NumberField draft buffer; surface massive-damage / death-at-0 rules in combat

- NumberField keeps a focus-time string draft so min-bounded fields (point-buy, HP,
  quantities) no longer snap to the minimum on every keystroke while retyping; the
  committed value is still always a clamped integer.
- Combat tracker now logs the 5e death rules when a downed PC takes damage: instant
  death from massive damage (leftover >= max HP), otherwise a reminder to mark a death
  save failure (two on a crit). Surfaced, not auto-applied — the player owns their
  character's death-save count (consistent with the no-auto-roll design). New tested
  isMassiveDamageDeath() engine helper.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-09 17:41:07 +02:00
parent f2e4259c84
commit bd78c87fb3
4 changed files with 68 additions and 8 deletions
+35 -7
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@@ -1,6 +1,12 @@
import { useState } from 'react';
import { cn } from '@/lib/cn'; import { cn } from '@/lib/cn';
/** Integer input that never emits NaN — coerces blanks/garbage to a fallback. */ /**
* Integer input that never emits NaN. While focused it keeps a local string draft
* so you can transiently clear or partially type a value (e.g. retype a min-bounded
* field) without it snapping to the minimum on every keystroke. The committed value
* is always a finite, clamped integer.
*/
export function NumberField({ export function NumberField({
value, value,
onChange, onChange,
@@ -16,21 +22,43 @@ export function NumberField({
className?: string; className?: string;
'aria-label'?: string; 'aria-label'?: string;
}) { }) {
const [draft, setDraft] = useState<string | null>(null);
const clamp = (n: number) => {
let v = Math.trunc(n);
if (min !== undefined) v = Math.max(min, v);
if (max !== undefined) v = Math.min(max, v);
return v;
};
// While focused (draft !== null) show the raw text; otherwise the controlled value.
const display = draft !== null ? draft : Number.isFinite(value) ? String(value) : '0';
return ( return (
<input <input
type="number" type="number"
inputMode="numeric" inputMode="numeric"
aria-label={ariaLabel} aria-label={ariaLabel}
value={Number.isFinite(value) ? value : 0} value={display}
min={min} min={min}
max={max} max={max}
onFocus={(e) => setDraft(e.target.value)}
onChange={(e) => { onChange={(e) => {
const raw = Number(e.target.value); const raw = e.target.value;
let n = Number.isFinite(raw) ? Math.trunc(raw) : 0; setDraft(raw);
if (min !== undefined) n = Math.max(min, n); // Emit a clamped value live (so previews update) only when the text parses;
if (max !== undefined) n = Math.min(max, n); // an empty/"-" intermediate leaves the committed value untouched.
onChange(n); if (raw.trim() !== '' && raw !== '-') {
const n = Number(raw);
if (Number.isFinite(n)) onChange(clamp(n));
}
}} }}
onBlur={(e) => {
const raw = e.target.value;
if (raw.trim() !== '' && raw !== '-') {
const n = Number(raw);
if (Number.isFinite(n)) onChange(clamp(n));
}
setDraft(null); // resume showing the controlled value
}}
onKeyDown={(e) => { if (e.key === 'Enter') (e.target as HTMLInputElement).blur(); }}
className={cn( className={cn(
'w-full rounded-md border border-line bg-surface px-2 py-1.5 text-center text-sm text-ink', 'w-full rounded-md border border-line bg-surface px-2 py-1.5 text-center text-sm text-ink',
'focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-accent/60', 'focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-accent/60',
+13 -1
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@@ -30,6 +30,7 @@ import {
applyDamage, applyDamage,
applyHealing, applyHealing,
applyInitiatives, applyInitiatives,
isMassiveDamageDeath,
currentCombatant, currentCombatant,
endEncounter, endEncounter,
logEvent, logEvent,
@@ -240,7 +241,18 @@ export function EncounterTracker({ encounter, campaign }: { encounter: Encounter
const note = hpLoss === amt const note = hpLoss === amt
? `${c.name} takes ${amt}${type ? ` ${type}` : ''} damage` ? `${c.name} takes ${amt}${type ? ` ${type}` : ''} damage`
: `${c.name} takes ${hpLoss}${type ? ` ${type}` : ''} damage (${amt} before ${hpLoss < amt ? 'resistance' : 'vulnerability'})`; : `${c.name} takes ${hpLoss}${type ? ` ${type}` : ''} damage (${amt} before ${hpLoss < amt ? 'resistance' : 'vulnerability'})`;
mutate((e) => logEvent(updateCombatant(e, c.id, { hp: after.hp }), note)); // Surface (don't auto-apply) the death rules for downed PCs — the player
// owns their character's death-save count, so we remind rather than mutate it.
let reminder: string | null = null;
if (c.kind !== 'monster' && hpLoss > 0) {
if (isMassiveDamageDeath(c.hp.max, after.hp.current)) reminder = `${c.name} suffers massive damage and dies instantly — no death saves.`;
else if (c.hp.current <= 0) reminder = `${c.name} took damage while down — mark a death save failure (two on a critical hit).`;
}
mutate((e) => {
let next = logEvent(updateCombatant(e, c.id, { hp: after.hp }), note);
if (reminder) next = logEvent(next, reminder);
return next;
});
noteConcentrationCheck(c, hpLoss); noteConcentrationCheck(c, hpLoss);
}} }}
onHeal={(amt) => mutate((e) => logEvent(updateCombatant(e, c.id, { hp: applyHealing(c, amt).hp }), `${c.name} heals ${amt}`))} onHeal={(amt) => mutate((e) => logEvent(updateCombatant(e, c.id, { hp: applyHealing(c, amt).hp }), `${c.name} heals ${amt}`))}
+11
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@@ -7,6 +7,7 @@ import {
applyInitiatives, applyInitiatives,
currentCombatant, currentCombatant,
endEncounter, endEncounter,
isMassiveDamageDeath,
moveCombatant, moveCombatant,
nextTurn, nextTurn,
previousTurn, previousTurn,
@@ -216,3 +217,13 @@ describe('applyInitiatives', () => {
expect(currentCombatant(e)?.id).toBe('b'); expect(currentCombatant(e)?.id).toBe('b');
}); });
}); });
describe('isMassiveDamageDeath', () => {
it('kills when leftover damage past 0 is >= max HP', () => {
// 12-max PC at 4 HP takes 17 → current -13; 13 >= 12 → instant death
expect(isMassiveDamageDeath(12, -13)).toBe(true);
expect(isMassiveDamageDeath(12, -12)).toBe(true); // exactly max → dead
expect(isMassiveDamageDeath(12, -11)).toBe(false); // one short → dying, not dead
expect(isMassiveDamageDeath(12, 0)).toBe(false); // dropped to 0, no overflow
});
});
+9
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@@ -257,6 +257,15 @@ export function applyDamage(c: Combatant, amount: number, type?: string): Combat
}; };
} }
/**
* 5e instant death: a creature dropped to 0 HP dies outright if the leftover damage
* equals or exceeds its HP maximum (no death saves). `currentAfter` is hp.current
* after the hit (may be negative); the overflow below 0 is the leftover damage.
*/
export function isMassiveDamageDeath(hpMax: number, currentAfter: number): boolean {
return currentAfter <= 0 && -currentAfter >= hpMax;
}
/** Heal up to max. Does not touch temporary HP. */ /** Heal up to max. Does not touch temporary HP. */
export function applyHealing(c: Combatant, amount: number): Combatant { export function applyHealing(c: Combatant, amount: number): Combatant {
if (!Number.isFinite(amount) || amount <= 0) return c; if (!Number.isFinite(amount) || amount <= 0) return c;