Crash fix:
- restoreBackup (file + cloud pull) now validates each row through its Zod
schema, backfilling new fields — an older backup no longer lands characters
missing feats/concentration/etc and crashing the sheet. + test.
pf2e parity (closing feature gaps vs 5e):
- +9 missing classes (Animist, Exemplar, Gunslinger, Inventor, Kineticist,
Magus, Psychic, Summoner, Thaumaturge) with data + class tips.
- the wizard now enriches pf2e classes with their caster ability, so pf2e
spellcasters get the Spells step + "Caster" tag like 5e.
- editable Perception rank and spellcasting proficiency on the pf2e sheet
(fixes wrong initiative / spell DC at higher levels); rank-10 spell slots.
- pf2e monster resistances/weaknesses/immunities now apply in combat (flat
amounts: resistance subtracts, weakness adds, 'all' matches any type). + tests.
Glyph purge (finishing the emoji→Lucide migration): replaced ~40 leftover
text-glyphs (✕ − + ✦ 🤫 ⬆ ⬇ ☑ ☐ ▶ ◀ ‹ › ★ ↻ ▸ ↑ ●) with Lucide icons across
Modal (every dialog), the sheet sections, dice, settings, player panels, world
pages, map editor, roll tray, and session UI.
Gate: 293 unit + e2e green; tsc + build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Lay the foundation for full rules enforcement: a new pure, testable
mechanics kernel (src/lib/mechanics/) that derives structured, enforceable
game data from the loosely-typed compendium, plus the first user-facing
payoff (accurate armor AC + spell mechanics on the sheet).
- normalizers: spell (5e + pf2e), armor, monster defenses → typed
SpellMechanics / ArmorMechanics / DamageDefenses, with memoized derivers
wrapping the existing lazy compendium loaders (no new assets). 11 unit tests.
- character schema: spell entries snapshot concentration/save/damage at
compendium-link time; new top-level `concentration` slot and structured
`equippedArmor` (additive, defaulted). Dexie v14 migration backfills.
- AC model: baseArmorClass now consults equippedArmor (heavy = flat, medium =
Dex-capped) and falls back to the old 10+Dex formula when unarmored. Threaded
through every AC call site; armor picker added to the sheet (5e).
- compendium "Add spell to character" snapshots real mechanics via the kernel.
Backward-compatible: un-enriched spells/characters behave exactly as before.
Build + 244 unit tests green; armor→AC verified live in preview.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- 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>
- First-run welcome on the Campaigns page: what-the-app-is blurb, three feature
highlights, and one-click "Try the sample campaign" (seedSampleCampaign) plus
"Start your first campaign".
- Map token palette starts collapsed on small screens so the map gets the width.
- (Reduced-motion is already honoured globally in styles/globals.css.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Map combat HUD on the editor (Round, current combatant, Prev/Next turn) that
drives the active encounter via encountersRepo.mutate(nextTurn/previousTurn).
- The current combatant's linked token glows (MapCanvas activeTokenId).
- Token edit modal gains a "Combat HP" control (−5/−1/+1/+5) for combatant-linked
tokens, writing damage/heal back to the tracker (applyDamage/applyHealing +
logEvent + updateCombatant) — HP now syncs both ways between map and combat.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- src/lib/map/vision.ts (pure, tested): blockingSegments (walls + closed doors),
segment intersection, computeVisibleCells (raycast viewer→cell-centre, sight radius).
- BattleMap += dynamicVision + sightRadiusFeet (Dexie v12, backfilled).
- MapEditor: new "Walls" tool (draw wall polylines; click a door to open/close),
a "Vision" toggle (auto-enables fog and reveals from the party), sight-radius field,
and "Reveal from party". Moving a PC token accumulates revealed cells via LoS when
Vision is on. Doors/walls render for the GM (amber=closed, green=open).
- Networked players need no new protocol: revealed cells already travel in the snapshot.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- 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>
- 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>