, name unchanged", () => {
// Combatant was elite but manually renamed to "Big Boss"
const state = stateWithCreature("Big Boss", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: undefined,
baseCreature: BASE_CREATURE,
});
// No "Elite " prefix found, so name stays as is
expect(next.encounter.combatants[0].name).toBe("Big Boss");
});
it("emits CreatureAdjustmentSet event", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
const event = next.events.find((e) => e.type === "CreatureAdjustmentSet");
expect(event).toEqual({
type: "CreatureAdjustmentSet",
combatantId: "c-1",
adjustment: "elite",
});
});
it("returns unchanged state when adjustment is the same", () => {
const state = stateWithCreature("Elite Goblin Warrior", 95, 24, "elite");
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-1"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next).toBe(state);
});
it("returns unchanged state for unknown combatant", () => {
const state = stateWithCreature("Goblin Warrior", 75, 22);
const next = encounterReducer(state, {
type: "set-creature-adjustment",
id: combatantId("c-99"),
adjustment: "elite",
baseCreature: BASE_CREATURE,
});
expect(next).toBe(state);
});
});
@@ -0,0 +1,95 @@
import type { HpRange, HpVariant } from "@initiative/domain";
import {
combatantId,
creatureId,
EMPTY_UNDO_REDO_STATE,
} from "@initiative/domain";
import { describe, expect, it } from "vitest";
import { type EncounterState, encounterReducer } from "../use-encounter.js";
// An ogre with 3d6 + 6 hit points.
const RANGE: HpRange = { min: 9, average: 16, max: 24 };
function stateWithCreature(
maxHp: number,
currentHp: number,
hpVariant?: HpVariant,
): EncounterState {
return {
encounter: {
combatants: [
{
id: combatantId("c-1"),
name: "Ogre",
maxHp,
currentHp,
creatureId: creatureId("mm:ogre"),
...(hpVariant !== undefined && { hpVariant }),
},
],
activeIndex: 0,
roundNumber: 1,
},
undoRedoState: EMPTY_UNDO_REDO_STATE,
events: [],
nextId: 1,
lastCreatureId: null,
};
}
function setVariant(state: EncounterState, variant: HpVariant | undefined) {
return encounterReducer(state, {
type: "set-hp-variant",
id: combatantId("c-1"),
variant,
range: RANGE,
});
}
describe("set-hp-variant", () => {
it("raises max HP to the maximum roll and stores the variant", () => {
const next = setVariant(stateWithCreature(16, 16), "max");
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(24);
expect(c.currentHp).toBe(24);
expect(c.hpVariant).toBe("max");
});
it("lowers max HP to the minimum roll", () => {
const next = setVariant(stateWithCreature(16, 16), "min");
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(9);
expect(c.hpVariant).toBe("min");
});
it("returns to the average and clears the variant", () => {
const next = setVariant(stateWithCreature(24, 24, "max"), undefined);
const c = next.encounter.combatants[0];
expect(c.maxHp).toBe(16);
expect(c.hpVariant).toBeUndefined();
});
it("does not rename the combatant", () => {
const next = setVariant(stateWithCreature(16, 16), "max");
expect(next.encounter.combatants[0].name).toBe("Ogre");
});
it("is undoable", () => {
const start = stateWithCreature(16, 16);
const next = setVariant(start, "max");
const undone = encounterReducer(next, { type: "undo" });
expect(undone.encounter.combatants[0].maxHp).toBe(16);
expect(undone.encounter.combatants[0].hpVariant).toBeUndefined();
});
it("leaves state untouched for an unknown combatant", () => {
const start = stateWithCreature(16, 16);
const next = encounterReducer(start, {
type: "set-hp-variant",
id: combatantId("c-99"),
variant: "max",
range: RANGE,
});
expect(next).toBe(start);
});
});
@@ -112,6 +112,49 @@ describe("usePlayerCharacters", () => {
expect(result.current.characters[0].name).toBe("Vex'ahlia");
});
it("createCharacter assigns a fresh id after rehydration from persistence", () => {
const stored = [
{
id: playerCharacterId("pc-1"),
name: "Mikka",
ac: 12,
maxHp: 58,
color: undefined,
icon: undefined,
},
{
id: playerCharacterId("pc-3"),
name: "Bob",
ac: 14,
maxHp: 40,
color: undefined,
icon: undefined,
},
];
const adapters = createTestAdapters({ playerCharacters: stored });
const { result } = renderHook(() => usePlayerCharacters(), {
wrapper: ({ children }: { children: ReactNode }) => (
<AllProviders adapters={adapters}>{children}</AllProviders>
),
});
act(() => {
result.current.createCharacter(
"Charlie",
13,
25,
undefined,
undefined,
undefined,
);
});
const ids = result.current.characters.map((pc) => pc.id);
expect(new Set(ids).size).toBe(ids.length);
expect(ids).toContain(playerCharacterId("pc-4"));
});
it("deleteCharacter removes character and persists", () => {
const { result } = renderHook(() => usePlayerCharacters(), { wrapper });
+10 -4
View File
@@ -6,8 +6,8 @@ export function useAutoStatBlock(): void {
const { encounter } = useEncounterContext();
const { panelView, updateCreature } = useSidePanelContext();
const activeCreatureId =
encounter.combatants[encounter.activeIndex]?.creatureId;
const activeCombatant = encounter.combatants[encounter.activeIndex];
const activeCreatureId = activeCombatant?.creatureId;
const prevActiveIndexRef = useRef(encounter.activeIndex);
useEffect(() => {
@@ -21,7 +21,13 @@ export function useAutoStatBlock(): void {
activeCreatureId &&
panelView.mode === "creature"
) {
updateCreature(activeCreatureId);
updateCreature(activeCreatureId, activeCombatant.id);
}
}, [encounter.activeIndex, activeCreatureId, panelView.mode, updateCreature]);
}, [
encounter.activeIndex,
activeCreatureId,
activeCombatant?.id,
panelView.mode,
updateCreature,
]);
}
+9 -1
View File
@@ -9,6 +9,7 @@ import {
normalizeBestiary,
setSourceDisplayNames,
} from "../adapters/bestiary-adapter.js";
import { loadBundledDndCreatures } from "../adapters/dnd-bundled-adapter.js";
import { normalizeFoundryCreatures } from "../adapters/pf2e-bestiary-adapter.js";
import { useAdapters } from "../contexts/adapter-context.js";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
@@ -160,7 +161,11 @@ export function useBestiary(): BestiaryHook {
}
void bestiaryCache.loadAllCachedCreatures().then((map) => {
setCreatureMap(map);
const merged = new Map(map);
for (const c of loadBundledDndCreatures()) {
merged.set(c.id, c);
}
setCreatureMap(merged);
});
}, [bestiaryCache, bestiaryIndex, pf2eBestiaryIndex]);
@@ -300,6 +305,9 @@ export function useBestiary(): BestiaryHook {
const refreshCache = useCallback(async (): Promise<void> => {
const map = await bestiaryCache.loadAllCachedCreatures();
for (const c of loadBundledDndCreatures()) {
map.set(c.id, c);
}
setCreatureMap(map);
}, [bestiaryCache]);
+113 -14
View File
@@ -1,11 +1,17 @@
import type {
AnyCreature,
Combatant,
CreatureId,
DifficultyThreshold,
DifficultyTier,
PlayerCharacter,
} from "@initiative/domain";
import { calculateEncounterDifficulty, crToXp } from "@initiative/domain";
import {
calculateEncounterDifficulty,
crToXp,
derivePartyLevel,
pf2eCreatureXp,
} from "@initiative/domain";
import { useMemo } from "react";
import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js";
@@ -21,6 +27,10 @@ export interface BreakdownCombatant {
readonly editable: boolean;
readonly side: "party" | "enemy";
readonly level: number | undefined;
/** PF2e only: the creature's level from bestiary data. */
readonly creatureLevel: number | undefined;
/** PF2e only: creature level minus party level. */
readonly levelDifference: number | undefined;
}
interface DifficultyBreakdown {
@@ -30,6 +40,7 @@ interface DifficultyBreakdown {
readonly encounterMultiplier: number | undefined;
readonly adjustedXp: number | undefined;
readonly partySizeAdjusted: boolean | undefined;
readonly partyLevel: number | undefined;
readonly pcCount: number;
readonly partyCombatants: readonly BreakdownCombatant[];
readonly enemyCombatants: readonly BreakdownCombatant[];
@@ -48,9 +59,16 @@ export function useDifficultyBreakdown(): DifficultyBreakdown | null {
const hasPartyLevel = descriptors.some(
(d) => d.side === "party" && d.level !== undefined,
);
const hasCr = descriptors.some((d) => d.cr !== undefined);
if (!hasPartyLevel || !hasCr) return null;
if (edition === "pf2e") {
const hasCreatureLevel = descriptors.some(
(d) => d.creatureLevel !== undefined,
);
if (!hasPartyLevel || !hasCreatureLevel) return null;
} else {
const hasCr = descriptors.some((d) => d.cr !== undefined);
if (!hasPartyLevel || !hasCr) return null;
}
const result = calculateEncounterDifficulty(descriptors, edition);
@@ -65,6 +83,7 @@ export function useDifficultyBreakdown(): DifficultyBreakdown | null {
type CreatureInfo = {
cr?: string;
creatureLevel?: number;
source: string;
sourceDisplayName: string;
};
@@ -74,6 +93,7 @@ function buildBreakdownEntry(
side: "party" | "enemy",
level: number | undefined,
creature: CreatureInfo | undefined,
partyLevel: number | undefined,
): BreakdownCombatant {
if (c.playerCharacterId) {
return {
@@ -84,6 +104,29 @@ function buildBreakdownEntry(
editable: false,
side,
level,
creatureLevel: undefined,
levelDifference: undefined,
};
}
if (creature && creature.creatureLevel !== undefined) {
const levelDiff =
partyLevel === undefined
? undefined
: creature.creatureLevel - partyLevel;
const xp =
partyLevel === undefined
? null
: pf2eCreatureXp(creature.creatureLevel, partyLevel);
return {
combatant: c,
cr: null,
xp,
source: creature.sourceDisplayName ?? creature.source,
editable: false,
side,
level: undefined,
creatureLevel: creature.creatureLevel,
levelDifference: levelDiff,
};
}
if (creature) {
@@ -96,6 +139,8 @@ function buildBreakdownEntry(
editable: false,
side,
level: undefined,
creatureLevel: undefined,
levelDifference: undefined,
};
}
if (c.cr) {
@@ -107,6 +152,8 @@ function buildBreakdownEntry(
editable: true,
side,
level: undefined,
creatureLevel: undefined,
levelDifference: undefined,
};
}
return {
@@ -117,6 +164,8 @@ function buildBreakdownEntry(
editable: !c.creatureId,
side,
level: undefined,
creatureLevel: undefined,
levelDifference: undefined,
};
}
@@ -128,41 +177,91 @@ function resolveLevel(
return characters.find((p) => p.id === c.playerCharacterId)?.level;
}
function resolveCr(
function resolveCreatureInfo(
c: Combatant,
getCreature: (id: CreatureId) => CreatureInfo | undefined,
): { cr: string | null; creature: CreatureInfo | undefined } {
const creature = c.creatureId ? getCreature(c.creatureId) : undefined;
const cr = creature?.cr ?? c.cr ?? null;
return { cr, creature };
getCreature: (id: CreatureId) => AnyCreature | undefined,
): {
cr: string | null;
creatureLevel: number | undefined;
creature: CreatureInfo | undefined;
} {
const rawCreature = c.creatureId ? getCreature(c.creatureId) : undefined;
if (!rawCreature) {
return {
cr: c.cr ?? null,
creatureLevel: undefined,
creature: undefined,
};
}
if ("system" in rawCreature && rawCreature.system === "pf2e") {
return {
cr: null,
creatureLevel: rawCreature.level,
creature: {
creatureLevel: rawCreature.level,
source: rawCreature.source,
sourceDisplayName: rawCreature.sourceDisplayName,
},
};
}
const cr = "cr" in rawCreature ? rawCreature.cr : undefined;
return {
cr: cr ?? c.cr ?? null,
creatureLevel: undefined,
creature: {
cr,
source: rawCreature.source,
sourceDisplayName: rawCreature.sourceDisplayName,
},
};
}
function collectPartyLevel(
combatants: readonly Combatant[],
characters: readonly PlayerCharacter[],
): number | undefined {
const partyLevels: number[] = [];
for (const c of combatants) {
if (resolveSide(c) !== "party") continue;
const level = resolveLevel(c, characters);
if (level !== undefined) partyLevels.push(level);
}
return partyLevels.length > 0 ? derivePartyLevel(partyLevels) : undefined;
}
function classifyCombatants(
combatants: readonly Combatant[],
characters: readonly PlayerCharacter[],
getCreature: (id: CreatureId) => CreatureInfo | undefined,
getCreature: (id: CreatureId) => AnyCreature | undefined,
) {
const partyCombatants: BreakdownCombatant[] = [];
const enemyCombatants: BreakdownCombatant[] = [];
const descriptors: {
level?: number;
cr?: string;
creatureLevel?: number;
side: "party" | "enemy";
}[] = [];
let pcCount = 0;
const partyLevel = collectPartyLevel(combatants, characters);
for (const c of combatants) {
const side = resolveSide(c);
const level = resolveLevel(c, characters);
if (level !== undefined) pcCount++;
const { cr, creature } = resolveCr(c, getCreature);
const { cr, creatureLevel, creature } = resolveCreatureInfo(c, getCreature);
if (level !== undefined || cr != null) {
descriptors.push({ level, cr: cr ?? undefined, side });
if (level !== undefined || cr != null || creatureLevel !== undefined) {
descriptors.push({
level,
cr: cr ?? undefined,
creatureLevel,
side,
});
}
const entry = buildBreakdownEntry(c, side, level, creature);
const entry = buildBreakdownEntry(c, side, level, creature, partyLevel);
const target = side === "party" ? partyCombatants : enemyCombatants;
target.push(entry);
}
+19 -6
View File
@@ -33,9 +33,17 @@ function buildDescriptors(
const creatureCr =
creature && !("system" in creature) ? creature.cr : undefined;
const cr = creatureCr ?? c.cr ?? undefined;
const creatureLevel =
creature && "system" in creature && creature.system === "pf2e"
? creature.level
: undefined;
if (level !== undefined || cr !== undefined) {
descriptors.push({ level, cr, side });
if (
level !== undefined ||
cr !== undefined ||
creatureLevel !== undefined
) {
descriptors.push({ level, cr, creatureLevel, side });
}
}
return descriptors;
@@ -48,8 +56,6 @@ export function useDifficulty(): DifficultyResult | null {
const { edition } = useRulesEditionContext();
return useMemo(() => {
if (edition === "pf2e") return null;
const descriptors = buildDescriptors(
encounter.combatants,
characters,
@@ -59,9 +65,16 @@ export function useDifficulty(): DifficultyResult | null {
const hasPartyLevel = descriptors.some(
(d) => d.side === "party" && d.level !== undefined,
);
const hasCr = descriptors.some((d) => d.cr !== undefined);
if (!hasPartyLevel || !hasCr) return null;
if (edition === "pf2e") {
const hasCreatureLevel = descriptors.some(
(d) => d.creatureLevel !== undefined,
);
if (!hasPartyLevel || !hasCreatureLevel) return null;
} else {
const hasCr = descriptors.some((d) => d.cr !== undefined);
if (!hasPartyLevel || !hasCr) return null;
}
return calculateEncounterDifficulty(descriptors, edition);
}, [encounter.combatants, characters, getCreature, edition]);
+164
View File
@@ -1,6 +1,7 @@
import type { EncounterStore, UndoRedoStore } from "@initiative/application";
import {
addCombatantUseCase,
addPersistentDamageUseCase,
adjustHpUseCase,
advanceTurnUseCase,
clearEncounterUseCase,
@@ -8,11 +9,13 @@ import {
editCombatantUseCase,
redoUseCase,
removeCombatantUseCase,
removePersistentDamageUseCase,
retreatTurnUseCase,
setAcUseCase,
setConditionValueUseCase,
setCrUseCase,
setHpUseCase,
setHpVariantUseCase,
setInitiativeUseCase,
setSideUseCase,
setTempHpUseCase,
@@ -28,12 +31,18 @@ import type {
DomainError,
DomainEvent,
Encounter,
HpRange,
HpVariant,
PersistentDamageType,
Pf2eCreature,
PlayerCharacter,
UndoRedoState,
} from "@initiative/domain";
import {
acDelta,
clearHistory,
combatantId,
hpDelta,
isDomainError,
creatureId as makeCreatureId,
pushUndo,
@@ -53,6 +62,12 @@ type EncounterAction =
| { type: "edit-combatant"; id: CombatantId; newName: string }
| { type: "set-initiative"; id: CombatantId; value: number | undefined }
| { type: "set-hp"; id: CombatantId; maxHp: number | undefined }
| {
type: "set-hp-variant";
id: CombatantId;
variant: HpVariant | undefined;
range: HpRange;
}
| { type: "adjust-hp"; id: CombatantId; delta: number }
| { type: "set-temp-hp"; id: CombatantId; tempHp: number | undefined }
| { type: "set-ac"; id: CombatantId; value: number | undefined }
@@ -75,6 +90,17 @@ type EncounterAction =
conditionId: ConditionId;
}
| { type: "toggle-concentration"; id: CombatantId }
| {
type: "add-persistent-damage";
id: CombatantId;
damageType: PersistentDamageType;
formula: string;
}
| {
type: "remove-persistent-damage";
id: CombatantId;
damageType: PersistentDamageType;
}
| { type: "clear-encounter" }
| { type: "undo" }
| { type: "redo" }
@@ -84,6 +110,12 @@ type EncounterAction =
entry: SearchResult;
count: number;
}
| {
type: "set-creature-adjustment";
id: CombatantId;
adjustment: "weak" | "elite" | undefined;
baseCreature: Pf2eCreature;
}
| { type: "add-from-player-character"; pc: PlayerCharacter }
| {
type: "import";
@@ -279,6 +311,76 @@ function handleAddFromPlayerCharacter(
};
}
function applyNamePrefix(
name: string,
oldAdj: "weak" | "elite" | undefined,
newAdj: "weak" | "elite" | undefined,
): string {
let base = name;
if (oldAdj === "weak" && name.startsWith("Weak ")) base = name.slice(5);
else if (oldAdj === "elite" && name.startsWith("Elite "))
base = name.slice(6);
if (newAdj === "weak") return `Weak ${base}`;
if (newAdj === "elite") return `Elite ${base}`;
return base;
}
function handleSetCreatureAdjustment(
state: EncounterState,
id: CombatantId,
adjustment: "weak" | "elite" | undefined,
baseCreature: Pf2eCreature,
): EncounterState {
const combatant = state.encounter.combatants.find((c) => c.id === id);
if (!combatant) return state;
const oldAdj = combatant.creatureAdjustment;
if (oldAdj === adjustment) return state;
const baseLevel = baseCreature.level;
const oldHpDelta = oldAdj ? hpDelta(baseLevel, oldAdj) : 0;
const newHpDelta = adjustment ? hpDelta(baseLevel, adjustment) : 0;
const netHpDelta = newHpDelta - oldHpDelta;
const oldAcDelta = oldAdj ? acDelta(oldAdj) : 0;
const newAcDelta = adjustment ? acDelta(adjustment) : 0;
const netAcDelta = newAcDelta - oldAcDelta;
const newMaxHp =
combatant.maxHp === undefined ? undefined : combatant.maxHp + netHpDelta;
const newCurrentHp =
combatant.currentHp === undefined || newMaxHp === undefined
? undefined
: Math.max(0, Math.min(combatant.currentHp + netHpDelta, newMaxHp));
const newAc =
combatant.ac === undefined ? undefined : combatant.ac + netAcDelta;
const newName = applyNamePrefix(combatant.name, oldAdj, adjustment);
const updatedCombatant: typeof combatant = {
...combatant,
name: newName,
...(newMaxHp !== undefined && { maxHp: newMaxHp }),
...(newCurrentHp !== undefined && { currentHp: newCurrentHp }),
...(newAc !== undefined && { ac: newAc }),
...(adjustment === undefined
? { creatureAdjustment: undefined }
: { creatureAdjustment: adjustment }),
};
const combatants = state.encounter.combatants.map((c) =>
c.id === id ? updatedCombatant : c,
);
return {
...state,
encounter: { ...state.encounter, combatants },
events: [
...state.events,
{ type: "CreatureAdjustmentSet", combatantId: id, adjustment },
],
};
}
// -- Reducer --
export function encounterReducer(
@@ -310,6 +412,13 @@ export function encounterReducer(
lastCreatureId: null,
};
}
case "set-creature-adjustment":
return handleSetCreatureAdjustment(
state,
action.id,
action.adjustment,
action.baseCreature,
);
case "add-from-bestiary":
return handleAddFromBestiary(state, action.entry, 1);
case "add-multiple-from-bestiary":
@@ -332,6 +441,7 @@ function dispatchEncounterAction(
| { type: "edit-combatant" }
| { type: "set-initiative" }
| { type: "set-hp" }
| { type: "set-hp-variant" }
| { type: "adjust-hp" }
| { type: "set-temp-hp" }
| { type: "set-ac" }
@@ -341,6 +451,8 @@ function dispatchEncounterAction(
| { type: "set-condition-value" }
| { type: "decrement-condition" }
| { type: "toggle-concentration" }
| { type: "add-persistent-damage" }
| { type: "remove-persistent-damage" }
>,
): EncounterState {
const { store, getEncounter } = makeStoreFromState(state);
@@ -370,6 +482,14 @@ function dispatchEncounterAction(
case "set-hp":
result = setHpUseCase(store, action.id, action.maxHp);
break;
case "set-hp-variant":
result = setHpVariantUseCase(
store,
action.id,
action.variant,
action.range,
);
break;
case "adjust-hp":
result = adjustHpUseCase(store, action.id, action.delta);
break;
@@ -402,6 +522,21 @@ function dispatchEncounterAction(
case "toggle-concentration":
result = toggleConcentrationUseCase(store, action.id);
break;
case "add-persistent-damage":
result = addPersistentDamageUseCase(
store,
action.id,
action.damageType,
action.formula,
);
break;
case "remove-persistent-damage":
result = removePersistentDamageUseCase(
store,
action.id,
action.damageType,
);
break;
}
if (isDomainError(result)) return state;
@@ -565,6 +700,35 @@ export function useEncounter() {
(id: CombatantId) => dispatch({ type: "toggle-concentration", id }),
[],
),
addPersistentDamage: useCallback(
(id: CombatantId, damageType: PersistentDamageType, formula: string) =>
dispatch({ type: "add-persistent-damage", id, damageType, formula }),
[],
),
removePersistentDamage: useCallback(
(id: CombatantId, damageType: PersistentDamageType) =>
dispatch({ type: "remove-persistent-damage", id, damageType }),
[],
),
setCreatureAdjustment: useCallback(
(
id: CombatantId,
adjustment: "weak" | "elite" | undefined,
baseCreature: Pf2eCreature,
) =>
dispatch({
type: "set-creature-adjustment",
id,
adjustment,
baseCreature,
}),
[],
),
setHpVariant: useCallback(
(id: CombatantId, variant: HpVariant | undefined, range: HpRange) =>
dispatch({ type: "set-hp-variant", id, variant, range }),
[],
),
clearEncounter: useCallback(
() => dispatch({ type: "clear-encounter" }),
[],
+12 -4
View File
@@ -9,10 +9,18 @@ import { isDomainError, playerCharacterId } from "@initiative/domain";
import { useCallback, useEffect, useRef, useState } from "react";
import { useAdapters } from "../contexts/adapter-context.js";
let nextPcId = 0;
const PC_ID_PATTERN = /^pc-(\d+)$/;
function generatePcId(): PlayerCharacterId {
return playerCharacterId(`pc-${++nextPcId}`);
function generatePcId(existing: readonly PlayerCharacter[]): PlayerCharacterId {
let max = 0;
for (const pc of existing) {
const match = PC_ID_PATTERN.exec(pc.id);
if (match) {
const n = Number(match[1]);
if (n > max) max = n;
}
}
return playerCharacterId(`pc-${max + 1}`);
}
interface EditFields {
@@ -55,7 +63,7 @@ export function usePlayerCharacters() {
icon: string | undefined,
level: number | undefined,
) => {
const id = generatePcId();
const id = generatePcId(charactersRef.current);
const result = createPlayerCharacterUseCase(
makeStore(),
id,
+22 -11
View File
@@ -1,15 +1,16 @@
import type { CreatureId } from "@initiative/domain";
import type { CombatantId, CreatureId } from "@initiative/domain";
import { useCallback, useEffect, useState } from "react";
type PanelView =
| { mode: "closed" }
| { mode: "creature"; creatureId: CreatureId }
| { mode: "creature"; creatureId: CreatureId; combatantId?: CombatantId }
| { mode: "bulk-import" }
| { mode: "source-manager" };
interface SidePanelState {
panelView: PanelView;
selectedCreatureId: CreatureId | null;
selectedCombatantId: CombatantId | null;
bulkImportMode: boolean;
sourceManagerMode: boolean;
isRightPanelCollapsed: boolean;
@@ -18,8 +19,8 @@ interface SidePanelState {
}
interface SidePanelActions {
showCreature: (creatureId: CreatureId) => void;
updateCreature: (creatureId: CreatureId) => void;
showCreature: (creatureId: CreatureId, combatantId?: CombatantId) => void;
updateCreature: (creatureId: CreatureId, combatantId?: CombatantId) => void;
showBulkImport: () => void;
showSourceManager: () => void;
dismissPanel: () => void;
@@ -48,14 +49,23 @@ export function useSidePanelState(): SidePanelState & SidePanelActions {
const selectedCreatureId =
panelView.mode === "creature" ? panelView.creatureId : null;
const showCreature = useCallback((creatureId: CreatureId) => {
setPanelView({ mode: "creature", creatureId });
setIsRightPanelCollapsed(false);
}, []);
const selectedCombatantId =
panelView.mode === "creature" ? (panelView.combatantId ?? null) : null;
const updateCreature = useCallback((creatureId: CreatureId) => {
setPanelView({ mode: "creature", creatureId });
}, []);
const showCreature = useCallback(
(creatureId: CreatureId, combatantId?: CombatantId) => {
setPanelView({ mode: "creature", creatureId, combatantId });
setIsRightPanelCollapsed(false);
},
[],
);
const updateCreature = useCallback(
(creatureId: CreatureId, combatantId?: CombatantId) => {
setPanelView({ mode: "creature", creatureId, combatantId });
},
[],
);
const showBulkImport = useCallback(() => {
setPanelView({ mode: "bulk-import" });
@@ -90,6 +100,7 @@ export function useSidePanelState(): SidePanelState & SidePanelActions {
return {
panelView,
selectedCreatureId,
selectedCombatantId,
bulkImportMode: panelView.mode === "bulk-import",
sourceManagerMode: panelView.mode === "source-manager",
isRightPanelCollapsed,
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -1,5 +1,5 @@
{
"$schema": "https://unpkg.com/knip@5/schema.json",
"$schema": "https://unpkg.com/knip@6/schema.json",
"workspaces": {
".": {
"entry": ["scripts/*.mjs"]
+7 -3
View File
@@ -3,8 +3,12 @@ pre-commit:
jobs:
- name: audit
run: pnpm audit --audit-level=high
# Must go through the npm script, not `pnpm exec knip`: the script sets
# KNIP_DISABLE_RAW_TRANSFER=1. Knip 6's default oxc-parser raw-transfer path
# allocates a 6 GiB ArrayBuffer, which Linux refuses under heuristic
# overcommit on the CI runner (3.7 GB RAM, no swap). See issue #11.
- name: knip
run: pnpm exec knip
run: pnpm knip
- name: biome
run: pnpm exec biome check .
- name: check-ignores
@@ -14,7 +18,7 @@ pre-commit:
- name: check-props
run: node scripts/check-component-props.mjs
- name: jscpd
run: pnpm exec jscpd
run: pnpm jscpd
- name: jsinspect
run: pnpm jsinspect
- name: typecheck-oxlint-test
@@ -24,6 +28,6 @@ pre-commit:
- name: typecheck
run: pnpm exec tsc --build
- name: oxlint
run: pnpm oxlint -- --deny warnings
run: pnpm oxlint
- name: test
run: pnpm vitest run --reporter=dot --coverage.reporter=text-summary
+5 -11
View File
@@ -1,18 +1,12 @@
{
"private": true,
"packageManager": "pnpm@10.32.1+sha512.a706938f0e89ac1456b6563eab4edf1d1faf3368d1191fc5c59790e96dc918e4456ab2e67d613de1043d2e8c81f87303e6b40d4ffeca9df15ef1ad567348f2be",
"pnpm": {
"overrides": {
"undici": ">=7.24.0",
"picomatch": ">=4.0.4"
}
},
"devDependencies": {
"@biomejs/biome": "2.4.8",
"@vitest/coverage-v8": "^4.1.0",
"jscpd": "^4.0.8",
"jsinspect-plus": "^3.1.3",
"knip": "^5.88.1",
"knip": "^6.31.0",
"lefthook": "^2.1.4",
"oxlint": "^1.56.0",
"oxlint-tsgolint": "^0.17.1",
@@ -28,13 +22,13 @@
"typecheck": "tsc --build",
"test": "vitest run",
"test:watch": "vitest",
"knip": "knip",
"jscpd": "jscpd",
"knip": "KNIP_DISABLE_RAW_TRANSFER=1 knip",
"jscpd": "jscpd apps/web/src packages/domain/src packages/application/src",
"jsinspect": "jsinspect -c .jsinspectrc apps/web/src packages/domain/src packages/application/src",
"oxlint": "oxlint --tsconfig apps/web/tsconfig.json --type-aware --deny-warnings",
"oxlint": "oxlint --tsconfig tsconfig.json --type-aware --deny-warnings",
"check:ignores": "node scripts/check-lint-ignores.mjs",
"check:classnames": "node scripts/check-cn-classnames.mjs",
"check:props": "node scripts/check-component-props.mjs",
"check": "pnpm audit --audit-level=high && knip && biome check . && node scripts/check-lint-ignores.mjs && node scripts/check-cn-classnames.mjs && node scripts/check-component-props.mjs && jscpd && pnpm jsinspect && tsc --build && oxlint --tsconfig apps/web/tsconfig.json --type-aware --deny warnings && vitest run"
"check": "pnpm audit --audit-level=high && pnpm knip && biome check . && node scripts/check-lint-ignores.mjs && node scripts/check-cn-classnames.mjs && node scripts/check-component-props.mjs && pnpm jscpd && pnpm jsinspect && tsc --build && pnpm oxlint && vitest run"
}
}
@@ -0,0 +1,20 @@
import {
addPersistentDamage,
type CombatantId,
type DomainError,
type DomainEvent,
type PersistentDamageType,
} from "@initiative/domain";
import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function addPersistentDamageUseCase(
store: EncounterStore,
combatantId: CombatantId,
damageType: PersistentDamageType,
formula: string,
): DomainEvent[] | DomainError {
return runEncounterAction(store, (encounter) =>
addPersistentDamage(encounter, combatantId, damageType, formula),
);
}
+3
View File
@@ -1,4 +1,5 @@
export { addCombatantUseCase } from "./add-combatant-use-case.js";
export { addPersistentDamageUseCase } from "./add-persistent-damage-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";
@@ -15,6 +16,7 @@ export type {
} from "./ports.js";
export { redoUseCase } from "./redo-use-case.js";
export { removeCombatantUseCase } from "./remove-combatant-use-case.js";
export { removePersistentDamageUseCase } from "./remove-persistent-damage-use-case.js";
export { retreatTurnUseCase } from "./retreat-turn-use-case.js";
export {
type RollAllResult,
@@ -25,6 +27,7 @@ export { setAcUseCase } from "./set-ac-use-case.js";
export { setConditionValueUseCase } from "./set-condition-value-use-case.js";
export { setCrUseCase } from "./set-cr-use-case.js";
export { setHpUseCase } from "./set-hp-use-case.js";
export { setHpVariantUseCase } from "./set-hp-variant-use-case.js";
export { setInitiativeUseCase } from "./set-initiative-use-case.js";
export { setSideUseCase } from "./set-side-use-case.js";
export { setTempHpUseCase } from "./set-temp-hp-use-case.js";
@@ -0,0 +1,19 @@
import {
type CombatantId,
type DomainError,
type DomainEvent,
type PersistentDamageType,
removePersistentDamage,
} from "@initiative/domain";
import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function removePersistentDamageUseCase(
store: EncounterStore,
combatantId: CombatantId,
damageType: PersistentDamageType,
): DomainEvent[] | DomainError {
return runEncounterAction(store, (encounter) =>
removePersistentDamage(encounter, combatantId, damageType),
);
}
@@ -0,0 +1,21 @@
import {
type CombatantId,
type DomainError,
type DomainEvent,
type HpRange,
type HpVariant,
setHpVariant,
} from "@initiative/domain";
import type { EncounterStore } from "./ports.js";
import { runEncounterAction } from "./run-encounter-action.js";
export function setHpVariantUseCase(
store: EncounterStore,
combatantId: CombatantId,
variant: HpVariant | undefined,
range: HpRange,
): DomainEvent[] | DomainError {
return runEncounterAction(store, (encounter) =>
setHpVariant(encounter, combatantId, variant, range),
);
}
@@ -2,6 +2,8 @@ import { describe, expect, it } from "vitest";
import {
calculateEncounterDifficulty,
crToXp,
derivePartyLevel,
pf2eCreatureXp,
} from "../encounter-difficulty.js";
describe("crToXp", () => {
@@ -47,9 +49,9 @@ function enemy(cr: string) {
}
describe("calculateEncounterDifficulty — 5.5e edition", () => {
it("returns tier 0 when monster XP is below Low threshold", () => {
it("returns tier 0 when monster XP is 0", () => {
// 4x level 1: Low = 200, Moderate = 300, High = 400
// 1x CR 0 = 0 XP -> tier 0
// 1x CR 0 = 0 XP -> tier 0 (5.5e has no Trivial tier; 0 bars only at 0 XP)
const result = calculateEncounterDifficulty(
[party(1), party(1), party(1), party(1), enemy("0")],
"5.5e",
@@ -75,9 +77,29 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
expect(result.totalMonsterXp).toBe(200);
});
it("returns tier 2 for 5x level 3 vs 1150 XP", () => {
it("returns tier 2 when XP spends exactly the Moderate budget", () => {
// 5x level 3: Low = 750, Moderate = 1125, High = 2000
// CR 3 (700) + CR 2 (450) = 1150 XP >= 1125 Moderate
// CR 4 (1100) + CR 1/8 (25) = 1125 XP = Moderate budget
const result = calculateEncounterDifficulty(
[
party(3),
party(3),
party(3),
party(3),
party(3),
enemy("4"),
enemy("1/8"),
],
"5.5e",
);
expect(result.tier).toBe(2);
expect(result.totalMonsterXp).toBe(1125);
expect(result.thresholds[1].value).toBe(1125);
});
it("returns tier 3 when XP exceeds the Moderate budget", () => {
// 5x level 3: Low = 750, Moderate = 1125, High = 2000
// CR 3 (700) + CR 2 (450) = 1150 XP > 1125 Moderate → High
const result = calculateEncounterDifficulty(
[
party(3),
@@ -90,14 +112,24 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
],
"5.5e",
);
expect(result.tier).toBe(2);
expect(result.tier).toBe(3);
expect(result.totalMonsterXp).toBe(1150);
expect(result.thresholds[1].value).toBe(1125);
});
it("returns tier 3 when XP meets High threshold", () => {
// 4x level 1: High = 400
// 2x CR 1 = 400 XP -> tier 3
it("returns tier 3 for 5x level 5 vs 5000 XP (over Moderate budget)", () => {
// 5x level 5: Low = 2500, Moderate = 3750, High = 5500
// CR 9 = 5000 XP > 3750 Moderate → High, even though below the High budget
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), party(5), enemy("9")],
"5.5e",
);
expect(result.tier).toBe(3);
expect(result.totalMonsterXp).toBe(5000);
});
it("returns tier 3 when XP exceeds the Moderate budget", () => {
// 4x level 1: Moderate = 300
// 2x CR 1 = 400 XP > 300 -> tier 3
const result = calculateEncounterDifficulty(
[party(1), party(1), party(1), party(1), enemy("1"), enemy("1")],
"5.5e",
@@ -118,6 +150,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
it("handles mixed party levels", () => {
// 3x level 3 + 1x level 2
// Total: low=550, mod=825, high=1400
// 700 XP > 550 Low, ≤ 825 Moderate → Moderate
const result = calculateEncounterDifficulty(
[party(3), party(3), party(3), party(2), enemy("3")],
"5.5e",
@@ -128,7 +161,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
{ label: "High", value: 1400 },
]);
expect(result.totalMonsterXp).toBe(700);
expect(result.tier).toBe(1);
expect(result.tier).toBe(2);
});
it("returns tier 0 with no enemies", () => {
@@ -162,7 +195,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
"5.5e",
);
expect(result.totalMonsterXp).toBe(175); // 25 + 50 + 100
expect(result.tier).toBe(0); // 175 < 200 Low
expect(result.tier).toBe(1); // 175 200 Low budget → Low
});
it("ignores unknown CRs (0 XP)", () => {
@@ -189,7 +222,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
"5.5e",
);
expect(result.totalMonsterXp).toBe(250);
expect(result.tier).toBe(1); // 250 >= 200 Low, < 300 Moderate
expect(result.tier).toBe(2); // 250 > 200 Low budget, 300 Moderate → Moderate
});
it("floors net monster XP at 0", () => {
@@ -252,7 +285,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
{ label: "High", value: 800 },
]);
expect(result.totalMonsterXp).toBe(700);
expect(result.tier).toBe(2); // 700 >= 450 Moderate, < 800 High
expect(result.tier).toBe(3); // 700 > 450 Moderate budget → High
});
});
@@ -386,3 +419,263 @@ describe("calculateEncounterDifficulty — 2014 edition", () => {
expect(result.adjustedXp).toBeUndefined();
});
});
/** Helper to build a PF2e enemy-side descriptor with creature level. */
function pf2eEnemy(creatureLevel: number) {
return { creatureLevel, side: "enemy" as const };
}
/** Helper to build a PF2e party-side creature descriptor. */
function pf2eAlly(creatureLevel: number) {
return { creatureLevel, side: "party" as const };
}
describe("derivePartyLevel", () => {
it("returns 0 for empty array", () => {
expect(derivePartyLevel([])).toBe(0);
});
it("returns the level for a single PC", () => {
expect(derivePartyLevel([7])).toBe(7);
});
it("returns the unanimous level", () => {
expect(derivePartyLevel([5, 5, 5, 5])).toBe(5);
});
it("returns the mode when one level is most common", () => {
expect(derivePartyLevel([3, 3, 3, 5])).toBe(3);
});
it("returns rounded average when mode is tied", () => {
// 3,3,5,5 → average 4
expect(derivePartyLevel([3, 3, 5, 5])).toBe(4);
});
it("returns rounded average when all levels are different", () => {
// 2,4,6,8 → average 5
expect(derivePartyLevel([2, 4, 6, 8])).toBe(5);
});
it("rounds average to nearest integer", () => {
// 1,2 → average 1.5 → rounds to 2
expect(derivePartyLevel([1, 2])).toBe(2);
});
});
describe("pf2eCreatureXp", () => {
it.each([
[-4, 10],
[-3, 15],
[-2, 20],
[-1, 30],
[0, 40],
[1, 60],
[2, 80],
[3, 120],
[4, 160],
])("level diff %i returns %i XP", (diff, expectedXp) => {
// partyLevel 5, creatureLevel = 5 + diff
expect(pf2eCreatureXp(5 + diff, 5)).toBe(expectedXp);
});
it("returns 0 XP for creatures more than 4 levels below the party", () => {
expect(pf2eCreatureXp(0, 10)).toBe(0);
});
it("clamps level diff above +4 to +4 (160 XP)", () => {
expect(pf2eCreatureXp(15, 5)).toBe(160);
});
});
describe("calculateEncounterDifficulty — pf2e edition", () => {
it("returns Trivial (tier 0) for 40 XP with party of 4", () => {
// 1 creature at party level = 40 XP, within the Trivial band (40 or less)
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(5)],
"pf2e",
);
expect(result.tier).toBe(0);
expect(result.totalMonsterXp).toBe(40);
expect(result.partyLevel).toBe(5);
expect(result.thresholds).toEqual([
{ label: "Trivial", value: 40 },
{ label: "Low", value: 60 },
{ label: "Moderate", value: 80 },
{ label: "Severe", value: 120 },
{ label: "Extreme", value: 160 },
]);
});
it("returns Low (tier 1) for 60 XP", () => {
// 1 creature at party level +1 = 60 XP
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(6)],
"pf2e",
);
expect(result.tier).toBe(1);
expect(result.totalMonsterXp).toBe(60);
});
it("returns Moderate (tier 2) for 80 XP", () => {
// 1 creature at +2 = 80 XP
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(7)],
"pf2e",
);
expect(result.tier).toBe(2);
expect(result.totalMonsterXp).toBe(80);
});
it("returns Severe (tier 3) for 120 XP", () => {
// 1 creature at +3 = 120 XP
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(8)],
"pf2e",
);
expect(result.tier).toBe(3);
expect(result.totalMonsterXp).toBe(120);
});
it("returns Extreme (tier 4) for 160 XP", () => {
// 1 creature at +4 = 160 XP > Severe budget (120)
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(9)],
"pf2e",
);
expect(result.tier).toBe(4);
expect(result.totalMonsterXp).toBe(160);
});
it("returns Moderate (tier 2) for XP between the Low and Moderate budgets", () => {
// +1 (60) + 4 (10) = 70 XP > Low (60), ≤ Moderate (80)
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(6), pf2eEnemy(1)],
"pf2e",
);
expect(result.tier).toBe(2);
expect(result.totalMonsterXp).toBe(70);
});
it("returns Extreme (tier 4) for XP just over the Severe budget", () => {
// +3 (120) + 4 (10) = 130 XP > Severe (120)
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(8), pf2eEnemy(1)],
"pf2e",
);
expect(result.tier).toBe(4);
expect(result.totalMonsterXp).toBe(130);
});
it("returns tier 0 when XP is within the Trivial band", () => {
// 1 creature at 4 = 10 XP ≤ Trivial (40)
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(1)],
"pf2e",
);
expect(result.tier).toBe(0);
expect(result.totalMonsterXp).toBe(10);
});
it("counts creatures more than 4 levels below the party as 0 XP", () => {
// Party level 6: a level-1 creature is 5 below → 0 XP
const result = calculateEncounterDifficulty(
[party(6), party(6), party(6), party(6), pf2eEnemy(1), pf2eEnemy(6)],
"pf2e",
);
expect(result.totalMonsterXp).toBe(40); // only the at-level creature counts
});
it("adjusts thresholds for 5 PCs (increases by adjustment)", () => {
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), party(5), pf2eEnemy(5)],
"pf2e",
);
expect(result.thresholds).toEqual([
{ label: "Trivial", value: 50 },
{ label: "Low", value: 80 },
{ label: "Moderate", value: 100 },
{ label: "Severe", value: 150 },
{ label: "Extreme", value: 200 },
]);
});
it("adjusts thresholds for 3 PCs (decreases by adjustment)", () => {
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), pf2eEnemy(5)],
"pf2e",
);
expect(result.thresholds).toEqual([
{ label: "Trivial", value: 30 },
{ label: "Low", value: 40 },
{ label: "Moderate", value: 60 },
{ label: "Severe", value: 90 },
{ label: "Extreme", value: 120 },
]);
});
it("floors thresholds at 0 for very small parties", () => {
const result = calculateEncounterDifficulty(
[party(5), pf2eEnemy(5)],
"pf2e",
);
// 1 PC: adjustment = 3
// Trivial: 40 + (3 * 10) = 10
// Low: 60 + (3 * 20) = 0
expect(result.thresholds[0].value).toBe(10);
expect(result.thresholds[1].value).toBe(0);
expect(result.thresholds[2].value).toBe(20); // 80 60
expect(result.thresholds[3].value).toBe(30); // 120 90
expect(result.thresholds[4].value).toBe(40); // 160 120
});
it("subtracts XP for party-side creatures", () => {
// 2 enemies at party level = 80 XP, 1 ally at party level = 40 XP
// Net = 80 40 = 40 XP
const result = calculateEncounterDifficulty(
[
party(5),
party(5),
party(5),
party(5),
pf2eEnemy(5),
pf2eEnemy(5),
pf2eAlly(5),
],
"pf2e",
);
expect(result.totalMonsterXp).toBe(40);
});
it("floors net creature XP at 0", () => {
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(1), pf2eAlly(9)],
"pf2e",
);
expect(result.totalMonsterXp).toBe(0);
});
it("derives party level using mode", () => {
// 3x level 3, 1x level 5 → mode is 3
const result = calculateEncounterDifficulty(
[party(3), party(3), party(3), party(5), pf2eEnemy(3)],
"pf2e",
);
expect(result.partyLevel).toBe(3);
});
it("has no encounterMultiplier, adjustedXp, or partySizeAdjusted", () => {
const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(5)],
"pf2e",
);
expect(result.encounterMultiplier).toBeUndefined();
expect(result.adjustedXp).toBeUndefined();
expect(result.partySizeAdjusted).toBeUndefined();
});
it("returns partyLevel undefined for D&D editions", () => {
const result = calculateEncounterDifficulty([party(1), enemy("1")], "5.5e");
expect(result.partyLevel).toBeUndefined();
});
});
@@ -0,0 +1,14 @@
import { describe, expect, it } from "vitest";
import { checkGates } from "../../../../scripts/check-gates.mjs";
describe("quality gates", () => {
it("fail on violations instead of silently passing", () => {
const violations = checkGates();
if (violations.length > 0) {
throw new Error(
`Gate integrity violations:\n ${violations.join("\n ")}`,
);
}
expect(violations).toHaveLength(0);
});
});
@@ -0,0 +1,78 @@
import { describe, expect, it } from "vitest";
import { hpForVariant, hpRange } from "../hp-range.js";
describe("hpRange", () => {
it("derives min and max from a formula with a positive modifier", () => {
const range = hpRange({ average: 16, formula: "3d6 + 6" });
expect(range).toEqual({ min: 9, average: 16, max: 24 });
});
it("derives min and max from a formula without a modifier", () => {
const range = hpRange({ average: 40, formula: "9d8" });
expect(range).toEqual({ min: 9, average: 40, max: 72 });
});
it("subtracts a negative modifier", () => {
const range = hpRange({ average: 45, formula: "10d8 - 5" });
expect(range).toEqual({ min: 5, average: 45, max: 75 });
});
it("treats an en dash as a minus sign", () => {
// Bundled bestiary data contains e.g. "2d6 2" (U+2013).
const range = hpRange({ average: 5, formula: "2d6 2" });
expect(range).toEqual({ min: 1, average: 5, max: 10 });
});
it("never drops below 1 HP when the modifier exceeds the dice", () => {
const range = hpRange({ average: 1, formula: "1d4 - 10" });
expect(range?.min).toBe(1);
expect(range?.max).toBe(1);
});
it("handles large pools without whitespace", () => {
expect(hpRange({ average: 256, formula: "19d12+133" })).toEqual({
min: 152,
average: 256,
max: 361,
});
});
it("returns null for a missing formula", () => {
expect(hpRange({ average: 7, formula: "" })).toBeNull();
});
it("returns null for prose instead of a dice pool", () => {
expect(
hpRange({ average: 0, formula: "equal to the summoner's" }),
).toBeNull();
});
it("returns null for a flat number", () => {
expect(hpRange({ average: 50, formula: "50" })).toBeNull();
});
it("returns null for a pool with zero dice or zero sides", () => {
expect(hpRange({ average: 0, formula: "0d6" })).toBeNull();
expect(hpRange({ average: 0, formula: "2d0" })).toBeNull();
});
it("returns null for compound formulas it cannot reason about", () => {
expect(hpRange({ average: 20, formula: "2d6 + 2d8" })).toBeNull();
});
});
describe("hpForVariant", () => {
const range = { min: 9, average: 16, max: 24 };
it("returns the average when no variant is set", () => {
expect(hpForVariant(range, undefined)).toBe(16);
});
it("returns the minimum for the min variant", () => {
expect(hpForVariant(range, "min")).toBe(9);
});
it("returns the maximum for the max variant", () => {
expect(hpForVariant(range, "max")).toBe(24);
});
});
@@ -0,0 +1,237 @@
import { describe, expect, it } from "vitest";
import {
addPersistentDamage,
type PersistentDamageType,
removePersistentDamage,
} from "../persistent-damage.js";
import type { Encounter } from "../types.js";
import { combatantId } from "../types.js";
const goblinId = combatantId("goblin-1");
function buildEncounter(overrides: Partial<Encounter> = {}): Encounter {
return {
combatants: [
{
id: goblinId,
name: "Goblin",
...overrides.combatants?.[0],
},
],
activeIndex: overrides.activeIndex ?? 0,
roundNumber: overrides.roundNumber ?? 1,
};
}
describe("addPersistentDamage", () => {
it("adds persistent fire damage to combatant", () => {
const encounter = buildEncounter();
const result = addPersistentDamage(encounter, goblinId, "fire", "2d6");
expect(result).not.toHaveProperty("kind");
if ("kind" in result) return;
const target = result.encounter.combatants[0];
expect(target.persistentDamage).toEqual([{ type: "fire", formula: "2d6" }]);
expect(result.events).toEqual([
{
type: "PersistentDamageAdded",
combatantId: goblinId,
damageType: "fire",
formula: "2d6",
},
]);
});
it("replaces existing entry of same type with new formula", () => {
const encounter = buildEncounter({
combatants: [
{
id: goblinId,
name: "Goblin",
persistentDamage: [{ type: "fire", formula: "2d6" }],
},
],
});
const result = addPersistentDamage(encounter, goblinId, "fire", "3d6");
expect(result).not.toHaveProperty("kind");
if ("kind" in result) return;
expect(result.encounter.combatants[0].persistentDamage).toEqual([
{ type: "fire", formula: "3d6" },
]);
});
it("allows multiple different damage types", () => {
const encounter = buildEncounter({
combatants: [
{
id: goblinId,
name: "Goblin",
persistentDamage: [{ type: "fire", formula: "2d6" }],
},
],
});
const result = addPersistentDamage(encounter, goblinId, "bleed", "1d4");
expect(result).not.toHaveProperty("kind");
if ("kind" in result) return;
expect(result.encounter.combatants[0].persistentDamage).toEqual([
{ type: "fire", formula: "2d6" },
{ type: "bleed", formula: "1d4" },
]);
});
it("sorts entries by definition order", () => {
const encounter = buildEncounter({
combatants: [
{
id: goblinId,
name: "Goblin",
persistentDamage: [{ type: "cold", formula: "1d6" }],
},
],
});
const result = addPersistentDamage(encounter, goblinId, "fire", "2d6");
expect(result).not.toHaveProperty("kind");
if ("kind" in result) return;
const types = result.encounter.combatants[0].persistentDamage?.map(
(e) => e.type,
);
expect(types).toEqual(["fire", "cold"]);
});
it("returns domain error for empty formula", () => {
const encounter = buildEncounter();
const result = addPersistentDamage(encounter, goblinId, "fire", " ");
expect(result).toHaveProperty("kind", "domain-error");
if (!("kind" in result)) return;
expect(result.code).toBe("empty-formula");
});
it("returns domain error for unknown damage type", () => {
const encounter = buildEncounter();
const result = addPersistentDamage(
encounter,
goblinId,
"radiant" as PersistentDamageType,
"2d6",
);
expect(result).toHaveProperty("kind", "domain-error");
if (!("kind" in result)) return;
expect(result.code).toBe("unknown-damage-type");
});
it("returns domain error for unknown combatant", () => {
const encounter = buildEncounter();
const result = addPersistentDamage(
encounter,
combatantId("nonexistent"),
"fire",
"2d6",
);
expect(result).toHaveProperty("kind", "domain-error");
if (!("kind" in result)) return;
expect(result.code).toBe("combatant-not-found");
});
it("trims formula whitespace", () => {
const encounter = buildEncounter();
const result = addPersistentDamage(encounter, goblinId, "fire", " 2d6 ");
expect(result).not.toHaveProperty("kind");
if ("kind" in result) return;
expect(result.encounter.combatants[0].persistentDamage?.[0].formula).toBe(
"2d6",
);
});
it("does not mutate input encounter", () => {
const encounter = buildEncounter();
const originalCombatants = encounter.combatants;
addPersistentDamage(encounter, goblinId, "fire", "2d6");
expect(encounter.combatants).toBe(originalCombatants);
expect(encounter.combatants[0].persistentDamage).toBeUndefined();
});
});
describe("removePersistentDamage", () => {
it("removes existing persistent damage entry", () => {
const encounter = buildEncounter({
combatants: [
{
id: goblinId,
name: "Goblin",
persistentDamage: [
{ type: "fire", formula: "2d6" },
{ type: "bleed", formula: "1d4" },
],
},
],
});
const result = removePersistentDamage(encounter, goblinId, "fire");
expect(result).not.toHaveProperty("kind");
if ("kind" in result) return;
expect(result.encounter.combatants[0].persistentDamage).toEqual([
{ type: "bleed", formula: "1d4" },
]);
expect(result.events).toEqual([
{
type: "PersistentDamageRemoved",
combatantId: goblinId,
damageType: "fire",
},
]);
});
it("sets persistentDamage to undefined when last entry removed", () => {
const encounter = buildEncounter({
combatants: [
{
id: goblinId,
name: "Goblin",
persistentDamage: [{ type: "fire", formula: "2d6" }],
},
],
});
const result = removePersistentDamage(encounter, goblinId, "fire");
expect(result).not.toHaveProperty("kind");
if ("kind" in result) return;
expect(result.encounter.combatants[0].persistentDamage).toBeUndefined();
});
it("returns domain error when damage type not active", () => {
const encounter = buildEncounter();
const result = removePersistentDamage(encounter, goblinId, "fire");
expect(result).toHaveProperty("kind", "domain-error");
if (!("kind" in result)) return;
expect(result.code).toBe("persistent-damage-not-active");
});
it("returns domain error for unknown combatant", () => {
const encounter = buildEncounter();
const result = removePersistentDamage(
encounter,
combatantId("nonexistent"),
"fire",
);
expect(result).toHaveProperty("kind", "domain-error");
if (!("kind" in result)) return;
expect(result.code).toBe("combatant-not-found");
});
});
@@ -0,0 +1,270 @@
import { describe, expect, it } from "vitest";
import type { Pf2eCreature } from "../creature-types.js";
import { creatureId } from "../creature-types.js";
import {
acDelta,
adjustedLevel,
applyPf2eAdjustment,
hpDelta,
modDelta,
} from "../pf2e-adjustments.js";
describe("adjustedLevel", () => {
it("elite on level 5 → 6", () => {
expect(adjustedLevel(5, "elite")).toBe(6);
});
it("elite on level 0 → 2 (double bump)", () => {
expect(adjustedLevel(0, "elite")).toBe(2);
});
it("elite on level 1 → 1 (double bump)", () => {
expect(adjustedLevel(-1, "elite")).toBe(1);
});
it("weak on level 5 → 4", () => {
expect(adjustedLevel(5, "weak")).toBe(4);
});
it("weak on level 1 → 1 (double drop)", () => {
expect(adjustedLevel(1, "weak")).toBe(-1);
});
it("weak on level 0 → 1", () => {
expect(adjustedLevel(0, "weak")).toBe(-1);
});
});
describe("hpDelta", () => {
it("level 1 elite → +10", () => {
expect(hpDelta(1, "elite")).toBe(10);
});
it("level 1 weak → 10", () => {
expect(hpDelta(1, "weak")).toBe(-10);
});
it("level 3 elite → +15", () => {
expect(hpDelta(3, "elite")).toBe(15);
});
it("level 3 weak → 15", () => {
expect(hpDelta(3, "weak")).toBe(-15);
});
it("level 10 elite → +20", () => {
expect(hpDelta(10, "elite")).toBe(20);
});
it("level 10 weak → 20", () => {
expect(hpDelta(10, "weak")).toBe(-20);
});
it("level 25 elite → +30", () => {
expect(hpDelta(25, "elite")).toBe(30);
});
it("level 25 weak → 30", () => {
expect(hpDelta(25, "weak")).toBe(-30);
});
});
describe("acDelta", () => {
it("elite → +2", () => {
expect(acDelta("elite")).toBe(2);
});
it("weak → 2", () => {
expect(acDelta("weak")).toBe(-2);
});
});
describe("modDelta", () => {
it("elite → +2", () => {
expect(modDelta("elite")).toBe(2);
});
it("weak → 2", () => {
expect(modDelta("weak")).toBe(-2);
});
});
function baseCreature(overrides?: Partial<Pf2eCreature>): Pf2eCreature {
return {
system: "pf2e",
id: creatureId("test-creature"),
name: "Test Creature",
source: "test-source",
sourceDisplayName: "Test Source",
level: 5,
traits: ["humanoid"],
perception: 12,
skills: "Athletics +14",
abilityMods: {
str: 4,
dex: 2,
con: 3,
int: 0,
wis: 1,
cha: -1,
},
ac: 22,
saveFort: 14,
saveRef: 11,
saveWill: 9,
hp: 75,
speed: "25 feet",
...overrides,
};
}
describe("applyPf2eAdjustment", () => {
it("adjusts all numeric stats for elite", () => {
const creature = baseCreature();
const result = applyPf2eAdjustment(creature, "elite");
expect(result.level).toBe(6);
expect(result.ac).toBe(24);
expect(result.hp).toBe(95); // 75 + 20 (level 5 bracket)
expect(result.perception).toBe(14);
expect(result.saveFort).toBe(16);
expect(result.saveRef).toBe(13);
expect(result.saveWill).toBe(11);
});
it("adjusts all numeric stats for weak", () => {
const creature = baseCreature();
const result = applyPf2eAdjustment(creature, "weak");
expect(result.level).toBe(4);
expect(result.ac).toBe(20);
expect(result.hp).toBe(55); // 75 - 20 (level 5 bracket)
expect(result.perception).toBe(10);
expect(result.saveFort).toBe(12);
expect(result.saveRef).toBe(9);
expect(result.saveWill).toBe(7);
});
it("adjusts attack bonuses and damage", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [
{
type: "text",
value: "+15 [+10/+5] (agile), 2d12+7 piercing plus Grab",
},
],
},
],
});
const result = applyPf2eAdjustment(creature, "elite");
const text = result.attacks?.[0].segments[0];
expect(text).toEqual({
type: "text",
value: "+17 [+12/+7] (agile), 2d12+9 piercing plus Grab",
});
});
it("adjusts attack damage for weak", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [
{
type: "text",
value: "+15 (agile), 2d12+7 piercing plus Grab",
},
],
},
],
});
const result = applyPf2eAdjustment(creature, "weak");
const text = result.attacks?.[0].segments[0];
expect(text).toEqual({
type: "text",
value: "+13 (agile), 2d12+5 piercing plus Grab",
});
});
it("handles damage bonus becoming zero", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [{ type: "text", value: "+10, 1d4+2 slashing" }],
},
],
});
const result = applyPf2eAdjustment(creature, "weak");
const text = result.attacks?.[0].segments[0];
expect(text).toEqual({
type: "text",
value: "+8, 1d4 slashing",
});
});
it("handles damage bonus becoming negative", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [{ type: "text", value: "+10, 1d4+1 slashing" }],
},
],
});
const result = applyPf2eAdjustment(creature, "weak");
const text = result.attacks?.[0].segments[0];
expect(text).toEqual({
type: "text",
value: "+8, 1d4-1 slashing",
});
});
it("does not modify non-attack abilities", () => {
const creature = baseCreature({
abilitiesTop: [
{
name: "Darkvision",
segments: [{ type: "text", value: "Can see in darkness." }],
},
],
});
const result = applyPf2eAdjustment(creature, "elite");
expect(result.abilitiesTop).toEqual(creature.abilitiesTop);
});
it("preserves non-text segments in attacks", () => {
const creature = baseCreature({
attacks: [
{
name: "Melee",
activity: { number: 1, unit: "action" },
segments: [
{
type: "list",
items: [{ text: "some list item" }],
},
],
},
],
});
const result = applyPf2eAdjustment(creature, "elite");
expect(result.attacks?.[0].segments[0]).toEqual({
type: "list",
items: [{ text: "some list item" }],
});
});
});
@@ -301,6 +301,80 @@ describe("rehydrateCombatant", () => {
expect(result?.side).toBeUndefined();
});
it("preserves valid hpVariant field", () => {
for (const hpVariant of ["min", "max"]) {
const result = rehydrateCombatant({
...minimalCombatant(),
hpVariant,
});
expect(result).not.toBeNull();
expect(result?.hpVariant).toBe(hpVariant);
}
});
it("drops invalid hpVariant field", () => {
for (const hpVariant of ["average", "", 42, null, true]) {
const result = rehydrateCombatant({
...minimalCombatant(),
hpVariant,
});
expect(result).not.toBeNull();
expect(result?.hpVariant).toBeUndefined();
}
});
it("combatant without hpVariant rehydrates as before", () => {
const result = rehydrateCombatant(minimalCombatant());
expect(result).not.toBeNull();
expect(result?.hpVariant).toBeUndefined();
});
it("preserves valid persistent damage entries", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
persistentDamage: [
{ type: "fire", formula: "2d6" },
{ type: "bleed", formula: "1d4" },
],
});
expect(result?.persistentDamage).toEqual([
{ type: "fire", formula: "2d6" },
{ type: "bleed", formula: "1d4" },
]);
});
it("filters out invalid persistent damage entries", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
persistentDamage: [
{ type: "fire", formula: "2d6" },
{ type: "radiant", formula: "1d4" },
{ type: "bleed", formula: "" },
{ type: "acid" },
{ formula: "1d6" },
],
});
expect(result?.persistentDamage).toEqual([
{ type: "fire", formula: "2d6" },
]);
});
it("returns undefined persistentDamage for non-array value", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
persistentDamage: "fire",
});
expect(result?.persistentDamage).toBeUndefined();
});
it("returns undefined persistentDamage for empty array", () => {
const result = rehydrateCombatant({
...minimalCombatant(),
persistentDamage: [],
});
expect(result?.persistentDamage).toBeUndefined();
});
it("drops invalid tempHp — keeps combatant", () => {
for (const tempHp of [-1, 1.5, "3"]) {
const result = rehydrateCombatant({
@@ -0,0 +1,159 @@
import { describe, expect, it } from "vitest";
import type { HpRange, HpVariant } from "../hp-range.js";
import { setHpVariant } from "../set-hp-variant.js";
import type { Combatant, Encounter } from "../types.js";
import { combatantId, isDomainError } from "../types.js";
import { expectDomainError } from "./test-helpers.js";
// A 3d6 + 6 creature: 9 / 16 / 24.
const RANGE: HpRange = { min: 9, average: 16, max: 24 };
function makeCombatant(opts?: Partial<Combatant>): Combatant {
return {
id: combatantId("c-1"),
name: "Ogre",
maxHp: 16,
currentHp: 16,
...opts,
};
}
function enc(combatants: Combatant[]): Encounter {
return { combatants, activeIndex: 0, roundNumber: 1 };
}
function apply(
encounter: Encounter,
variant: HpVariant | undefined,
range: HpRange = RANGE,
) {
const result = setHpVariant(encounter, combatantId("c-1"), variant, range);
if (isDomainError(result)) {
throw new Error(`Expected success, got error: ${result.message}`);
}
return result;
}
describe("setHpVariant", () => {
describe("acceptance scenarios", () => {
it("average → max raises maxHp and currentHp to the maximum roll", () => {
const { encounter } = apply(enc([makeCombatant()]), "max");
const c = encounter.combatants[0];
expect(c.maxHp).toBe(24);
expect(c.currentHp).toBe(24);
expect(c.hpVariant).toBe("max");
});
it("average → min lowers maxHp and currentHp to the minimum roll", () => {
const { encounter } = apply(enc([makeCombatant()]), "min");
const c = encounter.combatants[0];
expect(c.maxHp).toBe(9);
expect(c.currentHp).toBe(9);
expect(c.hpVariant).toBe("min");
});
it("max → average restores the printed average", () => {
const start = enc([
makeCombatant({ maxHp: 24, currentHp: 24, hpVariant: "max" }),
]);
const { encounter } = apply(start, undefined);
const c = encounter.combatants[0];
expect(c.maxHp).toBe(16);
expect(c.currentHp).toBe(16);
expect(c.hpVariant).toBeUndefined();
});
it("min → max spans the full range in one step", () => {
const start = enc([
makeCombatant({ maxHp: 9, currentHp: 9, hpVariant: "min" }),
]);
const { encounter } = apply(start, "max");
expect(encounter.combatants[0].maxHp).toBe(24);
});
});
describe("damage already taken", () => {
it("keeps the amount of damage taken when raising max HP", () => {
// 5 damage taken: 11/16 → 19/24
const start = enc([makeCombatant({ maxHp: 16, currentHp: 11 })]);
const { encounter } = apply(start, "max");
const c = encounter.combatants[0];
expect(c.maxHp).toBe(24);
expect(c.currentHp).toBe(19);
});
it("floors currentHp at 0 when lowering max HP past the damage taken", () => {
const start = enc([makeCombatant({ maxHp: 16, currentHp: 3 })]);
const { encounter } = apply(start, "min");
const c = encounter.combatants[0];
expect(c.maxHp).toBe(9);
expect(c.currentHp).toBe(0);
});
it("clamps currentHp to the new maxHp", () => {
const start = enc([makeCombatant({ maxHp: 100, currentHp: 100 })]);
const { encounter } = apply(start, "min");
const c = encounter.combatants[0];
expect(c.maxHp).toBe(93);
expect(c.currentHp).toBe(93);
});
});
describe("edge cases", () => {
it("preserves a manual max HP edit as an offset", () => {
// User bumped the ogre to 20 HP; max is 8 above average.
const start = enc([makeCombatant({ maxHp: 20, currentHp: 20 })]);
const { encounter } = apply(start, "max");
expect(encounter.combatants[0].maxHp).toBe(28);
});
it("never lets maxHp drop below 1", () => {
const start = enc([makeCombatant({ maxHp: 2, currentHp: 2 })]);
const { encounter } = apply(start, "min");
expect(encounter.combatants[0].maxHp).toBe(1);
});
it("leaves a combatant without HP untouched but records the variant", () => {
const start = enc([
makeCombatant({ maxHp: undefined, currentHp: undefined }),
]);
const { encounter } = apply(start, "max");
const c = encounter.combatants[0];
expect(c.maxHp).toBeUndefined();
expect(c.currentHp).toBeUndefined();
expect(c.hpVariant).toBe("max");
});
it("is a no-op when the variant is already active", () => {
const start = enc([
makeCombatant({ maxHp: 24, currentHp: 20, hpVariant: "max" }),
]);
const { encounter, events } = apply(start, "max");
expect(encounter.combatants[0].currentHp).toBe(20);
expect(events).toEqual([]);
});
it("returns a domain error for an unknown combatant", () => {
const result = setHpVariant(
enc([makeCombatant()]),
combatantId("c-99"),
"max",
RANGE,
);
expectDomainError(result, "combatant-not-found");
});
});
it("emits an HpVariantSet event carrying the HP change", () => {
const { events } = apply(enc([makeCombatant()]), "max");
expect(events).toEqual([
{
type: "HpVariantSet",
combatantId: combatantId("c-1"),
variant: "max",
previousMaxHp: 16,
newMaxHp: 24,
},
]);
});
});
@@ -60,13 +60,13 @@ describe("toggleCondition", () => {
]);
});
it("maintains definition order when adding conditions", () => {
it("appends new conditions to the end (insertion order)", () => {
const e = enc([makeCombatant("A", [{ id: "poisoned" }])]);
const { encounter } = success(e, "A", "blinded");
expect(encounter.combatants[0].conditions).toEqual([
{ id: "blinded" },
{ id: "poisoned" },
{ id: "blinded" },
]);
});
@@ -109,15 +109,16 @@ describe("toggleCondition", () => {
expect(encounter.combatants[0].conditions).toBeUndefined();
});
it("preserves order across all conditions", () => {
it("preserves insertion order across all conditions", () => {
const order = CONDITION_DEFINITIONS.map((d) => d.id);
// Add in reverse order
// Add in reverse order — result should be reverse order (insertion order)
const reversed = [...order].reverse();
let e = enc([makeCombatant("A")]);
for (const cond of [...order].reverse()) {
for (const cond of reversed) {
const result = success(e, "A", cond);
e = result.encounter;
}
expect(e.combatants[0].conditions).toEqual(order.map((id) => ({ id })));
expect(e.combatants[0].conditions).toEqual(reversed.map((id) => ({ id })));
});
});
+4
View File
@@ -14,6 +14,7 @@ export interface CombatantInit {
readonly ac?: number;
readonly initiative?: number;
readonly creatureId?: CreatureId;
readonly creatureAdjustment?: "weak" | "elite";
readonly color?: string;
readonly icon?: string;
readonly playerCharacterId?: PlayerCharacterId;
@@ -67,6 +68,9 @@ function buildCombatant(
...(init?.ac !== undefined && { ac: init.ac }),
...(init?.initiative !== undefined && { initiative: init.initiative }),
...(init?.creatureId !== undefined && { creatureId: init.creatureId }),
...(init?.creatureAdjustment !== undefined && {
creatureAdjustment: init.creatureAdjustment,
}),
...(init?.color !== undefined && { color: init.color }),
...(init?.icon !== undefined && { icon: init.icon }),
...(init?.playerCharacterId !== undefined && {
+2 -2
View File
@@ -500,8 +500,8 @@ export const CONDITION_DEFINITIONS: readonly ConditionDefinition[] = [
description5e: "",
descriptionPf2e:
"Location unknown. Must pick a square to target; DC 11 flat check. Attacker is off-guard against your attacks.",
iconName: "Ghost",
color: "violet",
iconName: "EyeClosed",
color: "slate",
systems: ["pf2e"],
},
{
+205 -9
View File
@@ -1,7 +1,7 @@
import type { RulesEdition } from "./rules-edition.js";
/** Abstract difficulty severity: 0 = negligible, 3 = maximum. Maps to filled bar count. */
export type DifficultyTier = 0 | 1 | 2 | 3;
/** Abstract difficulty severity: 0 = negligible, up to 4 (PF2e Extreme). Maps to filled bar count. */
export type DifficultyTier = 0 | 1 | 2 | 3 | 4;
export interface DifficultyThreshold {
readonly label: string;
@@ -18,6 +18,8 @@ export interface DifficultyResult {
readonly adjustedXp: number | undefined;
/** 2014 only: true when the multiplier was shifted due to party size (<3 or 6+). */
readonly partySizeAdjusted: boolean | undefined;
/** PF2e only: the derived party level used for XP calculation. */
readonly partyLevel: number | undefined;
}
/** Maps challenge rating strings to XP values (standard 5e). */
@@ -160,6 +162,143 @@ function getEncounterMultiplier(
};
}
/**
* PF2e: XP granted by a creature based on its level relative to party level.
* Key is (creature level party level), clamped to [4, +4].
*/
const PF2E_LEVEL_DIFF_XP: Readonly<Record<number, number>> = {
[-4]: 10,
[-3]: 15,
[-2]: 20,
[-1]: 30,
0: 40,
1: 60,
2: 80,
3: 120,
4: 160,
};
/** PF2e base encounter budget thresholds for a party of 4. */
const PF2E_THRESHOLDS_BASE = {
trivial: 40,
low: 60,
moderate: 80,
severe: 120,
extreme: 160,
} as const;
/**
* PF2e per-PC adjustment to each threshold (added per PC beyond 4, subtracted
* per PC fewer). GM Core remaster values Low is 20 there, not the
* pre-remaster CRB's 15.
*/
const PF2E_THRESHOLD_ADJUSTMENTS = {
trivial: 10,
low: 20,
moderate: 20,
severe: 30,
extreme: 40,
} as const;
/**
* Derives PF2e party level from PC levels.
* Returns the mode (most common level). If no unique mode, returns
* the average rounded to the nearest integer.
*/
export function derivePartyLevel(levels: readonly number[]): number {
if (levels.length === 0) return 0;
if (levels.length === 1) return levels[0];
const counts = new Map<number, number>();
for (const l of levels) {
counts.set(l, (counts.get(l) ?? 0) + 1);
}
let maxCount = 0;
let mode: number | undefined;
let isTied = false;
for (const [level, count] of counts) {
if (count > maxCount) {
maxCount = count;
mode = level;
isTied = false;
} else if (count === maxCount) {
isTied = true;
}
}
if (!isTied && mode !== undefined) return mode;
const sum = levels.reduce((a, b) => a + b, 0);
return Math.round(sum / levels.length);
}
/**
* Returns PF2e XP for a creature given its level and the party level.
* Creatures more than 4 levels below the party have no row in the GM Core
* table and pose no meaningful threat they are worth 0 XP. Creatures more
* than 4 levels above are counted as the +4 row (160 XP).
*/
export function pf2eCreatureXp(
creatureLevel: number,
partyLevel: number,
): number {
const diff = creatureLevel - partyLevel;
if (diff < -4) return 0;
return PF2E_LEVEL_DIFF_XP[Math.min(4, diff)] ?? 0;
}
function calculatePf2eBudget(partySize: number) {
const adjustment = partySize - 4;
return {
trivial: Math.max(
0,
PF2E_THRESHOLDS_BASE.trivial +
adjustment * PF2E_THRESHOLD_ADJUSTMENTS.trivial,
),
low: Math.max(
0,
PF2E_THRESHOLDS_BASE.low + adjustment * PF2E_THRESHOLD_ADJUSTMENTS.low,
),
moderate: Math.max(
0,
PF2E_THRESHOLDS_BASE.moderate +
adjustment * PF2E_THRESHOLD_ADJUSTMENTS.moderate,
),
severe: Math.max(
0,
PF2E_THRESHOLDS_BASE.severe +
adjustment * PF2E_THRESHOLD_ADJUSTMENTS.severe,
),
extreme: Math.max(
0,
PF2E_THRESHOLDS_BASE.extreme +
adjustment * PF2E_THRESHOLD_ADJUSTMENTS.extreme,
),
};
}
function scanCombatantsPf2e(
combatants: readonly CombatantDescriptor[],
partyLevel: number,
) {
let totalCreatureXp = 0;
for (const c of combatants) {
if (c.creatureLevel !== undefined) {
const xp = pf2eCreatureXp(c.creatureLevel, partyLevel);
if (c.side === "enemy") {
totalCreatureXp += xp;
} else {
totalCreatureXp -= xp;
}
}
}
return { totalCreatureXp: Math.max(0, totalCreatureXp) };
}
/** All standard 5e challenge rating strings, in ascending order. */
export const VALID_CR_VALUES: readonly string[] = Object.keys(CR_TO_XP);
@@ -171,10 +310,15 @@ export function crToXp(cr: string): number {
export interface CombatantDescriptor {
readonly level?: number;
readonly cr?: string;
readonly creatureLevel?: number;
readonly side: "party" | "enemy";
}
function determineTier(
/**
* 2014 DMG: thresholds are floors "the closest threshold that is lower
* than the adjusted XP value determines the encounter's difficulty".
*/
function tierFromThresholds(
xp: number,
tierThresholds: readonly number[],
): DifficultyTier {
@@ -184,6 +328,23 @@ function determineTier(
return 0;
}
/**
* 2024 DMG / PF2e: budgets are ceilings an encounter belongs to the lowest
* tier whose budget it does not exceed ("spend as much of your XP budget as
* you can without going over"; PF2e Trivial is "40 XP or less"). XP above the
* last budget falls into the tier beyond it (5.5e High / PF2e Extreme have no
* upper bound).
*/
function tierFromBudgets(
xp: number,
budgets: readonly number[],
): DifficultyTier {
for (let i = 0; i < budgets.length; i++) {
if (xp <= budgets[i]) return i as DifficultyTier;
}
return budgets.length as DifficultyTier;
}
function accumulateBudget5_5e(levels: readonly number[]) {
const budget = { low: 0, moderate: 0, high: 0 };
for (const level of levels) {
@@ -247,6 +408,41 @@ export function calculateEncounterDifficulty(
combatants: readonly CombatantDescriptor[],
edition: RulesEdition,
): DifficultyResult {
if (edition === "pf2e") {
const partyLevels: number[] = [];
for (const c of combatants) {
if (c.level !== undefined && c.side === "party") {
partyLevels.push(c.level);
}
}
const partyLevel = derivePartyLevel(partyLevels);
const { totalCreatureXp } = scanCombatantsPf2e(combatants, partyLevel);
const budget = calculatePf2eBudget(partyLevels.length);
const thresholds: DifficultyThreshold[] = [
{ label: "Trivial", value: budget.trivial },
{ label: "Low", value: budget.low },
{ label: "Moderate", value: budget.moderate },
{ label: "Severe", value: budget.severe },
{ label: "Extreme", value: budget.extreme },
];
return {
tier: tierFromBudgets(totalCreatureXp, [
budget.trivial,
budget.low,
budget.moderate,
budget.severe,
]),
totalMonsterXp: totalCreatureXp,
thresholds,
encounterMultiplier: undefined,
adjustedXp: undefined,
partySizeAdjusted: undefined,
partyLevel,
};
}
const { totalMonsterXp, monsterCount, partyLevels } =
scanCombatants(combatants);
@@ -258,16 +454,15 @@ export function calculateEncounterDifficulty(
{ label: "High", value: budget.high },
];
return {
tier: determineTier(totalMonsterXp, [
budget.low,
budget.moderate,
budget.high,
]),
// 5.5e has no tier below Low, so tier 0 (empty bars) only at 0 XP.
// The High budget is display-only: anything over Moderate is High.
tier: tierFromBudgets(totalMonsterXp, [0, budget.low, budget.moderate]),
totalMonsterXp,
thresholds,
encounterMultiplier: undefined,
adjustedXp: undefined,
partySizeAdjusted: undefined,
partyLevel: undefined,
};
}
@@ -284,7 +479,7 @@ export function calculateEncounterDifficulty(
];
return {
tier: determineTier(adjustedXp, [
tier: tierFromThresholds(adjustedXp, [
budget.medium,
budget.hard,
budget.deadly,
@@ -294,5 +489,6 @@ export function calculateEncounterDifficulty(
encounterMultiplier,
adjustedXp,
partySizeAdjusted,
partyLevel: undefined,
};
}
+32
View File
@@ -1,5 +1,6 @@
import type { ConditionId } from "./conditions.js";
import type { CreatureId } from "./creature-types.js";
import type { PersistentDamageType } from "./persistent-damage-types.js";
import type { PlayerCharacterId } from "./player-character-types.js";
import type { CombatantId } from "./types.js";
@@ -132,6 +133,33 @@ export interface ConcentrationEnded {
readonly combatantId: CombatantId;
}
export interface PersistentDamageAdded {
readonly type: "PersistentDamageAdded";
readonly combatantId: CombatantId;
readonly damageType: PersistentDamageType;
readonly formula: string;
}
export interface PersistentDamageRemoved {
readonly type: "PersistentDamageRemoved";
readonly combatantId: CombatantId;
readonly damageType: PersistentDamageType;
}
export interface CreatureAdjustmentSet {
readonly type: "CreatureAdjustmentSet";
readonly combatantId: CombatantId;
readonly adjustment: "weak" | "elite" | undefined;
}
export interface HpVariantSet {
readonly type: "HpVariantSet";
readonly combatantId: CombatantId;
readonly variant: "min" | "max" | undefined;
readonly previousMaxHp: number | undefined;
readonly newMaxHp: number | undefined;
}
export interface EncounterCleared {
readonly type: "EncounterCleared";
readonly combatantCount: number;
@@ -175,6 +203,10 @@ export type DomainEvent =
| ConditionRemoved
| ConcentrationStarted
| ConcentrationEnded
| PersistentDamageAdded
| PersistentDamageRemoved
| CreatureAdjustmentSet
| HpVariantSet
| EncounterCleared
| PlayerCharacterCreated
| PlayerCharacterUpdated
+58
View File
@@ -0,0 +1,58 @@
/** Which end of a creature's Hit Dice range its max HP is taken from. */
export type HpVariant = "min" | "max";
export const VALID_HP_VARIANTS: ReadonlySet<string> = new Set(["min", "max"]);
export interface HpRange {
/** Every Hit Die rolls a 1 (never below 1 HP). */
readonly min: number;
/** The statblock's printed average. */
readonly average: number;
/** Every Hit Die rolls its maximum. */
readonly max: number;
}
/**
* Matches a plain Hit Dice pool: "9d8", "3d6 + 6", "2d6 - 2".
* Bestiary data uses several dash characters, so hyphen, minus sign, en dash
* and em dash all count as a negative modifier.
*/
const DICE_FORMULA_REGEX =
/^\s*(\d+)\s*[dD]\s*(\d+)\s*(?:([-+−–—])\s*(\d+))?\s*$/;
/**
* Derives the min/average/max HP of a creature from its Hit Dice formula.
* Returns null when the formula is not a plain dice pool some sources carry
* prose (`hp.special`) or an empty string instead.
*/
export function hpRange(
hp: Readonly<{ average: number; formula: string }>,
): HpRange | null {
const match = DICE_FORMULA_REGEX.exec(hp.formula);
if (!match) return null;
const count = Number(match[1]);
const sides = Number(match[2]);
if (count < 1 || sides < 1) return null;
const modifier =
match[4] === undefined
? 0
: (match[3] === "+" ? 1 : -1) * Number.parseInt(match[4], 10);
return {
min: Math.max(1, count + modifier),
average: hp.average,
max: Math.max(1, count * sides + modifier),
};
}
/** The HP value a variant selects; undefined means the printed average. */
export function hpForVariant(
range: HpRange,
variant: HpVariant | undefined,
): number {
if (variant === "min") return range.min;
if (variant === "max") return range.max;
return range.average;
}
+36
View File
@@ -64,6 +64,8 @@ export {
type DifficultyResult,
type DifficultyThreshold,
type DifficultyTier,
derivePartyLevel,
pf2eCreatureXp,
VALID_CR_VALUES,
} from "./encounter-difficulty.js";
export type {
@@ -75,12 +77,16 @@ export type {
ConcentrationStarted,
ConditionAdded,
ConditionRemoved,
CreatureAdjustmentSet,
CrSet,
CurrentHpAdjusted,
DomainEvent,
EncounterCleared,
HpVariantSet,
InitiativeSet,
MaxHpSet,
PersistentDamageAdded,
PersistentDamageRemoved,
PlayerCharacterCreated,
PlayerCharacterDeleted,
PlayerCharacterUpdated,
@@ -92,6 +98,13 @@ export type {
TurnRetreated,
} from "./events.js";
export type { ExportBundle } from "./export-bundle.js";
export {
type HpRange,
type HpVariant,
hpForVariant,
hpRange,
VALID_HP_VARIANTS,
} from "./hp-range.js";
export { deriveHpStatus, type HpStatus } from "./hp-status.js";
export {
calculateInitiative,
@@ -99,6 +112,25 @@ export {
formatInitiativeModifier,
type InitiativeResult,
} from "./initiative.js";
export {
addPersistentDamage,
PERSISTENT_DAMAGE_DEFINITIONS,
PERSISTENT_DAMAGE_TYPES,
type PersistentDamageDefinition,
type PersistentDamageEntry,
type PersistentDamageSuccess,
type PersistentDamageType,
removePersistentDamage,
VALID_PERSISTENT_DAMAGE_TYPES,
} from "./persistent-damage.js";
export {
acDelta,
adjustedLevel,
applyPf2eAdjustment,
type CreatureAdjustment,
hpDelta,
modDelta,
} from "./pf2e-adjustments.js";
export {
type PlayerCharacter,
type PlayerCharacterId,
@@ -129,6 +161,10 @@ export type { RulesEdition } from "./rules-edition.js";
export { type SetAcSuccess, setAc } from "./set-ac.js";
export { type SetCrSuccess, setCr } from "./set-cr.js";
export { type SetHpSuccess, setHp } from "./set-hp.js";
export {
type SetHpVariantSuccess,
setHpVariant,
} from "./set-hp-variant.js";
export {
type SetInitiativeSuccess,
setInitiative,
@@ -0,0 +1,78 @@
export const PERSISTENT_DAMAGE_TYPES = [
"fire",
"bleed",
"acid",
"cold",
"electricity",
"poison",
"mental",
"force",
"void",
"spirit",
"vitality",
"piercing",
] as const;
export type PersistentDamageType = (typeof PERSISTENT_DAMAGE_TYPES)[number];
export const VALID_PERSISTENT_DAMAGE_TYPES: ReadonlySet<string> = new Set(
PERSISTENT_DAMAGE_TYPES,
);
export interface PersistentDamageEntry {
readonly type: PersistentDamageType;
readonly formula: string;
}
export interface PersistentDamageDefinition {
readonly type: PersistentDamageType;
readonly label: string;
readonly iconName: string;
readonly color: string;
}
export const PERSISTENT_DAMAGE_DEFINITIONS: readonly PersistentDamageDefinition[] =
[
{ type: "fire", label: "Fire", iconName: "Flame", color: "orange" },
{ type: "bleed", label: "Bleed", iconName: "Droplets", color: "red" },
{
type: "acid",
label: "Acid",
iconName: "FlaskConical",
color: "lime",
},
{ type: "cold", label: "Cold", iconName: "Snowflake", color: "sky" },
{
type: "electricity",
label: "Electricity",
iconName: "Zap",
color: "yellow",
},
{
type: "poison",
label: "Poison",
iconName: "Droplet",
color: "green",
},
{
type: "mental",
label: "Mental",
iconName: "BrainCog",
color: "pink",
},
{ type: "force", label: "Force", iconName: "Orbit", color: "indigo" },
{ type: "void", label: "Void", iconName: "Eclipse", color: "purple" },
{ type: "spirit", label: "Spirit", iconName: "Wind", color: "neutral" },
{
type: "vitality",
label: "Vitality",
iconName: "Sparkle",
color: "amber",
},
{
type: "piercing",
label: "Piercing",
iconName: "Sword",
color: "neutral",
},
];
+121
View File
@@ -0,0 +1,121 @@
import type { DomainEvent } from "./events.js";
import {
PERSISTENT_DAMAGE_DEFINITIONS,
type PersistentDamageEntry,
type PersistentDamageType,
VALID_PERSISTENT_DAMAGE_TYPES,
} from "./persistent-damage-types.js";
import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export {
PERSISTENT_DAMAGE_DEFINITIONS,
PERSISTENT_DAMAGE_TYPES,
type PersistentDamageDefinition,
type PersistentDamageEntry,
type PersistentDamageType,
VALID_PERSISTENT_DAMAGE_TYPES,
} from "./persistent-damage-types.js";
export interface PersistentDamageSuccess {
readonly encounter: Encounter;
readonly events: DomainEvent[];
}
function applyPersistentDamage(
encounter: Encounter,
combatantId: CombatantId,
newEntries: readonly PersistentDamageEntry[] | undefined,
): Encounter {
return {
combatants: encounter.combatants.map((c) =>
c.id === combatantId ? { ...c, persistentDamage: newEntries } : c,
),
activeIndex: encounter.activeIndex,
roundNumber: encounter.roundNumber,
};
}
export function addPersistentDamage(
encounter: Encounter,
combatantId: CombatantId,
damageType: PersistentDamageType,
formula: string,
): PersistentDamageSuccess | DomainError {
if (!VALID_PERSISTENT_DAMAGE_TYPES.has(damageType)) {
return {
kind: "domain-error",
code: "unknown-damage-type",
message: `Unknown persistent damage type "${damageType}"`,
};
}
if (formula.trim().length === 0) {
return {
kind: "domain-error",
code: "empty-formula",
message: "Persistent damage formula must not be empty",
};
}
const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
const { combatant: target } = found;
const current = target.persistentDamage ?? [];
// Replace existing entry of same type, or append
const filtered = current.filter((e) => e.type !== damageType);
const newEntries = [
...filtered,
{ type: damageType, formula: formula.trim() },
];
// Sort by definition order
const order = PERSISTENT_DAMAGE_DEFINITIONS.map((d) => d.type);
newEntries.sort((a, b) => order.indexOf(a.type) - order.indexOf(b.type));
return {
encounter: applyPersistentDamage(encounter, combatantId, newEntries),
events: [
{
type: "PersistentDamageAdded",
combatantId,
damageType,
formula: formula.trim(),
},
],
};
}
export function removePersistentDamage(
encounter: Encounter,
combatantId: CombatantId,
damageType: PersistentDamageType,
): PersistentDamageSuccess | DomainError {
const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
const { combatant: target } = found;
const current = target.persistentDamage ?? [];
if (!current.some((e) => e.type === damageType)) {
return {
kind: "domain-error",
code: "persistent-damage-not-active",
message: `Persistent ${damageType} damage is not active`,
};
}
const filtered = current.filter((e) => e.type !== damageType);
return {
encounter: applyPersistentDamage(
encounter,
combatantId,
filtered.length > 0 ? filtered : undefined,
),
events: [{ type: "PersistentDamageRemoved", combatantId, damageType }],
};
}
+110
View File
@@ -0,0 +1,110 @@
import type {
Pf2eCreature,
TraitBlock,
TraitSegment,
} from "./creature-types.js";
export type CreatureAdjustment = "weak" | "elite";
/** HP bracket delta by creature level (standard PF2e table). */
function hpBracketDelta(level: number): number {
if (level <= 1) return 10;
if (level <= 4) return 15;
if (level <= 19) return 20;
return 30;
}
/** Level shift: elite +1 (or +2 if level ≤ 0), weak 1 (or 2 if level is 1). */
export function adjustedLevel(
baseLevel: number,
adjustment: CreatureAdjustment,
): number {
if (adjustment === "elite") {
return baseLevel <= 0 ? baseLevel + 2 : baseLevel + 1;
}
return baseLevel === 1 ? baseLevel - 2 : baseLevel - 1;
}
/** Signed HP delta for a given base level and adjustment. */
export function hpDelta(
baseLevel: number,
adjustment: CreatureAdjustment,
): number {
const delta = hpBracketDelta(baseLevel);
return adjustment === "elite" ? delta : -delta;
}
/** AC delta: +2 for elite, 2 for weak. */
export function acDelta(adjustment: CreatureAdjustment): number {
return adjustment === "elite" ? 2 : -2;
}
/** Generic ±2 modifier delta. Used for saves, Perception, attacks, damage. */
export function modDelta(adjustment: CreatureAdjustment): number {
return adjustment === "elite" ? 2 : -2;
}
const ATTACK_BONUS_RE = /^([+-])(\d+)/;
const MAP_RE = /\[([+-]\d+)\/([+-]\d+)\]/g;
const DAMAGE_BONUS_RE = /(\d+d\d+)([+-])(\d+)/g;
/**
* Adjust attack bonus in a formatted attack string.
* "+15 (agile), 2d12+7 piercing plus Grab" "+17 (agile), 2d12+9 piercing plus Grab"
*/
function adjustAttackText(text: string, delta: number): string {
// Adjust leading attack bonus: "+15" → "+17"
let result = text.replace(ATTACK_BONUS_RE, (_, sign, num) => {
const adjusted = (sign === "+" ? 1 : -1) * Number(num) + delta;
return adjusted >= 0 ? `+${adjusted}` : `${adjusted}`;
});
// Adjust MAP values in brackets: "[+10/+5]" → "[+12/+7]"
result = result.replace(MAP_RE, (_, m1, m2) => {
const a1 = Number(m1) + delta;
const a2 = Number(m2) + delta;
const f = (n: number) => (n >= 0 ? `+${n}` : `${n}`);
return `[${f(a1)}/${f(a2)}]`;
});
// Adjust damage bonus in "NdN+N type" patterns
result = result.replace(DAMAGE_BONUS_RE, (_, dice, sign, num) => {
const current = (sign === "+" ? 1 : -1) * Number(num);
const adjusted = current + delta;
if (adjusted === 0) return dice as string;
return adjusted > 0 ? `${dice}+${adjusted}` : `${dice}${adjusted}`;
});
return result;
}
function adjustTraitBlock(block: TraitBlock, delta: number): TraitBlock {
return {
...block,
segments: block.segments.map(
(seg): TraitSegment =>
seg.type === "text"
? { type: "text", value: adjustAttackText(seg.value, delta) }
: seg,
),
};
}
/**
* Apply a weak or elite adjustment to a full PF2e creature.
* Returns a new Pf2eCreature with all numeric stats adjusted.
*/
export function applyPf2eAdjustment(
creature: Pf2eCreature,
adjustment: CreatureAdjustment,
): Pf2eCreature {
const d = modDelta(adjustment);
return {
...creature,
level: adjustedLevel(creature.level, adjustment),
ac: creature.ac + d,
hp: creature.hp + hpDelta(creature.level, adjustment),
perception: creature.perception + d,
saveFort: creature.saveFort + d,
saveRef: creature.saveRef + d,
saveWill: creature.saveWill + d,
attacks: creature.attacks?.map((a) => adjustTraitBlock(a, d)),
};
}
@@ -2,6 +2,10 @@ import type { ConditionEntry, ConditionId } from "./conditions.js";
import { VALID_CONDITION_IDS } from "./conditions.js";
import { creatureId } from "./creature-types.js";
import { VALID_CR_VALUES } from "./encounter-difficulty.js";
import type { HpVariant } from "./hp-range.js";
import { VALID_HP_VARIANTS } from "./hp-range.js";
import type { PersistentDamageEntry } from "./persistent-damage-types.js";
import { VALID_PERSISTENT_DAMAGE_TYPES } from "./persistent-damage-types.js";
import {
playerCharacterId,
VALID_PLAYER_COLORS,
@@ -42,6 +46,32 @@ function validateConditions(value: unknown): ConditionEntry[] | undefined {
return entries.length > 0 ? entries : undefined;
}
function validatePersistentDamage(
value: unknown,
): PersistentDamageEntry[] | undefined {
if (!Array.isArray(value)) return undefined;
const entries: PersistentDamageEntry[] = [];
for (const item of value) {
if (
typeof item === "object" &&
item !== null &&
typeof (item as Record<string, unknown>).type === "string" &&
VALID_PERSISTENT_DAMAGE_TYPES.has(
(item as Record<string, unknown>).type as string,
) &&
typeof (item as Record<string, unknown>).formula === "string" &&
((item as Record<string, unknown>).formula as string).length > 0
) {
entries.push({
type: (item as Record<string, unknown>)
.type as PersistentDamageEntry["type"],
formula: (item as Record<string, unknown>).formula as string,
});
}
}
return entries.length > 0 ? entries : undefined;
}
function validateHp(
rawMaxHp: unknown,
rawCurrentHp: unknown,
@@ -93,6 +123,7 @@ function validateCr(value: unknown): string | undefined {
: undefined;
}
const VALID_ADJUSTMENTS = new Set(["weak", "elite"]);
const VALID_SIDES = new Set(["party", "enemy"]);
function validateSide(value: unknown): "party" | "enemy" | undefined {
@@ -106,10 +137,18 @@ function parseOptionalFields(entry: Record<string, unknown>) {
initiative: validateInteger(entry.initiative),
ac: validateAc(entry.ac),
conditions: validateConditions(entry.conditions),
persistentDamage: validatePersistentDamage(entry.persistentDamage),
isConcentrating: entry.isConcentrating === true ? true : undefined,
creatureId: validateNonEmptyString(entry.creatureId)
? creatureId(entry.creatureId as string)
: undefined,
creatureAdjustment: validateSetMember(
entry.creatureAdjustment,
VALID_ADJUSTMENTS,
) as "weak" | "elite" | undefined,
hpVariant: validateSetMember(entry.hpVariant, VALID_HP_VARIANTS) as
| HpVariant
| undefined,
cr: validateCr(entry.cr),
side: validateSide(entry.side),
color: validateSetMember(entry.color, VALID_PLAYER_COLORS),
+73
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@@ -0,0 +1,73 @@
import type { DomainEvent } from "./events.js";
import { type HpRange, type HpVariant, hpForVariant } from "./hp-range.js";
import {
type CombatantId,
type DomainError,
type Encounter,
findCombatant,
isDomainError,
} from "./types.js";
export interface SetHpVariantSuccess {
readonly encounter: Encounter;
readonly events: DomainEvent[];
}
/**
* Switches a combatant's max HP between the minimum, average and maximum roll
* of its Hit Dice.
*
* The shift is applied as a delta so manual HP edits and damage already taken
* survive the switch: a creature missing 5 HP still misses 5 HP afterwards.
*/
export function setHpVariant(
encounter: Encounter,
combatantId: CombatantId,
variant: HpVariant | undefined,
range: HpRange,
): SetHpVariantSuccess | DomainError {
const found = findCombatant(encounter, combatantId);
if (isDomainError(found)) return found;
const { combatant } = found;
if (combatant.hpVariant === variant) {
return { encounter, events: [] };
}
const delta =
hpForVariant(range, variant) - hpForVariant(range, combatant.hpVariant);
const newMaxHp =
combatant.maxHp === undefined
? undefined
: Math.max(1, combatant.maxHp + delta);
const newCurrentHp =
combatant.currentHp === undefined || newMaxHp === undefined
? combatant.currentHp
: Math.max(0, Math.min(combatant.currentHp + delta, newMaxHp));
return {
encounter: {
...encounter,
combatants: encounter.combatants.map((c) =>
c.id === combatantId
? {
...c,
maxHp: newMaxHp,
currentHp: newCurrentHp,
hpVariant: variant,
}
: c,
),
},
events: [
{
type: "HpVariantSet",
combatantId,
variant,
previousMaxHp: combatant.maxHp,
newMaxHp,
},
],
};
}
+2 -12
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@@ -14,12 +14,6 @@ export interface ToggleConditionSuccess {
readonly events: DomainEvent[];
}
function sortByDefinitionOrder(entries: ConditionEntry[]): ConditionEntry[] {
const order = CONDITION_DEFINITIONS.map((d) => d.id);
entries.sort((a, b) => order.indexOf(a.id) - order.indexOf(b.id));
return entries;
}
function validateConditionId(conditionId: ConditionId): DomainError | null {
if (!VALID_CONDITION_IDS.has(conditionId)) {
return {
@@ -67,8 +61,7 @@ export function toggleCondition(
newConditions = filtered.length > 0 ? filtered : undefined;
event = { type: "ConditionRemoved", combatantId, condition: conditionId };
} else {
const added = sortByDefinitionOrder([...current, { id: conditionId }]);
newConditions = added;
newConditions = [...current, { id: conditionId }];
event = { type: "ConditionAdded", combatantId, condition: conditionId };
}
@@ -125,10 +118,7 @@ export function setConditionValue(
};
}
const added = sortByDefinitionOrder([
...current,
{ id: conditionId, value: clampedValue },
]);
const added = [...current, { id: conditionId, value: clampedValue }];
return {
encounter: applyConditions(encounter, combatantId, added),
events: [
+5
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@@ -7,6 +7,8 @@ export function combatantId(id: string): CombatantId {
import type { ConditionEntry } from "./conditions.js";
import type { CreatureId } from "./creature-types.js";
import type { HpVariant } from "./hp-range.js";
import type { PersistentDamageEntry } from "./persistent-damage-types.js";
import type { PlayerCharacterId } from "./player-character-types.js";
export interface Combatant {
@@ -18,8 +20,11 @@ export interface Combatant {
readonly tempHp?: number;
readonly ac?: number;
readonly conditions?: readonly ConditionEntry[];
readonly persistentDamage?: readonly PersistentDamageEntry[];
readonly isConcentrating?: boolean;
readonly creatureId?: CreatureId;
readonly creatureAdjustment?: "weak" | "elite";
readonly hpVariant?: HpVariant;
readonly cr?: string;
readonly side?: "party" | "enemy";
readonly color?: string;
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@@ -4,3 +4,8 @@ packages:
onlyBuiltDependencies:
- lefthook
# pnpm >= 10.32 reads overrides/auditConfig from here; the "pnpm" field in
# package.json is no longer honoured.
overrides:
picomatch: ">=4.0.4"
+83
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@@ -0,0 +1,83 @@
import { execFileSync } from "node:child_process";
import { readFileSync } from "node:fs";
import { join } from "node:path";
const ROOT = new URL("..", import.meta.url).pathname.replace(/\/$/, "");
const RUN_LINE_RE = /^\s*run:\s*(.+?)\s*$/;
/** @param {string} path */
const read = (path) => readFileSync(join(ROOT, path), "utf-8");
/**
* Gates must invoke `pnpm oxlint` with no extra arguments: pnpm forwards them
* after `--`, where oxlint reads them as file paths and lints nothing.
* @param {Record<string, string>} scripts
*/
function findGatesWithOwnFlags(scripts) {
const commands = Object.entries(scripts)
.filter(([name]) => name !== "oxlint")
.flatMap(([name, body]) =>
body.split("&&").map((c) => [`scripts.${name}`, c.trim()]),
);
for (const line of read("lefthook.yml").split("\n")) {
const command = RUN_LINE_RE.exec(line)?.[1];
if (command) commands.push(["lefthook.yml", command]);
}
return commands
.filter(([, c]) => c.includes("oxlint") && c !== "pnpm oxlint")
.map(([source, c]) => `${source} runs "${c}" instead of "pnpm oxlint"`);
}
/**
* Runs the configured command with one rule forced to warn. A working gate
* exits non-zero; exiting 0 means it lints nothing, or does not fail on
* warnings.
* @param {string} oxlintScript
*/
function failsOnWarnings(oxlintScript) {
const args = [...oxlintScript.split(" ").slice(1), "-W", "no-console"];
try {
execFileSync(join(ROOT, "node_modules/.bin/oxlint"), args, {
cwd: ROOT,
stdio: "ignore",
});
return false;
} catch {
return true;
}
}
/**
* Reports ways a quality gate could pass without checking anything, which is
* indistinguishable from a clean run.
* @returns {string[]}
*/
export function checkGates() {
/** @type {Record<string, string>} */
const scripts = JSON.parse(read("package.json")).scripts;
const violations = findGatesWithOwnFlags(scripts);
// Vitest defaults to failing when no test file matches. Setting this puts
// the test gate back to exiting 0 if the include globs ever stop matching.
if (read("vitest.config.ts").includes("passWithNoTests")) {
violations.push("vitest.config.ts sets passWithNoTests");
}
// jscpd's pattern is a single glob string. An array matches no files, and
// the run then reports success having read nothing.
if (Array.isArray(JSON.parse(read(".jscpd.json")).pattern)) {
violations.push(".jscpd.json sets pattern to an array, not a glob string");
}
// The canary rule below is not type-aware, so the probe alone cannot
// detect type-aware rules being switched off.
if (!scripts.oxlint.includes("--type-aware")) {
violations.push("scripts.oxlint is missing --type-aware");
}
if (!failsOnWarnings(scripts.oxlint)) {
violations.push(
`scripts.oxlint exits 0 despite no-console violations: "${scripts.oxlint}"`,
);
}
return violations;
}
+1 -1
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@@ -63,7 +63,7 @@ function checkFile(file, forbidden) {
const lines = content.split("\n");
for (let i = 0; i < lines.length; i++) {
const match = lines[i].match(IMPORT_RE);
const match = IMPORT_RE.exec(lines[i]);
if (!match) continue;
const importPath = match[1] || match[2];
+1 -1
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@@ -23,7 +23,7 @@ for (const file of findFiles()) {
const lines = readFileSync(file, "utf-8").split("\n");
for (let i = 0; i < lines.length; i++) {
const match = lines[i].match(IGNORE_PATTERN);
const match = IGNORE_PATTERN.exec(lines[i]);
if (!match) continue;
count++;
+561
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@@ -0,0 +1,561 @@
#!/usr/bin/env python3
"""Extract D&D 5.5e stat blocks from The Great Labors PDF.
Usage:
python3 scripts/extract-great-labors.py <path-to-pdf>
Reads pages 163-199 (Appendix B: Monsters) and emits
data/bestiary/dnd-bundled.json in the Creature[] shape from
packages/domain/src/creature-types.ts.
Requires: PyPDF2 (pip install PyPDF2)
"""
import json
import os
import re
import sys
from pathlib import Path
from PyPDF2 import PdfReader
# --- Constants ---
SOURCE_CODE = "TGL"
SOURCE_DISPLAY = "The Great Labors"
PAGE_START = 163 # 1-indexed
PAGE_END = 199
SIZE_RE = r"(Tiny|Small|Medium|Large|Huge|Gargantuan)"
TYPE_PIECE = r"[A-Za-z][A-Za-z\- ]*?"
ALIGN_PIECE = r"[A-Za-z][A-Za-z ()]*?"
HEADER_RE = re.compile(
rf"^{SIZE_RE}\s+({TYPE_PIECE}(?:\s+\([^)]+\))?),\s+({ALIGN_PIECE})\s*$"
)
AC_RE = re.compile(r"^AC\s+(\d+)\s+Initiative\s+([+\-]\s*\d+|[+\-]?\d+)")
HP_RE = re.compile(r"^HP\s+(\d+)\s*\(([^)]+)\)")
SPEED_RE = re.compile(r"^Speed\s+(.+?)\s*$")
ABILITY_ROW_RE = re.compile(
r"^(Str|Dex|Con|Int|Wis|Cha)\s+(\d+)\s*([+\-]?\s*\d+)\s+([+\-]?\s*\d+)\s+"
r"(Str|Dex|Con|Int|Wis|Cha)\s+(\d+)\s*([+\-]?\s*\d+)\s+([+\-]?\s*\d+)\s+"
r"(Str|Dex|Con|Int|Wis|Cha)\s+(\d+)\s*([+\-]?\s*\d+)\s+([+\-]?\s*\d+)\s*$"
)
CR_RE = re.compile(
r"^Challenge\s+([\d/]+)\s*\(([\d,]+)\s*XP;\s*PB\s+\+(\d+)\)"
)
SECTION_HEADERS = ("Traits", "Actions", "Bonus Actions", "Reactions",
"Legendary Actions", "Mythic Actions")
# Page running header like "166APPENDIX B MONSTERS..." -- marks the
# transition from stat-block content into prose on the next page.
RUNNING_HEADER_RE = re.compile(r"^\d+APPENDIX B\b")
# Condition / status-word false positives that the title-case entry regex
# would otherwise mistake for a new entry name. These names commonly end a
# sentence inside an entry's body (e.g. "...while it is Bloodied.").
NAME_FALSE_POSITIVES = {
"Bloodied", "Restrained", "Grappled", "Charmed", "Frightened",
"Prone", "Incapacitated", "Stunned", "Paralyzed", "Petrified",
"Poisoned", "Blinded", "Deafened", "Invisible", "Unconscious",
"Exhaustion", "Surprised", "Furious",
"Failure", "Success", "Trigger", "Response", "Hit", "Miss",
"Habitat", "Treasure", "Bonus Actions", "Reactions", "Traits", "Actions",
"Disadvantage", "Advantage",
}
# --- Helpers ---
def norm_dash(s: str) -> str:
return s.replace("", "-").replace("", "-").replace("", "-")
def proficiency_bonus(cr_str: str) -> int:
if "/" in cr_str:
n, d = cr_str.split("/")
cr = int(n) / int(d)
else:
cr = int(cr_str)
if cr <= 4:
return 2
if cr <= 8:
return 3
if cr <= 12:
return 4
if cr <= 16:
return 5
if cr <= 20:
return 6
if cr <= 24:
return 7
if cr <= 28:
return 8
return 9
def make_creature_id(source: str, name: str) -> str:
slug = re.sub(r"[^a-z0-9]+", "-", name.lower()).strip("-")
return f"{source.lower()}:{slug}"
def parse_passive_perception(senses_text: str) -> int | None:
# The PDF sometimes renders multi-digit values with a kerning space
# (e.g. "Passive Perception 1 1" meaning 11). Collapse those.
m = re.search(r"Passive Perception\s+(\d(?:\s*\d)*)\s*$", senses_text)
if not m:
m = re.search(r"Passive Perception\s+(\d+)", senses_text)
return int(m.group(1).replace(" ", "")) if m else None
# --- Page extraction ---
def extract_pages(pdf_path: Path) -> str:
reader = PdfReader(str(pdf_path))
parts = []
for i in range(PAGE_START - 1, PAGE_END):
parts.append(reader.pages[i].extract_text())
return "\n".join(parts)
# --- Block splitting ---
def find_stat_block_starts(lines: list[str]) -> list[int]:
starts = []
for i, line in enumerate(lines):
if AC_RE.match(line.strip()):
header_idx = None
for j in range(i - 1, max(-1, i - 5), -1):
if HEADER_RE.match(lines[j].strip()):
header_idx = j
break
if header_idx is None:
continue
name_idx = header_idx - 1
if name_idx >= 0 and lines[name_idx].strip():
starts.append(name_idx)
return starts
SECTION_HEADER_SMUSH_RE = re.compile(
r"^(?P<body>.+?)\.(?P<hdr>Actions|Bonus Actions|Reactions|Legendary Actions|Traits)\s*$"
)
def block_for(lines: list[str], start: int, next_start: int | None) -> list[str]:
"""Build the line list for one stat block.
Drops page markers and everything from the first running-header line
onward (which marks the transition to a new prose page). Splits PDF
smush lines like "...plants.Actions" into two lines so section header
detection works.
"""
end = next_start if next_start is not None else len(lines)
out: list[str] = []
for ln in lines[start:end]:
if ln.startswith("===PAGE"):
continue
if RUNNING_HEADER_RE.match(ln.strip()):
break
m = SECTION_HEADER_SMUSH_RE.match(ln.strip())
if m:
out.append(m.group("body") + ".")
out.append(m.group("hdr"))
else:
out.append(ln)
return out
# --- Vitals parsing ---
def parse_header(block: list[str]) -> dict:
name = block[0].strip()
header = block[1].strip()
m = HEADER_RE.match(header)
if not m:
raise ValueError(f"Bad header for {name!r}: {header!r}")
size, ctype, alignment = m.group(1), m.group(2).strip(), m.group(3).strip()
return {"name": name, "size": size, "type": ctype, "alignment": alignment}
def parse_ac(line: str) -> int:
m = AC_RE.match(line.strip())
if not m:
raise ValueError(f"Bad AC line: {line!r}")
return int(m.group(1))
def parse_hp(line: str) -> dict:
m = HP_RE.match(line.strip())
if not m:
raise ValueError(f"Bad HP line: {line!r}")
return {"average": int(m.group(1)), "formula": m.group(2).strip()}
def parse_speed(line: str) -> str:
m = SPEED_RE.match(line.strip())
if not m:
raise ValueError(f"Bad Speed line: {line!r}")
speed = m.group(1).rstrip(".").strip()
# Normalize "30 ft" → "30 ft." to match 5etools adapter output style.
speed = re.sub(r"(\d+)\s+ft\b\.?", r"\1 ft.", speed)
return speed
def parse_abilities(row1: str, row2: str) -> dict:
out = {}
for row in (row1, row2):
m = ABILITY_ROW_RE.match(row.strip())
if not m:
raise ValueError(f"Bad ability row: {row!r}")
for off in (0, 4, 8):
ab = m.group(off + 1).lower()
score = int(m.group(off + 2))
out[ab] = score
return out
# --- Meta lines ---
META_KEYS = ("Skills", "Saving Throws", "Resistances", "Immunities",
"Vulnerabilities", "Senses", "Languages", "Gear")
def is_meta_start(line: str) -> str | None:
for key in META_KEYS:
if line.startswith(key + " ") or line.startswith(key + " "):
return key
return None
def parse_meta(lines: list[str], start: int) -> tuple[dict, int]:
meta: dict[str, str] = {}
i = start
current_key: str | None = None
current_val_parts: list[str] = []
def flush() -> None:
nonlocal current_key, current_val_parts
if current_key is not None:
meta[current_key] = " ".join(p.strip() for p in current_val_parts).strip()
current_key = None
current_val_parts = []
while i < len(lines):
line = lines[i].strip()
if not line:
i += 1
continue
if line.startswith("Challenge "):
flush()
return meta, i
key = is_meta_start(line)
if key:
flush()
current_key = key
current_val_parts.append(line[len(key):].strip())
elif current_key is not None:
current_val_parts.append(line)
i += 1
flush()
return meta, i
# --- Section discovery ---
def find_section_starts(block: list[str], start_idx: int) -> list[tuple[str, int]]:
starts = []
for i in range(start_idx, len(block)):
ln = block[i].strip()
if ln in SECTION_HEADERS:
starts.append((ln, i))
return starts
def collect_section_lines(block: list[str], start: int, end: int) -> list[str]:
"""Collect the raw lines for one section (between header indices)."""
out: list[str] = []
for line in block[start:end]:
if not line.strip():
continue
out.append(line.rstrip())
return out
def join_section_text(lines: list[str]) -> str:
"""Join section lines into a single text blob, repairing wrap hyphens."""
text = " ".join(line.strip() for line in lines if line.strip())
text = re.sub(r"\s+", " ", text)
# Repair "civi -li zation" → "civilization" (PDF column-wrap hyphens).
text = re.sub(r"(\w)\s*-\s+(\w)", r"\1\2", text)
return text.strip()
# --- Entry splitting ---
# Entry name: title-case phrase, where each "word" is either a Capitalized
# word, a lowercase connector (of/the/and/or/in/at/on/to/with/from), a roman
# numeral, etc. Optionally followed by parenthesized modifier.
ENTRY_NAME_INNER = (
r"[A-Z][A-Za-z']*"
r"(?:[ \-](?:[A-Z][A-Za-z']*|of|the|and|or|in|at|on|to|with|from))*"
r"(?:\s*\([^)]+\))?"
)
# An entry boundary occurs at the start of the joined section text, or
# immediately after a sentence-ending punctuation. The PDF sometimes drops
# the space between the period and the new entry name, so `\s*` is fine.
ENTRY_BOUNDARY = re.compile(
rf"(?:^|(?<=[\.\?\!]))\s*(?P<name>{ENTRY_NAME_INNER})\.\s+(?=[A-Z“\"(])"
)
# Trim attribution quotes / page-header bleed-through from entry bodies.
PROSE_TAIL_PATTERNS = (
# Em-dash attribution: " —Chondrus, Priest of Lutheria"
re.compile(r"\s+—\s*[A-Z][^—]*$"),
# Smushed section header at end ("...plants.Actions").
re.compile(
r"\.\s*(?:Actions|Bonus\s+Actions|Reactions|Legendary\s+Actions|Traits)\s*$"
),
# Curated prose subheadings / phrase markers that follow stat blocks in
# this book. PDF reflow often merges prose onto the same logical line
# as the last action body, so the leading whitespace is optional.
re.compile(
r"\.?\s*(?:Random Trapped Creature|Maenad Bacchanal|The Phalanx Formation"
r"|Reinforced Portal|TRAPPED|HUNGER FOR|PURSUIT OF|RITUAL|MyTHIC|BRON"
r"|GOlDEN|NyMPH|MARBlE|KElEDONE|SOlDIER|MINOTAUR|SATyRS|GOATlING|EMPUS"
r"|ANARCH|GyGAN|CERBERUS|WHITE STAG|STORM|FEy|VOlKAN).*",
re.DOTALL,
),
# Specific prose sentence-starts observed leaking in.
re.compile(
r"\.(?:will gleefully|Some report that|Storm Dory|This magic weapon"
r"|Thylean soldiers|Some claim|These leaders).*",
re.DOTALL,
),
# All-caps run of 3+ uppercase letters in a word, then a space, then
# another word with 3+ uppercase letters (PDF small-caps section header
# like "BRON zE STRATEGOS", "MyTHIC BEAST", "GOlDEN RAM").
re.compile(r"(?<=[\.\s])[A-Z]{2}\w*\s+[\w ]{0,12}[A-Z]{3}[A-Z\w ]*"),
)
def trim_prose_tail(body: str) -> str:
out = body
for pat in PROSE_TAIL_PATTERNS:
m = pat.search(out)
if m:
out = out[:m.start()].rstrip().rstrip(".") + "."
return out.strip()
def is_valid_entry_name(name: str) -> bool:
"""Filter false-positive matches that aren't really entry names."""
if name in NAME_FALSE_POSITIVES:
return False
# Single short capitalized word that's a common condition or noun is
# usually a false positive when followed by a period. Real entry names
# almost always have either multiple words or a parenthesized modifier.
bare = re.sub(r"\s*\([^)]+\)\s*", "", name).strip()
if bare in NAME_FALSE_POSITIVES:
return False
return True
def split_text_into_entries(text: str) -> list[tuple[str, str]]:
"""Split section text into (name, body) entries by scanning for entry-name
boundaries (start-of-text or after a sentence period)."""
matches: list[tuple[int, int, str]] = []
for m in ENTRY_BOUNDARY.finditer(text):
name = m.group("name").strip()
if is_valid_entry_name(name):
matches.append((m.start(), m.end(), name))
if not matches:
return []
entries: list[tuple[str, str]] = []
for i, (_, body_start, name) in enumerate(matches):
body_end = matches[i + 1][0] if i + 1 < len(matches) else len(text)
body = text[body_start:body_end].strip()
entries.append((name, body))
return entries
def parse_section_traits(lines: list[str]) -> list[dict]:
text = join_section_text(lines)
entries = split_text_into_entries(text)
out = []
for name, body in entries:
body = trim_prose_tail(body)
if body or name:
out.append({"name": name,
"segments": [{"type": "text", "value": body}]})
return out
def parse_legendary(lines: list[str], creature_name: str) -> dict | None:
"""Parse the Legendary Actions section. Text before the first entry whose
body contains action vocabulary forms the preamble.
"""
text = join_section_text(lines)
all_matches: list[tuple[int, int, str]] = []
for m in ENTRY_BOUNDARY.finditer(text):
name = m.group("name").strip()
if is_valid_entry_name(name):
all_matches.append((m.start(), m.end(), name))
action_anchors = ("Saving Throw", "Attack Roll", "Trigger", "Recharge",
"Melee", "Ranged", "Constitution", "Dexterity",
"Strength", "Intelligence", "Wisdom", "Charisma")
first_action_idx = None
for i, (_, body_start, _) in enumerate(all_matches):
body_end = all_matches[i + 1][0] if i + 1 < len(all_matches) else len(text)
body_head = text[body_start:min(body_end, body_start + 100)]
if any(a in body_head for a in action_anchors):
first_action_idx = i
break
if first_action_idx is None:
return None
preamble = text[:all_matches[first_action_idx][0]].strip()
if not preamble:
preamble = f"{creature_name} can take Legendary Actions."
entries = []
for i in range(first_action_idx, len(all_matches)):
_, body_start, name = all_matches[i]
body_end = all_matches[i + 1][0] if i + 1 < len(all_matches) else len(text)
body = text[body_start:body_end].strip()
entries.append((name, body))
if not entries:
return None
return {
"preamble": preamble,
"entries": [
{"name": name,
"segments": [{"type": "text", "value": trim_prose_tail(body)}]}
for name, body in entries if body
],
}
# --- Top-level parse ---
def parse_block(block: list[str]) -> dict:
head = parse_header(block)
ac = parse_ac(block[2])
hp = parse_hp(block[3])
speed = parse_speed(block[4])
if not block[5].strip().startswith("MOD"):
raise ValueError(f"Expected MOD header, got: {block[5]!r}")
abilities = parse_abilities(block[6], block[7])
meta, ch_idx = parse_meta(block, 8)
cr_match = CR_RE.match(block[ch_idx].strip())
if not cr_match:
raise ValueError(f"Bad Challenge line: {block[ch_idx]!r}")
cr_str = cr_match.group(1)
section_starts = find_section_starts(block, ch_idx + 1)
sections: dict[str, list[str]] = {}
for i, (name, idx) in enumerate(section_starts):
end = section_starts[i + 1][1] if i + 1 < len(section_starts) else len(block)
sections[name] = collect_section_lines(block, idx + 1, end)
creature: dict = {
"id": make_creature_id(SOURCE_CODE, head["name"]),
"name": head["name"],
"source": SOURCE_CODE,
"sourceDisplayName": SOURCE_DISPLAY,
"size": head["size"],
"type": head["type"],
"alignment": head["alignment"],
"ac": ac,
"hp": hp,
"speed": speed,
"abilities": abilities,
"cr": cr_str,
"initiativeProficiency": 0,
"proficiencyBonus": proficiency_bonus(cr_str),
"passive": parse_passive_perception(meta.get("Senses", "")) or 10,
}
if "Saving Throws" in meta:
creature["savingThrows"] = meta["Saving Throws"]
if "Skills" in meta:
creature["skills"] = meta["Skills"]
if "Resistances" in meta:
creature["resist"] = meta["Resistances"]
if "Immunities" in meta:
creature["immune"] = meta["Immunities"]
if "Vulnerabilities" in meta:
creature["vulnerable"] = meta["Vulnerabilities"]
if "Senses" in meta:
senses = re.sub(r"[;,]?\s*Passive Perception\s+\d+\s*$", "", meta["Senses"])
senses = senses.strip().rstrip(";").strip()
if senses:
creature["senses"] = senses
if "Languages" in meta:
creature["languages"] = meta["Languages"]
if "Traits" in sections:
creature["traits"] = parse_section_traits(sections["Traits"])
if "Actions" in sections:
creature["actions"] = parse_section_traits(sections["Actions"])
if "Bonus Actions" in sections:
creature["bonusActions"] = parse_section_traits(sections["Bonus Actions"])
if "Reactions" in sections:
creature["reactions"] = parse_section_traits(sections["Reactions"])
if "Legendary Actions" in sections:
leg = parse_legendary(sections["Legendary Actions"], head["name"])
if leg:
creature["legendaryActions"] = leg
return creature
def main() -> int:
if len(sys.argv) != 2:
print("Usage: python3 extract-great-labors.py <path-to-pdf>",
file=sys.stderr)
return 1
pdf_path = Path(os.path.expanduser(sys.argv[1]))
if not pdf_path.exists():
print(f"PDF not found: {pdf_path}", file=sys.stderr)
return 1
text = extract_pages(pdf_path)
lines = text.split("\n")
starts = find_stat_block_starts(lines)
print(f"Detected {len(starts)} stat blocks", file=sys.stderr)
creatures = []
failures = []
for i, s in enumerate(starts):
next_s = starts[i + 1] if i + 1 < len(starts) else None
block = block_for(lines, s, next_s)
try:
creatures.append(parse_block(block))
except Exception as e:
failures.append((block[0] if block else "<empty>", str(e)))
if failures:
print(f"\n{len(failures)} parse failures:", file=sys.stderr)
for name, err in failures:
print(f" - {name}: {err}", file=sys.stderr)
out_path = Path(__file__).resolve().parent.parent / "data" / "bestiary" / "dnd-bundled.json"
out_path.parent.mkdir(parents=True, exist_ok=True)
with out_path.open("w") as f:
json.dump(creatures, f, indent="\t", ensure_ascii=False)
f.write("\n")
print(f"Wrote {len(creatures)} creatures to {out_path}", file=sys.stderr)
return 0 if not failures else 2
if __name__ == "__main__":
sys.exit(main())
+1
View File
@@ -108,6 +108,7 @@ const files = readdirSync(BESTIARY_DIR).filter(
);
const creatures = [];
/** @type {Set<string>} */
const unmappedSources = new Set();
for (const file of files.sort()) {
+23
View File
@@ -128,6 +128,22 @@ A user wants to rename a combatant. Clicking the combatant's name immediately en
4. **Given** a bestiary combatant row and a custom combatant row, **When** the user clicks either combatant's name, **Then** the behavior is identical — inline edit mode is entered immediately in both cases.
**Story C4 — Name Updates on Weak/Elite Toggle (Priority: P2)**
When a PF2e weak/elite adjustment is toggled on a bestiary-linked combatant, the name automatically gains or loses a "Weak" or "Elite" prefix. Auto-numbered suffixes are preserved (e.g., "Goblin 2" → "Elite Goblin 2"). Toggling back to Normal removes the prefix. Existing auto-numbering of other combatants is not affected.
**Acceptance Scenarios**:
1. **Given** a combatant named "Iron Hag", **When** the DM toggles to "Elite", **Then** the name becomes "Elite Iron Hag".
2. **Given** a combatant named "Goblin 2", **When** the DM toggles to "Weak", **Then** the name becomes "Weak Goblin 2".
3. **Given** a combatant named "Elite Iron Hag", **When** the DM toggles back to "Normal", **Then** the name becomes "Iron Hag".
4. **Given** "Goblin 1" and "Goblin 2" exist, **When** the DM toggles "Goblin 1" to "Elite", **Then** it becomes "Elite Goblin 1" and "Goblin 2" is not renamed.
5. **Given** a combatant named "Elite Goblin 1", **When** the DM manually renames it to "Big Boss", **Then** the rename proceeds normally (manual names override the prefix convention).
---
### Clearing the Encounter
@@ -291,6 +307,12 @@ EditCombatant MUST preserve the combatant's position in the list, `activeIndex`,
#### FR-024 — Edit: UI
The UI MUST provide an inline name-edit mechanism for each combatant, activated by a single click on the name. Clicking the name MUST enter inline edit mode immediately — no delay, no timer, consistent for all combatant types. The name MUST display a `cursor-text` cursor on hover to signal editability. The updated name MUST be immediately visible after submission. The 250ms click timer and double-click detection logic MUST be removed entirely.
#### FR-041 — Edit: Weak/Elite name prefix
When a PF2e weak/elite adjustment is toggled on a bestiary-linked combatant (see `specs/004-bestiary/spec.md`, FR-101), the system MUST prepend "Weak " or "Elite " to the combatant's name, preserving any auto-numbered suffix. Toggling to "Normal" MUST remove the prefix. Switching directly between "Weak" and "Elite" MUST swap the prefix.
#### FR-042 — Edit: Prefix does not trigger re-numbering
Adding or removing a weak/elite prefix MUST NOT trigger auto-numbering recalculation for other combatants. "Goblin 1" becoming "Elite Goblin 1" does not cause "Goblin 2" to be renumbered.
#### FR-025 — ConfirmButton: Reusable component
The system MUST provide a reusable `ConfirmButton` component that wraps any icon button to add a two-step confirmation flow.
@@ -363,6 +385,7 @@ All domain events MUST be returned as plain data values from operations, not dis
- **ConfirmButton: two instances in confirm state simultaneously**: Each manages its own state independently.
- **ConfirmButton: combatant row re-renders while in confirm state**: Confirm state persists through re-renders as long as combatant identity is stable.
- **Name click behavior is uniform**: A single click on any combatant's name enters inline edit mode immediately. There is no gesture disambiguation (no timer, no double-click detection). Stat block access is handled via the dedicated book icon on bestiary rows (see `specs/004-bestiary/spec.md`, FR-062).
- **Weak/elite prefix on a manually renamed combatant**: If the user manually renames "Elite Goblin" to "Big Boss" and then toggles to Normal, the prefix "Elite " is not present to remove — the name "Big Boss" remains unchanged.
---
+57 -1
View File
@@ -25,6 +25,7 @@ interface Combatant {
readonly ac?: number; // non-negative integer
readonly conditions?: readonly ConditionEntry[];
readonly isConcentrating?: boolean;
readonly persistentDamage?: readonly PersistentDamageEntry[]; // PF2e only
readonly creatureId?: CreatureId; // link to bestiary entry
}
@@ -32,6 +33,11 @@ interface ConditionEntry {
readonly id: ConditionId;
readonly value?: number; // PF2e valued conditions (e.g., Clumsy 2); undefined for D&D
}
interface PersistentDamageEntry {
readonly type: PersistentDamageType; // "fire" | "bleed" | "acid" | "cold" | "electricity" | "poison" | "mental"
readonly formula: string; // e.g., "2d6", "1d4+2"
}
```
---
@@ -115,6 +121,15 @@ Acceptance scenarios:
7. **Given** no combatant has temp HP, **When** viewing the encounter, **Then** no extra space is reserved for temp HP display.
8. **Given** one combatant has temp HP, **When** viewing the encounter, **Then** all rows reserve space for the temp HP display to maintain column alignment.
**Story HP-8 — HP Adjusts on Weak/Elite Toggle (P2)**
As a game master toggling a PF2e creature between weak, normal, and elite, I want the combatant's max HP and current HP to update automatically so that the tracker reflects the adjusted creature's durability.
Acceptance scenarios:
1. **Given** a combatant with 75/75 HP (Normal), **When** the DM toggles to "Elite" (HP bracket +20), **Then** maxHp becomes 95 and currentHp becomes 95.
2. **Given** a combatant with 65/75 HP (Normal, 10 damage taken), **When** the DM toggles to "Elite" (HP bracket +20), **Then** maxHp becomes 95 and currentHp becomes 85 (shifted by +20, preserving the 10-damage deficit).
3. **Given** a combatant with 5/75 HP (Normal), **When** the DM toggles to "Weak" (HP bracket 20), **Then** maxHp becomes 55 and currentHp becomes 0 (clamped, since 520 < 0).
4. **Given** a combatant with 95/95 HP (Elite), **When** the DM toggles back to "Normal" (HP bracket 20), **Then** maxHp becomes 75 and currentHp becomes 75.
### Requirements
- **FR-001**: Each combatant MAY have an optional `maxHp` value (positive integer >= 1). HP tracking is optional per combatant.
@@ -148,6 +163,8 @@ Acceptance scenarios:
- **FR-029**: When any combatant in the encounter has temp HP > 0, all rows MUST reserve space for the temp HP display to maintain column alignment. When no combatant has temp HP, no space is reserved.
- **FR-030**: The HP adjustment popover MUST include a third button (Shield icon) for setting temp HP.
- **FR-031**: Temp HP MUST persist across page reloads via the existing persistence mechanism.
- **FR-113**: When a PF2e weak/elite adjustment is toggled (see `specs/004-bestiary/spec.md`, FR-101), `maxHp` MUST be updated by the HP bracket delta for the creature's base level: ±10 (level ≤ 1), ±15 (level 24), ±20 (level 519), ±30 (level 20+). When switching directly between weak and elite, the full swing (reverse + apply) MUST be computed as a single delta.
- **FR-114**: When `maxHp` changes due to a weak/elite toggle, `currentHp` MUST shift by the same delta as `maxHp`, clamped to [0, new `maxHp`]. Temp HP is unaffected.
### Edge Cases
@@ -166,6 +183,7 @@ Acceptance scenarios:
- There is no death/unconscious game mechanic triggered at 0 HP; the system displays the state only.
- There is no damage type tracking, resistance/vulnerability calculation, or hit log in the MVP baseline.
- There is no undo/redo for HP changes in the MVP baseline.
- Weak/elite toggle when combatant has temp HP: temp HP is unaffected; only maxHp and currentHp change. A combatant at 10+5/75 toggled to Elite becomes 30+5/95.
---
@@ -192,6 +210,14 @@ Acceptance scenarios:
4. **Given** the inline AC edit is active, **When** the user presses Escape, **Then** the edit is cancelled and the original value is preserved.
5. **Given** the inline AC edit is active, **When** the user clears the field and presses Enter, **Then** AC is unset and the shield shows an empty state.
**Story AC-3 — AC Adjusts on Weak/Elite Toggle (P2)**
As a game master toggling a PF2e creature between weak, normal, and elite, I want the combatant's AC to update automatically so that the tracker reflects the adjusted creature's defenses.
Acceptance scenarios:
1. **Given** a combatant with AC 22 (Normal), **When** the DM toggles to "Elite", **Then** AC becomes 24.
2. **Given** a combatant with AC 24 (Elite), **When** the DM toggles to "Weak", **Then** AC becomes 20 (base 22, 2 for weak).
3. **Given** a combatant with AC 20 (Weak), **When** the DM toggles to "Normal", **Then** AC becomes 22.
### Requirements
- **FR-023**: Each combatant MAY have an optional `ac` value, a non-negative integer (>= 0).
@@ -203,6 +229,8 @@ Acceptance scenarios:
- **FR-029**: AC MUST reject negative values. Zero is a valid AC.
- **FR-030**: AC values MUST persist via the existing persistence mechanism.
- **FR-031**: The AC shield MUST scale appropriately for single-digit, double-digit, and any valid AC values.
- **FR-115**: When a PF2e weak/elite adjustment is toggled (see `specs/004-bestiary/spec.md`, FR-101), `ac` MUST be updated by ±2. When switching directly between weak and elite, the full swing (±4) MUST be applied as a single update.
- **FR-116**: AC changes from weak/elite toggles MUST persist via the existing persistence mechanism, consistent with FR-030.
### Edge Cases
@@ -324,6 +352,19 @@ Acceptance scenarios:
4. **Given** the game system is D&D (5e or 5.5e), **When** interacting with conditions, **Then** no maximum enforcement is applied.
5. **Given** a PF2e valued condition without a defined maximum (e.g., Frightened, Clumsy), **When** incrementing, **Then** no cap is enforced — the value can increase without limit.
**Story CC-11 — Persistent Damage Tags (P2)**
As a DM running a PF2e encounter, I want to apply persistent damage to a combatant as a compact tag showing a damage type icon and formula so I can track ongoing damage effects without manual bookkeeping.
Acceptance scenarios:
1. **Given** the game system is Pathfinder 2e and the condition picker is open, **When** the user clicks "Persistent Damage", **Then** a sub-picker opens with a damage type dropdown (fire, bleed, acid, cold, electricity, poison, mental, force, void, spirit, vitality, piercing) and a formula text input.
2. **Given** the sub-picker is open, **When** the user selects "fire" and types "2d6" and confirms, **Then** a compact tag appears on the combatant row showing a fire icon and "2d6".
3. **Given** a combatant has persistent fire 2d6, **When** the user adds persistent bleed 1d4, **Then** both tags appear on the row simultaneously.
4. **Given** a combatant has persistent fire 2d6, **When** the user adds persistent fire 3d6, **Then** the existing fire entry is replaced with 3d6 (one instance per type).
5. **Given** a combatant has a persistent damage tag, **When** the user clicks the tag on the row, **Then** the persistent damage entry is removed.
6. **Given** a combatant has a persistent damage tag, **When** the user hovers over it, **Then** a tooltip shows the full description (e.g., "Persistent Fire 2d6 — Take damage at end of turn. DC 15 flat check to end.").
7. **Given** the game system is D&D (5e or 5.5e), **When** viewing the condition picker, **Then** no "Persistent Damage" option is available.
8. **Given** a combatant has persistent damage entries, **When** the page is reloaded, **Then** all entries are restored exactly.
### Requirements
- **FR-032**: When a D&D game system is active, the system MUST support the following 15 standard D&D 5e/5.5e conditions: blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious. When Pathfinder 2e is active, the system MUST support the PF2e condition set (see FR-103).
@@ -379,6 +420,15 @@ Acceptance scenarios:
- **FR-110**: Maximum value enforcement MUST only apply when the Pathfinder 2e game system is active. D&D conditions are unaffected.
- **FR-111**: When Pathfinder 2e is the active game system, the concentration UI (Brain icon toggle, purple left border accent, damage pulse animation) MUST be hidden entirely. The Brain icon MUST NOT be shown on hover or at rest, and the concentration toggle MUST NOT be interactive.
- **FR-112**: Switching the game system MUST NOT clear or modify `isConcentrating` state on any combatant. The state MUST be preserved in storage and restored to the UI when switching back to a D&D game system.
- **FR-117**: When Pathfinder 2e is active, the condition picker MUST include a "Persistent Damage" entry that opens a sub-picker instead of toggling directly.
- **FR-118**: The persistent damage sub-picker MUST contain a dropdown of PF2e damage types (fire, bleed, acid, cold, electricity, poison, mental, force, void, spirit, vitality, piercing) and a text input for the damage formula (e.g., "2d6").
- **FR-119**: Each persistent damage entry MUST be displayed as a compact tag on the combatant row showing a damage type icon and the formula text (e.g., fire icon + "2d6").
- **FR-120**: Only one persistent damage entry per damage type is allowed per combatant. Adding the same damage type MUST replace the existing formula.
- **FR-121**: Clicking a persistent damage tag on the combatant row MUST remove that entry.
- **FR-122**: Hovering a persistent damage tag MUST show a tooltip with the full description: "{Type} {formula} — Take damage at end of turn. DC 15 flat check to end."
- **FR-123**: Persistent damage MUST NOT be available when a D&D game system is active.
- **FR-124**: Persistent damage entries MUST persist across page reloads via the existing persistence mechanism.
- **FR-125**: Persistent damage tags MUST be displayed inline after condition icons, following the same wrapping behavior as conditions (FR-041).
### Edge Cases
@@ -395,7 +445,11 @@ Acceptance scenarios:
- When the game system is switched from D&D to PF2e, existing D&D conditions on combatants are hidden (not deleted). Switching back to D&D restores them.
- PF2e valued condition at value 0 is treated as removed — it MUST NOT appear on the row.
- Dying, doomed, wounded, and slowed have enforced maximum values in PF2e (4, 3, 3, 3 respectively). The `[+]` button is disabled at the cap. The dynamic dying cap based on doomed value (dying max = 4 doomed) is not enforced — only the static maximum applies.
- Persistent damage is excluded from the PF2e MVP condition set. It can be added as a follow-up feature.
- Persistent damage tags are separate from the `conditions` array — they use a dedicated `persistentDamage` field on `Combatant`.
- Adding persistent damage with an empty formula is rejected; the formula field must be non-empty.
- When the game system is switched from PF2e to D&D, existing persistent damage entries are preserved in storage but hidden from display, consistent with condition behavior (FR-107).
- Persistent damage has no automation — the system does not auto-apply damage or prompt for flat checks. It is a visual reminder only.
- The persistent damage sub-picker closes when the user clicks outside of it or confirms an entry.
- When PF2e is active, concentration state (`isConcentrating`) is preserved in storage but the entire concentration UI is hidden. Switching back to D&D restores Brain icons, purple borders, and pulse behavior without data loss.
---
@@ -600,3 +654,5 @@ Acceptance scenarios:
- **SC-035**: PF2e valued conditions display their current value and can be incremented/decremented within 1 click each.
- **SC-036**: Switching game system immediately changes the available conditions, bestiary search results, stat block layout, and initiative calculation — no page reload required.
- **SC-037**: The game system preference survives a full page reload.
- **SC-038**: A persistent damage entry can be added to a combatant in 3 clicks or fewer (click "+", click "Persistent Damage", select type + enter formula + confirm).
- **SC-039**: Persistent damage tags are visually distinguishable from conditions by their icon + formula format.
+50 -1
View File
@@ -113,6 +113,16 @@ As a DM running a PF2e encounter, I want to see a creature's carried equipment
An "Equipment" section appears on the stat block listing each carried item with its name and relevant details (level, traits, activation description). Scrolls additionally show the embedded spell name and rank (e.g., "Scroll of Teleport (Rank 6)"). The section is omitted entirely for creatures that carry no equipment. Equipment data is extracted from the existing cached creature JSON — no additional fetch is required.
**US-D7 — Toggle Weak/Elite Adjustment on PF2e Stat Block (P2)**
As a DM running a PF2e encounter, I want to toggle a weak or elite adjustment on a bestiary-linked combatant's stat block so that the standard PF2e stat modifications are applied to that specific combatant and reflected in both the stat block and the tracker.
When viewing a PF2e creature's stat block, a Weak/Normal/Elite toggle appears in the header. Selecting "Elite" or "Weak" applies the standard PF2e adjustments: ±2 to AC, saves, Perception, attack rolls, and strike damage; HP adjusted by the standard level bracket table; level shifted. The combatant's stored HP and AC update accordingly (see `specs/003-combatant-state/spec.md`, FR-113FR-116), and its name gains a prefix (see `specs/001-combatant-management/spec.md`, FR-041FR-042). The toggle defaults to "Normal" and is not shown for D&D creatures. A visual indicator (the same icon used in the toggle) appears next to the creature name in the header.
**US-D8 — Set a D&D Combatant to Minimum or Maximum Hit Points (P2)**
As a DM running a D&D encounter, I want to switch a bestiary-linked combatant between the minimum, average and maximum result of its Hit Dice so I can make a single monster tougher or flimsier without hand-editing HP.
When viewing a D&D creature's stat block for a combatant, a Min/Avg/Max toggle appears under the Hit Points line. The stat block shows the printed average by default; selecting "Min" or "Max" shows the value the Hit Dice would produce if every die rolled its lowest or highest face (e.g., `3d6 + 6` → 9 or 24) and updates the combatant's stored max HP by the same delta. This is a convenience tool, not a rules mechanic — no other stat changes and the combatant is not renamed.
### Requirements
- **FR-016**: The system MUST display a stat block panel with full creature information when a creature is selected.
@@ -138,6 +148,20 @@ An "Equipment" section appears on the stat block listing each carried item with
- **FR-081**: Spell descriptions MUST be processed through the existing Foundry tag-stripping utility before display (consistent with FR-068).
- **FR-082**: When a spell name has a parenthetical modifier (e.g., "Heal (×3)", "Unfettered Movement (Constant)"), only the spell name portion MUST be the click target; the modifier MUST remain as adjacent plain text.
- **FR-083**: The spell description display MUST handle both representations of heightening present in Foundry VTT data: `system.heightening` and `system.overlays`.
- **FR-101**: PF2e stat blocks MUST include a Weak/Normal/Elite toggle in the header, defaulting to "Normal".
- **FR-102**: The Weak/Normal/Elite toggle MUST NOT be shown for D&D creatures or non-bestiary combatants.
- **FR-103**: Selecting "Elite" MUST display the stat block with the standard PF2e elite adjustment applied: +2 to AC, saving throws, Perception, and attack rolls; +2 to strike damage; HP increase by level bracket (per the standard PF2e table); level +1 (or +2 if base level ≤ 0).
- **FR-104**: Selecting "Weak" MUST display the stat block with the standard PF2e weak adjustment applied: 2 to AC, saving throws, Perception, and attack rolls; 2 to strike damage; HP decrease by level bracket (per the standard PF2e table); level 1 (or 2 if base level is 1).
- **FR-105**: Toggling the adjustment MUST update the combatant's stored maxHp and ac to the adjusted values (see `specs/003-combatant-state/spec.md`, FR-113FR-116). The combatant's currentHp MUST shift by the same delta as maxHp, clamped to [0, new maxHp].
- **FR-106**: Toggling the adjustment MUST update the combatant's name with the appropriate prefix — "Weak" or "Elite" — or remove the prefix when returning to "Normal" (see `specs/001-combatant-management/spec.md`, FR-041FR-042).
- **FR-107**: The stat block header MUST display a visual indicator (the same icon used in the toggle) next to the creature name when the creature has a weak or elite adjustment.
- **FR-108**: The adjustment MUST be stored on the combatant as a `creatureAdjustment` field and persist across page reloads.
- **FR-109**: D&D stat blocks MUST include a Min/Avg/Max hit point toggle below the Hit Points line, defaulting to "Avg".
- **FR-110**: The Min/Avg/Max toggle MUST only be shown for a bestiary-linked combatant whose HP formula is a plain Hit Dice pool (`NdM`, optionally `± K`) with a spread — it MUST NOT be shown while browsing a creature without a combatant, for PF2e creatures, or when the HP field carries prose instead of dice.
- **FR-111**: "Min" MUST use the result of every Hit Die rolling 1 (dice count + modifier); "Max" MUST use the result of every Hit Die rolling its highest face (dice count × faces + modifier). Both MUST be at least 1. "Avg" MUST use the printed average.
- **FR-112**: Selecting a variant MUST shift the combatant's stored maxHp by the delta between the previously selected and newly selected value, preserving manual HP edits. The combatant's currentHp MUST shift by the same delta, clamped to [0, new maxHp].
- **FR-113**: Selecting a variant MUST NOT change the combatant's name or any stat other than HP.
- **FR-114**: The selected variant MUST be stored on the combatant as an `hpVariant` field (`"min" | "max"`, absent for average) and persist across page reloads and JSON export/import.
### Acceptance Scenarios
@@ -173,6 +197,19 @@ An "Equipment" section appears on the stat block listing each carried item with
30. **Given** a PF2e creature with an ability that has no frequency limit, **When** the DM views the stat block, **Then** the ability name renders without any frequency annotation.
31. **Given** a PF2e creature with `perception.details: "smoke vision"`, **When** the DM views the stat block, **Then** the perception line shows "smoke vision" alongside the senses.
32. **Given** a PF2e creature with no perception details, **When** the DM views the stat block, **Then** the perception line shows only the modifier and senses as before.
33. **Given** a PF2e creature's stat block is open, **When** the DM views the header, **Then** a Weak/Normal/Elite toggle is visible, set to "Normal" by default.
34. **Given** a D&D creature's stat block is open, **When** the DM views the header, **Then** no Weak/Normal/Elite toggle is shown.
35. **Given** a PF2e creature (level 5, AC 22, HP 75) stat block is open, **When** the DM selects "Elite", **Then** the stat block shows AC 24, HP 95 (75+20 for level 5 bracket), level 6, and all saves/Perception/attacks are adjusted by +2.
36. **Given** a PF2e creature (level 5, AC 22, HP 75) stat block is open, **When** the DM selects "Weak", **Then** the stat block shows AC 20, HP 55 (7520 for level 5 bracket), level 4, and all saves/Perception/attacks are adjusted by 2.
37. **Given** a PF2e creature with level 0 stat block is open, **When** the DM selects "Elite", **Then** the level increases by 2 (not 1).
38. **Given** a PF2e creature with level 1 stat block is open, **When** the DM selects "Weak", **Then** the level decreases by 2 (to 1, not 0).
39. **Given** a PF2e combatant was set to "Elite" and the page is reloaded, **When** the DM opens the stat block, **Then** the toggle shows "Elite" and the stat block displays adjusted stats.
40. **Given** a PF2e combatant was set to "Elite", **When** the DM toggles back to "Normal", **Then** the stat block reverts to base stats, the combatant's HP/AC revert, and the name prefix is removed.
41. **Given** a D&D combatant's stat block is open, **When** the DM views the Hit Points line, **Then** a Min/Avg/Max toggle is visible, set to "Avg".
42. **Given** a D&D combatant with `3d6 + 6` hit points (average 16) is at full health, **When** the DM selects "Max", **Then** the stat block shows 24 hit points and the combatant's HP becomes 24/24.
43. **Given** the same combatant, **When** the DM selects "Min", **Then** the stat block shows 9 hit points and the combatant's HP becomes 9/9.
44. **Given** a D&D combatant set to "Max" has taken 5 damage (19/24), **When** the DM selects "Avg", **Then** the combatant's HP becomes 11/16 — the damage taken is preserved.
45. **Given** a D&D combatant was set to "Max" and the page is reloaded, **When** the DM opens the stat block, **Then** the toggle shows "Max" and the maximum hit points are displayed.
### Edge Cases
@@ -184,10 +221,22 @@ An "Equipment" section appears on the stat block listing each carried item with
- Equipment item with empty description: the item is displayed with its name and metadata (level, traits) but no description text.
- Cached source data from before the spell description feature was added: existing cached entries lack the new per-spell data fields. The IndexedDB schema version MUST be bumped to invalidate old caches and trigger re-fetch (re-normalization from raw Foundry data is not possible because the original raw JSON is not retained).
- Creature with no recognized type trait (e.g., a creature whose only traits are not in the type-to-skill mapping): the Recall Knowledge line is omitted entirely.
- Weak adjustment on a level 1 creature: level becomes 1 (special case, 2 instead of 1).
- Elite adjustment on a level ≤ 0 creature: level increases by 2 instead of 1.
- HP bracket table: HP adjustments follow the standard PF2e weak/elite HP adjustment table keyed by creature level (1 or lower: ±10, 24: ±15, 519: ±20, 20+: ±30).
- Toggling from Elite to Weak: applies the full swing (reverts elite, then applies weak) in a single operation.
- Combatant has taken damage before toggle: currentHp shifts by the maxHp delta, clamped to [0, new maxHp]. E.g., 65/75 HP → Elite → 85/95 HP.
- Source data not yet cached when toggling: toggle is disabled until source data is loaded (adjustment requires full creature data to compute).
- Recall Knowledge DC updates based on adjusted level.
- Creature with a type trait that maps to multiple skills (e.g., Beast → Arcana/Nature): both skills are shown.
- Attack with multiple on-hit effects (e.g., `["grab", "knockdown"]`): all effects shown, joined with "and" (e.g., "plus Grab and Knockdown").
- Attack effect slug with creature-name prefix (e.g., `"lich-siphon-life"` on a Lich): the creature-name prefix is stripped, rendering as "Siphon Life".
- Frequency `per` value variations (e.g., "day", "round", "turn"): the value is rendered as-is in the "(N/per)" format.
- HP formula that is not a dice pool (empty, prose such as "equal to the summoner's", or a flat number): the Min/Avg/Max toggle is omitted and the printed average is shown unchanged.
- HP formula written with an en dash or em dash instead of a hyphen (present in bundled source data, e.g. `2d6 2`): parsed as a negative modifier.
- Hit Dice modifier larger than the dice pool (e.g. `1d4 - 10`): the resulting hit points are floored at 1.
- Toggling from Min to Max: applies the full swing in a single operation.
- Combatant whose max HP was edited by hand before toggling: the edit is preserved as an offset, since the toggle applies the delta between variants rather than an absolute value.
---
@@ -368,7 +417,7 @@ As a DM with a creature pinned, I want to collapse the right (browse) panel inde
- **Source** (`BestiarySource`): A D&D or PF2e publication identified by a code (e.g., "XMM") with a display name (e.g., "Monster Manual (2025)"). Caching and fetching operate at the source level.
- **Creature (Full)** (`Creature`): A complete creature record with all stat block data (traits, actions, legendary actions, spellcasting, etc.), available only after source data is fetched/uploaded and cached. Identified by a branded `CreatureId`. For PF2e creatures, each spell entry inside `spellcasting` carries full per-spell data (slug, level, traits, range, action cost, target/area, duration, defense, description, heightening) extracted from the embedded `items[type=spell]` data on the source NPC, enabling inline spell description display without additional fetches. PF2e creatures also carry an `equipment` list of carried items (weapons, consumables) extracted from `items[type=weapon]` and `items[type=consumable]` entries, each with name, level, traits, description, and (for scrolls) embedded spell data. PF2e attack entries carry an optional `attackEffects` list of on-hit effect names. PF2e ability entries carry an optional `frequency` with `max` and `per` fields. PF2e creature perception carries an optional `details` string (e.g., "smoke vision").
- **Cached Source Data**: The full normalized bestiary data for a single source, stored in IndexedDB. Contains complete creature stat blocks.
- **Combatant** (extended): Gains an optional `creatureId` reference to a `Creature`, enabling stat block lookup and stat pre-fill on creation.
- **Combatant** (extended): Gains an optional `creatureId` reference to a `Creature`, enabling stat block lookup and stat pre-fill on creation. PF2e bestiary-linked combatants may also carry a `creatureAdjustment` (`"weak" | "elite"`) indicating the active PF2e weak/elite adjustment, persisted across reloads. D&D bestiary-linked combatants may carry an `hpVariant` (`"min" | "max"`) indicating that their max HP was set to the lowest or highest possible Hit Dice result instead of the printed average, likewise persisted across reloads.
- **Queued Creature**: Transient UI-only state representing a bestiary creature selected for batch-add, containing the creature reference and a count (1+). Not persisted.
- **Bulk Import Operation**: Tracks total sources, completed count, failed count, and current status (idle / loading / complete / partial-failure).
- **Toast Notification**: Lightweight custom UI element at bottom-center of screen with text, optional progress bar, and optional dismiss button.
+114 -13
View File
@@ -3,7 +3,7 @@
**Feature Branch**: `008-encounter-difficulty`
**Created**: 2026-03-27
**Status**: Draft
**Input**: Gitea issue #18 — "Encounter difficulty indicator (5.5e XP budget)", Gitea issue #22 — "Combatant side assignment for encounter difficulty", Gitea issue #23 — "2014 DMG encounter difficulty calculation"
**Input**: Gitea issue #18 — "Encounter difficulty indicator (5.5e XP budget)", Gitea issue #22 — "Combatant side assignment for encounter difficulty", Gitea issue #23 — "2014 DMG encounter difficulty calculation", Gitea issue #28 — "PF2e encounter difficulty calculation"
## User Scenarios & Testing *(mandatory)*
@@ -19,15 +19,15 @@ A game master is building an encounter by adding monsters and player characters.
**Acceptance Scenarios**:
1. **Given** an encounter with at least one PC combatant whose player character has a level and at least one bestiary-linked combatant, **When** the total monster XP is below the Low threshold, **Then** the indicator shows three empty bars (trivial difficulty).
1. **Given** an encounter with at least one PC combatant whose player character has a level and at least one bestiary-linked combatant, **When** the total monster XP is 0, **Then** the indicator shows three empty bars (the 2024 rules define no tier below Low, so empty bars appear only at 0 XP).
2. **Given** an encounter where total monster XP meets or exceeds the Low threshold but is below Moderate, **When** the indicator renders, **Then** it shows one filled green bar and the tooltip reads "Low encounter difficulty".
2. **Given** an encounter where total monster XP is greater than 0 and within the Low budget, **When** the indicator renders, **Then** it shows one filled green bar and the tooltip reads "Low encounter difficulty".
3. **Given** an encounter where total monster XP meets or exceeds the Moderate threshold but is below High, **When** the indicator renders, **Then** it shows two filled yellow bars and the tooltip reads "Moderate encounter difficulty".
3. **Given** an encounter where total monster XP exceeds the Low budget but is within the Moderate budget, **When** the indicator renders, **Then** it shows two filled yellow bars and the tooltip reads "Moderate encounter difficulty".
4. **Given** an encounter where total monster XP meets or exceeds the High threshold, **When** the indicator renders, **Then** it shows three filled red bars and the tooltip reads "High encounter difficulty".
4. **Given** an encounter where total monster XP exceeds the Moderate budget, **When** the indicator renders, **Then** it shows three filled red bars and the tooltip reads "High encounter difficulty" (per the 2024 DMG, budgets are maximums — an encounter over the Moderate budget is a High encounter even if it is below the High budget).
5. **Given** an encounter where total monster XP exceeds the High threshold by a large margin, **When** the indicator renders, **Then** it still shows three filled red bars (High is the cap — there is no "above High" tier).
5. **Given** an encounter where total monster XP exceeds the High budget by a large margin, **When** the indicator renders, **Then** it still shows three filled red bars (High is the cap — there is no "above High" tier).
6. **Given** the difficulty indicator is visible, **When** a bestiary-linked combatant is added or removed, **Then** the indicator updates immediately to reflect the new difficulty tier.
@@ -39,6 +39,12 @@ A game master is building an encounter by adding monsters and player characters.
10. **Given** the user switches the rules edition in settings, **When** returning to the encounter, **Then** the indicator tooltip reflects the new edition's labels immediately.
11. **Given** the rules edition is set to PF2e, **When** the indicator renders, **Then** it displays four bars instead of three, supporting five visual states: zero filled bars for Trivial, one green bar for Low, two yellow bars for Moderate, three orange bars for Severe, four red bars for Extreme.
12. **Given** the rules edition is set to PF2e, **When** the indicator tooltip renders, **Then** it uses PF2e tier labels (e.g., "Severe encounter difficulty").
13. **Given** the user switches the rules edition to or from PF2e, **When** returning to the encounter, **Then** the indicator bar count (3 vs 4) and tier labels update immediately.
---
### Indicator Visibility
@@ -63,6 +69,10 @@ The difficulty indicator only appears when meaningful calculation is possible. I
5. **Given** an encounter with one leveled PC combatant and one bestiary-linked monster, **When** the last bestiary-linked monster is removed and the remaining custom combatants have no `cr` assigned, **Then** the indicator disappears.
6. **Given** the rules edition is set to PF2e and an encounter has leveled PC combatants and creatures with a creature level (from bestiary data), **When** the top bar renders, **Then** the difficulty indicator is shown. CR is not required — PF2e uses creature level, not CR.
7. **Given** the rules edition is set to PF2e and an encounter has bestiary-linked PF2e creatures but no PC combatants with levels, **When** the top bar renders, **Then** the difficulty indicator is hidden.
---
### Player Character Level
@@ -93,7 +103,7 @@ The game master can set an optional level (1-20) when creating or editing a play
**Story ED-4 — Correct XP budget from 5.5e rules (Priority: P1)**
The difficulty calculation uses the 2024 5.5e XP Budget per Character table and a standard CR-to-XP mapping. The party's XP budget is the sum of per-character budgets for each PC combatant that has a level. The total monster XP is the sum of XP values for each bestiary-linked combatant's CR. The difficulty tier is determined by comparing total monster XP against the Low, Moderate, and High budget thresholds.
The difficulty calculation uses the 2024 5.5e XP Budget per Character table and a standard CR-to-XP mapping. The party's XP budget is the sum of per-character budgets for each PC combatant that has a level. The total monster XP is the sum of XP values for each bestiary-linked combatant's CR. The difficulty tier is determined by comparing total monster XP against the Low, Moderate, and High budgets, where each budget is the tier's maximum ("spend as much of your XP budget as you can without going over" — 2024 DMG).
**Why this priority**: Incorrect calculation would make the feature misleading — the math must match the published rules.
@@ -101,9 +111,9 @@ The difficulty calculation uses the 2024 5.5e XP Budget per Character table and
**Acceptance Scenarios**:
1. **Given** a party of four level 1 PCs (Low budget: 50 each = 200 total), **When** facing a single Bugbear (CR 1, 200 XP), **Then** the difficulty is Low (200 XP meets the Low threshold of 200 but is below Moderate at 300).
1. **Given** a party of four level 1 PCs (Low budget: 50 each = 200 total), **When** facing a single Bugbear (CR 1, 200 XP), **Then** the difficulty is Low (200 XP spends exactly the Low budget without going over).
2. **Given** a party of five level 3 PCs (Moderate budget: 225 each = 1,125 total), **When** facing monsters totaling 1,125 XP, **Then** the difficulty is Moderate.
2. **Given** a party of five level 3 PCs (Moderate budget: 225 each = 1,125 total), **When** facing monsters totaling 1,125 XP, **Then** the difficulty is Moderate. **When** facing monsters totaling 1,150 XP (over the Moderate budget), **Then** the difficulty is High.
3. **Given** a party with PCs at different levels (e.g., three level 3 and one level 2), **When** the budget is calculated, **Then** each PC's budget is looked up individually by level and summed (not averaged).
@@ -151,6 +161,12 @@ The game master taps the difficulty indicator to open a breakdown panel. The pan
9. **Given** the rules edition is set to 5e (2014) and the breakdown panel is open, **When** viewing the party budget section, **Then** the panel shows four threshold columns (Easy, Medium, Hard, Deadly) instead of three (Low, Moderate, High).
10. **Given** the rules edition is set to PF2e and the breakdown panel is open, **When** viewing the creature list, **Then** each creature shows its level, level difference from party level, and XP contribution — not CR.
11. **Given** the rules edition is set to PF2e and the breakdown panel is open, **When** viewing the party budget section, **Then** the panel shows five threshold columns (Trivial/Low/Moderate/Severe/Extreme) and indicates the derived party level.
12. **Given** the rules edition is set to PF2e and the party size differs from 4, **When** the breakdown panel is open, **Then** the panel shows the adjusted thresholds and a brief explanation of the party size adjustment.
---
### Manual CR Assignment
@@ -253,10 +269,46 @@ A game master who runs games using the 2014 (original 5e) rules selects "5e (201
---
### PF2e Rules Edition
**Story ED-10 — PF2e encounter difficulty calculation (Priority: P2)**
A game master running Pathfinder 2e selects "Pathfinder 2e" in the Rules Edition setting. The difficulty indicator uses PF2e's level-based calculation: each creature's XP contribution is determined by its level relative to the party level using a standard XP table, and the total is compared against Trivial/Low/Moderate/Severe/Extreme budget thresholds. Party level is auto-derived from the PCs' levels. No encounter multiplier is used — creature XP is summed directly.
**Why this priority**: The core indicator (ED-1) and 5.5e calculation (ED-4) must work first. PF2e support extends the existing system with a fundamentally different calculation paradigm (level-based instead of CR-based).
**Independent Test**: Can be tested by setting rules edition to PF2e, creating an encounter with leveled PCs and PF2e bestiary creatures, and verifying the indicator uses PF2e thresholds, XP table, and labels.
**Acceptance Scenarios**:
1. **Given** the rules edition is set to PF2e and an encounter has leveled PCs and PF2e bestiary creatures, **When** the difficulty is calculated, **Then** the system derives each creature's XP from the PF2e creature level vs party level XP table and compares the total against Trivial/Low/Moderate/Severe/Extreme thresholds.
2. **Given** a party of four level 3 PCs and a creature at level 3 (level difference 0), **When** the XP is calculated, **Then** the creature contributes 40 XP. The total (40) is within the Trivial band ("40 XP or less") — difficulty is Trivial.
3. **Given** a party of four level 5 PCs and a creature at level 9 (level difference +4), **When** the XP is calculated, **Then** the creature contributes 160 XP. The total (160) exceeds the Severe budget (120) — difficulty is Extreme.
4. **Given** PCs at levels 3, 3, 3, and 5, **When** the party level is derived, **Then** it is 3 (the most common level among PCs).
5. **Given** PCs at levels 2, 4, 6, and 8 (all different), **When** the party level is derived, **Then** it is 5 (the average, rounded to the nearest integer).
6. **Given** a party of 5 PCs (one more than the base of 4) at the Moderate tier, **When** the budget thresholds are calculated, **Then** each threshold is increased by its per-tier adjustment: Trivial +10, Low +20, Moderate +20, Severe +30, Extreme +40.
7. **Given** a party of 3 PCs (one fewer than the base of 4) at the Moderate tier, **When** the budget thresholds are calculated, **Then** each threshold is decreased by its per-tier adjustment: Trivial 10, Low 20, Moderate 20, Severe 30, Extreme 40.
8. **Given** the rules edition is set to PF2e, **When** the indicator visual states are rendered, **Then** 0 bars = Trivial, 1 green bar = Low, 2 yellow bars = Moderate, 3 orange bars = Severe, 4 red bars = Extreme.
9. **Given** the user changes the rules edition from 5.5e to PF2e while an encounter is open, **When** the setting is saved, **Then** the difficulty indicator updates immediately to reflect the PF2e calculation, labels, and 4-bar layout.
10. **Given** the rules edition is set to PF2e and a creature has a level difference below 4, **When** XP is calculated, **Then** the creature contributes 0 XP (the GM Core table has no row below 4; such creatures pose no meaningful threat).
11. **Given** the rules edition is set to PF2e and a creature has a level difference above +4, **When** XP is calculated, **Then** the creature contributes 160 XP (the maximum in the table — level difference +4).
---
### Edge Cases
- **All bars empty (trivial)**: When total monster XP is greater than 0 but below the Low threshold, the indicator shows three empty bars. This communicates "we can calculate, but it's trivial."
- **Zero monster XP**: If all combatants with `creatureId` have CR 0 (0 XP), the indicator shows three empty bars (trivial).
- **All bars empty (5.5e)**: Only when total monster XP is exactly 0 — the 2024 rules define no tier below Low, so any nonzero XP within the Low budget is a Low encounter. (For 2014, adjusted XP below the Easy threshold shows empty bars.)
- **Zero monster XP**: If all combatants with `creatureId` have CR 0 (0 XP), the indicator shows three empty bars.
- **Mixed party levels**: PCs at different levels each contribute their own budget — the system handles heterogeneous parties correctly.
- **Duplicate PC combatants**: If the same player character is added to the encounter multiple times, each copy contributes to the party budget independently (each counts as a party member).
- **CR fractions**: Bestiary creatures can have fractional CRs (e.g., "1/4", "1/2"). The CR-to-XP lookup must handle these string formats.
@@ -274,6 +326,14 @@ A game master who runs games using the 2014 (original 5e) rules selects "5e (201
- **2014 multiplier floor (×0.5)**: A single monster with 6+ PCs uses ×0.5 per the 2014 DMG party size adjustment rule.
- **2014 multiplier ceiling (×5)**: 15+ monsters with fewer than 3 PCs shifts ×4 upward to ×5 per the 2014 DMG party size adjustment rule.
- **Edition switch with breakdown panel open**: If the breakdown panel is open when the user switches editions in settings, the panel content updates to reflect the new edition's labels, thresholds, and (for 2014) the encounter multiplier.
- **PF2e creature level outside table range**: A creature more than 4 levels below the party contributes 0 XP (no row in the GM Core table — no meaningful threat). A creature more than 4 levels above the party contributes 160 XP (the +4 row).
- **PF2e party level derivation — tie in mode**: If two levels are equally common among PCs (e.g., two level 3 and two level 5), the party level is the average of all PC levels, rounded to the nearest integer.
- **PF2e party level — single PC**: With one PC, the party level equals that PC's level.
- **PF2e budget thresholds floored at 0**: If party size adjustment would reduce a threshold below 0, it is floored at 0.
- **PF2e no encounter multiplier**: Unlike D&D 5e (2014), PF2e never applies an encounter multiplier. Total creature XP is used directly.
- **PF2e creatures without level**: Custom combatants without `creatureId` (and thus no creature level) are excluded from PF2e XP calculation. Only bestiary-linked PF2e creatures with a level contribute.
- **PF2e 4-bar indicator in edition switch**: When switching from a D&D edition (3 bars) to PF2e (4 bars) or vice versa, the indicator bar count updates immediately along with the tier labels.
- **PF2e side assignment**: Side assignment (party/enemy) works identically to D&D — enemy-side creatures add XP, party-side creatures subtract XP. Net XP is floored at 0.
---
@@ -294,7 +354,12 @@ The system MUST calculate the party's XP budget by summing the per-character bud
The system MUST calculate the net monster XP by summing the XP value (derived from CR) for each enemy-side combatant that has a CR and subtracting the XP value for each party-side combatant that has a CR. For bestiary-linked combatants, CR is derived from the creature data via `creatureId`. For custom combatants, CR comes from the optional `cr` field. Combatants with neither `creatureId` nor `cr` are excluded. The net monster XP MUST be floored at 0.
#### FR-005 — Difficulty tier determination
The system MUST determine the encounter difficulty tier by comparing total monster XP (adjusted XP for 2014) against the party's thresholds. For 5.5e: Low, Moderate, and High (3 tiers). For 2014: Easy, Medium, Hard, and Deadly (4 tiers). The tier is the highest threshold that the total XP meets or exceeds. If below the lowest threshold, the encounter is trivial (5.5e) or easy (2014). The visual indicator maps identically across editions: 0 bars = Trivial/Easy, 1 green = Low/Medium, 2 yellow = Moderate/Hard, 3 red = High/Deadly.
The system MUST determine the encounter difficulty tier by comparing total monster XP (adjusted XP for 2014) against the party's thresholds. The comparison direction differs by edition, matching each DMG's rules:
- **2014 (Easy/Medium/Hard/Deadly)**: thresholds are floors — "the closest threshold that is lower than the adjusted XP value determines the encounter's difficulty" (2014 DMG). The tier is the highest threshold the adjusted XP meets or exceeds; below the Easy threshold the encounter is effectively trivial (0 bars).
- **5.5e (Low/Moderate/High)**: budgets are ceilings — "spend as much of your XP budget as you can without going over" (2024 DMG). The tier is the lowest budget the total XP does not exceed: XP within the Low budget is Low, over Low but within Moderate is Moderate, over Moderate is High. The High budget is display-only guidance; it does not gate the High tier. The 2024 rules define no tier below Low, so 0 bars appear only at 0 net XP.
The visual indicator maps identically across editions: 0 bars = 0 XP/Easy, 1 green = Low/Medium, 2 yellow = Moderate/Hard, 3 red = High/Deadly.
#### FR-006 — Difficulty indicator in top bar
The system MUST display a 3-bar difficulty indicator in the top bar, positioned to the right of the active combatant name.
@@ -321,7 +386,7 @@ The player character create and edit forms MUST include an optional level field
The player character level MUST be persisted and restored across sessions, consistent with existing player character persistence behavior.
#### FR-014 — High is the cap
When total monster XP exceeds the High threshold, the indicator MUST display the High state (three red bars). There is no tier above High.
When total monster XP exceeds the High budget, the indicator MUST display the High state (three red bars). There is no tier above High.
#### FR-015 — Optional CR and side fields on Combatant
The `Combatant` entity MUST support an optional `cr` field accepting standard 5e challenge rating strings ("0", "1/8", "1/4", "1/2", "1""30") and an optional `side` field accepting `"party"` or `"enemy"`.
@@ -377,6 +442,33 @@ Switching the rules edition in settings MUST immediately update the difficulty i
#### FR-032 — Settings label reflects broader scope
The settings modal section currently labeled "Conditions" MUST be relabeled to "Rules Edition" to reflect that the edition toggle controls both condition descriptions and difficulty calculation. This supersedes spec 003 FR-096 which scoped the label to conditions only.
#### FR-033 — PF2e creature level-to-XP table
The system MUST contain the PF2e creature level vs party level XP lookup table: level difference 4=10, 3=15, 2=20, 1=30, 0=40, +1=60, +2=80, +3=120, +4=160. Creatures more than 4 levels below the party have no row in the GM Core table and contribute 0 XP (no meaningful threat). Creatures more than 4 levels above the party are counted as the +4 row (160 XP).
#### FR-034 — PF2e budget thresholds
The system MUST contain the PF2e encounter budget thresholds for a party of 4: Trivial=40, Low=60, Moderate=80, Severe=120, Extreme=160.
#### FR-035 — PF2e party size budget adjustment
The system MUST adjust PF2e budget thresholds for party size using the GM Core (remaster) Character Adjustment values. For each PC beyond 4, add per-tier adjustments: Trivial +10, Low +20, Moderate +20, Severe +30, Extreme +40. For each PC fewer than 4, subtract the same amounts. Thresholds are floored at 0. (The pre-remaster Core Rulebook listed Low as 15; this spec follows the remaster.)
#### FR-036 — PF2e party level derivation
The system MUST derive the party level from PC combatant levels. The party level is the most common (mode) level among PCs with levels. If there is no unique mode (tie or all different), the party level is the average of all PC levels, rounded to the nearest integer.
#### FR-037 — PF2e XP calculation
The system MUST calculate PF2e encounter XP by summing per-creature XP for all enemy-side bestiary-linked creatures with a level, subtracting per-creature XP for party-side creatures with a level, and flooring the net at 0. No encounter multiplier is applied.
#### FR-038 — PF2e difficulty tier determination
The system MUST determine the PF2e difficulty tier by comparing total creature XP against the adjusted budget thresholds. The five tiers are Trivial, Low, Moderate, Severe, and Extreme. Budgets are ceilings (GM Core defines Trivial as "40 XP or less"): the tier is the lowest budget the total XP does not exceed — XP within the Trivial budget is Trivial, over Trivial but within Low is Low, and so on; XP over the Severe budget is Extreme. The Extreme budget is display-only guidance; it does not gate the Extreme tier.
#### FR-039 — PF2e 4-bar indicator
When the rules edition is PF2e, the difficulty indicator MUST display four bars instead of three. Visual states: 0 filled = Trivial, 1 green = Low, 2 yellow = Moderate, 3 orange = Severe, 4 red = Extreme.
#### FR-040 — PF2e breakdown panel content
When the rules edition is PF2e, the breakdown panel MUST show creature levels and level differences (not CR), per-creature XP based on level difference, the derived party level, and five threshold columns (Trivial/Low/Moderate/Severe/Extreme). Party size adjustments MUST be explained when active.
#### FR-041 — PF2e indicator visibility
When the rules edition is PF2e, the difficulty indicator MUST be shown when the encounter has at least one PC combatant with a level and at least one bestiary-linked creature with a level. CR is not relevant for PF2e visibility.
### Key Entities
- **XP Budget Table**: A lookup mapping character level (1-20) to three XP thresholds (Low, Moderate, High), sourced from the 2024 5.5e DMG.
@@ -388,6 +480,9 @@ The settings modal section currently labeled "Conditions" MUST be relabeled to "
- **Combatant.side**: An optional string field (`"party"` | `"enemy"`) on the existing `Combatant` entity. When undefined, defaults are resolved by the hook layer: PC combatants default to `"party"`, all others to `"enemy"`.
- **2014 XP Thresholds Table**: A lookup mapping character level (1-20) to four XP thresholds (Easy, Medium, Hard, Deadly), sourced from the 2014 DMG.
- **EncounterMultiplier**: A lookup mapping monster count ranges to base multiplier values (×1 through ×4), with party size adjustment shifting the multiplier up or down one step (full range ×0.5 through ×5).
- **PF2e Level Difference XP Table**: A lookup mapping creature level difference from party level (4 to +4) to XP values (10160).
- **PF2e Budget Thresholds**: Base thresholds for a party of 4: Trivial=40, Low=60, Moderate=80, Severe=120, Extreme=160, with per-tier adjustments for party size.
- **Party Level**: Derived value — the mode of PC levels, or the rounded average when no unique mode exists.
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@@ -407,6 +502,7 @@ The settings modal section currently labeled "Conditions" MUST be relabeled to "
- **SC-010**: Party-side combatants with CR correctly subtract their XP from the monster total, and the net XP is never negative.
- **SC-011**: The 2014 difficulty calculation correctly applies encounter multipliers and party size adjustments per the 2014 DMG rules.
- **SC-012**: Switching rules edition immediately updates the indicator with no page reload required.
- **SC-013**: The PF2e difficulty calculation correctly derives party level, computes per-creature XP from level differences, adjusts budgets for party size, and assigns the correct tier for all combinations.
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@@ -424,3 +520,8 @@ The settings modal section currently labeled "Conditions" MUST be relabeled to "
- The CR-to-XP lookup table is shared between both editions — only the budget thresholds and multiplier logic differ.
- MVP baseline does not include the 2014 Adventuring Day XP budget or multipart encounter rules.
- MVP baseline does not include per-combatant level overrides — level is always derived from the player character template.
- The PF2e level difference XP table and budget thresholds are static data that do not change at runtime.
- PF2e creatures always have a `level` field in their bestiary data (already present on `Pf2eCreature`).
- Custom combatants without `creatureId` cannot contribute to PF2e XP calculation — there is no manual "creature level" assignment equivalent to the manual CR picker. This may be addressed in a future issue.
- Level differences below 4 contribute 0 XP (strict reading of the GM Core table); above +4 they are counted as the +4 row (160 XP).
- PF2e does not use CR at all — the CR field on combatants is irrelevant when in PF2e mode.
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@@ -3,7 +3,6 @@ import { defineConfig } from "vitest/config";
export default defineConfig({
test: {
include: ["packages/*/src/**/*.test.ts", "apps/*/src/**/*.test.{ts,tsx}"],
passWithNoTests: true,
coverage: {
provider: "v8",
enabled: true,