import { useEffect, useRef, useState } from 'react';
import {
  ArrowDown,
  ArrowUp,
  ChevronLeft,
  ChevronRight,
  Dices,
  Heart,
  Hourglass,
  Play,
  ScrollText,
  Shield,
  Skull,
  Sword,
  Undo2,
  X,
} from 'lucide-react';
import type { Campaign, Character, Combatant, Condition, Encounter } from '@/lib/schemas';
import { encountersRepo } from '@/lib/db/repositories';
import { newId } from '@/lib/ids';
import { createRng } from '@/lib/rng';
import { rollDice } from '@/lib/dice/notation';
import { getSystem, getConditions, type SystemId } from '@/lib/rules';
import { computeBudget, DIFFICULTY_COLOR } from '@/lib/combat/budget';
import { deriveState, DAMAGE_TYPES, concentrationDC } from '@/lib/mechanics';
import { useCharacters, useAllPcs } from '@/features/characters/hooks';
import { useConditionGlossary } from './useConditionGlossary';
import {
  addCombatant,
  applyDamage,
  applyHealing,
  applyInitiatives,
  currentCombatant,
  endEncounter,
  logEvent,
  moveCombatant,
  nextTurn,
  previousTurn,
  removeCombatant,
  startEncounter,
  updateCombatant,
} from '@/lib/combat/engine';
import { cn } from '@/lib/cn';
import { Button } from '@/components/ui/Button';
import { Input, Select } from '@/components/ui/Input';
import { NumberField } from '@/components/ui/NumberField';
import { Badge, Meter, Avatar } from '@/components/ui/Codex';
import { EncounterTipCard } from '@/features/assistant/EncounterTipCard';

export function EncounterTracker({ encounter, campaign }: { encounter: Encounter; campaign: Campaign }) {
  const characters = useCharacters(campaign.id);
  // PCs are campaign-agnostic, so any PC can join a fight; NPCs stay campaign-scoped.
  const allPcs = useAllPcs();
  const addableChars = [...allPcs, ...characters.filter((c) => c.kind === 'npc')];
  const glossary = useConditionGlossary(campaign.system);

  const undoStack = useRef<Encounter[]>([]);
  const mutate = (fn: (e: Encounter) => Encounter) => {
    undoStack.current.push(encounter);
    if (undoStack.current.length > 50) undoStack.current.shift();
    // Transactional read-modify-write so rapid mutations can't clobber each other.
    void encountersRepo.mutate(encounter.id, fn);
  };
  const undo = () => {
    const prev = undoStack.current.pop();
    if (prev) void encountersRepo.save(prev);
  };

  /** The Character backing a PC/NPC combatant, if any (for cross-doc rules state). */
  const pcCharacter = (combatant: Combatant): Character | undefined =>
    combatant.kind !== 'monster' && combatant.characterId
      ? [...allPcs, ...characters].find((ch) => ch.id === combatant.characterId)
      : undefined;

  /**
   * After a concentrating PC takes damage, the app computes the Constitution
   * save DC and surfaces it — but never rolls. The player rolls their own save
   * and, on a failure, uses the Drop button on their sheet/panel. (Auto-rolling
   * would take the moment away from the player.)
   */
  const noteConcentrationCheck = (combatant: Combatant, damage: number) => {
    if (damage <= 0) return;
    const ch = pcCharacter(combatant);
    if (!ch?.concentration) return;
    const dc = concentrationDC(damage);
    void encountersRepo.mutate(encounter.id, (e) =>
      logEvent(e, `${ch.name}: roll a DC ${dc} Constitution save or lose concentration on ${ch.concentration!.spellName}.`));
  };

  /** Advance the turn; remind (don't roll) when a downed PC's turn begins. */
  const advanceTurn = () => {
    mutate(nextTurn);
    const upcoming = currentCombatant(nextTurn(encounter));
    if (upcoming && upcoming.kind !== 'monster' && upcoming.hp.current <= 0 && pcCharacter(upcoming)) {
      void encountersRepo.mutate(encounter.id, (e) => logEvent(e, `${upcoming.name} is down — make a death saving throw.`));
    }
  };

  const rollAllInitiative = () => {
    const rolls: Record<string, number> = {};
    for (const c of encounter.combatants) rolls[c.id] = rollDice('1d20', createRng()).total + c.initBonus;
    mutate((e) => logEvent(applyInitiatives(e, rolls), 'Rolled initiative for all combatants'));
  };

  // Difficulty budget from monster combatants vs the campaign's PCs. Once combat
  // has started, rate against the levels captured at that time (snapshot) so the
  // reading — and the assistant's history — reflects the party as it was.
  // Rate against the PCs actually IN the fight (so adding a player updates the
  // difficulty); fall back to the campaign roster before any PC is added.
  const encounterPcLevels = encounter.combatants.filter((c) => c.kind === 'pc' && c.level !== undefined).map((c) => c.level as number);
  const currentLevels = encounterPcLevels.length > 0 ? encounterPcLevels : characters.filter((c) => c.kind === 'pc').map((c) => c.level);
  const partyLevels = encounter.partyLevelsSnapshot?.length ? encounter.partyLevelsSnapshot : currentLevels;
  const monsters = encounter.combatants
    .filter((c) => c.kind === 'monster')
    .map((c) => ({ cr: c.cr, level: c.level }));
  const budget =
    monsters.length > 0 && partyLevels.length > 0
      ? computeBudget(campaign.system, partyLevels, monsters)
      : null;

  const current = currentCombatant(encounter);
  const isActive = encounter.status === 'active';

  // Keyboard turn control for a GM running the table hands-free. Guarded so it
  // never fires while typing in a field, and only during an active fight.
  const advanceRef = useRef(advanceTurn);
  advanceRef.current = advanceTurn;
  const prevRef = useRef(() => mutate(previousTurn));
  prevRef.current = () => mutate(previousTurn);
  useEffect(() => {
    if (!isActive) return;
    const onKey = (e: KeyboardEvent) => {
      if (e.metaKey || e.ctrlKey || e.altKey) return;
      const el = e.target as HTMLElement | null;
      if (el && (el.tagName === 'INPUT' || el.tagName === 'TEXTAREA' || el.tagName === 'SELECT' || el.isContentEditable)) return;
      if (e.key === 'n' || e.key === 'ArrowRight') { e.preventDefault(); advanceRef.current(); }
      else if (e.key === 'p' || e.key === 'ArrowLeft') { e.preventDefault(); prevRef.current(); }
    };
    window.addEventListener('keydown', onKey);
    return () => window.removeEventListener('keydown', onKey);
  }, [isActive]);

  return (
    <div>
      {/* Control bar */}
      <div className="paper-grain mb-4 flex flex-wrap items-center gap-3 rounded-xl border border-line bg-panel p-3">
        <div>
          <div className="font-display text-sm italic text-accent">Encounter · {encounter.name}</div>
          <div className="font-display text-lg font-semibold text-ink">Initiative</div>
          <div className="text-xs text-muted">
            {isActive ? `Round ${encounter.round}` : encounter.status === 'ended' ? 'Ended' : 'Not started'}
            {current && isActive ? ` · ${current.name}'s turn` : ''}
          </div>
        </div>
        {isActive && (
          <div className="flex items-center gap-2 rounded-xl border border-line bg-surface-2 px-3 py-1.5">
            <Hourglass size={15} aria-hidden className="text-accent-deep" />
            <span className="smallcaps" style={{ fontSize: 10 }}>Round</span>
            <span className="font-display text-xl font-semibold text-accent-deep">{encounter.round}</span>
          </div>
        )}
        {budget && (
          <div className="rounded-xl border border-line bg-surface-2 px-3 py-1 text-center text-xs">
            <div className={cn('font-display text-sm font-semibold capitalize', DIFFICULTY_COLOR[budget.difficulty])}>
              {budget.difficulty}
            </div>
            <div className="font-mono text-muted">
              {budget.totalXp.toLocaleString()} XP · {budget.awardPerCharacter.toLocaleString()}/PC
            </div>
          </div>
        )}
        <div className="ml-auto flex flex-wrap gap-2">
          {undoStack.current.length > 0 && (
            <Button variant="ghost" onClick={undo} title="Undo last change">
              <Undo2 size={15} aria-hidden /> Undo
            </Button>
          )}
          {encounter.combatants.length > 0 && (
            <Button variant="secondary" onClick={rollAllInitiative} title="Roll initiative for everyone">
              <Dices size={15} aria-hidden /> Roll all
            </Button>
          )}
          {!isActive && encounter.status !== 'ended' && (
            <Button
              variant="primary"
              disabled={encounter.combatants.length === 0}
              onClick={() => mutate((e) => ({
                ...startEncounter(e),
                ...(currentLevels.length ? { partyLevelsSnapshot: currentLevels } : {}),
              }))}
            >
              Start combat
            </Button>
          )}
          {isActive && (
            <>
              <Button variant="secondary" onClick={() => mutate(previousTurn)} title="Previous turn (p or ←)">
                <ChevronLeft size={15} aria-hidden /> Prev
              </Button>
              <Button variant="primary" onClick={advanceTurn} title="Next turn (n or →)">
                Next turn <ChevronRight size={15} aria-hidden />
              </Button>
              <Button variant="ghost" className="text-danger" onClick={() => mutate(endEncounter)}>
                End
              </Button>
            </>
          )}
          {encounter.status === 'ended' && (
            <Button variant="secondary" onClick={() => mutate((e) => ({ ...e, status: 'planning', round: 0, turnIndex: 0 }))}>
              Reopen
            </Button>
          )}
        </div>
      </div>

      <EncounterTipCard campaign={campaign} encounter={encounter} />

      <AddCombatantBar encounter={encounter} characters={addableChars} onAdd={(c) => mutate((e) => addCombatant(e, c))} />

      {/* Combatant list */}
      {encounter.combatants.length === 0 ? (
        <p className="mt-6 text-sm text-muted">No combatants yet. Add characters or monsters above.</p>
      ) : (
        <>
          <div className="mt-4 flex items-center justify-between px-1 pb-1.5">
            <span className="smallcaps">Turn order · {encounter.combatants.length} combatants</span>
          </div>
          <ul className="space-y-1.5">
          {encounter.combatants.map((c, idx) => (
            <CombatantRow
              key={c.id}
              combatant={c}
              system={campaign.system}
              glossary={glossary}
              isCurrent={isActive && idx === encounter.turnIndex}
              onChange={(patch) => mutate((e) => updateCombatant(e, c.id, patch))}
              onDamage={(amt, type) => {
                const after = applyDamage(c, amt, type);
                const hpLoss = (c.hp.current - after.hp.current) + (c.hp.temp - after.hp.temp);
                const note = hpLoss === amt
                  ? `${c.name} takes ${amt}${type ? ` ${type}` : ''} damage`
                  : `${c.name} takes ${hpLoss}${type ? ` ${type}` : ''} damage (${amt} before ${hpLoss < amt ? 'resistance' : 'vulnerability'})`;
                mutate((e) => logEvent(updateCombatant(e, c.id, { hp: after.hp }), note));
                noteConcentrationCheck(c, hpLoss);
              }}
              onHeal={(amt) => mutate((e) => logEvent(updateCombatant(e, c.id, { hp: applyHealing(c, amt).hp }), `${c.name} heals ${amt}`))}
              onMove={(dir) => mutate((e) => moveCombatant(e, c.id, dir))}
              onRemove={() => mutate((e) => logEvent(removeCombatant(e, c.id), `${c.name} removed`))}
            />
          ))}
          </ul>
        </>
      )}

      <CombatLog log={encounter.log ?? []} onClear={() => mutate((e) => ({ ...e, log: [] }))} />
    </div>
  );
}

function CombatLog({ log, onClear }: { log: { round: number; text: string }[]; onClear: () => void }) {
  if (log.length === 0) return null;
  const recent = log.slice(-40).reverse();
  return (
    <div className="mt-6">
      <div className="mb-1.5 flex items-center justify-between">
        <h3 className="smallcaps flex items-center gap-1.5">
          <ScrollText size={13} aria-hidden className="text-accent-deep" />
          Combat Log
        </h3>
        <Button size="sm" variant="ghost" onClick={onClear}>Clear</Button>
      </div>
      <hr className="gilt-rule mb-2" />
      <ul className="max-h-48 space-y-1 overflow-auto rounded-xl border border-line bg-surface-2 p-3 text-xs">
        {recent.map((l, i) => (
          <li key={i} className="flex items-start gap-2 text-ink-soft">
            <span className="mt-1.5 inline-block size-1.5 shrink-0 rounded-full bg-accent" aria-hidden />
            <span className="font-display leading-snug">
              <span className="mr-1.5 font-mono text-faint">R{l.round}</span>
              {l.text}
            </span>
          </li>
        ))}
      </ul>
    </div>
  );
}

function rollInitiativeFor(character: Character | undefined): number {
  if (!character) return rollDice('1d20', createRng()).total;
  const mod = getSystem(character.system).initiativeModifier({
    level: character.level,
    abilities: character.abilities,
    perceptionRank: character.perceptionRank,
  });
  return rollDice('1d20', createRng()).total + mod;
}

function AddCombatantBar({
  characters,
  onAdd,
}: {
  encounter: Encounter;
  characters: Character[];
  onAdd: (c: Combatant) => void;
}) {
  const [name, setName] = useState('');
  const [init, setInit] = useState(10);
  const [ac, setAc] = useState(12);
  const [hp, setHp] = useState(10);
  const [qty, setQty] = useState(1);

  const addCustom = () => {
    if (name.trim() === '') return;
    const n = Math.max(1, qty);
    for (let i = 0; i < n; i++) {
      onAdd({
        id: newId(),
        name: name.trim(), // engine auto-numbers duplicates
        kind: 'monster',
        initiative: init,
        initBonus: 0,
        ac,
        hp: { current: hp, max: hp, temp: 0 },
        conditions: [],
        notes: '',
      });
    }
    setName('');
    setQty(1);
  };

  const addCharacter = (charId: string) => {
    const ch = characters.find((c) => c.id === charId);
    if (!ch) return;
    const sys = getSystem(ch.system);
    onAdd({
      id: newId(),
      name: ch.name,
      kind: ch.kind,
      characterId: ch.id,
      initiative: rollInitiativeFor(ch),
      initBonus: sys.initiativeModifier({ level: ch.level, abilities: ch.abilities, perceptionRank: ch.perceptionRank }),
      ac: sys.baseArmorClass({ level: ch.level, abilities: ch.abilities, armorBonus: ch.armorBonus, ...(ch.equippedArmor ? { equippedArmor: ch.equippedArmor } : {}) }),
      hp: { ...ch.hp },
      conditions: [],
      notes: '',
    });
  };

  return (
    <div className="space-y-2 rounded-xl border border-line bg-panel-2 p-3">
      <div className="flex flex-wrap items-end gap-2">
        <label className="flex-1 min-w-40 text-xs text-muted">
          Name
          <Input value={name} onChange={(e) => setName(e.target.value)} placeholder="Goblin Boss" onKeyDown={(e) => e.key === 'Enter' && addCustom()} />
        </label>
        <label className="text-xs text-muted">
          Init
          <NumberField className="w-16" value={init} onChange={setInit} aria-label="Initiative" />
        </label>
        <label className="text-xs text-muted">
          AC
          <NumberField className="w-16" value={ac} min={0} onChange={setAc} aria-label="Armor class" />
        </label>
        <label className="text-xs text-muted">
          HP
          <NumberField className="w-20" value={hp} min={0} onChange={setHp} aria-label="Hit points" />
        </label>
        <label className="text-xs text-muted">
          Qty
          <NumberField className="w-14" value={qty} min={1} onChange={setQty} aria-label="Quantity" />
        </label>
        <Button variant="primary" onClick={addCustom}>
          Add
        </Button>
      </div>
      {characters.length > 0 && (
        <div className="flex items-center gap-2">
          <span className="text-xs text-muted">Add character (rolls initiative):</span>
          <Select
            className="w-auto"
            value=""
            onChange={(e) => {
              if (e.target.value) addCharacter(e.target.value);
              e.target.value = '';
            }}
          >
            <option value="">Choose…</option>
            {characters.map((c) => (
              <option key={c.id} value={c.id}>
                {c.name} (Lv {c.level})
              </option>
            ))}
          </Select>
        </div>
      )}
    </div>
  );
}

function CombatantRow({
  combatant: c,
  system,
  glossary,
  isCurrent,
  onChange,
  onDamage,
  onHeal,
  onMove,
  onRemove,
}: {
  combatant: Combatant;
  system: SystemId;
  glossary: Map<string, string>;
  isCurrent: boolean;
  onChange: (patch: Partial<Combatant>) => void;
  onDamage: (amt: number, type?: string) => void;
  onHeal: (amt: number) => void;
  onMove: (dir: -1 | 1) => void;
  onRemove: () => void;
}) {
  const [delta, setDelta] = useState(0);
  const [dmgType, setDmgType] = useState('');
  // Only show the damage-type picker when this creature actually has typed defenses.
  const def = c.damageDefenses;
  const hasDefenses = !!def && (def.resist.length > 0 || def.immune.length > 0 || def.vulnerable.length > 0);
  const dead = c.hp.current <= 0;
  const foe = c.kind === 'monster';
  const ratio = c.hp.max > 0 ? c.hp.current / c.hp.max : 0;
  const hpTone = ratio < 0.35 ? 'var(--app-danger)' : ratio < 0.7 ? 'var(--app-accent)' : 'var(--app-verdigris)';
  const avatarTone = foe ? 'var(--app-danger)' : 'var(--app-accent)';

  return (
    <li
      className={cn(
        'rounded-xl border p-3 transition-colors',
        isCurrent
          ? foe
            ? 'border-danger bg-danger-glow'
            : 'border-accent bg-accent-glow'
          : 'border-line bg-panel',
        dead && 'opacity-60',
      )}
    >
      <div className="flex flex-wrap items-center gap-3">
        <div className="flex flex-col items-center">
          <NumberField className="w-14" value={c.initiative} onChange={(initiative) => onChange({ initiative })} aria-label={`${c.name} initiative`} />
          <span className="mt-0.5 text-[10px] uppercase text-muted">init</span>
        </div>

        <div className="relative">
          <Avatar name={c.name} size={40} tone={avatarTone} />
          {foe && (
            <span
              className="absolute -bottom-0.5 -right-0.5 grid size-4 place-items-center rounded-full border-2 border-panel bg-danger"
              aria-hidden
            >
              <Skull size={9} className="text-white" />
            </span>
          )}
        </div>

        <div className="min-w-32 flex-1">
          <div className="flex items-center gap-2">
            <span className="font-display font-semibold text-ink">{c.name}</span>
            {isCurrent && (
              <Badge tone={foe ? 'ember' : 'gold'}>
                <Play size={11} aria-hidden /> Active
              </Badge>
            )}
            <span className="smallcaps" style={{ fontSize: 9 }}>{c.kind}</span>
            {dead && (
              <Badge tone="ember">
                <Skull size={11} aria-hidden /> DOWN
              </Badge>
            )}
          </div>
          <div className="mt-1.5 flex items-center gap-2">
            <div className="w-32">
              <Meter value={c.hp.current} max={c.hp.max} tone={hpTone} height={6} />
            </div>
            <span className="font-mono text-xs text-faint">
              {c.hp.current}/{c.hp.max}
              {c.hp.temp > 0 && <span className="text-info"> +{c.hp.temp}</span>}
            </span>
          </div>
          {c.conditions.length > 0 && (
            <div className="mt-1.5 flex flex-wrap gap-1">
              {c.conditions.map((cond, i) => (
                <button
                  key={`${cond.name}-${i}`}
                  className="inline-flex items-center gap-1 rounded-full border border-verdigris/45 px-2 py-0.5 text-xs font-medium text-verdigris transition-colors hover:line-through"
                  title={glossary.get(cond.name.toLowerCase()) || 'Click to remove'}
                  onClick={() => onChange({ conditions: c.conditions.filter((_, j) => j !== i) })}
                >
                  {cond.name}
                  {cond.value ? ` ${cond.value}` : ''}
                  {cond.duration ? ` (${cond.duration}r)` : ''}
                  <X size={11} aria-hidden />
                </button>
              ))}
            </div>
          )}
          {/* Mechanical consequences the conditions impose (enforced read-model). */}
          {(() => {
            const st = deriveState(system, 30, c.conditions);
            return st.badges.length > 0 ? (
              <div className="mt-1 flex flex-wrap gap-1" aria-label="Condition effects">
                {st.badges.map((b) => (
                  <span key={b} className="rounded border border-line bg-surface px-1.5 py-0.5 text-[10px] font-medium text-muted">{b}</span>
                ))}
              </div>
            ) : null;
          })()}
        </div>

        {/* HP controls */}
        <div className="flex items-center gap-1">
          <NumberField className="w-14" value={delta} min={0} onChange={setDelta} aria-label={`${c.name} HP amount`} />
          {hasDefenses && (
            <Select className="w-auto py-1 text-xs" value={dmgType} onChange={(e) => setDmgType(e.target.value)} aria-label={`${c.name} damage type`}>
              <option value="">untyped</option>
              {DAMAGE_TYPES.filter((t) => t !== 'untyped').map((t) => (
                <option key={t} value={t}>{def!.immune.includes(t) ? `${t} (immune)` : def!.resist.includes(t) ? `${t} (resist)` : def!.vulnerable.includes(t) ? `${t} (vuln)` : t}</option>
              ))}
            </Select>
          )}
          <Button size="sm" variant="danger" disabled={delta <= 0} onClick={() => { onDamage(delta, dmgType || undefined); setDelta(0); }} title="Apply damage">
            <Sword size={14} aria-hidden /> Dmg
          </Button>
          <Button size="sm" variant="secondary" disabled={delta <= 0} onClick={() => { onHeal(delta); setDelta(0); }} title="Heal">
            <Heart size={14} aria-hidden className="text-verdigris" /> Heal
          </Button>
        </div>

        <div className="flex flex-col items-center">
          <div className="flex items-center gap-1 text-muted">
            <Shield size={13} aria-hidden />
            <span className="smallcaps" style={{ fontSize: 9 }}>AC</span>
          </div>
          <NumberField className="mt-0.5 w-12" value={c.ac} min={0} onChange={(ac) => onChange({ ac })} aria-label={`${c.name} AC`} />
        </div>

        <div className="flex flex-col gap-1">
          <Button size="icon" variant="ghost" onClick={() => onMove(-1)} aria-label="Move up" title="Move up">
            <ArrowUp size={15} aria-hidden />
          </Button>
          <Button size="icon" variant="ghost" onClick={() => onMove(1)} aria-label="Move down" title="Move down">
            <ArrowDown size={15} aria-hidden />
          </Button>
        </div>
        <Button size="icon" variant="ghost" className="text-danger" onClick={onRemove} aria-label={`Remove ${c.name}`}>
          <X size={15} aria-hidden />
        </Button>
      </div>

      <div className="mt-2">
        <ConditionPicker
          system={system}
          existing={c.conditions}
          onAdd={(cond) => onChange({ conditions: [...c.conditions, cond] })}
        />
      </div>
    </li>
  );
}

function ConditionPicker({
  system,
  existing,
  onAdd,
}: {
  system: SystemId;
  existing: Condition[];
  onAdd: (cond: Condition) => void;
}) {
  const [sel, setSel] = useState('');
  const [value, setValue] = useState(1);
  const [dur, setDur] = useState(0);
  const [custom, setCustom] = useState('');

  const conditions = getConditions(system);
  const taken = new Set(existing.map((c) => c.name));
  const selected = conditions.find((c) => c.name === sel);
  const isCustom = sel === '__custom__';

  const reset = () => {
    setSel('');
    setValue(1);
    setDur(0);
    setCustom('');
  };

  const withDuration = (cond: Condition): Condition => (dur > 0 ? { ...cond, duration: dur } : cond);

  const addCustom = () => {
    if (custom.trim() === '') return;
    onAdd(withDuration({ name: custom.trim() }));
    reset();
  };

  const addValued = () => {
    if (!selected) return;
    onAdd(withDuration({ name: selected.name, value }));
    reset();
  };

  // Non-valued presets add immediately on selection for a snappy "tag" feel.
  const onSelect = (name: string) => {
    setSel(name);
    if (name === '' || name === '__custom__') return;
    const def = conditions.find((c) => c.name === name);
    if (def && !def.valued) {
      onAdd(withDuration({ name: def.name }));
      reset();
    }
  };

  return (
    <div className="flex flex-wrap items-center gap-1.5">
      <Select
        className="h-8 w-auto py-0 text-xs"
        aria-label="Add condition"
        value={sel}
        onChange={(e) => onSelect(e.target.value)}
      >
        <option value="">+ Condition…</option>
        {conditions.map((cd) => (
          <option key={cd.name} value={cd.name} disabled={taken.has(cd.name)}>
            {cd.name}
            {cd.valued ? ' (#)' : ''}
            {taken.has(cd.name) ? ' ✓' : ''}
          </option>
        ))}
        <option value="__custom__">Custom…</option>
      </Select>

      <label className="flex items-center gap-1 text-[11px] text-muted" title="Auto-expires after N rounds (0 = indefinite)">
        <NumberField className="w-12" value={dur} min={0} onChange={setDur} aria-label="Condition duration in rounds" />
        rds
      </label>

      {selected?.valued && (
        <>
          <NumberField className="w-14" value={value} min={1} onChange={setValue} aria-label="Condition value" />
          <Button size="sm" variant="primary" onClick={addValued}>Add</Button>
        </>
      )}

      {isCustom && (
        <>
          <Input
            className="h-8 w-40 text-xs"
            autoFocus
            value={custom}
            placeholder="Condition name"
            onChange={(e) => setCustom(e.target.value)}
            onKeyDown={(e) => e.key === 'Enter' && addCustom()}
          />
          <Button size="sm" variant="primary" onClick={addCustom}>Add</Button>
        </>
      )}
    </div>
  );
}
