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Author SHA1 Message Date
joshuaandClaude Opus 5.5 4362b7423e V1.4.0: silver and copper, with automatic change
- A character's purse holds gold, silver and copper as separate coins:
  1 gold = 10 silver = 100 copper. The money log records each entry's coin.
- Spending and giving are paid from the whole purse: coins of the kind
  named go first, then the nearest bigger coin is broken (change comes back
  in as few coins as possible), then smaller coins are counted out. A
  payment is refused only when the whole purse isn't worth enough.
- Exchange converts one coin into another at the fixed worth.
- Encounter rewards and gifts between characters can be in any coin; the
  party overview shows the whole purse.
- All packages at version 1.4.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 11:56:24 +02:00
18 changed files with 581 additions and 91 deletions
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "backend",
"version": "1.3.1",
"version": "1.4.0",
"private": true,
"type": "commonjs",
"main": "src/index.js",
@@ -0,0 +1,10 @@
-- CreateEnum: the three coins. Silver is worth 0.1 gold, copper 0.01 gold.
CREATE TYPE "Currency" AS ENUM ('GOLD', 'SILVER', 'COPPER');
-- AlterTable: a character's purse holds each coin separately
ALTER TABLE "characters" ADD COLUMN "silver" INTEGER NOT NULL DEFAULT 0;
ALTER TABLE "characters" ADD COLUMN "copper" INTEGER NOT NULL DEFAULT 0;
-- AlterTable: every ledger entry and coin reward is in one coin; all existing ones are gold
ALTER TABLE "gold_transactions" ADD COLUMN "currency" "Currency" NOT NULL DEFAULT 'GOLD';
ALTER TABLE "encounter_rewards" ADD COLUMN "currency" "Currency" NOT NULL DEFAULT 'GOLD';
+18 -3
View File
@@ -118,6 +118,14 @@ enum RewardType {
ITEM
}
// The coins a character carries. Their worth is fixed in utils/grants.js:
// 1 gold = 10 silver = 100 copper.
enum Currency {
GOLD
SILVER
COPPER
}
enum NoteVisibility {
DM_ONLY
SHARED
@@ -262,7 +270,11 @@ model Character {
// The next three are composed by the builder from the player's picks
// (game/data/characterOptions.js). After that only the DM can edit them.
specialAbilities String? // shown in the quick-stats panel
// The purse: each coin is counted on its own and only changes through the
// money ledger (GoldTransaction).
gold Int @default(0)
silver Int @default(0)
copper Int @default(0)
background String?
appearance String?
@@ -403,12 +415,14 @@ model InventoryItem {
@@map("inventory_items")
}
// Ledger behind Character.gold: every change to the balance is one row here.
// Ledger behind a character's purse: every change to a coin balance is one
// row here. (The name predates silver and copper.)
model GoldTransaction {
id String @id @default(cuid())
characterId String
currency Currency @default(GOLD) // which coin this entry is in
amount Int // signed: positive = gained, negative = spent
balanceAfter Int
balanceAfter Int // that coin's balance afterwards
reason String?
createdById String?
createdAt DateTime @default(now())
@@ -544,7 +558,8 @@ model EncounterReward {
id String @id @default(cuid())
encounterId String
type RewardType
gold Int? // GOLD
gold Int? // GOLD: how many coins
currency Currency @default(GOLD) // GOLD: which coin they are
weaponId String? // WEAPON
itemId String? // ITEM
quantity Int @default(1)
+143
View File
@@ -1972,3 +1972,146 @@ describe('temporary hit points', () => {
expect([now.currentHp, now.tempHp]).toEqual([0, 0]);
});
});
describe('silver and copper', () => {
itIfDb('are kept as separate coins, exchanged at fixed worth, given and rewarded', async () => {
const { dmAuth, playerAuth, campaign } = await setupCampaign('coins');
const c = `/campaigns/${campaign.id}`;
await request(app).patch(c).set(dmAuth).send({ startingGold: 5 });
const heroId = await buildCharacter(campaign.id, playerAuth, 'Purse');
const friendId = await buildCharacter(campaign.id, dmAuth, 'Friend');
const ch = `/characters/${heroId}`;
const purse = async (id = heroId, auth = playerAuth) => {
const { gold, silver, copper } = (await request(app).get(`/characters/${id}`).set(auth)).body.character;
return [gold, silver, copper];
};
const money = (body) => request(app).post(`${ch}/gold`).set(playerAuth).send(body);
const exchange = (body) => request(app).post(`${ch}/gold/exchange`).set(playerAuth).send(body);
expect(await purse()).toEqual([5, 0, 0]);
// Each coin has its own balance; an amount with no coin named is gold.
expect((await money({ amount: 7, currency: 'SILVER', reason: 'Sold a pelt' })).status).toBe(201);
expect((await money({ amount: 3, currency: 'COPPER' })).body.copper).toBe(3);
expect((await money({ amount: 1 })).body.gold).toBe(6);
expect(await purse()).toEqual([6, 7, 3]);
expect((await money({ amount: 1, currency: 'PLATINUM' })).status).toBe(400);
// A spend the whole purse can't cover is refused and moves nothing.
const short = await money({ amount: -1000, currency: 'SILVER' });
expect(short.status).toBe(400);
expect(short.body.error).toMatch(/Not enough money/);
expect(await purse()).toEqual([6, 7, 3]);
expect((await request(app).patch(ch).set(dmAuth).send({ silver: 99 })).status).toBe(400);
// 1 gold = 10 silver = 100 copper.
expect((await exchange({ from: 'GOLD', to: 'SILVER', amount: 1 })).body.received).toBe(10);
expect(await purse()).toEqual([5, 17, 3]);
expect((await exchange({ from: 'GOLD', to: 'COPPER', amount: 1 })).body.received).toBe(100);
expect((await exchange({ from: 'SILVER', to: 'COPPER', amount: 1 })).body.received).toBe(10);
expect(await purse()).toEqual([4, 16, 113]);
expect((await exchange({ from: 'COPPER', to: 'SILVER', amount: 20 })).body.received).toBe(2);
expect((await exchange({ from: 'SILVER', to: 'GOLD', amount: 10 })).body.received).toBe(1);
expect((await exchange({ from: 'COPPER', to: 'SILVER', amount: 90 })).body.received).toBe(9);
expect(await purse()).toEqual([5, 17, 3]);
// It has to come to whole coins, be affordable, and be between two different coins.
const uneven = await exchange({ from: 'SILVER', to: 'GOLD', amount: 5 });
expect(uneven.status).toBe(400);
expect(uneven.body.error).toMatch(/multiples of 10/);
expect((await exchange({ from: 'COPPER', to: 'SILVER', amount: 1 })).status).toBe(400);
expect((await exchange({ from: 'COPPER', to: 'GOLD', amount: 50 })).body.error).toMatch(/multiples of 100/);
expect((await exchange({ from: 'SILVER', to: 'COPPER', amount: 18 })).status).toBe(400);
expect((await exchange({ from: 'GOLD', to: 'GOLD', amount: 1 })).status).toBe(400);
expect((await request(app).post(`/characters/${friendId}/gold/exchange`).set(playerAuth).send({ from: 'GOLD', to: 'SILVER', amount: 1 })).status).toBe(403);
expect(await purse()).toEqual([5, 17, 3]);
// The ledger says which coin every entry is in.
const ledger = (await request(app).get(`${ch}/gold`).set(playerAuth)).body;
expect([ledger.gold, ledger.silver, ledger.copper]).toEqual([5, 17, 3]);
expect(ledger.transactions[0]).toMatchObject({ currency: 'SILVER', amount: 9, balanceAfter: 17, reason: 'Exchanged from 90 copper' });
expect(ledger.transactions.find((t) => t.reason === 'Sold a pelt')).toMatchObject({ currency: 'SILVER', amount: 7, balanceAfter: 7 });
// Giving and rewards work per coin.
expect((await request(app).post(`${ch}/give`).set(playerAuth).send({ kind: 'gold', currency: 'SILVER', amount: 3, toCharacterId: friendId })).status).toBe(200);
expect((await request(app).post(`${ch}/give`).set(playerAuth).send({ kind: 'gold', currency: 'COPPER', amount: 5000, toCharacterId: friendId })).status).toBe(400);
expect(await purse()).toEqual([5, 14, 3]);
expect(await purse(friendId, dmAuth)).toEqual([5, 3, 0]);
const e = `/encounters/${(await request(app).post(`${c}/encounters`).set(dmAuth).send({ name: 'Loose change' })).body.encounter.id}`;
await request(app).post(`${e}/participants`).set(dmAuth).send({ characterId: heroId });
await request(app).post(`${e}/participants`).set(dmAuth).send({ characterId: friendId });
const reward = (await request(app).post(`${e}/rewards`).set(dmAuth).send({ type: 'GOLD', gold: 9, currency: 'COPPER' })).body.reward;
expect(reward).toMatchObject({ gold: 9, currency: 'COPPER' });
await request(app).post(`${e}/rewards/${reward.id}/award`).set(dmAuth).send({ split: true });
const split = [(await purse())[2] - 3, (await purse(friendId, dmAuth))[2]].sort();
expect(split).toEqual([4, 5]); // 9 copper between two
// Another player still sees none of it.
const outsiderView = (await request(app).get(`/characters/${friendId}`).set(playerAuth)).body.character;
expect([outsiderView.gold, outsiderView.silver, outsiderView.copper]).toEqual([null, null, null]);
});
});
describe('paying with change', () => {
itIfDb('a spend or a gift is paid from the whole purse: bigger coins are broken, smaller ones counted out', async () => {
const { dmAuth, playerAuth, campaign } = await setupCampaign('change');
await request(app).patch(`/campaigns/${campaign.id}`).set(dmAuth).send({ startingGold: 5 });
const heroId = await buildCharacter(campaign.id, playerAuth, 'Spender');
const friendId = await buildCharacter(campaign.id, dmAuth, 'Friend');
const ch = `/characters/${heroId}`;
const purse = async (id = heroId, auth = playerAuth) => {
const { gold, silver, copper } = (await request(app).get(`/characters/${id}`).set(auth)).body.character;
return [gold, silver, copper];
};
const money = (body) => request(app).post(`${ch}/gold`).set(playerAuth).send(body);
const newest = async (count) =>
(await request(app).get(`${ch}/gold`).set(playerAuth)).body.transactions.slice(0, count).map((t) => [t.currency, t.amount, t.balanceAfter, t.reason]);
// 3 silver from a purse of 5 gold: one gold is broken, 7 silver comes back.
const boots = await money({ amount: -3, currency: 'SILVER', reason: 'New boots' });
expect(boots.status).toBe(201);
expect([boots.body.gold, boots.body.silver, boots.body.copper]).toEqual([4, 7, 0]);
expect(await purse()).toEqual([4, 7, 0]);
expect((await newest(2)).sort()).toEqual([
['GOLD', -1, 4, 'New boots (paid 3 silver, with change)'],
['SILVER', 7, 7, 'New boots (paid 3 silver, with change)'],
]);
// 5 copper: the nearest bigger coin is a silver, so that is what breaks.
expect((await money({ amount: -5, currency: 'COPPER' })).status).toBe(201);
expect(await purse()).toEqual([4, 6, 5]);
// Enough of the coin named: nothing else moves, and the entry reads as usual.
await money({ amount: -2, reason: 'Horse feed' });
expect(await purse()).toEqual([2, 6, 5]);
expect((await newest(1))[0]).toEqual(['GOLD', -2, 2, 'Horse feed']);
// More than the whole purse is worth (2.65 gold): refused, nothing moves.
const tooMuch = await money({ amount: -3 });
expect(tooMuch.status).toBe(400);
expect(tooMuch.body.error).toMatch(/Not enough money/);
expect(tooMuch.body.error).toMatch(/2\.65 gold/);
expect(await purse()).toEqual([2, 6, 5]);
// No bigger coin to break: smaller ones are counted out, biggest first.
await money({ amount: -2 });
await money({ amount: 40, currency: 'COPPER' });
expect(await purse()).toEqual([0, 6, 45]);
expect((await money({ amount: -1, reason: 'Toll' })).status).toBe(201);
expect(await purse()).toEqual([0, 0, 5]);
// Giving works the same way for the giver; the recipient gets the coins named.
await money({ amount: 1 });
expect((await request(app).post(`${ch}/give`).set(playerAuth).send({ kind: 'gold', currency: 'SILVER', amount: 4, toCharacterId: friendId })).status).toBe(200);
expect(await purse()).toEqual([0, 6, 5]);
expect(await purse(friendId, dmAuth)).toEqual([5, 4, 0]);
const beyond = await request(app).post(`${ch}/give`).set(playerAuth).send({ kind: 'gold', amount: 1, toCharacterId: friendId });
expect(beyond.status).toBe(400);
expect(beyond.body.error).toMatch(/Not enough money/);
// Exchanging is the exception: it moves exactly the coins named.
expect((await request(app).post(`${ch}/gold/exchange`).set(playerAuth).send({ from: 'SILVER', to: 'COPPER', amount: 7 })).status).toBe(400);
expect(await purse()).toEqual([0, 6, 5]);
});
});
+3 -1
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@@ -195,6 +195,8 @@ function characterSummary(character) {
currentHp: character.currentHp,
tempHp: character.tempHp,
gold: character.gold,
silver: character.silver,
copper: character.copper,
maxHp: character.buildStage === 'COMPLETE' ? sheet.hp.max : null,
armorClass: character.buildStage === 'COMPLETE' ? sheet.armorClass : null,
currentLocationId: character.currentLocationId,
@@ -219,7 +221,7 @@ router.get('/:id/characters', requireCampaignMember(), async (req, res, next) =>
characters: summaries.map((c) => {
if (c.userId === req.user.id) return c;
const knowsPlace = c.currentLocationId && visited.has(c.currentLocationId);
return { ...c, gold: null, ...(knowsPlace ? {} : { currentLocationId: null, currentLocationName: null }) };
return { ...c, gold: null, silver: null, copper: null, ...(knowsPlace ? {} : { currentLocationId: null, currentLocationName: null }) };
}),
});
} catch (err) {
+84 -19
View File
@@ -29,7 +29,7 @@ const {
} = require('../game/buildFlow');
const characterOptions = require('../game/data/characterOptions');
const { SKILLS } = require('../game/data/skills');
const { InsufficientGoldError, adjustGold, giveGear } = require('../utils/grants');
const { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, spendCoins, worthInGold, giveGear } = require('../utils/grants');
const { recordVisits } = require('../utils/locations');
const { absorbDamage } = require('../utils/hp');
@@ -94,6 +94,8 @@ function serializeCharacter(character, isOwner, isDM = true) {
currentLocationId: restricted ? null : character.currentLocationId,
currentLocation: restricted ? null : character.currentLocation || null,
gold: restricted ? null : character.gold,
silver: restricted ? null : character.silver,
copper: restricted ? null : character.copper,
restricted,
buildStage: character.buildStage,
buildState: character.buildStage === 'COMPLETE' ? null : character.buildState,
@@ -170,8 +172,8 @@ function clamp(value, min, max) {
router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, next) => {
try {
if (req.body && req.body.gold !== undefined) {
return res.status(400).json({ error: 'Gold changes go through the money tracker.' });
if (req.body && ['gold', 'silver', 'copper'].some((coin) => req.body[coin] !== undefined)) {
return res.status(400).json({ error: 'Gold, silver and copper changes go through the money tracker.' });
}
const parsed = patchCharacterSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
@@ -355,6 +357,8 @@ router.post('/:id/copy', requireCharacterAccess(), async (req, res, next) => {
speedOverride: source.speedOverride,
specialAbilities: source.specialAbilities,
gold: source.gold,
silver: source.silver,
copper: source.copper,
background: source.background,
appearance: source.appearance,
// Same privacy boundary as serializeCharacter: a DM copying a
@@ -370,10 +374,13 @@ router.post('/:id/copy', requireCharacterAccess(), async (req, res, next) => {
},
inventoryItems: { create: [...items.values()] },
goldTransactions: {
create:
source.gold > 0
? [{ amount: source.gold, balanceAfter: source.gold, reason: 'Carried over from another campaign', createdById: req.user.id }]
: [],
create: CURRENCIES.filter((currency) => source[COIN_COLUMN[currency]] > 0).map((currency) => ({
currency,
amount: source[COIN_COLUMN[currency]],
balanceAfter: source[COIN_COLUMN[currency]],
reason: 'Carried over from another campaign',
createdById: req.user.id,
})),
},
weapons: { create: [...weapons.values()] },
spells: { create: [...spells.values()] },
@@ -857,6 +864,18 @@ router.get('/:id/quick-stats', requireCharacterAccess(), async (req, res, next)
const GOLD_TRANSACTION_INCLUDE = { createdBy: { select: { displayName: true } } };
// Which coin an amount is in; gold when none is given.
const currencySchema = z.enum(CURRENCIES).default('GOLD');
function coinName(currency) {
return currency.toLowerCase();
}
// For a payment the whole purse can't cover.
function notEnoughMoney(character, amount, currency) {
return `Not enough money — ${character.name} has ${character.gold} gold, ${character.silver} silver and ${character.copper} copper (worth ${worthInGold(character)} gold), which doesn't cover ${amount} ${coinName(currency)}.`;
}
router.get('/:id/gold', requireCharacterAccess(), async (req, res, next) => {
try {
if (!req.isDM && !req.isOwner) return res.status(403).json({ error: "Only the character's player and the DM can see its money" });
@@ -865,7 +884,7 @@ router.get('/:id/gold', requireCharacterAccess(), async (req, res, next) => {
include: GOLD_TRANSACTION_INCLUDE,
orderBy: [{ createdAt: 'desc' }, { id: 'desc' }],
});
res.json({ gold: req.character.gold, transactions });
res.json({ gold: req.character.gold, silver: req.character.silver, copper: req.character.copper, transactions });
} catch (err) {
next(err);
}
@@ -873,30 +892,74 @@ router.get('/:id/gold', requireCharacterAccess(), async (req, res, next) => {
// amount is signed: positive = gained, negative = spent. The owning player
// and the DM can both record entries; each one is stamped with who made it.
// A spend is paid from the whole purse: if there aren't enough of the coin
// named, bigger coins are broken (or smaller ones counted out) to cover it.
router.post('/:id/gold', requireCharacterAccess({ write: true }), async (req, res, next) => {
try {
const parsed = z
.object({
amount: z.number().int().min(-1000000).max(1000000).refine((n) => n !== 0, 'Amount cannot be zero'),
currency: currencySchema,
reason: z.string().trim().max(200).optional().nullable(),
})
.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { amount, reason } = parsed.data;
const { amount, currency, reason } = parsed.data;
let transaction;
let transactions;
try {
// Throwing inside the transaction rolls the balance change back.
transaction = await prisma.$transaction((tx) =>
adjustGold(tx, { characterId: req.character.id, amount, reason, userId: req.user.id, include: GOLD_TRANSACTION_INCLUDE })
);
transactions = await prisma.$transaction(async (tx) => {
const entry = { characterId: req.character.id, currency, reason, userId: req.user.id, include: GOLD_TRANSACTION_INCLUDE };
return amount > 0 ? [await adjustGold(tx, { ...entry, amount })] : spendCoins(tx, { ...entry, amount: -amount });
});
} catch (err) {
if (!(err instanceof InsufficientGoldError)) throw err;
return res.status(400).json({ error: `Not enough gold — the balance is ${req.character.gold}.` });
return res.status(400).json({ error: notEnoughMoney(req.character, -amount, currency) });
}
emitCharacterUpdated(req);
res.status(201).json({ gold: transaction.balanceAfter, transaction });
const purse = await prisma.character.findUnique({ where: { id: req.character.id }, select: { gold: true, silver: true, copper: true } });
res.status(201).json({ ...purse, transaction: transactions[0], transactions });
} catch (err) {
next(err);
}
});
// Changes coins of one kind into another at their fixed worth (1 gold = 10
// silver = 100 copper). `amount` is how many `from` coins to hand over; it has
// to come to a whole number of `to` coins. Both sides go on the ledger. Unlike
// a spend, this moves exactly the coins named: no change is made.
router.post('/:id/gold/exchange', requireCharacterAccess({ write: true }), async (req, res, next) => {
try {
const parsed = z
.object({ from: z.enum(CURRENCIES), to: z.enum(CURRENCIES), amount: z.number().int().min(1).max(1000000) })
.refine((data) => data.from !== data.to, { message: 'Pick two different coins' })
.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { from, to, amount } = parsed.data;
const worth = amount * COIN_VALUE[from];
if (worth % COIN_VALUE[to] !== 0) {
const step = COIN_VALUE[to] / COIN_VALUE[from];
return res.status(400).json({ error: `${amount} ${coinName(from)} doesn't make a whole number of ${coinName(to)} — exchange in multiples of ${step}.` });
}
const received = worth / COIN_VALUE[to];
try {
await prisma.$transaction(async (tx) => {
const base = { characterId: req.character.id, userId: req.user.id };
await adjustGold(tx, { ...base, currency: from, amount: -amount, reason: `Exchanged for ${received} ${coinName(to)}` });
await adjustGold(tx, { ...base, currency: to, amount: received, reason: `Exchanged from ${amount} ${coinName(from)}` });
});
} catch (err) {
if (!(err instanceof InsufficientGoldError)) throw err;
return res.status(400).json({ error: `Not enough ${coinName(from)} — the balance is ${req.character[COIN_COLUMN[from]]}.` });
}
emitCharacterUpdated(req);
const character = await loadFullCharacter(req.character.id);
res.status(201).json({ character: serializeCharacter(character, req.isOwner, req.isDM), received });
} catch (err) {
next(err);
}
@@ -1040,7 +1103,7 @@ for (const gear of GEAR) {
// ---------------------------------------------------------------------------
const giveSchema = z.discriminatedUnion('kind', [
z.object({ kind: z.literal('gold'), toCharacterId: z.string(), amount: z.number().int().min(1) }),
z.object({ kind: z.literal('gold'), toCharacterId: z.string(), amount: z.number().int().min(1), currency: z.enum(CURRENCIES).default('GOLD') }),
z.object({ kind: z.literal('weapon'), toCharacterId: z.string(), id: z.string(), quantity: z.number().int().min(1).default(1) }),
z.object({ kind: z.literal('item'), toCharacterId: z.string(), id: z.string(), quantity: z.number().int().min(1).default(1) }),
z.object({ kind: z.literal('spell'), toCharacterId: z.string(), id: z.string() }),
@@ -1067,8 +1130,10 @@ router.post('/:id/give', requireCharacterAccess({ write: true }), async (req, re
try {
await prisma.$transaction(async (tx) => {
if (give.kind === 'gold') {
await adjustGold(tx, { characterId: giver.id, amount: -give.amount, reason: `Gave to ${recipient.name}`, userId: req.user.id });
await adjustGold(tx, { characterId: recipient.id, amount: give.amount, reason: `Received from ${giver.name}`, userId: req.user.id });
// The giver pays from their whole purse, with change; the recipient gets the coins named.
const coins = { amount: give.amount, currency: give.currency, userId: req.user.id };
await spendCoins(tx, { ...coins, characterId: giver.id, reason: `Gave to ${recipient.name}` });
await adjustGold(tx, { ...coins, characterId: recipient.id, reason: `Received from ${giver.name}` });
return;
}
@@ -1102,7 +1167,7 @@ router.post('/:id/give', requireCharacterAccess({ write: true }), async (req, re
});
} catch (err) {
if (err instanceof InsufficientGoldError) {
return res.status(400).json({ error: `Not enough gold — ${giver.name} has ${giver.gold}.` });
return res.status(400).json({ error: notEnoughMoney(giver, give.amount, give.currency || 'GOLD') });
}
if (err instanceof GiveError) return res.status(400).json({ error: err.message });
throw err;
+4 -4
View File
@@ -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 { adjustGold, giveGear } = require('../utils/grants');
const { CURRENCIES, adjustGold, giveGear } = require('../utils/grants');
const { moveCharacters, visitedLocationIds } = require('../utils/locations');
const { absorbDamage } = require('../utils/hp');
@@ -493,7 +493,7 @@ router.post('/:id/advance-round', requireEncounterAccess, requireDM, async (req,
// ---------------------------------------------------------------------------
const rewardSchema = z.discriminatedUnion('type', [
z.object({ type: z.literal('GOLD'), gold: z.number().int().min(1).max(1000000), note: z.string().trim().max(200).optional().nullable() }),
z.object({ type: z.literal('GOLD'), gold: z.number().int().min(1).max(1000000), currency: z.enum(CURRENCIES).default('GOLD'), note: z.string().trim().max(200).optional().nullable() }),
z.object({
type: z.literal('WEAPON'),
weaponId: z.string(),
@@ -570,7 +570,7 @@ router.post('/:id/rewards/:rewardId/award', requireEncounterAccess, requireDM, a
let recipients;
if (parsed.data.split) {
if (reward.type !== 'GOLD') return res.status(400).json({ error: 'Only gold can be split.' });
if (reward.type !== 'GOLD') return res.status(400).json({ error: 'Only coins can be split.' });
const participants = await prisma.encounterParticipant.findMany({
where: { encounterId: req.encounter.id, characterId: { not: null } },
include: { character: true },
@@ -599,7 +599,7 @@ router.post('/:id/rewards/:rewardId/award', requireEncounterAccess, requireDM, a
const remainder = reward.gold % recipients.length;
for (const [i, character] of recipients.entries()) {
const amount = share + (i < remainder ? 1 : 0);
if (amount > 0) await adjustGold(tx, { characterId: character.id, amount, reason, userId: req.user.id });
if (amount > 0) await adjustGold(tx, { characterId: character.id, amount, currency: reward.currency, reason, userId: req.user.id });
}
} else {
const kind = reward.type === 'WEAPON' ? 'weapon' : 'item';
+99 -9
View File
@@ -1,24 +1,114 @@
// The two ways a character's belongings change: gold through the ledger, and
// The two ways a character's belongings change: coins through the ledger, and
// gear from the campaign pools. Shared by the character sheet routes and by
// encounter rewards so both follow the same rules. Every function takes a
// Prisma client or transaction client as `db`.
// The coins, and what each is worth counted in copper: silver is 0.1 gold and
// copper is 0.01 gold, so 1 gold = 10 silver = 100 copper and 1 silver = 10
// copper. Whole numbers keep exchanges exact.
const CURRENCIES = ['GOLD', 'SILVER', 'COPPER'];
const COIN_VALUE = { GOLD: 100, SILVER: 10, COPPER: 1 };
// Each coin is its own column on the character.
const COIN_COLUMN = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper' };
class InsufficientGoldError extends Error {}
// amount is signed: positive = gained, negative = spent. Writes the ledger row
// and returns it; throws InsufficientGoldError if the balance would go below 0
// (inside a transaction, that rolls the whole thing back).
async function adjustGold(db, { characterId, amount, reason, userId, include }) {
// amount is signed: positive = gained, negative = spent, in `currency` coins.
// Writes the ledger row and returns it; throws InsufficientGoldError if that
// coin's balance would go below 0 (inside a transaction, that rolls the whole
// thing back). This moves exactly the coins named and nothing else; to pay a
// price out of whatever coins the purse holds, use spendCoins.
async function adjustGold(db, { characterId, amount, currency = 'GOLD', reason, userId, include }) {
const column = COIN_COLUMN[currency];
// The atomic increment is the balance check: two spends racing each other
// can't both pass a stale read.
const updated = await db.character.update({ where: { id: characterId }, data: { gold: { increment: amount } } });
if (updated.gold < 0) throw new InsufficientGoldError();
const updated = await db.character.update({ where: { id: characterId }, data: { [column]: { increment: amount } } });
if (updated[column] < 0) throw new InsufficientGoldError();
return db.goldTransaction.create({
data: { characterId, amount, balanceAfter: updated.gold, reason: reason || null, createdById: userId },
data: { characterId, currency, amount, balanceAfter: updated[column], reason: reason || null, createdById: userId },
include,
});
}
// Works out which coins leave (and come back as change) when a purse pays
// `amount` coins of `currency`. Returns the change to each balance, e.g.
// { GOLD: -1, SILVER: 7, COPPER: 0 } for 3 silver paid from a purse with only
// gold in it — or null if the whole purse isn't worth that much.
// 1. Coins of the kind asked for go first.
// 2. Any shortfall is met by breaking the nearest bigger coin; the change
// comes back in as few coins as possible.
// 3. Only if there are no bigger coins left are smaller ones counted out.
function planPayment(purse, currency, amount) {
const worth = (coin) => COIN_VALUE[coin];
const delta = { GOLD: 0, SILVER: 0, COPPER: 0 };
const left = (coin) => purse[coin] + delta[coin];
let owed = amount * worth(currency);
if (CURRENCIES.reduce((sum, coin) => sum + purse[coin] * worth(coin), 0) < owed) return null;
const pay = (coin, count) => {
delta[coin] -= count;
owed -= count * worth(coin);
};
pay(currency, Math.min(purse[currency], amount));
const bigger = CURRENCIES.filter((coin) => worth(coin) > worth(currency)).reverse(); // nearest first
for (const coin of bigger) {
if (owed <= 0) break;
pay(coin, Math.min(left(coin), Math.ceil(owed / worth(coin))));
// Overpaid: hand the difference back, biggest coins first.
let change = -owed;
for (const small of CURRENCIES.filter((c) => worth(c) < worth(coin))) {
if (change <= 0) break;
const count = Math.floor(change / worth(small));
delta[small] += count;
change -= count * worth(small);
}
if (owed < 0) owed = 0;
}
for (const coin of CURRENCIES.filter((c) => worth(c) < worth(currency))) {
if (owed <= 0) break;
pay(coin, Math.min(left(coin), Math.floor(owed / worth(coin))));
}
return delta;
}
// Pays `amount` coins of `currency` out of a character's purse, making change
// as needed (see planPayment). Every coin that moved gets its own ledger row;
// the rows are returned, the one in `currency` first when there is one. Throws
// InsufficientGoldError if the purse as a whole can't cover it.
async function spendCoins(db, { characterId, amount, currency = 'GOLD', reason, userId, include }) {
const character = await db.character.findUnique({ where: { id: characterId }, select: { gold: true, silver: true, copper: true } });
const purse = { GOLD: character.gold, SILVER: character.silver, COPPER: character.copper };
const delta = planPayment(purse, currency, amount);
if (!delta) throw new InsufficientGoldError();
const moved = CURRENCIES.filter((coin) => delta[coin] !== 0).sort((a, b) => (b === currency) - (a === currency));
const madeChange = moved.some((coin) => coin !== currency);
const label = reason || 'Spent';
const rows = [];
for (const coin of moved) {
rows.push(
await adjustGold(db, {
characterId,
amount: delta[coin],
currency: coin,
// Says what the payment was when the coins that moved aren't the ones asked for.
reason: madeChange ? `${label} (paid ${amount} ${currency.toLowerCase()}, with change)` : reason,
userId,
include,
})
);
}
return rows;
}
// A purse's whole worth as one figure in gold, for messages: 265 copper-worth -> 2.65.
function worthInGold(character) {
const copper = CURRENCIES.reduce((sum, coin) => sum + character[COIN_COLUMN[coin]] * COIN_VALUE[coin], 0);
return copper / COIN_VALUE.GOLD;
}
const HELD = {
weapon: { model: 'characterWeapon', key: 'weaponId' },
item: { model: 'inventoryItem', key: 'itemId' },
@@ -37,4 +127,4 @@ async function giveGear(db, kind, { characterId, entry, quantity = 1, level, equ
});
}
module.exports = { InsufficientGoldError, adjustGold, giveGear };
module.exports = { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, planPayment, spendCoins, worthInGold, giveGear };
+27 -9
View File
@@ -509,17 +509,35 @@ character already has adds to the stack. Items have no effect on any stat. An
item can carry optional dice (a potion's healing, a bomb's damage) that grow
with its level exactly like a weapon's (section 10).
**Money** is a single gold balance with a log behind it.
**Money** is a purse of three coins, each counted on its own, with a log
behind it.
- The sheet's Money card shows the balance and every change to it: the amount,
what it was for, who recorded it, when, and the balance afterwards.
- The **owning player and the DM** can both record a gain or a spend. Other
members can see the log but not add to it.
- The balance **cannot go below zero**; a spend larger than the balance is
refused.
- The log is the only way the balance changes. Entries cannot be edited or
| Coin | Worth |
|---|---|
| Gold (gp) | 1 gold |
| Silver (sp) | 0.1 gold — 10 to the gold |
| Copper (cp) | 0.01 gold — 100 to the gold, 10 to the silver |
- The sheet's Money card shows the three balances, what the purse is worth in
gold altogether, and every change: the amount and coin, what it was for, who
recorded it, when, and that coin's balance afterwards.
- The **owning player and the DM** can both record a gain or a spend, choosing
the coin. Other players cannot see the purse or the log.
- **Spending makes change for you.** A spend (or a gift to another character)
is paid from the whole purse. Coins of the kind named go first; if there
aren't enough, the nearest bigger coin is broken and the change comes back
in as few coins as possible; if there are no bigger coins, smaller ones are
counted out. Spending 3 silver from a purse of 5 gold leaves 4 gold and 7
silver. Each coin that moved gets its own log entry, marked "with change".
- A spend is refused only when the **whole purse** isn't worth enough.
- **Exchange** turns coins of one kind into another at the worth above, and
logs both sides. It moves exactly the coins named and has to come to whole
coins: silver into gold goes in tens, copper into silver in tens, copper
into gold in hundreds.
- The log is the only way a balance changes. Entries cannot be edited or
deleted; to correct a mistake, record the opposite entry.
- There is one currency (gold). Silver, copper and so on are not tracked.
- Starting gold (a campaign setting) is gold only. Encounter rewards and gifts
between characters can be in any coin.
### Giving to another character
+1 -1
View File
@@ -1,7 +1,7 @@
{
"name": "frontend",
"private": true,
"version": "1.3.1",
"version": "1.4.0",
"type": "module",
"scripts": {
"dev": "vite",
+15 -4
View File
@@ -7,6 +7,7 @@ import type {
CampaignMemberSummary,
CharacterDetail,
CharacterSummary,
Currency,
DiceMode,
Encounter,
EncounterMode,
@@ -172,7 +173,7 @@ export function useDeleteCharacter(campaignId: string) {
// What one character can hand to another. Whatever is given leaves the giver.
export type Gift =
| { kind: 'gold'; amount: number }
| { kind: 'gold'; amount: number; currency?: Currency }
| { kind: 'weapon' | 'item'; id: string; quantity: number }
| { kind: 'spell'; id: string };
@@ -211,6 +212,16 @@ export function useQuickStats(characterId: string | undefined, enabled: boolean)
});
}
// Changes `amount` coins of one kind into another at their fixed worth.
export function useExchangeCoins(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { from: Currency; to: Currency; amount: number }) =>
(await apiClient.post<{ character: CharacterDetail; received: number }>(`/characters/${characterId}/gold/exchange`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
// --------------------------------------------------------------------------
// Character build flow
// --------------------------------------------------------------------------
@@ -388,8 +399,8 @@ export function useGoldLedger(characterId: string | undefined, enabled = true) {
export function useAdjustGold(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { amount: number; reason?: string }) =>
(await apiClient.post<{ gold: number; transaction: GoldTransaction }>(`/characters/${characterId}/gold`, data)).data,
mutationFn: async (data: { amount: number; currency?: Currency; reason?: string }) =>
(await apiClient.post<{ transaction: GoldTransaction }>(`/characters/${characterId}/gold`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId), // prefix match also refreshes the ledger
});
}
@@ -730,7 +741,7 @@ export function useNextTurn(encounterId: string) {
// --------------------------------------------------------------------------
export type NewReward =
| { type: 'GOLD'; gold: number; note?: string }
| { type: 'GOLD'; gold: number; currency?: Currency; note?: string }
| { type: 'WEAPON'; weaponId: string; quantity?: number; level?: number; note?: string }
| { type: 'ITEM'; itemId: string; quantity?: number; level?: number; note?: string };
+13 -3
View File
@@ -105,6 +105,9 @@ export interface CampaignMemberSummary {
role: 'DM' | 'PLAYER';
}
// The coins a character carries. 1 gold = 10 silver = 100 copper.
export type Currency = 'GOLD' | 'SILVER' | 'COPPER';
export interface CharacterSummary {
id: string;
campaignId: string;
@@ -118,7 +121,10 @@ export interface CharacterSummary {
buildStage: BuildStage;
currentHp: number;
tempHp: number;
gold: number | null; // null for another player's character
// The purse; all three are null for another player's character.
gold: number | null;
silver: number | null;
copper: number | null;
maxHp: number | null;
armorClass: number | null;
currentLocationId: string | null;
@@ -233,8 +239,9 @@ export interface InventoryItem {
export interface GoldTransaction {
id: string;
characterId: string;
currency: Currency; // which coin this entry is in
amount: number; // signed: positive = gained, negative = spent
balanceAfter: number;
balanceAfter: number; // that coin's balance afterwards
reason: string | null;
createdAt: string;
createdBy: { displayName: string } | null;
@@ -278,6 +285,8 @@ export interface CharacterDetail {
currentLocationId: string | null;
currentLocation: Location | null;
gold: number | null;
silver: number | null;
copper: number | null;
// True when this is another player's character: no gold, inventory or
// location is sent, only what the party can see across the table.
restricted: boolean;
@@ -337,7 +346,8 @@ export interface EncounterReward {
id: string;
encounterId: string;
type: 'GOLD' | 'WEAPON' | 'ITEM';
gold: number | null;
gold: number | null; // for a GOLD reward: how many coins...
currency: Currency; // ...and which coin
weaponId: string | null;
itemId: string | null;
quantity: number;
+25
View File
@@ -1,3 +1,5 @@
import type { Currency } from '../api/types';
export const SPECIES_LABELS: Record<string, string> = {
HUMAN: 'Human',
HALF_ELF: 'Half-Elf',
@@ -70,6 +72,29 @@ export function hpBarClass(current: number, max: number): string {
return 'hp-bar-fill';
}
// Coins. Silver is worth 0.1 gold and copper 0.01 gold.
export const CURRENCIES: Currency[] = ['GOLD', 'SILVER', 'COPPER'];
export const COIN_LABELS: Record<Currency, string> = { GOLD: 'Gold', SILVER: 'Silver', COPPER: 'Copper' };
export const COIN_SHORT: Record<Currency, string> = { GOLD: 'gp', SILVER: 'sp', COPPER: 'cp' };
export const COIN_FIELD: Record<Currency, 'gold' | 'silver' | 'copper'> = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper' };
// What one coin is worth, counted in copper.
export const COIN_VALUE: Record<Currency, number> = { GOLD: 100, SILVER: 10, COPPER: 1 };
type Purse = { gold: number | null; silver: number | null; copper: number | null };
// "12 gp · 5 sp · 3 cp". Gold always shows; silver and copper only when held.
export function formatPurse(purse: Purse): string {
return CURRENCIES.filter((c) => c === 'GOLD' || (purse[COIN_FIELD[c]] ?? 0) > 0)
.map((c) => `${purse[COIN_FIELD[c]] ?? 0} ${COIN_SHORT[c]}`)
.join(' · ');
}
// The whole purse as one figure in gold, e.g. 12.65.
export function purseWorthInGold(purse: Purse): number {
const copper = CURRENCIES.reduce((sum, c) => sum + (purse[COIN_FIELD[c]] ?? 0) * COIN_VALUE[c], 0);
return copper / COIN_VALUE.GOLD;
}
export function extractErrorMessage(err: unknown): string {
const anyErr = err as { response?: { data?: { error?: unknown } } };
const apiError = anyErr?.response?.data?.error;
+105 -15
View File
@@ -17,6 +17,7 @@ import {
useRemoveCharacterSpell,
useGoldLedger,
useAdjustGold,
useExchangeCoins,
useCampaignCharacters,
useGive,
type Gift,
@@ -35,11 +36,26 @@ import { HpBar } from '../components/HpBar';
import { QuickStatsFab } from '../components/QuickStatsDrawer';
import { InfoTip } from '../components/InfoTip';
import { usePagination, Pagination } from '../components/Paginated';
import { ABILITY_LABELS, CLASS_LABELS, SKILL_LABELS, SPECIES_LABELS, fmtMod, extractErrorMessage, spellLevelLabel } from '../lib/format';
import {
ABILITY_LABELS,
CLASS_LABELS,
COIN_FIELD,
COIN_LABELS,
COIN_SHORT,
COIN_VALUE,
CURRENCIES,
SKILL_LABELS,
SPECIES_LABELS,
fmtMod,
extractErrorMessage,
formatPurse,
purseWorthInGold,
spellLevelLabel,
} from '../lib/format';
import { speciesIcon } from '../lib/speciesIcons';
import { hpMax as previewHpMax, scaledDamageDice, MAX_GEAR_LEVEL } from '../lib/previewCalc';
import { CLASS_HIT_DIE } from '../lib/classData';
import type { Ability, CharacterDetail } from '../api/types';
import type { Ability, CharacterDetail, Currency } from '../api/types';
// The DM's level picker for one held weapon or item, from the level the gear
// starts at up to the maximum. Each option shows what the dice become at that
@@ -89,20 +105,26 @@ function GiveCard({ character, onError }: { character: CharacterDetail; onError:
const others = characters?.filter((c) => c.id !== character.id && c.buildStage === 'COMPLETE') ?? [];
if (others.length === 0) return null;
// "kind:id" identifies the thing picked; gold has no id.
// "kind:id" identifies the thing picked; for coins the id is which coin.
const [kind, id] = what.split(':');
const coin = (kind === 'gold' ? id : 'GOLD') as Currency;
const heldWeapon = character.weapons.find((w) => w.weaponId === id);
const heldItem = character.inventoryItems.find((i) => i.itemId === id);
const gold = character.gold ?? 0;
const max = kind === 'gold' ? gold : kind === 'weapon' ? (heldWeapon?.quantity ?? 0) : kind === 'item' ? (heldItem?.quantity ?? 0) : 1;
// A gift of coins is paid from the whole purse, with change, so any coin
// the purse is worth at least one of can be given.
const held = (c: Currency) => character[COIN_FIELD[c]] ?? 0;
const purseInCopper = CURRENCIES.reduce((sum, c) => sum + held(c) * COIN_VALUE[c], 0);
const affordable = (c: Currency) => Math.floor(purseInCopper / COIN_VALUE[c]);
const coinsHeld = CURRENCIES.filter((c) => affordable(c) > 0);
const max = kind === 'gold' ? affordable(coin) : kind === 'weapon' ? (heldWeapon?.quantity ?? 0) : kind === 'item' ? (heldItem?.quantity ?? 0) : 1;
const count = Math.floor(Number(amount));
const countOk = kind === 'spell' || (count >= 1 && count <= max);
const nothingToGive = gold === 0 && character.weapons.length + character.inventoryItems.length + character.spells.length === 0;
const nothingToGive = coinsHeld.length === 0 && character.weapons.length + character.inventoryItems.length + character.spells.length === 0;
function handleGive() {
const gift: Gift | null =
kind === 'gold'
? { kind, amount: count }
? { kind, amount: count, currency: coin }
: kind === 'weapon' || kind === 'item'
? { kind, id, quantity: count }
: kind === 'spell'
@@ -145,7 +167,11 @@ function GiveCard({ character, onError }: { character: CharacterDetail; onError:
style={{ flex: 2, minWidth: 160 }}
>
<option value="">What to give…</option>
{gold > 0 && <option value="gold:">Gold ({gold} gp)</option>}
{coinsHeld.map((c) => (
<option key={c} value={`gold:${c}`}>
{COIN_LABELS[c]} ({held(c)} {COIN_SHORT[c]} held)
</option>
))}
{character.weapons.length > 0 && (
<optgroup label="Weapons">
{character.weapons.map((w) => (
@@ -178,8 +204,8 @@ function GiveCard({ character, onError }: { character: CharacterDetail; onError:
<NumberInput
min={1}
max={max}
aria-label={kind === 'gold' ? 'How much gold' : 'How many'}
title={kind === 'gold' ? 'How much gold' : `How many (up to ${max})`}
aria-label={kind === 'gold' ? 'How many coins' : 'How many'}
title={`How many (up to ${max})`}
value={amount}
onChange={(e) => setAmount(e.target.value)}
style={{ width: 90 }}
@@ -228,6 +254,7 @@ export function CharacterSheetPage() {
const patchSpell = usePatchCharacterSpell(characterId);
const removeSpell = useRemoveCharacterSpell(characterId);
const adjustGold = useAdjustGold(characterId);
const exchangeCoins = useExchangeCoins(characterId);
const createNote = useCreateNote();
const { data: campaigns } = useCampaigns();
const copyCharacter = useCopyCharacter(characterId);
@@ -237,6 +264,10 @@ export function CharacterSheetPage() {
const [pickedItemId, setPickedItemId] = useState('');
const [goldAmount, setGoldAmount] = useState('');
const [goldReason, setGoldReason] = useState('');
const [goldCurrency, setGoldCurrency] = useState<Currency>('GOLD');
const [exchangeAmount, setExchangeAmount] = useState('');
const [exchangeFrom, setExchangeFrom] = useState<Currency>('GOLD');
const [exchangeTo, setExchangeTo] = useState<Currency>('SILVER');
const [noteBody, setNoteBody] = useState('');
const [pickedWeaponId, setPickedWeaponId] = useState('');
const [pickedSpellId, setPickedSpellId] = useState('');
@@ -300,7 +331,7 @@ export function CharacterSheetPage() {
if (!(amount > 0)) return;
setFormError(null);
try {
await adjustGold.mutateAsync({ amount: sign * amount, reason: goldReason.trim() || undefined });
await adjustGold.mutateAsync({ amount: sign * amount, currency: goldCurrency, reason: goldReason.trim() || undefined });
setGoldAmount('');
setGoldReason('');
} catch (err) {
@@ -308,6 +339,18 @@ export function CharacterSheetPage() {
}
}
async function handleExchange() {
const amount = Math.floor(Number(exchangeAmount));
if (!(amount > 0) || exchangeFrom === exchangeTo) return;
setFormError(null);
try {
await exchangeCoins.mutateAsync({ from: exchangeFrom, to: exchangeTo, amount });
setExchangeAmount('');
} catch (err) {
setFormError(extractErrorMessage(err));
}
}
async function handleAddNote(e: FormEvent) {
e.preventDefault();
if (!noteBody.trim()) return;
@@ -770,19 +813,30 @@ export function CharacterSheetPage() {
<div className="card mt-md">
<div className="card-title">
<span>Money</span>
<span className="mono">{character.gold} gp</span>
<span className="mono">{formatPurse(character)}</span>
</div>
<p className="subtitle" style={{ marginTop: 0 }}>
1 gold = 10 silver = 100 copper. Worth {purseWorthInGold(character)} gold in all. Spending and giving make
change for you: if you are short of a coin, a bigger one is broken.
</p>
{canEdit && (
<div className="flex-row flex-wrap">
<NumberInput
min={1}
max={1000000}
placeholder="Amount"
aria-label="Gold amount"
aria-label="Coin amount"
value={goldAmount}
onChange={(e) => setGoldAmount(e.target.value)}
style={{ width: 100 }}
/>
<select aria-label="Coin" value={goldCurrency} onChange={(e) => setGoldCurrency(e.target.value as Currency)}>
{CURRENCIES.map((c) => (
<option key={c} value={c}>
{COIN_LABELS[c]}
</option>
))}
</select>
<input
placeholder="What for? (optional)"
aria-label="Reason"
@@ -799,19 +853,55 @@ export function CharacterSheetPage() {
</button>
</div>
)}
{canEdit && (
<div className="flex-row flex-wrap mt-sm">
<span className="subtitle">Exchange</span>
<NumberInput
min={1}
max={1000000}
placeholder="Amount"
aria-label="How many coins to exchange"
value={exchangeAmount}
onChange={(e) => setExchangeAmount(e.target.value)}
style={{ width: 100 }}
/>
<select aria-label="Exchange from" value={exchangeFrom} onChange={(e) => setExchangeFrom(e.target.value as Currency)}>
{CURRENCIES.map((c) => (
<option key={c} value={c}>
{COIN_LABELS[c]}
</option>
))}
</select>
<span className="subtitle">into</span>
<select aria-label="Exchange into" value={exchangeTo} onChange={(e) => setExchangeTo(e.target.value as Currency)}>
{CURRENCIES.map((c) => (
<option key={c} value={c}>
{COIN_LABELS[c]}
</option>
))}
</select>
<button className="btn" onClick={handleExchange} disabled={!exchangeAmount || exchangeFrom === exchangeTo || exchangeCoins.isPending}>
Exchange
</button>
</div>
)}
<div className="mt-sm">
{goldLedger?.length === 0 && <p style={{ color: 'var(--text-muted)' }}>No transactions yet.</p>}
{ledgerPage.pageItems.map((t) => (
<div key={t.id} className="flex-between" style={{ padding: '0.4rem 0', borderBottom: '1px solid var(--border-soft)' }}>
<div>
<strong className="mono">{t.amount > 0 ? `+${t.amount}` : `−${Math.abs(t.amount)}`}</strong>
<strong className="mono">
{t.amount > 0 ? `+${t.amount}` : `−${Math.abs(t.amount)}`} {COIN_SHORT[t.currency ?? 'GOLD']}
</strong>
<span style={{ marginLeft: 8 }}>{t.reason || (t.amount > 0 ? 'Gained' : 'Spent')}</span>
<div style={{ fontSize: '0.75rem', color: 'var(--text-dim)' }}>
{t.createdBy ? `${t.createdBy.displayName} · ` : ''}
{new Date(t.createdAt).toLocaleString()}
</div>
</div>
<span className="mono" style={{ color: 'var(--text-muted)' }}>{t.balanceAfter} gp</span>
<span className="mono" style={{ color: 'var(--text-muted)' }}>
{t.balanceAfter} {COIN_SHORT[t.currency ?? 'GOLD']}
</span>
</div>
))}
</div>
+25 -14
View File
@@ -27,11 +27,12 @@ import { useAuth } from '../auth/AuthContext';
import { Spinner, ErrorBanner } from '../components/Spinner';
import { NumberInput } from '../components/NumberInput';
import { HpBar } from '../components/HpBar';
import { ABILITY_LABELS, CLASS_LABELS, SPECIES_LABELS, extractErrorMessage, fmtMod, spellLevelLabel } from '../lib/format';
import { ABILITY_LABELS, CLASS_LABELS, COIN_LABELS, CURRENCIES, SPECIES_LABELS, extractErrorMessage, fmtMod, spellLevelLabel } from '../lib/format';
import { abilityModifier, scaledDamageDice, MAX_GEAR_LEVEL } from '../lib/previewCalc';
import type {
Ability,
CharacterSummary,
Currency,
Encounter,
EncounterMode,
EncounterParticipant,
@@ -379,7 +380,7 @@ function CombatantCard({
}
function rewardLabel(r: EncounterReward): string {
if (r.type === 'GOLD') return `${r.gold} gold`;
if (r.type === 'GOLD') return `${r.gold} ${COIN_LABELS[r.currency ?? 'GOLD'].toLowerCase()}`;
const entry = r.type === 'WEAPON' ? r.weapon : r.item;
return `${entry?.name ?? 'Removed from the pool'}${r.quantity > 1 ? ` ×${r.quantity}` : ''} · Lv ${r.level}`;
}
@@ -405,6 +406,7 @@ function RewardsPanel({
const [type, setType] = useState<NewReward['type']>('GOLD');
const [gold, setGold] = useState('');
const [currency, setCurrency] = useState<Currency>('GOLD');
const [poolId, setPoolId] = useState('');
const [quantity, setQuantity] = useState('1');
const [level, setLevel] = useState('');
@@ -424,7 +426,7 @@ function RewardsPanel({
if (type === 'GOLD') {
const amount = Math.floor(Number(gold));
if (!(amount > 0)) return;
reward = { type, gold: amount, ...shared };
reward = { type, gold: amount, currency, ...shared };
} else {
if (!picked) return;
const gear = { quantity: Math.max(1, Math.floor(Number(quantity)) || 1), level: level ? Number(level) : undefined, ...shared };
@@ -447,7 +449,7 @@ function RewardsPanel({
<div className="card-title">Rewards</div>
{isDM && rewards.length === 0 && (
<p className="combatant-sub" style={{ marginTop: 0 }}>
Line up gold, weapons and items here. Players only see a reward once you award it.
Line up coins, weapons and items here. Players only see a reward once you award it.
</p>
)}
{rewards.map((r) => (
@@ -517,20 +519,29 @@ function RewardsPanel({
setLevel('');
}}
>
<option value="GOLD">Gold</option>
<option value="GOLD">Coins</option>
<option value="WEAPON">Weapon</option>
<option value="ITEM">Item</option>
</select>
{type === 'GOLD' ? (
<NumberInput
min={1}
max={1000000}
placeholder="Amount"
aria-label="Gold amount"
value={gold}
onChange={(e) => setGold(e.target.value)}
style={{ flex: 1, minWidth: 90 }}
/>
<>
<NumberInput
min={1}
max={1000000}
placeholder="Amount"
aria-label="Coin amount"
value={gold}
onChange={(e) => setGold(e.target.value)}
style={{ flex: 1, minWidth: 90 }}
/>
<select aria-label="Coin" value={currency} onChange={(e) => setCurrency(e.target.value as Currency)}>
{CURRENCIES.map((c) => (
<option key={c} value={c}>
{COIN_LABELS[c]}
</option>
))}
</select>
</>
) : (
<>
<select
+3 -3
View File
@@ -5,7 +5,7 @@ import { useCampaignSocket } from '../hooks/useCampaignSocket';
import { Spinner, ErrorBanner } from '../components/Spinner';
import { usePagination, Pagination } from '../components/Paginated';
import { InfoTip } from '../components/InfoTip';
import { CLASS_LABELS, SPECIES_LABELS } from '../lib/format';
import { CLASS_LABELS, SPECIES_LABELS, formatPurse } from '../lib/format';
import { HpBar } from '../components/HpBar';
import { speciesIcon } from '../lib/speciesIcons';
@@ -56,7 +56,7 @@ export function PartyOverviewPage() {
<th>
AC <InfoTip term="AC" />
</th>
<th>Gold</th>
<th>Coins</th>
<th>Location</th>
</tr>
</thead>
@@ -89,7 +89,7 @@ export function PartyOverviewPage() {
)}
</td>
<td>{c.armorClass ?? '—'}</td>
<td className="mono">{c.gold ?? '—'}</td>
<td className="mono">{c.gold == null ? '—' : formatPurse(c)}</td>
<td>{c.currentLocationName ? `📍 ${c.currentLocationName}` : '—'}</td>
</tr>
);
+4 -4
View File
@@ -1,19 +1,19 @@
{
"name": "dnd-campaign-manager",
"version": "1.3.1",
"version": "1.4.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "dnd-campaign-manager",
"version": "1.3.1",
"version": "1.4.0",
"workspaces": [
"backend",
"frontend"
]
},
"backend": {
"version": "1.3.1",
"version": "1.4.0",
"dependencies": {
"@prisma/client": "^5.20.0",
"bcrypt": "^5.1.1",
@@ -31,7 +31,7 @@
}
},
"frontend": {
"version": "1.3.1",
"version": "1.4.0",
"dependencies": {
"@tanstack/react-query": "^5.103.2",
"axios": "^1.20.0",
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "dnd-campaign-manager",
"version": "1.3.1",
"version": "1.4.0",
"private": true,
"description": "D&D 5e campaign manager — monorepo root",
"workspaces": [