Files
ttrpg_manager/src/lib/db/db.ts
T
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

129 lines
5.0 KiB
TypeScript

import Dexie, { type EntityTable } from 'dexie';
import type { Campaign } from '@/lib/schemas/campaign';
import type { Character } from '@/lib/schemas/character';
import type { Encounter } from '@/lib/schemas/encounter';
import type { DiceRoll } from '@/lib/schemas/dice';
import type { Note, Npc, Quest, Calendar, BattleMap, Homebrew } from '@/lib/schemas/world';
import { characterDefaults } from '@/lib/schemas/character';
/**
* Single Dexie instance for the whole app. Dexie wraps IndexedDB transactions
* correctly (commits before resolving), which removes the silent-data-loss
* class of bugs the old hand-rolled adapter shipped with.
*
* Schema versions are additive: bump `version(n)` and add a `.upgrade()` when
* the shape changes — never edit a past version in place.
*/
export class TtrpgDatabase extends Dexie {
campaigns!: EntityTable<Campaign, 'id'>;
characters!: EntityTable<Character, 'id'>;
encounters!: EntityTable<Encounter, 'id'>;
diceRolls!: EntityTable<DiceRoll, 'id'>;
notes!: EntityTable<Note, 'id'>;
npcs!: EntityTable<Npc, 'id'>;
quests!: EntityTable<Quest, 'id'>;
calendars!: EntityTable<Calendar, 'campaignId'>;
maps!: EntityTable<BattleMap, 'id'>;
homebrew!: EntityTable<Homebrew, 'id'>;
constructor() {
super('ttrpg-manager');
this.version(1).stores({
campaigns: 'id, updatedAt',
characters: 'id, campaignId, kind',
encounters: 'id, campaignId, status',
diceRolls: 'id, campaignId, createdAt',
});
// v2 — Phase 1 character depth: backfill new fields on existing characters.
this.version(2).stores({}).upgrade(async (tx) => {
await tx
.table('characters')
.toCollection()
.modify((c: Record<string, unknown>) => {
for (const [key, value] of Object.entries(characterDefaults())) {
if (c[key] === undefined) c[key] = value;
}
});
});
// v3 — Phase 3 combat depth: backfill the encounter event log.
this.version(3).stores({}).upgrade(async (tx) => {
await tx
.table('encounters')
.toCollection()
.modify((e: Record<string, unknown>) => {
if (e.log === undefined) e.log = [];
});
});
// v4 — Phase 5 worldbuilding: notes, NPCs, quests, calendar.
this.version(4).stores({
notes: 'id, campaignId',
npcs: 'id, campaignId',
quests: 'id, campaignId, status',
calendars: 'campaignId',
});
// v5 — Phase 7 maps/VTT.
this.version(5).stores({ maps: 'id, campaignId' });
// v6 — Phase 9 homebrew content.
this.version(6).stores({ homebrew: 'id, campaignId, [campaignId+kind]' });
// v7 — Phase 13 assistant: encounters gain optional partyLevelsSnapshot +
// outcome. Both optional, so existing rows stay valid; no backfill needed.
this.version(7).stores({});
// v8 — Phase 17 VTT overhaul: maps gain drawings/gridUnit/gridType/fogVersion;
// tokens gain size/kind/conditions/gmOnly. All defaulted, so backfill is
// belt-and-suspenders (repo re-parses on save too).
this.version(8).stores({}).upgrade(async (tx) => {
await tx
.table('maps')
.toCollection()
.modify((m: Record<string, unknown>) => {
if (m.drawings === undefined) m.drawings = [];
if (m.gridUnit === undefined) m.gridUnit = { feet: 5 };
if (m.gridType === undefined) m.gridType = 'square';
if (m.fogVersion === undefined) m.fogVersion = 1;
const tokens = Array.isArray(m.tokens) ? (m.tokens as Record<string, unknown>[]) : [];
for (const t of tokens) {
if (t.size === undefined) t.size = 1;
if (t.kind === undefined) t.kind = 'npc';
if (t.conditions === undefined) t.conditions = [];
if (t.gmOnly === undefined) t.gmOnly = false;
}
});
});
// v9 — Phase 20: tokens gain optional combatantId (live HP from an encounter
// combatant). Optional field — no backfill needed; existing rows parse fine.
this.version(9).stores({});
// v10 — Phase 2: characters gain `portrait`, map tokens gain `image`
// (both optional data URLs). No backfill needed.
this.version(10).stores({});
// v11 — Phase 3: maps gain walls/doors/lights (UVTT import + dynamic vision).
// Backfill empty arrays so code can read them on pre-existing maps.
this.version(11).stores({}).upgrade(async (tx) => {
await tx.table('maps').toCollection().modify((m: Record<string, unknown>) => {
if (m.walls === undefined) m.walls = [];
if (m.doors === undefined) m.doors = [];
if (m.lights === undefined) m.lights = [];
});
});
// v12 — Phase 4: maps gain dynamicVision + sightRadiusFeet.
this.version(12).stores({}).upgrade(async (tx) => {
await tx.table('maps').toCollection().modify((m: Record<string, unknown>) => {
if (m.dynamicVision === undefined) m.dynamicVision = false;
if (m.sightRadiusFeet === undefined) m.sightRadiusFeet = 60;
});
});
}
}
export const db = new TtrpgDatabase();