V1.10.0: NPCs change money and sell things

- An NPC can change gold and cash at a rate of their own ("2 gold = $15"),
  the same both ways. Only gold and cash are taken: no silver, no copper
  and no change, and the amount has to be a whole multiple of the rate.
- An NPC can sell weapons and items from the campaign pools, each with a
  price in any coin or in cash, a level and an optional stock. The wares
  follow the NPC into every quest. An encounter can sell things itself
  too, for a stall with nobody behind it.
- Trading is open only in an NPC quest in progress, never in a battle,
  with an NPC who is in the scene and standing, for a character who is in
  it. Players see every rate and ware and trade for their own character
  in a new Trade card; the DM can trade for anyone.
- Only the DM sets trade up: "Trade" on an NPC's row on the campaign page,
  and the DM's part of the Trade card for an encounter's own wares. A
  ware's price and stock can be edited afterwards.
- Every exchange and purchase is written to the character's money log.
- All packages at version 1.10.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-07 13:45:40 +02:00
co-authored by Claude Opus 5.5
parent bdce3399ee
commit c852ecb2e4
23 changed files with 1281 additions and 65 deletions
+3 -3
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@@ -14,10 +14,10 @@ monsters, and a real-time encounter/combat tracker.
| `docs/CHARACTERS.md` | Building a character, every number on the sheet, levels, money, permissions |
| `docs/WEAPONS.md` | The weapon pool, weapon levels and how damage grows |
| `docs/SPELLS.md` | The spell list, who can use which spells, the spell library |
| `docs/ITEMS.md` | The item pool and character inventory |
| `docs/ENCOUNTERS.md` | Battles and NPC quests, turns, rewards, what players see |
| `docs/ITEMS.md` | The item pool, character inventory, items for sale |
| `docs/ENCOUNTERS.md` | Battles and NPC quests, turns, rewards, trade, what players see |
| `docs/MONSTERS.md` | The monster list and built-in bestiary |
| `docs/NPCS.md` | Non-player characters |
| `docs/NPCS.md` | Non-player characters, what they sell and the rates they change money at |
`CLAUDE_BUILD_PROMPT.md`, `docs/GAME_RULES_REFERENCE.md` and
`docs/ROLL_YOUR_CHARACTER.md` are the original specifications the first
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "backend",
"version": "1.9.0",
"version": "1.10.0",
"private": true,
"type": "commonjs",
"main": "src/index.js",
@@ -0,0 +1,28 @@
-- AlterTable: an NPC who changes money does it at their own rate, this many
-- gold for that much cash. Both are null for an NPC who does not.
ALTER TABLE "npcs" ADD COLUMN "exchangeGold" INTEGER;
ALTER TABLE "npcs" ADD COLUMN "exchangeCash" INTEGER;
-- CreateTable: something for sale, by an NPC or at an encounter itself
CREATE TABLE "sale_offers" (
"id" TEXT NOT NULL,
"campaignId" TEXT NOT NULL,
"npcId" TEXT,
"encounterId" TEXT,
"weaponId" TEXT,
"itemId" TEXT,
"price" INTEGER NOT NULL,
"currency" "Currency" NOT NULL DEFAULT 'GOLD',
"level" INTEGER NOT NULL DEFAULT 1,
"stock" INTEGER,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "sale_offers_pkey" PRIMARY KEY ("id")
);
-- AddForeignKey
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_npcId_fkey" FOREIGN KEY ("npcId") REFERENCES "npcs"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_encounterId_fkey" FOREIGN KEY ("encounterId") REFERENCES "encounters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_weaponId_fkey" FOREIGN KEY ("weaponId") REFERENCES "weapons"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_itemId_fkey" FOREIGN KEY ("itemId") REFERENCES "items"("id") ON DELETE CASCADE ON UPDATE CASCADE;
+36
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@@ -188,6 +188,7 @@ model Campaign {
monsters Monster[]
npcs Npc[]
encounters Encounter[]
saleOffers SaleOffer[]
notes Note[]
locations Location[]
@@ -372,6 +373,7 @@ model Weapon {
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
assigned CharacterWeapon[]
rewards EncounterReward[]
offers SaleOffer[]
@@map("weapons")
}
@@ -406,6 +408,7 @@ model Item {
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
held InventoryItem[]
rewards EncounterReward[]
offers SaleOffer[]
@@map("items")
}
@@ -527,10 +530,15 @@ model Npc {
maxHp Int?
attackBonus Int?
damageDice String?
// A money changer swaps gold and cash at their own rate: exchangeGold gold
// for exchangeCash cash, either way. Both null: this NPC does not exchange.
exchangeGold Int?
exchangeCash Int?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
encounterAppearances EncounterParticipant[]
wares SaleOffer[]
@@map("npcs")
}
@@ -565,6 +573,7 @@ model Encounter {
location Location? @relation(fields: [locationId], references: [id], onDelete: SetNull)
participants EncounterParticipant[]
rewards EncounterReward[]
wares SaleOffer[]
@@map("encounters")
}
@@ -594,6 +603,33 @@ model EncounterReward {
@@map("encounter_rewards")
}
// Something for sale: a weapon or item from the campaign pools, at a price.
// It belongs to an NPC (and is on offer wherever that NPC is met) or to an
// encounter itself (a stall, a vending machine). Only the DM sets these up;
// players see them, and buy, in a quest encounter in progress
// (encounters.routes.js).
model SaleOffer {
id String @id @default(cuid())
campaignId String
npcId String? // exactly one of npcId / encounterId is set
encounterId String?
weaponId String? // exactly one of weaponId / itemId is set
itemId String?
price Int // for one, in `currency`
currency Currency @default(GOLD)
level Int @default(1) // gear level it is handed over at
stock Int? // how many are left; null = no limit
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
npc Npc? @relation(fields: [npcId], references: [id], onDelete: Cascade)
encounter Encounter? @relation(fields: [encounterId], references: [id], onDelete: Cascade)
weapon Weapon? @relation(fields: [weaponId], references: [id], onDelete: Cascade)
item Item? @relation(fields: [itemId], references: [id], onDelete: Cascade)
@@map("sale_offers")
}
// A row per combatant in an encounter — a character, a monster or an NPC.
// A monster's currentHp/maxHp live here, per instance. A character's HP has
// one source of truth, the Character row: encounters read and write that, and
+130 -1
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@@ -989,7 +989,11 @@ describe('encounters', () => {
await request(app).post(`${e}/participants`).set(dmAuth).send({ characterId: heroId });
const playerView = byName((await request(app).get(e).set(playerAuth)).body.encounter);
expect(playerView['Mayor Orla'].npc).toEqual({ id: mayor.id, name: 'Mayor Orla', role: 'Mayor', disposition: 'HOSTILE', description: 'Tired but kind.' });
// What a player gets is exactly this: the public face, plus what the NPC trades (nothing, here).
expect(playerView['Mayor Orla'].npc).toEqual({
id: mayor.id, name: 'Mayor Orla', role: 'Mayor', disposition: 'HOSTILE', description: 'Tired but kind.',
exchangeGold: null, exchangeCash: null, wares: [],
});
// Deleting an NPC takes it out of the scenes it was in.
expect((await request(app).delete(`${c}/npcs/${hermit.id}`).set(dmAuth)).status).toBe(204);
@@ -2401,3 +2405,128 @@ describe('paying with change', () => {
expect(await purse()).toEqual([0, 6, 5]);
});
});
describe('trade', () => {
itIfDb('changes gold and cash with an NPC and sells wares, in a quest in progress only', async () => {
const { dmAuth, playerAuth, campaign } = await setupCampaign('trade');
const c = `/campaigns/${campaign.id}`;
const heroId = await buildCharacter(campaign.id, playerAuth, 'Aria');
const post = (path, body, auth = dmAuth) => request(app).post(path).set(auth).send(body);
// An NPC's rate has two sides, and only the DM sets it.
expect((await post(`${c}/npcs`, { name: 'Half', exchangeGold: 2 })).status).toBe(400);
const changer = (await post(`${c}/npcs`, { name: 'Vex', exchangeGold: 2, exchangeCash: 15 })).body.npc;
expect(changer).toMatchObject({ exchangeGold: 2, exchangeCash: 15 });
const baker = (await post(`${c}/npcs`, { name: 'Baker' })).body.npc;
const elsewhere = (await post(`${c}/npcs`, { name: 'Hermit' })).body.npc;
const patchNpc = (id, body) => request(app).patch(`${c}/npcs/${id}`).set(dmAuth).send(body);
expect((await patchNpc(baker.id, { exchangeCash: 3 })).status).toBe(400);
// Wares come from the campaign pools and belong to one seller.
const bread = (await post(`${c}/items`, { name: 'Bread' })).body.item;
const sword = (await post(`${c}/weapons/from-library`, { key: 'longsword' })).body.weapon;
const quest = (await post(`${c}/encounters`, { name: 'Market Day', mode: 'QUEST' })).body.encounter;
const e = `/encounters/${quest.id}`;
expect((await post(`${c}/wares`, { npcId: baker.id, itemId: bread.id, price: 3, currency: 'SILVER' }, playerAuth)).status).toBe(403);
expect((await post(`${c}/wares`, { itemId: bread.id, price: 3 })).status).toBe(400); // no seller
expect((await post(`${c}/wares`, { npcId: baker.id, encounterId: quest.id, itemId: bread.id, price: 3 })).status).toBe(400); // two sellers
expect((await post(`${c}/wares`, { npcId: baker.id, itemId: bread.id, weaponId: sword.id, price: 3 })).status).toBe(400); // two things
expect((await post(`${c}/wares`, { npcId: baker.id, itemId: 'nope', price: 3 })).status).toBe(400);
const loaf = (await post(`${c}/wares`, { npcId: baker.id, itemId: bread.id, price: 3, currency: 'SILVER', stock: 2 })).body.ware;
const blade = (await post(`${c}/wares`, { encounterId: quest.id, weaponId: sword.id, price: 40, currency: 'CASH' })).body.ware;
const relic = (await post(`${c}/wares`, { npcId: elsewhere.id, itemId: bread.id, price: 1 })).body.ware;
expect(loaf).toMatchObject({ stock: 2, level: 1, item: { name: 'Bread' } });
expect(blade.stock).toBeNull();
const npcList = (await request(app).get(`${c}/npcs`).set(dmAuth)).body.npcs;
expect(npcList.find((n) => n.id === baker.id).wares).toHaveLength(1);
await post(`${e}/participants`, { characterId: heroId });
await post(`${e}/participants`, { npcId: changer.id });
const bakerRow = (await post(`${e}/participants`, { npcId: baker.id })).body.participant;
await post(`/characters/${heroId}/gold`, { amount: 10 });
// Players see the rate and everything for sale in the scene.
const seen = (await request(app).get(e).set(playerAuth)).body.encounter;
const seenNpc = (name) => seen.participants.find((p) => p.npc?.name === name).npc;
expect(seenNpc('Vex')).toMatchObject({ exchangeGold: 2, exchangeCash: 15 });
expect(seenNpc('Baker').wares.map((w) => [w.item.name, w.price, w.currency, w.stock])).toEqual([['Bread', 3, 'SILVER', 2]]);
expect(seen.wares.map((w) => w.weapon.name)).toEqual(['Longsword']);
expect(seenNpc('Baker').dmNotes).toBeUndefined();
const exchange = (body, auth = playerAuth) => post(`${e}/exchange`, { characterId: heroId, npcId: changer.id, ...body }, auth);
const buy = (wareId, body = {}, auth = playerAuth) => post(`${e}/wares/${wareId}/buy`, { characterId: heroId, ...body }, auth);
const purse = async () => {
const { gold, silver, copper, cash } = (await request(app).get(`/characters/${heroId}`).set(playerAuth)).body.character;
return { gold, silver, copper, cash };
};
// Nothing is traded before the quest begins, and never in a battle.
expect((await exchange({ from: 'GOLD', amount: 2 })).status).toBe(400);
expect((await buy(loaf.id)).status).toBe(400);
await request(app).patch(e).set(dmAuth).send({ status: 'ACTIVE', mode: 'BATTLE' });
expect((await exchange({ from: 'GOLD', amount: 2 })).status).toBe(400);
expect((await buy(loaf.id)).status).toBe(400);
await request(app).patch(e).set(dmAuth).send({ mode: 'QUEST' });
// Gold and cash only, in whole multiples of the rate, either way.
expect((await exchange({ from: 'SILVER', amount: 10 })).status).toBe(400);
expect((await exchange({ from: 'GOLD', amount: 3 })).status).toBe(400);
expect((await exchange({ from: 'GOLD', amount: 12 })).status).toBe(400); // only has 10
expect((await exchange({ from: 'GOLD', amount: 2, npcId: baker.id })).status).toBe(400); // not a money changer
const changed = await exchange({ from: 'GOLD', amount: 6 });
expect(changed.status).toBe(201);
expect(changed.body).toMatchObject({ received: 45, currency: 'CASH' });
expect(await purse()).toEqual({ gold: 4, silver: 0, copper: 0, cash: 45 });
expect((await exchange({ from: 'CASH', amount: 20 })).status).toBe(400);
expect((await exchange({ from: 'CASH', amount: 15 })).body.received).toBe(2);
expect(await purse()).toEqual({ gold: 6, silver: 0, copper: 0, cash: 30 });
const ledger = (await request(app).get(`/characters/${heroId}/gold`).set(playerAuth)).body.transactions;
expect(ledger.slice(0, 2).map((t) => [t.currency, t.amount, t.reason]).sort()).toEqual([
['CASH', -15, 'Changed with Vex for 2 gold'],
['GOLD', 2, 'Changed with Vex from $15'],
]);
// Buying pays the price (coins make change), hands the thing over and uses up stock.
expect((await buy(relic.id)).status).toBe(400); // that NPC is not here
expect((await buy(blade.id)).status).toBe(400); // $40, has $30
expect((await buy(loaf.id, { quantity: 3 })).status).toBe(400); // only 2 left
const bought = await buy(loaf.id, { quantity: 2 });
expect(bought.status).toBe(201);
expect(await purse()).toEqual({ gold: 5, silver: 4, copper: 0, cash: 30 });
expect((await buy(loaf.id)).body.error).toContain('sold out');
await exchange({ from: 'GOLD', amount: 2 });
expect((await buy(blade.id)).status).toBe(201);
expect(await purse()).toEqual({ gold: 3, silver: 4, copper: 0, cash: 5 });
const sheet = (await request(app).get(`/characters/${heroId}`).set(playerAuth)).body.character;
expect(sheet.inventoryItems.map((i) => [i.item.name, i.quantity])).toEqual([['Bread', 2]]);
expect(sheet.weapons.map((w) => w.weapon.name)).toContain('Longsword');
// A player trades for their own character only; an NPC who is down sells nothing.
const other = await request(app).post('/auth/register').send({ email: uniqueEmail('trade-other'), password: 'password123', displayName: 'Other' });
cleanupUserIds.push(other.body.user.id);
const otherAuth = { Authorization: `Bearer ${other.body.token}` };
await request(app).post(`/campaigns/join/${campaign.inviteCode}`).set(otherAuth);
const otherId = await buildCharacter(campaign.id, otherAuth, 'Bo');
await post(`${e}/participants`, { characterId: otherId });
expect((await buy(blade.id, {}, otherAuth)).status).toBe(403);
expect((await exchange({ from: 'GOLD', amount: 2 }, dmAuth)).status).toBe(201); // the DM can, for anyone
// The DM can reprice and restock a ware; nobody else can.
const patchWare = (auth, body) => request(app).patch(`${c}/wares/${loaf.id}`).set(auth).send(body);
expect((await patchWare(playerAuth, { price: 1 })).status).toBe(403);
expect((await patchWare(dmAuth, { price: 0 })).status).toBe(400);
expect((await patchWare(dmAuth, { stock: 5, price: 1, currency: 'COPPER' })).body.ware).toMatchObject({ stock: 5, price: 1, currency: 'COPPER', item: { name: 'Bread' } });
expect((await patchWare(dmAuth, { stock: null })).body.ware).toMatchObject({ stock: null, price: 1 });
expect((await buy(loaf.id)).status).toBe(201);
expect(await purse()).toEqual({ gold: 1, silver: 3, copper: 9, cash: 20 });
await patchNpc(baker.id, { maxHp: 5 });
await request(app).delete(`${e}/participants/${bakerRow.id}`).set(dmAuth);
const downRow = (await post(`${e}/participants`, { npcId: baker.id })).body.participant;
await request(app).patch(`${e}/participants/${downRow.id}`).set(dmAuth).send({ currentHp: 0 });
expect((await buy(loaf.id)).status).toBe(400);
expect((await request(app).delete(`${c}/wares/${blade.id}`).set(playerAuth)).status).toBe(403);
expect((await request(app).delete(`${c}/wares/${blade.id}`).set(dmAuth)).status).toBe(204);
expect((await request(app).get(e).set(playerAuth)).body.encounter.wares).toEqual([]);
});
});
+104 -1
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@@ -8,6 +8,7 @@ const { computeCharacterSheet, MAX_DAMAGE_SCALING, MAX_GEAR_LEVEL } = require('.
const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../game/data/library');
const { visitedLocationIds } = require('../utils/locations');
const { deathSaveInfo } = require('../utils/hp');
const { CURRENCIES } = require('../utils/grants');
const router = express.Router();
@@ -645,7 +646,11 @@ router.put('/:id/encounters/order', requireCampaignMember(), requireDM(), async
router.get('/:id/npcs', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const npcs = await prisma.npc.findMany({ where: { campaignId: req.campaign.id }, orderBy: { name: 'asc' } });
const npcs = await prisma.npc.findMany({
where: { campaignId: req.campaign.id },
include: { wares: { include: WARE_INCLUDE, orderBy: { createdAt: 'asc' } } },
orderBy: { name: 'asc' },
});
res.json({ npcs });
} catch (err) {
next(err);
@@ -662,12 +667,31 @@ const npcSchema = z.object({
maxHp: z.number().int().min(1).max(100000).optional().nullable(),
attackBonus: z.number().int().min(-20).max(50).optional().nullable(),
damageDice: z.string().max(20).optional().nullable(),
// The money changer's rate: exchangeGold gold for exchangeCash cash. Both
// null for an NPC who does not change money.
exchangeGold: z.number().int().min(1).max(1000000).optional().nullable(),
exchangeCash: z.number().int().min(1).max(1000000).optional().nullable(),
});
// A rate has two sides: both are given, or both are cleared.
function halfARate(data) {
const sides = [data.exchangeGold, data.exchangeCash];
return sides.some((side) => side === undefined) !== sides.every((side) => side === undefined) || (sides[0] === null) !== (sides[1] === null);
}
const HALF_A_RATE = 'An exchange rate needs both sides: so much gold for so much cash.';
const WARE_INCLUDE = { weapon: true, item: true };
// Open encounter pages refetch: what is for sale in a scene just changed.
function emitTradeChanged(req) {
req.app.get('io').to(`campaign:${req.campaign.id}`).emit('encounter:participant-updated', {});
}
router.post('/:id/npcs', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = npcSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
if (halfARate(parsed.data)) return res.status(400).json({ error: HALF_A_RATE });
const npc = await prisma.npc.create({ data: { ...parsed.data, campaignId: req.campaign.id } });
res.status(201).json({ npc });
} catch (err) {
@@ -679,8 +703,10 @@ router.patch('/:id/npcs/:npcId', requireCampaignMember(), requireDM(), async (re
try {
const parsed = npcSchema.partial().safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
if (halfARate(parsed.data)) return res.status(400).json({ error: HALF_A_RATE });
const npc = await updatePoolEntry('npc', req.params.npcId, req.campaign.id, parsed.data);
if (!npc) return res.status(404).json({ error: 'NPC not found in this campaign' });
emitTradeChanged(req);
res.json({ npc });
} catch (err) {
next(err);
@@ -780,6 +806,83 @@ router.delete('/:id/locations/:locationId', requireCampaignMember(), requireDM()
}
});
// ---------------------------------------------------------------------------
// Wares — weapons and items for sale, by an NPC or at an encounter itself.
// Only the DM sets them up. Players see them, and buy, on the encounter page
// (encounters.routes.js); an NPC's wares go wherever the NPC does.
// ---------------------------------------------------------------------------
const wareSchema = z
.object({
npcId: z.string().optional(),
encounterId: z.string().optional(),
weaponId: z.string().optional(),
itemId: z.string().optional(),
price: z.number().int().min(1).max(1000000),
currency: z.enum(CURRENCIES).default('GOLD'),
level: z.number().int().min(1).max(MAX_GEAR_LEVEL).optional(),
stock: z.number().int().min(0).max(9999).optional().nullable(), // null: no limit
})
.refine((data) => Boolean(data.npcId) !== Boolean(data.encounterId), { message: 'Say who sells it: an NPC or an encounter, not both' })
.refine((data) => Boolean(data.weaponId) !== Boolean(data.itemId), { message: 'Pick one weapon or one item to sell' });
router.post('/:id/wares', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = wareSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const data = parsed.data;
const inCampaign = async (model, id) => (id ? prisma[model].findFirst({ where: { id, campaignId: req.campaign.id } }) : null);
const seller = (await inCampaign('npc', data.npcId)) || (await inCampaign('encounter', data.encounterId));
if (!seller) return res.status(400).json({ error: 'That seller is not part of this campaign.' });
const entry = (await inCampaign('weapon', data.weaponId)) || (await inCampaign('item', data.itemId));
if (!entry) return res.status(400).json({ error: `That ${data.weaponId ? 'weapon' : 'item'} is not part of this campaign.` });
const level = data.level ?? entry.minLevel;
if (level < entry.minLevel) {
return res.status(400).json({ error: `${entry.name} starts at level ${entry.minLevel} and can't go below it.` });
}
const ware = await prisma.saleOffer.create({ data: { ...data, level, campaignId: req.campaign.id }, include: WARE_INCLUDE });
emitTradeChanged(req);
res.status(201).json({ ware });
} catch (err) {
next(err);
}
});
// The price and what is left can change; what is sold, and by whom, cannot.
const patchWareSchema = z.object({
price: z.number().int().min(1).max(1000000).optional(),
currency: z.enum(CURRENCIES).optional(),
stock: z.number().int().min(0).max(9999).nullable().optional(),
});
router.patch('/:id/wares/:wareId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = patchWareSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
if (!(await updatePoolEntry('saleOffer', req.params.wareId, req.campaign.id, parsed.data))) {
return res.status(404).json({ error: 'Nothing like that is for sale in this campaign' });
}
emitTradeChanged(req);
res.json({ ware: await prisma.saleOffer.findUnique({ where: { id: req.params.wareId }, include: WARE_INCLUDE }) });
} catch (err) {
next(err);
}
});
router.delete('/:id/wares/:wareId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
if (!(await deletePoolEntry('saleOffer', req.params.wareId, req.campaign.id))) {
return res.status(404).json({ error: 'Nothing like that is for sale in this campaign' });
}
emitTradeChanged(req);
res.status(204).end();
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// Default content library — static SRD-style weapons/spells/monsters any
// campaign can pull from, instead of the DM hand-typing everything. See
+151 -3
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@@ -4,7 +4,7 @@ const prisma = require('../db');
const { requireAuth } = require('../middleware/auth');
const { loadCampaignMembership } = require('../middleware/campaignAccess');
const { computeCharacterSheet, computeWeaponStats, canUseGear, abilityModifier, MAX_GEAR_LEVEL } = require('../game/calculations');
const { CURRENCIES, adjustGold, giveGear } = require('../utils/grants');
const { CURRENCIES, InsufficientGoldError, adjustGold, spendCoins, giveGear } = require('../utils/grants');
const { moveCharacters, visitedLocationIds } = require('../utils/locations');
const { NO_DEATH_SAVES, lifeState, deathSaveInfo, changeHp } = require('../utils/hp');
@@ -155,9 +155,14 @@ function characterCombatInfo(character) {
};
}
// What is for sale, oldest first, with the weapon or item itself.
const WARES = { include: { weapon: true, item: true }, orderBy: { createdAt: 'asc' } };
// The DM gets everything. Players get the scene as their characters see it:
// no DM notes, no monster stat blocks, no NPC secrets or stats, and only the
// rewards that have actually been handed out. The fallen (isFallen) are left
// rewards that have actually been handed out. What an NPC sells and the rate
// they change money at are for everyone: `npc.wares`, `npc.exchangeGold` and
// `npc.exchangeCash`, and the scene's own `wares`. The fallen (isFallen) are left
// out of a player's list altogether; of those, only the dead characters are
// named, in `fallen`, so an ally can try to revive them.
//
@@ -182,10 +187,11 @@ async function serializeEncounter(encounterId, isDM, viewerId) {
},
},
monster: true,
npc: true,
npc: { include: { wares: WARES } },
},
},
rewards: { include: { weapon: true, item: true }, orderBy: { createdAt: 'asc' } },
wares: WARES,
},
});
if (!encounter) return encounter;
@@ -777,4 +783,146 @@ router.post('/:id/rewards/:rewardId/award', requireEncounterAccess, requireDM, a
}
});
// ---------------------------------------------------------------------------
// Trade — changing gold and cash with an NPC, and buying what is for sale.
// The DM sets the rates and the wares up (campaigns.routes.js); here the
// players, or the DM for them, use them.
// ---------------------------------------------------------------------------
class TradeError extends Error {
constructor(message, status = 400) {
super(message);
this.status = status;
}
}
function money(amount, currency) {
return currency === 'CASH' ? `$${amount}` : `${amount} ${currency.toLowerCase()}`;
}
// Trading takes someone to trade with and the time to do it, so it happens
// in a quest in progress and never in a battle.
function assertTradeOpen(encounter) {
if (encounter.mode !== 'QUEST') throw new TradeError('Trading happens in a quest, not in a battle.');
if (encounter.status !== 'ACTIVE') throw new TradeError('Trading opens once the quest is in progress.');
}
// The character doing the trading: in this scene, alive, and the player's
// own (the DM can trade for anyone).
async function loadTrader(req, characterId) {
const row = await prisma.encounterParticipant.findFirst({ where: { encounterId: req.encounter.id, characterId }, include: { character: true } });
if (!row) throw new TradeError('That character is not in this encounter.');
if (!req.isDM && row.character.userId !== req.user.id) throw new TradeError('You can only trade for your own character.', 403);
if (isFallen(row)) throw new TradeError(`${row.character.name} is dead.`);
return row.character;
}
// An NPC to trade with has to be in the scene and still standing.
async function loadTradingNpc(req, npcId) {
const row = await prisma.encounterParticipant.findFirst({ where: { encounterId: req.encounter.id, npcId }, include: { npc: true } });
if (!row || isFallen(row)) throw new TradeError('That NPC is not here to trade with.');
return row.npc;
}
function tradeRoute(handler) {
return async (req, res, next) => {
try {
assertTradeOpen(req.encounter);
await handler(req, res);
} catch (err) {
if (err instanceof TradeError) return res.status(err.status).json({ error: err.message });
next(err);
}
};
}
// Changes gold into cash, or cash into gold, at the NPC's own rate. Only
// gold counts: silver and copper are not taken, and none come back. `amount`
// is what is handed over, and has to come to a whole number the other way.
router.post(
'/:id/exchange',
requireEncounterAccess,
tradeRoute(async (req, res) => {
const parsed = z
.object({ characterId: z.string(), npcId: z.string(), from: z.enum(['GOLD', 'CASH']), amount: z.number().int().min(1).max(1000000) })
.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { characterId, npcId, from, amount } = parsed.data;
const to = from === 'GOLD' ? 'CASH' : 'GOLD';
const character = await loadTrader(req, characterId);
const npc = await loadTradingNpc(req, npcId);
if (!npc.exchangeGold || !npc.exchangeCash) throw new TradeError(`${npc.name} does not change money.`);
const rate = { GOLD: npc.exchangeGold, CASH: npc.exchangeCash };
if (amount % rate[from] !== 0) {
throw new TradeError(
`${npc.name} gives ${money(rate.CASH, 'CASH')} for ${money(rate.GOLD, 'GOLD')}: hand over ${from.toLowerCase()} in multiples of ${rate[from]}.`
);
}
const received = (amount / rate[from]) * rate[to];
try {
await prisma.$transaction(async (tx) => {
const base = { characterId: character.id, userId: req.user.id };
await adjustGold(tx, { ...base, currency: from, amount: -amount, reason: `Changed with ${npc.name} for ${money(received, to)}` });
await adjustGold(tx, { ...base, currency: to, amount: received, reason: `Changed with ${npc.name} from ${money(amount, from)}` });
});
} catch (err) {
if (!(err instanceof InsufficientGoldError)) throw err;
throw new TradeError(`${character.name} only has ${money(from === 'GOLD' ? character.gold : character.cash, from)}.`);
}
emitCharacterUpdated(req, character.id);
await respondWithEncounter(req, res, 201, { received, currency: to });
})
);
// Buys something that is for sale here: from an NPC in the scene, or from the
// scene itself. The price is paid from the purse (coins make change; a cash
// price takes cash), and the weapon or item joins what the character holds.
router.post(
'/:id/wares/:wareId/buy',
requireEncounterAccess,
tradeRoute(async (req, res) => {
const parsed = z.object({ characterId: z.string(), quantity: z.number().int().min(1).max(999).default(1) }).safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { characterId, quantity } = parsed.data;
const character = await loadTrader(req, characterId);
const ware = await prisma.saleOffer.findUnique({ where: { id: req.params.wareId }, include: { weapon: true, item: true } });
if (!ware || ware.campaignId !== req.encounter.campaignId || (ware.encounterId && ware.encounterId !== req.encounter.id)) {
throw new TradeError('That is not for sale here.', 404);
}
const seller = ware.npcId ? (await loadTradingNpc(req, ware.npcId)).name : null;
const kind = ware.weapon ? 'weapon' : 'item';
const entry = ware[kind];
const total = ware.price * quantity;
try {
await prisma.$transaction(async (tx) => {
if (ware.stock !== null) {
// The atomic decrement is the stock check: two buyers can't both take the last one.
const taken = await tx.saleOffer.updateMany({ where: { id: ware.id, stock: { gte: quantity } }, data: { stock: { decrement: quantity } } });
if (taken.count === 0) throw new TradeError(ware.stock === 0 ? `${entry.name} is sold out.` : `Only ${ware.stock} of ${entry.name} left.`);
}
const what = `${quantity > 1 ? `${quantity} × ` : ''}${entry.name}`;
await spendCoins(tx, {
characterId: character.id,
amount: total,
currency: ware.currency,
reason: seller ? `Bought ${what} from ${seller}` : `Bought ${what}`,
userId: req.user.id,
});
await giveGear(tx, kind, { characterId: character.id, entry, quantity, level: ware.level });
});
} catch (err) {
if (!(err instanceof InsufficientGoldError)) throw err;
throw new TradeError(`${character.name} can't afford that: it costs ${money(total, ware.currency)}.`);
}
emitCharacterUpdated(req, character.id);
await respondWithEncounter(req, res, 201);
})
);
module.exports = router;
+14 -3
View File
@@ -585,8 +585,18 @@ behind it.
- **Cash ($)** is a fourth balance for crossover worlds, counted in whole
dollars and shown as `$40`. It is gained, spent, given and awarded like a
coin and has its own log entries, but it has no worth in coins: it cannot
be exchanged, a cash spend is paid from cash alone, and cash is never
broken to cover a coin spend. It shows in the purse only when held.
be exchanged on the sheet, a cash spend is paid from cash alone, and cash
is never broken to cover a coin spend. It shows in the purse only when
held.
- **Gold and cash are changed for each other by an NPC**, not on the sheet.
An NPC the DM has given an exchange rate ("1 gold = $5") changes them
either way at that rate, in an NPC quest in progress that both the NPC and
the character are in. Only gold and cash: silver and copper are not taken.
Each NPC has their own rate. See [NPCS.md](NPCS.md), section 5.
- **Buying.** In the same kind of scene a character can buy the weapons and
items an NPC, or the encounter itself, has for sale. The price is paid from
the purse like any other spend and logged as "Bought <thing> from <NPC>".
See [ENCOUNTERS.md](ENCOUNTERS.md), section 10.
### Giving to another character
@@ -748,6 +758,7 @@ Another Campaign" card on its sheet.
| Level a weapon or item up or down | No | Yes | No |
| Record a gold gain or spend | Yes | Yes | No |
| Give gold, weapons, items or spells to another character | Yes | Yes | No |
| Change gold and cash with an NPC, or buy what is for sale, in a quest in progress | Yes | Yes | No |
| View the money log, gold and inventory | Yes | Yes | No |
| Change level, XP, location or speed override | No | Yes | No |
| Post a character note | Yes | Yes | Yes |
@@ -784,7 +795,7 @@ calculations for them.
- Automatic levelling from XP
- Alignment, languages, tool proficiencies and backgrounds-as-rules
- Encumbrance and item weight
- Item prices, cents, and an exchange rate between cash and coins
- Cents, and changing silver or copper for cash
## 20. Everything the builder offers
+55 -7
View File
@@ -19,9 +19,10 @@ This describes the code as it stands. The rules live in
7. [Initiative, turns and rounds](#7-initiative-turns-and-rounds)
8. [Conditions](#8-conditions)
9. [Rewards](#9-rewards)
10. [What each side sees](#10-what-each-side-sees)
11. [Permissions](#11-permissions)
12. [What is not modelled](#12-what-is-not-modelled)
10. [Trade](#10-trade)
11. [What each side sees](#11-what-each-side-sees)
12. [Permissions](#12-permissions)
13. [What is not modelled](#13-what-is-not-modelled)
---
@@ -51,6 +52,7 @@ time from the top of the page.
| Initiative | The d20 roll, typed in per combatant; the bonus is added | The same; each group lists highest first |
| Start button | Begin Battle | Begin Quest |
| End button | End Battle | Complete Quest |
| Trade (section 10) | No | Yes, while in progress |
Everything else (hit points, conditions, rewards, the scene description, DM
notes) works the same in both.
@@ -354,7 +356,48 @@ Each can carry a short note ("Goblin chief's purse").
Until a reward is awarded only the DM can see it. Afterwards players see what
it was and who received it.
## 10. What each side sees
## 10. Trade
In an NPC quest the party can **change money** and **buy things**. Both take
someone to deal with and the time to do it, so:
- Trading is open only in an **NPC quest that is in progress**. Before "Begin
Quest" and after "Complete Quest" everything on offer is still shown, but
the buttons are off.
- There is **no trading in a battle**. Switching a quest to a battle hides the
Trade card and the server refuses any trade; switching back brings it back.
- An NPC trades only while they are **in the scene and not at 0 HP**.
- The character trading has to be **in the encounter** and alive.
The "Trade" card sits beside the scene, above Rewards. It appears for players
when there is something to trade, and always for the DM in a quest.
| Part of the card | What it does |
|---|---|
| Who is trading | Picks the character. A player chooses among their own characters in the scene; the DM among all of them. Their purse is shown beside it |
| 💱 A money changer | One row per NPC in the scene who has an exchange rate. Type an amount, choose "gold into cash" or "cash into gold", and the button shows what comes back |
| 🛒 "<NPC> sells" | Everything that NPC has for sale: what it is, its level and dice, the price, and how many are left. "Buy" buys one |
| 🛒 "For sale here" | Things sold by the scene itself rather than by anyone in it |
| Set up (DM only) | Puts weapons and items from the campaign pools up for sale at this encounter, and edits their price and stock |
- **Changing money** uses the NPC's own rate, the same both ways, and only
gold and cash: no silver, no copper, no change. The amount handed over has
to be a whole multiple of that side of the rate. The full rules and
examples are in [NPCS.md](NPCS.md), section 5.
- **Buying** pays the price from the character's purse (coins make change; a
cash price takes cash only), adds the weapon or item to what the character
holds at the level it is sold at, and uses up stock. A character below that
level holds it but cannot use it yet.
- Every trade is written to the character's money log.
- **An NPC's rate and wares are set on the campaign page**, under "Trade" on
the NPC's row, and follow the NPC into every quest they are in. **An
encounter's own wares are set here**, in the DM's part of the card, and
exist only in this encounter: a market stall, a vending machine, a chest
with a price tag.
- Removing an NPC from the scene takes their rate and wares out of it.
Deleting the encounter deletes its own wares; what was bought stays bought.
## 11. What each side sees
| | DM | Players |
|---|---|---|
@@ -366,12 +409,13 @@ it was and who received it.
| Monsters and NPCs at 0 HP | With "Show dead" ticked, marked hidden | Nothing |
| Dead characters | Full card with "Show dead" ticked, marked hidden | The name only, in the Fallen box |
| Rewards | All | Only awarded ones |
| Exchange rates and things for sale | Yes | Yes, for NPCs they can see and for the scene itself |
| Controls (add, damage, turns, rewards) | Yes | None |
The server only sends a player what the right-hand column lists, so hidden
information cannot be dug out of the page.
## 11. Permissions
## 12. Permissions
| Action | DM | Players |
|---|---|---|
@@ -390,10 +434,12 @@ information cannot be dug out of the page.
| Try to revive a dead character | Yes, for the character on turn | On their own character's turn, if it has a reviving spell |
| Advance turns and rounds | Yes | No |
| Add, remove or award rewards | Yes | No |
| Set exchange rates, and put things up for sale | Yes | No |
| Change money or buy, in a quest in progress | Yes, for any character in it | For their own character in it |
People outside the campaign cannot open its encounters.
## 12. What is not modelled
## 13. What is not modelled
- Rolling initiative, attacks, damage or saves (use the dice roller, bottom
left of every page)
@@ -404,6 +450,8 @@ People outside the campaign cannot open its encounters.
- Conditions with durations or mechanical effects
- Maps, positions, distances and areas of effect
- Experience points and encounter difficulty
- Spells as rewards
- Spells as rewards, and spells for sale
- Selling to an NPC, haggling, and buying more than one of a thing in a
single step
- Renaming an encounter from the screen
- A log of what happened during the encounter
+13 -3
View File
@@ -15,7 +15,7 @@ level up the same way weapons do), [SPELLS.md](SPELLS.md),
4. [Item levels](#4-item-levels)
5. [Dice on items](#5-dice-on-items)
6. [Starting items](#6-starting-items)
7. [Items as rewards](#7-items-as-rewards)
7. [Items as rewards and for sale](#7-items-as-rewards-and-for-sale)
8. [Permissions](#8-permissions)
9. [What is not modelled](#9-what-is-not-modelled)
@@ -121,13 +121,20 @@ In the builder's equipment step a new character can pick items that are:
Starting items and starting weapons share the campaign's "starting items"
allowance. Each arrives at level 1, quantity 1, unequipped.
## 7. Items as rewards
## 7. Items as rewards and for sale
On an encounter the DM can line up an item as a reward, at a chosen level and
quantity, and later award it to a character. Awarding adds it to the
character's inventory, stacking with any they already hold. See
[ENCOUNTERS.md](ENCOUNTERS.md).
The DM can also put an item **up for sale**, at a level, a price (in gold,
silver, copper or cash) and an optional stock. An NPC can sell it, wherever
that NPC is met, or an encounter can sell it itself. Players see what is for
sale and buy it in an NPC quest that is in progress: the price leaves their
purse and the item joins their inventory. See [NPCS.md](NPCS.md), section 5,
and [ENCOUNTERS.md](ENCOUNTERS.md), section 10.
## 8. Permissions
| Action | DM | Owning player | Other players |
@@ -136,6 +143,8 @@ character's inventory, stacking with any they already hold. See
| Add, change or remove pool items | Yes | No | No |
| Give an item from the pool, or take one away | Yes | No | No |
| Give a held item to another character | Yes | Yes | No |
| Put an item up for sale | Yes | No | No |
| Buy an item that is for sale, in a quest in progress | Yes, for any character in it | Yes, if the character is in it | No |
| Change quantity or level | Yes | No | No |
| Equip or unequip | Yes | Yes, if the character can use it | No |
| See a character's inventory | Yes | Yes | Yes |
@@ -146,6 +155,7 @@ character's inventory, stacking with any they already hold. See
- Armor and shields as items
- Using up items automatically, charges, and attunement
- Weight, carrying capacity and containers
- Prices, buying and selling (record the gold change in the money log)
- A price on the item itself: a price is set each time it is put up for sale
- Selling items back (record the gold change in the money log)
- Swaps as a single step (each side gives separately), and asking the
recipient to accept
+1
View File
@@ -168,6 +168,7 @@ Then they get the health bar only.
## 8. What is not modelled
- Multiple attacks, spells, legendary actions and resistances (use Notes)
- Trade: monsters do not sell things or change money (NPCs do)
- Rolling a monster's attacks or damage (use the dice roller)
- Saving throw bonuses and skills
- Experience points for defeating monsters
+99 -16
View File
@@ -1,7 +1,8 @@
# NPCs
How non-player characters work in this app: what the DM records about them,
how they are brought into a scene, and what players can and cannot see.
how they are brought into a scene, what they sell and the rate they change
money at, and what players can and cannot see.
This describes the code as it stands. Related: [ENCOUNTERS.md](ENCOUNTERS.md),
[MONSTERS.md](MONSTERS.md).
@@ -12,10 +13,11 @@ This describes the code as it stands. Related: [ENCOUNTERS.md](ENCOUNTERS.md),
2. [What an NPC holds](#2-what-an-npc-holds)
3. [Managing NPCs](#3-managing-npcs)
4. [NPCs in encounters](#4-npcs-in-encounters)
5. [What players see](#5-what-players-see)
6. [NPC or monster?](#6-npc-or-monster)
7. [Permissions](#7-permissions)
8. [What is not modelled](#8-what-is-not-modelled)
5. [Trade: changing money and selling](#5-trade-changing-money-and-selling)
6. [What players see](#6-what-players-see)
7. [NPC or monster?](#7-npc-or-monster)
8. [Permissions](#8-permissions)
9. [What is not modelled](#9-what-is-not-modelled)
---
@@ -27,6 +29,8 @@ This describes the code as it stands. Related: [ENCOUNTERS.md](ENCOUNTERS.md),
- An NPC does nothing by sitting in the list. Players meet one when the DM
**adds it to an encounter**.
- NPCs are mainly for talking to. Combat stats are optional.
- An NPC can also **trade**: change gold and cash at a rate of their own, and
sell weapons and items (section 5).
## 2. What an NPC holds
@@ -38,9 +42,11 @@ This describes the code as it stands. Related: [ENCOUNTERS.md](ENCOUNTERS.md),
| Description | What the party can see and knows | Everyone |
| DM notes | Secrets, motives, what they are hiding | **DM only** |
| AC | Optional | DM only |
| HP | Optional. Without it the NPC has no health bar | See section 5 |
| HP | Optional. Without it the NPC has no health bar | See section 6 |
| Attack bonus | Optional | DM only |
| Damage | Optional dice, e.g. `1d6` | DM only |
| Exchange rate | Optional: so much gold for so much cash (section 5) | Everyone, in an encounter |
| Wares | Optional: weapons and items for sale, each with a price (section 5) | Everyone, in an encounter |
A new NPC is Neutral unless you choose otherwise.
@@ -48,10 +54,14 @@ A new NPC is Neutral unless you choose otherwise.
The NPC list is the "NPCs" card on the campaign page (DM only).
- **Adding:** "+ Add NPC" opens a form with every field above. Only the name
is required.
- **Changing:** there is no edit form. To change an NPC, remove it and add it
again (the API accepts changes, but no screen offers them).
- **Adding:** "+ Add NPC" opens a form with every field above except the
exchange rate and wares. Only the name is required.
- **Trade:** the "Trade" button on an NPC's row opens their exchange rate and
their wares (section 5). The row shows a 💱 badge with the rate and a 🛒
badge with how many things are for sale.
- **Changing:** there is no edit form for the other fields. To change them,
remove the NPC and add it again (the API accepts changes, but no screen
offers them). Removing an NPC removes their wares too.
- **Removing:** the ✕ button, after a confirmation. This also **removes the
NPC from every encounter** it was in.
@@ -73,7 +83,72 @@ An NPC's card shows its attitude as a coloured badge, its role under its
name, and its description in full. The DM's card also shows AC, attack,
damage and the DM notes.
## 5. What players see
## 5. Trade: changing money and selling
Only the DM sets trade up. Players see it and use it on the encounter page,
in the "Trade" card. The rules for when trading is open are in
[ENCOUNTERS.md](ENCOUNTERS.md), section 10: in short, in an **NPC quest that
is in progress**, never in a battle, and only with an NPC who is in the scene
and not at 0 HP.
### Changing money
An NPC with an **exchange rate** changes gold into cash ($) and cash into
gold. The rate is two whole numbers, "this much gold = this much cash", and
each NPC has their own, so one money changer can be a better deal than
another.
| Rate | Hand over | Get |
|---|---|---|
| 1 gold = $5 | 3 gold | $15 |
| 1 gold = $5 | $20 | 4 gold |
| 2 gold = $15 | 6 gold | $45 |
| 2 gold = $15 | $30 | 4 gold |
- The same rate is used both ways.
- **Only gold and cash.** Silver and copper are not taken, a gold coin is not
broken to make up an amount, and no change is given.
- What is handed over has to be a whole multiple of that side of the rate: at
2 gold = $15, gold goes in twos and cash in fifteens.
- Both sides go on the character's money log, naming the NPC: "Changed with
Vex for $45" and "Changed with Vex from 6 gold".
- An NPC never runs out of gold or cash to change.
- To set a rate, type both numbers under "Trade" and press "Save rate".
"Stop changing money" clears it. An NPC with no rate does not change money.
### Selling
An NPC's **wares** are weapons and items from the campaign's own pools, each
put up for sale with:
| Field | What it is |
|---|---|
| What | One weapon or item from the pool |
| Level | The gear level it is handed over at, not below its starting level |
| Price | For one, in gold, silver, copper or cash |
| Stock | How many can be bought. Empty means no limit |
- Wares belong to the NPC, not to an encounter: they are on offer in every
quest that NPC is in.
- Buying pays the price from the character's purse, adds the weapon or item
to what they hold (stacking with any they already have) and lowers the
stock. A price in coins is paid with change, exactly like any other spend;
a price in cash takes cash only.
- At 0 stock a ware shows as sold out and cannot be bought. It stays listed
until the DM removes it.
- The ✕ beside a ware stops it being sold. Things already bought stay bought.
- "Edit" beside a ware changes its price, the coin (or cash) the price is in,
and its stock: restock a sold-out ware, or clear the stock for no limit.
What is sold, its level and who sells it cannot be changed; remove the ware
and put it up again for that.
- Removing a weapon or item from the campaign pool removes it from sale
everywhere.
A stall or a machine with nobody behind it can sell things too: those wares
belong to an encounter rather than an NPC, and are set up on the encounter
page. See [ENCOUNTERS.md](ENCOUNTERS.md), section 10.
## 6. What players see
Players only ever see an NPC through an encounter it is in:
@@ -81,6 +156,7 @@ Players only ever see an NPC through an encounter it is in:
|---|---|
| Name, role, attitude, description | DM notes |
| Health bar and conditions, if the NPC has HP | AC, attack bonus, damage |
| The exchange rate, and everything the NPC has for sale with its price and stock | The NPC list, and wares of NPCs who are not in the scene |
This is enforced by the server, not just hidden on screen: the hidden fields
are never sent to a player's browser.
@@ -88,7 +164,7 @@ are never sent to a player's browser.
Changing an NPC's attitude changes what players see straight away, so
flipping a "Friendly" NPC to "Hostile" is itself a reveal.
## 6. NPC or monster?
## 7. NPC or monster?
| | NPC | Monster |
|---|---|---|
@@ -99,11 +175,12 @@ flipping a "Friendly" NPC to "Hostile" is itself a reveal.
| Combat stats | Optional, basic | Full stat block |
| Can be in an encounter more than once | No | Yes (a pack of goblins) |
| Built-in library | No | Yes |
| Can change money and sell things | Yes | No |
A named villain the party will both talk to and fight works well as an NPC
with HP, AC, attack and damage filled in.
## 7. Permissions
## 8. Permissions
| Action | DM | Players |
|---|---|---|
@@ -111,12 +188,18 @@ with HP, AC, attack and damage filled in.
| Add or remove NPCs | Yes | No |
| Add an NPC to an encounter | Yes | No |
| Change an NPC's HP or conditions in an encounter | Yes | No |
| See an NPC in an encounter | Everything | Name, role, attitude, description, health bar |
| See an NPC in an encounter | Everything | Name, role, attitude, description, health bar, exchange rate, wares |
| Set an NPC's exchange rate | Yes | No |
| Put things up for sale, or take them down | Yes | No |
| Change money with an NPC, or buy from one | Yes, for any character in the scene | For their own character in the scene |
## 8. What is not modelled
## 9. What is not modelled
- Ability scores, saves, skills and spells for NPCs
- NPC inventory, gold and shops
- An NPC's own purse: they never run short of gold or cash
- Selling things to an NPC, haggling, and different rates for buying and
selling cash
- Changing silver or copper for cash
- Where an NPC is (they are not tied to locations)
- Relationships, reputation and attitude toward individual characters
- A record of which NPCs the party has met, outside of encounters
+12 -3
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@@ -19,7 +19,7 @@ This describes the code as it stands. The formulas live in
6. [How damage grows](#6-how-damage-grows)
7. [Attack and damage numbers](#7-attack-and-damage-numbers)
8. [Starting weapons](#8-starting-weapons)
9. [Weapons as rewards](#9-weapons-as-rewards)
9. [Weapons as rewards and for sale](#9-weapons-as-rewards-and-for-sale)
10. [Permissions](#10-permissions)
11. [What is not modelled](#11-what-is-not-modelled)
12. [The complete weapon library](#12-the-complete-weapon-library)
@@ -185,13 +185,20 @@ In the builder's equipment step a new character can pick weapons that are:
Starting weapons and starting items share the campaign's "starting items"
allowance. They arrive at level 1, unequipped.
## 9. Weapons as rewards
## 9. Weapons as rewards and for sale
On an encounter the DM can line up a weapon as a reward, at a chosen level
(not below its starting level) and quantity, and later award it to a
character. Awarding adds it to what the character holds, exactly as giving it
on the sheet would. See [ENCOUNTERS.md](ENCOUNTERS.md).
The DM can also put a weapon **up for sale**, at a level, a price (in gold,
silver, copper or cash) and an optional stock. An NPC can sell it, wherever
that NPC is met, or an encounter can sell it itself. Players see what is for
sale and buy it in an NPC quest that is in progress: the price leaves their
purse and the weapon joins what they hold, unequipped. See
[NPCS.md](NPCS.md), section 5, and [ENCOUNTERS.md](ENCOUNTERS.md), section 10.
## 10. Permissions
| Action | DM | Owning player | Other players |
@@ -201,6 +208,8 @@ on the sheet would. See [ENCOUNTERS.md](ENCOUNTERS.md).
| Add, change or remove pool entries | Yes | No | No |
| Give a weapon from the pool, or take one away | Yes | No | No |
| Give a held weapon to another character | Yes | Yes | No |
| Put a weapon up for sale | Yes | No | No |
| Buy a weapon that is for sale, in a quest in progress | Yes, for any character in it | Yes, if the character is in it | No |
| Change a held weapon's level or quantity | Yes | No | No |
| Equip or unequip | Yes | Yes, if the character can use it | No |
| See a character's weapons | Yes | Yes | Yes |
@@ -212,7 +221,7 @@ on the sheet would. See [ENCOUNTERS.md](ENCOUNTERS.md).
- Range and ammunition
- Critical hits, advantage, and rolling the attack itself (use the dice roller)
- Magic bonuses such as +1 weapons (use a higher level or growth instead)
- Price and weight
- A price on the weapon itself (a price is set each time it is put up for sale), and weight
## 12. The complete weapon library
+1 -1
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@@ -1,7 +1,7 @@
{
"name": "frontend",
"private": true,
"version": "1.9.0",
"version": "1.10.0",
"type": "module",
"scripts": {
"dev": "vite",
+70 -1
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@@ -1,4 +1,4 @@
import { useMutation, useQuery, useQueryClient } from '@tanstack/react-query';
import { useMutation, useQuery, useQueryClient, type QueryClient } from '@tanstack/react-query';
import { apiClient } from './client';
import type {
BuildOptions,
@@ -18,6 +18,7 @@ import type {
Monster,
Note,
Npc,
SaleOffer,
QuickStats,
Spell,
Weapon,
@@ -467,6 +468,8 @@ export function usePatchPoolEntry(campaignId: string, pool: Pool) {
minLevel?: number;
name?: string;
description?: string | null;
exchangeGold?: number | null;
exchangeCash?: number | null;
}) =>
(await apiClient.patch(`/campaigns/${campaignId}/${pool}/${id}`, data)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, pool] }),
@@ -857,6 +860,72 @@ export function useCreateNpc(campaignId: string) {
});
}
// --------------------------------------------------------------------------
// Trade — an NPC's exchange rate and wares are set up by the DM; in a quest
// in progress, characters in the scene change money and buy
// --------------------------------------------------------------------------
export type NewWare = ({ npcId: string } | { encounterId: string }) &
({ weaponId: string } | { itemId: string }) & { price: number; currency: Currency; level?: number; stock: number | null };
// Wares reach the screen inside the NPC list and inside each encounter.
function invalidateWares(qc: QueryClient, campaignId: string) {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'npcs'] });
qc.invalidateQueries({ queryKey: ['encounter'] });
}
export function useCreateWare(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: NewWare) => (await apiClient.post<{ ware: SaleOffer }>(`/campaigns/${campaignId}/wares`, data)).data.ware,
onSuccess: () => invalidateWares(qc, campaignId),
});
}
// The price and what is left can change; what is sold, and by whom, cannot.
export function usePatchWare(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ id, ...data }: { id: string; price?: number; currency?: Currency; stock?: number | null }) =>
(await apiClient.patch<{ ware: SaleOffer }>(`/campaigns/${campaignId}/wares/${id}`, data)).data.ware,
onSuccess: () => invalidateWares(qc, campaignId),
});
}
export function useDeleteWare(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (wareId: string) => apiClient.delete(`/campaigns/${campaignId}/wares/${wareId}`),
onSuccess: () => invalidateWares(qc, campaignId),
});
}
// Both change what a character holds, so the sheet and the party list refresh too.
function invalidateAfterTrade(qc: QueryClient, encounterId: string) {
qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['campaign'] });
}
// Changes gold into cash or cash into gold with an NPC in the scene, at their rate.
export function useExchangeWithNpc(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { characterId: string; npcId: string; from: 'GOLD' | 'CASH'; amount: number }) =>
(await apiClient.post<{ received: number; currency: Currency }>(`/encounters/${encounterId}/exchange`, data)).data,
onSuccess: () => invalidateAfterTrade(qc, encounterId),
});
}
export function useBuyWare(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ wareId, ...data }: { wareId: string; characterId: string; quantity?: number }) =>
(await apiClient.post(`/encounters/${encounterId}/wares/${wareId}/buy`, data)).data,
onSuccess: () => invalidateAfterTrade(qc, encounterId),
});
}
// --------------------------------------------------------------------------
// Notes
// --------------------------------------------------------------------------
+23
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@@ -344,6 +344,23 @@ export type EncounterStatus = 'PLANNING' | 'ACTIVE' | 'COMPLETE';
export type EncounterMode = 'BATTLE' | 'QUEST';
export type NpcDisposition = 'FRIENDLY' | 'NEUTRAL' | 'HOSTILE';
// Something for sale: a weapon or item from the campaign pools, at a price.
// It is an NPC's (on offer wherever they are met) or an encounter's own.
export interface SaleOffer {
id: string;
campaignId: string;
npcId: string | null;
encounterId: string | null;
weaponId: string | null;
itemId: string | null;
price: number; // for one, in `currency`
currency: Currency;
level: number; // the gear level it is handed over at
stock: number | null; // how many are left; null is no limit
weapon: Weapon | null;
item: Item | null;
}
// What players see of an NPC in an encounter.
export interface NpcPublic {
id: string;
@@ -351,6 +368,11 @@ export interface NpcPublic {
role: string | null;
disposition: NpcDisposition;
description: string | null;
// A money changer's rate: exchangeGold gold for exchangeCash cash, either
// way. Both null for an NPC who does not change money.
exchangeGold: number | null;
exchangeCash: number | null;
wares?: SaleOffer[]; // what they have for sale
}
// The DM's full record. dmNotes and the combat stats never reach a player.
@@ -474,6 +496,7 @@ export interface Encounter {
// this, so that an ally can try to revive them.
fallen?: { participantId: string; characterId: string; name: string }[];
rewards?: EncounterReward[]; // players only receive the awarded ones
wares?: SaleOffer[]; // for sale at the scene itself, not by an NPC in it
}
export interface Note {
+196
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@@ -0,0 +1,196 @@
import { useState } from 'react';
import { Link } from 'react-router-dom';
import { useBuyWare, useExchangeWithNpc } from '../api/queries';
import { NumberInput } from './NumberInput';
import { WaresEditor } from './Wares';
import { stockLabel, wareName } from '../lib/wares';
import { formatMoney, formatPurse } from '../lib/format';
import type { CharacterSummary, Encounter, Item, SaleOffer, Weapon } from '../api/types';
type ExchangeSide = 'GOLD' | 'CASH';
// Trade in a quest: changing gold and cash with an NPC who does that, at
// their own rate, and buying what the NPCs in the scene — or the scene itself
// — have for sale. Everyone sees what is on offer; a player trades for their
// own character, the DM for anyone. Trading is open only while the quest is in
// progress, and there is none in a battle. The DM sets it all up: an NPC's
// rate and wares on the campaign page, the scene's own wares here.
export function TradePanel({
encounter,
isDM,
userId,
characters,
weapons,
items,
onError,
}: {
encounter: Encounter;
isDM: boolean;
userId: string | undefined;
characters: CharacterSummary[];
weapons: Weapon[];
items: Item[];
onError: (err: unknown) => void;
}) {
const exchange = useExchangeWithNpc(encounter.id);
const buy = useBuyWare(encounter.id);
const [traderId, setTraderId] = useState('');
const [amounts, setAmounts] = useState<Record<string, string>>({});
const [sides, setSides] = useState<Record<string, ExchangeSide>>({});
const [done, setDone] = useState<string | null>(null);
if (encounter.mode !== 'QUEST') return null;
const here = (encounter.participants ?? []).filter((p) => !p.hidden);
const npcs = here.flatMap((p) => (p.npc ? [p.npc] : []));
const changers = npcs.filter((npc) => npc.exchangeGold && npc.exchangeCash);
const stalls: [string, string, SaleOffer[]][] = [
...npcs.map((npc): [string, string, SaleOffer[]] => [npc.id, `${npc.name} sells`, npc.wares ?? []]),
['here', 'For sale here', encounter.wares ?? []],
];
const openStalls = stalls.filter(([, , wares]) => wares.length > 0);
if (!isDM && changers.length === 0 && openStalls.length === 0) return null;
// Who can do the trading: a player's own characters in the scene, or for the DM anyone's.
const traders = here.flatMap((p) => (p.character && (isDM || p.character.userId === userId) ? [p.character] : []));
const trader = traders.find((c) => c.id === traderId) ?? traders[0];
const purse = characters.find((c) => c.id === trader?.id);
const open = encounter.status === 'ACTIVE';
const busy = exchange.isPending || buy.isPending;
function handleExchange(npc: (typeof changers)[number]) {
const from = sides[npc.id] ?? 'GOLD';
const amount = Math.floor(Number(amounts[npc.id]));
if (!trader || !(amount > 0)) return;
setDone(null);
exchange.mutate(
{ characterId: trader.id, npcId: npc.id, from, amount },
{
onError,
onSuccess: ({ received, currency }) => {
setDone(`${trader.name} changed ${formatMoney(amount, from, true)} for ${formatMoney(received, currency, true)} with ${npc.name}.`);
setAmounts((a) => ({ ...a, [npc.id]: '' }));
},
}
);
}
function handleBuy(ware: SaleOffer) {
if (!trader) return;
setDone(null);
buy.mutate(
{ wareId: ware.id, characterId: trader.id },
{ onError, onSuccess: () => setDone(`${trader.name} bought ${(ware.weapon ?? ware.item)?.name} for ${formatMoney(ware.price, ware.currency, true)}.`) }
);
}
return (
<div className="card">
<div className="card-title">Trade</div>
{!open && (
<p className="combatant-sub" style={{ marginTop: 0 }}>
{encounter.status === 'PLANNING' ? 'Trading opens once the quest is in progress.' : 'The quest is over; trading is closed.'}
</p>
)}
{traders.length > 0 && (
<div className="flex-row flex-wrap gap-sm">
<select aria-label="Who is trading" value={trader?.id ?? ''} onChange={(e) => setTraderId(e.target.value)} style={{ flex: 1, minWidth: 110 }}>
{traders.map((c) => (
<option key={c.id} value={c.id}>
{c.name}
</option>
))}
</select>
{purse && purse.gold !== null && <span className="mono">{formatPurse(purse)}</span>}
</div>
)}
{traders.length === 0 && (changers.length > 0 || openStalls.length > 0) && (
<p className="combatant-sub">{isDM ? 'Add a character to the scene to trade for them.' : 'Your character has to be in the scene to trade.'}</p>
)}
{done && <p className="combatant-sub">✓ {done}</p>}
{changers.map((npc) => {
const from = sides[npc.id] ?? 'GOLD';
const to = from === 'GOLD' ? 'CASH' : 'GOLD';
const rate = { GOLD: npc.exchangeGold ?? 1, CASH: npc.exchangeCash ?? 1 };
const amount = Math.floor(Number(amounts[npc.id]));
const whole = amount > 0 && amount % rate[from] === 0;
return (
<div key={npc.id} className="reward-row">
<strong>💱 {npc.name}</strong>
<span className="combatant-sub">
{' '}
changes {formatMoney(rate.GOLD, 'GOLD', true)} for {formatMoney(rate.CASH, 'CASH')}, either way. No silver or copper.
</span>
<div className="flex-row flex-wrap gap-sm mt-sm">
<NumberInput
min={1}
max={1000000}
placeholder="Amount"
aria-label={`How much to change with ${npc.name}`}
value={amounts[npc.id] ?? ''}
onChange={(e) => setAmounts((a) => ({ ...a, [npc.id]: e.target.value }))}
style={{ width: 90 }}
/>
<select
aria-label={`What to hand ${npc.name}`}
value={from}
onChange={(e) => setSides((s) => ({ ...s, [npc.id]: e.target.value as ExchangeSide }))}
>
<option value="GOLD">gold into cash</option>
<option value="CASH">cash into gold</option>
</select>
<button className="btn" disabled={!open || !trader || !whole || busy} onClick={() => handleExchange(npc)}>
{whole ? `Get ${formatMoney((amount / rate[from]) * rate[to], to, true)}` : 'Exchange'}
</button>
</div>
{amount > 0 && !whole && (
<div className="combatant-sub">
Hand over {from.toLowerCase()} in multiples of {rate[from]}.
</div>
)}
</div>
);
})}
{openStalls.map(([key, label, wares]) => (
<div key={key} className="mt-sm">
<div className="section-label">🛒 {label}</div>
{wares.map((ware) => (
<div key={ware.id} className="reward-row">
<div className="flex-between">
<span>
<strong>{wareName(ware)}</strong>
<span className="combatant-sub"> · {stockLabel(ware)}</span>
</span>
<button className="btn" disabled={!open || !trader || ware.stock === 0 || busy} onClick={() => handleBuy(ware)}>
Buy · {formatMoney(ware.price, ware.currency)}
</button>
</div>
{ware.item?.description && <div className="combatant-sub">{ware.item.description}</div>}
</div>
))}
</div>
))}
{isDM && (
<div className="mt-md">
<div className="section-label">Set up: for sale at this encounter</div>
<p className="combatant-sub" style={{ marginTop: 0 }}>
For a stall or a machine with nobody behind it. An NPC's wares and exchange rate are set under "Trade" on the{' '}
<Link to={`/campaigns/${encounter.campaignId}`}>campaign page</Link>, and follow the NPC into every quest.
</p>
<WaresEditor
campaignId={encounter.campaignId}
seller={{ encounterId: encounter.id }}
wares={encounter.wares ?? []}
weapons={weapons}
items={items}
onError={onError}
/>
</div>
)}
</div>
);
}
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@@ -0,0 +1,204 @@
import { useState } from 'react';
import { useCreateWare, useDeleteWare, usePatchWare } from '../api/queries';
import { NumberInput } from './NumberInput';
import { COIN_LABELS, CURRENCIES, formatMoney } from '../lib/format';
import { scaledDamageDice, MAX_GEAR_LEVEL } from '../lib/previewCalc';
import { stockLabel, wareName } from '../lib/wares';
import type { Currency, Item, SaleOffer, Weapon } from '../api/types';
// One ware in the DM's list. "Edit" swaps the line for its price and stock.
function WareRow({ campaignId, ware, onError }: { campaignId: string; ware: SaleOffer; onError: (err: unknown) => void }) {
const patchWare = usePatchWare(campaignId);
const deleteWare = useDeleteWare(campaignId);
const [editing, setEditing] = useState(false);
const [price, setPrice] = useState('');
const [currency, setCurrency] = useState<Currency>(ware.currency);
const [stock, setStock] = useState('');
function startEditing() {
setPrice(String(ware.price));
setCurrency(ware.currency);
setStock(ware.stock === null ? '' : String(ware.stock));
setEditing(true);
}
function handleSave() {
const amount = Math.floor(Number(price));
if (!(amount > 0)) return;
patchWare.mutate({ id: ware.id, price: amount, currency, stock: stock === '' ? null : Number(stock) }, { onError, onSuccess: () => setEditing(false) });
}
return (
<div style={{ padding: '0.3rem 0', borderBottom: '1px solid var(--border-soft)' }}>
<div className="flex-between">
<span>
{wareName(ware)} — <strong className="mono">{formatMoney(ware.price, ware.currency)}</strong>
<span className="combatant-sub"> · {stockLabel(ware)}</span>
</span>
<span className="flex-row">
<button className="btn btn-ghost" aria-label={`Edit the price and stock of ${wareName(ware)}`} onClick={() => (editing ? setEditing(false) : startEditing())}>
{editing ? 'Cancel' : 'Edit'}
</button>
<button className="btn btn-ghost" aria-label={`Stop selling ${wareName(ware)}`} onClick={() => deleteWare.mutate(ware.id, { onError })}>
✕
</button>
</span>
</div>
{editing && (
<div className="flex-row flex-wrap gap-sm mt-sm">
<NumberInput min={1} max={1000000} placeholder="Price" aria-label="Price for one" value={price} onChange={(e) => setPrice(e.target.value)} style={{ width: 90 }} />
<select aria-label="Price is in" value={currency} onChange={(e) => setCurrency(e.target.value as Currency)}>
{CURRENCIES.map((c) => (
<option key={c} value={c}>
{COIN_LABELS[c]}
</option>
))}
</select>
<NumberInput
min={0}
max={9999}
placeholder="Stock (empty = no limit)"
aria-label="How many are in stock"
title="How many can be bought. Leave empty for no limit."
value={stock}
onChange={(e) => setStock(e.target.value)}
style={{ flex: 1, minWidth: 120 }}
/>
<button className="btn btn-primary" onClick={handleSave} disabled={!price || patchWare.isPending}>
Save
</button>
</div>
)}
</div>
);
}
// The DM's list of what one seller has for sale — an NPC, or an encounter
// itself — with a form to put something from the campaign pools up for sale.
export function WaresEditor({
campaignId,
seller,
wares,
weapons,
items,
onError,
}: {
campaignId: string;
seller: { npcId: string } | { encounterId: string };
wares: SaleOffer[];
weapons: Weapon[];
items: Item[];
onError: (err: unknown) => void;
}) {
const createWare = useCreateWare(campaignId);
const [kind, setKind] = useState<'item' | 'weapon'>('item');
const [poolId, setPoolId] = useState('');
const [level, setLevel] = useState('');
const [price, setPrice] = useState('');
const [currency, setCurrency] = useState<Currency>('GOLD');
const [stock, setStock] = useState('');
const pool: (Weapon | Item)[] = kind === 'weapon' ? weapons : items;
const picked = pool.find((entry) => entry.id === poolId);
function handleAdd() {
const amount = Math.floor(Number(price));
if (!picked || !(amount > 0)) return;
createWare.mutate(
{
...seller,
...(kind === 'weapon' ? { weaponId: picked.id } : { itemId: picked.id }),
price: amount,
currency,
level: level ? Number(level) : undefined,
stock: stock === '' ? null : Number(stock),
},
{
onError,
onSuccess: () => {
setPoolId('');
setLevel('');
setPrice('');
setStock('');
},
}
);
}
return (
<div>
{wares.length === 0 && (
<p className="combatant-sub" style={{ marginTop: 0 }}>
Nothing for sale yet.
</p>
)}
{wares.map((ware) => (
<WareRow key={ware.id} campaignId={campaignId} ware={ware} onError={onError} />
))}
<div className="flex-row flex-wrap gap-sm mt-sm">
<select
aria-label="What kind of thing to sell"
value={kind}
onChange={(e) => {
setKind(e.target.value as typeof kind);
setPoolId('');
setLevel('');
}}
>
<option value="item">Item</option>
<option value="weapon">Weapon</option>
</select>
<select
aria-label={kind === 'weapon' ? 'Weapon to sell' : 'Item to sell'}
value={poolId}
onChange={(e) => {
setPoolId(e.target.value);
setLevel('');
}}
style={{ flex: 1, minWidth: 110 }}
>
<option value="">{pool.length ? 'Choose…' : 'The pool is empty'}</option>
{pool.map((entry) => (
<option key={entry.id} value={entry.id}>
{entry.name}
</option>
))}
</select>
{picked && (
<select aria-label="Level" value={level || picked.minLevel} onChange={(e) => setLevel(e.target.value)}>
{Array.from({ length: MAX_GEAR_LEVEL - picked.minLevel + 1 }, (_, i) => picked.minLevel + i).map((l) => (
<option key={l} value={l}>
Lv {l}
{picked.damageDice ? ` · ${scaledDamageDice(picked.damageDice, l, picked.damageScaling, picked.minLevel)}` : ''}
</option>
))}
</select>
)}
</div>
<div className="flex-row flex-wrap gap-sm mt-sm">
<NumberInput min={1} max={1000000} placeholder="Price" aria-label="Price for one" value={price} onChange={(e) => setPrice(e.target.value)} style={{ width: 90 }} />
<select aria-label="Price is in" value={currency} onChange={(e) => setCurrency(e.target.value as Currency)}>
{CURRENCIES.map((c) => (
<option key={c} value={c}>
{COIN_LABELS[c]}
</option>
))}
</select>
<NumberInput
min={0}
max={9999}
placeholder="Stock (empty = no limit)"
aria-label="How many are in stock"
title="How many can be bought. Leave empty for no limit."
value={stock}
onChange={(e) => setStock(e.target.value)}
style={{ flex: 1, minWidth: 120 }}
/>
<button className="btn btn-primary" onClick={handleAdd} disabled={!picked || !price || createWare.isPending}>
Put up for sale
</button>
</div>
</div>
);
}
+14
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@@ -0,0 +1,14 @@
import { scaledDamageDice } from './previewCalc';
import type { SaleOffer } from '../api/types';
// "🗡 Longsword · Lv 2 · 1d10": what a ware is, for anyone looking at it.
export function wareName(ware: SaleOffer): string {
const entry = ware.weapon ?? ware.item;
if (!entry) return 'Removed from the pool';
const dice = entry.damageDice ? ` · ${scaledDamageDice(entry.damageDice, ware.level, entry.damageScaling, entry.minLevel)}` : '';
return `${ware.weapon ? '🗡' : '🎒'} ${entry.name} · Lv ${ware.level}${dice}`;
}
export function stockLabel(ware: SaleOffer): string {
return ware.stock === null ? 'always in stock' : ware.stock === 0 ? 'sold out' : `${ware.stock} left`;
}
+110 -17
View File
@@ -44,10 +44,11 @@ import { Spinner, ErrorBanner } from '../components/Spinner';
import { NumberInput } from '../components/NumberInput';
import { LifeBadge } from '../components/DeathSaves';
import { usePagination, Pagination } from '../components/Paginated';
import { SPELL_DAMAGE_GROUPS, SPELL_DAMAGE_SPECIALS, extractErrorMessage, fmtMod, spellLevelLabel, spellRequirementLabel } from '../lib/format';
import { WaresEditor } from '../components/Wares';
import { SPELL_DAMAGE_GROUPS, SPELL_DAMAGE_SPECIALS, extractErrorMessage, fmtMod, formatMoney, spellLevelLabel, spellRequirementLabel } from '../lib/format';
import { speciesIcon } from '../lib/speciesIcons';
import { ABILITY_ORDER, DAMAGE_SCALING_LABELS, MAX_GEAR_LEVEL } from '../lib/previewCalc';
import type { CharacterSummary, Encounter, EncounterMode, LibraryMonster, LibrarySpell, LibraryWeapon, Monster, NpcDisposition } from '../api/types';
import type { CharacterSummary, Encounter, EncounterMode, Item, LibraryMonster, LibrarySpell, LibraryWeapon, Monster, Npc, NpcDisposition, Weapon } from '../api/types';
// How the encounter list can be ordered. "custom" is the campaign's own order,
// which the DM arranges; the rest only change what this browser shows.
@@ -373,6 +374,78 @@ function MonsterForm({
);
}
// "1 gp = $5": the rate an NPC changes gold and cash at, or null if they don't.
function rateLabel(npc: Pick<Npc, 'exchangeGold' | 'exchangeCash'>): string | null {
if (!npc.exchangeGold || !npc.exchangeCash) return null;
return `${formatMoney(npc.exchangeGold, 'GOLD')} = ${formatMoney(npc.exchangeCash, 'CASH')}`;
}
// What an NPC trades: the rate they change gold and cash at, and their wares.
// Players meet both on the encounter page, in a quest the NPC is part of.
function NpcTrade({
campaignId,
npc,
weapons,
items,
onError,
}: {
campaignId: string;
npc: Npc;
weapons: Weapon[];
items: Item[];
onError: (err: unknown) => void;
}) {
const patchNpc = usePatchPoolEntry(campaignId, 'npcs');
const [gold, setGold] = useState(npc.exchangeGold ? String(npc.exchangeGold) : '');
const [cash, setCash] = useState(npc.exchangeCash ? String(npc.exchangeCash) : '');
const changesMoney = Boolean(rateLabel(npc));
return (
<div className="card mt-sm" style={{ background: 'var(--bg-inset)' }}>
<div className="section-label">Changes money</div>
<p className="combatant-sub" style={{ marginTop: 0 }}>
Set a rate and the party can change gold into cash, or cash into gold, with {npc.name}. Silver and copper are not
taken. Leave it empty for someone who does not change money.
</p>
<div className="flex-row flex-wrap gap-sm">
<NumberInput min={1} max={1000000} aria-label="Gold side of the rate" placeholder="Gold" value={gold} onChange={(e) => setGold(e.target.value)} style={{ width: 90 }} />
<span>gold =</span>
<span>$</span>
<NumberInput min={1} max={1000000} aria-label="Cash side of the rate" placeholder="Cash" value={cash} onChange={(e) => setCash(e.target.value)} style={{ width: 90 }} />
<button
className="btn"
disabled={!gold || !cash || patchNpc.isPending}
onClick={() => patchNpc.mutate({ id: npc.id, exchangeGold: Number(gold), exchangeCash: Number(cash) }, { onError })}
>
Save rate
</button>
{changesMoney && (
<button
className="btn btn-ghost"
disabled={patchNpc.isPending}
onClick={() =>
patchNpc.mutate(
{ id: npc.id, exchangeGold: null, exchangeCash: null },
{
onError,
onSuccess: () => {
setGold('');
setCash('');
},
}
)
}
>
Stop changing money
</button>
)}
</div>
<div className="section-label mt-md">For sale</div>
<WaresEditor campaignId={campaignId} seller={{ npcId: npc.id }} wares={npc.wares ?? []} weapons={weapons} items={items} onError={onError} />
</div>
);
}
function LibraryPicker<T extends { key: string; name: string }>({
items,
onAdd,
@@ -471,6 +544,7 @@ export function CampaignHomePage() {
const [encounterSort, setEncounterSort] = useState<EncounterSort>(storedEncounterSort);
const [showArchivedEncounters, setShowArchivedEncounters] = useState(false);
const [showNpcForm, setShowNpcForm] = useState(false);
const [tradeNpcId, setTradeNpcId] = useState<string | null>(null);
const [noteBody, setNoteBody] = useState('');
const [dmNoteBody, setDmNoteBody] = useState('');
const [newLocationName, setNewLocationName] = useState('');
@@ -933,7 +1007,8 @@ export function CampaignHomePage() {
</div>
<p className="subtitle" style={{ marginTop: 0 }}>
The people your party meets. Add them to an encounter to bring them into a scene. Players never see your notes or an
NPC's stats.
NPC's stats. "Trade" sets what an NPC sells and the rate they change gold and cash at; players see both when they
meet the NPC in a quest.
</p>
{showNpcForm && (
<form
@@ -984,21 +1059,39 @@ export function CampaignHomePage() {
<div className="mt-sm">
{npcs?.length === 0 && <p style={{ color: 'var(--text-muted)' }}>No NPCs yet.</p>}
{npcsPage.pageItems.map((npc) => (
<div key={npc.id} className="flex-between" style={{ padding: '0.5rem 0', borderBottom: '1px solid var(--border-soft)' }}>
<div>
<strong>{npc.name}</strong>
{npc.role && <span style={{ color: 'var(--text-muted)', marginLeft: 6 }}>{npc.role}</span>}
<span className={`badge badge-${npc.disposition.toLowerCase()}`} style={{ marginLeft: 8 }}>{npc.disposition}</span>
{npc.description && <div style={{ color: 'var(--text-muted)', fontSize: '0.9rem' }}>{npc.description}</div>}
{npc.dmNotes && <div style={{ color: 'var(--text-dim)', fontSize: '0.85rem' }}>🔒 {npc.dmNotes}</div>}
<div key={npc.id} style={{ padding: '0.5rem 0', borderBottom: '1px solid var(--border-soft)' }}>
<div className="flex-between">
<div>
<strong>{npc.name}</strong>
{npc.role && <span style={{ color: 'var(--text-muted)', marginLeft: 6 }}>{npc.role}</span>}
<span className={`badge badge-${npc.disposition.toLowerCase()}`} style={{ marginLeft: 8 }}>{npc.disposition}</span>
{rateLabel(npc) && <span className="badge" style={{ marginLeft: 8 }}>💱 {rateLabel(npc)}</span>}
{(npc.wares?.length ?? 0) > 0 && <span className="badge" style={{ marginLeft: 8 }}>🛒 {npc.wares?.length} for sale</span>}
{npc.description && <div style={{ color: 'var(--text-muted)', fontSize: '0.9rem' }}>{npc.description}</div>}
{npc.dmNotes && <div style={{ color: 'var(--text-dim)', fontSize: '0.85rem' }}>🔒 {npc.dmNotes}</div>}
</div>
<div className="flex-row">
<button className="btn btn-ghost" onClick={() => setTradeNpcId(tradeNpcId === npc.id ? null : npc.id)}>
{tradeNpcId === npc.id ? 'Close' : 'Trade'}
</button>
<button
className="btn btn-ghost"
aria-label={`Remove ${npc.name}`}
onClick={() => window.confirm(`Remove ${npc.name}?`) && deleteNpc.mutate(npc.id)}
>
✕
</button>
</div>
</div>
<button
className="btn btn-ghost"
aria-label={`Remove ${npc.name}`}
onClick={() => window.confirm(`Remove ${npc.name}?`) && deleteNpc.mutate(npc.id)}
>
✕
</button>
{tradeNpcId === npc.id && (
<NpcTrade
campaignId={campaignId}
npc={npc}
weapons={weapons ?? []}
items={items ?? []}
onError={(err) => setFormError(extractErrorMessage(err))}
/>
)}
</div>
))}
</div>
+11
View File
@@ -30,6 +30,7 @@ import { Spinner, ErrorBanner } from '../components/Spinner';
import { NumberInput } from '../components/NumberInput';
import { HpBar } from '../components/HpBar';
import { DeathSaves } from '../components/DeathSaves';
import { TradePanel } from '../components/TradePanel';
import { ABILITY_LABELS, CLASS_LABELS, COIN_LABELS, CURRENCIES, SPECIES_LABELS, extractErrorMessage, fmtMod, formatMoney, spellLevelLabel } from '../lib/format';
import { abilityModifier, scaledDamageDice, MAX_GEAR_LEVEL } from '../lib/previewCalc';
import type {
@@ -1181,6 +1182,16 @@ export function EncounterPage() {
</div>
)}
<TradePanel
encounter={encounter}
isDM={isDM}
userId={user?.id}
characters={builtCharacters}
weapons={weapons ?? []}
items={items ?? []}
onError={onError}
/>
<RewardsPanel
encounter={encounter}
isDM={isDM}
+4 -4
View File
@@ -1,19 +1,19 @@
{
"name": "dnd-campaign-manager",
"version": "1.9.0",
"version": "1.10.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "dnd-campaign-manager",
"version": "1.9.0",
"version": "1.10.0",
"workspaces": [
"backend",
"frontend"
]
},
"backend": {
"version": "1.9.0",
"version": "1.10.0",
"dependencies": {
"@prisma/client": "^5.20.0",
"bcrypt": "^5.1.1",
@@ -31,7 +31,7 @@
}
},
"frontend": {
"version": "1.9.0",
"version": "1.10.0",
"dependencies": {
"@tanstack/react-query": "^5.103.2",
"axios": "^1.20.0",
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "dnd-campaign-manager",
"version": "1.9.0",
"version": "1.10.0",
"private": true,
"description": "D&D 5e campaign manager — monorepo root",
"workspaces": [