V2 Phase 2: spell + resource enforcement (sheet → combat → live)
The Slice-0 vertical that proves the enforcement architecture end-to-end. - kernel: castSpell (slot consumption + concentration set/replace, upcasting, warlock pact slots), spendResource/regainResource, rollDeathSave — pure functions returning Partial<Character> patches. 13 unit tests. - applyRest now ends concentration on any rest (+ test). - character sheet SpellcastingSection: per-spell Cast button, concentration banner with Drop, concentration markers; ResourcesSection −/+ routed through the kernel. - player MyCharacterPanel: castable spell list + concentration banner, so a seated player casts and it broadcasts via the existing playerPatch flow. - live sync: partialCharacterDiffSchema carries concentration; GM applies it; playerCharacterSchema mirrors slots/concentration/resources (PC-only) and the player-facing AC now respects equippedArmor. Wire round-trip test added. Verified live: casting decrements the right slot, switching concentration logs "Concentration on X ends", banner + Drop render. Build + 258 tests green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -1,6 +1,7 @@
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import { useState } from 'react';
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import { newId } from '@/lib/ids';
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import { getSystem, applyRest } from '@/lib/rules';
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import { spendResource, regainResource } from '@/lib/mechanics';
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import type { CharacterResource } from '@/lib/schemas';
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import { Button } from '@/components/ui/Button';
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import { Input, Select } from '@/components/ui/Input';
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@@ -61,12 +62,12 @@ export function ResourcesSection({ c, update }: SectionProps) {
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{c.resources.map((r) => (
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<li key={r.id} className="flex items-center gap-2 rounded-md border border-line bg-panel px-3 py-2">
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<Input className="h-8 flex-1" value={r.name} onChange={(e) => patch(r.id, { name: e.target.value })} aria-label="Resource name" />
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<Button size="icon" variant="ghost" onClick={() => patch(r.id, { current: Math.max(0, r.current - 1) })} aria-label="Spend">−</Button>
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<Button size="icon" variant="ghost" onClick={() => { const res = spendResource(c, r.id); if (res.ok) update(res.patch); }} aria-label="Spend">−</Button>
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<span className="w-12 text-center text-sm">
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<span className="font-medium text-ink">{r.current}</span>
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<span className="text-muted">/{r.max}</span>
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</span>
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<Button size="icon" variant="ghost" onClick={() => patch(r.id, { current: Math.min(r.max, r.current + 1) })} aria-label="Regain">+</Button>
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<Button size="icon" variant="ghost" onClick={() => { const res = regainResource(c, r.id); if (res.ok) update(res.patch); }} aria-label="Regain">+</Button>
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<NumberField className="w-14" value={r.max} min={0} onChange={(v) => patch(r.id, { max: v, current: Math.min(v, r.current) })} aria-label="Max" />
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<Select className="w-auto py-1 text-xs" value={r.recovery} onChange={(e) => patch(r.id, { recovery: e.target.value as CharacterResource['recovery'] })}>
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{(['short', 'long', 'daily', 'none'] as const).map((k) => (
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@@ -1,8 +1,10 @@
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import { useState } from 'react';
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import { Sparkles, BrainCircuit } from 'lucide-react';
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import { newId } from '@/lib/ids';
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import { getSystem } from '@/lib/rules';
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import type { AbilityKey, CharacterRulesInput, ProficiencyRank } from '@/lib/rules';
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import { type SpellEntry, newSpellEntry } from '@/lib/schemas';
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import { castSpell, dropConcentration } from '@/lib/mechanics';
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import { formatModifier } from '@/lib/format';
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import { Button } from '@/components/ui/Button';
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import { Input, Select } from '@/components/ui/Input';
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@@ -50,6 +52,18 @@ export function SpellcastingSection({ c, update }: SectionProps) {
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const removeSpell = (id: string) =>
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update({ spellcasting: { ...sc, spells: sc.spells.filter((s) => s.id !== id) } });
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// Casting a spell enforces slot consumption + concentration via the kernel.
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const [castMsg, setCastMsg] = useState<{ text: string; ok: boolean } | null>(null);
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const cast = (id: string) => {
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const res = castSpell(c, id);
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if (res.ok) {
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update(res.patch);
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setCastMsg({ text: res.log.join(' '), ok: true });
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} else {
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setCastMsg({ text: res.reason, ok: false });
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}
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};
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const spellsByLevel = [...sc.spells].sort((a, b) => a.level - b.level || a.name.localeCompare(b.name));
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return (
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@@ -76,6 +90,18 @@ export function SpellcastingSection({ c, update }: SectionProps) {
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)}
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</div>
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{/* Concentration banner — enforced: one spell at a time. */}
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{c.concentration && (
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<div className="mb-3 flex items-center gap-2 rounded-md border border-accent/40 bg-accent/5 px-3 py-1.5 text-sm">
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<BrainCircuit size={15} className="shrink-0 text-accent" aria-hidden />
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<span className="text-ink">Concentrating on <span className="font-medium">{c.concentration.spellName}</span></span>
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<Button size="sm" variant="ghost" className="ml-auto" onClick={() => update(dropConcentration(c))}>Drop</Button>
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</div>
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)}
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{castMsg && (
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<p className={`mb-3 text-xs ${castMsg.ok ? 'text-success' : 'text-danger'}`} aria-live="polite">{castMsg.text}</p>
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)}
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{/* Spell slots */}
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<div className="mb-4">
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<div className="mb-1 flex items-center gap-2">
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@@ -124,13 +150,19 @@ export function SpellcastingSection({ c, update }: SectionProps) {
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{spellsByLevel.map((s) => (
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<li key={s.id} className="flex items-center gap-2 rounded-md border border-line bg-panel px-3 py-1.5 text-sm">
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<span className="w-16 text-xs text-muted">{s.level === 0 ? 'Cantrip' : `Lv ${s.level}`}</span>
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<span className="flex-1 text-ink">{s.name}</span>
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<span className="flex-1 text-ink">
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{s.name}
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{s.concentration && <BrainCircuit size={12} className="ml-1 inline text-accent" aria-label="Concentration" />}
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</span>
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{s.level > 0 && (
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<label className="flex items-center gap-1 text-xs text-muted">
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<input type="checkbox" checked={s.prepared} onChange={(e) => patchSpell(s.id, { prepared: e.target.checked })} />
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Prepared
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</label>
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)}
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<Button size="sm" variant="ghost" onClick={() => cast(s.id)} aria-label={`Cast ${s.name}`}>
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<Sparkles size={13} aria-hidden /> Cast
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</Button>
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<Button size="icon" variant="ghost" className="text-danger" onClick={() => removeSpell(s.id)} aria-label={`Remove ${s.name}`}>✕</Button>
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</li>
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))}
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