Commit Graph

10 Commits

Author SHA1 Message Date
NilsBriggen 740cf20b93 UI/UX "Living Codex" 4/n: assistant features + emoji purge
- Replace all emoji icons (~26 instances) with Lucide icons across the app
  (DashboardPage, SessionSidebar, PlayerBoards, MyCharacterPanel,
  PlayerViewPage, EncounterTracker, CampaignsPage, HandoutControl,
  SessionControl, CharacterSheet, EncounterTipCard, ActionGuide)
- Expose real 5e race data in wizard (ASI/vision/traits instead of stub desc);
  add vision field to loadRaces5e return type
- Surface subclass descriptions after picking a subclass in the wizard
- Add per-class tips, race synergy notes, and ability/skill guidance in wizard
- New ActionGuide component: collapsible "What can I do on my turn?" in player view
- New SessionPrepCard: AI + fallback session hook generator on assistant page
- New NpcGenCard: AI + fallback quick NPC generator with "Add to campaign" action
- Inline NPC detail generator (wand button) on each NPC card in NpcsPage
- Quest hook generator button in QuestsPage header
- Condition tooltips in player party view (useConditionGlossary)
- Pass campaign.system through session snapshot so player view is system-aware

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-08 23:29:06 +02:00
NilsBriggen 235cdecb53 Fixes batch 3: autosave, campaign-agnostic PCs, live push, builder
- Autosave: while signed in, a debounced full backup pushes whenever durable data
  changes (useCloudAutosave watches a fingerprint of the main tables; high-churn
  tables excluded). No-op signed out.
- Campaign-agnostic characters: PCs are now global — the Characters roster shows
  every player character regardless of active campaign, and any PC can be added to
  a fight. NPCs stay per-campaign. (charactersRepo.listAllPcs / useAllPcs; difficulty
  fallback stays campaign-scoped.)
- Live "bring your own character": a joining player can push one of their own local
  characters; the GM's grant inserts it into the campaign and seats them.
- Character builder: a system picker (5e / PF2e, defaults to the campaign) so creation
  no longer assumes 5e; PF2e skill wording ("Trained" vs "proficient"); spell step now
  explains how many to pick + that they're known spells prepared later.

230 unit + 34 e2e + 2 realtime green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 22:12:18 +02:00
NilsBriggen 99c7657f96 UI overhaul "Living Codex" E: per-screen layouts
Ported all 9 screens to the prototype layout (visual only; all data wiring, text,
aria-labels, and testids preserved) via parallel agents + central verification:
- Dashboard: editorial hero, party roster w/ HP meters + avatars, quests, threats, rolls.
- Campaigns: cover-art deck cards + gilt rule + footer.
- Character sheet + roster: hero header, StatCoin abilities, prof rows; grimoire cards.
- Combat: glowing initiative rows (PC gilt / foe ember), condition badges, log.
- Dice: die-pool glyphs, adv/dis segmented toggle, crit/fumble stage, history.
- Compendium: Spectral stat blocks (ember headers, ability row).
- Settings: grouped icon-tile cards. Live Session: room-code card, seat grid, player board.
- Battle Map: carded list + tooled editor chrome (canvas untouched).

Regression fixes after the ports: dice die-buttons aria-label `d4` not `Roll 1d4`
(was colliding with the primary Roll button); map "Open player view" link uses an
ExternalLink icon (test updated, ↗ glyph removed); seat-claim card gets a stable
data-testid="seat-option" (redesign moved rounded-lg→rounded-xl).

223 unit + 34 e2e + 2 realtime green; tsc + eslint + build clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 21:37:00 +02:00
NilsBriggen d4ae60f199 P12: persistent live session across navigation
- Player room connection lifted out of the /play route to an app-level hook
  (usePlayerConnection in RootLayout), keyed by a persisted joinIntent — so a
  player stays connected while browsing their sheet, the compendium, anywhere,
  and a reload reconnects automatically.
- Header "● Live: CODE · Leave" badge (PlayerSessionBadge); leaving is explicit
  (leaveRoom clears intent + disconnects). /play renders the table from the store.
- Realtime e2e: player navigates away, badge persists, returns to a synced table.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 16:24:31 +02:00
NilsBriggen 7f1ab8f094 Phase 8: session tooling — handouts to players
- GM "📣 Handout" composer in the header (title + body + optional image) sets
  uiStore.activeHandout; a clear button hides it.
- snapshot gains an optional handout {title, body, imageId}; buildSnapshot streams
  the handout image over the existing image channel (id "handout").
- Player view (local + networked) shows the handout as a prominent card above the
  boards. resizeToMax() keeps handout images compact.
- (Live scene/map switching already works via "Show to players".)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:48:23 +02:00
NilsBriggen 1aff63f29c Phase 2: character portraits → token icons (local + realtime)
- character.portrait + mapToken.image (data URLs, Dexie v10, additive).
- src/lib/img/resize.ts: center-crop + downscale helper (160px tokens / 256px
  portraits) keeping IndexedDB + wire payloads small.
- Portrait uploader on the character sheet; token icon uploader in the map token
  modal (falls back to the linked character's portrait). Palette PC entries show
  the portrait thumbnail.
- Tokens render the image clipped to the circle (HP ring + condition badge on top).
- Realtime: generalized the image channel to many images (map bg + token/portrait
  icons), deduped by content and resent on reconnect. Player tokens/party carry an
  imageId resolved from the session image cache; party panel shows portraits.
- Also: fix the encounter-picker dropdown text being clipped (drop fixed height).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 14:42:06 +02:00
NilsBriggen 360d9ff842 P21: player seats + two-way live play + offline handoff
Players claim a seat (GM approves) and drive their own character live —
HP/slots/resources/conditions/dice broadcast to the table — via new seat
protocol messages and per-seat ownership enforced in RoomHub. GM persists
player edits (charactersRepo.update → liveQuery → rebroadcast). Offline dev:
"Share with player" encodes a claim link (src/lib/sync/playerLink.ts) → /player
imports the character locally for full-sheet editing, bundled back as an
offlineSnapshot on seat claim for GM review.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 12:34:00 +02:00
NilsBriggen a8cb7d65f4 Phase 18: internet realtime collaboration (GM-authoritative) + server
- Shared Zod wire protocol (src/lib/sync/messages.ts): hosted/joined/snapshot/
  mapImage/error; player-safe projections only (enemy HP masked on the GM before
  broadcast via src/lib/combat/playerProjection.ts).
- wsSync adapter (src/lib/sync/wsSync.ts) behind the existing SyncAdapter seam:
  GM hostSession + debounced snapshot broadcast (useSessionBroadcaster), player
  joinSession into an ephemeral playerSessionStore, exponential-backoff reconnect
  with seamless room resume (GM secret). localSync remains the offline default.
- buildSnapshot (src/lib/sync/snapshot.ts) reuses the same projection as the local
  /play view, guaranteeing parity. Player view refactored into shared PlayerBoards;
  /play?room=CODE = networked read-only mode.
- SessionControl in the header: Host (optional password) → shareable room code/link.
- Server (server/): Fastify + @fastify/websocket + @fastify/static, in-memory
  GM-authoritative rooms (crypto room id/secret hashed, optional join password,
  TTL sweep, players strictly read-only), origin allowlist, per-frame size cap +
  rate limit, Zod validation. esbuild bundle (server/build.mjs), tsconfig.server.json.
- Dockerfile (multi-stage) + deploy/ttrpg.compose.yml (own project on external
  'proxy' net, Traefik labels for ttrpg.briggen.dev, non-root, no-new-privileges).
  CSP connect-src now allows same-origin wss:.

Tests: protocol round-trip, room hub (auth/password/resume/TTL/read-only), enemy
masking, Fastify+ws integration (host→join→snapshot, player push rejected), and a
two-context Playwright realtime spec (separate config) — GM hosts, player device
sees live combat with masked enemy HP.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 10:49:31 +02:00
NilsBriggen fb459ad92c Phase 17: map & fog VTT overhaul + player-facing projection
- Pure geometry library src/lib/map/* (grid, distance 5e/pf2e/euclid, AoE
  circle/cone/line/square, polygon rasterize + point-in-polygon, brush, fog set
  algebra, player projection) with unit tests.
- Schema: map tokens gain size/kind/characterId/hp/conditions/gmOnly; maps gain
  drawings/gridUnit(feet)/gridType/fogVersion + point/drawing sub-schemas. Dexie v8
  additive migration; mapsRepo.get + transactional mutate.
- Editor split into a shared MapCanvas renderer + MapEditor tool state machine:
  fog via brush/rectangle/polygon (+ size, reveal-all/hide-all), measurement
  (system-aware distance in feet), AoE templates (circle/cone/line/square preview),
  drawing annotations (freehand/line/arrow/rect/circle/text, GM-only), pings, and
  richer tokens (NxN size, character link with live HP ring, condition dots, edit popover).
- Player-facing projection: toPlayerProjection strips GM-only content; PlayerMapView
  renders it read-only with opaque fog; uiStore.activeMapId + 'Show to players'; the
  player view now shows the live battle map. enemyStatus extracted to
  src/lib/combat/playerProjection.ts (reused, and for Phase 18).

9 geometry unit tests; maps e2e covers upload→token→reveal-all→player projection.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 10:31:26 +02:00
NilsBriggen 744e91f703 Phase 8: player view (local/projector) + sync seam
- Player View (/play): read-only projector screen — party HP bars + conditions,
  active-encounter initiative with current turn; enemy HP hidden behind a
  Healthy/Bloodied/Down status band; Fullscreen button
- SyncAdapter seam (src/lib/sync): local-first default via Dexie liveQuery;
  documents where a future networked (WebSocket/CRDT) backend plugs in
- Dashboard + routes get a Player View entry
- Robustness: encountersRepo.mutate() does transactional read-modify-write so
  rapid combat mutations can't overwrite each other (old C19 race); tracker uses it

New player-view e2e. Networked multiplayer backend intentionally deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 02:07:27 +02:00