Implements PF2e encounter difficulty alongside the existing D&D system. PF2e uses creature level vs party level to derive XP, compares against 5-tier budgets (Trivial/Low/Moderate/Severe/Extreme), and adjusts thresholds for party size. The indicator shows 4 bars in PF2e mode. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
271 lines
6.9 KiB
TypeScript
271 lines
6.9 KiB
TypeScript
import type {
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AnyCreature,
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Combatant,
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CreatureId,
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DifficultyThreshold,
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DifficultyTier,
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PlayerCharacter,
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} from "@initiative/domain";
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import {
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calculateEncounterDifficulty,
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crToXp,
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derivePartyLevel,
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pf2eCreatureXp,
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} from "@initiative/domain";
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import { useMemo } from "react";
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import { useBestiaryContext } from "../contexts/bestiary-context.js";
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import { useEncounterContext } from "../contexts/encounter-context.js";
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import { usePlayerCharactersContext } from "../contexts/player-characters-context.js";
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import { useRulesEditionContext } from "../contexts/rules-edition-context.js";
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import { resolveSide } from "./use-difficulty.js";
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export interface BreakdownCombatant {
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readonly combatant: Combatant;
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readonly cr: string | null;
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readonly xp: number | null;
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readonly source: string | null;
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readonly editable: boolean;
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readonly side: "party" | "enemy";
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readonly level: number | undefined;
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/** PF2e only: the creature's level from bestiary data. */
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readonly creatureLevel: number | undefined;
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/** PF2e only: creature level minus party level. */
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readonly levelDifference: number | undefined;
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}
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interface DifficultyBreakdown {
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readonly tier: DifficultyTier;
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readonly totalMonsterXp: number;
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readonly thresholds: readonly DifficultyThreshold[];
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readonly encounterMultiplier: number | undefined;
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readonly adjustedXp: number | undefined;
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readonly partySizeAdjusted: boolean | undefined;
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readonly partyLevel: number | undefined;
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readonly pcCount: number;
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readonly partyCombatants: readonly BreakdownCombatant[];
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readonly enemyCombatants: readonly BreakdownCombatant[];
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}
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export function useDifficultyBreakdown(): DifficultyBreakdown | null {
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const { encounter } = useEncounterContext();
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const { characters } = usePlayerCharactersContext();
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const { getCreature } = useBestiaryContext();
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const { edition } = useRulesEditionContext();
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return useMemo(() => {
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const { partyCombatants, enemyCombatants, descriptors, pcCount } =
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classifyCombatants(encounter.combatants, characters, getCreature);
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const hasPartyLevel = descriptors.some(
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(d) => d.side === "party" && d.level !== undefined,
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);
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if (edition === "pf2e") {
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const hasCreatureLevel = descriptors.some(
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(d) => d.creatureLevel !== undefined,
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);
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if (!hasPartyLevel || !hasCreatureLevel) return null;
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} else {
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const hasCr = descriptors.some((d) => d.cr !== undefined);
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if (!hasPartyLevel || !hasCr) return null;
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}
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const result = calculateEncounterDifficulty(descriptors, edition);
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return {
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...result,
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pcCount,
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partyCombatants,
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enemyCombatants,
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};
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}, [encounter.combatants, characters, getCreature, edition]);
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}
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type CreatureInfo = {
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cr?: string;
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creatureLevel?: number;
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source: string;
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sourceDisplayName: string;
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};
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function buildBreakdownEntry(
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c: Combatant,
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side: "party" | "enemy",
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level: number | undefined,
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creature: CreatureInfo | undefined,
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partyLevel: number | undefined,
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): BreakdownCombatant {
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if (c.playerCharacterId) {
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return {
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combatant: c,
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cr: null,
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xp: null,
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source: null,
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editable: false,
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side,
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level,
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creatureLevel: undefined,
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levelDifference: undefined,
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};
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}
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if (creature && creature.creatureLevel !== undefined) {
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const levelDiff =
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partyLevel === undefined
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? undefined
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: creature.creatureLevel - partyLevel;
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const xp =
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partyLevel === undefined
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? null
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: pf2eCreatureXp(creature.creatureLevel, partyLevel);
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return {
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combatant: c,
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cr: null,
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xp,
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source: creature.sourceDisplayName ?? creature.source,
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editable: false,
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side,
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level: undefined,
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creatureLevel: creature.creatureLevel,
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levelDifference: levelDiff,
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};
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}
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if (creature) {
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const cr = creature.cr ?? null;
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return {
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combatant: c,
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cr,
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xp: cr ? crToXp(cr) : null,
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source: creature.sourceDisplayName ?? creature.source,
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editable: false,
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side,
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level: undefined,
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creatureLevel: undefined,
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levelDifference: undefined,
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};
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}
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if (c.cr) {
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return {
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combatant: c,
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cr: c.cr,
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xp: crToXp(c.cr),
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source: null,
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editable: true,
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side,
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level: undefined,
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creatureLevel: undefined,
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levelDifference: undefined,
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};
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}
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return {
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combatant: c,
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cr: null,
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xp: null,
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source: null,
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editable: !c.creatureId,
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side,
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level: undefined,
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creatureLevel: undefined,
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levelDifference: undefined,
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};
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}
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function resolveLevel(
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c: Combatant,
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characters: readonly PlayerCharacter[],
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): number | undefined {
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if (!c.playerCharacterId) return undefined;
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return characters.find((p) => p.id === c.playerCharacterId)?.level;
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}
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function resolveCreatureInfo(
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c: Combatant,
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getCreature: (id: CreatureId) => AnyCreature | undefined,
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): {
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cr: string | null;
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creatureLevel: number | undefined;
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creature: CreatureInfo | undefined;
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} {
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const rawCreature = c.creatureId ? getCreature(c.creatureId) : undefined;
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if (!rawCreature) {
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return {
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cr: c.cr ?? null,
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creatureLevel: undefined,
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creature: undefined,
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};
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}
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if ("system" in rawCreature && rawCreature.system === "pf2e") {
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return {
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cr: null,
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creatureLevel: rawCreature.level,
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creature: {
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creatureLevel: rawCreature.level,
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source: rawCreature.source,
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sourceDisplayName: rawCreature.sourceDisplayName,
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},
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};
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}
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const cr = "cr" in rawCreature ? rawCreature.cr : undefined;
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return {
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cr: cr ?? c.cr ?? null,
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creatureLevel: undefined,
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creature: {
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cr,
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source: rawCreature.source,
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sourceDisplayName: rawCreature.sourceDisplayName,
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},
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};
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}
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function collectPartyLevel(
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combatants: readonly Combatant[],
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characters: readonly PlayerCharacter[],
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): number | undefined {
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const partyLevels: number[] = [];
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for (const c of combatants) {
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if (resolveSide(c) !== "party") continue;
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const level = resolveLevel(c, characters);
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if (level !== undefined) partyLevels.push(level);
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}
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return partyLevels.length > 0 ? derivePartyLevel(partyLevels) : undefined;
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}
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function classifyCombatants(
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combatants: readonly Combatant[],
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characters: readonly PlayerCharacter[],
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getCreature: (id: CreatureId) => AnyCreature | undefined,
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) {
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const partyCombatants: BreakdownCombatant[] = [];
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const enemyCombatants: BreakdownCombatant[] = [];
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const descriptors: {
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level?: number;
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cr?: string;
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creatureLevel?: number;
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side: "party" | "enemy";
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}[] = [];
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let pcCount = 0;
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const partyLevel = collectPartyLevel(combatants, characters);
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for (const c of combatants) {
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const side = resolveSide(c);
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const level = resolveLevel(c, characters);
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if (level !== undefined) pcCount++;
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const { cr, creatureLevel, creature } = resolveCreatureInfo(c, getCreature);
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if (level !== undefined || cr != null || creatureLevel !== undefined) {
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descriptors.push({
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level,
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cr: cr ?? undefined,
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creatureLevel,
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side,
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});
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}
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const entry = buildBreakdownEntry(c, side, level, creature, partyLevel);
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const target = side === "party" ? partyCombatants : enemyCombatants;
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target.push(entry);
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}
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return { partyCombatants, enemyCombatants, descriptors, pcCount };
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}
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