1a9e5e2c18
- 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>
313 lines
11 KiB
TypeScript
313 lines
11 KiB
TypeScript
import { useState } from 'react';
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import type { Campaign, Character, Combatant, Encounter } from '@/lib/schemas';
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import { encountersRepo } from '@/lib/db/repositories';
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import { newId } from '@/lib/ids';
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import { createRng } from '@/lib/rng';
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import { rollDice } from '@/lib/dice/notation';
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import { getSystem } from '@/lib/rules';
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import { useCharacters } from '@/features/characters/hooks';
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import {
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addCombatant,
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applyDamage,
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applyHealing,
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currentCombatant,
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endEncounter,
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moveCombatant,
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nextTurn,
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previousTurn,
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removeCombatant,
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startEncounter,
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updateCombatant,
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} from '@/lib/combat/engine';
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import { Button } from '@/components/ui/Button';
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import { Input, Select } from '@/components/ui/Input';
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import { NumberField } from '@/components/ui/NumberField';
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export function EncounterTracker({ encounter, campaign }: { encounter: Encounter; campaign: Campaign }) {
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const characters = useCharacters(campaign.id);
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const mutate = (fn: (e: Encounter) => Encounter) => {
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void encountersRepo.save(fn(encounter));
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};
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const current = currentCombatant(encounter);
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const isActive = encounter.status === 'active';
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return (
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<div>
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{/* Control bar */}
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<div className="mb-4 flex flex-wrap items-center gap-3 rounded-lg border border-line bg-panel p-3">
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<div>
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<div className="font-display text-lg font-semibold text-ink">{encounter.name}</div>
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<div className="text-xs text-muted">
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{isActive ? `Round ${encounter.round}` : encounter.status === 'ended' ? 'Ended' : 'Not started'}
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{current && isActive ? ` · ${current.name}'s turn` : ''}
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</div>
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</div>
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<div className="ml-auto flex gap-2">
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{!isActive && encounter.status !== 'ended' && (
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<Button
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variant="primary"
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disabled={encounter.combatants.length === 0}
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onClick={() => mutate(startEncounter)}
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>
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Start combat
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</Button>
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)}
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{isActive && (
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<>
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<Button variant="secondary" onClick={() => mutate(previousTurn)}>
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← Prev
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</Button>
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<Button variant="primary" onClick={() => mutate(nextTurn)}>
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Next turn →
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</Button>
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<Button variant="ghost" className="text-danger" onClick={() => mutate(endEncounter)}>
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End
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</Button>
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</>
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)}
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{encounter.status === 'ended' && (
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<Button variant="secondary" onClick={() => mutate((e) => ({ ...e, status: 'planning', round: 0, turnIndex: 0 }))}>
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Reopen
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</Button>
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)}
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</div>
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</div>
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<AddCombatantBar encounter={encounter} characters={characters} onAdd={(c) => mutate((e) => addCombatant(e, c))} />
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{/* Combatant list */}
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{encounter.combatants.length === 0 ? (
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<p className="mt-6 text-sm text-muted">No combatants yet. Add characters or monsters above.</p>
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) : (
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<ul className="mt-4 space-y-2">
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{encounter.combatants.map((c, idx) => (
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<CombatantRow
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key={c.id}
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combatant={c}
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isCurrent={isActive && idx === encounter.turnIndex}
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onChange={(patch) => mutate((e) => updateCombatant(e, c.id, patch))}
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onDamage={(amt) => mutate((e) => updateCombatant(e, c.id, { hp: applyDamage(c, amt).hp }))}
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onHeal={(amt) => mutate((e) => updateCombatant(e, c.id, { hp: applyHealing(c, amt).hp }))}
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onMove={(dir) => mutate((e) => moveCombatant(e, c.id, dir))}
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onRemove={() => mutate((e) => removeCombatant(e, c.id))}
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/>
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))}
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</ul>
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)}
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</div>
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);
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}
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function rollInitiativeFor(character: Character | undefined): number {
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if (!character) return rollDice('1d20', createRng()).total;
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const mod = getSystem(character.system).initiativeModifier({
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level: character.level,
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abilities: character.abilities,
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perceptionRank: character.perceptionRank,
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});
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return rollDice('1d20', createRng()).total + mod;
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}
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function AddCombatantBar({
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characters,
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onAdd,
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}: {
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encounter: Encounter;
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characters: Character[];
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onAdd: (c: Combatant) => void;
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}) {
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const [name, setName] = useState('');
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const [init, setInit] = useState(10);
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const [ac, setAc] = useState(12);
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const [hp, setHp] = useState(10);
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const addCustom = () => {
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if (name.trim() === '') return;
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onAdd({
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id: newId(),
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name: name.trim(),
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kind: 'monster',
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initiative: init,
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ac,
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hp: { current: hp, max: hp, temp: 0 },
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conditions: [],
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notes: '',
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});
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setName('');
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};
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const addCharacter = (charId: string) => {
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const ch = characters.find((c) => c.id === charId);
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if (!ch) return;
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const sys = getSystem(ch.system);
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onAdd({
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id: newId(),
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name: ch.name,
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kind: ch.kind,
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characterId: ch.id,
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initiative: rollInitiativeFor(ch),
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ac: sys.baseArmorClass({ level: ch.level, abilities: ch.abilities, armorBonus: ch.armorBonus }),
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hp: { ...ch.hp },
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conditions: [],
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notes: '',
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});
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};
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return (
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<div className="space-y-2 rounded-lg border border-line bg-panel/60 p-3">
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<div className="flex flex-wrap items-end gap-2">
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<label className="flex-1 min-w-40 text-xs text-muted">
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Name
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<Input value={name} onChange={(e) => setName(e.target.value)} placeholder="Goblin Boss" onKeyDown={(e) => e.key === 'Enter' && addCustom()} />
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</label>
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<label className="text-xs text-muted">
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Init
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<NumberField className="w-16" value={init} onChange={setInit} aria-label="Initiative" />
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</label>
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<label className="text-xs text-muted">
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AC
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<NumberField className="w-16" value={ac} min={0} onChange={setAc} aria-label="Armor class" />
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</label>
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<label className="text-xs text-muted">
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HP
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<NumberField className="w-20" value={hp} min={0} onChange={setHp} aria-label="Hit points" />
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</label>
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<Button variant="primary" onClick={addCustom}>
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Add
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</Button>
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</div>
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{characters.length > 0 && (
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<div className="flex items-center gap-2">
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<span className="text-xs text-muted">Add character (rolls initiative):</span>
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<Select
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className="w-auto"
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value=""
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onChange={(e) => {
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if (e.target.value) addCharacter(e.target.value);
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e.target.value = '';
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}}
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>
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<option value="">Choose…</option>
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{characters.map((c) => (
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<option key={c.id} value={c.id}>
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{c.name} (Lv {c.level})
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</option>
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))}
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</Select>
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</div>
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)}
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</div>
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);
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}
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function CombatantRow({
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combatant: c,
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isCurrent,
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onChange,
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onDamage,
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onHeal,
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onMove,
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onRemove,
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}: {
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combatant: Combatant;
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isCurrent: boolean;
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onChange: (patch: Partial<Combatant>) => void;
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onDamage: (amt: number) => void;
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onHeal: (amt: number) => void;
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onMove: (dir: -1 | 1) => void;
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onRemove: () => void;
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}) {
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const [delta, setDelta] = useState(0);
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const [conditionText, setConditionText] = useState('');
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const dead = c.hp.current <= 0;
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return (
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<li
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className={
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'rounded-lg border bg-panel p-3 ' +
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(isCurrent ? 'border-accent ring-1 ring-accent/40' : 'border-line') +
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(dead ? ' opacity-60' : '')
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}
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>
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<div className="flex flex-wrap items-center gap-3">
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<div className="flex flex-col items-center">
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<NumberField className="w-14" value={c.initiative} onChange={(initiative) => onChange({ initiative })} aria-label={`${c.name} initiative`} />
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<span className="mt-0.5 text-[10px] uppercase text-muted">init</span>
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</div>
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<div className="min-w-32 flex-1">
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<div className="flex items-center gap-2">
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<span className="font-medium text-ink">{c.name}</span>
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<span className="rounded bg-elevated px-1.5 text-[10px] uppercase text-muted">{c.kind}</span>
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{dead && <span className="text-xs font-semibold text-danger">DOWN</span>}
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</div>
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{c.conditions.length > 0 && (
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<div className="mt-1 flex flex-wrap gap-1">
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{c.conditions.map((cond, i) => (
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<button
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key={`${cond.name}-${i}`}
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className="rounded-full bg-warning/15 px-2 py-0.5 text-xs text-warning hover:line-through"
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title="Click to remove"
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onClick={() => onChange({ conditions: c.conditions.filter((_, j) => j !== i) })}
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>
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{cond.name}
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{cond.value ? ` ${cond.value}` : ''} ✕
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</button>
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))}
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</div>
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)}
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</div>
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{/* HP */}
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<div className="text-center">
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<div className="text-sm">
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<span className={dead ? 'text-danger' : 'text-ink'}>{c.hp.current}</span>
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<span className="text-muted">/{c.hp.max}</span>
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{c.hp.temp > 0 && <span className="text-info"> +{c.hp.temp}</span>}
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</div>
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<div className="mt-1 flex items-center gap-1">
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<NumberField className="w-14" value={delta} min={0} onChange={setDelta} aria-label={`${c.name} HP change`} />
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<Button size="sm" variant="danger" onClick={() => { onDamage(delta); setDelta(0); }}>
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−
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</Button>
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<Button size="sm" variant="secondary" onClick={() => { onHeal(delta); setDelta(0); }}>
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+
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</Button>
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</div>
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</div>
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<div className="text-center text-sm">
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<div className="text-muted">AC</div>
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<NumberField className="w-12" value={c.ac} min={0} onChange={(ac) => onChange({ ac })} aria-label={`${c.name} AC`} />
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</div>
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<div className="flex flex-col gap-1">
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<Button size="icon" variant="ghost" onClick={() => onMove(-1)} aria-label="Move up" title="Move up">↑</Button>
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<Button size="icon" variant="ghost" onClick={() => onMove(1)} aria-label="Move down" title="Move down">↓</Button>
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</div>
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<Button size="icon" variant="ghost" className="text-danger" onClick={onRemove} aria-label={`Remove ${c.name}`}>✕</Button>
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</div>
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<div className="mt-2 flex items-center gap-2">
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<Input
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className="h-8 max-w-48 text-xs"
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value={conditionText}
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placeholder="Add condition (e.g. Prone, Frightened 2)"
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onChange={(e) => setConditionText(e.target.value)}
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onKeyDown={(e) => {
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if (e.key === 'Enter' && conditionText.trim()) {
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const m = /^(.*?)(?:\s+(\d+))?$/.exec(conditionText.trim());
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const nameOnly = (m?.[1] ?? conditionText).trim();
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const value = m?.[2] ? Number(m[2]) : undefined;
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onChange({ conditions: [...c.conditions, { name: nameOnly, ...(value ? { value } : {}) }] });
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setConditionText('');
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}
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}}
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/>
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</div>
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</li>
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);
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}
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