- PWA registerType autoUpdate + skipWaiting/clientsClaim/cleanupOutdatedCaches so
a fresh deploy reaches browsers without a manual hard-reload (the old 'prompt'
served the stale cached bundle, hiding shipped fixes like the polygon outline).
- MapCanvas: always mount the outer container so the ResizeObserver binds even when
the map image arrives late over WebSocket — fixes the networked player view
showing the map at 100% instead of fit ("3x magnified").
- TokenPalette: encounter picker for planned AND active encounters (was active-only),
with per-encounter "+ All" and counts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Render the map on a single viewport-sized canvas with a camera transform at
devicePixelRatio (image, fog, drawings, overlay) and draw the grid as crisp 1px
device-space lines — instead of CSS-scaling a natural-resolution bitmap, which
blurred the grid/fog/text at any zoom. Tokens now position in screen space so
their labels stay sharp too. Add live tool feedback via a 'hover' phase: polygon
shows its outline + vertices + rubber-band + fill preview, the brush shows its
footprint, and circle/square AoE preview under the cursor.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Render maps at natural resolution inside a CSS-transform world layer (zoom,
pan, fit-to-view) instead of shrinking to maxWidth — large maps are now usable.
Pure viewport math in src/lib/map/viewport.ts (unit-tested). New TokenPalette
places party PCs / active-encounter combatants / blanks in one click with dup
detection; tokens gain optional combatantId (Dexie v9) for live encounter HP.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- 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>
- Deterministic advisors (src/lib/assistant): party resources (downed/bloodied/
spent slots/rest nudges), session prep (dangling [[wiki links]], active quests,
empty journal), live combat hints (turn, downed combatants) — pure + tested
- Data-driven encounter builder: greedily assembles level/CR-appropriate monsters
to a target difficulty via the Phase-3 budget; one click builds + opens combat
- Assistant page: suggestion cards with one-click actions (goto, long rest,
create note); wired into routes, dashboard, command palette
- 8 advisor/builder unit tests + assistant e2e
Conversational LLM layer intentionally deferred (no provider/key in this env);
the deterministic advisor is the offline default per the plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Homebrew entity (monster/spell/item/feat/condition) — Dexie v6, repo, hook,
cascade-deleted with campaign
- Homebrew editor page: per-kind fields + description, create/edit/delete
- Compendium merges campaign homebrew of the matching kind (HB badge, generic
HomebrewDetail) with the same cross-links (add monster->combat, spell/item->character)
- Content packs: export/import homebrew as JSON (validated, ids reassigned)
- System extensibility documented via the existing RulesSystem registry seam
- Fix: card editors (homebrew/npc/quest/note) debounce-save the FULL snapshot, not
partial patches — editing two fields fast no longer drops an edit
New homebrew e2e + cascade test coverage.
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>