Phase 1: player character depth

- Inventory + currency + encumbrance vs carrying capacity
- Class resources with correct short/long/daily rest recovery (applyRest)
- Spellcasting: slots (+pact), known/prepared spells, derived DC + attack
- Defenses: 5e death saves/inspiration/exhaustion, pf2e dying/wounded/hero points
- Derived weapon attacks + passive perception via extended RulesSystem
- Dexie v2 migration backfills new fields; debounced save flushes on pagehide
- 9 new unit tests, new character-depth e2e; all green

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-08 00:30:34 +02:00
parent 1a9e5e2c18
commit 9ecd817bc6
20 changed files with 1069 additions and 25 deletions
+13
View File
@@ -3,6 +3,7 @@ import type { Campaign } from '@/lib/schemas/campaign';
import type { Character } from '@/lib/schemas/character';
import type { Encounter } from '@/lib/schemas/encounter';
import type { DiceRoll } from '@/lib/schemas/dice';
import { characterDefaults } from '@/lib/schemas/character';
/**
* Single Dexie instance for the whole app. Dexie wraps IndexedDB transactions
@@ -26,6 +27,18 @@ export class TtrpgDatabase extends Dexie {
encounters: 'id, campaignId, status',
diceRolls: 'id, campaignId, createdAt',
});
// v2 — Phase 1 character depth: backfill new fields on existing characters.
this.version(2).stores({}).upgrade(async (tx) => {
await tx
.table('characters')
.toCollection()
.modify((c: Record<string, unknown>) => {
for (const [key, value] of Object.entries(characterDefaults())) {
if (c[key] === undefined) c[key] = value;
}
});
});
}
}