Build MVP: campaigns, characters, combat, dice, compendium
- Rules abstraction (5e + pf2e) behind one interface, fully tested - Pure combat engine: turn-order safe across add/remove/reorder/init-change - Dexie storage with real cascade deletes + Zod validation on write - Seedable dice engine with notation parser - Lazy SRD compendium (code-split), bestiary -> combat - Strict TS, 54 unit tests, Playwright e2e smoke (all green) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# TTRPG Manager
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A local-first campaign manager for **D&D 5e** and **Pathfinder 2e**, built for both
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Game Masters and players. Runs entirely in the browser (installable as a PWA) — your
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data lives in IndexedDB on your device; no account, no server.
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## Features (MVP)
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- **Campaigns** — create per-system campaigns; deleting one cascades to all its data.
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- **Characters** — 5e/PF2e sheets with live derived stats: ability modifiers,
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proficiency, skills, saves, AC, initiative, HP (with damage/heal/temp). Autosaves.
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- **Combat tracker** — initiative order, round/turn tracking, conditions, HP, and
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add/remove/reorder mid-fight without ever corrupting whose turn it is.
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- **Dice** — full notation (`2d6+3`, `4d6kh3`), advantage/disadvantage, seedable RNG,
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per-campaign roll history.
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- **Compendium** — searchable SRD bestiary, spells, and magic items. Add any monster
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straight into the open encounter.
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## Tech
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- React 19 + TypeScript (strict) + Vite
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- TanStack Router · Zustand · Zod · Dexie (IndexedDB) · Tailwind v4 · Fuse.js
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- Vitest (unit) + Playwright (e2e), PWA via vite-plugin-pwa
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## Architecture
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```
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src/
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lib/
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rules/ # game-system abstraction — 5e & pf2e behind one RulesSystem interface
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combat/ # pure, tested turn-order + HP engine
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dice/ # notation parser + roller
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db/ # Dexie schema + repositories (cascade deletes, validation on write)
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schemas/ # Zod entity schemas — every number rejects NaN/Infinity
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compendium/ # lazy SRD data loaders (code-split out of the main bundle)
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features/ # campaigns, characters, combat, dice, compendium (UI)
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components/ui/ # design-system primitives
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data/srd/ # SRD JSON (Open5e + MPMB); regenerate with scripts/fetch_data.py
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```
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The rules layer means features never branch on `if (system === '5e')`; they call the
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`RulesSystem` interface, so adding a system is a self-contained module.
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## Development
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```bash
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bun install
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bun run dev # dev server at http://localhost:5173
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bun run test # unit tests (vitest)
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bun run test:e2e # end-to-end (playwright)
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bun run build # typecheck + production build
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bun run lint
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```
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## Roadmap
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Notes/journal, maps with fog of war, encounter/loot builders, a shared player view,
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PF2e compendium data, and an optional sync backend for real-time tables.
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## History
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This is a from-scratch rebuild. The previous implementation (deleted) had ~135
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documented bugs and no version control; its bug report is kept at
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`docs/OLD_BUG_HUNT_REPORT.md` as a record of failure modes designed against here
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(silent data loss, turn-order corruption, no cascade deletes, NaN inputs, dead
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Tauri integration). The SRD data and Python scrapers were preserved.
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