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8 Commits
Author SHA1 Message Date
LukasandClaude Fable 5 aa5555ef86 Fix encounter difficulty tier classification for 5.5e and PF2e
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CI / check (push) Successful in 2m43s
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
CI / build-image (push) Successful in 38s
CI / check (push) Successful in 2m50s
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)
CI / check (push) Successful in 2m54s
CI / build-image (push) Successful in 36s
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
19 changed files with 3867 additions and 246 deletions
+148
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@@ -0,0 +1,148 @@
---
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.
+2 -2
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@@ -27,8 +27,8 @@
"@types/react": "^19.0.0", "@types/react": "^19.0.0",
"@types/react-dom": "^19.0.0", "@types/react-dom": "^19.0.0",
"@vitejs/plugin-react": "^6.0.1", "@vitejs/plugin-react": "^6.0.1",
"jsdom": "^29.0.1", "jsdom": "^29.1.1",
"tailwindcss": "^4.2.2", "tailwindcss": "^4.2.2",
"vite": "^8.0.5" "vite": "^8.0.16"
} }
} }
@@ -49,10 +49,9 @@ describe("loadBestiaryIndex", () => {
}); });
describe("getAllSourceCodes", () => { describe("getAllSourceCodes", () => {
it("returns all keys from the index sources", () => { it("returns all index sources except bundled ones", () => {
const codes = getAllSourceCodes(); const codes = getAllSourceCodes();
const index = loadBestiaryIndex(); expect(codes).not.toContain("TGL");
expect(codes).toEqual(Object.keys(index.sources));
}); });
it("returns only strings", () => { 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 type { BestiaryIndex, BestiaryIndexEntry } from "@initiative/domain";
import rawIndex from "../../../../data/bestiary/index.json"; import rawIndex from "../../../../data/bestiary/index.json";
import {
getBundledDndSources,
loadBundledDndIndexEntries,
} from "./dnd-bundled-adapter.js";
interface CompactCreature { interface CompactCreature {
readonly n: string; readonly n: string;
@@ -55,23 +59,32 @@ export function loadBestiaryIndex(): BestiaryIndex {
if (cachedIndex) return cachedIndex; if (cachedIndex) return cachedIndex;
const compact = rawIndex as unknown as CompactIndex; const compact = rawIndex as unknown as CompactIndex;
const sources = Object.fromEntries( const sources: Record<string, string> = Object.fromEntries(
Object.entries(compact.sources).filter( Object.entries(compact.sources).filter(
([code]) => !EXCLUDED_SOURCES.has(code), ([code]) => !EXCLUDED_SOURCES.has(code),
), ),
); );
for (const [code, name] of getBundledDndSources()) {
sources[code] = name;
}
cachedIndex = { cachedIndex = {
sources, sources,
creatures: compact.creatures creatures: [
.filter((c) => !EXCLUDED_SOURCES.has(c.s)) ...compact.creatures
.map(mapCreature), .filter((c) => !EXCLUDED_SOURCES.has(c.s))
.map(mapCreature),
...loadBundledDndIndexEntries(),
],
}; };
return cachedIndex; return cachedIndex;
} }
export function getAllSourceCodes(): string[] { export function getAllSourceCodes(): string[] {
const index = loadBestiaryIndex(); 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 { 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;
}
@@ -38,6 +38,22 @@ describe("Dialog", () => {
expect(dialog?.hasAttribute("open")).toBe(false); 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", () => { it("calls onClose on cancel event", () => {
const onClose = vi.fn(); const onClose = vi.fn();
render( render(
+1 -1
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@@ -46,7 +46,7 @@ export function Dialog({ open, onClose, className, children }: DialogProps) {
className, className,
)} )}
> >
<div className="p-6">{children}</div> {open ? <div className="p-6">{children}</div> : null}
</dialog> </dialog>
); );
} }
@@ -341,10 +341,10 @@ describe("useDifficulty", () => {
await waitFor(() => { await waitFor(() => {
expect(result.current).not.toBeNull(); expect(result.current).not.toBeNull();
// Level 3 budget: low=150, mod=225, high=400 // 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?.thresholds[0].value).toBe(150);
expect(result.current?.totalMonsterXp).toBe(50); expect(result.current?.totalMonsterXp).toBe(50);
expect(result.current?.tier).toBe(0); expect(result.current?.tier).toBe(1);
}); });
}); });
@@ -112,6 +112,49 @@ describe("usePlayerCharacters", () => {
expect(result.current.characters[0].name).toBe("Vex'ahlia"); 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", () => { it("deleteCharacter removes character and persists", () => {
const { result } = renderHook(() => usePlayerCharacters(), { wrapper }); const { result } = renderHook(() => usePlayerCharacters(), { wrapper });
+9 -1
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@@ -9,6 +9,7 @@ import {
normalizeBestiary, normalizeBestiary,
setSourceDisplayNames, setSourceDisplayNames,
} from "../adapters/bestiary-adapter.js"; } from "../adapters/bestiary-adapter.js";
import { loadBundledDndCreatures } from "../adapters/dnd-bundled-adapter.js";
import { normalizeFoundryCreatures } from "../adapters/pf2e-bestiary-adapter.js"; import { normalizeFoundryCreatures } from "../adapters/pf2e-bestiary-adapter.js";
import { useAdapters } from "../contexts/adapter-context.js"; import { useAdapters } from "../contexts/adapter-context.js";
import { useRulesEditionContext } from "../contexts/rules-edition-context.js"; import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
@@ -160,7 +161,11 @@ export function useBestiary(): BestiaryHook {
} }
void bestiaryCache.loadAllCachedCreatures().then((map) => { 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]); }, [bestiaryCache, bestiaryIndex, pf2eBestiaryIndex]);
@@ -300,6 +305,9 @@ export function useBestiary(): BestiaryHook {
const refreshCache = useCallback(async (): Promise<void> => { const refreshCache = useCallback(async (): Promise<void> => {
const map = await bestiaryCache.loadAllCachedCreatures(); const map = await bestiaryCache.loadAllCachedCreatures();
for (const c of loadBundledDndCreatures()) {
map.set(c.id, c);
}
setCreatureMap(map); setCreatureMap(map);
}, [bestiaryCache]); }, [bestiaryCache]);
+12 -4
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@@ -9,10 +9,18 @@ import { isDomainError, playerCharacterId } from "@initiative/domain";
import { useCallback, useEffect, useRef, useState } from "react"; import { useCallback, useEffect, useRef, useState } from "react";
import { useAdapters } from "../contexts/adapter-context.js"; import { useAdapters } from "../contexts/adapter-context.js";
let nextPcId = 0; const PC_ID_PATTERN = /^pc-(\d+)$/;
function generatePcId(): PlayerCharacterId { function generatePcId(existing: readonly PlayerCharacter[]): PlayerCharacterId {
return playerCharacterId(`pc-${++nextPcId}`); let max = 0;
for (const pc of existing) {
const match = PC_ID_PATTERN.exec(pc.id);
if (match) {
const n = Number(match[1]);
if (n > max) max = n;
}
}
return playerCharacterId(`pc-${max + 1}`);
} }
interface EditFields { interface EditFields {
@@ -55,7 +63,7 @@ export function usePlayerCharacters() {
icon: string | undefined, icon: string | undefined,
level: number | undefined, level: number | undefined,
) => { ) => {
const id = generatePcId(); const id = generatePcId(charactersRef.current);
const result = createPlayerCharacterUseCase( const result = createPlayerCharacterUseCase(
makeStore(), makeStore(),
id, id,
File diff suppressed because it is too large Load Diff
+14 -1
View File
@@ -3,8 +3,21 @@
"packageManager": "pnpm@10.32.1+sha512.a706938f0e89ac1456b6563eab4edf1d1faf3368d1191fc5c59790e96dc918e4456ab2e67d613de1043d2e8c81f87303e6b40d4ffeca9df15ef1ad567348f2be", "packageManager": "pnpm@10.32.1+sha512.a706938f0e89ac1456b6563eab4edf1d1faf3368d1191fc5c59790e96dc918e4456ab2e67d613de1043d2e8c81f87303e6b40d4ffeca9df15ef1ad567348f2be",
"pnpm": { "pnpm": {
"overrides": { "overrides": {
"undici": ">=7.24.0", "undici": "~7.24.0",
"picomatch": ">=4.0.4" "picomatch": ">=4.0.4"
},
"auditConfig": {
"ignoreGhsas": [
"GHSA-vmh5-mc38-953g",
"GHSA-vxpw-j846-p89q",
"GHSA-hm92-r4w5-c3mj"
],
"_ignoreGhsasNotes": {
"_shared": "All three advisories sit in undici, are reached only via jsdom in test runs, and are fixed in undici>=7.28.0. We can't move there because jsdom@29.1.1 reaches into undici 7's private module layout and crashes on the 7.28+ restructure. None of the vulnerable code paths run in our tests (no SOCKS5 proxy, no WebSocket client). Drop these entries when jsdom updates its undici pin.",
"GHSA-vmh5-mc38-953g": "SOCKS5 ProxyAgent TLS bypass — unreachable, no SOCKS5 proxy in tests.",
"GHSA-vxpw-j846-p89q": "WebSocket client DoS via fragment-count bypass — unreachable, no WS client in tests.",
"GHSA-hm92-r4w5-c3mj": "SOCKS5 proxy pool cross-origin reuse — unreachable, no SOCKS5 proxy in tests."
}
} }
}, },
"devDependencies": { "devDependencies": {
@@ -49,9 +49,9 @@ function enemy(cr: string) {
} }
describe("calculateEncounterDifficulty — 5.5e edition", () => { 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 // 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( const result = calculateEncounterDifficulty(
[party(1), party(1), party(1), party(1), enemy("0")], [party(1), party(1), party(1), party(1), enemy("0")],
"5.5e", "5.5e",
@@ -77,9 +77,29 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
expect(result.totalMonsterXp).toBe(200); 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 // 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( const result = calculateEncounterDifficulty(
[ [
party(3), party(3),
@@ -92,14 +112,24 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
], ],
"5.5e", "5.5e",
); );
expect(result.tier).toBe(2); expect(result.tier).toBe(3);
expect(result.totalMonsterXp).toBe(1150); expect(result.totalMonsterXp).toBe(1150);
expect(result.thresholds[1].value).toBe(1125);
}); });
it("returns tier 3 when XP meets High threshold", () => { it("returns tier 3 for 5x level 5 vs 5000 XP (over Moderate budget)", () => {
// 4x level 1: High = 400 // 5x level 5: Low = 2500, Moderate = 3750, High = 5500
// 2x CR 1 = 400 XP -> tier 3 // 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( const result = calculateEncounterDifficulty(
[party(1), party(1), party(1), party(1), enemy("1"), enemy("1")], [party(1), party(1), party(1), party(1), enemy("1"), enemy("1")],
"5.5e", "5.5e",
@@ -120,6 +150,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
it("handles mixed party levels", () => { it("handles mixed party levels", () => {
// 3x level 3 + 1x level 2 // 3x level 3 + 1x level 2
// Total: low=550, mod=825, high=1400 // Total: low=550, mod=825, high=1400
// 700 XP > 550 Low, ≤ 825 Moderate → Moderate
const result = calculateEncounterDifficulty( const result = calculateEncounterDifficulty(
[party(3), party(3), party(3), party(2), enemy("3")], [party(3), party(3), party(3), party(2), enemy("3")],
"5.5e", "5.5e",
@@ -130,7 +161,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
{ label: "High", value: 1400 }, { label: "High", value: 1400 },
]); ]);
expect(result.totalMonsterXp).toBe(700); expect(result.totalMonsterXp).toBe(700);
expect(result.tier).toBe(1); expect(result.tier).toBe(2);
}); });
it("returns tier 0 with no enemies", () => { it("returns tier 0 with no enemies", () => {
@@ -164,7 +195,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
"5.5e", "5.5e",
); );
expect(result.totalMonsterXp).toBe(175); // 25 + 50 + 100 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)", () => { it("ignores unknown CRs (0 XP)", () => {
@@ -191,7 +222,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
"5.5e", "5.5e",
); );
expect(result.totalMonsterXp).toBe(250); 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", () => { it("floors net monster XP at 0", () => {
@@ -254,7 +285,7 @@ describe("calculateEncounterDifficulty — 5.5e edition", () => {
{ label: "High", value: 800 }, { label: "High", value: 800 },
]); ]);
expect(result.totalMonsterXp).toBe(700); 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
}); });
}); });
@@ -448,8 +479,8 @@ describe("pf2eCreatureXp", () => {
expect(pf2eCreatureXp(5 + diff, 5)).toBe(expectedXp); expect(pf2eCreatureXp(5 + diff, 5)).toBe(expectedXp);
}); });
it("clamps level diff below 4 to 4 (10 XP)", () => { it("returns 0 XP for creatures more than 4 levels below the party", () => {
expect(pf2eCreatureXp(0, 10)).toBe(10); expect(pf2eCreatureXp(0, 10)).toBe(0);
}); });
it("clamps level diff above +4 to +4 (160 XP)", () => { it("clamps level diff above +4 to +4 (160 XP)", () => {
@@ -459,7 +490,7 @@ describe("pf2eCreatureXp", () => {
describe("calculateEncounterDifficulty — pf2e edition", () => { describe("calculateEncounterDifficulty — pf2e edition", () => {
it("returns Trivial (tier 0) for 40 XP with party of 4", () => { it("returns Trivial (tier 0) for 40 XP with party of 4", () => {
// 1 creature at party level = 40 XP, below Low (60) // 1 creature at party level = 40 XP, within the Trivial band (40 or less)
const result = calculateEncounterDifficulty( const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(5)], [party(5), party(5), party(5), party(5), pf2eEnemy(5)],
"pf2e", "pf2e",
@@ -507,7 +538,7 @@ describe("calculateEncounterDifficulty — pf2e edition", () => {
}); });
it("returns Extreme (tier 4) for 160 XP", () => { it("returns Extreme (tier 4) for 160 XP", () => {
// 1 creature at +4 = 160 XP // 1 creature at +4 = 160 XP > Severe budget (120)
const result = calculateEncounterDifficulty( const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(9)], [party(5), party(5), party(5), party(5), pf2eEnemy(9)],
"pf2e", "pf2e",
@@ -516,8 +547,28 @@ describe("calculateEncounterDifficulty — pf2e edition", () => {
expect(result.totalMonsterXp).toBe(160); expect(result.totalMonsterXp).toBe(160);
}); });
it("returns tier 0 when XP is below Low threshold", () => { it("returns Moderate (tier 2) for XP between the Low and Moderate budgets", () => {
// 1 creature at 4 = 10 XP, Low = 60 // +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( const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), pf2eEnemy(1)], [party(5), party(5), party(5), party(5), pf2eEnemy(1)],
"pf2e", "pf2e",
@@ -526,6 +577,15 @@ describe("calculateEncounterDifficulty — pf2e edition", () => {
expect(result.totalMonsterXp).toBe(10); 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)", () => { it("adjusts thresholds for 5 PCs (increases by adjustment)", () => {
const result = calculateEncounterDifficulty( const result = calculateEncounterDifficulty(
[party(5), party(5), party(5), party(5), party(5), pf2eEnemy(5)], [party(5), party(5), party(5), party(5), party(5), pf2eEnemy(5)],
@@ -533,7 +593,7 @@ describe("calculateEncounterDifficulty — pf2e edition", () => {
); );
expect(result.thresholds).toEqual([ expect(result.thresholds).toEqual([
{ label: "Trivial", value: 50 }, { label: "Trivial", value: 50 },
{ label: "Low", value: 75 }, { label: "Low", value: 80 },
{ label: "Moderate", value: 100 }, { label: "Moderate", value: 100 },
{ label: "Severe", value: 150 }, { label: "Severe", value: 150 },
{ label: "Extreme", value: 200 }, { label: "Extreme", value: 200 },
@@ -547,7 +607,7 @@ describe("calculateEncounterDifficulty — pf2e edition", () => {
); );
expect(result.thresholds).toEqual([ expect(result.thresholds).toEqual([
{ label: "Trivial", value: 30 }, { label: "Trivial", value: 30 },
{ label: "Low", value: 45 }, { label: "Low", value: 40 },
{ label: "Moderate", value: 60 }, { label: "Moderate", value: 60 },
{ label: "Severe", value: 90 }, { label: "Severe", value: 90 },
{ label: "Extreme", value: 120 }, { label: "Extreme", value: 120 },
@@ -561,9 +621,9 @@ describe("calculateEncounterDifficulty — pf2e edition", () => {
); );
// 1 PC: adjustment = 3 // 1 PC: adjustment = 3
// Trivial: 40 + (3 * 10) = 10 // Trivial: 40 + (3 * 10) = 10
// Low: 60 + (3 * 15) = 15 // Low: 60 + (3 * 20) = 0
expect(result.thresholds[0].value).toBe(10); expect(result.thresholds[0].value).toBe(10);
expect(result.thresholds[1].value).toBe(15); expect(result.thresholds[1].value).toBe(0);
expect(result.thresholds[2].value).toBe(20); // 80 60 expect(result.thresholds[2].value).toBe(20); // 80 60
expect(result.thresholds[3].value).toBe(30); // 120 90 expect(result.thresholds[3].value).toBe(30); // 120 90
expect(result.thresholds[4].value).toBe(40); // 160 120 expect(result.thresholds[4].value).toBe(40); // 160 120
+43 -14
View File
@@ -187,10 +187,14 @@ const PF2E_THRESHOLDS_BASE = {
extreme: 160, extreme: 160,
} as const; } as const;
/** PF2e per-PC adjustment to each threshold (added per PC beyond 4, subtracted per PC fewer). */ /**
* 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 = { const PF2E_THRESHOLD_ADJUSTMENTS = {
trivial: 10, trivial: 10,
low: 15, low: 20,
moderate: 20, moderate: 20,
severe: 30, severe: 30,
extreme: 40, extreme: 40,
@@ -230,13 +234,19 @@ export function derivePartyLevel(levels: readonly number[]): number {
return Math.round(sum / levels.length); return Math.round(sum / levels.length);
} }
/** Returns PF2e XP for a creature given its level and the party level. */ /**
* 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( export function pf2eCreatureXp(
creatureLevel: number, creatureLevel: number,
partyLevel: number, partyLevel: number,
): number { ): number {
const diff = Math.max(-4, Math.min(4, creatureLevel - partyLevel)); const diff = creatureLevel - partyLevel;
return PF2E_LEVEL_DIFF_XP[diff] ?? 0; if (diff < -4) return 0;
return PF2E_LEVEL_DIFF_XP[Math.min(4, diff)] ?? 0;
} }
function calculatePf2eBudget(partySize: number) { function calculatePf2eBudget(partySize: number) {
@@ -304,7 +314,11 @@ export interface CombatantDescriptor {
readonly side: "party" | "enemy"; 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, xp: number,
tierThresholds: readonly number[], tierThresholds: readonly number[],
): DifficultyTier { ): DifficultyTier {
@@ -314,6 +328,23 @@ function determineTier(
return 0; 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[]) { function accumulateBudget5_5e(levels: readonly number[]) {
const budget = { low: 0, moderate: 0, high: 0 }; const budget = { low: 0, moderate: 0, high: 0 };
for (const level of levels) { for (const level of levels) {
@@ -397,11 +428,11 @@ export function calculateEncounterDifficulty(
]; ];
return { return {
tier: determineTier(totalCreatureXp, [ tier: tierFromBudgets(totalCreatureXp, [
budget.trivial,
budget.low, budget.low,
budget.moderate, budget.moderate,
budget.severe, budget.severe,
budget.extreme,
]), ]),
totalMonsterXp: totalCreatureXp, totalMonsterXp: totalCreatureXp,
thresholds, thresholds,
@@ -423,11 +454,9 @@ export function calculateEncounterDifficulty(
{ label: "High", value: budget.high }, { label: "High", value: budget.high },
]; ];
return { return {
tier: determineTier(totalMonsterXp, [ // 5.5e has no tier below Low, so tier 0 (empty bars) only at 0 XP.
budget.low, // The High budget is display-only: anything over Moderate is High.
budget.moderate, tier: tierFromBudgets(totalMonsterXp, [0, budget.low, budget.moderate]),
budget.high,
]),
totalMonsterXp, totalMonsterXp,
thresholds, thresholds,
encounterMultiplier: undefined, encounterMultiplier: undefined,
@@ -450,7 +479,7 @@ export function calculateEncounterDifficulty(
]; ];
return { return {
tier: determineTier(adjustedXp, [ tier: tierFromThresholds(adjustedXp, [
budget.medium, budget.medium,
budget.hard, budget.hard,
budget.deadly, budget.deadly,
+224 -177
View File
@@ -5,7 +5,7 @@ settings:
excludeLinksFromLockfile: false excludeLinksFromLockfile: false
overrides: overrides:
undici: '>=7.24.0' undici: ~7.24.0
picomatch: '>=4.0.4' picomatch: '>=4.0.4'
importers: importers:
@@ -17,7 +17,7 @@ importers:
version: 2.4.8 version: 2.4.8
'@vitest/coverage-v8': '@vitest/coverage-v8':
specifier: ^4.1.0 specifier: ^4.1.0
version: 4.1.0(vitest@4.1.0(@types/node@25.3.3)(jsdom@29.0.1)(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))) version: 4.1.0(vitest@4.1.0(@types/node@25.3.3)(jsdom@29.1.1)(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)))
jscpd: jscpd:
specifier: ^4.0.8 specifier: ^4.0.8
version: 4.0.8 version: 4.0.8
@@ -41,7 +41,7 @@ importers:
version: 5.9.3 version: 5.9.3
vitest: vitest:
specifier: ^4.1.0 specifier: ^4.1.0
version: 4.1.0(@types/node@25.3.3)(jsdom@29.0.1)(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)) version: 4.1.0(@types/node@25.3.3)(jsdom@29.1.1)(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))
apps/web: apps/web:
dependencies: dependencies:
@@ -75,7 +75,7 @@ importers:
devDependencies: devDependencies:
'@tailwindcss/vite': '@tailwindcss/vite':
specifier: ^4.2.2 specifier: ^4.2.2
version: 4.2.2(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)) version: 4.2.2(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))
'@testing-library/jest-dom': '@testing-library/jest-dom':
specifier: ^6.9.1 specifier: ^6.9.1
version: 6.9.1 version: 6.9.1
@@ -93,16 +93,16 @@ importers:
version: 19.2.3(@types/react@19.2.14) version: 19.2.3(@types/react@19.2.14)
'@vitejs/plugin-react': '@vitejs/plugin-react':
specifier: ^6.0.1 specifier: ^6.0.1
version: 6.0.1(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)) version: 6.0.1(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))
jsdom: jsdom:
specifier: ^29.0.1 specifier: ^29.1.1
version: 29.0.1 version: 29.1.1
tailwindcss: tailwindcss:
specifier: ^4.2.2 specifier: ^4.2.2
version: 4.2.2 version: 4.2.2
vite: vite:
specifier: ^8.0.5 specifier: ^8.0.16
version: 8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3) version: 8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)
packages/application: packages/application:
dependencies: dependencies:
@@ -117,19 +117,23 @@ packages:
'@adobe/css-tools@4.4.4': '@adobe/css-tools@4.4.4':
resolution: {integrity: sha512-Elp+iwUx5rN5+Y8xLt5/GRoG20WGoDCQ/1Fb+1LiGtvwbDavuSk0jhD/eZdckHAuzcDzccnkv+rEjyWfRx18gg==} resolution: {integrity: sha512-Elp+iwUx5rN5+Y8xLt5/GRoG20WGoDCQ/1Fb+1LiGtvwbDavuSk0jhD/eZdckHAuzcDzccnkv+rEjyWfRx18gg==}
'@asamuzakjp/css-color@5.0.1': '@asamuzakjp/css-color@5.1.11':
resolution: {integrity: sha512-2SZFvqMyvboVV1d15lMf7XiI3m7SDqXUuKaTymJYLN6dSGadqp+fVojqJlVoMlbZnlTmu3S0TLwLTJpvBMO1Aw==} resolution: {integrity: sha512-KVw6qIiCTUQhByfTd78h2yD1/00waTmm9uy/R7Ck/ctUyAPj+AEDLkQIdJW0T8+qGgj3j5bpNKK7Q3G+LedJWg==}
engines: {node: ^20.19.0 || ^22.12.0 || >=24.0.0} engines: {node: ^20.19.0 || ^22.12.0 || >=24.0.0}
'@asamuzakjp/dom-selector@7.0.4': '@asamuzakjp/dom-selector@7.1.1':
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'@csstools/css-color-parser@4.0.2(@csstools/css-parser-algorithms@4.0.0(@csstools/css-tokenizer@4.0.0))(@csstools/css-tokenizer@4.0.0)': '@csstools/css-color-parser@4.1.8(@csstools/css-parser-algorithms@4.0.0(@csstools/css-tokenizer@4.0.0))(@csstools/css-tokenizer@4.0.0)':
dependencies: dependencies:
'@csstools/color-helpers': 6.0.2 '@csstools/color-helpers': 6.0.2
'@csstools/css-calc': 3.1.1(@csstools/css-parser-algorithms@4.0.0(@csstools/css-tokenizer@4.0.0))(@csstools/css-tokenizer@4.0.0) '@csstools/css-calc': 3.2.1(@csstools/css-parser-algorithms@4.0.0(@csstools/css-tokenizer@4.0.0))(@csstools/css-tokenizer@4.0.0)
'@csstools/css-parser-algorithms': 4.0.0(@csstools/css-tokenizer@4.0.0) '@csstools/css-parser-algorithms': 4.0.0(@csstools/css-tokenizer@4.0.0)
'@csstools/css-tokenizer': 4.0.0 '@csstools/css-tokenizer': 4.0.0
@@ -2085,18 +2113,29 @@ snapshots:
dependencies: dependencies:
'@csstools/css-tokenizer': 4.0.0 '@csstools/css-tokenizer': 4.0.0
'@csstools/css-syntax-patches-for-csstree@1.1.1(css-tree@3.2.1)': '@csstools/css-syntax-patches-for-csstree@1.1.5(css-tree@3.2.1)':
optionalDependencies: optionalDependencies:
css-tree: 3.2.1 css-tree: 3.2.1
'@csstools/css-tokenizer@4.0.0': {} '@csstools/css-tokenizer@4.0.0': {}
'@emnapi/core@1.10.0':
dependencies:
'@emnapi/wasi-threads': 1.2.1
tslib: 2.8.1
optional: true
'@emnapi/core@1.8.1': '@emnapi/core@1.8.1':
dependencies: dependencies:
'@emnapi/wasi-threads': 1.1.0 '@emnapi/wasi-threads': 1.1.0
tslib: 2.8.1 tslib: 2.8.1
optional: true optional: true
'@emnapi/runtime@1.10.0':
dependencies:
tslib: 2.8.1
optional: true
'@emnapi/runtime@1.8.1': '@emnapi/runtime@1.8.1':
dependencies: dependencies:
tslib: 2.8.1 tslib: 2.8.1
@@ -2107,6 +2146,11 @@ snapshots:
tslib: 2.8.1 tslib: 2.8.1
optional: true optional: true
'@emnapi/wasi-threads@1.2.1':
dependencies:
tslib: 2.8.1
optional: true
'@exodus/bytes@1.15.0': {} '@exodus/bytes@1.15.0': {}
'@jridgewell/gen-mapping@0.3.13': '@jridgewell/gen-mapping@0.3.13':
@@ -2170,11 +2214,11 @@ snapshots:
'@tybys/wasm-util': 0.10.1 '@tybys/wasm-util': 0.10.1
optional: true optional: true
'@napi-rs/wasm-runtime@1.1.2(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)': '@napi-rs/wasm-runtime@1.1.5(@emnapi/core@1.10.0)(@emnapi/runtime@1.10.0)':
dependencies: dependencies:
'@emnapi/core': 1.8.1 '@emnapi/core': 1.10.0
'@emnapi/runtime': 1.8.1 '@emnapi/runtime': 1.10.0
'@tybys/wasm-util': 0.10.1 '@tybys/wasm-util': 0.10.2
optional: true optional: true
'@nodelib/fs.scandir@2.1.5': '@nodelib/fs.scandir@2.1.5':
@@ -2189,7 +2233,7 @@ snapshots:
'@nodelib/fs.scandir': 2.1.5 '@nodelib/fs.scandir': 2.1.5
fastq: 1.20.1 fastq: 1.20.1
'@oxc-project/types@0.122.0': {} '@oxc-project/types@0.133.0': {}
'@oxc-resolver/binding-android-arm-eabi@11.19.1': '@oxc-resolver/binding-android-arm-eabi@11.19.1':
optional: true optional: true
@@ -2328,60 +2372,59 @@ snapshots:
'@oxlint/binding-win32-x64-msvc@1.56.0': '@oxlint/binding-win32-x64-msvc@1.56.0':
optional: true optional: true
'@rolldown/binding-android-arm64@1.0.0-rc.12': '@rolldown/binding-android-arm64@1.0.3':
optional: true optional: true
'@rolldown/binding-darwin-arm64@1.0.0-rc.12': '@rolldown/binding-darwin-arm64@1.0.3':
optional: true optional: true
'@rolldown/binding-darwin-x64@1.0.0-rc.12': '@rolldown/binding-darwin-x64@1.0.3':
optional: true optional: true
'@rolldown/binding-freebsd-x64@1.0.0-rc.12': '@rolldown/binding-freebsd-x64@1.0.3':
optional: true optional: true
'@rolldown/binding-linux-arm-gnueabihf@1.0.0-rc.12': '@rolldown/binding-linux-arm-gnueabihf@1.0.3':
optional: true optional: true
'@rolldown/binding-linux-arm64-gnu@1.0.0-rc.12': '@rolldown/binding-linux-arm64-gnu@1.0.3':
optional: true optional: true
'@rolldown/binding-linux-arm64-musl@1.0.0-rc.12': '@rolldown/binding-linux-arm64-musl@1.0.3':
optional: true optional: true
'@rolldown/binding-linux-ppc64-gnu@1.0.0-rc.12': '@rolldown/binding-linux-ppc64-gnu@1.0.3':
optional: true optional: true
'@rolldown/binding-linux-s390x-gnu@1.0.0-rc.12': '@rolldown/binding-linux-s390x-gnu@1.0.3':
optional: true optional: true
'@rolldown/binding-linux-x64-gnu@1.0.0-rc.12': '@rolldown/binding-linux-x64-gnu@1.0.3':
optional: true optional: true
'@rolldown/binding-linux-x64-musl@1.0.0-rc.12': '@rolldown/binding-linux-x64-musl@1.0.3':
optional: true optional: true
'@rolldown/binding-openharmony-arm64@1.0.0-rc.12': '@rolldown/binding-openharmony-arm64@1.0.3':
optional: true optional: true
'@rolldown/binding-wasm32-wasi@1.0.0-rc.12(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)': '@rolldown/binding-wasm32-wasi@1.0.3':
dependencies: dependencies:
'@napi-rs/wasm-runtime': 1.1.2(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1) '@emnapi/core': 1.10.0
transitivePeerDependencies: '@emnapi/runtime': 1.10.0
- '@emnapi/core' '@napi-rs/wasm-runtime': 1.1.5(@emnapi/core@1.10.0)(@emnapi/runtime@1.10.0)
- '@emnapi/runtime'
optional: true optional: true
'@rolldown/binding-win32-arm64-msvc@1.0.0-rc.12': '@rolldown/binding-win32-arm64-msvc@1.0.3':
optional: true optional: true
'@rolldown/binding-win32-x64-msvc@1.0.0-rc.12': '@rolldown/binding-win32-x64-msvc@1.0.3':
optional: true optional: true
'@rolldown/pluginutils@1.0.0-rc.12': {}
'@rolldown/pluginutils@1.0.0-rc.7': {} '@rolldown/pluginutils@1.0.0-rc.7': {}
'@rolldown/pluginutils@1.0.1': {}
'@standard-schema/spec@1.1.0': {} '@standard-schema/spec@1.1.0': {}
'@tailwindcss/node@4.2.2': '@tailwindcss/node@4.2.2':
@@ -2445,17 +2488,17 @@ snapshots:
'@tailwindcss/oxide-win32-arm64-msvc': 4.2.2 '@tailwindcss/oxide-win32-arm64-msvc': 4.2.2
'@tailwindcss/oxide-win32-x64-msvc': 4.2.2 '@tailwindcss/oxide-win32-x64-msvc': 4.2.2
'@tailwindcss/vite@4.2.2(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))': '@tailwindcss/vite@4.2.2(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))':
dependencies: dependencies:
'@tailwindcss/node': 4.2.2 '@tailwindcss/node': 4.2.2
'@tailwindcss/oxide': 4.2.2 '@tailwindcss/oxide': 4.2.2
tailwindcss: 4.2.2 tailwindcss: 4.2.2
vite: 8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3) vite: 8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)
'@testing-library/dom@10.4.1': '@testing-library/dom@10.4.1':
dependencies: dependencies:
'@babel/code-frame': 7.29.0 '@babel/code-frame': 7.29.7
'@babel/runtime': 7.29.2 '@babel/runtime': 7.29.7
'@types/aria-query': 5.0.4 '@types/aria-query': 5.0.4
aria-query: 5.3.0 aria-query: 5.3.0
dom-accessibility-api: 0.5.16 dom-accessibility-api: 0.5.16
@@ -2491,6 +2534,11 @@ snapshots:
tslib: 2.8.1 tslib: 2.8.1
optional: true optional: true
'@tybys/wasm-util@0.10.2':
dependencies:
tslib: 2.8.1
optional: true
'@types/aria-query@5.0.4': {} '@types/aria-query@5.0.4': {}
'@types/chai@5.2.3': '@types/chai@5.2.3':
@@ -2516,12 +2564,12 @@ snapshots:
'@types/sarif@2.1.7': {} '@types/sarif@2.1.7': {}
'@vitejs/plugin-react@6.0.1(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))': '@vitejs/plugin-react@6.0.1(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))':
dependencies: dependencies:
'@rolldown/pluginutils': 1.0.0-rc.7 '@rolldown/pluginutils': 1.0.0-rc.7
vite: 8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3) vite: 8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)
'@vitest/coverage-v8@4.1.0(vitest@4.1.0(@types/node@25.3.3)(jsdom@29.0.1)(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)))': '@vitest/coverage-v8@4.1.0(vitest@4.1.0(@types/node@25.3.3)(jsdom@29.1.1)(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)))':
dependencies: dependencies:
'@bcoe/v8-coverage': 1.0.2 '@bcoe/v8-coverage': 1.0.2
'@vitest/utils': 4.1.0 '@vitest/utils': 4.1.0
@@ -2533,7 +2581,7 @@ snapshots:
obug: 2.1.1 obug: 2.1.1
std-env: 4.0.0 std-env: 4.0.0
tinyrainbow: 3.1.0 tinyrainbow: 3.1.0
vitest: 4.1.0(@types/node@25.3.3)(jsdom@29.0.1)(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)) vitest: 4.1.0(@types/node@25.3.3)(jsdom@29.1.1)(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))
'@vitest/expect@4.1.0': '@vitest/expect@4.1.0':
dependencies: dependencies:
@@ -2544,13 +2592,13 @@ snapshots:
chai: 6.2.2 chai: 6.2.2
tinyrainbow: 3.1.0 tinyrainbow: 3.1.0
'@vitest/mocker@4.1.0(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))': '@vitest/mocker@4.1.0(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))':
dependencies: dependencies:
'@vitest/spy': 4.1.0 '@vitest/spy': 4.1.0
estree-walker: 3.0.3 estree-walker: 3.0.3
magic-string: 0.30.21 magic-string: 0.30.21
optionalDependencies: optionalDependencies:
vite: 8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3) vite: 8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)
'@vitest/pretty-format@4.1.0': '@vitest/pretty-format@4.1.0':
dependencies: dependencies:
@@ -2729,7 +2777,7 @@ snapshots:
graceful-fs: 4.2.11 graceful-fs: 4.2.11
tapable: 2.3.0 tapable: 2.3.0
entities@6.0.1: {} entities@8.0.0: {}
es-define-property@1.0.1: {} es-define-property@1.0.1: {}
@@ -2938,24 +2986,24 @@ snapshots:
gitignore-to-glob: 0.3.0 gitignore-to-glob: 0.3.0
jscpd-sarif-reporter: 4.0.6 jscpd-sarif-reporter: 4.0.6
jsdom@29.0.1: jsdom@29.1.1:
dependencies: dependencies:
'@asamuzakjp/css-color': 5.0.1 '@asamuzakjp/css-color': 5.1.11
'@asamuzakjp/dom-selector': 7.0.4 '@asamuzakjp/dom-selector': 7.1.1
'@bramus/specificity': 2.4.2 '@bramus/specificity': 2.4.2
'@csstools/css-syntax-patches-for-csstree': 1.1.1(css-tree@3.2.1) '@csstools/css-syntax-patches-for-csstree': 1.1.5(css-tree@3.2.1)
'@exodus/bytes': 1.15.0 '@exodus/bytes': 1.15.0
css-tree: 3.2.1 css-tree: 3.2.1
data-urls: 7.0.0 data-urls: 7.0.0
decimal.js: 10.6.0 decimal.js: 10.6.0
html-encoding-sniffer: 6.0.0 html-encoding-sniffer: 6.0.0
is-potential-custom-element-name: 1.0.1 is-potential-custom-element-name: 1.0.1
lru-cache: 11.2.7 lru-cache: 11.5.1
parse5: 8.0.0 parse5: 8.0.1
saxes: 6.0.0 saxes: 6.0.0
symbol-tree: 3.2.4 symbol-tree: 3.2.4
tough-cookie: 6.0.1 tough-cookie: 6.0.1
undici: 7.24.2 undici: 7.24.8
w3c-xmlserializer: 5.0.0 w3c-xmlserializer: 5.0.0
webidl-conversions: 8.0.1 webidl-conversions: 8.0.1
whatwg-mimetype: 5.0.0 whatwg-mimetype: 5.0.0
@@ -3095,7 +3143,7 @@ snapshots:
lightningcss-win32-arm64-msvc: 1.32.0 lightningcss-win32-arm64-msvc: 1.32.0
lightningcss-win32-x64-msvc: 1.32.0 lightningcss-win32-x64-msvc: 1.32.0
lru-cache@11.2.7: {} lru-cache@11.5.1: {}
lucide-react@0.577.0(react@19.2.4): lucide-react@0.577.0(react@19.2.4):
dependencies: dependencies:
@@ -3140,7 +3188,7 @@ snapshots:
minimist@1.2.8: {} minimist@1.2.8: {}
nanoid@3.3.11: {} nanoid@3.3.13: {}
node-sarif-builder@3.4.0: node-sarif-builder@3.4.0:
dependencies: dependencies:
@@ -3218,9 +3266,9 @@ snapshots:
'@oxlint/binding-win32-x64-msvc': 1.56.0 '@oxlint/binding-win32-x64-msvc': 1.56.0
oxlint-tsgolint: 0.17.1 oxlint-tsgolint: 0.17.1
parse5@8.0.0: parse5@8.0.1:
dependencies: dependencies:
entities: 6.0.1 entities: 8.0.0
path-key@3.1.1: {} path-key@3.1.1: {}
@@ -3232,9 +3280,9 @@ snapshots:
picomatch@4.0.4: {} picomatch@4.0.4: {}
postcss@8.5.8: postcss@8.5.15:
dependencies: dependencies:
nanoid: 3.3.11 nanoid: 3.3.13
picocolors: 1.1.1 picocolors: 1.1.1
source-map-js: 1.2.1 source-map-js: 1.2.1
@@ -3352,29 +3400,26 @@ snapshots:
reusify@1.1.0: {} reusify@1.1.0: {}
rolldown@1.0.0-rc.12(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1): rolldown@1.0.3:
dependencies: dependencies:
'@oxc-project/types': 0.122.0 '@oxc-project/types': 0.133.0
'@rolldown/pluginutils': 1.0.0-rc.12 '@rolldown/pluginutils': 1.0.1
optionalDependencies: optionalDependencies:
'@rolldown/binding-android-arm64': 1.0.0-rc.12 '@rolldown/binding-android-arm64': 1.0.3
'@rolldown/binding-darwin-arm64': 1.0.0-rc.12 '@rolldown/binding-darwin-arm64': 1.0.3
'@rolldown/binding-darwin-x64': 1.0.0-rc.12 '@rolldown/binding-darwin-x64': 1.0.3
'@rolldown/binding-freebsd-x64': 1.0.0-rc.12 '@rolldown/binding-freebsd-x64': 1.0.3
'@rolldown/binding-linux-arm-gnueabihf': 1.0.0-rc.12 '@rolldown/binding-linux-arm-gnueabihf': 1.0.3
'@rolldown/binding-linux-arm64-gnu': 1.0.0-rc.12 '@rolldown/binding-linux-arm64-gnu': 1.0.3
'@rolldown/binding-linux-arm64-musl': 1.0.0-rc.12 '@rolldown/binding-linux-arm64-musl': 1.0.3
'@rolldown/binding-linux-ppc64-gnu': 1.0.0-rc.12 '@rolldown/binding-linux-ppc64-gnu': 1.0.3
'@rolldown/binding-linux-s390x-gnu': 1.0.0-rc.12 '@rolldown/binding-linux-s390x-gnu': 1.0.3
'@rolldown/binding-linux-x64-gnu': 1.0.0-rc.12 '@rolldown/binding-linux-x64-gnu': 1.0.3
'@rolldown/binding-linux-x64-musl': 1.0.0-rc.12 '@rolldown/binding-linux-x64-musl': 1.0.3
'@rolldown/binding-openharmony-arm64': 1.0.0-rc.12 '@rolldown/binding-openharmony-arm64': 1.0.3
'@rolldown/binding-wasm32-wasi': 1.0.0-rc.12(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1) '@rolldown/binding-wasm32-wasi': 1.0.3
'@rolldown/binding-win32-arm64-msvc': 1.0.0-rc.12 '@rolldown/binding-win32-arm64-msvc': 1.0.3
'@rolldown/binding-win32-x64-msvc': 1.0.0-rc.12 '@rolldown/binding-win32-x64-msvc': 1.0.3
transitivePeerDependencies:
- '@emnapi/core'
- '@emnapi/runtime'
run-parallel@1.2.0: run-parallel@1.2.0:
dependencies: dependencies:
@@ -3457,6 +3502,11 @@ snapshots:
fdir: 6.5.0(picomatch@4.0.4) fdir: 6.5.0(picomatch@4.0.4)
picomatch: 4.0.4 picomatch: 4.0.4
tinyglobby@0.2.17:
dependencies:
fdir: 6.5.0(picomatch@4.0.4)
picomatch: 4.0.4
tinyrainbow@3.1.0: {} tinyrainbow@3.1.0: {}
tldts-core@7.0.25: {} tldts-core@7.0.25: {}
@@ -3488,30 +3538,27 @@ snapshots:
undici-types@7.18.2: {} undici-types@7.18.2: {}
undici@7.24.2: {} undici@7.24.8: {}
universalify@2.0.1: {} universalify@2.0.1: {}
vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3): vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3):
dependencies: dependencies:
lightningcss: 1.32.0 lightningcss: 1.32.0
picomatch: 4.0.4 picomatch: 4.0.4
postcss: 8.5.8 postcss: 8.5.15
rolldown: 1.0.0-rc.12(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1) rolldown: 1.0.3
tinyglobby: 0.2.15 tinyglobby: 0.2.17
optionalDependencies: optionalDependencies:
'@types/node': 25.3.3 '@types/node': 25.3.3
fsevents: 2.3.3 fsevents: 2.3.3
jiti: 2.6.1 jiti: 2.6.1
yaml: 2.8.3 yaml: 2.8.3
transitivePeerDependencies:
- '@emnapi/core'
- '@emnapi/runtime'
vitest@4.1.0(@types/node@25.3.3)(jsdom@29.0.1)(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)): vitest@4.1.0(@types/node@25.3.3)(jsdom@29.1.1)(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)):
dependencies: dependencies:
'@vitest/expect': 4.1.0 '@vitest/expect': 4.1.0
'@vitest/mocker': 4.1.0(vite@8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)) '@vitest/mocker': 4.1.0(vite@8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3))
'@vitest/pretty-format': 4.1.0 '@vitest/pretty-format': 4.1.0
'@vitest/runner': 4.1.0 '@vitest/runner': 4.1.0
'@vitest/snapshot': 4.1.0 '@vitest/snapshot': 4.1.0
@@ -3528,11 +3575,11 @@ snapshots:
tinyexec: 1.0.4 tinyexec: 1.0.4
tinyglobby: 0.2.15 tinyglobby: 0.2.15
tinyrainbow: 3.1.0 tinyrainbow: 3.1.0
vite: 8.0.5(@emnapi/core@1.8.1)(@emnapi/runtime@1.8.1)(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3) vite: 8.0.16(@types/node@25.3.3)(jiti@2.6.1)(yaml@2.8.3)
why-is-node-running: 2.3.0 why-is-node-running: 2.3.0
optionalDependencies: optionalDependencies:
'@types/node': 25.3.3 '@types/node': 25.3.3
jsdom: 29.0.1 jsdom: 29.1.1
transitivePeerDependencies: transitivePeerDependencies:
- msw - msw
+561
View File
@@ -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())
+114 -13
View File
@@ -3,7 +3,7 @@
**Feature Branch**: `008-encounter-difficulty` **Feature Branch**: `008-encounter-difficulty`
**Created**: 2026-03-27 **Created**: 2026-03-27
**Status**: Draft **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)* ## User Scenarios & Testing *(mandatory)*
@@ -19,15 +19,15 @@ A game master is building an encounter by adding monsters and player characters.
**Acceptance Scenarios**: **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. 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. 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 ### 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. 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 ### 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)** **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. **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**: **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). 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). 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 ### 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 ### 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." - **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 (trivial). - **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. - **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). - **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. - **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 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. - **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. - **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. 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 #### 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 #### 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. 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. The player character level MUST be persisted and restored across sessions, consistent with existing player character persistence behavior.
#### FR-014 — High is the cap #### 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 #### 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"`. 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 #### 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. 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 ### 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. - **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"`. - **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. - **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). - **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.
--- ---
@@ -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-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-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-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.
--- ---
@@ -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. - 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 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. - 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.