Files
initiative/apps/web/src/hooks/use-difficulty-breakdown.ts
Lukas 1ae9e12cff
All checks were successful
CI / check (push) Successful in 2m20s
CI / build-image (push) Successful in 17s
Add manual CR assignment and difficulty breakdown panel
Implement issue #21: custom combatants can now have a challenge rating
assigned via a new breakdown panel, opened by tapping the difficulty
indicator. Bestiary-linked combatants show read-only CR with source name;
custom combatants get a CR picker with all standard 5e values. CR persists
across reloads and round-trips through JSON export/import.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-02 17:03:33 +02:00

141 lines
3.4 KiB
TypeScript

import type {
Combatant,
CreatureId,
DifficultyTier,
PlayerCharacter,
} from "@initiative/domain";
import { calculateEncounterDifficulty, crToXp } from "@initiative/domain";
import { useMemo } from "react";
import { useBestiaryContext } from "../contexts/bestiary-context.js";
import { useEncounterContext } from "../contexts/encounter-context.js";
import { usePlayerCharactersContext } from "../contexts/player-characters-context.js";
export interface BreakdownCombatant {
readonly combatant: Combatant;
readonly cr: string | null;
readonly xp: number | null;
readonly source: string | null;
readonly editable: boolean;
}
interface DifficultyBreakdown {
readonly tier: DifficultyTier;
readonly totalMonsterXp: number;
readonly partyBudget: {
readonly low: number;
readonly moderate: number;
readonly high: number;
};
readonly pcCount: number;
readonly combatants: readonly BreakdownCombatant[];
}
export function useDifficultyBreakdown(): DifficultyBreakdown | null {
const { encounter } = useEncounterContext();
const { characters } = usePlayerCharactersContext();
const { getCreature } = useBestiaryContext();
return useMemo(() => {
const partyLevels = derivePartyLevels(encounter.combatants, characters);
const { entries, crs } = classifyCombatants(
encounter.combatants,
getCreature,
);
if (partyLevels.length === 0 || crs.length === 0) {
return null;
}
const result = calculateEncounterDifficulty(partyLevels, crs);
return {
...result,
pcCount: partyLevels.length,
combatants: entries,
};
}, [encounter.combatants, characters, getCreature]);
}
function classifyBestiaryCombatant(
c: Combatant,
getCreature: (
id: CreatureId,
) => { cr: string; source: string; sourceDisplayName: string } | undefined,
): { entry: BreakdownCombatant; cr: string | null } {
const creature = c.creatureId ? getCreature(c.creatureId) : undefined;
if (creature) {
return {
entry: {
combatant: c,
cr: creature.cr,
xp: crToXp(creature.cr),
source: creature.sourceDisplayName ?? creature.source,
editable: false,
},
cr: creature.cr,
};
}
return {
entry: {
combatant: c,
cr: null,
xp: null,
source: null,
editable: false,
},
cr: null,
};
}
function classifyCombatants(
combatants: readonly Combatant[],
getCreature: (
id: CreatureId,
) => { cr: string; source: string; sourceDisplayName: string } | undefined,
): { entries: BreakdownCombatant[]; crs: string[] } {
const entries: BreakdownCombatant[] = [];
const crs: string[] = [];
for (const c of combatants) {
if (c.playerCharacterId) continue;
if (c.creatureId) {
const { entry, cr } = classifyBestiaryCombatant(c, getCreature);
entries.push(entry);
if (cr) crs.push(cr);
} else if (c.cr) {
crs.push(c.cr);
entries.push({
combatant: c,
cr: c.cr,
xp: crToXp(c.cr),
source: null,
editable: true,
});
} else {
entries.push({
combatant: c,
cr: null,
xp: null,
source: null,
editable: true,
});
}
}
return { entries, crs };
}
function derivePartyLevels(
combatants: readonly Combatant[],
characters: readonly PlayerCharacter[],
): number[] {
const levels: number[] = [];
for (const c of combatants) {
if (!c.playerCharacterId) continue;
const pc = characters.find((p) => p.id === c.playerCharacterId);
if (pc?.level !== undefined) levels.push(pc.level);
}
return levels;
}