NilsBriggen 7271978d7d Assistant: deterministic encounter advisor reinforces the existing fight
Instead of proposing a fresh alternative encounter, the non-AI path now:
- adds MORE of the creatures already present ('Add 2 more Goblin'), computing the
  exact count needed and accounting for the 5e encounter multiplier, or
- adds a thematically related stronger creature from the bestiary (shared name
  token, level/CR-appropriate) when that reaches the target with fewer bodies.
Only builds a fresh group when the encounter is empty. Apply clones the existing
combatant (works for homebrew/custom too) or pulls from the pool.
Existing creatures are also offered to the AI as candidates so it can likewise
say 'add another goblin'.

New suggestReinforcements() + baseName() in encounter.ts with unit tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:33:50 +02:00
2026-06-07 23:47:39 +02:00
2026-06-07 23:47:39 +02:00
2026-06-07 23:47:39 +02:00
2026-06-07 23:47:39 +02:00
2026-06-07 23:47:39 +02:00
2026-06-07 23:47:39 +02:00

TTRPG Manager

A local-first campaign manager for D&D 5e and Pathfinder 2e, built for both Game Masters and players. Runs entirely in the browser (installable as a PWA) — your data lives in IndexedDB on your device; no account, no server.

Features (MVP)

  • Campaigns — create per-system campaigns; deleting one cascades to all its data.
  • Characters — 5e/PF2e sheets with live derived stats: ability modifiers, proficiency, skills, saves, AC, initiative, HP (with damage/heal/temp). Autosaves.
  • Combat tracker — initiative order, round/turn tracking, conditions, HP, and add/remove/reorder mid-fight without ever corrupting whose turn it is.
  • Dice — full notation (2d6+3, 4d6kh3), advantage/disadvantage, seedable RNG, per-campaign roll history.
  • Compendium — searchable SRD bestiary, spells, and magic items. Add any monster straight into the open encounter.

Tech

  • React 19 + TypeScript (strict) + Vite
  • TanStack Router · Zustand · Zod · Dexie (IndexedDB) · Tailwind v4 · Fuse.js
  • Vitest (unit) + Playwright (e2e), PWA via vite-plugin-pwa

Architecture

src/
  lib/
    rules/        # game-system abstraction — 5e & pf2e behind one RulesSystem interface
    combat/       # pure, tested turn-order + HP engine
    dice/         # notation parser + roller
    db/           # Dexie schema + repositories (cascade deletes, validation on write)
    schemas/      # Zod entity schemas — every number rejects NaN/Infinity
    compendium/   # lazy SRD data loaders (code-split out of the main bundle)
  features/       # campaigns, characters, combat, dice, compendium (UI)
  components/ui/  # design-system primitives
  data/srd/       # SRD JSON (Open5e + MPMB); regenerate with scripts/fetch_data.py

The rules layer means features never branch on if (system === '5e'); they call the RulesSystem interface, so adding a system is a self-contained module.

Development

bun install
bun run dev          # dev server at http://localhost:5173
bun run test         # unit tests (vitest)
bun run test:e2e     # end-to-end (playwright)
bun run build        # typecheck + production build
bun run lint

Roadmap

Notes/journal, maps with fog of war, encounter/loot builders, a shared player view, PF2e compendium data, and an optional sync backend for real-time tables.

History

This is a from-scratch rebuild. The previous implementation (deleted) had ~135 documented bugs and no version control; its bug report is kept at docs/OLD_BUG_HUNT_REPORT.md as a record of failure modes designed against here (silent data loss, turn-order corruption, no cascade deletes, NaN inputs, dead Tauri integration). The SRD data and Python scrapers were preserved.

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