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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@@ -13,14 +13,26 @@ export const combatantSchema = z.object({
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monsterRef: z.string().optional(),
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initiative: int,
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/** modifier added when (re)rolling initiative */
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initBonus: int.default(0),
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ac: int,
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hp: hpSchema,
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conditions: z.array(conditionSchema).default([]),
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notes: z.string().max(2000).default(''),
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/** 5e challenge rating (for difficulty budget), if known */
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cr: z.number().finite().nonnegative().optional(),
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/** PF2e creature level (for difficulty budget), if known */
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level: int.optional(),
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});
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export type Combatant = z.infer<typeof combatantSchema>;
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export const logEntrySchema = z.object({
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round: int.nonnegative(),
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text: z.string(),
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});
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export type LogEntry = z.infer<typeof logEntrySchema>;
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export const encounterStatusSchema = z.enum(['planning', 'active', 'ended']);
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export const encounterSchema = z.object({
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@@ -32,6 +44,8 @@ export const encounterSchema = z.object({
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/** index into combatants of whose turn it is */
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turnIndex: int.nonnegative().default(0),
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combatants: z.array(combatantSchema).default([]),
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/** newest-last event feed for the fight */
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log: z.array(logEntrySchema).default([]),
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createdAt: z.string(),
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updatedAt: z.string(),
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});
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