V2 Phase 4: Signals engine — proactive, app-wide one-click assists

The "buttons, not chatbot" core: the app recognizes a situation and offers the
fix; the user never has to formulate a request.

- src/lib/assistant/signals.ts: buildSignals() aggregates the existing advisor
  detectors with new kernel-aware ones — quest-complete (all objectives done →
  "Mark complete"), caster out-of-slots → "Short rest", concentrating-while-
  bloodied warning — deduped and severity-sorted. 6 unit tests.
- extended SuggestAction with shortRest + completeQuest; one shared dispatcher
  (useSignalAction) used by both surfaces so behaviour can't drift.
- SignalsBell: an ambient bell + popover in the top bar, visible from every
  screen, with a count badge, one-click actions, and per-signal/clear-all
  dismiss. AssistantPage refactored onto the same buildSignals + dispatcher.
- the AI cards were already actionable (NpcGen → npcsRepo, EncounterTip → add
  to encounter, Assistant encounter builder → combat).

Also fixed a pre-existing invalid-HTML bug: ConditionPicker rendered a <Check>
SVG inside <option> (React hydration error spam) → plain "✓" text.

Build + 277 unit tests green; bell verified live (popover, actions, no errors).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-09 08:30:26 +02:00
parent 8ba38d893d
commit 3d2c68a1a1
9 changed files with 321 additions and 22 deletions
+2
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@@ -19,6 +19,7 @@ import { useSessionBroadcaster } from '@/features/play/useSessionBroadcaster';
import { usePlayerConnection } from '@/features/play/usePlayerConnection';
import { useCloudAutosave } from '@/features/cloud/useCloudAutosave';
import { PlayerSessionBadge } from '@/features/play/PlayerConnection';
import { SignalsBell } from '@/features/assistant/SignalsBell';
import { SessionSidebar } from '@/features/play/SessionSidebar';
import { useSessionStore } from '@/stores/sessionStore';
@@ -205,6 +206,7 @@ export function RootLayout() {
</Button>
{activeCampaign && <HandoutControl />}
<SessionControl />
<SignalsBell />
<ThemeToggle />
<Link to="/settings" className="grid h-9 w-9 flex-none place-items-center rounded-md text-muted hover:bg-elevated hover:text-ink" title="Settings" aria-label="Settings">
<SettingsIcon size={18} aria-hidden />
+6 -19
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@@ -1,14 +1,15 @@
import { useMemo, useState } from 'react';
import { useNavigate } from '@tanstack/react-router';
import type { Campaign } from '@/lib/schemas';
import { charactersRepo, encountersRepo, notesRepo } from '@/lib/db/repositories';
import { getSystem, applyRest } from '@/lib/rules';
import { encountersRepo } from '@/lib/db/repositories';
import { newId } from '@/lib/ids';
import { createRng } from '@/lib/rng';
import { rollDice } from '@/lib/dice/notation';
import { addCombatant } from '@/lib/combat/engine';
import { loadMonsters, loadPf2e } from '@/lib/compendium';
import { resourceSuggestions, planningSuggestions, combatSuggestions, type Suggestion, type SuggestAction } from '@/lib/assistant/advisors';
import { type Suggestion, type SuggestAction } from '@/lib/assistant/advisors';
import { buildSignals } from '@/lib/assistant/signals';
import { useSignalAction } from './useSignalAction';
import { buildSuggestedEncounter } from '@/lib/assistant/encounter';
import { useUiStore } from '@/stores/uiStore';
import { useCharacters } from '@/features/characters/hooks';
@@ -43,25 +44,11 @@ function Assistant({ campaign }: { campaign: Campaign }) {
const [msg, setMsg] = useState<string | null>(null);
const suggestions = useMemo<Suggestion[]>(
() => [...combatSuggestions(activeEnc), ...resourceSuggestions(characters), ...planningSuggestions(notes, quests)],
() => buildSignals({ activeEncounter: activeEnc, characters, notes, quests }),
[activeEnc, characters, notes, quests],
);
const runAction = async (a: SuggestAction) => {
if (a.type === 'goto') { void navigate(a.params ? { to: a.to, params: a.params } : { to: a.to }); return; }
if (a.type === 'longRest') {
const c = await charactersRepo.get(a.characterId);
if (!c) return;
const opt = getSystem(c.system).restOptions.find((o) => o.restoresHp);
if (opt) await charactersRepo.update(c.id, applyRest(c, opt));
setMsg('Applied a long rest.');
return;
}
if (a.type === 'createNote') {
await notesRepo.create(campaign.id, a.title);
void navigate({ to: '/notes' });
}
};
const runAction = useSignalAction(campaign.id, setMsg);
const buildEncounter = async (difficulty: string) => {
setBusy(true);
+113
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@@ -0,0 +1,113 @@
import { useEffect, useMemo, useRef, useState } from 'react';
import { Bell, X } from 'lucide-react';
import type { Campaign } from '@/lib/schemas';
import { buildSignals } from '@/lib/assistant/signals';
import type { Suggestion } from '@/lib/assistant/advisors';
import { useActiveCampaign } from '@/features/campaigns/hooks';
import { useCharacters } from '@/features/characters/hooks';
import { useNotes, useQuests } from '@/features/world/hooks';
import { useEncounters } from '@/features/combat/hooks';
import { Button } from '@/components/ui/Button';
import { cn } from '@/lib/cn';
import { useSignalAction } from './useSignalAction';
const DOT: Record<Suggestion['severity'], string> = {
danger: 'bg-danger',
warn: 'bg-warning',
info: 'bg-info',
};
/**
* Ambient, app-wide "what needs my attention" surface. Watches the active
* campaign's state and surfaces one-click signals from anywhere — the proactive
* core of the assistant. Renders nothing without an active campaign.
*/
export function SignalsBell() {
const campaign = useActiveCampaign();
if (!campaign) return null;
return <SignalsBellInner campaign={campaign} />;
}
function SignalsBellInner({ campaign }: { campaign: Campaign }) {
const characters = useCharacters(campaign.id);
const notes = useNotes(campaign.id);
const quests = useQuests(campaign.id);
const encounters = useEncounters(campaign.id);
const activeEnc = encounters.find((e) => e.status === 'active');
const [dismissed, setDismissed] = useState<Set<string>>(new Set());
const [open, setOpen] = useState(false);
const [msg, setMsg] = useState<string | null>(null);
const runAction = useSignalAction(campaign.id, setMsg);
const ref = useRef<HTMLDivElement>(null);
const signals = useMemo(
() => buildSignals({ activeEncounter: activeEnc, characters, notes, quests }).filter((s) => !dismissed.has(s.id)),
[activeEnc, characters, notes, quests, dismissed],
);
// The badge counts only things that genuinely want attention.
const attention = signals.filter((s) => s.severity !== 'info').length;
// Close the popover on an outside click or Escape.
useEffect(() => {
if (!open) return;
const onDown = (e: MouseEvent) => { if (ref.current && !ref.current.contains(e.target as Node)) setOpen(false); };
const onKey = (e: KeyboardEvent) => { if (e.key === 'Escape') setOpen(false); };
document.addEventListener('mousedown', onDown);
document.addEventListener('keydown', onKey);
return () => { document.removeEventListener('mousedown', onDown); document.removeEventListener('keydown', onKey); };
}, [open]);
return (
<div className="relative" ref={ref}>
<button
onClick={() => setOpen((o) => !o)}
aria-label={`Signals${attention > 0 ? ` (${attention} need attention)` : ''}`}
title="Signals — things that may need your attention"
className="relative grid h-9 w-9 flex-none place-items-center rounded-md text-muted hover:bg-elevated hover:text-ink"
>
<Bell size={18} aria-hidden />
{attention > 0 && (
<span className="absolute -right-0.5 -top-0.5 grid min-w-[16px] place-items-center rounded-full bg-danger px-1 text-[10px] font-semibold leading-4 text-white">
{attention}
</span>
)}
</button>
{open && (
<div className="absolute right-0 top-11 z-50 w-80 max-w-[calc(100vw-1.5rem)] rounded-xl border border-line bg-panel p-2 shadow-xl">
<div className="flex items-center justify-between px-2 py-1">
<span className="text-xs font-semibold uppercase tracking-wide text-muted">Signals</span>
{signals.length > 0 && (
<button className="text-xs text-faint hover:text-ink" onClick={() => setDismissed(new Set(signals.map((s) => s.id)))}>Clear all</button>
)}
</div>
{msg && <p className="px-2 pb-1 text-xs text-success" aria-live="polite">{msg}</p>}
{signals.length === 0 ? (
<p className="px-2 py-3 text-sm text-muted">Nothing needs your attention.</p>
) : (
<ul className="max-h-[60vh] space-y-1 overflow-y-auto">
{signals.map((s) => (
<li key={s.id} className="flex items-start gap-2 rounded-lg border border-line/70 bg-surface p-2">
<span className={cn('mt-1.5 h-2 w-2 shrink-0 rounded-full', DOT[s.severity])} aria-hidden />
<div className="min-w-0 flex-1">
<div className="text-sm font-medium text-ink">{s.title}</div>
{s.detail && <div className="text-xs text-muted">{s.detail}</div>}
{s.action && (
<Button size="sm" variant="secondary" className="mt-1.5" onClick={() => { void runAction(s.action!); if (s.action!.type !== 'goto') setMsg(null); setOpen(s.action!.type !== 'goto'); }}>
{s.action.label}
</Button>
)}
</div>
<button className="text-faint hover:text-ink" aria-label="Dismiss" onClick={() => setDismissed((d) => new Set(d).add(s.id))}>
<X size={13} aria-hidden />
</button>
</li>
))}
</ul>
)}
</div>
)}
</div>
);
}
+41
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@@ -0,0 +1,41 @@
import { useNavigate } from '@tanstack/react-router';
import { charactersRepo, notesRepo, questsRepo } from '@/lib/db/repositories';
import { getSystem, applyRest } from '@/lib/rules';
import type { SuggestAction } from '@/lib/assistant/advisors';
/**
* One place that turns a signal's `SuggestAction` into a real mutation/navigation,
* shared by the ambient signals bell and the Assistant page so behaviour can't
* drift. `onDone` receives a short confirmation message for an aria-live region.
*/
export function useSignalAction(campaignId: string, onDone?: (msg: string) => void) {
const navigate = useNavigate();
return async (a: SuggestAction): Promise<void> => {
switch (a.type) {
case 'goto':
void navigate(a.params ? { to: a.to, params: a.params } : { to: a.to });
return;
case 'longRest':
case 'shortRest': {
const c = await charactersRepo.get(a.characterId);
if (!c) return;
const opts = getSystem(c.system).restOptions;
const opt = a.type === 'longRest'
? opts.find((o) => o.restoresHp) ?? opts.at(-1)
: opts.find((o) => !o.restoresHp) ?? opts[0];
if (opt) await charactersRepo.update(c.id, applyRest(c, opt));
onDone?.(`Applied ${opt?.label ?? 'a rest'} for ${c.name}.`);
return;
}
case 'completeQuest':
await questsRepo.update(a.questId, { status: 'completed' });
onDone?.('Quest marked complete.');
return;
case 'createNote':
await notesRepo.create(campaignId, a.title);
void navigate({ to: '/notes' });
return;
}
};
}
+1 -2
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@@ -2,7 +2,6 @@ import { useRef, useState } from 'react';
import {
ArrowDown,
ArrowUp,
Check,
ChevronLeft,
ChevronRight,
Dices,
@@ -611,7 +610,7 @@ function ConditionPicker({
<option key={cd.name} value={cd.name} disabled={taken.has(cd.name)}>
{cd.name}
{cd.valued ? ' (#)' : ''}
{taken.has(cd.name) ? <Check size={12} aria-hidden /> : ''}
{taken.has(cd.name) ? ' ✓' : ''}
</option>
))}
<option value="__custom__">Custom</option>
+2
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@@ -6,6 +6,8 @@ export type Severity = 'info' | 'warn' | 'danger';
export type SuggestAction =
| { type: 'goto'; to: string; params?: Record<string, string>; label: string }
| { type: 'longRest'; characterId: string; label: string }
| { type: 'shortRest'; characterId: string; label: string }
| { type: 'completeQuest'; questId: string; label: string }
| { type: 'createNote'; title: string; label: string };
export interface Suggestion {
+63
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@@ -0,0 +1,63 @@
import { describe, it, expect } from 'vitest';
import { characterDefaults, type Character, type Quest } from '@/lib/schemas';
import { questSignals, casterSignals, buildSignals } from './signals';
function pc(over: Partial<Character> = {}): Character {
return {
id: 'pc', campaignId: 'c', system: '5e', kind: 'pc', name: 'Mage', ancestry: '', className: 'Wizard', level: 5,
abilities: { str: 8, dex: 14, con: 12, int: 16, wis: 10, cha: 10 },
hp: { current: 30, max: 30, temp: 0 }, speed: 30, armorBonus: 0,
skillRanks: {}, saveRanks: {}, perceptionRank: 'trained',
...characterDefaults(), notes: '', createdAt: '', updatedAt: '',
...over,
};
}
function quest(over: Partial<Quest> = {}): Quest {
return { id: 'q', campaignId: 'c', title: 'Find the relic', status: 'active', description: '', reward: '', objectives: [], createdAt: '', updatedAt: '', ...over };
}
describe('questSignals', () => {
it('offers to complete a quest whose objectives are all done', () => {
const q = quest({ objectives: [{ id: 'o1', text: 'a', done: true }, { id: 'o2', text: 'b', done: true }] });
const [s] = questSignals([q]);
expect(s?.action).toEqual({ type: 'completeQuest', questId: 'q', label: 'Mark complete' });
});
it('stays quiet when an objective is unfinished or there are none', () => {
expect(questSignals([quest({ objectives: [{ id: 'o1', text: 'a', done: false }] })])).toEqual([]);
expect(questSignals([quest({ objectives: [] })])).toEqual([]);
expect(questSignals([quest({ status: 'completed', objectives: [{ id: 'o1', text: 'a', done: true }] })])).toEqual([]);
});
});
describe('casterSignals', () => {
it('flags a caster with all slots expended and offers a short rest', () => {
const c = pc({ spellcasting: { slots: [{ level: 1, max: 3, current: 0 }, { level: 2, max: 2, current: 0 }], spells: [] } });
const sig = casterSignals([c]).find((s) => s.id === 'no-slots-pc');
expect(sig?.action).toEqual({ type: 'shortRest', characterId: 'pc', label: 'Short rest' });
});
it('does not flag when some slots remain', () => {
const c = pc({ spellcasting: { slots: [{ level: 1, max: 3, current: 1 }], spells: [] } });
expect(casterSignals([c]).some((s) => s.id === 'no-slots-pc')).toBe(false);
});
it('warns when concentrating while bloodied', () => {
const c = pc({ hp: { current: 10, max: 30, temp: 0 }, concentration: { spellId: 's', spellName: 'Bless' } });
expect(casterSignals([c]).some((s) => s.id === 'conc-risk-pc')).toBe(true);
});
});
describe('buildSignals', () => {
it('merges detectors, de-dupes, and sorts danger → warn → info', () => {
const downed = pc({ id: 'a', name: 'A', hp: { current: 0, max: 30, temp: 0 } });
const noSlots = pc({ id: 'b', name: 'B', spellcasting: { slots: [{ level: 1, max: 2, current: 0 }], spells: [] } });
const out = buildSignals({ characters: [downed, noSlots], notes: [], quests: [], activeEncounter: undefined });
expect(out.length).toBeGreaterThan(0);
// severity is non-decreasing (danger=0 first)
const ranks = out.map((s) => ({ danger: 0, warn: 1, info: 2 })[s.severity]);
expect(ranks).toEqual([...ranks].sort((x, y) => x - y));
// unique ids
expect(new Set(out.map((s) => s.id)).size).toBe(out.length);
});
});
+92
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@@ -0,0 +1,92 @@
import type { Character, Encounter, Note, Quest } from '@/lib/schemas';
import {
resourceSuggestions,
planningSuggestions,
combatSuggestions,
type Suggestion,
} from './advisors';
/**
* The Signals engine: pure detectors over campaign + combat + character state
* that emit actionable, one-click proposals. This is the "buttons, not chatbot"
* layer — it recognizes a situation and offers the fix; the user never has to
* formulate a request. It builds on the existing advisor detectors and adds
* kernel-aware ones now that combat/spellcasting state is enforced.
*/
/** A quest whose objectives are all done but is still marked active → offer to complete it. */
export function questSignals(quests: Quest[]): Suggestion[] {
const out: Suggestion[] = [];
for (const q of quests) {
if (q.status !== 'active' || q.objectives.length === 0) continue;
if (q.objectives.every((o) => o.done)) {
out.push({
id: `quest-done-${q.id}`,
category: 'planning',
severity: 'info',
title: `${q.title}” is finished`,
detail: 'Every objective is checked off — mark the quest complete?',
action: { type: 'completeQuest', questId: q.id, label: 'Mark complete' },
});
}
}
return out;
}
/** Spellcasters who have burned through their slots, and concentration-at-risk nudges. */
export function casterSignals(characters: Character[]): Suggestion[] {
const out: Suggestion[] = [];
for (const c of characters) {
if (c.kind !== 'pc' || c.hp.current <= 0) continue;
const slots = c.spellcasting.slots.filter((s) => s.max > 0);
if (slots.length > 0 && slots.every((s) => s.current === 0)) {
out.push({
id: `no-slots-${c.id}`,
category: 'resources',
severity: 'warn',
title: `${c.name} is out of spell slots`,
detail: 'No slots remaining — a rest would restore them.',
action: { type: 'shortRest', characterId: c.id, label: 'Short rest' },
});
}
// Concentration while bloodied is fragile — surface it so the GM keeps it in mind.
if (c.concentration && c.hp.max > 0 && c.hp.current < c.hp.max * 0.5) {
out.push({
id: `conc-risk-${c.id}`,
category: 'combat',
severity: 'info',
title: `${c.name} is concentrating on ${c.concentration.spellName} while bloodied`,
detail: 'Damage will force a Constitution save — watch for it.',
});
}
}
return out;
}
const SEVERITY_RANK: Record<Suggestion['severity'], number> = { danger: 0, warn: 1, info: 2 };
export interface BuildSignalsInput {
characters: Character[];
notes: Note[];
quests: Quest[];
activeEncounter?: Encounter | undefined;
}
/**
* Aggregate every detector into one severity-sorted, de-duplicated list — the
* single source the ambient signals UI and the Assistant page both render.
*/
export function buildSignals(input: BuildSignalsInput): Suggestion[] {
const all = [
...combatSuggestions(input.activeEncounter),
...casterSignals(input.characters),
...resourceSuggestions(input.characters),
...questSignals(input.quests),
...planningSuggestions(input.notes, input.quests),
];
const seen = new Set<string>();
const deduped = all.filter((s) => (seen.has(s.id) ? false : (seen.add(s.id), true)));
return deduped.sort((a, b) => SEVERITY_RANK[a.severity] - SEVERITY_RANK[b.severity]);
}