Commit Graph

12 Commits

Author SHA1 Message Date
NilsBriggen f61fabadb5 Phase 4: dynamic vision, walls & doors
- 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>
2026-06-08 15:02:49 +02:00
NilsBriggen 36f0ea66b3 Phase 3: Universal VTT (.dd2vtt/.uvtt) import + export
- src/lib/vtt/uvtt.ts: pure, tested parser converting UVTT grid-unit geometry to
  image pixels (pixels_per_grid → gridSize), extracting the base64 image, walls
  (line_of_sight), doors (portals) and lights; plus toUvtt() for export.
- BattleMap gains walls/doors/lights (Dexie v11, backfilled). mapsRepo.createFromVtt.
- MapsPage "+ Add map" now accepts .dd2vtt/.uvtt/.df2vtt (text) and images, and a
  per-map "Export .uvtt" (image dims → map_size). downloadText() helper.
- Walls render faintly for the GM (CanvasView.walls / drawScene) so imported
  line-of-sight is visible; Phase 4 will turn walls into dynamic vision.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 14:51:56 +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 c28c29a6c6 P20: map viewport zoom/pan/fit + token placement palette
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>
2026-06-08 12:34:00 +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 f84e429ca4 Phase 13: grounding context + deterministic pattern detection
- 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>
2026-06-08 09:08:14 +02:00
NilsBriggen 7100ea8dd4 Phase 9: homebrew content + packs
- 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>
2026-06-08 07:54:53 +02:00
NilsBriggen 1632018ce9 Phase 7: maps & VTT
- BattleMap entity (image dataURL, grid, tokens, fog) — Dexie v5, repo, hook,
  cascade-deleted with campaign
- Maps page: upload image (8MB cap), per-campaign list
- Map editor canvas: grid overlay (toggle + cell size), fog of war (canvas) with
  reveal/hide painting + reveal-all/hide-all, draggable tokens that snap to the
  grid (pointer events, touch+mouse), add/remove tokens; debounced autosave
- Dashboard + routes get a Maps entry

New maps e2e (upload, add token, toggle fog).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 02:01:29 +02:00
NilsBriggen ed3d967526 Phase 5: campaign management & worldbuilding
- New entities (note/npc/quest/calendar): schemas, Dexie v4 tables, repos, hooks;
  campaign cascade-delete now covers them all
- Dashboard hub: campaign stats, navigation cards, party overview, recent rolls;
  opening a campaign lands here
- Notes/Wiki: tags, [[wiki-links]] with click-to-open/create, backlinks panel,
  full-text search, autosave
- NPC manager (role/location/faction/status) and Quest tracker (status +
  objectives checklist + reward)
- In-world Calendar: integer day counter + events (no real Date -> no timezone bug)
- Fix: calendarRepo.get is read-only (creating-on-read crashed inside liveQuery)

8 new unit tests (wikilinks + extended cascade), worldbuilding e2e.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 01:44:47 +02:00
NilsBriggen 3e5bdc06e2 Phase 3: combat depth
- 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>
2026-06-08 01:23:13 +02:00
NilsBriggen 9ecd817bc6 Phase 1: player character depth
- Inventory + currency + encumbrance vs carrying capacity
- Class resources with correct short/long/daily rest recovery (applyRest)
- Spellcasting: slots (+pact), known/prepared spells, derived DC + attack
- Defenses: 5e death saves/inspiration/exhaustion, pf2e dying/wounded/hero points
- Derived weapon attacks + passive perception via extended RulesSystem
- Dexie v2 migration backfills new fields; debounced save flushes on pagehide
- 9 new unit tests, new character-depth e2e; all green

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 00:30:34 +02:00
NilsBriggen 1a9e5e2c18 Build MVP: campaigns, characters, combat, dice, compendium
- Rules abstraction (5e + pf2e) behind one interface, fully tested
- Pure combat engine: turn-order safe across add/remove/reorder/init-change
- Dexie storage with real cascade deletes + Zod validation on write
- Seedable dice engine with notation parser
- Lazy SRD compendium (code-split), bestiary -> combat
- Strict TS, 54 unit tests, Playwright e2e smoke (all green)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 00:09:42 +02:00