- src/lib/assistant/prompts.ts: balanceSuggestionSchema + buildBalancePrompt
(system message leads with the grounding constraint; restricts choices to the
provided compendium candidates).
- useEncounterAdvisor hook: builds context → picks system-correct candidates →
asks the LLM (when configured) for a structured pick, validates + filters names
to the candidate set, else falls back to the deterministic buildSuggestedEncounter.
Apply adds the creatures transactionally via encountersRepo.mutate.
- EncounterTipCard in the combat tracker: leads with the detected difficulty
tendency (or the current difficulty), offers a one-click grounded suggestion
(AI or deterministic) with propose→confirm Apply.
prompts unit tests + e2e for both the deterministic apply flow and the AI path
(stubbed provider); the AI test also confirms candidate-grounding (only
shortlisted creatures survive).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- src/lib/assistant/context.ts: buildCampaignContext() assembles a system-aware
snapshot led by an explicit systemConstraint (anti cross-system hallucination),
party, recent encounters with computed difficulty, quest/note summaries.
pickCreatureCandidates() pulls level/CR-appropriate creatures from the correct
bestiary so LLM tips are grounded in real data.
- src/lib/assistant/patterns.ts: difficultyTendency() + detectThemes() classify
whether the DM's encounters skew too easy/hard, rating each fight against its
party-level snapshot.
- Encounter schema gains optional partyLevelsSnapshot + outcome (Dexie v7, additive).
Combat tracker snapshots PC levels at start and rates difficulty against them.
17 assistant unit tests (context + patterns).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- 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>
- Advantage/Disadvantage are now toggle modes (rollStore.mode) applied to d20
rolls everywhere (dice page, sheet skills/saves/attacks), preserving modifiers;
applyRollMode() rewrites the first d20 -> 2d20kh1/kl1
- addCombatant auto-numbers duplicate names (Goblin 1, Goblin 2, …); the first
duplicate also renames the original. Quantity add relies on this.
- Tests for applyRollMode + duplicate numbering
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Condition durations + auto-expiry: timed conditions tick down on the affected
combatant's turn and drop at 0 (engine tickConditions; UI rounds field + (Nr) chip)
- Initiative: Roll-all (d20 + per-combatant bonus, re-sort anchored) + group/quantity add
- Combat log: per-round event feed (turns, round changes, damage/heal, expiries,
removals) + in-memory Undo of the last change
- Encounter difficulty budget: 5e XP thresholds + PF2e level budget (pure lib +
tests); live difficulty/XP-award readout from monster combatants vs the party
- Combatants carry initBonus + cr/level; compendium add-to-combat passes them
18 new unit tests (durations, applyInitiatives, budget), new combat-depth e2e.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Scraped PF2e reference from Archives of Nethys ES into public/data/pf2e/
(spells, creatures, feats, equipment, weapons, armor, ancestries, heritages,
backgrounds, archetypes, actions, conditions, deities) via scripts/fetch_pf2e.ts
- Registry-driven compendium: system toggle + per-category nav + generic filters
- 5e expanded: weapons, armor, feats, conditions added alongside spells/monsters/items
- PF2e data served as static assets (fetched, not bundled) for fast native parse
- Cross-links: add spell->spellbook / item->inventory to a campaign character;
add monster/creature -> open encounter
- Condition tooltips in combat sourced from the conditions glossary
- Tests: registry filter unit tests, compendium e2e (browse + cross-link)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- System-aware condition list (5e PHB / pf2e) in src/lib/rules/conditions.ts
- Dropdown replaces free-text input; non-valued conditions add instantly,
valued ones (Exhaustion, Frightened N, etc.) show a value field, plus Custom
- Already-applied conditions disabled in the list; chips remain click-to-remove
- New e2e covering preset + valued add and tag removal
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>