LukasandClaude Opus 5 7b599e9ad9
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Portal the HP adjust popover out of the dimmed row subtree
A combatant at 0 HP renders its row sections with opacity-50, and the HP
popover lived inside the HP section. CSS opacity applies to the whole
subtree, so position: fixed did not escape it — the popover you need to
heal a downed creature came up half-transparent.

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

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

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:47:24 +02:00
2026-08-05 14:11:23 +02:00

Initiative

A local-first initiative tracker and encounter manager for tabletop RPGs (D&D 5e / 2024). Runs entirely in the browser — no server, no account, no data leaves your machine.

What it does

  • Initiative tracking — add combatants (batch-add from bestiary, custom creatures with optional stats), roll initiative (manual or d20), cycle turns and rounds
  • Encounter state — HP, AC, conditions, concentration tracking with visual status indicators
  • Bestiary integration — import bestiary JSON sources, search creatures, and view full stat blocks
  • Player characters — create reusable player character templates with name, AC, HP, level, color, and icon; search and add them to encounters with pre-filled stats; manage (edit/delete) from a dedicated panel
  • Encounter difficulty — live 3-bar indicator in the top bar showing encounter difficulty (Trivial/Low/Moderate/High) based on the 2024 5.5e XP budget system; automatically derived from PC levels and bestiary creature CRs
  • Undo/redo — reverse any encounter action with Undo/Redo buttons or keyboard shortcuts (Ctrl+Z / Ctrl+Shift+Z, Cmd on Mac); history persists across page reloads
  • Import/export — export the full encounter state (combatants, undo/redo history, player characters) as a JSON file or copy to clipboard; import from file upload or pasted JSON with validation and confirmation
  • Persistent — encounters survive page reloads via localStorage; bestiary data cached in IndexedDB; player characters stored independently

Prerequisites

  • Node.js 22+
  • pnpm 10.6+

Getting Started

pnpm install
pnpm --filter web dev

Open http://localhost:5173.

Scripts

Command Description
pnpm --filter web dev Start the dev server
pnpm --filter web build Production build
pnpm test Run all tests (Vitest)
pnpm test:watch Tests in watch mode
pnpm vitest run path/to/test.ts Run a single test file
pnpm typecheck TypeScript type checking
pnpm lint Biome lint
pnpm format Biome format (writes changes)
pnpm check Full merge gate (see below)

Merge gate (pnpm check)

All of these run at pre-commit via Lefthook (in parallel where possible):

  • pnpm audit — security audit
  • knip — unused code detection
  • biome check — formatting + linting
  • oxlint — type-aware linting (complements Biome)
  • Custom scripts — lint-ignore caps, className enforcement, component prop limits
  • tsc --build — TypeScript strict mode
  • vitest run — tests with per-path coverage thresholds
  • jscpd + jsinspect — copy-paste and structural duplication detection

Tech Stack

  • TypeScript 5.8 (strict mode), React 19, Vite 6
  • Tailwind CSS v4 (dark/light theme)
  • Biome 2.4 (formatting + linting), oxlint (type-aware linting)
  • Vitest (testing, v8 coverage), Lefthook (pre-commit hooks)
  • Knip (unused code), jscpd + jsinspect (duplication detection)

Project Structure

apps/web/                  React 19 + Vite — UI components, hooks, adapters
packages/domain/           Pure functions — state transitions, types, validation
packages/application/      Use cases — orchestrates domain via port interfaces
data/bestiary/             Pre-built bestiary search index (~10k creatures)
scripts/                   Build tooling (layer checks, index generation)
specs/                     Feature specifications (spec → plan → tasks)

Architecture

Strict layered architecture with enforced dependency direction:

apps/web (adapters)  →  packages/application (use cases)  →  packages/domain (pure logic)
  • Domain — pure functions, no I/O, no randomness, no framework imports. Errors returned as values (DomainError), never thrown.
  • Application — orchestrates domain calls via port interfaces (EncounterStore, PlayerCharacterStore, etc.). No business logic.
  • Web — React adapter. Implements ports using hooks/state. All UI components, persistence, and external data access live here.

Layer boundaries are enforced by automated import checks that run as part of the test suite.

Contributing

Workflow

Development is spec-driven. Feature specs live in specs/NNN-feature-name/ and are managed through Claude Code skills (see CLAUDE.md for full details).

Scope What to do
Bug fix / CSS tweak Fix it, run pnpm check, commit. Optionally use /browser-interactive-testing for visual verification.
Change to existing feature Update the feature spec, then implement
Larger change to existing feature Update the spec → /rpi-research/rpi-plan/rpi-implement
New feature /speckit.specify/speckit.clarify/speckit.plan/speckit.tasks/speckit.implement

Use /write-issue to create well-structured Gitea issues, and /integrate-issue to pull an existing issue's requirements into the relevant feature spec.

Before committing

Run pnpm check — Lefthook runs this automatically at pre-commit, but running it manually first saves time. All checks must pass.

Conventions

  • Biome for formatting and linting — tab indentation, 80-char lines
  • TypeScript strict mode with verbatimModuleSyntax (type-only imports must use import type)
  • Max 8 props per component interface — use React context for shared state
  • Tests in __tests__/ directories — test pure functions directly, use renderHook for hooks

See CLAUDE.md for the full conventions and project constitution.

Bestiary Index

The bestiary search index (data/bestiary/index.json) is pre-built and checked into the repo. To regenerate it (e.g., after a new source book release):

  1. Clone 5etools-mirror-3/5etools-src locally
  2. Run node scripts/generate-bestiary-index.mjs /path/to/5etools-src

The script extracts creature names, stats, and source info into a compact search index.

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