Files
ttrpg_manager/src/features/assistant/SignalsBell.tsx
T
NilsBriggen 895807d6c9 Polish sprint 2/2: layouts, UX consistency, pf2e conditions
Layout:
- CombatantRow: action controls (damage/AC/move/remove) grouped into one
  right-aligned wrapper so they wrap together instead of scattering on narrow
  widths.
- top bar: the campaign switcher now shrinks/truncates instead of overflowing
  on tablet widths.
- character sheet header: stat coins go full-width grid on mobile; the name
  truncates and scales down on small screens.

UX consistency:
- player Cast and resource Spend/Regain no longer fail silently — Cast shows the
  reason, resource −/+ disable at their bounds.
- the AI encounter builder now catches load failures and reports them; level-up
  advisor shows the human error message, not the error-kind enum.
- section headers standardized on the .smallcaps design token across 16 files
  (replacing an ad-hoc uppercase class).
- player HP bar uses the shared Meter primitive.

pf2e depth: condition-effects table gains drained, dazzled, enfeebled, fatigued.
FeatCard: dropped a dead text-xl wrapper left from the emoji purge.

Left as documented (functional, off-theme, refactor-risky): the native
confirm/prompt in Settings cloud-conflict and the session-password flow.

Gate: 293 unit + 35 e2e + 2 realtime; tsc + build clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 11:38:24 +02:00

114 lines
5.2 KiB
TypeScript

import { useEffect, useMemo, useRef, useState } from 'react';
import { Bell, X } from 'lucide-react';
import type { Campaign } from '@/lib/schemas';
import { buildSignals } from '@/lib/assistant/signals';
import type { Suggestion } from '@/lib/assistant/advisors';
import { useActiveCampaign } from '@/features/campaigns/hooks';
import { useCharacters } from '@/features/characters/hooks';
import { useNotes, useQuests } from '@/features/world/hooks';
import { useEncounters } from '@/features/combat/hooks';
import { Button } from '@/components/ui/Button';
import { cn } from '@/lib/cn';
import { useSignalAction } from './useSignalAction';
const DOT: Record<Suggestion['severity'], string> = {
danger: 'bg-danger',
warn: 'bg-warning',
info: 'bg-info',
};
/**
* Ambient, app-wide "what needs my attention" surface. Watches the active
* campaign's state and surfaces one-click signals from anywhere — the proactive
* core of the assistant. Renders nothing without an active campaign.
*/
export function SignalsBell() {
const campaign = useActiveCampaign();
if (!campaign) return null;
return <SignalsBellInner campaign={campaign} />;
}
function SignalsBellInner({ campaign }: { campaign: Campaign }) {
const characters = useCharacters(campaign.id);
const notes = useNotes(campaign.id);
const quests = useQuests(campaign.id);
const encounters = useEncounters(campaign.id);
const activeEnc = encounters.find((e) => e.status === 'active');
const [dismissed, setDismissed] = useState<Set<string>>(new Set());
const [open, setOpen] = useState(false);
const [msg, setMsg] = useState<string | null>(null);
const runAction = useSignalAction(campaign.id, setMsg);
const ref = useRef<HTMLDivElement>(null);
const signals = useMemo(
() => buildSignals({ activeEncounter: activeEnc, characters, notes, quests }).filter((s) => !dismissed.has(s.id)),
[activeEnc, characters, notes, quests, dismissed],
);
// The badge counts only things that genuinely want attention.
const attention = signals.filter((s) => s.severity !== 'info').length;
// Close the popover on an outside click or Escape.
useEffect(() => {
if (!open) return;
const onDown = (e: MouseEvent) => { if (ref.current && !ref.current.contains(e.target as Node)) setOpen(false); };
const onKey = (e: KeyboardEvent) => { if (e.key === 'Escape') setOpen(false); };
document.addEventListener('mousedown', onDown);
document.addEventListener('keydown', onKey);
return () => { document.removeEventListener('mousedown', onDown); document.removeEventListener('keydown', onKey); };
}, [open]);
return (
<div className="relative" ref={ref}>
<button
onClick={() => setOpen((o) => !o)}
aria-label={`Signals${attention > 0 ? ` (${attention} need attention)` : ''}`}
title="Signals — things that may need your attention"
className="relative grid h-9 w-9 flex-none place-items-center rounded-md text-muted hover:bg-elevated hover:text-ink"
>
<Bell size={18} aria-hidden />
{attention > 0 && (
<span className="absolute -right-0.5 -top-0.5 grid min-w-[16px] place-items-center rounded-full bg-danger px-1 text-[10px] font-semibold leading-4 text-white">
{attention}
</span>
)}
</button>
{open && (
<div className="absolute right-0 top-11 z-50 w-80 max-w-[calc(100vw-1.5rem)] rounded-xl border border-line bg-panel p-2 shadow-xl">
<div className="flex items-center justify-between px-2 py-1">
<span className="smallcaps">Signals</span>
{signals.length > 0 && (
<button className="text-xs text-faint hover:text-ink" onClick={() => setDismissed(new Set(signals.map((s) => s.id)))}>Clear all</button>
)}
</div>
{msg && <p className="px-2 pb-1 text-xs text-success" aria-live="polite">{msg}</p>}
{signals.length === 0 ? (
<p className="px-2 py-3 text-sm text-muted">Nothing needs your attention.</p>
) : (
<ul className="max-h-[60vh] space-y-1 overflow-y-auto">
{signals.map((s) => (
<li key={s.id} className="flex items-start gap-2 rounded-lg border border-line/70 bg-surface p-2">
<span className={cn('mt-1.5 h-2 w-2 shrink-0 rounded-full', DOT[s.severity])} aria-hidden />
<div className="min-w-0 flex-1">
<div className="text-sm font-medium text-ink">{s.title}</div>
{s.detail && <div className="text-xs text-muted">{s.detail}</div>}
{s.action && (
<Button size="sm" variant="secondary" className="mt-1.5" onClick={() => { void runAction(s.action!); if (s.action!.type !== 'goto') setMsg(null); setOpen(s.action!.type !== 'goto'); }}>
{s.action.label}
</Button>
)}
</div>
<button className="text-faint hover:text-ink" aria-label="Dismiss" onClick={() => setDismissed((d) => new Set(d).add(s.id))}>
<X size={13} aria-hidden />
</button>
</li>
))}
</ul>
)}
</div>
)}
</div>
);
}