Phase 3: combat depth
- Condition durations + auto-expiry: timed conditions tick down on the affected combatant's turn and drop at 0 (engine tickConditions; UI rounds field + (Nr) chip) - Initiative: Roll-all (d20 + per-combatant bonus, re-sort anchored) + group/quantity add - Combat log: per-round event feed (turns, round changes, damage/heal, expiries, removals) + in-memory Undo of the last change - Encounter difficulty budget: 5e XP thresholds + PF2e level budget (pure lib + tests); live difficulty/XP-award readout from monster combatants vs the party - Combatants carry initBonus + cr/level; compendium add-to-combat passes them 18 new unit tests (durations, applyInitiatives, budget), new combat-depth e2e. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -48,7 +48,7 @@ test('full core flow: campaign → character → dice → combat → compendium'
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await page.getByRole('button', { name: 'Add', exact: true }).click();
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await expect(page.getByText('Goblin')).toBeVisible();
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await page.getByRole('button', { name: 'Start combat' }).click();
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await expect(page.getByText(/Round 1/)).toBeVisible();
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await expect(page.getByRole('button', { name: 'End' })).toBeVisible(); // combat active
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// --- Compendium ---
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await page.getByRole('link', { name: 'Compendium' }).click();
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