fb459ad92c
- 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>
103 lines
3.8 KiB
TypeScript
103 lines
3.8 KiB
TypeScript
import Dexie, { type EntityTable } from 'dexie';
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import type { Campaign } from '@/lib/schemas/campaign';
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import type { Character } from '@/lib/schemas/character';
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import type { Encounter } from '@/lib/schemas/encounter';
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import type { DiceRoll } from '@/lib/schemas/dice';
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import type { Note, Npc, Quest, Calendar, BattleMap, Homebrew } from '@/lib/schemas/world';
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import { characterDefaults } from '@/lib/schemas/character';
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/**
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* Single Dexie instance for the whole app. Dexie wraps IndexedDB transactions
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* correctly (commits before resolving), which removes the silent-data-loss
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* class of bugs the old hand-rolled adapter shipped with.
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*
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* Schema versions are additive: bump `version(n)` and add a `.upgrade()` when
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* the shape changes — never edit a past version in place.
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*/
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export class TtrpgDatabase extends Dexie {
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campaigns!: EntityTable<Campaign, 'id'>;
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characters!: EntityTable<Character, 'id'>;
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encounters!: EntityTable<Encounter, 'id'>;
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diceRolls!: EntityTable<DiceRoll, 'id'>;
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notes!: EntityTable<Note, 'id'>;
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npcs!: EntityTable<Npc, 'id'>;
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quests!: EntityTable<Quest, 'id'>;
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calendars!: EntityTable<Calendar, 'campaignId'>;
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maps!: EntityTable<BattleMap, 'id'>;
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homebrew!: EntityTable<Homebrew, 'id'>;
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constructor() {
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super('ttrpg-manager');
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this.version(1).stores({
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campaigns: 'id, updatedAt',
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characters: 'id, campaignId, kind',
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encounters: 'id, campaignId, status',
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diceRolls: 'id, campaignId, createdAt',
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});
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// v2 — Phase 1 character depth: backfill new fields on existing characters.
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this.version(2).stores({}).upgrade(async (tx) => {
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await tx
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.table('characters')
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.toCollection()
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.modify((c: Record<string, unknown>) => {
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for (const [key, value] of Object.entries(characterDefaults())) {
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if (c[key] === undefined) c[key] = value;
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}
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});
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});
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// v3 — Phase 3 combat depth: backfill the encounter event log.
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this.version(3).stores({}).upgrade(async (tx) => {
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await tx
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.table('encounters')
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.toCollection()
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.modify((e: Record<string, unknown>) => {
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if (e.log === undefined) e.log = [];
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});
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});
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// v4 — Phase 5 worldbuilding: notes, NPCs, quests, calendar.
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this.version(4).stores({
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notes: 'id, campaignId',
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npcs: 'id, campaignId',
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quests: 'id, campaignId, status',
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calendars: 'campaignId',
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});
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// v5 — Phase 7 maps/VTT.
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this.version(5).stores({ maps: 'id, campaignId' });
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// v6 — Phase 9 homebrew content.
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this.version(6).stores({ homebrew: 'id, campaignId, [campaignId+kind]' });
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// v7 — Phase 13 assistant: encounters gain optional partyLevelsSnapshot +
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// outcome. Both optional, so existing rows stay valid; no backfill needed.
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this.version(7).stores({});
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// v8 — Phase 17 VTT overhaul: maps gain drawings/gridUnit/gridType/fogVersion;
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// tokens gain size/kind/conditions/gmOnly. All defaulted, so backfill is
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// belt-and-suspenders (repo re-parses on save too).
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this.version(8).stores({}).upgrade(async (tx) => {
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await tx
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.table('maps')
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.toCollection()
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.modify((m: Record<string, unknown>) => {
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if (m.drawings === undefined) m.drawings = [];
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if (m.gridUnit === undefined) m.gridUnit = { feet: 5 };
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if (m.gridType === undefined) m.gridType = 'square';
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if (m.fogVersion === undefined) m.fogVersion = 1;
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const tokens = Array.isArray(m.tokens) ? (m.tokens as Record<string, unknown>[]) : [];
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for (const t of tokens) {
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if (t.size === undefined) t.size = 1;
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if (t.kind === undefined) t.kind = 'npc';
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if (t.conditions === undefined) t.conditions = [];
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if (t.gmOnly === undefined) t.gmOnly = false;
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}
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});
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});
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}
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}
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export const db = new TtrpgDatabase();
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