Phase 3: full multiclass model + automatic spell slots (5e)
- Character gains a classes[] array (per-class levels + subclass); className/level become derived mirrors (primaryClass/totalLevel/normalizeClassMirror helpers). Dexie v16 migration backfills classes[] from className/level and pulls Subclass:/Background: out of the notes free-text (whole-line, keeping the rest). - Correct 5e multiclass derivation (unit-tested): dnd5eMulticlassHp (first character level = max die, rest avg+CON), dnd5eMulticlassSpellLevel, dnd5eClassesSlots (one caster uses its own table; two+ use the PHB multiclass table; warlock pact stays separate). - Sheet ClassesEditor (5e): add/remove classes, set subclass/level; editing auto-recomputes the level/class mirrors and reconciles spell-slot maxes (preserving spent slots) — so spell slots are now calculated automatically. A 'Recalc HP' button (never clobbers hand-rolled HP silently). - LevelUpModal is class-aware: pick which class to advance or multiclass into a new one; applies to classes[], re-derives mirrors + combined slots. pf2e path unchanged. - Wizard writes classes[] on creation; subclass no longer stored in notes. Verified in-app: existing char migrated to classes[]; Fighter 3 -> +Wizard 5 = total 8, spell slots auto-appear at 4/3/2, reconcile preserves spent, removal restores. 339 tests green (10 multiclass), build OK. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -21,6 +21,7 @@ import { NumberField } from '@/components/ui/NumberField';
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import { formatModifier } from '@/lib/format';
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import { useCampaigns } from '@/features/campaigns/hooks';
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import { rankLabel } from './sheet/labels';
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import { ClassesEditor } from './sheet/ClassesEditor';
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import { InventorySection } from './sheet/InventorySection';
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import { AttacksSection } from './sheet/AttacksSection';
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import { ResourcesSection } from './sheet/ResourcesSection';
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@@ -170,13 +171,18 @@ export function CharacterSheet({ character }: { character: Character }) {
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<Labeled label={c.system === 'pf2e' ? 'Ancestry' : 'Race'}>
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<Input value={c.ancestry} onChange={(e) => update({ ancestry: e.target.value })} />
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</Labeled>
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<Labeled label="Class">
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<Input value={c.className} onChange={(e) => update({ className: e.target.value })} />
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</Labeled>
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<Labeled label="Level">
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<NumberField value={c.level} min={1} max={20} onChange={(level) => update({ level })} />
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<p className="mt-1 text-[10px] leading-tight text-muted">Direct edits update proficiency-based stats only — HP and spell slots aren’t recalculated. Use <span className="text-ink">Level Up</span> to advance a level.</p>
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</Labeled>
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{c.system === '5e' ? (
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<div className="sm:col-span-2"><ClassesEditor c={c} update={update} /></div>
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) : (
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<>
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<Labeled label="Class">
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<Input value={c.className} onChange={(e) => update({ className: e.target.value })} />
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</Labeled>
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<Labeled label="Level">
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<NumberField value={c.level} min={1} max={20} onChange={(level) => update({ level })} />
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</Labeled>
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</>
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)}
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<Labeled label="Speed">
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<NumberField value={c.speed} min={0} onChange={(speed) => update({ speed })} />
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</Labeled>
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@@ -358,17 +358,15 @@ export function CreationWizard({ campaign, onClose }: { campaign?: Campaign | un
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for (const [k, v] of Object.entries(selectedClass.saveRanks)) saveRanks[k] = v.toLowerCase() as ProficiencyRank;
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}
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const spells: SpellEntry[] = spellPicks.map((s) => newSpellEntry({ id: newId(), name: s.name, level: Math.min(10, Math.max(0, s.level)) }));
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// Subclass still rides in notes for now (Phase 3 moves it onto classes[]); background is a real field.
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const notes = subclass ? `Subclass: ${subclass}` : '';
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await charactersRepo.update(created.id, {
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...built,
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...(Object.keys(saveRanks).length ? { saveRanks } : {}),
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classes: [{ className: selectedClass.name, level, ...(subclass ? { subclass } : {}) }],
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spellcasting: { ...built.spellcasting, spells },
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...(background ? { background } : {}),
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...(alignment.trim() ? { alignment: alignment.trim() } : {}),
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...(appearance.trim() ? { appearance: appearance.trim() } : {}),
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...(personality.trim() ? { personality: personality.trim() } : {}),
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...(notes ? { notes } : {}),
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...(selectedOrigin?.speed ? { speed: selectedOrigin.speed } : {}),
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});
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onClose();
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@@ -0,0 +1,90 @@
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import { Plus, X, RefreshCw } from 'lucide-react';
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import type { Character, ClassEntry, Spellcasting } from '@/lib/schemas';
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import { normalizeClassMirror } from '@/lib/schemas';
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import { getClassNames, abilityModifier } from '@/lib/rules';
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import { dnd5eClassesSlots, dnd5eMulticlassHp, DND5E_SUBCLASSES } from '@/lib/rules/dnd5e/progression';
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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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import { NumberField } from '@/components/ui/NumberField';
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type SlotRow = { level: number; max: number; current: number };
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/** Update slot maxes from the derived set while preserving how many are currently spent. */
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function reconcileSlots(prev: Spellcasting, derived: { slots: SlotRow[]; pact?: SlotRow }): { slots: SlotRow[]; pact?: SlotRow } {
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const slots = derived.slots.map((r) => {
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const ex = prev.slots.find((s) => s.level === r.level);
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return { level: r.level, max: r.max, current: ex ? Math.min(r.max, ex.current) : r.max };
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});
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const pact = derived.pact
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? { ...derived.pact, current: Math.min(derived.pact.max, prev.pact?.current ?? derived.pact.max) }
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: undefined;
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return pact ? { slots, pact } : { slots };
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}
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/**
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* 5e multiclass editor: one row per class. Editing classes recomputes the level/class
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* mirrors and auto-reconciles spell-slot maxes (preserving spent slots). HP is recomputed
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* only on the explicit button so hand-rolled HP isn't clobbered.
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*/
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export function ClassesEditor({ c, update }: { c: Character; update: (p: Partial<Character>) => void }) {
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// Fall back to the legacy className/level for any character not yet on classes[].
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const classes: ClassEntry[] = c.classes.length
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? c.classes
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: c.className ? [{ className: c.className, level: c.level }] : [];
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const names = getClassNames('5e');
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const total = classes.reduce((n, e) => n + (e.level || 0), 0);
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const commit = (next: ClassEntry[]) => {
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const mirror = normalizeClassMirror({ classes: next });
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const { slots, pact } = reconcileSlots(c.spellcasting, dnd5eClassesSlots(next));
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const spellcasting: Spellcasting = { ...c.spellcasting, slots };
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if (pact) spellcasting.pact = pact; else delete spellcasting.pact;
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update({ classes: next, ...mirror, spellcasting });
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};
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const patchEntry = (i: number, p: Partial<ClassEntry>) => commit(classes.map((e, j) => (j === i ? { ...e, ...p } : e)));
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const addClass = () => commit([...classes, { className: names.find((n) => !classes.some((e) => e.className === n)) ?? 'Fighter', level: 1 }]);
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const removeClass = (i: number) => commit(classes.filter((_, j) => j !== i));
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const recalcHp = () => {
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const max = dnd5eMulticlassHp(classes, abilityModifier(c.abilities.con));
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update({ hp: { ...c.hp, max, current: Math.min(c.hp.current, max) } });
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};
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return (
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<div>
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<div className="mb-1 flex items-center justify-between">
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<span className="smallcaps">Classes · level {Math.min(20, total)}</span>
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<div className="flex gap-1">
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<Button size="sm" variant="ghost" onClick={recalcHp} title="Recompute max HP from these classes"><RefreshCw size={12} aria-hidden /> HP</Button>
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<Button size="sm" variant="ghost" onClick={addClass}><Plus size={12} aria-hidden /> class</Button>
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</div>
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</div>
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<div className="space-y-1.5">
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{classes.map((e, i) => {
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const subs = DND5E_SUBCLASSES[e.className] ?? [];
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return (
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<div key={i} className="flex flex-wrap items-center gap-1.5 rounded-md border border-line bg-panel px-2 py-1.5">
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<Input className="h-8 min-w-28 flex-1" list="dnd5e-class-names" value={e.className} onChange={(ev) => patchEntry(i, { className: ev.target.value })} aria-label={`Class ${i + 1}`} placeholder="Class" />
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{subs.length > 0 ? (
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<Select className="h-8 w-auto py-0 text-xs" value={e.subclass ?? ''} onChange={(ev) => patchEntry(i, { subclass: ev.target.value || undefined })} aria-label={`Subclass ${i + 1}`}>
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<option value="">— subclass —</option>
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{subs.some((s) => s.name === e.subclass) ? null : e.subclass ? <option value={e.subclass}>{e.subclass}</option> : null}
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{subs.map((s) => <option key={s.name} value={s.name}>{s.name}</option>)}
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</Select>
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) : (
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<Input className="h-8 w-28 text-xs" value={e.subclass ?? ''} onChange={(ev) => patchEntry(i, { subclass: ev.target.value || undefined })} aria-label={`Subclass ${i + 1}`} placeholder="Subclass" />
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)}
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<label className="text-[10px] text-muted">lvl<NumberField className="ml-1 w-12" value={e.level} min={1} max={20} onChange={(v) => patchEntry(i, { level: v })} aria-label={`${e.className} level`} /></label>
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{classes.length > 1 && (
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<Button size="icon" variant="ghost" className="h-7 w-7 text-danger" onClick={() => removeClass(i)} aria-label={`Remove ${e.className}`}><X size={13} aria-hidden /></Button>
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)}
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</div>
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);
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})}
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{classes.length === 0 && <p className="text-xs text-muted">No class set.</p>}
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</div>
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<datalist id="dnd5e-class-names">{names.map((n) => <option key={n} value={n} />)}</datalist>
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</div>
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);
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}
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@@ -1,9 +1,11 @@
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import { useMemo, useState } from 'react';
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import type { Campaign, Character } from '@/lib/schemas';
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import type { Campaign, Character, ClassEntry, Spellcasting } from '@/lib/schemas';
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import { normalizeClassMirror, totalLevel } from '@/lib/schemas';
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import {
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abilityModifier, getSystem, ABILITY_ABBR, type AbilityKey, type ProficiencyRank,
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abilityModifier, getSystem, getClassNames, ABILITY_ABBR, type AbilityKey, type ProficiencyRank,
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planLevelUp, applyIncreases, bumpRank, getClassDef,
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} from '@/lib/rules';
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import { dnd5eClassesSlots } from '@/lib/rules/dnd5e/progression';
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import { rollDice } from '@/lib/dice/notation';
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import { createRng } from '@/lib/rng';
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import { Modal } from '@/components/ui/Modal';
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@@ -19,12 +21,25 @@ export function LevelUpModal({ character, onApply, onClose }: {
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onClose: () => void;
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}) {
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const conMod = abilityModifier(character.abilities.con);
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const is5e = character.system === '5e';
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// 5e: level up a SPECIFIC class (or multiclass into a new one). pf2e stays single-class.
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const classList: ClassEntry[] = character.classes.length
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? character.classes
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: character.className ? [{ className: character.className, level: character.level }] : [];
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const NEW = '__new__';
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const [levelClass, setLevelClass] = useState<string>(classList[0]?.className ?? character.className);
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const [newClassName, setNewClassName] = useState<string>(getClassNames('5e').find((n) => !classList.some((e) => e.className === n)) ?? 'Fighter');
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const levelingName = is5e ? (levelClass === NEW ? newClassName : levelClass) : character.className;
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const classCurrentLevel = is5e ? (classList.find((e) => e.className === levelingName)?.level ?? 0) : character.level;
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const plan = useMemo(
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() => planLevelUp(character.system, character.className, character.level, conMod),
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[character.system, character.className, character.level, conMod],
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() => planLevelUp(character.system, levelingName, classCurrentLevel, conMod),
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[character.system, levelingName, classCurrentLevel, conMod],
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);
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const sys = getSystem(character.system);
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const def = getClassDef(character.system, character.className);
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const def = getClassDef(character.system, levelingName);
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const total = totalLevel(character);
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const [hpMethod, setHpMethod] = useState<'average' | 'roll'>('average');
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const asi = plan.choices.find((c) => c.kind === 'asi');
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@@ -40,7 +55,7 @@ export function LevelUpModal({ character, onApply, onClose }: {
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// Skill increase (pf2e): one skill to bump.
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const [skillKey, setSkillKey] = useState<string>(sys.skills[0]?.key ?? '');
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const atMax = character.level >= 20;
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const atMax = total >= 20;
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const apply = () => {
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const gain = character.system === 'pf2e'
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? plan.hpGainAverage
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@@ -51,13 +66,31 @@ export function LevelUpModal({ character, onApply, onClose }: {
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if (boosts) abilities = applyIncreases(abilities, boostPicks, 'pf2e');
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const patch: Partial<Character> = {
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level: plan.nextLevel,
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hp: { ...character.hp, max: character.hp.max + gain, current: character.hp.current + gain },
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abilities,
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};
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if (plan.slots) {
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patch.spellcasting = { ...character.spellcasting, slots: plan.slots, ...(plan.pact ? { pact: plan.pact } : {}) };
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if (is5e) {
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// Bump the chosen class (or add a new one), re-derive the mirrors + combined slots.
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const nextClasses: ClassEntry[] = levelClass === NEW
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? [...classList, { className: newClassName, level: 1 }]
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: classList.map((e) => (e.className === levelingName ? { ...e, level: Math.min(20, e.level + 1) } : e));
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Object.assign(patch, normalizeClassMirror({ classes: nextClasses }));
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patch.classes = nextClasses;
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const derived = dnd5eClassesSlots(nextClasses);
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const slots = derived.slots.map((r) => {
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const ex = character.spellcasting.slots.find((s) => s.level === r.level);
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return { level: r.level, max: r.max, current: ex ? Math.min(r.max, ex.current) : r.max };
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});
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const spellcasting: Spellcasting = { ...character.spellcasting, slots };
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if (derived.pact) spellcasting.pact = { ...derived.pact, current: Math.min(derived.pact.max, character.spellcasting.pact?.current ?? derived.pact.max) };
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else delete spellcasting.pact;
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patch.spellcasting = spellcasting;
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} else {
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patch.level = plan.nextLevel;
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if (plan.slots) patch.spellcasting = { ...character.spellcasting, slots: plan.slots, ...(plan.pact ? { pact: plan.pact } : {}) };
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}
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if (skillInc && skillKey) {
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const current = (character.skillRanks[skillKey] as ProficiencyRank) ?? 'untrained';
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patch.skillRanks = { ...character.skillRanks, [skillKey]: bumpRank(current) };
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@@ -74,12 +107,12 @@ export function LevelUpModal({ character, onApply, onClose }: {
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<Modal
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open
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onClose={onClose}
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title={`Level up to ${plan.nextLevel}`}
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title={is5e ? `Level up — total level ${Math.min(20, total + 1)}` : `Level up to ${plan.nextLevel}`}
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className="max-w-xl"
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footer={
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<>
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<Button variant="ghost" onClick={onClose}>Cancel</Button>
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<Button variant="primary" disabled={atMax} onClick={apply}>Apply level {plan.nextLevel}</Button>
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<Button variant="primary" disabled={atMax} onClick={apply}>Apply</Button>
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</>
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}
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>
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@@ -87,6 +120,24 @@ export function LevelUpModal({ character, onApply, onClose }: {
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<p className="text-sm text-warning">Already at level 20.</p>
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) : (
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<div className="space-y-4">
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{/* Which class (5e multiclass) */}
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{is5e && classList.length > 0 && (
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<section>
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<h3 className="mb-1 smallcaps">Class to advance</h3>
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<div className="flex flex-wrap items-center gap-2">
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<Select value={levelClass} onChange={(e) => setLevelClass(e.target.value)} aria-label="Class to level up">
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{classList.map((e) => <option key={e.className} value={e.className}>{e.className} {e.level} → {Math.min(20, e.level + 1)}</option>)}
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<option value={NEW}>+ Multiclass into…</option>
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</Select>
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{levelClass === NEW && (
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<Select value={newClassName} onChange={(e) => setNewClassName(e.target.value)} aria-label="New class">
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{getClassNames('5e').filter((n) => !classList.some((e) => e.className === n)).map((n) => <option key={n} value={n}>{n}</option>)}
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</Select>
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)}
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</div>
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</section>
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)}
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{/* HP */}
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<section>
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<h3 className="mb-1 smallcaps">Hit points</h3>
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Reference in New Issue
Block a user