Fixes batch 1: modal focus, campaign system, combat difficulty, origin desc
- Modal: focus into the dialog ONCE on open (not on every parent re-render), and prefer the first field over the X button — fixes focus jumping to the close button on each keystroke in the handout composer (and every other composer). - Campaign edit: hide the System selector entirely (it's fixed after creation). - Combat difficulty: rate against the PCs actually in the encounter (falls back to the roster) so adding a player updates the reading. - Character builder: ancestry/background description is now a scrollable panel instead of clamped to 3 lines (no longer cut off on small screens). 223 unit + key e2e green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -258,19 +258,18 @@ function CampaignFormModal({ campaign, onClose }: { campaign?: Campaign; onClose
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placeholder="Curse of Strahd"
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/>
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</Field>
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<Field label="System">
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<Select
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value={system}
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disabled={!!campaign}
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onChange={(e) => setSystem(e.target.value as typeof system)}
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>
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{SYSTEM_OPTIONS.map((o) => (
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<option key={o.id} value={o.id}>
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{o.label}
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</option>
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))}
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</Select>
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</Field>
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{/* System is fixed once a campaign exists (content + characters depend on it). */}
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{!campaign && (
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<Field label="System">
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<Select value={system} onChange={(e) => setSystem(e.target.value as typeof system)}>
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{SYSTEM_OPTIONS.map((o) => (
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<option key={o.id} value={o.id}>
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{o.label}
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</option>
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))}
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</Select>
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</Field>
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)}
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<Field label="Description">
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<Textarea
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value={description}
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@@ -378,7 +378,7 @@ function OriginPicker({ title, options, value, onPick }: { title: string; option
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))}
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{options.length === 0 && <p className="text-xs text-muted">Loading…</p>}
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</div>
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{sel?.desc && <p className="mt-1 line-clamp-3 text-xs text-muted">{sel.desc}</p>}
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{sel?.desc && <p className="mt-1 max-h-32 overflow-y-auto whitespace-pre-wrap rounded-md border border-line bg-surface-2 p-2 text-xs text-muted">{sel.desc}</p>}
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</div>
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);
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}
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@@ -71,7 +71,10 @@ export function EncounterTracker({ encounter, campaign }: { encounter: Encounter
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// Difficulty budget from monster combatants vs the campaign's PCs. Once combat
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// has started, rate against the levels captured at that time (snapshot) so the
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// reading — and the assistant's history — reflects the party as it was.
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const currentLevels = characters.filter((c) => c.kind === 'pc').map((c) => c.level);
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// Rate against the PCs actually IN the fight (so adding a player updates the
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// difficulty); fall back to the campaign roster before any PC is added.
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const encounterPcLevels = encounter.combatants.filter((c) => c.kind === 'pc' && c.level !== undefined).map((c) => c.level as number);
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const currentLevels = encounterPcLevels.length > 0 ? encounterPcLevels : characters.filter((c) => c.kind === 'pc').map((c) => c.level);
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const partyLevels = encounter.partyLevelsSnapshot?.length ? encounter.partyLevelsSnapshot : currentLevels;
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const monsters = encounter.combatants
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.filter((c) => c.kind === 'monster')
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