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@@ -2,7 +2,7 @@
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A web app for a D&D 5e Dungeon Master and their players to run a campaign
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together: campaign management, a guided dice-roll character builder, live
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character sheets, a mid-combat "quick stats" panel, weapons/inventory/spells,
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character sheets, a character panel on every page, weapons/inventory/spells,
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monsters, and a real-time encounter/combat tracker.
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## How it works
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@@ -12,12 +12,12 @@ monsters, and a real-time encounter/combat tracker.
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| Document | Covers |
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|---|---|
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| `docs/CHARACTERS.md` | Building a character, every number on the sheet, levels, money, permissions |
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| `docs/WEAPONS.md` | The weapon pool, weapon levels and how damage grows |
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| `docs/WEAPONS.md` | The weapon pool and library, equipping, weapon levels and how damage grows |
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| `docs/SPELLS.md` | The spell list, who can use which spells, the spell library |
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| `docs/ITEMS.md` | The item pool and character inventory |
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| `docs/ENCOUNTERS.md` | Battles and NPC quests, turns, rewards, what players see |
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| `docs/ITEMS.md` | The item pool and library, armor and other gear effects, what can be equipped, items for sale |
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| `docs/ENCOUNTERS.md` | Battles and NPC quests, turns, rewards, trade, what players see |
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| `docs/MONSTERS.md` | The monster list and built-in bestiary |
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| `docs/NPCS.md` | Non-player characters |
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| `docs/NPCS.md` | Non-player characters, what they sell and the rates they change money at |
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`CLAUDE_BUILD_PROMPT.md`, `docs/GAME_RULES_REFERENCE.md` and
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`docs/ROLL_YOUR_CHARACTER.md` are the original specifications the first
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@@ -25,6 +25,27 @@ version was built from. The app has since moved on in places (gear levels,
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the builder's story steps, picking a motivation); the documents above are the
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current behaviour.
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## Getting around
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The same four destinations are always on screen: **Campaigns** (the list),
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**Campaign** and **Party** (for the campaign you were last in, from any page,
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including a character sheet or an encounter) and **Account**.
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- On a wide screen they are links along the top bar, and the dice roller
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floats at the bottom left.
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- On a phone or small tablet (900px wide or less) they are a bar along the
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bottom of the screen, with the **dice roller** as its last button. Nothing
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floats over the page: the 🧙 character button sits in the top bar.
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- The **🧙 character button** is on every page (floating at the bottom right
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on a wide screen). It opens a panel with your character's numbers and
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everything they hold; the DM can open it for any character.
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- The campaign page and the character sheet are long, so each starts with a
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row of **section links** (Characters, Encounters, NPCs, Monsters...) that
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jump straight to that part of the page.
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- On a small screen every table (weapons, items, spells, monsters, the party
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overview) is shown as a stack of cards, one per row, with each figure
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labelled, and rows of controls wrap rather than run off the side.
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## Stack
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- **Backend:** Node.js + Express, JavaScript, Prisma ORM, PostgreSQL, Socket.io, JWT auth (bcrypt + jsonwebtoken), zod validation.
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@@ -85,7 +106,7 @@ and then restart the backend. It applies new migrations **and** regenerates
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the Prisma client; without the second half the server keeps running with the
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old data model and pages that use anything new fail to load (for example
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"Could not load this encounter"). Change your password from the account page
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(click your name in the top bar).
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("Account" in the navigation).
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## Tests
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@@ -1,6 +1,6 @@
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{
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"name": "backend",
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"version": "1.4.0",
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"version": "1.11.0",
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"private": true,
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"type": "commonjs",
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"main": "src/index.js",
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@@ -10,7 +10,7 @@
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"scripts": {
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"dev": "node --watch src/index.js",
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"start": "node src/index.js",
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"test": "node --experimental-vm-modules node_modules/.bin/jest",
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"test": "jest",
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"docs:lists": "node scripts/generate-doc-lists.js",
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"prisma:migrate": "prisma migrate dev",
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"prisma:generate": "prisma generate",
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@@ -0,0 +1,4 @@
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-- AlterTable: death saves, counted while a character is at 0 HP
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ALTER TABLE "characters" ADD COLUMN "deathSaveSuccesses" INTEGER NOT NULL DEFAULT 0,
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ADD COLUMN "deathSaveFailures" INTEGER NOT NULL DEFAULT 0,
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ADD COLUMN "stable" BOOLEAN NOT NULL DEFAULT false;
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@@ -0,0 +1,2 @@
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-- AlterTable: the combatant currently marked as the target
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ALTER TABLE "encounters" ADD COLUMN "targetParticipantId" TEXT;
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@@ -0,0 +1,9 @@
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-- AlterTable: several combatants can be marked as targets at once (an area attack)
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ALTER TABLE "encounters" ADD COLUMN "targetParticipantIds" TEXT[] DEFAULT ARRAY[]::TEXT[];
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-- Carry over a single target marked before this.
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UPDATE "encounters"
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SET "targetParticipantIds" = ARRAY["targetParticipantId"]
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WHERE "targetParticipantId" IS NOT NULL;
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ALTER TABLE "encounters" DROP COLUMN "targetParticipantId";
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@@ -0,0 +1,2 @@
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-- AlterTable: how much an area attack adds to each AC per extra target
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ALTER TABLE "campaigns" ADD COLUMN "areaAttackAcPenalty" INTEGER NOT NULL DEFAULT 2;
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@@ -0,0 +1,5 @@
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-- AlterTable: spells that bring back the dead
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ALTER TABLE "spells" ADD COLUMN "revives" BOOLEAN NOT NULL DEFAULT false;
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-- The library's two revival spells, wherever a campaign already has them.
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UPDATE "spells" SET "revives" = true WHERE "name" IN ('Revivify', 'Raise Dead');
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@@ -0,0 +1,6 @@
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-- AlterEnum: cash ($), a modern currency for crossover worlds. It has no fixed
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-- worth in gold, so it is never exchanged or used to make change.
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ALTER TYPE "Currency" ADD VALUE 'CASH';
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-- AlterTable: cash is counted on its own, like each coin
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ALTER TABLE "characters" ADD COLUMN "cash" INTEGER NOT NULL DEFAULT 0;
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@@ -0,0 +1,28 @@
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-- AlterTable: an NPC who changes money does it at their own rate, this many
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-- gold for that much cash. Both are null for an NPC who does not.
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ALTER TABLE "npcs" ADD COLUMN "exchangeGold" INTEGER;
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ALTER TABLE "npcs" ADD COLUMN "exchangeCash" INTEGER;
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-- CreateTable: something for sale, by an NPC or at an encounter itself
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CREATE TABLE "sale_offers" (
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"id" TEXT NOT NULL,
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"campaignId" TEXT NOT NULL,
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"npcId" TEXT,
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"encounterId" TEXT,
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"weaponId" TEXT,
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"itemId" TEXT,
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"price" INTEGER NOT NULL,
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"currency" "Currency" NOT NULL DEFAULT 'GOLD',
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"level" INTEGER NOT NULL DEFAULT 1,
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"stock" INTEGER,
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"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
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CONSTRAINT "sale_offers_pkey" PRIMARY KEY ("id")
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);
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-- AddForeignKey
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ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
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ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_npcId_fkey" FOREIGN KEY ("npcId") REFERENCES "npcs"("id") ON DELETE CASCADE ON UPDATE CASCADE;
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ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_encounterId_fkey" FOREIGN KEY ("encounterId") REFERENCES "encounters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
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ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_weaponId_fkey" FOREIGN KEY ("weaponId") REFERENCES "weapons"("id") ON DELETE CASCADE ON UPDATE CASCADE;
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ALTER TABLE "sale_offers" ADD CONSTRAINT "sale_offers_itemId_fkey" FOREIGN KEY ("itemId") REFERENCES "items"("id") ON DELETE CASCADE ON UPDATE CASCADE;
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@@ -0,0 +1,7 @@
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-- AlterTable: a weapon or item can change the numbers on the sheet of whoever
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-- has it equipped. `effects` is a list of { stat, amount }; `effectNote` is
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-- for what it does that is not a number ("Disadvantage on Stealth").
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ALTER TABLE "weapons" ADD COLUMN "effects" JSONB NOT NULL DEFAULT '[]';
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ALTER TABLE "weapons" ADD COLUMN "effectNote" TEXT;
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ALTER TABLE "items" ADD COLUMN "effects" JSONB NOT NULL DEFAULT '[]';
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ALTER TABLE "items" ADD COLUMN "effectNote" TEXT;
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@@ -0,0 +1,4 @@
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-- AlterTable: how much a character can have equipped at once. Only equipped
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-- gear can be used in an encounter or gives its effects.
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ALTER TABLE "campaigns" ADD COLUMN "maxEquipped" INTEGER NOT NULL DEFAULT 2;
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ALTER TABLE "campaigns" ADD COLUMN "maxEquippedWeapons" INTEGER NOT NULL DEFAULT 1;
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@@ -118,12 +118,14 @@ enum RewardType {
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ITEM
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}
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// The coins a character carries. Their worth is fixed in utils/grants.js:
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// 1 gold = 10 silver = 100 copper.
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// The money a character carries. The coins' worth is fixed in utils/grants.js:
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// 1 gold = 10 silver = 100 copper. Cash ($) is modern money for crossover
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// worlds; it has no worth in coins and is never exchanged for them.
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enum Currency {
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GOLD
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SILVER
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COPPER
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CASH
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}
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enum NoteVisibility {
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@@ -168,6 +170,15 @@ model Campaign {
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skipMotivationRoll Boolean @default(false)
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// Off: players see only a health bar for monsters and NPCs, not the numbers.
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showMonsterHp Boolean @default(true)
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||||
// An attack on several targets is harder to land: each target's AC counts
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// as this much higher for every target beyond the first. 0 turns it off.
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areaAttackAcPenalty Int @default(2)
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// How much a character can have equipped at once: weapons and items
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// together, and weapons alone. Only equipped gear can be used in an
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// encounter or gives its effects, so this is what a character can bring to
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// bear at one time. A pair of daggers is one weapon, made as such.
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maxEquipped Int @default(2)
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maxEquippedWeapons Int @default(1)
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ownerId String
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// Set while the campaign is archived: kept in full, but moved off the main
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// list and closed to new members until the DM restores it.
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@@ -183,6 +194,7 @@ model Campaign {
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monsters Monster[]
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npcs Npc[]
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encounters Encounter[]
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saleOffers SaleOffer[]
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notes Note[]
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locations Location[]
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@@ -264,17 +276,23 @@ model Character {
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currentHp Int @default(0)
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tempHp Int @default(0)
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armorBonus Int @default(0) // flat AC bonus from equipped armor/shield
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// Death saves, counted while the character is at 0 HP (utils/hp.js). Three
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// failures is dead; three successes sets `stable` and clears the tallies.
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deathSaveSuccesses Int @default(0)
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deathSaveFailures Int @default(0)
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||||
stable Boolean @default(false) // at 0 HP but no longer rolling
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||||
armorBonus Int @default(0) // a flat AC adjustment the DM sets by hand, on top of what equipped gear gives
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speedOverride Int?
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|
||||
// The next three are composed by the builder from the player's picks
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// (game/data/characterOptions.js). After that only the DM can edit them.
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specialAbilities String? // shown in the quick-stats panel
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// The purse: each coin is counted on its own and only changes through the
|
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// The purse: each coin (and cash) is counted on its own and only changes through the
|
||||
// money ledger (GoldTransaction).
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gold Int @default(0)
|
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silver Int @default(0)
|
||||
copper Int @default(0)
|
||||
cash Int @default(0) // whole dollars
|
||||
|
||||
background String?
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appearance String?
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@@ -356,11 +374,17 @@ model Weapon {
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// Offered in the character builder's starting-equipment step. Off by default:
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// the DM opts entries in, so the pool can hold gear that must be earned.
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isStartingOption Boolean @default(false)
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// What it does to the sheet of whoever has it equipped: a list of
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// { stat, amount } (game/calculations.js, GEAR_STATS), and a note for
|
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// anything that is not a number.
|
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effects Json @default("[]")
|
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effectNote String?
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||||
createdAt DateTime @default(now())
|
||||
|
||||
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
|
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assigned CharacterWeapon[]
|
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rewards EncounterReward[]
|
||||
offers SaleOffer[]
|
||||
|
||||
@@map("weapons")
|
||||
}
|
||||
@@ -390,11 +414,16 @@ model Item {
|
||||
damageScaling Int @default(1)
|
||||
minLevel Int @default(1)
|
||||
isStartingOption Boolean @default(false)
|
||||
// As on a weapon: what it does to whoever has it equipped. Armor is an
|
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// item with an AC effect.
|
||||
effects Json @default("[]")
|
||||
effectNote String?
|
||||
createdAt DateTime @default(now())
|
||||
|
||||
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
|
||||
held InventoryItem[]
|
||||
rewards EncounterReward[]
|
||||
offers SaleOffer[]
|
||||
|
||||
@@map("items")
|
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}
|
||||
@@ -450,6 +479,9 @@ model Spell {
|
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duration String?
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description String?
|
||||
isStartingOption Boolean @default(false)
|
||||
// Brings back the dead: a character who can cast it may revive a dead ally
|
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// on their turn in a battle (encounters.routes.js).
|
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revives Boolean @default(false)
|
||||
|
||||
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
|
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known CharacterSpell[]
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@@ -513,10 +545,15 @@ model Npc {
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||||
maxHp Int?
|
||||
attackBonus Int?
|
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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[]
|
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wares SaleOffer[]
|
||||
|
||||
@@map("npcs")
|
||||
}
|
||||
@@ -530,6 +567,10 @@ model Encounter {
|
||||
currentRound Int @default(1)
|
||||
// Whose turn it is in a battle; null until the fight starts.
|
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activeParticipantId String?
|
||||
// Who is being attacked (or healed) right now, shown to everyone, in the
|
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// order they were picked. More than one makes it an area attack. Picked by
|
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// the DM or by the player on turn, and cleared when the turn passes.
|
||||
targetParticipantIds String[] @default([])
|
||||
description String? // the scene / objective, shown to everyone
|
||||
dmNotes String? // never sent to players
|
||||
// Where the scene takes place. While the encounter is in progress, the
|
||||
@@ -547,6 +588,7 @@ model Encounter {
|
||||
location Location? @relation(fields: [locationId], references: [id], onDelete: SetNull)
|
||||
participants EncounterParticipant[]
|
||||
rewards EncounterReward[]
|
||||
wares SaleOffer[]
|
||||
|
||||
@@map("encounters")
|
||||
}
|
||||
@@ -576,6 +618,33 @@ 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
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Writes the full lists (every library spell, weapon and monster, and every
|
||||
// Writes the full lists (every library spell, weapon, item and monster, and every
|
||||
// option the character builder offers) into the docs, straight from the data
|
||||
// files the app itself uses, so the docs cannot drift from the app.
|
||||
//
|
||||
@@ -10,7 +10,7 @@
|
||||
// is written by hand.
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../src/game/data/library');
|
||||
const { WEAPON_LIBRARY, ITEM_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../src/game/data/library');
|
||||
const options = require('../src/game/data/characterOptions');
|
||||
const { SPECIES } = require('../src/game/data/species');
|
||||
const { CLASSES } = require('../src/game/data/classes');
|
||||
@@ -49,8 +49,31 @@ function weaponLibrary() {
|
||||
ATTACK_WITH[w.attackAbility],
|
||||
w.properties.join(', '),
|
||||
w.rangeNormal ? `${w.rangeNormal}/${w.rangeLong} ft` : null,
|
||||
[effectList(w.effects), w.effectNote].filter(Boolean).join('. ') || null,
|
||||
]);
|
||||
return `### ${category} (${weapons.length})\n\n${table(['Weapon', 'Base damage', 'Type', 'Attacks with', 'Properties', 'Range'], rows)}`;
|
||||
return `### ${category} (${weapons.length})\n\n${table(['Weapon', 'Base damage', 'Type', 'Attacks with', 'Properties', 'Range', 'While equipped'], rows)}`;
|
||||
})
|
||||
.join('\n\n');
|
||||
}
|
||||
|
||||
// "+6 AC, −10 Speed": what a library entry does while equipped.
|
||||
const STAT_NAMES = { AC: 'AC', SPEED: 'Speed', INITIATIVE: 'Initiative', MAX_HP: 'Max HP', PASSIVE_PERCEPTION: 'Passive Perception', SAVES: 'all saves', SKILLS: 'all skill checks' };
|
||||
const title = (key) => key.toLowerCase().split('_').map((w, i) => (i > 0 && w === 'of' ? w : w[0].toUpperCase() + w.slice(1))).join(' ');
|
||||
function statName(stat) {
|
||||
if (STAT_NAMES[stat]) return STAT_NAMES[stat];
|
||||
if (stat.startsWith('SAVE_')) return `${stat.slice(5)} saves`;
|
||||
if (stat.startsWith('SKILL_')) return title(stat.slice(6));
|
||||
return stat;
|
||||
}
|
||||
const effectList = (effects = []) => effects.map((e) => `${signed(e.amount).replace('-', '−')} ${statName(e.stat)}`).join(', ');
|
||||
|
||||
function itemLibrary() {
|
||||
const categories = [...new Set(ITEM_LIBRARY.map((i) => i.category))];
|
||||
return categories
|
||||
.map((category) => {
|
||||
const items = ITEM_LIBRARY.filter((i) => i.category === category);
|
||||
const rows = items.map((i) => [i.name, effectList(i.effects), i.effectNote, i.damageDice, i.description]);
|
||||
return `### ${category} (${items.length})\n\n${table(['Item', 'While equipped', 'Note', 'Dice', 'Description'], rows)}`;
|
||||
})
|
||||
.join('\n\n');
|
||||
}
|
||||
@@ -94,6 +117,7 @@ function builderLists() {
|
||||
const SECTIONS = {
|
||||
'SPELLS.md': { 'spell-library': spellLibrary },
|
||||
'WEAPONS.md': { 'weapon-library': weaponLibrary },
|
||||
'ITEMS.md': { 'item-library': itemLibrary },
|
||||
'MONSTERS.md': { 'monster-library': monsterLibrary },
|
||||
'CHARACTERS.md': { 'builder-lists': builderLists },
|
||||
};
|
||||
|
||||
@@ -121,12 +121,60 @@ function getClassSpellcastingAbility(characterClass) {
|
||||
return data ? data.spellcastingAbility : null;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Gear effects (house rule). A weapon or item in the campaign pools can carry
|
||||
// effects: signed amounts added to one of the numbers on the sheet. They count
|
||||
// while a character has the thing equipped and is high enough level to use it;
|
||||
// holding two of something does not double it.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// What an effect can change. An ability effect changes the score itself, so
|
||||
// everything worked out from that ability moves with it.
|
||||
const GEAR_STATS = [
|
||||
'AC',
|
||||
'SPEED',
|
||||
'INITIATIVE',
|
||||
'MAX_HP',
|
||||
'PASSIVE_PERCEPTION',
|
||||
...ABILITIES,
|
||||
'SAVES', // every saving throw
|
||||
...ABILITIES.map((ability) => `SAVE_${ability}`),
|
||||
'SKILLS', // every skill check
|
||||
...Object.keys(SKILLS).map((skill) => `SKILL_${skill}`),
|
||||
];
|
||||
|
||||
// The effects in force for a character, each with the name of what gives it:
|
||||
// [{ stat, amount, source }]. Takes a character with `inventoryItems` (each
|
||||
// with its item) and `weapons` (each with its weapon) loaded; without them
|
||||
// there are none. `notes` are the things gear does that are not a number.
|
||||
function activeGear(character) {
|
||||
const level = character.level || 1;
|
||||
const held = [
|
||||
...(character.inventoryItems || []).map((ii) => ({ ...ii, entry: ii.item })),
|
||||
...(character.weapons || []).map((cw) => ({ ...cw, entry: cw.weapon })),
|
||||
].filter((h) => h.entry && h.equipped && canUseGear(level, h.level));
|
||||
|
||||
const effects = [];
|
||||
const notes = [];
|
||||
for (const { entry } of held) {
|
||||
for (const effect of Array.isArray(entry.effects) ? entry.effects : []) {
|
||||
if (GEAR_STATS.includes(effect.stat) && Number.isInteger(effect.amount) && effect.amount !== 0) {
|
||||
effects.push({ stat: effect.stat, amount: effect.amount, source: entry.name });
|
||||
}
|
||||
}
|
||||
if (entry.effectNote) notes.push({ source: entry.name, note: entry.effectNote });
|
||||
}
|
||||
return { effects, notes };
|
||||
}
|
||||
|
||||
/**
|
||||
* Assembles the full derived character sheet from raw stored data. This is
|
||||
* the single function the API and quick-stats view should call rather than
|
||||
* re-deriving any of the above by hand.
|
||||
*
|
||||
* @param {object} character - rolled scores, species/class, level, armorBonus, etc.
|
||||
* With `inventoryItems` and `weapons` loaded (each with its pool entry),
|
||||
* the effects of equipped gear are applied; see activeGear.
|
||||
* @param {Array<{skill: string, proficient: boolean, expertise: boolean}>} skillProficiencies
|
||||
* @param {Array<{ability: string, proficient: boolean}>} saveProficiencies
|
||||
*/
|
||||
@@ -150,9 +198,14 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
|
||||
const halfElfBonusAbilities = [halfElfBonusAbility1, halfElfBonusAbility2].filter(Boolean);
|
||||
const rolled = { STR: strScore, DEX: dexScore, CON: conScore, INT: intScore, WIS: wisScore, CHA: chaScore };
|
||||
|
||||
const gear = activeGear(character);
|
||||
// The total equipped gear adds to (or takes from) one number.
|
||||
const fromGear = (...stats) => gear.effects.filter((e) => stats.includes(e.stat)).reduce((sum, e) => sum + e.amount, 0);
|
||||
|
||||
const abilities = {};
|
||||
for (const ability of ABILITIES) {
|
||||
const final = finalAbilityScore(rolled[ability], ability, species, halfElfBonusAbilities);
|
||||
// A score never drops below 1, whatever is weighing the character down.
|
||||
const final = Math.max(1, finalAbilityScore(rolled[ability], ability, species, halfElfBonusAbilities) + fromGear(ability));
|
||||
abilities[ability] = {
|
||||
rolled: rolled[ability],
|
||||
final,
|
||||
@@ -166,7 +219,7 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
|
||||
for (const ability of ABILITIES) {
|
||||
const entry = saveProficiencies.find((s) => s.ability === ability);
|
||||
const proficient = entry ? entry.proficient : false;
|
||||
saves[ability] = { proficient, bonus: saveBonus(abilities[ability].modifier, proficient, profBonus) };
|
||||
saves[ability] = { proficient, bonus: saveBonus(abilities[ability].modifier, proficient, profBonus) + fromGear('SAVES', `SAVE_${ability}`) };
|
||||
}
|
||||
|
||||
const skills = {};
|
||||
@@ -179,7 +232,7 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
|
||||
ability,
|
||||
proficient,
|
||||
expertise,
|
||||
bonus: skillBonus(abilities[ability].modifier, proficient, profBonus, expertise),
|
||||
bonus: skillBonus(abilities[ability].modifier, proficient, profBonus, expertise) + fromGear('SKILLS', `SKILL_${skillKey}`),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -189,14 +242,16 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
|
||||
return {
|
||||
abilities,
|
||||
proficiencyBonus: profBonus,
|
||||
armorClass: armorClass(abilities.DEX.modifier, armorBonus),
|
||||
initiative: initiative(abilities.DEX.modifier),
|
||||
speed: effectiveSpeed(species, speedOverride),
|
||||
hp: { max: hpMax(level, hitDieSize, abilities.CON.modifier) },
|
||||
armorClass: armorClass(abilities.DEX.modifier, armorBonus) + fromGear('AC'),
|
||||
initiative: initiative(abilities.DEX.modifier) + fromGear('INITIATIVE'),
|
||||
speed: Math.max(0, effectiveSpeed(species, speedOverride) + fromGear('SPEED')),
|
||||
hp: { max: Math.max(1, hpMax(level, hitDieSize, abilities.CON.modifier) + fromGear('MAX_HP')) },
|
||||
hitDice: { size: hitDieSize, count: level },
|
||||
saves,
|
||||
skills,
|
||||
passivePerception: passivePerception(skills.PERCEPTION.bonus),
|
||||
passivePerception: passivePerception(skills.PERCEPTION.bonus) + fromGear('PASSIVE_PERCEPTION'),
|
||||
// What equipped gear is doing to the numbers above, and what else it does.
|
||||
gear,
|
||||
spellcasting: spellcastingAbility
|
||||
? {
|
||||
ability: spellcastingAbility,
|
||||
@@ -350,6 +405,8 @@ module.exports = {
|
||||
getClassSaveProficiencies,
|
||||
getClassHitDieSize,
|
||||
getClassSpellcastingAbility,
|
||||
GEAR_STATS,
|
||||
activeGear,
|
||||
computeCharacterSheet,
|
||||
computeWeaponStats,
|
||||
MAX_GEAR_LEVEL,
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
// Default item library — armor, shields, a few worn pieces and common
|
||||
// supplies, offered to any campaign so a DM isn't hand-typing them. Shape
|
||||
// matches the `Item` Prisma model minus `id`/`campaignId`, plus a stable `key`
|
||||
// for "add to campaign" lookups and a `category` for the library picker.
|
||||
//
|
||||
// Armor here is a flat bonus to AC on top of 10 + Dexterity, because that is
|
||||
// how gear effects work (game/calculations.js, GEAR_STATS): the standard
|
||||
// rules' "replaces 10 + DEX" and "DEX bonus capped at 2" are not modelled.
|
||||
// Each suit's bonus is its standard AC less 10, and what the bonus cannot say
|
||||
// is in the note. A DM who wants it stricter edits the copy in their campaign.
|
||||
|
||||
const STEALTH = 'Disadvantage on Stealth checks.';
|
||||
const armor = (key, name, category, ac, description, note = null, more = []) => ({
|
||||
key,
|
||||
name,
|
||||
category,
|
||||
description,
|
||||
damageDice: null,
|
||||
effects: [{ stat: 'AC', amount: ac }, ...more],
|
||||
effectNote: note,
|
||||
});
|
||||
const gear = (key, name, category, description, effects = [], effectNote = null, damageDice = null) => ({
|
||||
key,
|
||||
name,
|
||||
category,
|
||||
description,
|
||||
damageDice,
|
||||
effects,
|
||||
effectNote,
|
||||
});
|
||||
|
||||
const ITEM_LIBRARY = [
|
||||
// Light armor
|
||||
armor('padded-armor', 'Padded Armor', 'Light Armor', 1, 'Quilted layers of cloth and batting.', STEALTH),
|
||||
armor('leather-armor', 'Leather Armor', 'Light Armor', 1, 'Boiled leather breastplate and shoulder guards over soft leather.'),
|
||||
armor('studded-leather', 'Studded Leather', 'Light Armor', 2, 'Tough leather set with close rivets and spikes.'),
|
||||
|
||||
// Medium armor
|
||||
armor('hide-armor', 'Hide Armor', 'Medium Armor', 2, 'Thick furs and pelts.', 'Standard rules: counts at most +2 from Dexterity.'),
|
||||
armor('chain-shirt', 'Chain Shirt', 'Medium Armor', 3, 'Interlocking rings worn between layers of clothing.', 'Standard rules: counts at most +2 from Dexterity.'),
|
||||
armor('scale-mail', 'Scale Mail', 'Medium Armor', 4, 'A coat and leggings of leather covered in overlapping metal scales.', `${STEALTH} Standard rules: counts at most +2 from Dexterity.`),
|
||||
armor('breastplate', 'Breastplate', 'Medium Armor', 4, 'A fitted metal chest piece worn with supple leather.', 'Standard rules: counts at most +2 from Dexterity.'),
|
||||
armor('half-plate', 'Half Plate', 'Medium Armor', 5, 'Shaped metal plates covering most of the body.', `${STEALTH} Standard rules: counts at most +2 from Dexterity.`),
|
||||
|
||||
// Heavy armor: slow, loud, and in the standard rules it ignores Dexterity.
|
||||
armor('ring-mail', 'Ring Mail', 'Heavy Armor', 4, 'Leather armor with heavy rings sewn into it.', `${STEALTH} Standard rules: adds no Dexterity.`),
|
||||
armor('chain-mail', 'Chain Mail', 'Heavy Armor', 6, 'Interlocking metal rings over a layer of quilted fabric, with gauntlets.', `${STEALTH} Standard rules: adds no Dexterity, and needs Strength 13.`, [{ stat: 'SPEED', amount: -10 }]),
|
||||
armor('splint-armor', 'Splint Armor', 'Heavy Armor', 7, 'Narrow vertical strips of metal riveted to a leather backing.', `${STEALTH} Standard rules: adds no Dexterity, and needs Strength 15.`, [{ stat: 'SPEED', amount: -10 }]),
|
||||
armor('plate-armor', 'Plate Armor', 'Heavy Armor', 8, 'Shaped, interlocking metal plates covering the whole body.', `${STEALTH} Standard rules: adds no Dexterity, and needs Strength 15.`, [{ stat: 'SPEED', amount: -10 }]),
|
||||
|
||||
// Shields
|
||||
armor('shield', 'Shield', 'Shields', 2, 'Wood or metal, carried in one hand.'),
|
||||
armor('tower-shield', 'Tower Shield', 'Shields', 3, 'A wall of oak and iron, as tall as its bearer.', null, [{ stat: 'SPEED', amount: -5 }]),
|
||||
|
||||
// Worn gear
|
||||
gear('ring-of-protection', 'Ring of Protection', 'Worn Gear', 'A plain band that turns blows aside.', [{ stat: 'AC', amount: 1 }, { stat: 'SAVES', amount: 1 }]),
|
||||
gear('cloak-of-protection', 'Cloak of Protection', 'Worn Gear', 'A heavy cloak that seems to catch what was meant for you.', [{ stat: 'AC', amount: 1 }, { stat: 'SAVES', amount: 1 }]),
|
||||
gear('cloak-of-elvenkind', 'Cloak of Elvenkind', 'Worn Gear', 'With the hood up, its colour shifts to match what is behind it.', [{ stat: 'SKILL_STEALTH', amount: 5 }], 'With the hood up, others have disadvantage on Perception checks to see you.'),
|
||||
gear('boots-of-striding', 'Boots of Striding', 'Worn Gear', 'Light, tireless boots.', [{ stat: 'SPEED', amount: 10 }]),
|
||||
gear('gauntlets-of-might', 'Gauntlets of Might', 'Worn Gear', 'Iron-banded gauntlets that lend a giant’s grip.', [{ stat: 'STR', amount: 2 }]),
|
||||
gear('gloves-of-thievery', 'Gloves of Thievery', 'Worn Gear', 'Thin grey gloves that all but vanish when worn.', [{ stat: 'SKILL_SLEIGHT_OF_HAND', amount: 5 }]),
|
||||
gear('amulet-of-health', 'Amulet of Health', 'Worn Gear', 'A red stone on a golden chain, warm against the skin.', [{ stat: 'CON', amount: 2 }]),
|
||||
gear('headband-of-intellect', 'Headband of Intellect', 'Worn Gear', 'A silver circlet set with a pale blue stone.', [{ stat: 'INT', amount: 2 }]),
|
||||
gear('sentinel-charm', 'Sentinel Charm', 'Worn Gear', 'A brass eye on a cord that never quite closes.', [{ stat: 'INITIATIVE', amount: 2 }, { stat: 'PASSIVE_PERCEPTION', amount: 5 }]),
|
||||
gear('stone-of-good-luck', 'Stone of Good Luck', 'Worn Gear', 'A polished agate that sits well in a pocket.', [{ stat: 'SAVES', amount: 1 }, { stat: 'SKILLS', amount: 1 }]),
|
||||
|
||||
// Supplies: nothing to equip, but every pack has them.
|
||||
gear('healing-potion', 'Healing Potion', 'Supplies', 'A red liquid that glimmers when shaken. Drink it to regain hit points.', [], null, '2d4+2'),
|
||||
gear('rope', 'Rope (50 ft)', 'Supplies', 'Hempen rope. Holds a climber.'),
|
||||
gear('torch', 'Torch', 'Supplies', 'Burns for an hour, lighting 20 feet brightly.', [], 'Held in a hand to give light.'),
|
||||
gear('lantern', 'Hooded Lantern', 'Supplies', 'Bright light for 30 feet; the hood dims it to a glow.', [], 'Held in a hand to give light.'),
|
||||
gear('rations', 'Rations (1 day)', 'Supplies', 'Dried meat, hard biscuit, nuts.'),
|
||||
gear('bedroll', 'Bedroll', 'Supplies', 'A blanket roll for sleeping rough.'),
|
||||
gear('thieves-tools', 'Thieves’ Tools', 'Supplies', 'A file, picks, a small mirror, narrow scissors and pliers.'),
|
||||
gear('healers-kit', 'Healer’s Kit', 'Supplies', 'Bandages, salves and splints. Steadies a dying creature without a check.'),
|
||||
];
|
||||
|
||||
module.exports = { ITEM_LIBRARY };
|
||||
@@ -1,7 +1,9 @@
|
||||
// Combined default-content library — see weaponsLibrary.js / spellsLibrary.js
|
||||
// / monstersLibrary.js for the individual sets and their shape.
|
||||
// Combined default-content library — see weaponsLibrary.js / itemsLibrary.js
|
||||
// / spellsLibrary.js / monstersLibrary.js for the individual sets and their
|
||||
// shape.
|
||||
const { WEAPON_LIBRARY } = require('./weaponsLibrary');
|
||||
const { ITEM_LIBRARY } = require('./itemsLibrary');
|
||||
const { SPELL_LIBRARY } = require('./spellsLibrary');
|
||||
const { MONSTER_LIBRARY } = require('./monstersLibrary');
|
||||
|
||||
module.exports = { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY };
|
||||
module.exports = { WEAPON_LIBRARY, ITEM_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY };
|
||||
|
||||
@@ -115,7 +115,7 @@ const SPELL_LIBRARY = [
|
||||
{ key: 'nondetection', name: 'Nondetection', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: '8 hours', description: 'Hide a target from divination magic.', classes: ['BARD', 'RANGER', 'WIZARD'] },
|
||||
{ key: 'protection-from-energy', name: 'Protection from Energy', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'Resistance to one damage type of your choice.', classes: ['CLERIC', 'DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
|
||||
{ key: 'remove-curse', name: 'Remove Curse', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Lift a curse from a creature or object.', classes: ['CLERIC', 'PALADIN', 'WARLOCK', 'WIZARD'] },
|
||||
{ key: 'revivify', name: 'Revivify', level: 3, school: 'Necromancy', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'A creature that died within the last minute returns to life with 1 hit point.', classes: ['CLERIC', 'PALADIN'] },
|
||||
{ key: 'revivify', name: 'Revivify', level: 3, school: 'Necromancy', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'A creature that died within the last minute returns to life with 1 hit point.', revives: true, classes: ['CLERIC', 'PALADIN'] },
|
||||
{ key: 'sleet-storm', name: 'Sleet Storm', level: 3, school: 'Conjuration', castingTime: '1 action', range: '150 feet', duration: 'Concentration, up to 1 minute', description: 'Freezing rain falls in a 40-foot-radius cylinder, icing the ground.', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
|
||||
{ key: 'slow', name: 'Slow', level: 3, school: 'Transmutation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Up to six creatures are hindered, halving their speed and worse.', classes: ['SORCERER', 'WIZARD'] },
|
||||
{ key: 'spirit-guardians', name: 'Spirit Guardians', level: 3, school: 'Conjuration', castingTime: '1 action', range: 'Self (15-foot radius)', duration: 'Concentration, up to 10 minutes', description: 'Protective spirits swirl around you, damaging enemies that enter.', damageDice: '3d8', classes: ['CLERIC'] },
|
||||
@@ -150,7 +150,7 @@ const SPELL_LIBRARY = [
|
||||
{ key: 'insect-plague', name: 'Insect Plague', level: 5, school: 'Conjuration', castingTime: '1 action', range: '300 feet', duration: 'Concentration, up to 10 minutes', description: 'A swarm of biting, stinging insects fills a 20-foot-radius sphere.', damageDice: '4d10', classes: ['CLERIC', 'DRUID', 'SORCERER'] },
|
||||
{ key: 'legend-lore', name: 'Legend Lore', level: 5, school: 'Divination', castingTime: '10 minutes', range: 'Self', duration: 'Instantaneous', description: 'Learn what you know, or have heard, about a name, place, or object.', classes: ['BARD', 'CLERIC', 'WIZARD'] },
|
||||
{ key: 'mass-cure-wounds', name: 'Mass Cure Wounds', level: 5, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'Up to six creatures in a 30-foot-radius sphere regain hit points.', classes: ['BARD', 'CLERIC', 'DRUID'] },
|
||||
{ key: 'raise-dead', name: 'Raise Dead', level: 5, school: 'Necromancy', castingTime: '1 hour', range: 'Touch', duration: 'Instantaneous', description: 'Return a dead creature to life, as long as its body is mostly intact.', classes: ['BARD', 'CLERIC', 'PALADIN'] },
|
||||
{ key: 'raise-dead', name: 'Raise Dead', level: 5, school: 'Necromancy', castingTime: '1 hour', range: 'Touch', duration: 'Instantaneous', description: 'Return a dead creature to life, as long as its body is mostly intact.', revives: true, classes: ['BARD', 'CLERIC', 'PALADIN'] },
|
||||
{ key: 'wall-of-force', name: 'Wall of Force', level: 5, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'An invisible wall of force springs into existence, impenetrable to physical force.', classes: ['WIZARD'] },
|
||||
{ key: 'wall-of-stone', name: 'Wall of Stone', level: 5, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'A nonmagical wall of solid stone springs into existence.', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
|
||||
];
|
||||
|
||||
@@ -3,6 +3,9 @@
|
||||
// matches the `Weapon` Prisma model minus `id`/`campaignId`, plus a stable
|
||||
// `key` for "add to campaign" lookups and a `category` for the library
|
||||
// picker's filter. attackAbility follows the schema's STR|DEX|FINESSE.
|
||||
//
|
||||
// A character has one weapon equipped at a time (a campaign setting), so a
|
||||
// weapon fought with in each hand is a single entry of its own: see "Paired".
|
||||
|
||||
const WEAPON_LIBRARY = [
|
||||
// Simple Melee
|
||||
@@ -49,6 +52,12 @@ const WEAPON_LIBRARY = [
|
||||
{ key: 'heavy-crossbow', name: 'Heavy Crossbow', category: 'Martial Ranged', damageDice: '1d10', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'heavy', 'loading', 'two-handed'], rangeNormal: 100, rangeLong: 400 },
|
||||
{ key: 'longbow', name: 'Longbow', category: 'Martial Ranged', damageDice: '1d8', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'heavy', 'two-handed'], rangeNormal: 150, rangeLong: 600 },
|
||||
{ key: 'net', name: 'Net', category: 'Martial Ranged', damageDice: '-', damageType: 'special', attackAbility: 'DEX', properties: ['special', 'thrown'], rangeNormal: 5, rangeLong: 15 },
|
||||
|
||||
// Paired: one in each hand, as a single weapon. The damage is both blades.
|
||||
{ key: 'paired-daggers', name: 'Paired Daggers', category: 'Paired', damageDice: '2d4', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'paired'], rangeNormal: null, rangeLong: null, effectNote: 'A dagger in each hand: takes both hands.' },
|
||||
{ key: 'paired-shortswords', name: 'Paired Shortswords', category: 'Paired', damageDice: '2d6', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'paired'], rangeNormal: null, rangeLong: null, effectNote: 'A shortsword in each hand: takes both hands.' },
|
||||
{ key: 'paired-scimitars', name: 'Paired Scimitars', category: 'Paired', damageDice: '2d6', damageType: 'slashing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'paired'], rangeNormal: null, rangeLong: null, effectNote: 'A scimitar in each hand: takes both hands.' },
|
||||
{ key: 'paired-handaxes', name: 'Paired Handaxes', category: 'Paired', damageDice: '2d6', damageType: 'slashing', attackAbility: 'STR', properties: ['light', 'paired'], rangeNormal: null, rangeLong: null, effectNote: 'A handaxe in each hand: takes both hands.' },
|
||||
];
|
||||
|
||||
module.exports = { WEAPON_LIBRARY };
|
||||
|
||||
@@ -419,7 +419,7 @@ describe('who can change what on a character', () => {
|
||||
expect((await request(app).patch(`/characters/${characterId}`).set(dmAuth).send({ gold: 999 })).status).toBe(400);
|
||||
|
||||
// The player can still edit the rest of their own sheet.
|
||||
expect((await request(app).patch(`/characters/${characterId}`).set(playerAuth).send({ armorBonus: 2 })).status).toBe(200);
|
||||
expect((await request(app).patch(`/characters/${characterId}`).set(playerAuth).send({ tempHp: 2 })).status).toBe(200);
|
||||
|
||||
const dmRes = await request(app)
|
||||
.patch(`/characters/${characterId}`)
|
||||
@@ -584,7 +584,7 @@ describe('hit points', () => {
|
||||
const full = (await patch(playerAuth, { currentHp: 9999 })).body.character;
|
||||
expect(full.currentHp).toBe(level5.sheet.hp.max);
|
||||
|
||||
expect((await patch(playerAuth, { currentHp: -50 })).body.character.currentHp).toBe(0);
|
||||
expect((await patch(playerAuth, { currentHp: -1 })).body.character.currentHp).toBe(0);
|
||||
|
||||
await patch(playerAuth, { currentHp: 9999 });
|
||||
const level1 = (await patch(dmAuth, { level: 1 })).body.character;
|
||||
@@ -613,7 +613,7 @@ describe('hit points', () => {
|
||||
expect((await combatant()).currentHp).toBe(maxHp - 1);
|
||||
|
||||
// The tracker is clamped like the sheet, and can't give a character a different max.
|
||||
await request(app).patch(`/encounters/${encounterId}/participants/${participantId}`).set(dmAuth).send({ currentHp: -20, maxHp: 500 });
|
||||
await request(app).patch(`/encounters/${encounterId}/participants/${participantId}`).set(dmAuth).send({ currentHp: -1, maxHp: 500 });
|
||||
expect(await sheetHp()).toBe(0);
|
||||
expect((await combatant()).maxHp).toBe(maxHp);
|
||||
|
||||
@@ -674,6 +674,39 @@ describe('money tracker', () => {
|
||||
[15, 15, 'Starting gold', 'Player'],
|
||||
]);
|
||||
});
|
||||
|
||||
itIfDb('keeps cash apart from the coins', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('cash');
|
||||
const create = (name) => request(app).post(`/campaigns/${campaign.id}/characters`).set(playerAuth).send({ name });
|
||||
const characterId = (await create('Drifter')).body.character.id;
|
||||
const money = (body) => request(app).post(`/characters/${characterId}/gold`).set(playerAuth).send(body);
|
||||
|
||||
await money({ amount: 5 });
|
||||
const paid = await money({ amount: 40, currency: 'CASH', reason: 'Odd job' });
|
||||
expect(paid.status).toBe(201);
|
||||
expect(paid.body).toMatchObject({ gold: 5, cash: 40 });
|
||||
expect(paid.body.transaction).toMatchObject({ currency: 'CASH', amount: 40, balanceAfter: 40 });
|
||||
|
||||
// Cash is paid in cash alone: gold doesn't cover it, and it doesn't cover gold.
|
||||
const overspend = await money({ amount: -41, currency: 'CASH' });
|
||||
expect(overspend.status).toBe(400);
|
||||
expect(overspend.body.error).toContain('$40');
|
||||
expect((await money({ amount: -6 })).status).toBe(400);
|
||||
const spent = await money({ amount: -15, currency: 'CASH', reason: 'Diner' });
|
||||
expect(spent.body).toMatchObject({ gold: 5, silver: 0, copper: 0, cash: 25 });
|
||||
expect(spent.body.transactions).toHaveLength(1);
|
||||
|
||||
// It has no worth in coins, so it can't be exchanged, and it only moves through the ledger.
|
||||
const exchange = (body) => request(app).post(`/characters/${characterId}/gold/exchange`).set(playerAuth).send(body);
|
||||
expect((await exchange({ from: 'CASH', to: 'GOLD', amount: 10 })).status).toBe(400);
|
||||
expect((await exchange({ from: 'GOLD', to: 'CASH', amount: 1 })).status).toBe(400);
|
||||
expect((await request(app).patch(`/characters/${characterId}`).set(dmAuth).send({ cash: 999 })).status).toBe(400);
|
||||
|
||||
const sheet = (await request(app).get(`/characters/${characterId}`).set(playerAuth)).body.character;
|
||||
expect(sheet.cash).toBe(25);
|
||||
const listed = (await request(app).get(`/campaigns/${campaign.id}/characters`).set(dmAuth)).body.characters;
|
||||
expect(listed.find((c) => c.id === characterId).cash).toBe(25);
|
||||
});
|
||||
});
|
||||
|
||||
describe('starting options', () => {
|
||||
@@ -762,11 +795,16 @@ describe('gear levels', () => {
|
||||
expect(levelled.body.characterWeapon).toMatchObject({ level: 3, equipped: false });
|
||||
expect(await held('Spear')).toMatchObject({ scaledDamageDice: '1d10', usable: false });
|
||||
|
||||
// Unusable weapons stay out of quick stats and the encounter view.
|
||||
// The character panel lists everything held and marks what is out of reach;
|
||||
// the encounter view leaves unusable weapons out.
|
||||
const quick = async () => (await request(app).get(`${ch}/quick-stats`).set(playerAuth)).body.quickStats.weapons;
|
||||
expect(await quick()).toEqual([]);
|
||||
expect((await quick()).map((w) => [w.name, w.usable]).sort()).toEqual([
|
||||
['Relic Blade', false],
|
||||
['Spear', false],
|
||||
]);
|
||||
|
||||
// At character level 3 both are usable, at their own level's dice.
|
||||
await request(app).patch(c).set(dmAuth).send({ maxEquippedWeapons: 2 });
|
||||
await request(app).patch(ch).set(dmAuth).send({ level: 3 });
|
||||
expect(await held('Spear')).toMatchObject({ usable: true });
|
||||
expect((await request(app).patch(`${ch}/weapons/${spear.id}`).set(playerAuth).send({ equipped: true })).status).toBe(200);
|
||||
@@ -956,7 +994,11 @@ 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/${hermit.id}`).set(dmAuth)).status).toBe(204);
|
||||
@@ -1418,6 +1460,35 @@ describe('default content library', () => {
|
||||
expect((await request(app).get(`/campaigns/${campaign.id}/monsters`).set(dmAuth)).body.monsters).toHaveLength(1);
|
||||
expect((await request(app).get(`/campaigns/${campaign.id}/monsters`).set(playerAuth)).status).toBe(403);
|
||||
|
||||
// Every library monster carries the whole stat block.
|
||||
for (const m of listRes.body.monsters) {
|
||||
expect(m).toMatchObject({
|
||||
challengeRating: expect.any(String),
|
||||
ac: expect.any(Number),
|
||||
maxHp: expect.any(Number),
|
||||
speed: expect.any(Number),
|
||||
attackBonus: expect.any(Number),
|
||||
damageDice: expect.any(String),
|
||||
notes: expect.any(String),
|
||||
});
|
||||
for (const a of ['str', 'dex', 'con', 'int', 'wis', 'cha']) expect(m[`${a}Score`]).toEqual(expect.any(Number));
|
||||
}
|
||||
|
||||
// A hand-made monster takes the whole stat block, and every field can be changed afterwards.
|
||||
const block = {
|
||||
name: 'Gloamling', challengeRating: '1/2', ac: 13, maxHp: 18, speed: 40, attackBonus: 4, damageDice: '1d6+2 necrotic',
|
||||
strScore: 8, dexScore: 16, conScore: 12, intScore: 6, wisScore: 11, chaScore: 5,
|
||||
specialTrait: 'Shadow Step', notes: 'Fly 30. Resists necrotic.',
|
||||
};
|
||||
const made = await request(app).post(`/campaigns/${campaign.id}/monsters`).set(dmAuth).send(block);
|
||||
expect(made.status).toBe(201);
|
||||
expect(made.body.monster).toMatchObject(block);
|
||||
const patchMonster = (auth, body) => request(app).patch(`/campaigns/${campaign.id}/monsters/${made.body.monster.id}`).set(auth).send(body);
|
||||
const edited = await patchMonster(dmAuth, { speed: 20, wisScore: 14, challengeRating: '1', specialTrait: null });
|
||||
expect(edited.status).toBe(200);
|
||||
expect(edited.body.monster).toMatchObject({ ...block, speed: 20, wisScore: 14, challengeRating: '1', specialTrait: null });
|
||||
expect((await patchMonster(playerAuth, { ac: 1 })).status).toBe(403);
|
||||
|
||||
const playerAddRes = await request(app)
|
||||
.post(`/campaigns/${campaign.id}/monsters/from-library`)
|
||||
.set(playerAuth)
|
||||
@@ -1839,7 +1910,9 @@ describe('what a player may see', () => {
|
||||
expect(dm.Ogre.hpPercent).toBeUndefined();
|
||||
|
||||
await request(app).patch(`${e}/participants/${ogreRow.id}`).set(dmAuth).send({ currentHp: 0 });
|
||||
expect((await view(playerAuth)).Ogre.hpPercent).toBe(0);
|
||||
// At 0 HP it is out of the fight, and out of the players' sight.
|
||||
expect((await view(playerAuth)).Ogre).toBeUndefined();
|
||||
expect((await view(dmAuth)).Ogre).toMatchObject({ currentHp: 0, hidden: true });
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1912,6 +1985,68 @@ describe('initiative', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('targets', () => {
|
||||
itIfDb('are picked by the DM or the player on turn, shown to all, and go when the turn does', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('target');
|
||||
const c = `/campaigns/${campaign.id}`;
|
||||
const heroId = await buildCharacter(campaign.id, playerAuth, 'Archer');
|
||||
const goblin = (await request(app).post(`${c}/monsters/from-library`).set(dmAuth).send({ key: 'goblin' })).body.monster;
|
||||
const e = `/encounters/${(await request(app).post(`${c}/encounters`).set(dmAuth).send({ name: 'Ambush' })).body.encounter.id}`;
|
||||
const add = async (body) => (await request(app).post(`${e}/participants`).set(dmAuth).send(body)).body.participant;
|
||||
const hero = await add({ characterId: heroId, initiativeRoll: 20 });
|
||||
const first = await add({ monsterId: goblin.id, initiativeRoll: 10 });
|
||||
const second = await add({ monsterId: goblin.id, initiativeRoll: 1 });
|
||||
const target = (auth, ...participantIds) => request(app).put(`${e}/targets`).set(auth).send({ participantIds });
|
||||
const seen = async (auth) => (await request(app).get(e).set(auth)).body.encounter.targetParticipantIds;
|
||||
|
||||
// Before the battle only the DM can mark anyone.
|
||||
expect((await target(playerAuth, first.id)).status).toBe(403);
|
||||
expect((await target(dmAuth, first.id)).body.encounter.targetParticipantIds).toEqual([first.id]);
|
||||
expect(await seen(playerAuth)).toEqual([first.id]);
|
||||
expect((await target(dmAuth, first.id, 'nobody')).status).toBe(400);
|
||||
|
||||
// Beginning the battle clears them and puts the hero on turn: now the
|
||||
// player can, and several at once is an area attack, kept in the order picked.
|
||||
await request(app).patch(e).set(dmAuth).send({ status: 'ACTIVE' });
|
||||
expect(await seen(dmAuth)).toEqual([]);
|
||||
expect((await target(playerAuth, second.id, first.id, second.id)).status).toBe(200);
|
||||
expect(await seen(dmAuth)).toEqual([second.id, first.id]);
|
||||
|
||||
// Removing a target unmarks it and leaves the rest.
|
||||
await request(app).delete(`${e}/participants/${second.id}`).set(dmAuth);
|
||||
expect(await seen(dmAuth)).toEqual([first.id]);
|
||||
|
||||
// The turn passing clears them, and the player is no longer on turn.
|
||||
await request(app).post(`${e}/next-turn`).set(dmAuth);
|
||||
expect(await seen(dmAuth)).toEqual([]);
|
||||
expect((await target(playerAuth, first.id)).status).toBe(403);
|
||||
|
||||
// Whoever is on turn can't be a target, their own or as part of a group.
|
||||
expect((await target(dmAuth, first.id)).status).toBe(400);
|
||||
expect((await target(dmAuth, hero.id, first.id)).status).toBe(400);
|
||||
|
||||
// The goblin's turn: the DM marks the hero, and can clear it again.
|
||||
expect((await target(dmAuth, hero.id)).body.encounter.targetParticipantIds).toEqual([hero.id]);
|
||||
expect((await target(dmAuth)).body.encounter.targetParticipantIds).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('area attack AC penalty', () => {
|
||||
itIfDb('is a campaign setting the DM changes, 2 unless told otherwise', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('areapenalty');
|
||||
const c = `/campaigns/${campaign.id}`;
|
||||
expect(campaign.areaAttackAcPenalty).toBe(2);
|
||||
|
||||
expect((await request(app).patch(c).set(playerAuth).send({ areaAttackAcPenalty: 0 })).status).toBe(403);
|
||||
expect((await request(app).patch(c).set(dmAuth).send({ areaAttackAcPenalty: 11 })).status).toBe(400);
|
||||
expect((await request(app).patch(c).set(dmAuth).send({ areaAttackAcPenalty: -1 })).status).toBe(400);
|
||||
expect((await request(app).patch(c).set(dmAuth).send({ areaAttackAcPenalty: 0 })).body.campaign.areaAttackAcPenalty).toBe(0);
|
||||
|
||||
// Players are told it too: their cards show the penalty on a marked target.
|
||||
expect((await request(app).get(c).set(playerAuth)).body.campaign.areaAttackAcPenalty).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('number limits', () => {
|
||||
itIfDb('are enforced by the server, whatever a form sends', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('limits');
|
||||
@@ -1973,6 +2108,166 @@ describe('temporary hit points', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('death saves', () => {
|
||||
itIfDb('start at 0 HP, are settled by three of a kind, and end with healing', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('deathsaves');
|
||||
const heroId = await buildCharacter(campaign.id, playerAuth, 'Fallen');
|
||||
const ch = `/characters/${heroId}`;
|
||||
const sheet = async () => (await request(app).get(ch).set(playerAuth)).body.character;
|
||||
const hp = (auth, currentHp) => request(app).patch(ch).set(auth).send({ currentHp });
|
||||
const save = (auth, body) => request(app).post(`${ch}/death-saves`).set(auth).send(body);
|
||||
const max = (await sheet()).sheet.hp.max;
|
||||
expect((await sheet()).deathSaves).toEqual({ state: 'UP', successes: 0, failures: 0 });
|
||||
|
||||
// No saves while standing, and a save is a d20.
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 12 })).status).toBe(400);
|
||||
await hp(playerAuth, 0);
|
||||
expect((await sheet()).deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 0 });
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 21 })).status).toBe(400);
|
||||
|
||||
// 10 and up succeeds, below fails, and a 1 fails twice.
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 10 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 0 });
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 9 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 1 });
|
||||
|
||||
// Being hit while down is a failed save; healing clears the lot.
|
||||
expect((await hp(dmAuth, -1)).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 2 });
|
||||
expect((await hp(playerAuth, 3)).body.character.deathSaves).toEqual({ state: 'UP', successes: 0, failures: 0 });
|
||||
|
||||
// Three successes: stable, at 0 HP, with nothing left to roll.
|
||||
await hp(playerAuth, 0);
|
||||
for (const roll of [15, 11, 19]) await save(playerAuth, { action: 'roll', roll });
|
||||
let now = await sheet();
|
||||
expect([now.currentHp, now.deathSaves]).toEqual([0, { state: 'STABLE', successes: 0, failures: 0 }]);
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 12 })).status).toBe(400);
|
||||
|
||||
// Damage ends that; a 20 puts them back up with 1 HP.
|
||||
expect((await hp(dmAuth, -1)).body.character.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 1 });
|
||||
now = (await save(playerAuth, { action: 'roll', roll: 20 })).body.character;
|
||||
expect([now.currentHp, now.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
|
||||
|
||||
// Someone else can steady them without a roll.
|
||||
await hp(playerAuth, 0);
|
||||
expect((await save(playerAuth, { action: 'stabilize' })).body.character.deathSaves.state).toBe('STABLE');
|
||||
|
||||
// The tallies are the DM's to set by hand; a 1 on top of two failures kills.
|
||||
expect((await save(playerAuth, { action: 'set', successes: 0, failures: 0 })).status).toBe(403);
|
||||
expect((await save(dmAuth, { action: 'set', successes: 2, failures: 2 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 2, failures: 2 });
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 1 })).body.character.deathSaves.state).toBe('DEAD');
|
||||
|
||||
// The dead can't be healed or roll; only the DM brings them back.
|
||||
expect((await hp(playerAuth, max)).status).toBe(400);
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 20 })).status).toBe(400);
|
||||
expect((await save(playerAuth, { action: 'revive' })).status).toBe(403);
|
||||
now = (await save(dmAuth, { action: 'revive' })).body.character;
|
||||
expect([now.currentHp, now.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
|
||||
});
|
||||
|
||||
itIfDb('follow the character into an encounter, where one huge blow kills outright', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('deathsaves-enc');
|
||||
const heroId = await buildCharacter(campaign.id, playerAuth, 'Doomed');
|
||||
const ch = `/characters/${heroId}`;
|
||||
const max = (await request(app).get(ch).set(playerAuth)).body.character.sheet.hp.max;
|
||||
const e = `/encounters/${(await request(app).post(`/campaigns/${campaign.id}/encounters`).set(dmAuth).send({ name: 'Last Stand' })).body.encounter.id}`;
|
||||
const row = (await request(app).post(`${e}/participants`).set(dmAuth).send({ characterId: heroId })).body.participant;
|
||||
const strike = (currentHp) => request(app).patch(`${e}/participants/${row.id}`).set(dmAuth).send({ currentHp });
|
||||
const combatant = async () => (await request(app).get(e).set(playerAuth)).body.encounter.participants[0];
|
||||
|
||||
// Temp HP that soaks the whole blow keeps them on their feet.
|
||||
await request(app).patch(ch).set(playerAuth).send({ tempHp: 2 });
|
||||
await strike(max - 2);
|
||||
expect((await combatant()).characterCombatInfo.deathSaves.state).toBe('UP');
|
||||
|
||||
// Dropped by the DM in the tracker; the player's own save shows there.
|
||||
await strike(1 - max); // max - 1 past zero: one short of killing outright
|
||||
expect((await combatant()).characterCombatInfo.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 0 });
|
||||
await request(app).post(`${ch}/death-saves`).set(playerAuth).send({ action: 'roll', roll: 4 });
|
||||
expect((await combatant()).characterCombatInfo.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 1 });
|
||||
|
||||
// The party list carries it too.
|
||||
const listed = (await request(app).get(`/campaigns/${campaign.id}/characters`).set(dmAuth)).body.characters.find((c) => c.id === heroId);
|
||||
expect(listed.deathSaves.state).toBe('DYING');
|
||||
|
||||
// Healed, then hit for max HP more than they have left.
|
||||
await strike(max);
|
||||
await strike(-max);
|
||||
const dmView = (await request(app).get(e).set(dmAuth)).body.encounter.participants[0];
|
||||
expect([dmView.hidden, dmView.characterCombatInfo.deathSaves.state]).toEqual([true, 'DEAD']);
|
||||
expect((await strike(5)).status).toBe(400);
|
||||
});
|
||||
|
||||
itIfDb('hide the fallen from players, skip their turns, and let an ally with a reviving spell bring a character back', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('fallen');
|
||||
const c = `/campaigns/${campaign.id}`;
|
||||
const healerId = await buildCharacter(campaign.id, playerAuth, 'Healer');
|
||||
const doomedId = await buildCharacter(campaign.id, playerAuth, 'Doomed');
|
||||
const goblin = (await request(app).post(`${c}/monsters/from-library`).set(dmAuth).send({ key: 'goblin' })).body.monster;
|
||||
const e = `/encounters/${(await request(app).post(`${c}/encounters`).set(dmAuth).send({ name: 'Crypt' })).body.encounter.id}`;
|
||||
const add = async (body) => (await request(app).post(`${e}/participants`).set(dmAuth).send(body)).body.participant.id;
|
||||
const healer = await add({ characterId: healerId, initiativeRoll: 20 });
|
||||
const doomed = await add({ characterId: doomedId, initiativeRoll: 10 });
|
||||
const gob = await add({ monsterId: goblin.id, initiativeRoll: 1 });
|
||||
const setHp = (id, currentHp) => request(app).patch(`${e}/participants/${id}`).set(dmAuth).send({ currentHp });
|
||||
const view = async (auth) => (await request(app).get(e).set(auth)).body.encounter;
|
||||
const ids = (encounter) => encounter.participants.map((p) => p.id);
|
||||
const revive = (auth, id) => request(app).post(`${e}/participants/${id}/revive`).set(auth);
|
||||
const nextTurn = async () => (await request(app).post(`${e}/next-turn`).set(dmAuth)).body.encounter;
|
||||
|
||||
await request(app).patch(e).set(dmAuth).send({ status: 'ACTIVE' }); // the healer is on turn
|
||||
await request(app).put(`${e}/targets`).set(dmAuth).send({ participantIds: [gob] });
|
||||
|
||||
// A monster at 0 HP is gone from the player's list, target mark and all; the DM keeps it.
|
||||
await setHp(gob, 0);
|
||||
let seen = await view(playerAuth);
|
||||
expect([ids(seen), seen.targetParticipantIds, seen.fallen]).toEqual([[healer, doomed], [], []]);
|
||||
seen = await view(dmAuth);
|
||||
expect([ids(seen), seen.targetParticipantIds]).toEqual([[healer, doomed, gob], [gob]]);
|
||||
expect(seen.participants.map((p) => p.hidden)).toEqual([false, false, true]);
|
||||
expect((await request(app).put(`${e}/targets`).set(playerAuth).send({ participantIds: [gob] })).status).toBe(400);
|
||||
|
||||
// A dying character stays in view; a dead one is hidden, and named among the fallen.
|
||||
await setHp(doomed, 0);
|
||||
expect(ids(await view(playerAuth))).toEqual([healer, doomed]);
|
||||
await request(app).post(`/characters/${doomedId}/death-saves`).set(dmAuth).send({ action: 'set', successes: 0, failures: 3 });
|
||||
seen = await view(playerAuth);
|
||||
expect([ids(seen), seen.fallen]).toEqual([[healer], [{ participantId: doomed, characterId: doomedId, name: 'Doomed' }]]);
|
||||
|
||||
// The dead join no other scene until they are revived.
|
||||
const elsewhere = `/encounters/${(await request(app).post(`${c}/encounters`).set(dmAuth).send({ name: 'Elsewhere' })).body.encounter.id}`;
|
||||
const join = () => request(app).post(`${elsewhere}/participants`).set(dmAuth).send({ characterId: doomedId });
|
||||
expect((await join()).status).toBe(400);
|
||||
|
||||
// The fallen have no turn: with only the healer standing, the round rolls straight over.
|
||||
seen = await nextTurn();
|
||||
expect([seen.activeParticipantId, seen.currentRound]).toEqual([healer, 2]);
|
||||
|
||||
// Reviving takes a spell that brings back the dead, at a level the caster can use.
|
||||
expect(seen.participants[0].characterCombatInfo.canRevive).toBe(false);
|
||||
expect((await revive(playerAuth, doomed)).status).toBe(400);
|
||||
const revivify = (await request(app).post(`${c}/spells/from-library`).set(dmAuth).send({ key: 'revivify' })).body.spell;
|
||||
expect(revivify.revives).toBe(true);
|
||||
await request(app).post(`/characters/${healerId}/spells`).set(dmAuth).send({ spellId: revivify.id });
|
||||
expect((await revive(playerAuth, doomed)).status).toBe(400); // level 1 can't cast a level 3 spell
|
||||
await request(app).patch(`/characters/${healerId}`).set(dmAuth).send({ level: 3 });
|
||||
expect((await view(playerAuth)).participants[0].characterCombatInfo.canRevive).toBe(true);
|
||||
expect((await revive(playerAuth, gob)).status).toBe(400); // monsters are healed, not revived
|
||||
|
||||
const revived = await revive(playerAuth, doomed);
|
||||
expect([revived.status, revived.body.revivedWith]).toEqual([200, 'Revivify']);
|
||||
expect([ids(revived.body.encounter), revived.body.encounter.fallen]).toEqual([[healer, doomed], []]);
|
||||
const back = (await request(app).get(`/characters/${doomedId}`).set(playerAuth)).body.character;
|
||||
expect([back.currentHp, back.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
|
||||
expect((await revive(playerAuth, doomed)).status).toBe(400); // not dead any more
|
||||
expect((await join()).status).toBe(201);
|
||||
|
||||
// Only on the reviver's own turn, and healing a monster brings it back into view.
|
||||
expect((await nextTurn()).activeParticipantId).toBe(doomed);
|
||||
await setHp(gob, 3);
|
||||
expect(ids(await view(playerAuth))).toEqual([healer, doomed, gob]);
|
||||
expect((await nextTurn()).activeParticipantId).toBe(gob);
|
||||
expect((await revive(playerAuth, doomed)).status).toBe(403);
|
||||
});
|
||||
});
|
||||
|
||||
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');
|
||||
@@ -2115,3 +2410,302 @@ 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([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('gear effects', () => {
|
||||
itIfDb('equipped gear changes the sheet on its own, and the character panel lists everything held', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('gear');
|
||||
const c = `/campaigns/${campaign.id}`;
|
||||
const heroId = await buildCharacter(campaign.id, playerAuth, 'Aria');
|
||||
const ch = `/characters/${heroId}`;
|
||||
const post = (path, body, auth = dmAuth) => request(app).post(path).set(auth).send(body);
|
||||
const sheet = async (auth = playerAuth) => (await request(app).get(ch).set(auth)).body.character;
|
||||
const quick = async (auth = playerAuth) => (await request(app).get(`${ch}/quick-stats`).set(auth)).body.quickStats;
|
||||
|
||||
const before = (await sheet()).sheet;
|
||||
expect(before.gear).toEqual({ effects: [], notes: [] });
|
||||
|
||||
// Only the DM says what gear does, and only with numbers the sheet has.
|
||||
const mail = {
|
||||
name: 'Chain Mail',
|
||||
effects: [{ stat: 'AC', amount: 6 }, { stat: 'SPEED', amount: -10 }, { stat: 'SKILL_STEALTH', amount: -2 }, { stat: 'CON', amount: 2 }, { stat: 'SAVES', amount: 1 }],
|
||||
effectNote: 'Disadvantage on Stealth',
|
||||
};
|
||||
expect((await post(`${c}/items`, mail, playerAuth)).status).toBe(403);
|
||||
expect((await post(`${c}/items`, { name: 'Bad', effects: [{ stat: 'LUCK', amount: 1 }] })).status).toBe(400);
|
||||
expect((await post(`${c}/items`, { name: 'Bad', effects: [{ stat: 'AC', amount: 0 }] })).status).toBe(400);
|
||||
const armor = (await post(`${c}/items`, mail)).body.item;
|
||||
expect(armor).toMatchObject({ effects: mail.effects, effectNote: 'Disadvantage on Stealth' });
|
||||
const heavy = (await post(`${c}/items`, { name: 'Dragon Plate', minLevel: 5, effects: [{ stat: 'AC', amount: 9 }] })).body.item;
|
||||
const ring = (await post(`${c}/weapons`, { name: 'Warded Blade', damageDice: '1d8', damageType: 'slashing', attackAbility: 'STR', effects: [{ stat: 'AC', amount: 1 }] })).body.weapon;
|
||||
|
||||
// Carried but not worn, it does nothing.
|
||||
await post(`${ch}/inventory`, { itemId: armor.id, quantity: 2 });
|
||||
await post(`${ch}/inventory`, { itemId: heavy.id });
|
||||
await post(`${ch}/weapons`, { weaponId: ring.id });
|
||||
expect((await sheet()).sheet).toMatchObject({ armorClass: before.armorClass, speed: before.speed });
|
||||
|
||||
// Worn, every number moves, however many are carried; the player may put it on.
|
||||
const wear = (path, id, equipped, auth = playerAuth) => request(app).patch(`${ch}/${path}/${id}`).set(auth).send({ equipped });
|
||||
expect((await wear('inventory', armor.id, true)).status).toBe(200);
|
||||
expect((await wear('weapons', ring.id, true)).status).toBe(200);
|
||||
const worn = (await sheet()).sheet;
|
||||
expect(worn.armorClass).toBe(before.armorClass + 6 + 1);
|
||||
expect(worn.speed).toBe(before.speed - 10);
|
||||
expect(worn.abilities.CON.final).toBe(before.abilities.CON.final + 2);
|
||||
expect(worn.hp.max).toBe(before.hp.max + 1); // +2 CON is +1 to the modifier, at level 1
|
||||
expect(worn.skills.STEALTH.bonus).toBe(before.skills.STEALTH.bonus - 2);
|
||||
expect(worn.saves.DEX.bonus).toBe(before.saves.DEX.bonus + 1);
|
||||
expect(worn.saves.CON.bonus).toBe(before.saves.CON.bonus + 2); // the save's own +1, and +1 from CON
|
||||
expect(worn.gear.notes).toEqual([{ source: 'Chain Mail', note: 'Disadvantage on Stealth' }]);
|
||||
expect(worn.gear.effects).toContainEqual({ stat: 'AC', amount: 1, source: 'Warded Blade' });
|
||||
|
||||
// The same numbers reach the party list and an encounter.
|
||||
const listed = (await request(app).get(`${c}/characters`).set(dmAuth)).body.characters.find((x) => x.id === heroId);
|
||||
expect(listed).toMatchObject({ armorClass: worn.armorClass, maxHp: worn.hp.max });
|
||||
const encounterId = (await post(`${c}/encounters`, { name: 'Gear check' })).body.encounter.id;
|
||||
const joined = (await post(`/encounters/${encounterId}/participants`, { characterId: heroId })).body.encounter.participants[0];
|
||||
expect(joined.maxHp).toBe(worn.hp.max);
|
||||
expect(joined.characterCombatInfo).toMatchObject({ armorClass: worn.armorClass, speed: worn.speed });
|
||||
expect(joined.characterCombatInfo.gear.effects).toHaveLength(6);
|
||||
|
||||
// Gear above the character's level cannot be put on, but is still listed.
|
||||
expect((await wear('inventory', heavy.id, true)).status).toBe(400);
|
||||
const panel = await quick();
|
||||
expect(panel).toMatchObject({ armorClass: worn.armorClass, speed: worn.speed, maxHp: worn.hp.max, restricted: false });
|
||||
expect(panel.inventory.map((i) => [i.name, i.quantity, i.equipped, i.usable]).sort()).toEqual([
|
||||
['Chain Mail', 2, true, true],
|
||||
['Dragon Plate', 1, false, false],
|
||||
]);
|
||||
expect(panel.inventory.find((i) => i.name === 'Chain Mail')).toMatchObject({ effects: mail.effects, effectNote: 'Disadvantage on Stealth' });
|
||||
expect(panel.weapons.find((w) => w.name === 'Warded Blade')).toMatchObject({ equipped: true, usable: true, effects: [{ stat: 'AC', amount: 1 }] });
|
||||
expect(panel.purse).toEqual({ gold: 0, silver: 0, copper: 0, cash: 0 });
|
||||
expect((await quick(dmAuth)).inventory).toHaveLength(2);
|
||||
|
||||
// Another player sees the numbers, not the pack or the purse.
|
||||
const other = await request(app).post('/auth/register').send({ email: uniqueEmail('gear-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);
|
||||
expect(await quick(otherAuth)).toMatchObject({ armorClass: worn.armorClass, restricted: true, inventory: [], spells: [], purse: null });
|
||||
|
||||
// The DM's own adjustment sits on top, and is the DM's alone.
|
||||
expect((await request(app).patch(ch).set(playerAuth).send({ armorBonus: 2 })).status).toBe(403);
|
||||
expect((await request(app).patch(ch).set(dmAuth).send({ armorBonus: -1 })).body.character.sheet.armorClass).toBe(worn.armorClass - 1);
|
||||
await request(app).patch(ch).set(dmAuth).send({ armorBonus: 0 });
|
||||
|
||||
// Changing what the item does reaches whoever wears it.
|
||||
const patched = await request(app).patch(`${c}/items/${armor.id}`).set(dmAuth).send({ effects: [{ stat: 'AC', amount: 4 }], effectNote: null });
|
||||
expect(patched.body.item).toMatchObject({ effects: [{ stat: 'AC', amount: 4 }], effectNote: null });
|
||||
const lighter = (await sheet()).sheet;
|
||||
expect(lighter.armorClass).toBe(before.armorClass + 4 + 1);
|
||||
expect(lighter.speed).toBe(before.speed);
|
||||
// The +1 max HP went with the CON bonus, and current HP came down with it.
|
||||
expect(lighter.hp.max).toBe(before.hp.max);
|
||||
expect((await sheet()).currentHp).toBe(before.hp.max);
|
||||
|
||||
// Taking it off, or losing it, takes its effects away.
|
||||
await wear('inventory', armor.id, false);
|
||||
expect((await sheet()).sheet.armorClass).toBe(before.armorClass + 1);
|
||||
expect((await request(app).delete(`${c}/weapons/${ring.id}`).set(dmAuth)).status).toBe(204);
|
||||
expect((await sheet()).sheet).toMatchObject({ armorClass: before.armorClass, gear: { effects: [], notes: [] } });
|
||||
});
|
||||
});
|
||||
|
||||
describe('equipping', () => {
|
||||
itIfDb('only so much can be equipped at once, and only what is equipped is used in an encounter', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('equip');
|
||||
const c = `/campaigns/${campaign.id}`;
|
||||
expect(campaign).toMatchObject({ maxEquipped: 2, maxEquippedWeapons: 1 });
|
||||
const heroId = await buildCharacter(campaign.id, playerAuth, 'Aria');
|
||||
const ch = `/characters/${heroId}`;
|
||||
const post = (path, body, auth = dmAuth) => request(app).post(path).set(auth).send(body);
|
||||
|
||||
// The library has armor, with its effects, and weapons made as a pair.
|
||||
const library = (await request(app).get(`${c}/library`).set(dmAuth)).body;
|
||||
expect(library.items.length).toBeGreaterThan(20);
|
||||
expect(library.items.find((i) => i.key === 'chain-mail')).toMatchObject({ category: 'Heavy Armor', effects: [{ stat: 'AC', amount: 6 }, { stat: 'SPEED', amount: -10 }] });
|
||||
expect(library.weapons.find((w) => w.key === 'paired-daggers')).toMatchObject({ category: 'Paired', damageDice: '2d4' });
|
||||
expect((await post(`${c}/items/from-library`, { key: 'shield' }, playerAuth)).status).toBe(403);
|
||||
expect((await post(`${c}/items/from-library`, { key: 'nope' })).status).toBe(404);
|
||||
const shield = (await post(`${c}/items/from-library`, { key: 'shield' })).body.item;
|
||||
expect(shield).toMatchObject({ name: 'Shield', effects: [{ stat: 'AC', amount: 2 }], isStartingOption: false });
|
||||
const mail = (await post(`${c}/items/from-library`, { key: 'leather-armor' })).body.item;
|
||||
const ring = (await post(`${c}/items/from-library`, { key: 'ring-of-protection' })).body.item;
|
||||
const sword = (await post(`${c}/weapons/from-library`, { key: 'longsword' })).body.weapon;
|
||||
const daggers = (await post(`${c}/weapons/from-library`, { key: 'paired-daggers' })).body.weapon;
|
||||
expect(daggers.effectNote).toContain('both hands');
|
||||
|
||||
for (const item of [shield, mail, ring]) await post(`${ch}/inventory`, { itemId: item.id });
|
||||
for (const weapon of [sword, daggers]) await post(`${ch}/weapons`, { weaponId: weapon.id });
|
||||
|
||||
const encounterId = (await post(`${c}/encounters`, { name: 'Drill' })).body.encounter.id;
|
||||
await post(`/encounters/${encounterId}/participants`, { characterId: heroId });
|
||||
const combat = async () => (await request(app).get(`/encounters/${encounterId}`).set(playerAuth)).body.encounter.participants[0].characterCombatInfo;
|
||||
const wear = (path, id, equipped, auth = playerAuth) => request(app).patch(`${ch}/${path}/${id}`).set(auth).send({ equipped });
|
||||
|
||||
// Nothing in hand: nothing to fight with, though it is all in the pack.
|
||||
expect(await combat()).toMatchObject({ weapons: [], items: [] });
|
||||
const panel = async () => (await request(app).get(`${ch}/quick-stats`).set(playerAuth)).body.quickStats;
|
||||
expect((await panel()).weapons.map((w) => w.name).sort()).toEqual(['Longsword', 'Paired Daggers']);
|
||||
|
||||
// One weapon at a time; the player changes it themselves, mid-encounter.
|
||||
expect((await wear('weapons', sword.id, true)).status).toBe(200);
|
||||
expect((await combat()).weapons.map((w) => w.name)).toEqual(['Longsword']);
|
||||
const second = await wear('weapons', daggers.id, true);
|
||||
expect(second.status).toBe(400);
|
||||
expect(second.body.error).toContain('Longsword');
|
||||
expect((await wear('weapons', sword.id, true)).status).toBe(200); // already on: no complaint
|
||||
await wear('weapons', sword.id, false);
|
||||
expect((await wear('weapons', daggers.id, true)).status).toBe(200);
|
||||
expect((await combat()).weapons.map((w) => [w.name, w.damageDice])).toEqual([['Paired Daggers', '2d4']]);
|
||||
|
||||
// Two things in all: a weapon and an item, or two items.
|
||||
expect((await wear('inventory', shield.id, true)).status).toBe(200);
|
||||
expect((await combat()).items.map((i) => i.name)).toEqual(['Shield']);
|
||||
const third = await wear('inventory', mail.id, true);
|
||||
expect(third.status).toBe(400);
|
||||
expect(third.body.error).toContain('Shield');
|
||||
expect((await post(`${ch}/inventory`, { itemId: ring.id, equipped: true })).status).toBe(400); // nor by handing it over equipped
|
||||
await wear('weapons', daggers.id, false);
|
||||
expect((await wear('inventory', mail.id, true)).status).toBe(200);
|
||||
expect((await wear('weapons', sword.id, true)).status).toBe(400); // both places are taken by items
|
||||
expect((await combat()).items.map((i) => i.name).sort()).toEqual(['Leather Armor', 'Shield']);
|
||||
|
||||
// The DM sets the limits; raising them makes room, lowering them takes nothing off.
|
||||
expect((await request(app).patch(c).set(playerAuth).send({ maxEquipped: 5 })).status).toBe(403);
|
||||
expect((await request(app).patch(c).set(dmAuth).send({ maxEquipped: 0 })).status).toBe(400);
|
||||
expect((await request(app).patch(c).set(dmAuth).send({ maxEquipped: 4, maxEquippedWeapons: 2 })).body.campaign).toMatchObject({ maxEquipped: 4, maxEquippedWeapons: 2 });
|
||||
expect((await wear('weapons', sword.id, true)).status).toBe(200);
|
||||
expect((await wear('weapons', daggers.id, true)).status).toBe(200);
|
||||
expect((await wear('inventory', ring.id, true)).status).toBe(400); // four on
|
||||
await request(app).patch(c).set(dmAuth).send({ maxEquipped: 2, maxEquippedWeapons: 1 });
|
||||
expect((await combat()).weapons).toHaveLength(2);
|
||||
await wear('weapons', sword.id, false);
|
||||
expect((await wear('weapons', sword.id, true)).status).toBe(400);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -4,9 +4,12 @@ const prisma = require('../db');
|
||||
const { requireAuth } = require('../middleware/auth');
|
||||
const { requireCampaignMember, requireDM } = require('../middleware/campaignAccess');
|
||||
const { generateInviteCode } = require('../utils/inviteCode');
|
||||
const { computeCharacterSheet, MAX_DAMAGE_SCALING, MAX_GEAR_LEVEL } = require('../game/calculations');
|
||||
const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../game/data/library');
|
||||
const { computeCharacterSheet, GEAR_STATS, MAX_DAMAGE_SCALING, MAX_GEAR_LEVEL } = require('../game/calculations');
|
||||
const { SHEET_INCLUDE, settleHp } = require('../utils/sheet');
|
||||
const { WEAPON_LIBRARY, ITEM_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();
|
||||
|
||||
@@ -24,6 +27,9 @@ function campaignSummary(campaign, role) {
|
||||
startingSpellCount: campaign.startingSpellCount,
|
||||
skipMotivationRoll: campaign.skipMotivationRoll,
|
||||
showMonsterHp: campaign.showMonsterHp,
|
||||
areaAttackAcPenalty: campaign.areaAttackAcPenalty,
|
||||
maxEquipped: campaign.maxEquipped,
|
||||
maxEquippedWeapons: campaign.maxEquippedWeapons,
|
||||
ownerId: campaign.ownerId,
|
||||
archivedAt: campaign.archivedAt,
|
||||
role,
|
||||
@@ -53,6 +59,12 @@ const createCampaignSchema = z.object({
|
||||
startingSpellCount: z.number().int().min(0).max(50).optional(),
|
||||
skipMotivationRoll: z.boolean().optional(),
|
||||
showMonsterHp: z.boolean().optional(),
|
||||
areaAttackAcPenalty: z.number().int().min(0).max(10).optional(),
|
||||
// How many weapons and items a character can have equipped together, and
|
||||
// how many of those can be weapons. Lowering them takes nothing off anyone:
|
||||
// they are checked when something is put on.
|
||||
maxEquipped: z.number().int().min(1).max(20).optional(),
|
||||
maxEquippedWeapons: z.number().int().min(0).max(20).optional(),
|
||||
});
|
||||
|
||||
// POST /campaigns — create, creator becomes DM/owner
|
||||
@@ -194,9 +206,11 @@ function characterSummary(character) {
|
||||
buildStage: character.buildStage,
|
||||
currentHp: character.currentHp,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
gold: character.gold,
|
||||
silver: character.silver,
|
||||
copper: character.copper,
|
||||
cash: character.cash,
|
||||
maxHp: character.buildStage === 'COMPLETE' ? sheet.hp.max : null,
|
||||
armorClass: character.buildStage === 'COMPLETE' ? sheet.armorClass : null,
|
||||
currentLocationId: character.currentLocationId,
|
||||
@@ -208,7 +222,7 @@ router.get('/:id/characters', requireCampaignMember(), async (req, res, next) =>
|
||||
try {
|
||||
const characters = await prisma.character.findMany({
|
||||
where: { campaignId: req.campaign.id },
|
||||
include: { skillProficiencies: true, saveProficiencies: true, currentLocation: true },
|
||||
include: { ...SHEET_INCLUDE, currentLocation: true },
|
||||
orderBy: { createdAt: 'asc' },
|
||||
});
|
||||
const summaries = characters.map(characterSummary);
|
||||
@@ -221,7 +235,7 @@ 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, silver: null, copper: null, ...(knowsPlace ? {} : { currentLocationId: null, currentLocationName: null }) };
|
||||
return { ...c, gold: null, silver: null, copper: null, cash: null, ...(knowsPlace ? {} : { currentLocationId: null, currentLocationName: null }) };
|
||||
}),
|
||||
});
|
||||
} catch (err) {
|
||||
@@ -306,6 +320,25 @@ router.get('/:id/weapons', requireCampaignMember(), async (req, res, next) => {
|
||||
}
|
||||
});
|
||||
|
||||
// What a weapon or item does to the sheet of whoever has it equipped: signed
|
||||
// amounts on the numbers in GEAR_STATS (armor is an item with an AC effect),
|
||||
// and a note for what is not a number.
|
||||
const gearEffects = {
|
||||
effects: z
|
||||
.array(z.object({ stat: z.enum(GEAR_STATS), amount: z.number().int().min(-100).max(100).refine((n) => n !== 0, 'An effect of 0 does nothing') }))
|
||||
.max(12)
|
||||
.optional(),
|
||||
effectNote: z.string().trim().max(300).optional().nullable(),
|
||||
};
|
||||
|
||||
// A change to what a pool entry does reaches everyone who has it equipped:
|
||||
// their maximum HP may have dropped, and every open sheet should refetch.
|
||||
async function gearChanged(req, heldModel, poolKey, poolId, holderIds) {
|
||||
const holders = holderIds || (await prisma[heldModel].findMany({ where: { [poolKey]: poolId }, select: { characterId: true } })).map((h) => h.characterId);
|
||||
await settleHp(prisma, holders);
|
||||
req.app.get('io').to(`campaign:${req.campaign.id}`).emit('character:updated', {});
|
||||
}
|
||||
|
||||
const weaponSchema = z.object({
|
||||
name: z.string().min(1).max(80),
|
||||
damageDice: z.string().min(1).max(20),
|
||||
@@ -317,6 +350,7 @@ const weaponSchema = z.object({
|
||||
damageScaling: z.number().int().min(1).max(MAX_DAMAGE_SCALING).optional(),
|
||||
minLevel: z.number().int().min(1).max(MAX_GEAR_LEVEL).optional(),
|
||||
isStartingOption: z.boolean().optional(),
|
||||
...gearEffects,
|
||||
});
|
||||
|
||||
// Raising a pool entry's starting level lifts every held copy that is now
|
||||
@@ -361,6 +395,7 @@ router.patch('/:id/weapons/:weaponId', requireCampaignMember(), requireDM(), asy
|
||||
const weapon = await updatePoolEntry('weapon', req.params.weaponId, req.campaign.id, parsed.data);
|
||||
if (!weapon) return res.status(404).json({ error: 'Weapon not found in this campaign' });
|
||||
await liftHeldCopies('characterWeapon', 'weaponId', weapon.id, parsed.data.minLevel);
|
||||
await gearChanged(req, 'characterWeapon', 'weaponId', weapon.id);
|
||||
res.json({ weapon });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
@@ -369,9 +404,11 @@ router.patch('/:id/weapons/:weaponId', requireCampaignMember(), requireDM(), asy
|
||||
|
||||
router.delete('/:id/weapons/:weaponId', requireCampaignMember(), requireDM(), async (req, res, next) => {
|
||||
try {
|
||||
const holders = (await prisma.characterWeapon.findMany({ where: { weaponId: req.params.weaponId }, select: { characterId: true } })).map((h) => h.characterId);
|
||||
if (!(await deletePoolEntry('weapon', req.params.weaponId, req.campaign.id))) {
|
||||
return res.status(404).json({ error: 'Weapon not found in this campaign' });
|
||||
}
|
||||
await gearChanged(req, 'characterWeapon', 'weaponId', req.params.weaponId, holders);
|
||||
res.status(204).end();
|
||||
} catch (err) {
|
||||
next(err);
|
||||
@@ -401,6 +438,7 @@ const spellSchema = z.object({
|
||||
description: z.string().max(4000).optional().nullable(),
|
||||
damageDice: z.string().max(20).optional().nullable(),
|
||||
isStartingOption: z.boolean().optional(),
|
||||
revives: z.boolean().optional(), // brings back the dead
|
||||
});
|
||||
|
||||
router.post('/:id/spells', requireCampaignMember(), requireDM(), async (req, res, next) => {
|
||||
@@ -457,6 +495,7 @@ const itemSchema = z.object({
|
||||
damageScaling: z.number().int().min(1).max(MAX_DAMAGE_SCALING).optional(),
|
||||
minLevel: z.number().int().min(1).max(MAX_GEAR_LEVEL).optional(),
|
||||
isStartingOption: z.boolean().optional(),
|
||||
...gearEffects,
|
||||
});
|
||||
|
||||
router.post('/:id/items', requireCampaignMember(), requireDM(), async (req, res, next) => {
|
||||
@@ -477,6 +516,7 @@ router.patch('/:id/items/:itemId', requireCampaignMember(), requireDM(), async (
|
||||
const item = await updatePoolEntry('item', req.params.itemId, req.campaign.id, parsed.data);
|
||||
if (!item) return res.status(404).json({ error: 'Item not found in this campaign' });
|
||||
await liftHeldCopies('inventoryItem', 'itemId', item.id, parsed.data.minLevel);
|
||||
await gearChanged(req, 'inventoryItem', 'itemId', item.id);
|
||||
res.json({ item });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
@@ -485,9 +525,11 @@ router.patch('/:id/items/:itemId', requireCampaignMember(), requireDM(), async (
|
||||
|
||||
router.delete('/:id/items/:itemId', requireCampaignMember(), requireDM(), async (req, res, next) => {
|
||||
try {
|
||||
const holders = (await prisma.inventoryItem.findMany({ where: { itemId: req.params.itemId }, select: { characterId: true } })).map((h) => h.characterId);
|
||||
if (!(await deletePoolEntry('item', req.params.itemId, req.campaign.id))) {
|
||||
return res.status(404).json({ error: 'Item not found in this campaign' });
|
||||
}
|
||||
await gearChanged(req, 'inventoryItem', 'itemId', req.params.itemId, holders);
|
||||
res.status(204).end();
|
||||
} catch (err) {
|
||||
next(err);
|
||||
@@ -520,7 +562,7 @@ const monsterSchema = z.object({
|
||||
wisScore: z.number().int().min(1).max(30).optional(),
|
||||
chaScore: z.number().int().min(1).max(30).optional(),
|
||||
attackBonus: z.number().int().min(-20).max(50).optional(),
|
||||
damageDice: z.string().max(20).optional().nullable(),
|
||||
damageDice: z.string().max(60).optional().nullable(), // may name its type: "1d6+2 necrotic"
|
||||
challengeRating: z.string().max(10).optional().nullable(),
|
||||
specialTrait: z.string().max(500).optional().nullable(),
|
||||
notes: z.string().max(2000).optional().nullable(),
|
||||
@@ -639,7 +681,11 @@ 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);
|
||||
@@ -656,12 +702,31 @@ 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) {
|
||||
@@ -673,8 +738,10 @@ 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);
|
||||
@@ -774,6 +841,83 @@ 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
|
||||
@@ -782,7 +926,7 @@ router.delete('/:id/locations/:locationId', requireCampaignMember(), requireDM()
|
||||
|
||||
router.get('/:id/library', requireCampaignMember(), requireDM(), async (req, res, next) => {
|
||||
try {
|
||||
res.json({ weapons: WEAPON_LIBRARY, spells: SPELL_LIBRARY, monsters: MONSTER_LIBRARY });
|
||||
res.json({ weapons: WEAPON_LIBRARY, items: ITEM_LIBRARY, spells: SPELL_LIBRARY, monsters: MONSTER_LIBRARY });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
}
|
||||
@@ -802,6 +946,20 @@ router.post('/:id/weapons/from-library', requireCampaignMember(), requireDM(), a
|
||||
}
|
||||
});
|
||||
|
||||
router.post('/:id/items/from-library', requireCampaignMember(), requireDM(), async (req, res, next) => {
|
||||
try {
|
||||
const parsed = z.object({ key: z.string() }).safeParse(req.body);
|
||||
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
|
||||
const template = ITEM_LIBRARY.find((i) => i.key === parsed.data.key);
|
||||
if (!template) return res.status(404).json({ error: 'Unknown library item.' });
|
||||
const { key, category, ...data } = template;
|
||||
const item = await prisma.item.create({ data: { ...data, campaignId: req.campaign.id } });
|
||||
res.status(201).json({ item });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
}
|
||||
});
|
||||
|
||||
router.post('/:id/spells/from-library', requireCampaignMember(), requireDM(), async (req, res, next) => {
|
||||
try {
|
||||
const parsed = z.object({ key: z.string() }).safeParse(req.body);
|
||||
|
||||
@@ -29,9 +29,10 @@ const {
|
||||
} = require('../game/buildFlow');
|
||||
const characterOptions = require('../game/data/characterOptions');
|
||||
const { SKILLS } = require('../game/data/skills');
|
||||
const { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, spendCoins, worthInGold, giveGear } = require('../utils/grants');
|
||||
const { CURRENCIES, COINS, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, spendCoins, worthInGold, giveGear } = require('../utils/grants');
|
||||
const { recordVisits } = require('../utils/locations');
|
||||
const { absorbDamage } = require('../utils/hp');
|
||||
const { SHEET_INCLUDE, settleHp } = require('../utils/sheet');
|
||||
const { absorbDamage, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave } = require('../utils/hp');
|
||||
|
||||
const router = express.Router();
|
||||
|
||||
@@ -85,6 +86,7 @@ function serializeCharacter(character, isOwner, isDM = true) {
|
||||
},
|
||||
currentHp: character.currentHp,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
armorBonus: character.armorBonus,
|
||||
specialAbilities: character.specialAbilities,
|
||||
background: character.background,
|
||||
@@ -96,6 +98,7 @@ function serializeCharacter(character, isOwner, isDM = true) {
|
||||
gold: restricted ? null : character.gold,
|
||||
silver: restricted ? null : character.silver,
|
||||
copper: restricted ? null : character.copper,
|
||||
cash: restricted ? null : character.cash,
|
||||
restricted,
|
||||
buildStage: character.buildStage,
|
||||
buildState: character.buildStage === 'COMPLETE' ? null : character.buildState,
|
||||
@@ -148,7 +151,7 @@ const patchCharacterSchema = z.object({
|
||||
name: z.string().min(1).max(80).optional(),
|
||||
currentHp: z.number().int().optional(),
|
||||
tempHp: z.number().int().min(0).max(9999).optional(),
|
||||
armorBonus: z.number().int().min(0).max(30).optional(),
|
||||
armorBonus: z.number().int().min(-30).max(30).optional(),
|
||||
speedOverride: z.number().int().min(0).nullable().optional(),
|
||||
specialAbilities: z.string().max(4000).nullable().optional(),
|
||||
background: z.string().max(4000).nullable().optional(),
|
||||
@@ -163,8 +166,9 @@ const patchCharacterSchema = z.object({
|
||||
// builder composed (special abilities, background, appearance): a player
|
||||
// picks those from lists and cannot type their own. The owning player can
|
||||
// edit the rest of their own sheet. Gold is not patchable at all — it only
|
||||
// moves through the ledger (POST /:id/gold).
|
||||
const DM_ONLY_PATCH_FIELDS = ['level', 'xp', 'currentLocationId', 'speedOverride', 'specialAbilities', 'background', 'appearance'];
|
||||
// moves through the ledger (POST /:id/gold). The armor bonus is the DM's
|
||||
// adjustment on top of what equipped gear gives, so it is the DM's too.
|
||||
const DM_ONLY_PATCH_FIELDS = ['level', 'xp', 'currentLocationId', 'speedOverride', 'armorBonus', 'specialAbilities', 'background', 'appearance'];
|
||||
|
||||
function clamp(value, min, max) {
|
||||
return Math.min(Math.max(value, min), max);
|
||||
@@ -172,30 +176,41 @@ function clamp(value, min, max) {
|
||||
|
||||
router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, next) => {
|
||||
try {
|
||||
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.' });
|
||||
if (req.body && Object.values(COIN_COLUMN).some((coin) => req.body[coin] !== undefined)) {
|
||||
return res.status(400).json({ error: 'Gold, silver, copper and cash changes go through the money tracker.' });
|
||||
}
|
||||
const parsed = patchCharacterSchema.safeParse(req.body);
|
||||
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
|
||||
|
||||
if (!req.isDM && DM_ONLY_PATCH_FIELDS.some((field) => parsed.data[field] !== undefined)) {
|
||||
return res.status(403).json({ error: 'Only the DM can change level, XP, speed, location, special abilities, background or appearance.' });
|
||||
return res.status(403).json({ error: 'Only the DM can change level, XP, speed, armor bonus, location, special abilities, background or appearance.' });
|
||||
}
|
||||
|
||||
// Damage is soaked by temp HP before it reaches real HP — unless this
|
||||
// same request sets temp HP outright.
|
||||
if (parsed.data.currentHp !== undefined && parsed.data.tempHp === undefined) {
|
||||
const settingHp = parsed.data.currentHp !== undefined;
|
||||
const settingTempHp = parsed.data.tempHp !== undefined;
|
||||
if (req.character.buildStage === 'COMPLETE' && (settingHp || parsed.data.level !== undefined)) {
|
||||
// Current HP stays within 0..max, including when a level change moves max.
|
||||
const geared = await prisma.character.findUnique({ where: { id: req.character.id }, include: SHEET_INCLUDE });
|
||||
const maxHp = computeCharacterSheet({ ...geared, ...parsed.data }, geared.skillProficiencies, geared.saveProficiencies).hp.max;
|
||||
if (!settingHp) {
|
||||
parsed.data.currentHp = clamp(req.character.currentHp, 0, maxHp);
|
||||
} else {
|
||||
if (lifeState(req.character) === 'DEAD' && parsed.data.currentHp > 0) {
|
||||
return res.status(400).json({ error: `${req.character.name} is dead. The DM has to revive them before they can be healed.` });
|
||||
}
|
||||
// Reaching 0, being hit while there, and being healed back up all
|
||||
// move the death saves along with the HP.
|
||||
const { tempHp, ...after } = changeHp(settingTempHp ? { ...req.character, tempHp: 0 } : req.character, parsed.data.currentHp, maxHp);
|
||||
Object.assign(parsed.data, after, settingTempHp ? {} : { tempHp });
|
||||
}
|
||||
} else if (settingHp && !settingTempHp) {
|
||||
const after = absorbDamage(req.character.currentHp, req.character.tempHp, parsed.data.currentHp);
|
||||
parsed.data.currentHp = after.currentHp;
|
||||
if (after.tempHp !== req.character.tempHp) parsed.data.tempHp = after.tempHp;
|
||||
}
|
||||
|
||||
// Current HP stays within 0..max, including when a level change moves max.
|
||||
if (req.character.buildStage === 'COMPLETE' && (parsed.data.currentHp !== undefined || parsed.data.level !== undefined)) {
|
||||
const maxHp = computeCharacterSheet({ ...req.character, ...parsed.data }).hp.max;
|
||||
parsed.data.currentHp = clamp(parsed.data.currentHp ?? req.character.currentHp, 0, maxHp);
|
||||
}
|
||||
|
||||
// privateNotes is for the owning player only — a DM editing someone
|
||||
// else's character (or another player, though write access already
|
||||
// blocks that) should never be able to set it through this route.
|
||||
@@ -221,6 +236,8 @@ router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, n
|
||||
where: { characterId: updated.id, spell: { level: { gt: updated.level } } },
|
||||
data: { prepared: false },
|
||||
});
|
||||
// Gear that came off may have been holding the maximum HP up.
|
||||
await settleHp(prisma, [updated.id]);
|
||||
}
|
||||
const full = await loadFullCharacter(updated.id);
|
||||
|
||||
@@ -234,6 +251,61 @@ router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, n
|
||||
}
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Death saves — what happens to a character at 0 HP (utils/hp.js)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
const deathSaveTally = z.number().int().min(0).max(3);
|
||||
const deathSaveRoll = z.number().int().min(1, 'A death save is a d20: 1 to 20').max(20, 'A death save is a d20: 1 to 20');
|
||||
|
||||
const deathSaveSchema = z.discriminatedUnion('action', [
|
||||
// What the d20 showed; the server works out what it means.
|
||||
z.object({ action: z.literal('roll'), roll: deathSaveRoll }),
|
||||
// Steadied by someone else: a Medicine check, a healer's kit, a spell.
|
||||
z.object({ action: z.literal('stabilize') }),
|
||||
// The DM setting the tallies by hand: a critical hit's second failure, or
|
||||
// undoing a mistake.
|
||||
z.object({ action: z.literal('set'), successes: deathSaveTally, failures: deathSaveTally }),
|
||||
// The DM bringing back the dead, at 1 HP.
|
||||
z.object({ action: z.literal('revive') }),
|
||||
]);
|
||||
|
||||
// The owning player rolls their own death saves and can be steadied; setting
|
||||
// the tallies by hand and raising the dead are the DM's.
|
||||
router.post('/:id/death-saves', requireCharacterAccess({ write: true }), async (req, res, next) => {
|
||||
try {
|
||||
const parsed = deathSaveSchema.safeParse(req.body);
|
||||
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
|
||||
const { character } = req;
|
||||
if (character.buildStage !== 'COMPLETE') return res.status(400).json({ error: 'Character build is not finished yet.' });
|
||||
|
||||
const input = parsed.data;
|
||||
const state = lifeState(character);
|
||||
if ((input.action === 'set' || input.action === 'revive') && !req.isDM) {
|
||||
return res.status(403).json({ error: 'Only the DM can do that.' });
|
||||
}
|
||||
|
||||
let data;
|
||||
if (input.action === 'roll' || input.action === 'stabilize') {
|
||||
if (state !== 'DYING') return res.status(400).json({ error: `${character.name} is not dying, so there is no death save to make.` });
|
||||
data = input.action === 'roll' ? rollDeathSave(character, input.roll) : { ...NO_DEATH_SAVES, stable: true };
|
||||
} else if (input.action === 'set') {
|
||||
if (state === 'UP') return res.status(400).json({ error: `${character.name} is not at 0 HP.` });
|
||||
data = settleDeathSaves(input.successes, input.failures);
|
||||
} else {
|
||||
if (state !== 'DEAD') return res.status(400).json({ error: `${character.name} is not dead.` });
|
||||
data = { currentHp: 1, ...NO_DEATH_SAVES };
|
||||
}
|
||||
|
||||
await prisma.character.update({ where: { id: character.id }, data });
|
||||
const full = await loadFullCharacter(character.id);
|
||||
req.app.get('io').to(`campaign:${full.campaignId}`).emit('character:updated', { characterId: full.id });
|
||||
res.json({ character: serializeCharacter(full, req.isOwner) });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
}
|
||||
});
|
||||
|
||||
router.delete('/:id', requireCharacterAccess(), async (req, res, next) => {
|
||||
try {
|
||||
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
|
||||
@@ -359,6 +431,7 @@ router.post('/:id/copy', requireCharacterAccess(), async (req, res, next) => {
|
||||
gold: source.gold,
|
||||
silver: source.silver,
|
||||
copper: source.copper,
|
||||
cash: source.cash,
|
||||
background: source.background,
|
||||
appearance: source.appearance,
|
||||
// Same privacy boundary as serializeCharacter: a DM copying a
|
||||
@@ -825,32 +898,72 @@ router.get('/:id/quick-stats', requireCharacterAccess(), async (req, res, next)
|
||||
return res.status(400).json({ error: 'Character build is not finished yet.' });
|
||||
}
|
||||
const sheet = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies);
|
||||
// The pack, the spell list and the purse are the owner's and the DM's to
|
||||
// see, as on the sheet; anyone else gets what is visible across the table.
|
||||
const restricted = !req.isOwner && !req.isDM;
|
||||
const effectsOf = (entry) => ({ effects: Array.isArray(entry.effects) ? entry.effects : [], effectNote: entry.effectNote || null });
|
||||
|
||||
const weapons = character.weapons
|
||||
.filter((cw) => canUseGear(character.level, cw.level))
|
||||
.map((cw) => ({
|
||||
characterWeaponId: cw.id,
|
||||
weaponId: cw.weaponId,
|
||||
name: cw.weapon.name,
|
||||
level: cw.level,
|
||||
equipped: cw.equipped,
|
||||
quantity: cw.quantity,
|
||||
...computeWeaponStats(cw.weapon, sheet.abilities, sheet.proficiencyBonus, true, cw.level),
|
||||
}));
|
||||
// Everything held is listed, usable or not: `usable` says whether the
|
||||
// character is high enough level for it.
|
||||
const weapons = character.weapons.map((cw) => ({
|
||||
characterWeaponId: cw.id,
|
||||
weaponId: cw.weaponId,
|
||||
name: cw.weapon.name,
|
||||
level: cw.level,
|
||||
equipped: cw.equipped,
|
||||
quantity: cw.quantity,
|
||||
usable: canUseGear(character.level, cw.level),
|
||||
...effectsOf(cw.weapon),
|
||||
...computeWeaponStats(cw.weapon, sheet.abilities, sheet.proficiencyBonus, true, cw.level),
|
||||
}));
|
||||
const inventory = character.inventoryItems.map((ii) => ({
|
||||
inventoryItemId: ii.id,
|
||||
itemId: ii.itemId,
|
||||
name: ii.item.name,
|
||||
description: ii.item.description,
|
||||
level: ii.level,
|
||||
equipped: ii.equipped,
|
||||
quantity: ii.quantity,
|
||||
usable: canUseGear(character.level, ii.level),
|
||||
damageDice: ii.item.damageDice ? scaledDamageDice(ii.item.damageDice, ii.level, ii.item.damageScaling, ii.item.minLevel) : null,
|
||||
...effectsOf(ii.item),
|
||||
}));
|
||||
const spells = character.spells.map((cs) => ({
|
||||
characterSpellId: cs.id,
|
||||
name: cs.spell.name,
|
||||
level: cs.spell.level,
|
||||
damageDice: cs.spell.damageDice,
|
||||
description: cs.spell.description,
|
||||
prepared: cs.prepared,
|
||||
usable: canUseGear(character.level, cs.spell.level),
|
||||
}));
|
||||
|
||||
res.json({
|
||||
quickStats: {
|
||||
id: character.id,
|
||||
name: character.name,
|
||||
level: character.level,
|
||||
species: character.species,
|
||||
characterClass: character.characterClass,
|
||||
currentHp: character.currentHp,
|
||||
maxHp: sheet.hp.max,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
armorClass: sheet.armorClass,
|
||||
initiative: sheet.initiative,
|
||||
speed: sheet.speed,
|
||||
proficiencyBonus: sheet.proficiencyBonus,
|
||||
spellcasting: sheet.spellcasting,
|
||||
passivePerception: sheet.passivePerception,
|
||||
abilities: sheet.abilities,
|
||||
specialAbilities: character.specialAbilities,
|
||||
// What equipped gear is adding and taking away, and what else it does.
|
||||
gear: sheet.gear,
|
||||
weapons,
|
||||
restricted,
|
||||
inventory: restricted ? [] : inventory,
|
||||
spells: restricted ? [] : spells,
|
||||
purse: restricted ? null : { gold: character.gold, silver: character.silver, copper: character.copper, cash: character.cash },
|
||||
},
|
||||
});
|
||||
} catch (err) {
|
||||
@@ -871,8 +984,11 @@ function coinName(currency) {
|
||||
return currency.toLowerCase();
|
||||
}
|
||||
|
||||
// For a payment the whole purse can't cover.
|
||||
const PURSE_SELECT = { gold: true, silver: true, copper: true, cash: true };
|
||||
|
||||
// For a payment the whole purse can't cover. Cash stands apart from the coins.
|
||||
function notEnoughMoney(character, amount, currency) {
|
||||
if (currency === 'CASH') return `Not enough cash — ${character.name} has $${character.cash}, which doesn't cover $${amount}.`;
|
||||
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)}.`;
|
||||
}
|
||||
|
||||
@@ -884,7 +1000,7 @@ router.get('/:id/gold', requireCharacterAccess(), async (req, res, next) => {
|
||||
include: GOLD_TRANSACTION_INCLUDE,
|
||||
orderBy: [{ createdAt: 'desc' }, { id: 'desc' }],
|
||||
});
|
||||
res.json({ gold: req.character.gold, silver: req.character.silver, copper: req.character.copper, transactions });
|
||||
res.json({ gold: req.character.gold, silver: req.character.silver, copper: req.character.copper, cash: req.character.cash, transactions });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
}
|
||||
@@ -894,6 +1010,7 @@ router.get('/:id/gold', requireCharacterAccess(), async (req, res, next) => {
|
||||
// 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.
|
||||
// Cash is only ever paid in cash.
|
||||
router.post('/:id/gold', requireCharacterAccess({ write: true }), async (req, res, next) => {
|
||||
try {
|
||||
const parsed = z
|
||||
@@ -919,7 +1036,7 @@ router.post('/:id/gold', requireCharacterAccess({ write: true }), async (req, re
|
||||
}
|
||||
|
||||
emitCharacterUpdated(req);
|
||||
const purse = await prisma.character.findUnique({ where: { id: req.character.id }, select: { gold: true, silver: true, copper: true } });
|
||||
const purse = await prisma.character.findUnique({ where: { id: req.character.id }, select: PURSE_SELECT });
|
||||
res.status(201).json({ ...purse, transaction: transactions[0], transactions });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
@@ -929,11 +1046,12 @@ router.post('/:id/gold', requireCharacterAccess({ write: true }), async (req, re
|
||||
// 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.
|
||||
// a spend, this moves exactly the coins named: no change is made. Cash has no
|
||||
// worth in coins, so it can't be exchanged.
|
||||
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) })
|
||||
.object({ from: z.enum(COINS), to: z.enum(COINS), 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() });
|
||||
@@ -994,6 +1112,29 @@ const GEAR = [
|
||||
|
||||
const gearLevelSchema = z.number().int().min(1).max(MAX_GEAR_LEVEL);
|
||||
|
||||
// A character can only have so much equipped at once (campaign settings:
|
||||
// weapons and items together, and weapons alone). Returns why `adding` — a
|
||||
// weapon or an item, not yet counted — cannot go on as well, or null if it
|
||||
// can. `exceptPoolId` is the pool entry being equipped, in case it already is.
|
||||
async function equipBlocked(req, kind, exceptPoolId) {
|
||||
const { maxEquipped, maxEquippedWeapons } = req.campaign;
|
||||
const where = { characterId: req.character.id, equipped: true };
|
||||
const [weapons, items] = await Promise.all([
|
||||
prisma.characterWeapon.findMany({ where: { ...where, ...(kind === 'weapon' ? { weaponId: { not: exceptPoolId } } : {}) }, include: { weapon: true } }),
|
||||
prisma.inventoryItem.findMany({ where: { ...where, ...(kind === 'item' ? { itemId: { not: exceptPoolId } } : {}) }, include: { item: true } }),
|
||||
]);
|
||||
const names = (rows, key) => rows.map((row) => row[key].name).join(', ');
|
||||
if (kind === 'weapon' && weapons.length >= maxEquippedWeapons) {
|
||||
if (maxEquippedWeapons === 0) return 'Nobody can equip a weapon in this campaign.';
|
||||
return `${req.character.name} already has ${names(weapons, 'weapon')} equipped, and can hold ${maxEquippedWeapons === 1 ? 'one weapon' : `${maxEquippedWeapons} weapons`} at a time. Unequip it first.`;
|
||||
}
|
||||
if (weapons.length + items.length >= maxEquipped) {
|
||||
const on = [names(weapons, 'weapon'), names(items, 'item')].filter(Boolean).join(', ');
|
||||
return `${req.character.name} already has ${maxEquipped === 1 ? 'something' : `${maxEquipped} things`} equipped (${on}). Unequip one first.`;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
for (const gear of GEAR) {
|
||||
const uniqueKey = `characterId_${gear.key}`;
|
||||
const whereHeld = (req) => ({ [uniqueKey]: { characterId: req.character.id, [gear.key]: req.params.poolId } });
|
||||
@@ -1031,6 +1172,10 @@ for (const gear of GEAR) {
|
||||
if (parsed.data[gear.flag] && !canUseGear(req.character.level, requiredLevel(parsed.data, entry))) {
|
||||
return res.status(400).json({ error: tooHighMessage(requiredLevel(parsed.data, entry)) });
|
||||
}
|
||||
if (gear.ownLevel && parsed.data.equipped) {
|
||||
const blocked = await equipBlocked(req, gear.pool, poolId);
|
||||
if (blocked) return res.status(400).json({ error: blocked });
|
||||
}
|
||||
|
||||
// Giving something the character already holds adds to the stack (the
|
||||
// stack keeps the level it has).
|
||||
@@ -1040,6 +1185,7 @@ for (const gear of GEAR) {
|
||||
update: gear.ownLevel ? { quantity: { increment: parsed.data.quantity } } : { [gear.flag]: parsed.data[gear.flag] },
|
||||
include,
|
||||
});
|
||||
if (gear.ownLevel) await settleHp(prisma, [req.character.id]);
|
||||
emitCharacterUpdated(req);
|
||||
res.status(201).json({ [gear.held]: row });
|
||||
} catch (err) {
|
||||
@@ -1071,8 +1217,13 @@ for (const gear of GEAR) {
|
||||
if (data[gear.flag]) return res.status(400).json({ error: tooHighMessage(needed) });
|
||||
data[gear.flag] = false; // levelled past its holder: it comes off
|
||||
}
|
||||
if (gear.ownLevel && data.equipped && !existing.equipped) {
|
||||
const blocked = await equipBlocked(req, gear.pool, req.params.poolId);
|
||||
if (blocked) return res.status(400).json({ error: blocked });
|
||||
}
|
||||
|
||||
const row = await prisma[gear.held].update({ where: whereHeld(req), data, include });
|
||||
if (gear.ownLevel) await settleHp(prisma, [req.character.id]);
|
||||
emitCharacterUpdated(req);
|
||||
res.json({ [gear.held]: row });
|
||||
} catch (err) {
|
||||
@@ -1087,6 +1238,7 @@ for (const gear of GEAR) {
|
||||
where: { characterId: req.character.id, [gear.key]: req.params.poolId },
|
||||
});
|
||||
if (count === 0) return res.status(404).json({ error: `This character doesn't have that ${gear.label}.` });
|
||||
if (gear.ownLevel) await settleHp(prisma, [req.character.id]);
|
||||
emitCharacterUpdated(req);
|
||||
res.status(204).end();
|
||||
} catch (err) {
|
||||
@@ -1173,6 +1325,8 @@ router.post('/:id/give', requireCharacterAccess({ write: true }), async (req, re
|
||||
throw err;
|
||||
}
|
||||
|
||||
// What was handed over may have been equipped, and holding the giver's maximum HP up.
|
||||
await settleHp(prisma, [giver.id]);
|
||||
const io = req.app.get('io');
|
||||
for (const characterId of [giver.id, recipient.id]) {
|
||||
io.to(`campaign:${giver.campaignId}`).emit('character:updated', { characterId });
|
||||
|
||||
@@ -3,10 +3,11 @@ const { z } = require('zod');
|
||||
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 { computeCharacterSheet, computeWeaponStats, scaledDamageDice, canUseGear, abilityModifier, MAX_GEAR_LEVEL } = require('../game/calculations');
|
||||
const { CURRENCIES, InsufficientGoldError, adjustGold, spendCoins, giveGear } = require('../utils/grants');
|
||||
const { moveCharacters, visitedLocationIds } = require('../utils/locations');
|
||||
const { absorbDamage } = require('../utils/hp');
|
||||
const { SHEET_INCLUDE } = require('../utils/sheet');
|
||||
const { NO_DEATH_SAVES, lifeState, deathSaveInfo, changeHp } = require('../utils/hp');
|
||||
|
||||
const router = express.Router();
|
||||
|
||||
@@ -66,18 +67,66 @@ function initiativeBonus({ character, monster }) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Out of the fight: a dead character, or a monster or NPC brought to 0 HP.
|
||||
// The fallen are hidden from the players and skipped in the turn order; the
|
||||
// DM still sees them. It is worked out from HP each time, never stored, so
|
||||
// healing a monster or reviving a character brings them straight back. Takes
|
||||
// a participant with its character loaded.
|
||||
function isFallen(p) {
|
||||
if (p.character) return lifeState(p.character) === 'DEAD';
|
||||
return p.maxHp > 0 && p.currentHp <= 0;
|
||||
}
|
||||
|
||||
// The first combatant still standing at or after `from` in the order, going
|
||||
// round to the top when the end is reached. If nobody is standing, whoever is
|
||||
// at `from`.
|
||||
function standingFrom(order, from) {
|
||||
for (let step = 0; step < order.length; step += 1) {
|
||||
const p = order[(from + step) % order.length];
|
||||
if (!isFallen(p)) return p;
|
||||
}
|
||||
return order[from % order.length] ?? null;
|
||||
}
|
||||
|
||||
// An encounter's combatants in turn order, with what isFallen needs.
|
||||
async function loadTurnOrder(encounterId) {
|
||||
const participants = await prisma.encounterParticipant.findMany({
|
||||
where: { encounterId },
|
||||
include: { character: { select: { currentHp: true, deathSaveFailures: true, stable: true } } },
|
||||
});
|
||||
return inTurnOrder(participants);
|
||||
}
|
||||
|
||||
// The spell a character would raise the dead with: one flagged as reviving
|
||||
// in the campaign's spell list, at a level they can cast. Takes a character
|
||||
// with its spells loaded.
|
||||
function revivalSpell(character) {
|
||||
return character.spells.map((cs) => cs.spell).find((spell) => spell.revives && canUseGear(character.level, spell.level));
|
||||
}
|
||||
|
||||
const initiativeRollSchema = z.number().int().min(1, 'An initiative roll is a d20: 1 to 20').max(20, 'An initiative roll is a d20: 1 to 20');
|
||||
|
||||
// What every campaign member sees about a character in an encounter: the
|
||||
// sheet's headline numbers plus the weapons and spells it can actually use —
|
||||
// so the party can plan around each other mid-fight, not only the DM. Uses the
|
||||
// sheet's headline numbers plus what it has in hand — the weapons and items
|
||||
// it has equipped — and the spells it can cast, so the party can plan around
|
||||
// each other mid-fight, not only the DM. A weapon has to be equipped to be
|
||||
// used; what is still in the pack is in the character panel, for the
|
||||
// character's own player and the DM. Uses the
|
||||
// same calculation-engine functions as the sheet, never re-deriving formulas.
|
||||
function characterCombatInfo(character) {
|
||||
const sheet = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies);
|
||||
// Gear and spells above the character's level are held but can't be used,
|
||||
// so they stay out of the fight.
|
||||
// so they stay out of the fight; so does anything not equipped.
|
||||
const inHand = (held) => held.equipped && canUseGear(character.level, held.level);
|
||||
const items = character.inventoryItems.filter(inHand).map((ii) => ({
|
||||
inventoryItemId: ii.id,
|
||||
name: ii.item.name,
|
||||
level: ii.level,
|
||||
quantity: ii.quantity,
|
||||
damageDice: ii.item.damageDice ? scaledDamageDice(ii.item.damageDice, ii.level, ii.item.damageScaling, ii.item.minLevel) : null,
|
||||
}));
|
||||
const weapons = character.weapons
|
||||
.filter((cw) => canUseGear(character.level, cw.level))
|
||||
.filter(inHand)
|
||||
.map((cw) => ({
|
||||
characterWeaponId: cw.id,
|
||||
name: cw.weapon.name,
|
||||
@@ -103,6 +152,8 @@ function characterCombatInfo(character) {
|
||||
armorClass: sheet.armorClass,
|
||||
maxHp: sheet.hp.max,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
canRevive: Boolean(revivalSpell(character)),
|
||||
speed: sheet.speed,
|
||||
initiativeBonus: sheet.initiative,
|
||||
passivePerception: sheet.passivePerception,
|
||||
@@ -110,15 +161,25 @@ function characterCombatInfo(character) {
|
||||
abilities: sheet.abilities,
|
||||
saves: sheet.saves,
|
||||
specialAbilities: character.specialAbilities,
|
||||
// What equipped gear is adding and taking away. The numbers above already include it.
|
||||
gear: sheet.gear,
|
||||
weapons,
|
||||
items,
|
||||
spells,
|
||||
spellcasting: sheet.spellcasting,
|
||||
};
|
||||
}
|
||||
|
||||
// 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.
|
||||
// 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.
|
||||
//
|
||||
// `viewerId` is the user the payload is for. A player is told where a scene
|
||||
// is once one of their characters has been there, and — when the campaign
|
||||
@@ -134,28 +195,32 @@ async function serializeEncounter(encounterId, isDM, viewerId) {
|
||||
include: {
|
||||
character: {
|
||||
include: {
|
||||
skillProficiencies: true,
|
||||
saveProficiencies: true,
|
||||
weapons: { include: { weapon: true } },
|
||||
...SHEET_INCLUDE,
|
||||
spells: { include: { spell: true } },
|
||||
},
|
||||
},
|
||||
monster: true,
|
||||
npc: true,
|
||||
npc: { include: { wares: WARES } },
|
||||
},
|
||||
},
|
||||
rewards: { include: { weapon: true, item: true }, orderBy: { createdAt: 'asc' } },
|
||||
wares: WARES,
|
||||
},
|
||||
});
|
||||
if (!encounter) return encounter;
|
||||
|
||||
const hideHp = !isDM && !encounter.campaign.showMonsterHp;
|
||||
const participants = inTurnOrder(encounter.participants).map((p) => {
|
||||
const inOrder = inTurnOrder(encounter.participants);
|
||||
const hiddenIds = new Set(inOrder.filter(isFallen).map((p) => p.id));
|
||||
const fallen = inOrder
|
||||
.filter((p) => p.character && hiddenIds.has(p.id))
|
||||
.map((p) => ({ participantId: p.id, characterId: p.character.id, name: p.displayName }));
|
||||
const participants = inOrder.filter((p) => isDM || !hiddenIds.has(p.id)).map((p) => {
|
||||
const { character, monster, npc, ...row } = p;
|
||||
// The bonus is part of a monster's stat block, so only the DM gets it for
|
||||
// those; a character's is on their sheet for all to see.
|
||||
const bonus = isDM || character ? { initiativeBonus: initiativeBonus(p) } : {};
|
||||
const out = { ...row, ...bonus, kind: npc || p.npcId ? 'NPC' : p.isMonster ? 'MONSTER' : 'CHARACTER' };
|
||||
const out = { ...row, ...bonus, kind: npc || p.npcId ? 'NPC' : p.isMonster ? 'MONSTER' : 'CHARACTER', hidden: hiddenIds.has(p.id) };
|
||||
if (character) {
|
||||
// A character combatant's HP is the character's own HP, not a
|
||||
// per-encounter copy, so the tracker and the sheet can never disagree.
|
||||
@@ -186,7 +251,10 @@ async function serializeEncounter(encounterId, isDM, viewerId) {
|
||||
locationId: knowsPlace ? scene.locationId : null,
|
||||
location: knowsPlace ? location : null,
|
||||
...(isDM ? { dmNotes } : {}),
|
||||
// A player is not told that someone they cannot see is being targeted.
|
||||
targetParticipantIds: isDM ? scene.targetParticipantIds : scene.targetParticipantIds.filter((id) => !hiddenIds.has(id)),
|
||||
participants,
|
||||
fallen,
|
||||
rewards: isDM ? rewards : rewards.filter((r) => r.awardedAt),
|
||||
};
|
||||
}
|
||||
@@ -254,13 +322,15 @@ router.patch('/:id', requireEncounterAccess, requireDM, async (req, res, next) =
|
||||
if (!location) return res.status(400).json({ error: 'That location is not part of this campaign.' });
|
||||
}
|
||||
|
||||
// Starting a battle puts the first combatant in the initiative order on turn.
|
||||
// Starting a battle puts the first combatant still standing on turn.
|
||||
const mode = data.mode ?? req.encounter.mode;
|
||||
if (data.status === 'ACTIVE' && mode === 'BATTLE' && !req.encounter.activeParticipantId) {
|
||||
const participants = await prisma.encounterParticipant.findMany({ where: { encounterId: req.encounter.id } });
|
||||
data.activeParticipantId = inTurnOrder(participants)[0]?.id ?? null;
|
||||
data.activeParticipantId = standingFrom(await loadTurnOrder(req.encounter.id), 0)?.id ?? null;
|
||||
}
|
||||
|
||||
// Targets belong to the moment; beginning, ending or reopening clears them.
|
||||
if (data.status && data.status !== req.encounter.status) data.targetParticipantIds = [];
|
||||
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data });
|
||||
await respondWithEncounter(req, res);
|
||||
} catch (err) {
|
||||
@@ -308,11 +378,15 @@ router.post('/:id/participants', requireEncounterAccess, requireDM, async (req,
|
||||
if (characterId) {
|
||||
const character = await prisma.character.findUnique({
|
||||
where: { id: characterId },
|
||||
include: { skillProficiencies: true, saveProficiencies: true },
|
||||
include: SHEET_INCLUDE,
|
||||
});
|
||||
if (!character || character.campaignId !== req.encounter.campaignId) {
|
||||
return res.status(400).json({ error: 'That character is not part of this campaign.' });
|
||||
}
|
||||
// The dead stay where they fell: they join no new scene until revived.
|
||||
if (lifeState(character) === 'DEAD') {
|
||||
return res.status(400).json({ error: `${character.name} is dead and cannot join an encounter. Revive them first.` });
|
||||
}
|
||||
currentHp = character.currentHp;
|
||||
maxHp = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies).hp.max;
|
||||
resolvedName = displayName || character.name;
|
||||
@@ -375,7 +449,7 @@ router.patch('/:id/participants/:participantId', requireEncounterAccess, async (
|
||||
|
||||
const existing = await prisma.encounterParticipant.findUnique({
|
||||
where: { id: req.params.participantId },
|
||||
include: { character: { include: { skillProficiencies: true, saveProficiencies: true } }, monster: true },
|
||||
include: { character: { include: SHEET_INCLUDE }, monster: true },
|
||||
});
|
||||
if (!existing || existing.encounterId !== req.encounter.id) {
|
||||
return res.status(404).json({ error: 'Combatant not found in this encounter' });
|
||||
@@ -399,10 +473,14 @@ router.patch('/:id/participants/:participantId', requireEncounterAccess, async (
|
||||
const maxHp = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies).hp.max;
|
||||
data.maxHp = maxHp;
|
||||
if (data.currentHp !== undefined) {
|
||||
// Temp HP soaks damage first; what is left lands on the character.
|
||||
const after = absorbDamage(character.currentHp, character.tempHp, data.currentHp);
|
||||
data.currentHp = clamp(after.currentHp, 0, maxHp);
|
||||
await prisma.character.update({ where: { id: character.id }, data: { currentHp: data.currentHp, tempHp: after.tempHp } });
|
||||
if (lifeState(character) === 'DEAD' && data.currentHp > 0) {
|
||||
return res.status(400).json({ error: `${character.name} is dead. Revive them before healing.` });
|
||||
}
|
||||
// Temp HP soaks damage first; what is left lands on the character,
|
||||
// and at 0 HP it moves their death saves too.
|
||||
const after = changeHp(character, data.currentHp, maxHp);
|
||||
data.currentHp = after.currentHp;
|
||||
await prisma.character.update({ where: { id: character.id }, data: after });
|
||||
emitCharacterUpdated(req, character.id);
|
||||
}
|
||||
} else if (data.currentHp !== undefined) {
|
||||
@@ -420,15 +498,20 @@ router.patch('/:id/participants/:participantId', requireEncounterAccess, async (
|
||||
|
||||
router.delete('/:id/participants/:participantId', requireEncounterAccess, requireDM, async (req, res, next) => {
|
||||
try {
|
||||
const participants = await prisma.encounterParticipant.findMany({ where: { encounterId: req.encounter.id } });
|
||||
const order = inTurnOrder(participants);
|
||||
const order = await loadTurnOrder(req.encounter.id);
|
||||
const index = order.findIndex((p) => p.id === req.params.participantId);
|
||||
if (index === -1) return res.status(404).json({ error: 'Combatant not found in this encounter' });
|
||||
|
||||
// Removing whoever is on turn passes the turn to the next combatant.
|
||||
if (req.encounter.activeParticipantId === req.params.participantId) {
|
||||
const next = order.length > 1 ? order[(index + 1) % order.length] : null;
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { activeParticipantId: next ? next.id : null } });
|
||||
// Removing whoever is on turn passes the turn to the next combatant still
|
||||
// standing, and their targets go with the turn. Removing a target just
|
||||
// unmarks it.
|
||||
const { activeParticipantId, targetParticipantIds } = req.encounter;
|
||||
if (activeParticipantId === req.params.participantId) {
|
||||
const next = standingFrom([...order.slice(index + 1), ...order.slice(0, index)], 0);
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { activeParticipantId: next ? next.id : null, targetParticipantIds: [] } });
|
||||
} else if (targetParticipantIds.includes(req.params.participantId)) {
|
||||
const left = targetParticipantIds.filter((id) => id !== req.params.participantId);
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { targetParticipantIds: left } });
|
||||
}
|
||||
await prisma.encounterParticipant.delete({ where: { id: req.params.participantId } });
|
||||
await respondWithEncounter(req, res);
|
||||
@@ -437,25 +520,118 @@ router.delete('/:id/participants/:participantId', requireEncounterAccess, requir
|
||||
}
|
||||
});
|
||||
|
||||
// A dead character can be brought back in the middle of a battle by an ally:
|
||||
// the character on turn, if they are on their feet and can cast a spell that
|
||||
// raises the dead (revivalSpell). The dead come back at 1 HP, and with that
|
||||
// are back in everyone's list. A player tries it for their own character; the
|
||||
// DM for whoever is on turn. (The DM can also revive anyone outright, through
|
||||
// the character's death saves.)
|
||||
router.post('/:id/participants/:participantId/revive', requireEncounterAccess, async (req, res, next) => {
|
||||
try {
|
||||
const { mode, status, activeParticipantId } = req.encounter;
|
||||
const onTurnId = mode === 'BATTLE' && status === 'ACTIVE' ? activeParticipantId : null;
|
||||
const onTurn = onTurnId
|
||||
? await prisma.encounterParticipant.findFirst({
|
||||
where: { id: onTurnId, encounterId: req.encounter.id },
|
||||
include: { character: { include: { spells: { include: { spell: true } } } } },
|
||||
})
|
||||
: null;
|
||||
const reviver = onTurn?.character;
|
||||
if (!req.isDM && (!reviver || reviver.userId !== req.user.id)) {
|
||||
return res.status(403).json({ error: "You can only try to revive someone on your own character's turn" });
|
||||
}
|
||||
if (!reviver) return res.status(400).json({ error: 'Only a character on turn in a battle can try to revive someone.' });
|
||||
|
||||
const target = await prisma.encounterParticipant.findUnique({ where: { id: req.params.participantId }, include: { character: true } });
|
||||
if (!target || target.encounterId !== req.encounter.id) {
|
||||
return res.status(404).json({ error: 'Combatant not found in this encounter' });
|
||||
}
|
||||
if (!target.character || lifeState(target.character) !== 'DEAD') {
|
||||
return res.status(400).json({ error: `${target.displayName} is not dead.` });
|
||||
}
|
||||
if (lifeState(reviver) !== 'UP') return res.status(400).json({ error: `${reviver.name} is in no state to revive anyone.` });
|
||||
|
||||
const spell = revivalSpell(reviver);
|
||||
if (!spell) return res.status(400).json({ error: `${reviver.name} has no spell that can bring back the dead.` });
|
||||
|
||||
await prisma.character.update({ where: { id: target.character.id }, data: { currentHp: 1, ...NO_DEATH_SAVES } });
|
||||
await prisma.encounterParticipant.update({ where: { id: target.id }, data: { currentHp: 1 } });
|
||||
emitCharacterUpdated(req, target.character.id);
|
||||
await respondWithEncounter(req, res, 200, { revivedWith: spell.name });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
}
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Targets — who the combatant on turn is going for
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// The whole list, in the order picked; an empty one clears it.
|
||||
const targetsSchema = z.object({ participantIds: z.array(z.string()).max(50) });
|
||||
|
||||
// Combatants can be marked as targets, for everyone to see; the DM's screen
|
||||
// then offers to apply damage to them. One is an ordinary attack, more is an
|
||||
// area attack. The DM can mark anyone at any time. A player can while their
|
||||
// own character is on turn in a battle. Nobody can mark the combatant who is
|
||||
// on turn: you don't target yourself.
|
||||
router.put('/:id/targets', requireEncounterAccess, async (req, res, next) => {
|
||||
try {
|
||||
const parsed = targetsSchema.safeParse(req.body);
|
||||
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
|
||||
const participantIds = [...new Set(parsed.data.participantIds)];
|
||||
|
||||
// Whoever is on turn, when a battle is under way.
|
||||
const { mode, status, activeParticipantId } = req.encounter;
|
||||
const onTurnId = mode === 'BATTLE' && status === 'ACTIVE' ? activeParticipantId : null;
|
||||
|
||||
if (!req.isDM) {
|
||||
const ownTurn = onTurnId
|
||||
? await prisma.encounterParticipant.findFirst({
|
||||
where: { id: onTurnId, encounterId: req.encounter.id, character: { userId: req.user.id } },
|
||||
select: { id: true },
|
||||
})
|
||||
: null;
|
||||
if (!ownTurn) return res.status(403).json({ error: "You can only pick targets on your own character's turn" });
|
||||
}
|
||||
|
||||
if (onTurnId && participantIds.includes(onTurnId)) {
|
||||
return res.status(400).json({ error: 'The combatant on turn cannot be their own target' });
|
||||
}
|
||||
|
||||
// A player can only mark who they can see: to them the fallen are not there.
|
||||
const order = await loadTurnOrder(req.encounter.id);
|
||||
const markable = new Set(order.filter((p) => req.isDM || !isFallen(p)).map((p) => p.id));
|
||||
if (!participantIds.every((id) => markable.has(id))) return res.status(400).json({ error: 'Combatant not found in this encounter' });
|
||||
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { targetParticipantIds: participantIds } });
|
||||
await respondWithEncounter(req, res);
|
||||
} catch (err) {
|
||||
next(err);
|
||||
}
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Turns and rounds
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// Passes the turn down the initiative order; going past the last combatant
|
||||
// starts the next round.
|
||||
// Passes the turn down the initiative order to the next combatant still
|
||||
// standing (the fallen have no turn); going past the last combatant starts
|
||||
// the next round.
|
||||
router.post('/:id/next-turn', requireEncounterAccess, requireDM, async (req, res, next) => {
|
||||
try {
|
||||
const participants = await prisma.encounterParticipant.findMany({ where: { encounterId: req.encounter.id } });
|
||||
const order = inTurnOrder(participants);
|
||||
const order = await loadTurnOrder(req.encounter.id);
|
||||
if (order.length === 0) return res.status(400).json({ error: 'Add combatants before taking turns.' });
|
||||
|
||||
const index = order.findIndex((p) => p.id === req.encounter.activeParticipantId);
|
||||
const wrapped = index === order.length - 1;
|
||||
const upNext = standingFrom(order, index + 1);
|
||||
const wrapped = index !== -1 && order.indexOf(upNext) <= index;
|
||||
await prisma.encounter.update({
|
||||
where: { id: req.encounter.id },
|
||||
data: {
|
||||
status: 'ACTIVE',
|
||||
activeParticipantId: order[wrapped || index === -1 ? 0 : index + 1].id,
|
||||
activeParticipantId: upNext.id,
|
||||
targetParticipantIds: [], // the next combatant picks their own
|
||||
...(wrapped ? { currentRound: { increment: 1 } } : {}),
|
||||
},
|
||||
});
|
||||
@@ -467,14 +643,15 @@ router.post('/:id/next-turn', requireEncounterAccess, requireDM, async (req, res
|
||||
|
||||
router.post('/:id/advance-round', requireEncounterAccess, requireDM, async (req, res, next) => {
|
||||
try {
|
||||
const participants = await prisma.encounterParticipant.findMany({ where: { encounterId: req.encounter.id } });
|
||||
const order = await loadTurnOrder(req.encounter.id);
|
||||
const updated = await prisma.encounter.update({
|
||||
where: { id: req.encounter.id },
|
||||
data: {
|
||||
currentRound: { increment: 1 },
|
||||
status: 'ACTIVE',
|
||||
targetParticipantIds: [],
|
||||
// A new round starts back at the top of the initiative order.
|
||||
...(req.encounter.mode === 'BATTLE' ? { activeParticipantId: inTurnOrder(participants)[0]?.id ?? null } : {}),
|
||||
...(req.encounter.mode === 'BATTLE' ? { activeParticipantId: standingFrom(order, 0)?.id ?? null } : {}),
|
||||
},
|
||||
});
|
||||
await syncCharacterLocations(req);
|
||||
@@ -619,4 +796,146 @@ 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;
|
||||
|
||||
+18
-12
@@ -6,10 +6,14 @@
|
||||
// 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 COINS = ['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' };
|
||||
// Everything a purse can hold: the coins, plus cash ($) — modern money for
|
||||
// crossover worlds. Cash has no worth in coins, so it is never exchanged for
|
||||
// them and never used to make change.
|
||||
const CURRENCIES = [...COINS, 'CASH'];
|
||||
// Each currency is its own column on the character.
|
||||
const COIN_COLUMN = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper', CASH: 'cash' };
|
||||
|
||||
class InsufficientGoldError extends Error {}
|
||||
|
||||
@@ -43,7 +47,7 @@ function planPayment(purse, currency, amount) {
|
||||
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;
|
||||
if (COINS.reduce((sum, coin) => sum + purse[coin] * worth(coin), 0) < owed) return null;
|
||||
|
||||
const pay = (coin, count) => {
|
||||
delta[coin] -= count;
|
||||
@@ -51,13 +55,13 @@ function planPayment(purse, currency, amount) {
|
||||
};
|
||||
pay(currency, Math.min(purse[currency], amount));
|
||||
|
||||
const bigger = CURRENCIES.filter((coin) => worth(coin) > worth(currency)).reverse(); // nearest first
|
||||
const bigger = COINS.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))) {
|
||||
for (const small of COINS.filter((c) => worth(c) < worth(coin))) {
|
||||
if (change <= 0) break;
|
||||
const count = Math.floor(change / worth(small));
|
||||
delta[small] += count;
|
||||
@@ -66,7 +70,7 @@ function planPayment(purse, currency, amount) {
|
||||
if (owed < 0) owed = 0;
|
||||
}
|
||||
|
||||
for (const coin of CURRENCIES.filter((c) => worth(c) < worth(currency))) {
|
||||
for (const coin of COINS.filter((c) => worth(c) < worth(currency))) {
|
||||
if (owed <= 0) break;
|
||||
pay(coin, Math.min(left(coin), Math.floor(owed / worth(coin))));
|
||||
}
|
||||
@@ -76,14 +80,16 @@ function planPayment(purse, currency, amount) {
|
||||
// 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.
|
||||
// InsufficientGoldError if the purse as a whole can't cover it. Cash is paid in
|
||||
// cash alone: coins don't cover it, and it doesn't cover coins.
|
||||
async function spendCoins(db, { characterId, amount, currency = 'GOLD', reason, userId, include }) {
|
||||
if (!COINS.includes(currency)) return [await adjustGold(db, { characterId, amount: -amount, currency, 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 moved = COINS.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 = [];
|
||||
@@ -103,9 +109,9 @@ async function spendCoins(db, { characterId, amount, currency = 'GOLD', reason,
|
||||
return rows;
|
||||
}
|
||||
|
||||
// A purse's whole worth as one figure in gold, for messages: 265 copper-worth -> 2.65.
|
||||
// A purse's coins 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);
|
||||
const copper = COINS.reduce((sum, coin) => sum + character[COIN_COLUMN[coin]] * COIN_VALUE[coin], 0);
|
||||
return copper / COIN_VALUE.GOLD;
|
||||
}
|
||||
|
||||
@@ -127,4 +133,4 @@ async function giveGear(db, kind, { characterId, entry, quantity = 1, level, equ
|
||||
});
|
||||
}
|
||||
|
||||
module.exports = { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, planPayment, spendCoins, worthInGold, giveGear };
|
||||
module.exports = { CURRENCIES, COINS, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, planPayment, spendCoins, worthInGold, giveGear };
|
||||
|
||||
+67
-1
@@ -9,4 +9,70 @@ function absorbDamage(currentHp, tempHp, requestedHp) {
|
||||
return { currentHp: requestedHp + absorbed, tempHp: tempHp - absorbed };
|
||||
}
|
||||
|
||||
module.exports = { absorbDamage };
|
||||
// ---------------------------------------------------------------------------
|
||||
// At 0 HP — death saves
|
||||
// ---------------------------------------------------------------------------
|
||||
//
|
||||
// A character at 0 HP is dying: they roll a d20 each turn, and three successes
|
||||
// or three failures settle it. The tallies and the "stable" flag live on the
|
||||
// Character row, next to the HP they belong to.
|
||||
|
||||
// Three successes steady a character; three failures kill them.
|
||||
const DEATH_SAVE_LIMIT = 3;
|
||||
|
||||
const NO_DEATH_SAVES = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
|
||||
|
||||
// UP: on their feet. DYING: at 0 HP and rolling death saves. STABLE: at 0 HP
|
||||
// but no longer rolling. DEAD: three failures, or one blow too big to survive.
|
||||
function lifeState(character) {
|
||||
if (character.deathSaveFailures >= DEATH_SAVE_LIMIT) return 'DEAD';
|
||||
if (character.currentHp > 0) return 'UP';
|
||||
return character.stable ? 'STABLE' : 'DYING';
|
||||
}
|
||||
|
||||
// What the API sends about it, the same shape wherever a character's HP goes.
|
||||
function deathSaveInfo(character) {
|
||||
return { state: lifeState(character), successes: character.deathSaveSuccesses, failures: character.deathSaveFailures };
|
||||
}
|
||||
|
||||
// Turns a pair of tallies into what gets stored: the third failure is death,
|
||||
// and the third success makes the character stable, which clears the tallies.
|
||||
function settleDeathSaves(successes, failures) {
|
||||
if (failures >= DEATH_SAVE_LIMIT) return { deathSaveSuccesses: successes, deathSaveFailures: DEATH_SAVE_LIMIT, stable: false };
|
||||
if (successes >= DEATH_SAVE_LIMIT) return { ...NO_DEATH_SAVES, stable: true };
|
||||
return { deathSaveSuccesses: successes, deathSaveFailures: failures, stable: false };
|
||||
}
|
||||
|
||||
// Damage or healing on a finished character. `requestedHp` is the HP that was
|
||||
// asked for, which may be below zero or above max. Returns every column that
|
||||
// should be written: HP and temp HP, plus the death-save columns when the
|
||||
// change touches them.
|
||||
//
|
||||
// - Damage comes off temp HP first.
|
||||
// - Dropping to 0 starts the death saves from a clean slate.
|
||||
// - Damage taken while already at 0 is one failed save, and ends "stable".
|
||||
// - Damage that would leave as much as max HP still to take once HP is at 0
|
||||
// kills outright.
|
||||
// - Any healing from 0 puts the character back up and clears the tallies.
|
||||
function changeHp(character, requestedHp, maxHp) {
|
||||
const soaked = absorbDamage(character.currentHp, character.tempHp, requestedHp);
|
||||
const after = { currentHp: Math.min(Math.max(soaked.currentHp, 0), maxHp), tempHp: soaked.tempHp };
|
||||
if (after.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
|
||||
|
||||
const damage = character.currentHp - soaked.currentHp; // what got past temp HP
|
||||
if (damage <= 0) return after;
|
||||
if (-soaked.currentHp >= maxHp) return { ...after, ...settleDeathSaves(0, DEATH_SAVE_LIMIT) };
|
||||
if (character.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
|
||||
return { ...after, ...settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + 1) };
|
||||
}
|
||||
|
||||
// A dying character's death save, from what the d20 showed: 10 or more is a
|
||||
// success, less is a failure, a 1 is two failures, and a 20 puts them back on
|
||||
// their feet with 1 HP.
|
||||
function rollDeathSave(character, roll) {
|
||||
if (roll === 20) return { currentHp: 1, ...NO_DEATH_SAVES };
|
||||
if (roll >= 10) return settleDeathSaves(character.deathSaveSuccesses + 1, character.deathSaveFailures);
|
||||
return settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + (roll === 1 ? 2 : 1));
|
||||
}
|
||||
|
||||
module.exports = { absorbDamage, DEATH_SAVE_LIMIT, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave };
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
const { lifeState, settleDeathSaves, changeHp, rollDeathSave } = require('./hp');
|
||||
|
||||
const CLEAR = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
|
||||
const hero = (over = {}) => ({ currentHp: 10, tempHp: 0, ...CLEAR, ...over });
|
||||
|
||||
describe('lifeState', () => {
|
||||
test('reads up, dying, stable and dead off the row', () => {
|
||||
expect(lifeState(hero())).toBe('UP');
|
||||
expect(lifeState(hero({ currentHp: 0 }))).toBe('DYING');
|
||||
expect(lifeState(hero({ currentHp: 0, stable: true }))).toBe('STABLE');
|
||||
expect(lifeState(hero({ currentHp: 0, deathSaveFailures: 3 }))).toBe('DEAD');
|
||||
});
|
||||
});
|
||||
|
||||
describe('changeHp', () => {
|
||||
test('ordinary damage and healing leave the death saves clear', () => {
|
||||
expect(changeHp(hero(), 4, 20)).toEqual({ currentHp: 4, tempHp: 0, ...CLEAR });
|
||||
expect(changeHp(hero(), 99, 20)).toEqual({ currentHp: 20, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
|
||||
test('dropping to 0 starts the saves from nothing', () => {
|
||||
expect(changeHp(hero(), -5, 20)).toEqual({ currentHp: 0, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
|
||||
test('damage at 0 HP is a failed save and ends stable', () => {
|
||||
const down = hero({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 1 });
|
||||
expect(changeHp(down, -3, 20)).toMatchObject({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 2, stable: false });
|
||||
expect(changeHp(hero({ currentHp: 0, stable: true }), -3, 20)).toMatchObject({ deathSaveFailures: 1, stable: false });
|
||||
expect(lifeState(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), -1, 20))).toBe('DEAD');
|
||||
});
|
||||
|
||||
test('temp HP that soaks the whole blow costs no save', () => {
|
||||
const down = hero({ currentHp: 0, tempHp: 5, deathSaveFailures: 1 });
|
||||
expect(changeHp(down, -5, 20)).toEqual({ currentHp: 0, tempHp: 0 });
|
||||
});
|
||||
|
||||
test('asking for the HP they already have at 0 changes nothing', () => {
|
||||
expect(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), 0, 20)).toEqual({ currentHp: 0, tempHp: 0 });
|
||||
});
|
||||
|
||||
test('damage of max HP or more past zero kills outright', () => {
|
||||
expect(lifeState(changeHp(hero(), -19, 20))).toBe('DYING');
|
||||
expect(lifeState(changeHp(hero(), -20, 20))).toBe('DEAD');
|
||||
expect(lifeState(changeHp(hero({ currentHp: 0 }), -20, 20))).toBe('DEAD');
|
||||
// Temp HP counts against the blow first.
|
||||
expect(lifeState(changeHp(hero({ tempHp: 1 }), -20, 20))).toBe('DYING');
|
||||
});
|
||||
|
||||
test('healing from 0 puts them back up with a clean slate', () => {
|
||||
const down = hero({ currentHp: 0, deathSaveSuccesses: 1, deathSaveFailures: 2 });
|
||||
expect(changeHp(down, 1, 20)).toEqual({ currentHp: 1, tempHp: 0, ...CLEAR });
|
||||
expect(changeHp(hero({ currentHp: 0, stable: true }), 6, 20)).toEqual({ currentHp: 6, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
});
|
||||
|
||||
describe('rollDeathSave', () => {
|
||||
const down = (successes, failures) => hero({ currentHp: 0, deathSaveSuccesses: successes, deathSaveFailures: failures });
|
||||
|
||||
test('10 or more succeeds, less fails, a 1 fails twice', () => {
|
||||
expect(rollDeathSave(down(0, 0), 10)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 19)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 9)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 1, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 1)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 2, stable: false });
|
||||
});
|
||||
|
||||
test('the third success makes them stable and clears the tallies', () => {
|
||||
expect(rollDeathSave(down(2, 2), 14)).toEqual({ ...CLEAR, stable: true });
|
||||
});
|
||||
|
||||
test('the third failure is death, and never counts past three', () => {
|
||||
expect(rollDeathSave(down(2, 2), 5)).toMatchObject({ deathSaveFailures: 3 });
|
||||
expect(rollDeathSave(down(0, 2), 1)).toMatchObject({ deathSaveFailures: 3 });
|
||||
});
|
||||
|
||||
test('a 20 is 1 HP and a clean slate', () => {
|
||||
expect(rollDeathSave(down(0, 2), 20)).toEqual({ currentHp: 1, ...CLEAR });
|
||||
});
|
||||
});
|
||||
|
||||
describe('settleDeathSaves', () => {
|
||||
test('failures win a tie at three', () => {
|
||||
expect(settleDeathSaves(3, 3)).toMatchObject({ deathSaveFailures: 3, stable: false });
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,35 @@
|
||||
// Loading a character so that its sheet comes out right. The sheet depends on
|
||||
// what the character has equipped (game/calculations.js, activeGear), so every
|
||||
// query that feeds computeCharacterSheet includes the same relations.
|
||||
|
||||
const { computeCharacterSheet } = require('../game/calculations');
|
||||
|
||||
const SHEET_INCLUDE = {
|
||||
skillProficiencies: true,
|
||||
saveProficiencies: true,
|
||||
inventoryItems: { include: { item: true } },
|
||||
weapons: { include: { weapon: true } },
|
||||
};
|
||||
|
||||
function sheetOf(character) {
|
||||
return computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies);
|
||||
}
|
||||
|
||||
// Equipping, unequipping or changing gear can lower a character's maximum HP.
|
||||
// Brings current HP back down to the new maximum where it is now above it,
|
||||
// and returns the ids of the characters that changed. Takes a Prisma client or
|
||||
// transaction client as `db`.
|
||||
async function settleHp(db, characterIds) {
|
||||
const changed = [];
|
||||
const characters = await db.character.findMany({ where: { id: { in: [...new Set(characterIds)] }, buildStage: 'COMPLETE' }, include: SHEET_INCLUDE });
|
||||
for (const character of characters) {
|
||||
const max = sheetOf(character).hp.max;
|
||||
if (character.currentHp > max) {
|
||||
await db.character.update({ where: { id: character.id }, data: { currentHp: max } });
|
||||
changed.push(character.id);
|
||||
}
|
||||
}
|
||||
return changed;
|
||||
}
|
||||
|
||||
module.exports = { SHEET_INCLUDE, sheetOf, settleHp };
|
||||
+109
-23
@@ -137,7 +137,7 @@ this order:
|
||||
|
||||
These are table rules written in plain words for the DM to apply. The app
|
||||
does not calculate anything from them: Rage does not add damage by itself, and
|
||||
Unarmored Defense does not change AC unless the DM sets the armor bonus.
|
||||
Unarmored Defense does not change AC unless the DM sets the extra AC.
|
||||
|
||||
**Background** is five lines, one per question:
|
||||
|
||||
@@ -325,21 +325,75 @@ Example: a Fighter (d10) with CON 14 (+2) has 12 at level 1 and 28 at level 3.
|
||||
**Temp HP** is a tracked number shown beside HP. Damage is not taken from it
|
||||
automatically.
|
||||
|
||||
### At 0 HP: death saves
|
||||
|
||||
A character at 0 HP is in one of three states, shown on the sheet under the
|
||||
HP bar, on their encounter card, in the quick stats and in the party lists.
|
||||
|
||||
| State | Meaning | How it ends |
|
||||
|---|---|---|
|
||||
| Dying | Rolling death saves | Three successes, three failures, healing, or being stabilised |
|
||||
| Stable | At 0 HP, no longer rolling | Healing wakes them; damage makes them Dying again |
|
||||
| Dead | Three failures, or one blow too big to survive | The DM's **Revive at 1 HP**, or an ally's reviving spell in a battle |
|
||||
|
||||
**Rolling.** While Dying, type what the d20 showed and click **Death save**.
|
||||
The app does not roll it.
|
||||
|
||||
| Roll | Result |
|
||||
|---|---|
|
||||
| 1 | Two failures |
|
||||
| 2 to 9 | One failure |
|
||||
| 10 to 19 | One success |
|
||||
| 20 | Back up with 1 HP, tallies cleared |
|
||||
|
||||
- **Three successes:** Stable. The tallies are cleared.
|
||||
- **Three failures:** Dead.
|
||||
- **Stabilise** makes a Dying character Stable without a roll, for when
|
||||
someone steadies them (a Medicine check, a healer's kit, a spell).
|
||||
- **Damage at 0 HP** is one failed save, and makes a Stable character Dying
|
||||
again. Damage soaked entirely by temp HP does not count. The app cannot tell
|
||||
a critical hit; the DM adds its second failure by clicking a pip.
|
||||
- **Massive damage:** if a blow leaves as much as the character's max HP
|
||||
still to take once HP reaches 0, they are Dead at once. A character with
|
||||
12 max HP on 5 HP dies from 17 damage or more.
|
||||
- **Healing** from 0, by any amount, puts the character back up and clears
|
||||
the tallies and Stable.
|
||||
- **Dead** characters cannot be healed: Heal is refused with a message. The
|
||||
DM clicks **Revive at 1 HP**, then heals as normal. In a battle, an ally
|
||||
with a reviving spell can do the same on their own turn, and until then the
|
||||
dead are hidden from the players' encounter screen: see
|
||||
[ENCOUNTERS.md](ENCOUNTERS.md), section 6.
|
||||
- The **DM** can click a pip to set either tally by hand, to fix a mistake.
|
||||
|
||||
Dropping to 0 always starts from empty tallies. None of this changes any
|
||||
other number on the sheet, and nothing is added to the conditions in an
|
||||
encounter.
|
||||
|
||||
## 8. Other derived stats
|
||||
|
||||
| Stat | Formula |
|
||||
|---|---|
|
||||
| Armor Class | 10 + DEX modifier + armor bonus |
|
||||
| Initiative | DEX modifier |
|
||||
| Speed | Species speed, unless a speed override is set |
|
||||
| Passive Perception | 10 + Perception skill bonus |
|
||||
| Armor Class | 10 + DEX modifier + equipped gear + the DM's extra AC |
|
||||
| Initiative | DEX modifier + equipped gear |
|
||||
| Speed | Species speed, unless a speed override is set, + equipped gear |
|
||||
| Passive Perception | 10 + Perception skill bonus + equipped gear |
|
||||
| Hit dice | One per level, of the class's die size (shown only; not spent or tracked) |
|
||||
| Spell save DC | 8 + proficiency bonus + spellcasting ability modifier |
|
||||
| Spell attack bonus | Proficiency bonus + spellcasting ability modifier |
|
||||
|
||||
**Armor bonus** is a single number typed in on the sheet to stand for armor and
|
||||
shield. There are no armor items, and equipping an inventory item does not
|
||||
change AC.
|
||||
**Equipped gear.** Armor, shields and other gear are items (and weapons) with
|
||||
**effects**: bonuses and penalties to AC, speed, initiative, max HP, passive
|
||||
Perception, ability scores, saving throws and skills. They apply on their own
|
||||
while the thing is equipped, and stop when it comes off. Every number on the
|
||||
sheet already includes them, and the "From Equipped Gear" card says which
|
||||
item is doing what. An effect on an ability score changes the score itself,
|
||||
so everything in sections 5 to 10 that is built on that ability moves too.
|
||||
The full rules are in [ITEMS.md](ITEMS.md), section 5.
|
||||
|
||||
**Extra AC** is a number only the DM can set on the sheet, added to AC on top
|
||||
of gear, for anything an item does not cover. It can be negative. (It used to
|
||||
be called "armor bonus" and stood in for all armor; characters keep whatever
|
||||
it was set to.)
|
||||
|
||||
**Speed override** exists in the data and API (DM only) but has no field on
|
||||
the sheet.
|
||||
@@ -383,7 +437,10 @@ character.
|
||||
characters from the pool, changes how many a character has, levels them up,
|
||||
and takes them away.
|
||||
- **The owning player** can tick and untick Equipped (weapons, items) and
|
||||
Prepared (spells) on gear their character can use, and can **give** what
|
||||
Prepared (spells) on gear their character can use, at any time, including
|
||||
mid-encounter. Only so much can be equipped at once: by default two things,
|
||||
one of them a weapon (a campaign setting; [ITEMS.md](ITEMS.md), section 3).
|
||||
A weapon has to be equipped to be used in an encounter, and can **give** what
|
||||
their character holds to another character (section 12).
|
||||
- Removing an entry from a pool removes it from every character holding it.
|
||||
|
||||
@@ -418,8 +475,9 @@ starting level, copies below it are lifted to it and unequipped.
|
||||
| … | … |
|
||||
|
||||
Gear above the character's level can still be **held**, but it shows
|
||||
"Requires level N", cannot be equipped, and is left out of quick stats and
|
||||
encounters. If the DM levels a piece of gear past its holder, or lowers the
|
||||
"Requires level N", cannot be equipped, gives none of its effects, and is
|
||||
left out of the character's encounter card. The character panel still lists
|
||||
it, marked "needs level N". If the DM levels a piece of gear past its holder, or lowers the
|
||||
character's level, anything now out of reach is unequipped automatically.
|
||||
|
||||
**How damage grows.** The dice in the pool are the damage at the gear's
|
||||
@@ -475,6 +533,10 @@ value, which is fixed.
|
||||
## 11. Weapons and spells
|
||||
|
||||
A character holds weapons, each with a quantity, a level and an equipped flag.
|
||||
Only an **equipped** weapon is in hand: it is the one shown on the character's
|
||||
encounter card and offered in the DM's attack bar. One weapon can be equipped
|
||||
at a time unless the campaign allows more, so a weapon for each hand is one
|
||||
weapon made as a pair ([WEAPONS.md](WEAPONS.md), sections 3 and 4).
|
||||
|
||||
| Number | Formula |
|
||||
|---|---|
|
||||
@@ -505,7 +567,9 @@ A character knows spells, each with a prepared flag.
|
||||
|
||||
**Inventory** is the items a character holds from the campaign's item pool,
|
||||
each with a quantity, a level and an equipped flag. Giving an item the
|
||||
character already has adds to the stack. Items have no effect on any stat. An
|
||||
character already has adds to the stack. An item can have **effects** that
|
||||
change the sheet while it is equipped: this is how armor works
|
||||
([ITEMS.md](ITEMS.md), section 5). 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).
|
||||
|
||||
@@ -537,7 +601,22 @@ behind it.
|
||||
- The log is the only way a balance changes. Entries cannot be edited or
|
||||
deleted; to correct a mistake, record the opposite entry.
|
||||
- Starting gold (a campaign setting) is gold only. Encounter rewards and gifts
|
||||
between characters can be in any coin.
|
||||
between characters can be in any coin, or in cash.
|
||||
- **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 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
|
||||
|
||||
@@ -583,11 +662,11 @@ character in the same campaign.
|
||||
|
||||
| Screen | What it shows |
|
||||
|---|---|
|
||||
| Campaign page | Character list: species, class, level, HP, AC, location. Players see their own first, then the rest of the party. |
|
||||
| Party overview | One table of every character with an HP bar, AC, gold and location. |
|
||||
| Campaign page | Character list: species, class, level, HP, AC, location. A player's own characters are under "Your Characters" and nowhere else; "Rest of the Party" is everyone else's. |
|
||||
| Party overview | One table of every character with an HP bar, AC, gold and location. A player's own characters are highlighted and marked "★ Yours". |
|
||||
| Character sheet | Everything in this document. |
|
||||
| Character builder | A character that is still being built (section 2). |
|
||||
| Quick stats drawer | A combat summary: HP, AC, initiative, speed, proficiency bonus, spellcasting numbers, special abilities, and each weapon's attack and damage. |
|
||||
| Character panel (the floating 🧙 button, on every page: bottom right, or in the top bar on a phone) | One character at a glance: HP, AC, initiative, speed, proficiency bonus, passive Perception, ability scores, what equipped gear is doing, spellcasting numbers and special abilities; then **everything the character holds**: every weapon with its attack and damage, every item, every spell and the purse, with what is equipped and what each thing does. Gear can be equipped and unequipped from here. A player gets their own characters in the campaign they are in; the DM gets every character, with a menu to switch. Another player's panel shows the numbers and weapons only. It replaced the quick stats drawer. |
|
||||
| Encounter page | Characters taking part in a battle or quest (next section). |
|
||||
|
||||
Changes are pushed live to everyone who has the campaign open, so sheets and
|
||||
@@ -638,7 +717,9 @@ players never receive.
|
||||
- "Begin Battle" puts the highest initiative on turn. "Next Turn" passes the
|
||||
turn down the order, and going past the last combatant starts the next
|
||||
round. "Next Round" jumps straight to the top of the next round.
|
||||
- A combatant at 0 HP is marked Down but still takes its turn in the order.
|
||||
- A monster or NPC at 0 HP is marked Down; a character is Dying and makes
|
||||
death saves on its card (section 7). Either still has its place in the
|
||||
order.
|
||||
- Conditions (Prone, Poisoned, …) are picked from a list and removed with a
|
||||
click.
|
||||
|
||||
@@ -688,13 +769,18 @@ Another Campaign" card on its sheet.
|
||||
| View the sheet and quick stats | Yes | Yes | Yes |
|
||||
| View private notes | Yes | No | No |
|
||||
| Run the builder | Yes | Yes | No |
|
||||
| Change HP, temp HP, armor bonus | Yes | Yes | No |
|
||||
| Change HP, temp HP | Yes | Yes | No |
|
||||
| Set the extra AC | No | Yes | No |
|
||||
| Open the character panel with the full inventory | Yes | Yes | No (numbers and weapons only) |
|
||||
| Enter a death save, or stabilise | Yes | Yes | No |
|
||||
| Set death-save tallies by hand, revive from dead | No | Yes | No |
|
||||
| Edit special abilities, background, appearance (after the build) | No | Yes | No |
|
||||
| Tick Equipped / Prepared | Yes | Yes | No |
|
||||
| Give, remove or re-count weapons, spells and items | No | Yes | No |
|
||||
| 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 |
|
||||
@@ -722,16 +808,16 @@ calculations for them.
|
||||
subclasses and multiclassing
|
||||
- Spell slots, spell preparation limits and concentration
|
||||
- Ability score increases and feats on level-up
|
||||
- Armor and shields as items (only the single armor bonus number)
|
||||
- Armor rules beyond a flat bonus to AC (no "replaces 10 + DEX", no cap on DEX)
|
||||
- Weapon proficiency (everyone is proficient with everything)
|
||||
- Rolling attacks, damage, saves or checks for a character (the dice roller,
|
||||
bottom left of every page, is a plain roller that knows nothing about the
|
||||
sheet)
|
||||
- Death saves, conditions on the sheet, and resting
|
||||
bottom left of every page, or the last button of the bottom bar on a phone,
|
||||
is a plain roller that knows nothing about the sheet)
|
||||
- Conditions on the sheet, and resting
|
||||
- Automatic levelling from XP
|
||||
- Alignment, languages, tool proficiencies and backgrounds-as-rules
|
||||
- Encumbrance and item weight
|
||||
- Currencies other than gold, and item prices
|
||||
- Cents, and changing silver or copper for cash
|
||||
|
||||
## 20. Everything the builder offers
|
||||
|
||||
|
||||
+233
-18
@@ -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)
|
||||
|
||||
---
|
||||
|
||||
@@ -46,11 +47,12 @@ time from the top of the page.
|
||||
| | Battle | NPC quest |
|
||||
|---|---|---|
|
||||
| For | A fight | A scene built around people and an objective |
|
||||
| Layout | Everyone in one list, in initiative order | Three groups: "People you meet", "The party", "Creatures" |
|
||||
| Layout | Everyone in one list, in initiative order; once in progress, those who have had their turn move to "Next Round" at the bottom | Three groups: "People you meet", "The party", "Creatures" |
|
||||
| Rounds and turns | Yes | No |
|
||||
| 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.
|
||||
@@ -86,6 +88,10 @@ goes to the top. The "Sort by" menu re-sorts the list by name, status, type or
|
||||
date instead; that choice is remembered per browser and changes nothing for
|
||||
anyone else. ▲ and ▼ only show while sorting by campaign order.
|
||||
|
||||
The list shows **ten encounters a page**, with Prev and Next beneath it, and
|
||||
the DM's archived list is paged the same way. The order runs on across pages:
|
||||
moving the last encounter on a page down carries it to the top of the next.
|
||||
|
||||
**Archive.** "Archive" (on the list or the encounter page) puts an encounter
|
||||
away without changing it. It moves to the DM's "Archived" section and
|
||||
disappears from the players' list; a player whose character is in it can still
|
||||
@@ -111,16 +117,33 @@ The DM adds people from the "Add to the scene" panel.
|
||||
|
||||
| Kind | Comes from | Can be added more than once |
|
||||
|---|---|---|
|
||||
| Character | The campaign's finished characters | No |
|
||||
| Character | The campaign's finished characters, except dead ones | No |
|
||||
| Monster | The campaign's monster list ([MONSTERS.md](MONSTERS.md)) | Yes |
|
||||
| NPC | The campaign's NPC list ([NPCS.md](NPCS.md)) | No |
|
||||
|
||||
**Finding your own character.** A player's own characters stand out: their
|
||||
cards have a blue border and background and say "★ Your character", and a row
|
||||
of buttons at the top of the page names each one with its HP ("★ Aria · 12/12
|
||||
HP", plus "your turn" when it is) and scrolls to its card. The DM sees the
|
||||
same for any character of their own.
|
||||
|
||||
**Inventory.** A character's card has an "🎒 Inventory" button for the DM and
|
||||
for that character's own player. It opens the character panel on that
|
||||
character: everything they hold, what is equipped and what each thing does
|
||||
([CHARACTERS.md](CHARACTERS.md), section 14). The floating 🧙 button opens the
|
||||
same panel from anywhere. A card's details also list what the character's
|
||||
equipped gear is doing; the AC, speed and other numbers on the card already
|
||||
include it.
|
||||
|
||||
Each has a card. The card's left edge is coloured by kind, and it shows:
|
||||
|
||||
- **Characters:** level, species and class; HP, AC, speed, initiative bonus,
|
||||
passive perception, proficiency bonus and spell save DC. Under "details":
|
||||
ability scores, saves, the weapons and spells the character can use (with
|
||||
attack and damage numbers), and special abilities. The name links to the
|
||||
ability scores, saves, the weapon and items the character has **equipped**
|
||||
(with attack and damage numbers), the spells they can cast, and special
|
||||
abilities. A weapon that is not equipped is not on the card and cannot be
|
||||
used; "No weapon equipped" shows when there is none. Equipping is changed
|
||||
from "🎒 Inventory", at any point in the scene. The name links to the
|
||||
character sheet.
|
||||
- **Monsters:** for the DM, AC, speed, attack and damage, and under "details"
|
||||
ability scores, trait and notes.
|
||||
@@ -131,6 +154,10 @@ Details start open for the DM and closed for players. Weapons and spells
|
||||
above a character's level are left out, because the character cannot use
|
||||
them.
|
||||
|
||||
A **dead character cannot be added** to any encounter: they are left out of
|
||||
the list to pick from and the server refuses them, until they are revived. A
|
||||
character who dies stays in the encounters they were already in.
|
||||
|
||||
The DM removes someone with "Remove" on their card. Removing whoever is on
|
||||
turn passes the turn to the next combatant.
|
||||
|
||||
@@ -149,11 +176,78 @@ The DM types an amount and clicks Damage or Heal on a card.
|
||||
monsters and NPCs it depends on the campaign setting "Players see the exact
|
||||
hit points of monsters and NPCs": on (the default) shows the numbers, off
|
||||
shows only the health bar. The DM always sees the numbers.
|
||||
- At 0 HP a combatant is marked **Down** and dimmed. It keeps its place in
|
||||
the order; nothing is removed automatically.
|
||||
- At 0 HP a monster or NPC is **out of the fight**: see "The fallen" below.
|
||||
- A **character** at 0 HP is **Dying** instead, and its card grows a death-save
|
||||
box: see below.
|
||||
- A character's temporary HP is shown beside its HP but is not used up
|
||||
automatically.
|
||||
|
||||
### A character at 0 HP
|
||||
|
||||
The full rules are in [CHARACTERS.md](CHARACTERS.md), section 7; the box on
|
||||
the card is the same one as on the sheet, and both change the same character.
|
||||
|
||||
- **Dying.** The box shows two tallies, Saved and Failed, three pips each.
|
||||
Type what the d20 showed and click **Death save**: 10 or more is a success,
|
||||
less is a failure, a 1 is two failures, a 20 puts the character back up at
|
||||
1 HP. The DM can do this for anyone; a player for their own character.
|
||||
- **Damage while down** is one failed save, added when the DM clicks Damage.
|
||||
For a critical hit the DM clicks the next Failed pip to add the second.
|
||||
- **Stabilise** stops the saves without a roll (a Medicine check, a spell).
|
||||
Three successes do the same. A stable character stays at 0 HP.
|
||||
- **Heal** on a dying or stable character puts them back up and clears the
|
||||
tallies.
|
||||
- **Dead** after three failures, or when one blow leaves as much as the
|
||||
character's max HP still to take after reaching 0. Healing is refused; the
|
||||
DM clicks **Revive at 1 HP**, or an ally revives them (below).
|
||||
- The DM can click any pip to set a tally by hand.
|
||||
|
||||
Nothing rolls by itself: the app does not prompt for a save when the turn
|
||||
comes round. A dying or stable character keeps its place in the order and
|
||||
still gets its turn.
|
||||
|
||||
### The fallen
|
||||
|
||||
A combatant is **out of the fight** when it is:
|
||||
|
||||
- a **monster or NPC at 0 HP** (one with hit points to track), or
|
||||
- a **dead character**. Dying and stable characters are not: they stay in
|
||||
view.
|
||||
|
||||
What that does:
|
||||
|
||||
- **Players no longer see it.** Its card is gone from their screen, along
|
||||
with any target mark on it; the server does not send it to them at all.
|
||||
- **The DM's screen leaves it out as well**, until the DM ticks **Show dead**
|
||||
above the list (the box shows how many there are, and only appears when
|
||||
there are any). Ticked, they are listed in a group of their own at the
|
||||
bottom, "Out of the fight, hidden from players", each with a "Hidden from
|
||||
players" badge, and everything on the card still works. The tick is not
|
||||
remembered: it is off again when the page is reopened.
|
||||
- **It has no turn.** Next Turn, Next Round and Begin Battle pass over it.
|
||||
- It stays in the encounter: nothing is removed, and gold is still split with
|
||||
a dead character.
|
||||
|
||||
It is worked out from hit points each time, not stored, so it undoes itself:
|
||||
heal a monster or NPC above 0, or revive a character, and they are back on
|
||||
everyone's screen and back in the turn order.
|
||||
|
||||
**Reviving a dead character.** Players see dead characters by name only, in a
|
||||
**☠ Fallen** box above the list. There are two ways back:
|
||||
|
||||
- The **DM** ticks Show dead and clicks **Revive at 1 HP** on the dead
|
||||
character's card (or does it on the sheet), at any time.
|
||||
- An **ally** tries it: in a battle in progress, the player whose character is
|
||||
**on turn** gets a **Try revive** button beside each name in the Fallen box,
|
||||
if that character is capable. Capable means on their feet (above 0 HP) and
|
||||
knowing a spell that is ticked **Revives** in the campaign's spell list
|
||||
([SPELLS.md](SPELLS.md)), at a level they can cast. The library's Revivify
|
||||
(level 3) and Raise Dead (level 5) are ticked already.
|
||||
|
||||
Either way the character comes back at 1 HP with the death saves cleared. The
|
||||
app does not use up the spell, check how long ago they died, or end the
|
||||
reviver's turn.
|
||||
|
||||
## 7. Initiative, turns and rounds
|
||||
|
||||
Initiative is entered in battles and quests alike. Turns and rounds are for
|
||||
@@ -175,6 +269,71 @@ battles only.
|
||||
- **Next Turn** passes the turn to the next in the order. After the last
|
||||
combatant it returns to the top and the **round** goes up by one.
|
||||
- **Next Round** skips straight to the top of the next round.
|
||||
- Anyone out of the fight (section 6, "The fallen") is passed over.
|
||||
- **The list follows the turn.** While a battle is in progress, whoever is on
|
||||
turn is at the top of "Initiative order" with those still to act this round
|
||||
beneath them. Each combatant whose turn has passed moves down to a **Next
|
||||
Round** section at the bottom, still in initiative order. When the round
|
||||
rolls over everyone is back in "Initiative order". Everyone sees the same
|
||||
arrangement. Before the battle begins, and once it is complete, it is one
|
||||
plain list.
|
||||
|
||||
### Targets
|
||||
|
||||
Combatants can be marked as **targets**: whoever is being attacked (or
|
||||
healed) right now. One target is an ordinary attack; more than one is an
|
||||
**area attack**.
|
||||
|
||||
- Click **🎯 Target** beside a combatant's name to mark them; click it again
|
||||
to unmark. Each one marked is added to the targets.
|
||||
- The **DM** can mark anyone at any time, in a battle or a quest. A **player**
|
||||
can while their own character is on turn in a battle, so they can show the
|
||||
DM who they are going for. A player cannot mark someone who is out of the
|
||||
fight, and is not shown a mark the DM leaves on one.
|
||||
- The combatant **on turn** cannot be marked: nobody targets themselves, and
|
||||
their card has no Target button until the turn passes. To heal or hurt them
|
||||
on their own turn, use the buttons on their card.
|
||||
- A target's card is outlined in red for everyone and reads "Targeted by
|
||||
<whoever is on turn>".
|
||||
- While anyone is marked the DM gets an **attack bar** above the list, which
|
||||
stays in view while scrolling. It shows who is attacking whom, each target's
|
||||
AC and HP, and the attacker's attacks: a character's equipped weapons (none,
|
||||
if nothing is equipped) and damaging spells, or a monster's or NPC's
|
||||
attack and damage. The amount box is ready to type in; **Damage** (or
|
||||
Enter) and **Heal** change HP exactly as the buttons on a card do.
|
||||
- Targets stay marked after damage, for a second attack. They are cleared
|
||||
when the turn or round moves on, when the encounter begins, ends or is
|
||||
reopened; a target that is removed from the encounter is unmarked.
|
||||
|
||||
**Area attacks**
|
||||
|
||||
An attack on several targets is harder to land and its damage is shared.
|
||||
|
||||
- **Harder to hit.** Every target's AC counts as higher for each target
|
||||
beyond the first, by the campaign's **area attack AC penalty**. The DM sets
|
||||
it in the campaign settings, from 0 (no penalty) to 10; it starts at 2, which
|
||||
gives:
|
||||
|
||||
| Targets | Added to each AC |
|
||||
|---|---|
|
||||
| 1 | 0 |
|
||||
| 2 | +2 |
|
||||
| 3 | +4 |
|
||||
| 4 | +6 |
|
||||
|
||||
The attack bar shows the AC to beat with the penalty already added
|
||||
("17 (15 +2)"), and each target's card says "area attack, AC +2".
|
||||
- **Who was hit.** Each target has a tick box, ticked to begin with. Untick
|
||||
anyone the roll missed; they take nothing.
|
||||
- **Sharing the amount.** Type the total. "Split between those hit" (the
|
||||
default) shares it evenly, any remainder going one point each to the first
|
||||
targets marked: 7 between three is 3, 2 and 2. "Full amount to each" gives
|
||||
every target hit the whole amount. Each target's share is shown before it
|
||||
is applied.
|
||||
- A target with no hit points to track is left out of the sharing.
|
||||
|
||||
The app does not roll the attack or decide whether it hits: the DM compares
|
||||
the roll with the AC shown and types the damage.
|
||||
|
||||
## 8. Conditions
|
||||
|
||||
@@ -194,7 +353,7 @@ The DM lines up loot in the Rewards panel, on any encounter at any time.
|
||||
|
||||
| Reward | What the DM sets |
|
||||
|---|---|
|
||||
| Gold | An amount |
|
||||
| Coins or cash | An amount, and which: gold, silver, copper or cash ($) |
|
||||
| Weapon | A weapon from the pool, a level (not below its starting level), a quantity |
|
||||
| Item | An item from the pool, a level, a quantity |
|
||||
|
||||
@@ -205,9 +364,9 @@ Each can carry a short note ("Goblin chief's purse").
|
||||
| Button | What happens |
|
||||
|---|---|
|
||||
| Award (pick a character) | The whole reward goes to that character. It can be any finished character in the campaign, not only those in the encounter. |
|
||||
| Split (gold only) | Shared evenly between the characters in the encounter. Any remainder goes one gold each, highest initiative first: 101 gold between two is 51 and 50. |
|
||||
| Split (coins and cash only) | Shared evenly between the characters in the encounter. Any remainder goes one each, highest initiative first: 101 gold between two is 51 and 50. |
|
||||
|
||||
- **Gold** is added to the character's balance with a money-log entry reading
|
||||
- **Coins or cash** are added to the character's balance with a money-log entry reading
|
||||
"Reward: <encounter name>".
|
||||
- A **weapon or item** is added to what the character holds, at the reward's
|
||||
level, stacking with any they already have. If the character is below that
|
||||
@@ -218,22 +377,67 @@ 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 |
|
||||
|---|---|---|
|
||||
| Scene description | Yes | Yes |
|
||||
| DM notes | Yes | Never |
|
||||
| Characters | Full card | Full card |
|
||||
| A character's inventory, spells and purse | Yes, for everyone | Their own characters only |
|
||||
| Monsters | Full stat block | Name, HP, conditions |
|
||||
| NPCs | Everything | Name, role, attitude, description, HP bar |
|
||||
| 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 |
|
||||
|---|---|---|
|
||||
@@ -245,20 +449,31 @@ information cannot be dug out of the page.
|
||||
| Add or remove anyone | Yes | No |
|
||||
| Change HP or conditions | Yes | No |
|
||||
| Enter an initiative roll | Yes, for anyone | For their own character only |
|
||||
| Mark targets | Yes, any time | On their own character's turn |
|
||||
| Enter a death save, or stabilise | Yes, for anyone | For their own character only |
|
||||
| Set death-save tallies by hand | Yes | No |
|
||||
| Revive a dead character outright | Yes | No |
|
||||
| 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)
|
||||
left of every page, or in the bottom bar on a phone)
|
||||
- Applying an attack's damage automatically
|
||||
- Death saves and stabilising
|
||||
- Death saves for monsters and NPCs, and prompting for a save on a dying
|
||||
character's turn
|
||||
- A roll, a spell slot or a time limit for reviving the dead
|
||||
- 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
|
||||
|
||||
+186
-9
@@ -14,10 +14,12 @@ level up the same way weapons do), [SPELLS.md](SPELLS.md),
|
||||
3. [A character's inventory](#3-a-characters-inventory)
|
||||
4. [Item levels](#4-item-levels)
|
||||
5. [Dice on items](#5-dice-on-items)
|
||||
- [Effects: armor and other gear that changes the sheet](#effects-armor-and-other-gear-that-changes-the-sheet)
|
||||
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)
|
||||
10. [The complete item library](#10-the-complete-item-library)
|
||||
|
||||
---
|
||||
|
||||
@@ -27,7 +29,8 @@ level up the same way weapons do), [SPELLS.md](SPELLS.md),
|
||||
anything that is not a weapon or a spell.
|
||||
- A character's **inventory** is the items it holds from that pool. Players
|
||||
cannot type in items of their own.
|
||||
- The DM creates items and hands them out. Players can only tick Equipped.
|
||||
- The DM creates items and hands them out. Players can only tick Equipped,
|
||||
and only so much can be equipped at once (section 3).
|
||||
- Items are **descriptive**. Holding or equipping one never changes a number
|
||||
on the sheet.
|
||||
|
||||
@@ -43,8 +46,16 @@ The pool is the "Items Pool" card on the campaign page (DM only).
|
||||
| Starts at level | 1 to 9. The lowest level this item can be (section 4) |
|
||||
| Growth | Standard, Powerful or Legendary. Only matters if the item has dice |
|
||||
| Starting option | Whether a brand-new character may pick it in the builder (section 6) |
|
||||
| Effects | What it does to whoever has it equipped: bonuses and penalties to the sheet's numbers, and a note (section 5) |
|
||||
|
||||
- **Adding:** the "+ Add Item" form. There is no built-in library of items.
|
||||
- **Adding:** by hand with the "+ Add Item" form, or with "📚 From Library",
|
||||
which offers 32 ready-made items: light, medium and heavy armor, shields,
|
||||
worn gear such as a Ring of Protection, and common supplies. Each is copied
|
||||
into the pool with its effects already set (Chain Mail: +6 AC, −10 Speed,
|
||||
and a note about Stealth), at starting level 1 and not ticked as a starting
|
||||
option. The copy is yours to change. The full list is in section 10.
|
||||
- **Effects:** the "Effects" button on an item's row. The row shows what the
|
||||
item does under its name.
|
||||
- **Changing:** starting level, growth (when the item has dice) and the
|
||||
starting-option tick box can be changed in the table. Name, description and
|
||||
dice cannot be changed on screen once created (the API accepts it); remove
|
||||
@@ -67,8 +78,39 @@ On a character's sheet, the DM picks an item from the pool and clicks Give.
|
||||
- Quantity cannot go below 1; to take the last one away the DM uses ✕.
|
||||
- **Using up** an item (drinking a potion) is not automatic: the DM lowers the
|
||||
quantity or removes it.
|
||||
- **Equipped** is a label. It does not change Armor Class or anything else;
|
||||
armor is represented by the single "armor bonus" number on the sheet.
|
||||
- **Equipped** is what switches an item's effects on (section 5), and what
|
||||
shows the item on the character's encounter card.
|
||||
- **Only what is equipped counts.** A weapon has to be equipped to be used
|
||||
in an encounter, and gear only gives its effects while equipped. What is
|
||||
not equipped stays in the pack: still the character's, still listed on the
|
||||
sheet and in the character panel, but not in hand.
|
||||
- **There is a limit on how much can be equipped at once**, set per campaign
|
||||
in Campaign Settings ("Equipped at once"):
|
||||
|
||||
| Setting | Starts at | Means |
|
||||
|---|---|---|
|
||||
| Things equipped at once | 2 | Weapons and items together |
|
||||
| Of which weapons | 1 | So: one weapon, or one weapon and one item, or two items |
|
||||
|
||||
Armor and shields are items and count toward the limit. With the starting
|
||||
numbers a character can have a weapon and a shield, or a weapon and armor,
|
||||
but not all three; a DM who wants armor, shield and weapon together sets
|
||||
the first number to 3.
|
||||
- **Putting something on when the limit is reached is refused**, with a
|
||||
message naming what is already equipped. Take something off first.
|
||||
- **Equipping can be changed at any time, including in the middle of an
|
||||
encounter**, by the owning player or the DM: on the sheet, or in the
|
||||
character panel (the 🧙 button, or "🎒 Inventory" on the character's
|
||||
encounter card).
|
||||
- Lowering the limits takes nothing off anyone. A character with more on
|
||||
than the new limit keeps it until they change what they have equipped.
|
||||
- Everything arrives unequipped: gear from the DM, from a reward, bought, or
|
||||
given by another character.
|
||||
- The whole pack is always listed: on the sheet, and in the **character
|
||||
panel** (the floating 🧙 button, on every page), which the owning player and
|
||||
the DM can open from anywhere, including from the character's card in an
|
||||
encounter. Things the character is too low level to use are shown and
|
||||
marked "needs level N", not hidden.
|
||||
|
||||
**Passing items on.** A character's owner (or the DM) can give some or all of
|
||||
a held stack to another character in the campaign from the "Give to Another
|
||||
@@ -111,6 +153,48 @@ rungs per level depending on Growth. The full ladder is in
|
||||
The dice are shown beside the item in the inventory. Nothing is rolled or
|
||||
applied automatically; use the dice roller.
|
||||
|
||||
### Effects: armor and other gear that changes the sheet
|
||||
|
||||
Armor, shields, rings, cloaks and the like are ordinary items that have
|
||||
**effects**. An effect is a whole number, positive for a bonus and negative
|
||||
for a penalty, on one of the sheet's numbers:
|
||||
|
||||
| It can change | Examples |
|
||||
|---|---|
|
||||
| AC | Chain mail +6, a shield +2, a cursed cloak −1 |
|
||||
| Speed | Heavy armor −10, boots of speed +10. Speed never goes below 0 |
|
||||
| Initiative | +2 |
|
||||
| Max HP | +5. Max HP never goes below 1 |
|
||||
| Passive Perception | +5 |
|
||||
| An ability score (STR, DEX, CON, INT, WIS, CHA) | Gauntlets +2 STR. The score changes, so its modifier and everything built on it (saves, skills, attacks, HP from CON, AC from DEX) change with it. A score never goes below 1 |
|
||||
| All saving throws, or one ability's saves | A ring: +1 to all saves |
|
||||
| All skill checks, or one skill | Noisy armor: −2 Stealth |
|
||||
|
||||
An item can have up to 12 effects, one per number, each from −100 to +100,
|
||||
plus a **note** for what is not a number ("Disadvantage on Stealth",
|
||||
"Resistance to fire").
|
||||
|
||||
- **They apply on their own.** While a character has the item **equipped**
|
||||
and is high enough level to use it, its effects are part of every number
|
||||
the app shows for that character: the sheet, the character panel, the party
|
||||
overview and their encounter card. Nothing has to be typed in.
|
||||
- **Unequipping takes them away again**, as does giving the item away, the DM
|
||||
removing it, or the character dropping below its level.
|
||||
- **Effects add up.** Two different items with +1 AC give +2. Carrying two of
|
||||
the same item does not double it: a stack counts once.
|
||||
- **The sheet says where each change comes from.** A "From Equipped Gear"
|
||||
card lists every item in force with what it is doing, and its note.
|
||||
- **Max HP can move.** If taking something off lowers a character's maximum
|
||||
HP below their current HP, current HP comes down to the new maximum.
|
||||
- **Only the DM sets effects**, with the "Effects" button on the item's row in
|
||||
the pool. Changing them changes the sheet of everyone wearing the item,
|
||||
straight away.
|
||||
- The DM also has an **Extra AC** number on each sheet, added on top of gear,
|
||||
for anything an item does not cover. It can be negative.
|
||||
|
||||
Weapons can carry effects in exactly the same way
|
||||
([WEAPONS.md](WEAPONS.md), section 2).
|
||||
|
||||
## 6. Starting items
|
||||
|
||||
In the builder's equipment step a new character can pick items that are:
|
||||
@@ -121,13 +205,20 @@ 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 |
|
||||
@@ -136,16 +227,102 @@ 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 |
|
||||
|
||||
## 9. What is not modelled
|
||||
|
||||
- Any effect of an item on stats (AC, speed, abilities)
|
||||
- Armor and shields as items
|
||||
- Armor rules beyond a flat bonus: armor does not replace 10 + DEX, cap the
|
||||
DEX bonus or need a Strength score (set the AC effect to match)
|
||||
- Effects on attack rolls, damage, spell save DC or proficiency bonus
|
||||
- Effects that depend on something (only at night, only against undead), or
|
||||
that grow with the item's level
|
||||
- Advantage and disadvantage as rules (write them in the note)
|
||||
- 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
|
||||
- Hands and body slots: the limit is a plain count, so nothing stops two
|
||||
suits of armor being equipped if the count allows it
|
||||
- Swapping automatically: equipping at the limit is refused, not exchanged
|
||||
|
||||
## 10. The complete item library
|
||||
|
||||
Everything "📚 From Library" offers. "While equipped" is what the item does
|
||||
to the sheet of whoever has it on.
|
||||
|
||||
Armor is a flat bonus to AC on top of 10 + Dexterity: each suit's bonus is its
|
||||
standard AC less 10. What a flat bonus cannot say (heavy armor ignoring
|
||||
Dexterity, a Strength requirement, disadvantage on Stealth) is in the note,
|
||||
for the DM to apply or to build into the numbers of their own copy.
|
||||
|
||||
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
|
||||
|
||||
<!-- BEGIN GENERATED: item-library -->
|
||||
### Light Armor (3)
|
||||
|
||||
| Item | While equipped | Note | Dice | Description |
|
||||
|---|---|---|---|---|
|
||||
| Padded Armor | +1 AC | Disadvantage on Stealth checks. | — | Quilted layers of cloth and batting. |
|
||||
| Leather Armor | +1 AC | — | — | Boiled leather breastplate and shoulder guards over soft leather. |
|
||||
| Studded Leather | +2 AC | — | — | Tough leather set with close rivets and spikes. |
|
||||
|
||||
### Medium Armor (5)
|
||||
|
||||
| Item | While equipped | Note | Dice | Description |
|
||||
|---|---|---|---|---|
|
||||
| Hide Armor | +2 AC | Standard rules: counts at most +2 from Dexterity. | — | Thick furs and pelts. |
|
||||
| Chain Shirt | +3 AC | Standard rules: counts at most +2 from Dexterity. | — | Interlocking rings worn between layers of clothing. |
|
||||
| Scale Mail | +4 AC | Disadvantage on Stealth checks. Standard rules: counts at most +2 from Dexterity. | — | A coat and leggings of leather covered in overlapping metal scales. |
|
||||
| Breastplate | +4 AC | Standard rules: counts at most +2 from Dexterity. | — | A fitted metal chest piece worn with supple leather. |
|
||||
| Half Plate | +5 AC | Disadvantage on Stealth checks. Standard rules: counts at most +2 from Dexterity. | — | Shaped metal plates covering most of the body. |
|
||||
|
||||
### Heavy Armor (4)
|
||||
|
||||
| Item | While equipped | Note | Dice | Description |
|
||||
|---|---|---|---|---|
|
||||
| Ring Mail | +4 AC | Disadvantage on Stealth checks. Standard rules: adds no Dexterity. | — | Leather armor with heavy rings sewn into it. |
|
||||
| Chain Mail | +6 AC, −10 Speed | Disadvantage on Stealth checks. Standard rules: adds no Dexterity, and needs Strength 13. | — | Interlocking metal rings over a layer of quilted fabric, with gauntlets. |
|
||||
| Splint Armor | +7 AC, −10 Speed | Disadvantage on Stealth checks. Standard rules: adds no Dexterity, and needs Strength 15. | — | Narrow vertical strips of metal riveted to a leather backing. |
|
||||
| Plate Armor | +8 AC, −10 Speed | Disadvantage on Stealth checks. Standard rules: adds no Dexterity, and needs Strength 15. | — | Shaped, interlocking metal plates covering the whole body. |
|
||||
|
||||
### Shields (2)
|
||||
|
||||
| Item | While equipped | Note | Dice | Description |
|
||||
|---|---|---|---|---|
|
||||
| Shield | +2 AC | — | — | Wood or metal, carried in one hand. |
|
||||
| Tower Shield | +3 AC, −5 Speed | — | — | A wall of oak and iron, as tall as its bearer. |
|
||||
|
||||
### Worn Gear (10)
|
||||
|
||||
| Item | While equipped | Note | Dice | Description |
|
||||
|---|---|---|---|---|
|
||||
| Ring of Protection | +1 AC, +1 all saves | — | — | A plain band that turns blows aside. |
|
||||
| Cloak of Protection | +1 AC, +1 all saves | — | — | A heavy cloak that seems to catch what was meant for you. |
|
||||
| Cloak of Elvenkind | +5 Stealth | With the hood up, others have disadvantage on Perception checks to see you. | — | With the hood up, its colour shifts to match what is behind it. |
|
||||
| Boots of Striding | +10 Speed | — | — | Light, tireless boots. |
|
||||
| Gauntlets of Might | +2 STR | — | — | Iron-banded gauntlets that lend a giant’s grip. |
|
||||
| Gloves of Thievery | +5 Sleight of Hand | — | — | Thin grey gloves that all but vanish when worn. |
|
||||
| Amulet of Health | +2 CON | — | — | A red stone on a golden chain, warm against the skin. |
|
||||
| Headband of Intellect | +2 INT | — | — | A silver circlet set with a pale blue stone. |
|
||||
| Sentinel Charm | +2 Initiative, +5 Passive Perception | — | — | A brass eye on a cord that never quite closes. |
|
||||
| Stone of Good Luck | +1 all saves, +1 all skill checks | — | — | A polished agate that sits well in a pocket. |
|
||||
|
||||
### Supplies (8)
|
||||
|
||||
| Item | While equipped | Note | Dice | Description |
|
||||
|---|---|---|---|---|
|
||||
| Healing Potion | — | — | 2d4+2 | A red liquid that glimmers when shaken. Drink it to regain hit points. |
|
||||
| Rope (50 ft) | — | — | — | Hempen rope. Holds a climber. |
|
||||
| Torch | — | Held in a hand to give light. | — | Burns for an hour, lighting 20 feet brightly. |
|
||||
| Hooded Lantern | — | Held in a hand to give light. | — | Bright light for 30 feet; the hood dims it to a glow. |
|
||||
| Rations (1 day) | — | — | — | Dried meat, hard biscuit, nuts. |
|
||||
| Bedroll | — | — | — | A blanket roll for sleeping rough. |
|
||||
| Thieves’ Tools | — | — | — | A file, picks, a small mirror, narrow scissors and pliers. |
|
||||
| Healer’s Kit | — | — | — | Bandages, salves and splints. Steadies a dying creature without a check. |
|
||||
<!-- END GENERATED: item-library -->
|
||||
|
||||
+19
-13
@@ -36,10 +36,10 @@ This describes the code as it stands. The built-in list is
|
||||
| Name | Up to 80 characters |
|
||||
| AC | Armor Class |
|
||||
| Max HP | Hit points each copy starts an encounter with |
|
||||
| Speed | In feet. 30 unless set otherwise |
|
||||
| Speed | Walking speed in feet. 30 unless set otherwise. Other speeds (fly, swim, climb) go in Notes |
|
||||
| Ability scores | STR, DEX, CON, INT, WIS, CHA. 10 unless set otherwise |
|
||||
| Attack bonus | Added to the monster's attack roll |
|
||||
| Damage | Dice for its main attack, e.g. `1d6+2` |
|
||||
| Damage | Dice for its main attack, e.g. `1d6+2`, with the damage type if you like: `1d6+2 necrotic` |
|
||||
| Challenge rating | A rough danger rating, e.g. `1/4`, `2` |
|
||||
| Special trait | A short note such as "Pack Tactics" |
|
||||
| Notes | Anything else: what it attacks with, how it behaves |
|
||||
@@ -52,21 +52,25 @@ from its scores for display only.
|
||||
|
||||
The list is the "Monsters" card on the campaign page (DM only).
|
||||
|
||||
- **Adding by hand:** "+ Add Monster" asks for name, AC, max HP, attack bonus
|
||||
and damage. Speed is set to 30 and every ability score to 10; challenge
|
||||
rating, trait and notes are left empty.
|
||||
- **Adding by hand:** "+ Add Monster" opens the whole stat block: name,
|
||||
challenge rating, AC, HP, speed, attack bonus, damage, the six ability
|
||||
scores, special trait and notes. Only name, AC and HP must be typed; speed
|
||||
starts at 30, attack bonus at 0 and each ability score at 10.
|
||||
- **Adding from the bestiary:** "📚 From Library" copies a complete stat block.
|
||||
- **Changing:** there is no edit form (the API accepts changes, but no screen
|
||||
offers them). Remove and re-add, or add from the library.
|
||||
- **Removing:** the ✕ button, immediately, with no confirmation. Copies
|
||||
- **Changing:** "Edit" on a monster's row opens the same form filled in.
|
||||
Saving changes the template, and copies already in encounters show the new
|
||||
stat block straight away; their current HP is left alone.
|
||||
- The list shows each monster's full stat block: the numbers in columns, and
|
||||
its ability scores, trait and notes under its name.
|
||||
- **Removing:** the ✕ button, after a confirmation. Copies
|
||||
already in encounters stay there with their name and HP, but lose their
|
||||
stat block.
|
||||
|
||||
## 4. The built-in bestiary
|
||||
|
||||
38 monsters, from harmless to dangerous. Each library row shows challenge
|
||||
rating, AC, HP, attack and damage, plus its trait and notes, before you add
|
||||
it. Adding copies the monster into your campaign; the copy is yours, and later
|
||||
38 monsters, from harmless to dangerous, every one with a complete stat
|
||||
block. Each library row shows challenge rating, AC, HP, speed, attack, damage
|
||||
and the six ability scores, plus its trait and notes, before you add it. Adding copies the monster into your campaign; the copy is yours, and later
|
||||
changes to the library do not affect it.
|
||||
|
||||
The full bestiary, weakest first. "Attack" is the bonus added to the
|
||||
@@ -146,8 +150,9 @@ and its notes.
|
||||
This is enforced by the server: stat blocks are never sent to a player's
|
||||
browser.
|
||||
|
||||
Players do see a monster's exact HP numbers. If you would rather keep those
|
||||
secret, that is not currently possible.
|
||||
Players see a monster's exact HP numbers unless the campaign setting "Players
|
||||
see the exact hit points of monsters and NPCs in encounters" is unticked.
|
||||
Then they get the health bar only.
|
||||
|
||||
## 7. Permissions
|
||||
|
||||
@@ -163,6 +168,7 @@ secret, that is not currently possible.
|
||||
## 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
@@ -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
|
||||
|
||||
+4
-3
@@ -46,15 +46,16 @@ The list is the "Spell List" card on the campaign page (DM only).
|
||||
| What it does | One sentence. Shown wherever the spell is shown |
|
||||
| Damage | Picked from a list, or "No damage". Fixed; it does not grow |
|
||||
| Starting option | Whether a brand-new character may pick it in the builder (section 8) |
|
||||
| Revives | Whether it brings back the dead. A character who can cast one may revive a dead ally on their turn in a battle ([ENCOUNTERS.md](ENCOUNTERS.md), section 6). Ticked already on the library's Revivify and Raise Dead |
|
||||
| Casting time, range, duration | Stored for library spells but not shown on any screen |
|
||||
|
||||
A cantrip is a spell of level 0. The app always calls it a **cantrip**, never
|
||||
"level 0" or "level 1".
|
||||
|
||||
- **Adding:** by hand with the "+ Add Spell" form (name, level, school,
|
||||
damage and what it does), or from the library.
|
||||
- **Changing:** damage (the drop-down in the table) and the starting-option
|
||||
tick box. Name, level, school and description cannot be changed on screen
|
||||
damage, what it does and the two tick boxes), or from the library.
|
||||
- **Changing:** damage (the drop-down in the table) and the Revives and
|
||||
starting-option tick boxes. Name, level, school and description cannot be changed on screen
|
||||
once created (the API accepts it); remove and re-add instead.
|
||||
- **Damage choices:** the drop-down offers "No damage", then 1 to 6, 8 or 10
|
||||
dice of d4, d6, d8, d10 or d12 (1d4 up to 10d12), plus the three unusual
|
||||
|
||||
+112
-54
@@ -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)
|
||||
@@ -49,8 +49,12 @@ The pool is the "Weapons Pool" card on the campaign page (DM only).
|
||||
| Growth | Standard, Powerful or Legendary: how fast the dice climb per level (section 6) |
|
||||
| Starting option | Whether a brand-new character may pick it in the builder (section 8) |
|
||||
| Properties, range | Stored for library weapons (light, thrown, 20/60 ft…) but not shown or used anywhere |
|
||||
| Effects | What it does to whoever has it equipped: bonuses and penalties to the sheet's numbers, and a note. Works exactly as for items ([ITEMS.md](ITEMS.md), section 5) |
|
||||
|
||||
- **Adding:** by hand with the "+ Add Weapon" form, or from the library.
|
||||
- **Effects:** the "Effects" button on a weapon's row. A defending blade can
|
||||
give +1 AC, a heavy maul −5 speed. They count only while the weapon is
|
||||
equipped, and do not change its own attack or damage.
|
||||
- **Changing:** starting level, growth and the starting-option tick box can be
|
||||
changed in the table. Name, damage, type and ability cannot be changed on
|
||||
screen once created (the API accepts it); remove and re-add instead.
|
||||
@@ -61,7 +65,7 @@ The pool is the "Weapons Pool" card on the campaign page (DM only).
|
||||
|
||||
## 3. The built-in library
|
||||
|
||||
"📚 From Library" offers 37 standard weapons to copy into the pool:
|
||||
"📚 From Library" offers 41 weapons to copy into the pool:
|
||||
|
||||
| Category | Count | Examples |
|
||||
|---|---|---|
|
||||
@@ -69,6 +73,13 @@ The pool is the "Weapons Pool" card on the campaign page (DM only).
|
||||
| Simple ranged | 4 | Shortbow, Light Crossbow, Dart, Sling |
|
||||
| Martial melee | 18 | Longsword 1d8, Rapier 1d8, Greataxe 1d12, Greatsword 2d6 |
|
||||
| Martial ranged | 5 | Longbow, Heavy Crossbow, Hand Crossbow |
|
||||
| Paired | 4 | Paired Daggers 2d4, Paired Shortswords 2d6, Paired Scimitars 2d6, Paired Handaxes 2d6 |
|
||||
|
||||
**Paired weapons.** A character has one weapon equipped at a time (section
|
||||
4), so fighting with a weapon in each hand is not two weapons: it is **one
|
||||
weapon made as a pair**, whose damage is both blades. The library has four,
|
||||
and a DM makes others the same way with "+ Add Weapon" ("Twin Hammers",
|
||||
2d4 bludgeoning).
|
||||
|
||||
A weapon added from the library arrives with starting level 1, Standard
|
||||
growth, and **not** ticked as a starting option. Change those in the table
|
||||
@@ -84,8 +95,33 @@ On a character's sheet, the DM picks a weapon from the pool and clicks Give.
|
||||
keeps the level it has. A character holds one stack per weapon, so two
|
||||
copies of the same weapon at different levels is not possible.
|
||||
- The DM can take a weapon away with ✕ on the sheet.
|
||||
- The owning player ticks **Equipped**. Equipped is a label only: unequipped
|
||||
weapons still show their numbers, and nothing limits how many are equipped.
|
||||
- The owning player, or the DM, ticks **Equipped**.
|
||||
- **Only what is equipped counts.** A weapon has to be equipped to be used
|
||||
in an encounter, and gear only gives its effects while equipped. What is
|
||||
not equipped stays in the pack: still the character's, still listed on the
|
||||
sheet and in the character panel, but not in hand.
|
||||
- **There is a limit on how much can be equipped at once**, set per campaign
|
||||
in Campaign Settings ("Equipped at once"):
|
||||
|
||||
| Setting | Starts at | Means |
|
||||
|---|---|---|
|
||||
| Things equipped at once | 2 | Weapons and items together |
|
||||
| Of which weapons | 1 | So: one weapon, or one weapon and one item, or two items |
|
||||
|
||||
Armor and shields are items and count toward the limit. With the starting
|
||||
numbers a character can have a weapon and a shield, or a weapon and armor,
|
||||
but not all three; a DM who wants armor, shield and weapon together sets
|
||||
the first number to 3.
|
||||
- **Putting something on when the limit is reached is refused**, with a
|
||||
message naming what is already equipped. Take something off first.
|
||||
- **Equipping can be changed at any time, including in the middle of an
|
||||
encounter**, by the owning player or the DM: on the sheet, or in the
|
||||
character panel (the 🧙 button, or "🎒 Inventory" on the character's
|
||||
encounter card).
|
||||
- Lowering the limits takes nothing off anyone. A character with more on
|
||||
than the new limit keeps it until they change what they have equipped.
|
||||
- Everything arrives unequipped: gear from the DM, from a reward, bought, or
|
||||
given by another character.
|
||||
|
||||
**Passing a weapon on.** A character's owner (or the DM) can give a held
|
||||
weapon to another character in the campaign from the "Give to Another
|
||||
@@ -115,7 +151,8 @@ This is a house rule of this app, not standard D&D.
|
||||
| 9 and above | 1–9 |
|
||||
|
||||
A weapon above its holder's level is still held, but it shows "Requires level
|
||||
N", cannot be equipped, and is left out of quick stats and encounters. If the
|
||||
N", cannot be equipped, and so is never on its holder's encounter card. The
|
||||
character panel lists it, marked "needs level N". If the
|
||||
DM levels a weapon past its holder, or lowers the character's level, it is
|
||||
unequipped automatically.
|
||||
|
||||
@@ -185,13 +222,20 @@ 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 +245,8 @@ 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 |
|
||||
@@ -208,74 +254,86 @@ on the sheet would. See [ENCOUNTERS.md](ENCOUNTERS.md).
|
||||
## 11. What is not modelled
|
||||
|
||||
- Weapon proficiency by class (everyone is proficient with everything)
|
||||
- Properties: two-handed, versatile, light, reach, loading, thrown
|
||||
- Properties: two-handed, versatile, light, reach, loading, thrown (a
|
||||
two-handed weapon counts as one thing equipped, like any other)
|
||||
- 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
|
||||
- Magic bonuses to a weapon's own attack or damage, such as +1 weapons (use a
|
||||
higher level or growth instead)
|
||||
- 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
|
||||
|
||||
Every weapon "📚 From Library" offers. Base damage is the damage at level 1.
|
||||
Properties and range are carried into the campaign but not shown or used.
|
||||
"While equipped" is the weapon's effects and note, which are carried in too.
|
||||
|
||||
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
|
||||
|
||||
<!-- BEGIN GENERATED: weapon-library -->
|
||||
### Simple Melee (10)
|
||||
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range |
|
||||
|---|---|---|---|---|---|
|
||||
| Club | 1d4 | bludgeoning | Strength | light | — |
|
||||
| Dagger | 1d4 | piercing | Strength or Dexterity (finesse) | finesse, light, thrown | 20/60 ft |
|
||||
| Greatclub | 1d8 | bludgeoning | Strength | two-handed | — |
|
||||
| Handaxe | 1d6 | slashing | Strength | light, thrown | 20/60 ft |
|
||||
| Javelin | 1d6 | piercing | Strength | thrown | 30/120 ft |
|
||||
| Light Hammer | 1d4 | bludgeoning | Strength | light, thrown | 20/60 ft |
|
||||
| Mace | 1d6 | bludgeoning | Strength | — | — |
|
||||
| Quarterstaff | 1d6 | bludgeoning | Strength | versatile (1d8) | — |
|
||||
| Sickle | 1d4 | slashing | Strength | light | — |
|
||||
| Spear | 1d6 | piercing | Strength | thrown, versatile (1d8) | 20/60 ft |
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|
||||
|---|---|---|---|---|---|---|
|
||||
| Club | 1d4 | bludgeoning | Strength | light | — | — |
|
||||
| Dagger | 1d4 | piercing | Strength or Dexterity (finesse) | finesse, light, thrown | 20/60 ft | — |
|
||||
| Greatclub | 1d8 | bludgeoning | Strength | two-handed | — | — |
|
||||
| Handaxe | 1d6 | slashing | Strength | light, thrown | 20/60 ft | — |
|
||||
| Javelin | 1d6 | piercing | Strength | thrown | 30/120 ft | — |
|
||||
| Light Hammer | 1d4 | bludgeoning | Strength | light, thrown | 20/60 ft | — |
|
||||
| Mace | 1d6 | bludgeoning | Strength | — | — | — |
|
||||
| Quarterstaff | 1d6 | bludgeoning | Strength | versatile (1d8) | — | — |
|
||||
| Sickle | 1d4 | slashing | Strength | light | — | — |
|
||||
| Spear | 1d6 | piercing | Strength | thrown, versatile (1d8) | 20/60 ft | — |
|
||||
|
||||
### Simple Ranged (4)
|
||||
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range |
|
||||
|---|---|---|---|---|---|
|
||||
| Light Crossbow | 1d8 | piercing | Dexterity | ammunition, loading, two-handed | 80/320 ft |
|
||||
| Dart | 1d4 | piercing | Strength or Dexterity (finesse) | finesse, thrown | 20/60 ft |
|
||||
| Shortbow | 1d6 | piercing | Dexterity | ammunition, two-handed | 80/320 ft |
|
||||
| Sling | 1d4 | bludgeoning | Dexterity | ammunition | 30/120 ft |
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|
||||
|---|---|---|---|---|---|---|
|
||||
| Light Crossbow | 1d8 | piercing | Dexterity | ammunition, loading, two-handed | 80/320 ft | — |
|
||||
| Dart | 1d4 | piercing | Strength or Dexterity (finesse) | finesse, thrown | 20/60 ft | — |
|
||||
| Shortbow | 1d6 | piercing | Dexterity | ammunition, two-handed | 80/320 ft | — |
|
||||
| Sling | 1d4 | bludgeoning | Dexterity | ammunition | 30/120 ft | — |
|
||||
|
||||
### Martial Melee (18)
|
||||
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range |
|
||||
|---|---|---|---|---|---|
|
||||
| Battleaxe | 1d8 | slashing | Strength | versatile (1d10) | — |
|
||||
| Flail | 1d8 | bludgeoning | Strength | — | — |
|
||||
| Glaive | 1d10 | slashing | Strength | heavy, reach, two-handed | — |
|
||||
| Greataxe | 1d12 | slashing | Strength | heavy, two-handed | — |
|
||||
| Greatsword | 2d6 | slashing | Strength | heavy, two-handed | — |
|
||||
| Halberd | 1d10 | slashing | Strength | heavy, reach, two-handed | — |
|
||||
| Lance | 1d12 | piercing | Strength | reach, special | — |
|
||||
| Longsword | 1d8 | slashing | Strength | versatile (1d10) | — |
|
||||
| Maul | 2d6 | bludgeoning | Strength | heavy, two-handed | — |
|
||||
| Morningstar | 1d8 | piercing | Strength | — | — |
|
||||
| Pike | 1d10 | piercing | Strength | heavy, reach, two-handed | — |
|
||||
| Rapier | 1d8 | piercing | Strength or Dexterity (finesse) | finesse | — |
|
||||
| Scimitar | 1d6 | slashing | Strength or Dexterity (finesse) | finesse, light | — |
|
||||
| Shortsword | 1d6 | piercing | Strength or Dexterity (finesse) | finesse, light | — |
|
||||
| Trident | 1d6 | piercing | Strength | thrown, versatile (1d8) | 20/60 ft |
|
||||
| War Pick | 1d8 | piercing | Strength | — | — |
|
||||
| Warhammer | 1d8 | bludgeoning | Strength | versatile (1d10) | — |
|
||||
| Whip | 1d4 | slashing | Strength or Dexterity (finesse) | finesse, reach | — |
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|
||||
|---|---|---|---|---|---|---|
|
||||
| Battleaxe | 1d8 | slashing | Strength | versatile (1d10) | — | — |
|
||||
| Flail | 1d8 | bludgeoning | Strength | — | — | — |
|
||||
| Glaive | 1d10 | slashing | Strength | heavy, reach, two-handed | — | — |
|
||||
| Greataxe | 1d12 | slashing | Strength | heavy, two-handed | — | — |
|
||||
| Greatsword | 2d6 | slashing | Strength | heavy, two-handed | — | — |
|
||||
| Halberd | 1d10 | slashing | Strength | heavy, reach, two-handed | — | — |
|
||||
| Lance | 1d12 | piercing | Strength | reach, special | — | — |
|
||||
| Longsword | 1d8 | slashing | Strength | versatile (1d10) | — | — |
|
||||
| Maul | 2d6 | bludgeoning | Strength | heavy, two-handed | — | — |
|
||||
| Morningstar | 1d8 | piercing | Strength | — | — | — |
|
||||
| Pike | 1d10 | piercing | Strength | heavy, reach, two-handed | — | — |
|
||||
| Rapier | 1d8 | piercing | Strength or Dexterity (finesse) | finesse | — | — |
|
||||
| Scimitar | 1d6 | slashing | Strength or Dexterity (finesse) | finesse, light | — | — |
|
||||
| Shortsword | 1d6 | piercing | Strength or Dexterity (finesse) | finesse, light | — | — |
|
||||
| Trident | 1d6 | piercing | Strength | thrown, versatile (1d8) | 20/60 ft | — |
|
||||
| War Pick | 1d8 | piercing | Strength | — | — | — |
|
||||
| Warhammer | 1d8 | bludgeoning | Strength | versatile (1d10) | — | — |
|
||||
| Whip | 1d4 | slashing | Strength or Dexterity (finesse) | finesse, reach | — | — |
|
||||
|
||||
### Martial Ranged (5)
|
||||
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range |
|
||||
|---|---|---|---|---|---|
|
||||
| Blowgun | 1 | piercing | Dexterity | ammunition, loading | 25/100 ft |
|
||||
| Hand Crossbow | 1d6 | piercing | Dexterity | ammunition, light, loading | 30/120 ft |
|
||||
| Heavy Crossbow | 1d10 | piercing | Dexterity | ammunition, heavy, loading, two-handed | 100/400 ft |
|
||||
| Longbow | 1d8 | piercing | Dexterity | ammunition, heavy, two-handed | 150/600 ft |
|
||||
| Net | - | special | Dexterity | special, thrown | 5/15 ft |
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|
||||
|---|---|---|---|---|---|---|
|
||||
| Blowgun | 1 | piercing | Dexterity | ammunition, loading | 25/100 ft | — |
|
||||
| Hand Crossbow | 1d6 | piercing | Dexterity | ammunition, light, loading | 30/120 ft | — |
|
||||
| Heavy Crossbow | 1d10 | piercing | Dexterity | ammunition, heavy, loading, two-handed | 100/400 ft | — |
|
||||
| Longbow | 1d8 | piercing | Dexterity | ammunition, heavy, two-handed | 150/600 ft | — |
|
||||
| Net | - | special | Dexterity | special, thrown | 5/15 ft | — |
|
||||
|
||||
### Paired (4)
|
||||
|
||||
| Weapon | Base damage | Type | Attacks with | Properties | Range | While equipped |
|
||||
|---|---|---|---|---|---|---|
|
||||
| Paired Daggers | 2d4 | piercing | Strength or Dexterity (finesse) | finesse, light, paired | — | A dagger in each hand: takes both hands. |
|
||||
| Paired Shortswords | 2d6 | piercing | Strength or Dexterity (finesse) | finesse, light, paired | — | A shortsword in each hand: takes both hands. |
|
||||
| Paired Scimitars | 2d6 | slashing | Strength or Dexterity (finesse) | finesse, light, paired | — | A scimitar in each hand: takes both hands. |
|
||||
| Paired Handaxes | 2d6 | slashing | Strength | light, paired | — | A handaxe in each hand: takes both hands. |
|
||||
<!-- END GENERATED: weapon-library -->
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"name": "frontend",
|
||||
"private": true,
|
||||
"version": "1.4.0",
|
||||
"version": "1.11.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite",
|
||||
|
||||
+147
-2
@@ -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,
|
||||
@@ -12,12 +12,14 @@ import type {
|
||||
Encounter,
|
||||
EncounterMode,
|
||||
EncounterParticipant,
|
||||
GearEffect,
|
||||
GoldTransaction,
|
||||
Item,
|
||||
Location,
|
||||
Monster,
|
||||
Note,
|
||||
Npc,
|
||||
SaleOffer,
|
||||
QuickStats,
|
||||
Spell,
|
||||
Weapon,
|
||||
@@ -163,6 +165,28 @@ export function usePatchCharacter(characterId: string) {
|
||||
});
|
||||
}
|
||||
|
||||
// What can be done for a character at 0 HP: enter a death save (what the d20
|
||||
// showed), steady them, or — the DM only — set the tallies by hand or bring
|
||||
// back the dead.
|
||||
export type DeathSaveAction =
|
||||
| { action: 'roll'; roll: number }
|
||||
| { action: 'stabilize' }
|
||||
| { action: 'set'; successes: number; failures: number }
|
||||
| { action: 'revive' };
|
||||
|
||||
export function useDeathSave(characterId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
mutationFn: async (data: DeathSaveAction) =>
|
||||
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/death-saves`, data)).data.character,
|
||||
onSuccess: (character) => {
|
||||
invalidateCharacter(qc, characterId); // the sheet and its quick stats
|
||||
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows the sheet's HP
|
||||
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
export function useDeleteCharacter(campaignId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
@@ -441,12 +465,22 @@ export function usePatchPoolEntry(campaignId: string, pool: Pool) {
|
||||
isStartingOption?: boolean;
|
||||
damageDice?: string | null;
|
||||
damageScaling?: number;
|
||||
revives?: boolean;
|
||||
minLevel?: number;
|
||||
name?: string;
|
||||
description?: string | null;
|
||||
exchangeGold?: number | null;
|
||||
exchangeCash?: number | null;
|
||||
effects?: GearEffect[];
|
||||
effectNote?: string | null;
|
||||
}) =>
|
||||
(await apiClient.patch(`/campaigns/${campaignId}/${pool}/${id}`, data)).data,
|
||||
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, pool] }),
|
||||
onSuccess: () => {
|
||||
qc.invalidateQueries({ queryKey: ['campaign', campaignId, pool] });
|
||||
// What an entry does while equipped changes the sheet of whoever holds it.
|
||||
qc.invalidateQueries({ queryKey: ['character'] });
|
||||
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'characters'] });
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
@@ -514,6 +548,20 @@ export function useCreateMonster(campaignId: string) {
|
||||
});
|
||||
}
|
||||
|
||||
// Changes a monster's stat block. Encounters read it live, so copies already
|
||||
// in a scene show the new numbers (their HP stays as it was).
|
||||
export function useUpdateMonster(campaignId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
mutationFn: async ({ id, ...data }: { id: string } & Partial<Omit<Monster, 'id' | 'campaignId'>>) =>
|
||||
(await apiClient.patch<{ monster: Monster }>(`/campaigns/${campaignId}/monsters/${id}`, data)).data.monster,
|
||||
onSuccess: () => {
|
||||
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'monsters'] });
|
||||
qc.invalidateQueries({ queryKey: ['encounter'] });
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
export function useDeleteMonster(campaignId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
@@ -545,6 +593,14 @@ export function useAddWeaponFromLibrary(campaignId: string) {
|
||||
});
|
||||
}
|
||||
|
||||
export function useAddItemFromLibrary(campaignId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
mutationFn: async (key: string) => (await apiClient.post<{ item: Item }>(`/campaigns/${campaignId}/items/from-library`, { key })).data.item,
|
||||
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'items'] }),
|
||||
});
|
||||
}
|
||||
|
||||
export function useAddSpellFromLibrary(campaignId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
@@ -728,6 +784,29 @@ export function usePatchEncounter(encounterId: string) {
|
||||
}
|
||||
type EncounterStatusInput = 'PLANNING' | 'ACTIVE' | 'COMPLETE';
|
||||
|
||||
// Sets which combatants are marked as targets (an empty list clears them).
|
||||
// The DM at any time; a player while their own character is on turn.
|
||||
export function useSetTargets(encounterId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
mutationFn: async (participantIds: string[]) => (await apiClient.put(`/encounters/${encounterId}/targets`, { participantIds })).data,
|
||||
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
|
||||
});
|
||||
}
|
||||
|
||||
// The character on turn trying to bring a dead ally back; the server decides
|
||||
// whether they have the means.
|
||||
export function useReviveParticipant(encounterId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
mutationFn: async (participantId: string) => (await apiClient.post(`/encounters/${encounterId}/participants/${participantId}/revive`)).data,
|
||||
onSuccess: () => {
|
||||
qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
|
||||
qc.invalidateQueries({ queryKey: ['character'] }); // the revived character's sheet
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
export function useNextTurn(encounterId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
@@ -797,6 +876,72 @@ 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
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
+150
-5
@@ -93,6 +93,12 @@ export interface Campaign {
|
||||
startingSpellCount: number;
|
||||
skipMotivationRoll: boolean;
|
||||
showMonsterHp: boolean; // off: players get a health bar for monsters and NPCs, no numbers
|
||||
// Added to each target's AC for every target beyond the first in an area attack; 0 is off.
|
||||
areaAttackAcPenalty: number;
|
||||
// How many weapons and items a character can have equipped together, and
|
||||
// how many of those can be weapons. Only equipped gear is used in a fight.
|
||||
maxEquipped: number;
|
||||
maxEquippedWeapons: number;
|
||||
ownerId: string;
|
||||
archivedAt: string | null; // set while the campaign is archived
|
||||
role: 'DM' | 'PLAYER';
|
||||
@@ -106,7 +112,20 @@ export interface CampaignMemberSummary {
|
||||
}
|
||||
|
||||
// The coins a character carries. 1 gold = 10 silver = 100 copper.
|
||||
export type Currency = 'GOLD' | 'SILVER' | 'COPPER';
|
||||
export type Coin = 'GOLD' | 'SILVER' | 'COPPER';
|
||||
// Coins, plus cash ($): modern money for crossover worlds, with no worth in coins.
|
||||
export type Currency = Coin | 'CASH';
|
||||
|
||||
// Where a character stands at 0 HP. UP: on their feet. DYING: rolling death
|
||||
// saves, three of either kind settles it. STABLE: at 0 HP but no longer
|
||||
// rolling. DEAD: three failures, or one blow too big to survive.
|
||||
export type LifeState = 'UP' | 'DYING' | 'STABLE' | 'DEAD';
|
||||
|
||||
export interface DeathSaves {
|
||||
state: LifeState;
|
||||
successes: number;
|
||||
failures: number;
|
||||
}
|
||||
|
||||
export interface CharacterSummary {
|
||||
id: string;
|
||||
@@ -121,10 +140,12 @@ export interface CharacterSummary {
|
||||
buildStage: BuildStage;
|
||||
currentHp: number;
|
||||
tempHp: number;
|
||||
// The purse; all three are null for another player's character.
|
||||
deathSaves: DeathSaves;
|
||||
// The purse; all four are null for another player's character.
|
||||
gold: number | null;
|
||||
silver: number | null;
|
||||
copper: number | null;
|
||||
cash: number | null;
|
||||
maxHp: number | null;
|
||||
armorClass: number | null;
|
||||
currentLocationId: string | null;
|
||||
@@ -145,6 +166,21 @@ export interface AbilityDetail {
|
||||
modifier: number;
|
||||
}
|
||||
|
||||
// One thing a weapon or item does to whoever has it equipped: a signed amount
|
||||
// on one of the sheet's numbers ("AC", "SPEED", "STR", "SAVE_DEX",
|
||||
// "SKILL_STEALTH"...). The full list is GEAR_STATS on the server.
|
||||
export interface GearEffect {
|
||||
stat: string;
|
||||
amount: number;
|
||||
}
|
||||
|
||||
// What a character's equipped gear is doing right now. The sheet's numbers
|
||||
// already include it; this says where each change comes from.
|
||||
export interface ActiveGear {
|
||||
effects: (GearEffect & { source: string })[];
|
||||
notes: { source: string; note: string }[];
|
||||
}
|
||||
|
||||
export interface CharacterSheet {
|
||||
abilities: Record<Ability, AbilityDetail>;
|
||||
proficiencyBonus: number;
|
||||
@@ -157,6 +193,7 @@ export interface CharacterSheet {
|
||||
skills: Record<string, { ability: Ability; proficient: boolean; expertise: boolean; bonus: number }>;
|
||||
passivePerception: number;
|
||||
spellcasting: { ability: Ability; saveDC: number; attackBonus: number } | null;
|
||||
gear: ActiveGear;
|
||||
}
|
||||
|
||||
export interface Weapon {
|
||||
@@ -175,6 +212,8 @@ export interface Weapon {
|
||||
damageScaling: number;
|
||||
minLevel: number;
|
||||
isStartingOption: boolean;
|
||||
effects: GearEffect[]; // what it does to whoever has it equipped
|
||||
effectNote: string | null; // and what it does that is not a number
|
||||
}
|
||||
|
||||
export interface CharacterWeapon {
|
||||
@@ -201,6 +240,7 @@ export interface Spell {
|
||||
description: string | null;
|
||||
damageDice: string | null;
|
||||
isStartingOption: boolean;
|
||||
revives: boolean; // brings back the dead: lets its caster revive a dead ally in a battle
|
||||
}
|
||||
|
||||
export interface CharacterSpell {
|
||||
@@ -222,6 +262,8 @@ export interface Item {
|
||||
damageScaling: number;
|
||||
minLevel: number;
|
||||
isStartingOption: boolean;
|
||||
effects: GearEffect[]; // armor is an item with an AC effect
|
||||
effectNote: string | null;
|
||||
}
|
||||
|
||||
export interface InventoryItem {
|
||||
@@ -274,6 +316,7 @@ export interface CharacterDetail {
|
||||
rolledScores: Record<Ability, number>;
|
||||
currentHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
armorBonus: number;
|
||||
specialAbilities: string | null;
|
||||
background: string | null;
|
||||
@@ -287,6 +330,7 @@ export interface CharacterDetail {
|
||||
gold: number | null;
|
||||
silver: number | null;
|
||||
copper: number | null;
|
||||
cash: 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;
|
||||
@@ -324,6 +368,23 @@ 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;
|
||||
@@ -331,6 +392,11 @@ 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.
|
||||
@@ -371,6 +437,15 @@ export interface CombatWeapon {
|
||||
damageType: string;
|
||||
}
|
||||
|
||||
// An item a character has equipped, as everyone in an encounter sees it.
|
||||
export interface CombatItem {
|
||||
inventoryItemId: string;
|
||||
name: string;
|
||||
level: number;
|
||||
quantity: number;
|
||||
damageDice: string | null;
|
||||
}
|
||||
|
||||
export interface CombatSpell {
|
||||
characterSpellId: string;
|
||||
name: string;
|
||||
@@ -386,6 +461,8 @@ export interface CharacterCombatInfo {
|
||||
characterClass: CharacterClass | null;
|
||||
armorClass: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
canRevive: boolean; // has a spell that brings back the dead, at a level they can cast
|
||||
speed: number;
|
||||
initiativeBonus: number;
|
||||
passivePerception: number;
|
||||
@@ -393,7 +470,9 @@ export interface CharacterCombatInfo {
|
||||
abilities: Record<Ability, AbilityDetail>;
|
||||
saves: Record<Ability, { proficient: boolean; bonus: number }>;
|
||||
specialAbilities: string | null;
|
||||
weapons: CombatWeapon[];
|
||||
gear: ActiveGear;
|
||||
weapons: CombatWeapon[]; // the equipped ones: a weapon has to be in hand to be used
|
||||
items: CombatItem[]; // likewise
|
||||
spells: CombatSpell[];
|
||||
spellcasting: { ability: Ability; saveDC: number; attackBonus: number } | null;
|
||||
}
|
||||
@@ -417,6 +496,9 @@ export interface EncounterParticipant {
|
||||
conditions: string[];
|
||||
isMonster: boolean;
|
||||
kind: 'CHARACTER' | 'MONSTER' | 'NPC';
|
||||
// Out of the fight (a dead character, or a monster or NPC at 0 HP) and so
|
||||
// hidden from the players. Only the DM is ever sent one of these.
|
||||
hidden: boolean;
|
||||
npcId: string | null;
|
||||
character?: { id: string; name: string; userId: string | null } | null;
|
||||
// The DM gets the whole stat block; players only the id and name.
|
||||
@@ -433,6 +515,9 @@ export interface Encounter {
|
||||
status: EncounterStatus;
|
||||
currentRound: number;
|
||||
activeParticipantId: string | null;
|
||||
// The combatants marked as targets right now, for everyone to see, in the
|
||||
// order they were picked. More than one is an area attack.
|
||||
targetParticipantIds: string[];
|
||||
description: string | null;
|
||||
dmNotes?: string | null; // DM only
|
||||
// Where the scene is. A player is only told once their character has been there.
|
||||
@@ -441,8 +526,12 @@ export interface Encounter {
|
||||
archivedAt: string | null; // archived encounters only reach the DM's list
|
||||
sortOrder: number; // place in the campaign's own order, lowest first
|
||||
createdAt: string;
|
||||
participants?: EncounterParticipant[];
|
||||
participants?: EncounterParticipant[]; // a player's list leaves out the fallen
|
||||
// The dead characters in the scene. Players do not get their cards, only
|
||||
// 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 {
|
||||
@@ -466,6 +555,18 @@ export interface LibraryWeapon {
|
||||
properties: string[];
|
||||
rangeNormal: number | null;
|
||||
rangeLong: number | null;
|
||||
effects?: GearEffect[];
|
||||
effectNote?: string | null;
|
||||
}
|
||||
|
||||
export interface LibraryItem {
|
||||
key: string;
|
||||
name: string;
|
||||
category: string;
|
||||
description: string | null;
|
||||
damageDice: string | null;
|
||||
effects: GearEffect[];
|
||||
effectNote: string | null;
|
||||
}
|
||||
|
||||
export interface LibrarySpell {
|
||||
@@ -478,6 +579,7 @@ export interface LibrarySpell {
|
||||
duration: string | null;
|
||||
description: string | null;
|
||||
damageDice?: string; // default damage; absent for spells that deal none
|
||||
revives?: boolean; // brings back the dead
|
||||
classes: CharacterClass[];
|
||||
}
|
||||
|
||||
@@ -502,6 +604,7 @@ export interface LibraryMonster {
|
||||
|
||||
export interface CampaignLibrary {
|
||||
weapons: LibraryWeapon[];
|
||||
items: LibraryItem[];
|
||||
spells: LibrarySpell[];
|
||||
monsters: LibraryMonster[];
|
||||
}
|
||||
@@ -513,22 +616,64 @@ export interface QuickStatsWeapon {
|
||||
level: number;
|
||||
equipped: boolean;
|
||||
quantity: number;
|
||||
usable: boolean; // false while the character is below this copy's level
|
||||
effects: GearEffect[];
|
||||
effectNote: string | null;
|
||||
attackBonus: number;
|
||||
damageBonus: number;
|
||||
damageDice: string;
|
||||
damageType: string;
|
||||
}
|
||||
|
||||
export interface QuickStats {
|
||||
export interface QuickStatsItem {
|
||||
inventoryItemId: string;
|
||||
itemId: string;
|
||||
name: string;
|
||||
description: string | null;
|
||||
level: number;
|
||||
equipped: boolean;
|
||||
quantity: number;
|
||||
usable: boolean;
|
||||
damageDice: string | null; // at this copy's level
|
||||
effects: GearEffect[];
|
||||
effectNote: string | null;
|
||||
}
|
||||
|
||||
export interface QuickStatsSpell {
|
||||
characterSpellId: string;
|
||||
name: string;
|
||||
level: number;
|
||||
damageDice: string | null;
|
||||
description: string | null;
|
||||
prepared: boolean;
|
||||
usable: boolean;
|
||||
}
|
||||
|
||||
// A character at a glance, with everything it holds. The pack, the spell
|
||||
// list and the purse are only sent to the owning player and the DM
|
||||
// (`restricted` is true for anyone else).
|
||||
export interface QuickStats {
|
||||
id: string;
|
||||
name: string;
|
||||
level: number;
|
||||
species: Species | null;
|
||||
characterClass: CharacterClass | null;
|
||||
currentHp: number;
|
||||
maxHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
armorClass: number;
|
||||
initiative: number;
|
||||
speed: number;
|
||||
proficiencyBonus: number;
|
||||
spellcasting: { ability: Ability; saveDC: number; attackBonus: number } | null;
|
||||
passivePerception: number;
|
||||
abilities: Record<Ability, AbilityDetail>;
|
||||
specialAbilities: string | null;
|
||||
gear: ActiveGear;
|
||||
weapons: QuickStatsWeapon[];
|
||||
restricted: boolean;
|
||||
inventory: QuickStatsItem[];
|
||||
spells: QuickStatsSpell[];
|
||||
purse: { gold: number; silver: number; copper: number; cash: number } | null;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,298 @@
|
||||
import { Link, useMatch } from 'react-router-dom';
|
||||
import { useCampaign, useCampaignCharacters, usePatchCharacterWeapon, usePatchInventoryItem, useQuickStats } from '../api/queries';
|
||||
import { useAuth } from '../auth/AuthContext';
|
||||
import { useLastCampaignId } from '../lib/lastCampaign';
|
||||
import { closeCharacterPanel, openCharacterPanel, useCharacterPanelId } from '../lib/characterPanel';
|
||||
import { CLASS_LABELS, SPECIES_LABELS, fmtMod, formatPurse, spellLevelLabel } from '../lib/format';
|
||||
import { effectLabel, effectsSummary } from '../lib/gear';
|
||||
import { speciesIcon } from '../lib/speciesIcons';
|
||||
import { Spinner, ErrorBanner } from './Spinner';
|
||||
import { HpBar } from './HpBar';
|
||||
import { DeathSaves } from './DeathSaves';
|
||||
import { useState } from 'react';
|
||||
import { extractErrorMessage } from '../lib/format';
|
||||
import type { ActiveGear } from '../api/types';
|
||||
|
||||
// What equipped gear is doing, one line per thing: "Chain Mail: +6 AC · −10 Speed".
|
||||
export function GearInForce({ gear }: { gear: ActiveGear }) {
|
||||
const sources = [...new Set([...gear.effects.map((e) => e.source), ...gear.notes.map((n) => n.source)])];
|
||||
if (sources.length === 0) return null;
|
||||
return (
|
||||
<>
|
||||
{sources.map((source) => (
|
||||
<div key={source} className="detail-row">
|
||||
<strong>{source}</strong>
|
||||
<span>
|
||||
{[...gear.effects.filter((e) => e.source === source).map(effectLabel), ...gear.notes.filter((n) => n.source === source).map((n) => n.note)].join(' · ')}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function Flags({ equipped, usable, level }: { equipped: boolean; usable: boolean; level: number }) {
|
||||
return (
|
||||
<>
|
||||
{equipped && <span className="badge badge-live" style={{ marginLeft: 6 }}>equipped</span>}
|
||||
{!usable && <span className="badge badge-hostile" style={{ marginLeft: 6 }}>needs level {level}</span>}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
// One character at a glance: the numbers for a fight, and everything they
|
||||
// hold. The pack, spells and purse are there for the character's own player
|
||||
// and the DM, who can also put gear on and take it off from here.
|
||||
function PanelBody({ characterId }: { characterId: string }) {
|
||||
const { data, isLoading, error } = useQuickStats(characterId, true);
|
||||
const patchWeapon = usePatchCharacterWeapon(characterId);
|
||||
const patchItem = usePatchInventoryItem(characterId);
|
||||
// Why something could not be equipped: too much on already.
|
||||
const [equipError, setEquipError] = useState<string | null>(null);
|
||||
const equip = { onError: (err: unknown) => setEquipError(extractErrorMessage(err)), onSuccess: () => setEquipError(null) };
|
||||
|
||||
if (isLoading) return <Spinner label="Reading the sheet…" />;
|
||||
if (error || !data) return <ErrorBanner message="Could not load this character." />;
|
||||
|
||||
const canEquip = !data.restricted;
|
||||
const stats: [string, string | number][] = [
|
||||
['AC', data.armorClass],
|
||||
['Initiative', fmtMod(data.initiative)],
|
||||
['Speed', data.speed],
|
||||
['Prof.', fmtMod(data.proficiencyBonus)],
|
||||
['Passive Perc.', data.passivePerception],
|
||||
];
|
||||
|
||||
return (
|
||||
<div className="mt-md">
|
||||
<div className="flex-between flex-wrap">
|
||||
<div>
|
||||
<h3 style={{ margin: 0 }}>
|
||||
<span aria-hidden="true">{speciesIcon(data.species)}</span> {data.name}
|
||||
</h3>
|
||||
<div className="combatant-sub">
|
||||
{data.species && SPECIES_LABELS[data.species]} {data.characterClass && CLASS_LABELS[data.characterClass]} · Level {data.level}
|
||||
</div>
|
||||
</div>
|
||||
<Link to={`/characters/${data.id}`} className="btn" onClick={closeCharacterPanel}>
|
||||
Full sheet
|
||||
</Link>
|
||||
</div>
|
||||
|
||||
<div className="stat-chips mt-sm">
|
||||
<span className="stat-chip">
|
||||
<span>HP</span>
|
||||
<b>
|
||||
{data.currentHp}/{data.maxHp}
|
||||
{data.tempHp > 0 && ` +${data.tempHp}`}
|
||||
</b>
|
||||
</span>
|
||||
{stats.map(([label, value]) => (
|
||||
<span key={label} className="stat-chip">
|
||||
<span>{label}</span>
|
||||
<b>{value}</b>
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
<div className="mt-sm">
|
||||
<HpBar current={data.currentHp} max={data.maxHp} temp={data.tempHp} />
|
||||
</div>
|
||||
{/* Read-only here; the saves are rolled on the sheet or in the encounter. */}
|
||||
<DeathSaves characterId={characterId} name={data.name} deathSaves={data.deathSaves} canAct={false} isDM={false} />
|
||||
|
||||
<div className="stat-chips mt-sm">
|
||||
{(Object.keys(data.abilities) as (keyof typeof data.abilities)[]).map((a) => (
|
||||
<span key={a} className="stat-chip">
|
||||
<span>{a}</span>
|
||||
<b>
|
||||
{data.abilities[a].final} ({fmtMod(data.abilities[a].modifier)})
|
||||
</b>
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{(data.gear.effects.length > 0 || data.gear.notes.length > 0) && (
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">From equipped gear</div>
|
||||
<GearInForce gear={data.gear} />
|
||||
<p className="combatant-sub" style={{ margin: '0.4rem 0 0' }}>Already counted in the numbers above.</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{data.spellcasting && (
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">Spellcasting</div>
|
||||
<p style={{ margin: 0 }}>
|
||||
Save DC {data.spellcasting.saveDC} · Attack {fmtMod(data.spellcasting.attackBonus)}
|
||||
</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{canEquip && (
|
||||
<p className="combatant-sub mt-md" style={{ marginBottom: 0 }}>
|
||||
Tick what is equipped. Only equipped weapons can be used in an encounter, and only equipped gear gives its effects.
|
||||
</p>
|
||||
)}
|
||||
{equipError && <ErrorBanner message={equipError} />}
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">Weapons · {data.weapons.length}</div>
|
||||
{data.weapons.length === 0 && <p className="combatant-sub" style={{ margin: 0 }}>No weapons.</p>}
|
||||
{data.weapons.map((w) => (
|
||||
<div key={w.characterWeaponId} className="reward-row">
|
||||
<div className="flex-between">
|
||||
<div>
|
||||
<strong>{w.name}</strong>
|
||||
{w.quantity > 1 && <span className="combatant-sub"> ×{w.quantity}</span>}
|
||||
<Flags equipped={w.equipped} usable={w.usable} level={w.level} />
|
||||
<div className="combatant-sub">
|
||||
Lv {w.level} · attack {fmtMod(w.attackBonus)} · {w.damageDice} {fmtMod(w.damageBonus)} {w.damageType}
|
||||
</div>
|
||||
{effectsSummary(w.effects, w.effectNote) && <div className="combatant-sub">✦ {effectsSummary(w.effects, w.effectNote)}</div>}
|
||||
</div>
|
||||
{canEquip && (
|
||||
<input
|
||||
type="checkbox"
|
||||
aria-label={`${w.name} is equipped`}
|
||||
title="Equipped"
|
||||
checked={w.equipped}
|
||||
disabled={!w.usable || patchWeapon.isPending}
|
||||
onChange={(e) => patchWeapon.mutate({ weaponId: w.weaponId, equipped: e.target.checked }, equip)}
|
||||
/>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{data.restricted ? (
|
||||
<p className="combatant-sub mt-md">Their pack, spells and purse are their own business.</p>
|
||||
) : (
|
||||
<>
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">Inventory · {data.inventory.length}</div>
|
||||
{data.inventory.length === 0 && <p className="combatant-sub" style={{ margin: 0 }}>Nothing carried.</p>}
|
||||
{data.inventory.map((item) => (
|
||||
<div key={item.inventoryItemId} className="reward-row">
|
||||
<div className="flex-between">
|
||||
<div>
|
||||
<strong>{item.name}</strong>
|
||||
<span className="combatant-sub"> ×{item.quantity}</span>
|
||||
<Flags equipped={item.equipped} usable={item.usable} level={item.level} />
|
||||
<div className="combatant-sub">
|
||||
Lv {item.level}
|
||||
{item.damageDice && ` · ${item.damageDice}`}
|
||||
</div>
|
||||
{effectsSummary(item.effects, item.effectNote) && <div className="combatant-sub">✦ {effectsSummary(item.effects, item.effectNote)}</div>}
|
||||
{item.description && <div className="combatant-sub">{item.description}</div>}
|
||||
</div>
|
||||
<input
|
||||
type="checkbox"
|
||||
aria-label={`${item.name} is equipped`}
|
||||
title="Equipped"
|
||||
checked={item.equipped}
|
||||
disabled={!item.usable || patchItem.isPending}
|
||||
onChange={(e) => patchItem.mutate({ itemId: item.itemId, equipped: e.target.checked }, equip)}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">
|
||||
<span>Money</span>
|
||||
{data.purse && <span className="mono">{formatPurse(data.purse)}</span>}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{data.spells.length > 0 && (
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">Spells · {data.spells.length}</div>
|
||||
{data.spells.map((s) => (
|
||||
<div key={s.characterSpellId} className="reward-row">
|
||||
<strong>{s.name}</strong>
|
||||
<span className="combatant-sub">
|
||||
{' '}
|
||||
{spellLevelLabel(s.level)}
|
||||
{s.damageDice && ` · ${s.damageDice}`}
|
||||
</span>
|
||||
{s.prepared && <span className="badge badge-live" style={{ marginLeft: 6 }}>prepared</span>}
|
||||
{!s.usable && <span className="badge badge-hostile" style={{ marginLeft: 6 }}>needs level {s.level}</span>}
|
||||
{s.description && <div className="combatant-sub">{s.description}</div>}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</>
|
||||
)}
|
||||
|
||||
{data.specialAbilities && (
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">Special Abilities</div>
|
||||
<p style={{ margin: 0, whiteSpace: 'pre-wrap' }}>{data.specialAbilities}</p>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
// The floating character button, on every page, and the panel it opens. A
|
||||
// player gets their own characters in the campaign they are in; the DM gets
|
||||
// everyone's. Other pages can open the panel for a particular character with
|
||||
// openCharacterPanel (lib/characterPanel.ts).
|
||||
export function CharacterPanel() {
|
||||
const { user } = useAuth();
|
||||
const campaignId = useLastCampaignId() ?? undefined;
|
||||
const { data: campaignData } = useCampaign(campaignId);
|
||||
const { data: characters } = useCampaignCharacters(campaignId);
|
||||
const onSheet = useMatch('/characters/:characterId');
|
||||
const openId = useCharacterPanelId();
|
||||
|
||||
const isDM = campaignData?.campaign.role === 'DM';
|
||||
const choices = (characters ?? []).filter((c) => c.buildStage === 'COMPLETE' && (isDM || c.userId === user?.id));
|
||||
if (choices.length === 0 && !openId) return null;
|
||||
|
||||
// On a character's own sheet the button opens that character; otherwise the first of yours.
|
||||
const fallback = choices.find((c) => c.id === onSheet?.params.characterId) ?? choices.find((c) => c.userId === user?.id) ?? choices[0];
|
||||
const shown = openId ?? undefined;
|
||||
|
||||
return (
|
||||
<>
|
||||
{fallback && (
|
||||
<button
|
||||
className="fab-quickstats"
|
||||
onClick={() => openCharacterPanel(fallback.id)}
|
||||
title={isDM ? 'Characters: stats and inventory' : 'Your character: stats and inventory'}
|
||||
aria-label="Open the character panel"
|
||||
>
|
||||
🧙
|
||||
</button>
|
||||
)}
|
||||
{shown && (
|
||||
<>
|
||||
<div className="drawer-backdrop" onClick={closeCharacterPanel} />
|
||||
<div className="drawer" role="dialog" aria-label="Character panel">
|
||||
<div className="flex-between">
|
||||
{choices.length > 1 && choices.some((c) => c.id === shown) ? (
|
||||
<select aria-label="Which character" value={shown} onChange={(e) => openCharacterPanel(e.target.value)} style={{ flex: 1, minWidth: 0 }}>
|
||||
{choices.map((c) => (
|
||||
<option key={c.id} value={c.id}>
|
||||
{c.name}
|
||||
{isDM && c.userId === user?.id ? ' (yours)' : ''}
|
||||
</option>
|
||||
))}
|
||||
</select>
|
||||
) : (
|
||||
<h2 style={{ margin: 0 }}>Character</h2>
|
||||
)}
|
||||
<button className="btn btn-ghost" onClick={closeCharacterPanel} aria-label="Close the character panel">
|
||||
✕
|
||||
</button>
|
||||
</div>
|
||||
<PanelBody key={shown} characterId={shown} />
|
||||
</div>
|
||||
</>
|
||||
)}
|
||||
</>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,118 @@
|
||||
import { useState } from 'react';
|
||||
import { useDeathSave } from '../api/queries';
|
||||
import { InfoTip } from './InfoTip';
|
||||
import { NumberInput } from './NumberInput';
|
||||
import type { DeathSaves as DeathSavesInfo } from '../api/types';
|
||||
|
||||
const STATE_LABELS = { DYING: 'Dying', STABLE: 'Stable', DEAD: '☠ Dead' } as const;
|
||||
|
||||
// Nothing for a character on their feet; otherwise where they stand at 0 HP.
|
||||
export function LifeBadge({ deathSaves }: { deathSaves: DeathSavesInfo }) {
|
||||
if (deathSaves.state === 'UP') return null;
|
||||
return <span className={`badge ${deathSaves.state === 'STABLE' ? '' : 'badge-hostile'}`}>{STATE_LABELS[deathSaves.state]}</span>;
|
||||
}
|
||||
|
||||
// Three pips for one tally. For the DM each is a button: clicking a pip sets
|
||||
// the tally to it, and clicking the last filled one takes it back off.
|
||||
function Pips({ kind, count, onSet }: { kind: 'success' | 'failure'; count: number; onSet?: (count: number) => void }) {
|
||||
const noun = kind === 'success' ? 'successes' : 'failures';
|
||||
return (
|
||||
<span className="death-pips" role="group" aria-label={`${count} of 3 ${noun}`}>
|
||||
{[1, 2, 3].map((n) => {
|
||||
const className = `death-pip is-${kind}${n <= count ? ' is-filled' : ''}`;
|
||||
return onSet ? (
|
||||
<button key={n} type="button" className={className} aria-label={`Set ${noun} to ${n === count ? n - 1 : n}`} onClick={() => onSet(n === count ? n - 1 : n)} />
|
||||
) : (
|
||||
<span key={n} className={className} />
|
||||
);
|
||||
})}
|
||||
</span>
|
||||
);
|
||||
}
|
||||
|
||||
// What happens to a character at 0 HP: the death-save tallies, and the ways
|
||||
// out of them. `canAct` is the character's own player or the DM; setting the
|
||||
// tallies by hand and raising the dead from here are the DM's alone.
|
||||
export function DeathSaves({
|
||||
characterId,
|
||||
name,
|
||||
deathSaves,
|
||||
canAct,
|
||||
isDM,
|
||||
onError,
|
||||
}: {
|
||||
characterId: string;
|
||||
name: string;
|
||||
deathSaves: DeathSavesInfo;
|
||||
canAct: boolean;
|
||||
isDM: boolean;
|
||||
onError?: (err: unknown) => void;
|
||||
}) {
|
||||
const deathSave = useDeathSave(characterId);
|
||||
const [roll, setRoll] = useState('');
|
||||
const { state, successes, failures } = deathSaves;
|
||||
if (state === 'UP') return null;
|
||||
|
||||
const send = (action: Parameters<typeof deathSave.mutate>[0]) => deathSave.mutate(action, { onError });
|
||||
|
||||
function handleRoll() {
|
||||
const value = Number(roll);
|
||||
if (!roll || !Number.isInteger(value)) return;
|
||||
send({ action: 'roll', roll: value });
|
||||
setRoll('');
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={`death-saves is-${state.toLowerCase()}`}>
|
||||
<div className="flex-row flex-wrap">
|
||||
<LifeBadge deathSaves={deathSaves} />
|
||||
{state === 'DYING' && (
|
||||
<>
|
||||
<span className="death-tally">
|
||||
Saved <Pips kind="success" count={successes} onSet={isDM ? (n) => send({ action: 'set', successes: n, failures }) : undefined} />
|
||||
</span>
|
||||
<span className="death-tally">
|
||||
Failed <Pips kind="failure" count={failures} onSet={isDM ? (n) => send({ action: 'set', successes, failures: n }) : undefined} />
|
||||
</span>
|
||||
<InfoTip term="DEATH_SAVES" />
|
||||
</>
|
||||
)}
|
||||
{state === 'STABLE' && <span className="combatant-sub">Out cold at 0 HP, but no longer rolling. Any healing wakes them; damage starts the saves again.</span>}
|
||||
{state === 'DEAD' && <span className="combatant-sub">{isDM ? 'Healing does nothing now.' : 'The DM can bring them back, or an ally with a reviving spell on their turn in a battle.'}</span>}
|
||||
</div>
|
||||
|
||||
{state === 'DYING' && canAct && (
|
||||
<div className="flex-row flex-wrap gap-sm mt-sm">
|
||||
<NumberInput
|
||||
min={1}
|
||||
max={20}
|
||||
placeholder="d20"
|
||||
aria-label={`Death save roll for ${name}`}
|
||||
title="Type what the d20 showed (1 to 20)."
|
||||
value={roll}
|
||||
onChange={(e) => setRoll(e.target.value)}
|
||||
onKeyDown={(e) => e.key === 'Enter' && handleRoll()}
|
||||
style={{ width: 64 }}
|
||||
/>
|
||||
<button className="btn" onClick={handleRoll} disabled={!roll || deathSave.isPending}>
|
||||
Death save
|
||||
</button>
|
||||
<button
|
||||
className="btn btn-ghost"
|
||||
title="Someone steadied them: a Medicine check, a healer's kit or a spell. They stay at 0 HP but stop rolling."
|
||||
onClick={() => send({ action: 'stabilize' })}
|
||||
disabled={deathSave.isPending}
|
||||
>
|
||||
Stabilise
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{state === 'DEAD' && isDM && (
|
||||
<button className="btn mt-sm" onClick={() => send({ action: 'revive' })} disabled={deathSave.isPending}>
|
||||
Revive at 1 HP
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
import { useState } from 'react';
|
||||
import { NumberInput } from './NumberInput';
|
||||
import { GEAR_STAT_GROUPS, effectLabel, gearStatLabel } from '../lib/gear';
|
||||
import type { GearEffect } from '../api/types';
|
||||
|
||||
// The DM's editor for what a weapon or item does to whoever has it equipped:
|
||||
// a list of signed amounts on the sheet's numbers (armor is "+6 AC"), and a
|
||||
// note for anything that is not a number. It holds nothing itself: the list
|
||||
// and the note live with whoever renders it.
|
||||
export function EffectsEditor({
|
||||
effects,
|
||||
note,
|
||||
onChange,
|
||||
}: {
|
||||
effects: GearEffect[];
|
||||
note: string;
|
||||
onChange: (effects: GearEffect[], note: string) => void;
|
||||
}) {
|
||||
const [stat, setStat] = useState('AC');
|
||||
const [amount, setAmount] = useState('');
|
||||
|
||||
function handleAdd() {
|
||||
const value = Math.trunc(Number(amount));
|
||||
if (!value) return;
|
||||
// One line per number: adding to one already listed replaces it.
|
||||
onChange([...effects.filter((e) => e.stat !== stat), { stat, amount: value }], note);
|
||||
setAmount('');
|
||||
}
|
||||
|
||||
return (
|
||||
<div>
|
||||
<div className="section-label">While equipped</div>
|
||||
{effects.length === 0 && (
|
||||
<p className="combatant-sub" style={{ marginTop: 0 }}>
|
||||
No effects. Add a bonus (armor: +AC) or a penalty (heavy armor: −Speed).
|
||||
</p>
|
||||
)}
|
||||
{effects.length > 0 && (
|
||||
<div className="stat-chips" style={{ marginBottom: '0.5rem' }}>
|
||||
{effects.map((effect) => (
|
||||
<span key={effect.stat} className={`condition-chip ${effect.amount > 0 ? 'is-bonus' : ''}`}>
|
||||
{effectLabel(effect)}
|
||||
<button type="button" aria-label={`Remove the ${gearStatLabel(effect.stat)} effect`} onClick={() => onChange(effects.filter((e) => e !== effect), note)}>
|
||||
✕
|
||||
</button>
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
<div className="flex-row flex-wrap gap-sm">
|
||||
<select aria-label="What it changes" value={stat} onChange={(e) => setStat(e.target.value)} style={{ flex: 1, minWidth: 130 }}>
|
||||
{GEAR_STAT_GROUPS.map((group) => (
|
||||
<optgroup key={group.label} label={group.label}>
|
||||
{group.stats.map((s) => (
|
||||
<option key={s} value={s}>
|
||||
{gearStatLabel(s)}
|
||||
</option>
|
||||
))}
|
||||
</optgroup>
|
||||
))}
|
||||
</select>
|
||||
<NumberInput
|
||||
min={-100}
|
||||
max={100}
|
||||
placeholder="+ or −"
|
||||
aria-label="By how much (negative for a penalty)"
|
||||
title="By how much. A negative number is a penalty."
|
||||
value={amount}
|
||||
onChange={(e) => setAmount(e.target.value)}
|
||||
style={{ width: 90 }}
|
||||
/>
|
||||
<button type="button" className="btn" onClick={handleAdd} disabled={!Math.trunc(Number(amount))}>
|
||||
Add effect
|
||||
</button>
|
||||
</div>
|
||||
<input
|
||||
className="mt-sm"
|
||||
style={{ width: '100%' }}
|
||||
placeholder="Anything else it does (e.g. Disadvantage on Stealth)"
|
||||
aria-label="What else it does, in words"
|
||||
maxLength={300}
|
||||
value={note}
|
||||
onChange={(e) => onChange(effects, e.target.value)}
|
||||
/>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -8,6 +8,7 @@ export const STAT_HELP: Record<string, string> = {
|
||||
AC: 'Armor Class — how hard you are to hit. 10 + your Dexterity modifier + any armor bonus.',
|
||||
HP: 'Hit Points — damage you can take before falling unconscious. Max HP is set by your class hit die, Constitution modifier, and level.',
|
||||
TEMP_HP: 'Temporary Hit Points — an extra buffer that absorbs damage first and disappears when it runs out (it does not stack with more temp HP).',
|
||||
DEATH_SAVES: 'Death saves — at 0 HP you roll a d20 at the start of each of your turns. 10 or more is a success, less is a failure; a 1 counts as two failures and a 20 puts you back up with 1 HP. Three successes and you are stable; three failures and you die. Being hit while down is a failure (two if it was a critical hit). Any healing ends it.',
|
||||
INITIATIVE: 'Initiative — added to a d20 roll at the start of a fight to decide turn order. Equal to your Dexterity modifier.',
|
||||
PROFICIENCY_BONUS: 'Proficiency Bonus — added to attacks, saves, and skills you are trained in. Grows with level (+2 at level 1, up to +6 at level 20).',
|
||||
PASSIVE_PERCEPTION: 'Passive Perception — your always-on alertness score, used instead of rolling when you are not actively searching. 10 + your Perception skill bonus.',
|
||||
@@ -15,7 +16,7 @@ export const STAT_HELP: Record<string, string> = {
|
||||
SKILL_BONUS: 'Skill Bonus — added when you roll to use a skill. The governing ability modifier, plus your proficiency bonus if you are proficient (doubled if you have expertise).',
|
||||
EXPERTISE: 'Expertise — doubles your proficiency bonus for this skill, on top of being proficient.',
|
||||
ABILITY_MODIFIER: 'Ability Modifier — the number added to rolls that use this ability. floor((score − 10) / 2).',
|
||||
ARMOR_BONUS: 'Armor Bonus — a flat bonus to AC from equipped armor or a shield, added on top of 10 + Dex modifier.',
|
||||
ARMOR_BONUS: 'Extra AC — a number the DM sets, added to AC on top of 10 + Dex modifier and whatever equipped gear gives. Armor itself is an equipped item.',
|
||||
SPEED: 'Speed — how far you can move on your turn, in feet. Set by your species, unless overridden.',
|
||||
SPELL_SAVE_DC: 'Spell Save DC — the difficulty a target must beat to resist your spell. 8 + proficiency bonus + your spellcasting ability modifier.',
|
||||
SPELL_ATTACK_BONUS: 'Spell Attack Bonus — added when you make a spell attack roll. Proficiency bonus + your spellcasting ability modifier.',
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
import { useEffect, useState } from 'react';
|
||||
|
||||
// A row of links to the sections of a long page. It finds them itself: any
|
||||
// element with a `data-jump="Label"` attribute that is on the page right now
|
||||
// gets a link, so sections only some people see need no special handling.
|
||||
export function JumpNav() {
|
||||
const [labels, setLabels] = useState<string[]>([]);
|
||||
|
||||
// Sections come and go as data loads, so the page is watched for them.
|
||||
useEffect(() => {
|
||||
const look = () => {
|
||||
const found = [...document.querySelectorAll<HTMLElement>('[data-jump]')].map((el) => el.dataset.jump ?? '');
|
||||
setLabels((current) => (current.join('|') === found.join('|') ? current : found));
|
||||
};
|
||||
const observer = new MutationObserver(look);
|
||||
observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['data-jump'] });
|
||||
look();
|
||||
return () => observer.disconnect();
|
||||
}, []);
|
||||
|
||||
if (labels.length < 3) return null;
|
||||
return (
|
||||
<nav className="jump-nav" aria-label="Sections of this page">
|
||||
{labels.map((label) => (
|
||||
<button
|
||||
key={label}
|
||||
type="button"
|
||||
className="jump-link"
|
||||
onClick={() => document.querySelector(`[data-jump="${label}"]`)?.scrollIntoView({ behavior: 'smooth', block: 'start' })}
|
||||
>
|
||||
{label}
|
||||
</button>
|
||||
))}
|
||||
</nav>
|
||||
);
|
||||
}
|
||||
@@ -1,10 +1,40 @@
|
||||
import { Link, Outlet } from 'react-router-dom';
|
||||
import { Link, NavLink, Outlet, useMatch } from 'react-router-dom';
|
||||
import { useAuth } from '../auth/AuthContext';
|
||||
import { useLastCampaignId, useRememberCampaign } from '../lib/lastCampaign';
|
||||
import { DiceRoller } from './DiceRoller';
|
||||
import { CharacterPanel } from './CharacterPanel';
|
||||
|
||||
export function Layout() {
|
||||
const { user, logout } = useAuth();
|
||||
|
||||
// The campaign pages say which campaign they are in their address; sheets
|
||||
// and encounters report theirs themselves (useRememberCampaign).
|
||||
const onCampaign = useMatch('/campaigns/:campaignId/*');
|
||||
useRememberCampaign(onCampaign?.params.campaignId);
|
||||
const campaignId = useLastCampaignId();
|
||||
|
||||
// The same destinations twice: along the top bar on a wide screen, and as a
|
||||
// bar along the bottom, in reach of a thumb, on a phone.
|
||||
const destinations = [
|
||||
{ to: '/campaigns', end: true, icon: '🗺', label: 'Campaigns' },
|
||||
...(campaignId
|
||||
? [
|
||||
{ to: `/campaigns/${campaignId}`, end: true, icon: '🏰', label: 'Campaign' },
|
||||
{ to: `/campaigns/${campaignId}/party`, end: true, icon: '👥', label: 'Party' },
|
||||
]
|
||||
: []),
|
||||
{ to: '/account', end: true, icon: '👤', label: 'Account' },
|
||||
];
|
||||
const links = (className: string) =>
|
||||
destinations.map((d) => (
|
||||
<NavLink key={d.to} to={d.to} end={d.end} className={({ isActive }) => `${className}${isActive ? ' is-active' : ''}`}>
|
||||
<span className="nav-icon" aria-hidden>
|
||||
{d.icon}
|
||||
</span>
|
||||
<span>{d.label}</span>
|
||||
</NavLink>
|
||||
));
|
||||
|
||||
return (
|
||||
<div className="app-shell">
|
||||
<header className="topbar">
|
||||
@@ -14,23 +44,28 @@ export function Layout() {
|
||||
</span>
|
||||
The Sunken Reach
|
||||
</Link>
|
||||
<nav className="topbar-nav">
|
||||
{user && (
|
||||
{user && (
|
||||
<nav className="topbar-nav" aria-label="Main">
|
||||
<div className="topbar-links">{links('topbar-link')}</div>
|
||||
<div className="topbar-user">
|
||||
<Link to="/account" title="Account settings">
|
||||
{user.displayName}
|
||||
</Link>
|
||||
<span className="topbar-name">{user.displayName}</span>
|
||||
<button className="btn btn-ghost" onClick={logout}>
|
||||
Log out
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
</nav>
|
||||
</nav>
|
||||
)}
|
||||
</header>
|
||||
<main className="page">
|
||||
<Outlet />
|
||||
</main>
|
||||
{user && (
|
||||
<nav className="bottom-nav" aria-label="Main">
|
||||
{links('bottom-nav-link')}
|
||||
</nav>
|
||||
)}
|
||||
<DiceRoller />
|
||||
{user && <CharacterPanel />}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,95 +0,0 @@
|
||||
import { useState } from 'react';
|
||||
import { useQuickStats } from '../api/queries';
|
||||
import { Spinner, ErrorBanner } from './Spinner';
|
||||
import { fmtMod } from '../lib/format';
|
||||
import { HpBar } from './HpBar';
|
||||
|
||||
export function QuickStatsFab({ characterId }: { characterId: string }) {
|
||||
const [open, setOpen] = useState(false);
|
||||
return (
|
||||
<>
|
||||
<button className="fab-quickstats" onClick={() => setOpen(true)} title="Quick Stats" aria-label="Open quick stats">
|
||||
⚡
|
||||
</button>
|
||||
{open && <QuickStatsDrawer characterId={characterId} onClose={() => setOpen(false)} />}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
export function QuickStatsDrawer({ characterId, onClose }: { characterId: string; onClose: () => void }) {
|
||||
const { data, isLoading, error } = useQuickStats(characterId, true);
|
||||
|
||||
return (
|
||||
<>
|
||||
<div className="drawer-backdrop" onClick={onClose} />
|
||||
<div className="drawer">
|
||||
<div className="flex-between">
|
||||
<h2 style={{ margin: 0 }}>Quick Stats</h2>
|
||||
<button className="btn btn-ghost" onClick={onClose}>
|
||||
✕
|
||||
</button>
|
||||
</div>
|
||||
{isLoading && <Spinner label="Reading the sheet…" />}
|
||||
{error && <ErrorBanner message="Could not load quick stats." />}
|
||||
{data && (
|
||||
<div className="mt-md">
|
||||
<h3 style={{ margin: 0 }}>{data.name}</h3>
|
||||
<div className="grid grid-cols-3 mt-sm">
|
||||
<div className="stat-block">
|
||||
<span className="stat-label">HP</span>
|
||||
<span className="stat-value">
|
||||
{data.currentHp}/{data.maxHp}
|
||||
</span>
|
||||
{data.tempHp > 0 && <span className="stat-sub">+{data.tempHp} temp</span>}
|
||||
</div>
|
||||
<div className="stat-block">
|
||||
<span className="stat-label">AC</span>
|
||||
<span className="stat-value">{data.armorClass}</span>
|
||||
</div>
|
||||
<div className="stat-block">
|
||||
<span className="stat-label">Initiative</span>
|
||||
<span className="stat-value">{fmtMod(data.initiative)}</span>
|
||||
</div>
|
||||
</div>
|
||||
<HpBar current={data.currentHp} max={data.maxHp} temp={data.tempHp} />
|
||||
|
||||
{data.spellcasting && (
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">Spellcasting</div>
|
||||
<p style={{ margin: 0 }}>
|
||||
Save DC {data.spellcasting.saveDC} · Attack {fmtMod(data.spellcasting.attackBonus)}
|
||||
</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">Weapons</div>
|
||||
{data.weapons.length === 0 && <p style={{ color: 'var(--text-muted)', margin: 0 }}>No weapons equipped.</p>}
|
||||
{data.weapons.map((w) => (
|
||||
<div key={w.characterWeaponId} className="flex-between mt-sm">
|
||||
<div>
|
||||
<strong>{w.name}</strong>
|
||||
{w.equipped && <span className="badge" style={{ marginLeft: 6 }}>equipped</span>}
|
||||
<p style={{ margin: 0, fontSize: '0.85rem', color: 'var(--text-muted)' }}>
|
||||
Lv {w.level} · {w.damageDice} {w.damageType} {fmtMod(w.damageBonus)}
|
||||
</p>
|
||||
</div>
|
||||
<span className="stat-value" style={{ fontSize: '1.1rem' }}>
|
||||
{fmtMod(w.attackBonus)}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{data.specialAbilities && (
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">Special Abilities</div>
|
||||
<p style={{ margin: 0, whiteSpace: 'pre-wrap' }}>{data.specialAbilities}</p>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</>
|
||||
);
|
||||
}
|
||||
@@ -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>
|
||||
);
|
||||
}
|
||||
@@ -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>
|
||||
);
|
||||
}
|
||||
+567
-4
@@ -1,4 +1,6 @@
|
||||
:root {
|
||||
/* Dark throughout, so the browser draws its own controls dark too. */
|
||||
color-scheme: dark;
|
||||
--bg: #131009;
|
||||
--bg-elevated: #1b160e;
|
||||
--bg-card: #221b12;
|
||||
@@ -347,10 +349,8 @@ textarea {
|
||||
color: var(--text-muted);
|
||||
}
|
||||
|
||||
input[type='text'],
|
||||
input[type='email'],
|
||||
input[type='password'],
|
||||
input[type='number'],
|
||||
/* Every text-like field, including an <input> with no type given. */
|
||||
input:not([type='checkbox']):not([type='radio']):not([type='range']):not([type='file']),
|
||||
select,
|
||||
textarea {
|
||||
background: var(--bg-inset);
|
||||
@@ -805,6 +805,57 @@ table.data-table tbody tr:hover {
|
||||
.combatant.is-down {
|
||||
opacity: 0.6;
|
||||
}
|
||||
/* The marked target stands out even when it is down or not on turn. */
|
||||
.combatant.is-targeted {
|
||||
opacity: 1;
|
||||
border-color: var(--danger-strong);
|
||||
box-shadow: 0 0 0 1px var(--danger-strong), 0 0 22px rgba(216, 84, 84, 0.3), var(--shadow-deep);
|
||||
}
|
||||
.target-marker {
|
||||
color: var(--danger-strong);
|
||||
font-family: var(--font-display);
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.08em;
|
||||
}
|
||||
.btn-target {
|
||||
padding: 0.15rem 0.6rem;
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
.btn-target.is-on {
|
||||
border-color: var(--danger-strong);
|
||||
color: var(--danger-strong);
|
||||
background: var(--danger-soft);
|
||||
}
|
||||
|
||||
/* What players see of the dead: names, and a way to try to bring them back. */
|
||||
.fallen-bar {
|
||||
border-color: var(--danger);
|
||||
}
|
||||
|
||||
/* The DM's attack bar stays in reach while scrolling the initiative order. */
|
||||
.attack-bar {
|
||||
position: sticky;
|
||||
top: 4.5rem;
|
||||
z-index: 20;
|
||||
border-color: var(--danger-strong);
|
||||
}
|
||||
.attack-target {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
gap: 0.5rem;
|
||||
margin-top: 0.5rem;
|
||||
}
|
||||
.attack-target-name {
|
||||
font-family: var(--font-display);
|
||||
}
|
||||
.attack-bar-title {
|
||||
font-family: var(--font-display);
|
||||
font-size: 1.1rem;
|
||||
color: var(--text);
|
||||
}
|
||||
.combatant-name {
|
||||
font-family: var(--font-display);
|
||||
font-size: 1.1rem;
|
||||
@@ -869,6 +920,55 @@ table.data-table tbody tr:hover {
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
/* At 0 HP: the death-save tallies and what can be done about them. */
|
||||
.death-saves {
|
||||
margin-top: 0.6rem;
|
||||
padding: 0.6rem 0.75rem;
|
||||
border: 1px solid var(--danger);
|
||||
border-radius: 6px;
|
||||
background: var(--danger-soft);
|
||||
}
|
||||
.death-saves.is-stable {
|
||||
border-color: var(--border);
|
||||
background: var(--bg-inset);
|
||||
}
|
||||
.death-tally {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
gap: 0.4rem;
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.06em;
|
||||
color: var(--text-muted);
|
||||
}
|
||||
.death-pips {
|
||||
display: inline-flex;
|
||||
gap: 0.25rem;
|
||||
}
|
||||
.death-pip {
|
||||
width: 0.9rem;
|
||||
height: 0.9rem;
|
||||
padding: 0;
|
||||
border-radius: 50%;
|
||||
border: 2px solid var(--text-dim);
|
||||
background: transparent;
|
||||
}
|
||||
button.death-pip {
|
||||
cursor: pointer;
|
||||
}
|
||||
.death-pip.is-success {
|
||||
border-color: var(--success-strong);
|
||||
}
|
||||
.death-pip.is-failure {
|
||||
border-color: var(--danger-strong);
|
||||
}
|
||||
.death-pip.is-success.is-filled {
|
||||
background: var(--success-strong);
|
||||
}
|
||||
.death-pip.is-failure.is-filled {
|
||||
background: var(--danger-strong);
|
||||
}
|
||||
|
||||
.combatant-details {
|
||||
margin-top: 0.75rem;
|
||||
padding-top: 0.75rem;
|
||||
@@ -1190,3 +1290,466 @@ table.data-table tbody tr:hover {
|
||||
margin: 0;
|
||||
white-space: pre-wrap;
|
||||
}
|
||||
|
||||
/* ---------------------------------------------------------------------- */
|
||||
/* Navigation: links along the top bar on a wide screen, a bar along the */
|
||||
/* bottom on a phone; and a row of links to the sections of a long page */
|
||||
/* ---------------------------------------------------------------------- */
|
||||
|
||||
.topbar-links {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.25rem;
|
||||
}
|
||||
.topbar-link {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
gap: 0.35rem;
|
||||
padding: 0.35rem 0.7rem;
|
||||
border-radius: 6px;
|
||||
border: 1px solid transparent;
|
||||
color: var(--text-muted);
|
||||
font-family: var(--font-display);
|
||||
font-size: 0.8rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.05em;
|
||||
}
|
||||
.topbar-link:hover {
|
||||
text-decoration: none;
|
||||
color: var(--accent-strong);
|
||||
border-color: var(--border);
|
||||
}
|
||||
.topbar-link.is-active {
|
||||
color: var(--accent-strong);
|
||||
border-color: var(--accent);
|
||||
background: var(--accent-soft);
|
||||
}
|
||||
.topbar-name {
|
||||
max-width: 14ch;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.bottom-nav {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.jump-nav {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 0.4rem;
|
||||
margin-bottom: 1.25rem;
|
||||
}
|
||||
.jump-link {
|
||||
font-family: var(--font-display);
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.05em;
|
||||
padding: 0.4rem 0.75rem;
|
||||
border-radius: 999px;
|
||||
border: 1px solid var(--border);
|
||||
background: var(--bg-inset);
|
||||
color: var(--text-muted);
|
||||
cursor: pointer;
|
||||
}
|
||||
.jump-link:hover {
|
||||
border-color: var(--accent);
|
||||
color: var(--accent-strong);
|
||||
}
|
||||
/* A section jumped to stops below the sticky top bar, not under it. */
|
||||
[data-jump] {
|
||||
scroll-margin-top: 4.5rem;
|
||||
}
|
||||
|
||||
/* A table cell that holds a sentence rather than a figure may wrap. */
|
||||
table.data-table td.cell-title,
|
||||
table.data-table td.cell-wide {
|
||||
white-space: normal;
|
||||
min-width: 12rem;
|
||||
}
|
||||
|
||||
/* ---------------------------------------------------------------------- */
|
||||
/* Small screens. Nothing may be wider than the screen: rows of controls */
|
||||
/* wrap, fields shrink to fit, tables become stacked cards, and the main */
|
||||
/* destinations move to a bar along the bottom. */
|
||||
/* ---------------------------------------------------------------------- */
|
||||
|
||||
html {
|
||||
-webkit-text-size-adjust: 100%;
|
||||
text-size-adjust: 100%;
|
||||
}
|
||||
body,
|
||||
#root,
|
||||
.app-shell {
|
||||
min-height: 100dvh;
|
||||
}
|
||||
/* A field never forces its row wider than the space there is. */
|
||||
input,
|
||||
select,
|
||||
textarea {
|
||||
max-width: 100%;
|
||||
min-width: 0;
|
||||
}
|
||||
|
||||
@media (max-width: 900px) {
|
||||
:root {
|
||||
--bottom-nav-height: calc(3.6rem + env(safe-area-inset-bottom, 0px));
|
||||
--dice-slot: 4.2rem;
|
||||
}
|
||||
|
||||
body {
|
||||
overflow-wrap: break-word;
|
||||
}
|
||||
|
||||
.page {
|
||||
padding: 1rem 0.85rem calc(var(--bottom-nav-height) + 1.5rem);
|
||||
}
|
||||
.topbar {
|
||||
padding: 0.5rem 0.85rem;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
.topbar-brand {
|
||||
font-size: 1rem;
|
||||
min-width: 0;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
.topbar-links,
|
||||
.topbar-name {
|
||||
display: none;
|
||||
}
|
||||
.topbar-nav {
|
||||
flex-wrap: nowrap;
|
||||
}
|
||||
|
||||
.bottom-nav {
|
||||
position: fixed;
|
||||
left: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
z-index: 70;
|
||||
display: flex;
|
||||
height: var(--bottom-nav-height);
|
||||
padding-bottom: env(safe-area-inset-bottom, 0px);
|
||||
background: linear-gradient(180deg, #1e1810 0%, #120e08 100%);
|
||||
border-top: 1px solid var(--border);
|
||||
box-shadow: 0 -4px 16px rgba(0, 0, 0, 0.45);
|
||||
}
|
||||
.bottom-nav-link {
|
||||
flex: 1 1 0;
|
||||
min-width: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
gap: 0.1rem;
|
||||
color: var(--text-muted);
|
||||
font-family: var(--font-display);
|
||||
font-size: 0.68rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.04em;
|
||||
border-top: 2px solid transparent;
|
||||
}
|
||||
.bottom-nav-link:hover {
|
||||
text-decoration: none;
|
||||
}
|
||||
.bottom-nav-link .nav-icon {
|
||||
font-size: 1.25rem;
|
||||
line-height: 1.2;
|
||||
}
|
||||
.bottom-nav-link.is-active {
|
||||
color: var(--accent-strong);
|
||||
border-top-color: var(--accent-strong);
|
||||
background: var(--accent-soft);
|
||||
}
|
||||
|
||||
/* Nothing floats over the page on a phone. The dice roller takes the last
|
||||
place in the bottom bar, and quick stats a place in the top bar. */
|
||||
.bottom-nav {
|
||||
padding-right: var(--dice-slot);
|
||||
}
|
||||
.fab-dice {
|
||||
left: auto;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
z-index: 71;
|
||||
width: var(--dice-slot);
|
||||
height: var(--bottom-nav-height);
|
||||
padding: 0 0 env(safe-area-inset-bottom, 0px);
|
||||
flex-direction: column;
|
||||
gap: 0.1rem;
|
||||
border: none;
|
||||
border-top: 2px solid transparent;
|
||||
border-radius: 0;
|
||||
background: transparent;
|
||||
box-shadow: none;
|
||||
font-size: 1.25rem;
|
||||
line-height: 1.2;
|
||||
color: var(--text-muted);
|
||||
}
|
||||
.fab-dice::after {
|
||||
content: 'Dice';
|
||||
font-family: var(--font-display);
|
||||
font-size: 0.68rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.04em;
|
||||
}
|
||||
.fab-dice:hover {
|
||||
transform: none;
|
||||
}
|
||||
.dice-panel {
|
||||
left: 0.85rem;
|
||||
bottom: calc(var(--bottom-nav-height) + 0.6rem);
|
||||
width: calc(100vw - 1.7rem);
|
||||
max-height: calc(100dvh - var(--bottom-nav-height) - 5rem);
|
||||
}
|
||||
.fab-quickstats {
|
||||
top: 0.3rem;
|
||||
bottom: auto;
|
||||
right: 6.4rem;
|
||||
z-index: 31;
|
||||
width: 40px;
|
||||
height: 40px;
|
||||
font-size: 1.15rem;
|
||||
box-shadow: none;
|
||||
}
|
||||
/* The brand makes room for it. */
|
||||
.app-shell:has(.fab-quickstats) .topbar-brand {
|
||||
max-width: calc(100vw - 11rem);
|
||||
}
|
||||
.drawer {
|
||||
width: 100vw;
|
||||
padding: 1rem 0.85rem calc(var(--bottom-nav-height) + 1rem);
|
||||
z-index: 95;
|
||||
}
|
||||
.drawer-backdrop {
|
||||
z-index: 94;
|
||||
}
|
||||
|
||||
h1 {
|
||||
font-size: 1.5rem;
|
||||
}
|
||||
.card {
|
||||
padding: 0.9rem 0.85rem;
|
||||
}
|
||||
.card-title {
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
.page-header {
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
/* Rows of controls wrap instead of running off the side, and what is in
|
||||
them may shrink: an inline min-width never beats the screen. */
|
||||
.flex-row,
|
||||
.flex-between,
|
||||
.detail-row {
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
.flex-row > *,
|
||||
.flex-between > * {
|
||||
max-width: 100%;
|
||||
}
|
||||
.flex-row > input,
|
||||
.flex-row > select,
|
||||
.flex-row > textarea,
|
||||
.flex-row > a,
|
||||
.flex-between > a {
|
||||
min-width: min(100%, 8rem) !important;
|
||||
}
|
||||
.btn {
|
||||
white-space: normal;
|
||||
padding: 0.6rem 0.9rem;
|
||||
}
|
||||
.grid-cols-2 {
|
||||
grid-template-columns: minmax(0, 1fr);
|
||||
}
|
||||
.grid-cols-3 {
|
||||
grid-template-columns: repeat(auto-fit, minmax(min(100%, 130px), 1fr));
|
||||
}
|
||||
.choice-grid {
|
||||
grid-template-columns: 1fr;
|
||||
}
|
||||
.btn-roll {
|
||||
font-size: 1.1rem;
|
||||
padding: 1.1rem 1.25rem;
|
||||
max-width: 100%;
|
||||
}
|
||||
.step-footer > * {
|
||||
flex: 1 1 auto;
|
||||
}
|
||||
|
||||
/* Things to tap are big enough to hit with a thumb. */
|
||||
input[type='checkbox'],
|
||||
input[type='radio'] {
|
||||
width: 22px;
|
||||
height: 22px;
|
||||
flex: none;
|
||||
}
|
||||
.death-pip {
|
||||
width: 1.5rem;
|
||||
height: 1.5rem;
|
||||
}
|
||||
.btn-target {
|
||||
padding: 0.4rem 0.75rem;
|
||||
}
|
||||
.condition-chip {
|
||||
padding: 0.3rem 0.6rem;
|
||||
}
|
||||
.condition-chip button {
|
||||
padding: 0.15rem 0.35rem;
|
||||
font-size: 1rem;
|
||||
}
|
||||
.info-tip-trigger {
|
||||
font-size: 1.05em;
|
||||
padding: 0.2rem;
|
||||
}
|
||||
.pick-chip {
|
||||
padding: 0.5rem 0.9rem;
|
||||
}
|
||||
.jump-link {
|
||||
padding: 0.5rem 0.8rem;
|
||||
}
|
||||
.attack-bar {
|
||||
top: 3.4rem;
|
||||
max-height: 55dvh;
|
||||
overflow-y: auto;
|
||||
}
|
||||
[data-jump] {
|
||||
scroll-margin-top: 3.8rem;
|
||||
}
|
||||
|
||||
/* Tables: every row becomes a card. The first cell is its heading; the
|
||||
rest carry their column's name from data-label. */
|
||||
.table-wrap {
|
||||
overflow: visible;
|
||||
border: none;
|
||||
}
|
||||
table.data-table,
|
||||
table.data-table tbody {
|
||||
display: block;
|
||||
}
|
||||
table.data-table thead {
|
||||
display: none;
|
||||
}
|
||||
table.data-table tbody tr {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
align-items: center;
|
||||
gap: 0.35rem 0.9rem;
|
||||
padding: 0.7rem 0.75rem;
|
||||
margin-bottom: 0.6rem;
|
||||
background: var(--bg-inset);
|
||||
border: 1px solid var(--border-soft);
|
||||
border-radius: var(--radius);
|
||||
}
|
||||
table.data-table tbody tr:last-child {
|
||||
border-bottom: 1px solid var(--border-soft);
|
||||
margin-bottom: 0;
|
||||
}
|
||||
table.data-table tbody tr:hover {
|
||||
background: var(--bg-inset);
|
||||
}
|
||||
table.data-table td {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.4rem;
|
||||
padding: 0;
|
||||
white-space: normal;
|
||||
min-width: 0;
|
||||
}
|
||||
table.data-table td:empty {
|
||||
display: none;
|
||||
}
|
||||
table.data-table td.cell-title,
|
||||
table.data-table td.cell-wide {
|
||||
display: block;
|
||||
flex: 1 1 100%;
|
||||
min-width: 0;
|
||||
}
|
||||
table.data-table td.cell-title {
|
||||
font-size: 1.05rem;
|
||||
}
|
||||
table.data-table td[data-label]::before {
|
||||
content: attr(data-label);
|
||||
font-size: 0.65rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.08em;
|
||||
color: var(--text-dim);
|
||||
flex: none;
|
||||
}
|
||||
table.data-table td.cell-actions {
|
||||
margin-left: auto;
|
||||
}
|
||||
}
|
||||
|
||||
/* The narrowest phones: five places in the bottom bar still fit. */
|
||||
@media (max-width: 380px) {
|
||||
:root {
|
||||
--dice-slot: 3.4rem;
|
||||
}
|
||||
.bottom-nav-link,
|
||||
.fab-dice::after {
|
||||
font-size: 0.58rem;
|
||||
letter-spacing: 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Between a phone and a full desktop the top bar drops the name to stay on one line. */
|
||||
@media (max-width: 1080px) {
|
||||
.topbar-name {
|
||||
display: none;
|
||||
}
|
||||
.topbar-nav {
|
||||
flex-wrap: nowrap;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------------------------------------------------------------------- */
|
||||
/* "This one is yours": a player's own character, wherever it is listed */
|
||||
/* ---------------------------------------------------------------------- */
|
||||
|
||||
.badge-mine {
|
||||
border-color: var(--arcane-strong);
|
||||
color: var(--arcane-strong);
|
||||
background: rgba(92, 127, 176, 0.18);
|
||||
}
|
||||
.mine-marker {
|
||||
color: var(--arcane-strong);
|
||||
font-family: var(--font-display);
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.08em;
|
||||
}
|
||||
.combatant.is-mine {
|
||||
border-color: var(--arcane-strong);
|
||||
background: linear-gradient(160deg, #1d2431 0%, var(--bg-elevated) 100%);
|
||||
box-shadow: 0 0 0 1px var(--arcane-strong), 0 0 20px rgba(127, 163, 214, 0.22), var(--shadow-deep);
|
||||
}
|
||||
/* Whose turn it is and who is targeted still win the border. */
|
||||
.combatant.is-mine.is-active {
|
||||
border-color: var(--accent-strong);
|
||||
box-shadow: 0 0 0 1px var(--accent-strong), 0 0 22px rgba(201, 162, 39, 0.25), var(--shadow-deep);
|
||||
}
|
||||
.combatant.is-mine.is-targeted {
|
||||
border-color: var(--danger-strong);
|
||||
box-shadow: 0 0 0 1px var(--danger-strong), 0 0 22px rgba(216, 84, 84, 0.3), var(--shadow-deep);
|
||||
}
|
||||
.jump-link.is-mine {
|
||||
border-color: var(--arcane-strong);
|
||||
color: var(--arcane-strong);
|
||||
background: rgba(92, 127, 176, 0.18);
|
||||
}
|
||||
table.data-table tbody tr.is-mine,
|
||||
table.data-table tbody tr.is-mine:hover {
|
||||
background: rgba(92, 127, 176, 0.16);
|
||||
box-shadow: inset 4px 0 0 var(--arcane-strong);
|
||||
}
|
||||
|
||||
/* A bonus from gear reads green; a penalty keeps the red of a condition. */
|
||||
.condition-chip.is-bonus {
|
||||
border-color: var(--success);
|
||||
color: var(--success-strong);
|
||||
background: rgba(95, 138, 79, 0.18);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
import { useSyncExternalStore } from 'react';
|
||||
|
||||
// Which character the floating character panel is showing, if it is open.
|
||||
// Kept outside React so that any page — an encounter card, say — can open the
|
||||
// panel for a particular character without being wired to the layout.
|
||||
let openId: string | null = null;
|
||||
const listeners = new Set<() => void>();
|
||||
|
||||
function set(id: string | null) {
|
||||
openId = id;
|
||||
listeners.forEach((listener) => listener());
|
||||
}
|
||||
|
||||
function subscribe(listener: () => void) {
|
||||
listeners.add(listener);
|
||||
return () => listeners.delete(listener);
|
||||
}
|
||||
|
||||
export function openCharacterPanel(characterId: string) {
|
||||
set(characterId);
|
||||
}
|
||||
|
||||
export function closeCharacterPanel() {
|
||||
set(null);
|
||||
}
|
||||
|
||||
export function useCharacterPanelId(): string | null {
|
||||
return useSyncExternalStore(subscribe, () => openId);
|
||||
}
|
||||
+20
-11
@@ -1,4 +1,4 @@
|
||||
import type { Currency } from '../api/types';
|
||||
import type { Coin, Currency } from '../api/types';
|
||||
|
||||
export const SPECIES_LABELS: Record<string, string> = {
|
||||
HUMAN: 'Human',
|
||||
@@ -73,25 +73,34 @@ export function hpBarClass(current: number, max: number): string {
|
||||
}
|
||||
|
||||
// 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' };
|
||||
export const COINS: Coin[] = ['GOLD', 'SILVER', 'COPPER'];
|
||||
// Everything a purse can hold: the coins, plus cash ($) for crossover worlds.
|
||||
// Cash has no worth in coins, so it is never exchanged or used to make change.
|
||||
export const CURRENCIES: Currency[] = [...COINS, 'CASH'];
|
||||
export const COIN_LABELS: Record<Currency, string> = { GOLD: 'Gold', SILVER: 'Silver', COPPER: 'Copper', CASH: 'Cash ($)' };
|
||||
export const COIN_FIELD: Record<Currency, 'gold' | 'silver' | 'copper' | 'cash'> = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper', CASH: 'cash' };
|
||||
// What one coin is worth, counted in copper.
|
||||
export const COIN_VALUE: Record<Currency, number> = { GOLD: 100, SILVER: 10, COPPER: 1 };
|
||||
export const COIN_VALUE: Record<Coin, number> = { GOLD: 100, SILVER: 10, COPPER: 1 };
|
||||
const COIN_SHORT: Record<Coin, string> = { GOLD: 'gp', SILVER: 'sp', COPPER: 'cp' };
|
||||
|
||||
type Purse = { gold: number | null; silver: number | null; copper: number | null };
|
||||
// "12 gp", "5 sp", "$40". With `long`, coins are spelled out: "12 gold".
|
||||
export function formatMoney(amount: number, currency: Currency, long = false): string {
|
||||
if (currency === 'CASH') return `$${amount}`;
|
||||
return `${amount} ${long ? COIN_LABELS[currency].toLowerCase() : COIN_SHORT[currency]}`;
|
||||
}
|
||||
|
||||
// "12 gp · 5 sp · 3 cp". Gold always shows; silver and copper only when held.
|
||||
type Purse = { gold: number | null; silver: number | null; copper: number | null; cash: number | null };
|
||||
|
||||
// "12 gp · 5 sp · 3 cp · $40". Gold always shows; the rest only when held.
|
||||
export function formatPurse(purse: Purse): string {
|
||||
return CURRENCIES.filter((c) => c === 'GOLD' || (purse[COIN_FIELD[c]] ?? 0) > 0)
|
||||
.map((c) => `${purse[COIN_FIELD[c]] ?? 0} ${COIN_SHORT[c]}`)
|
||||
.map((c) => formatMoney(purse[COIN_FIELD[c]] ?? 0, c))
|
||||
.join(' · ');
|
||||
}
|
||||
|
||||
// The whole purse as one figure in gold, e.g. 12.65.
|
||||
// The purse's coins as one figure in gold, e.g. 12.65. Cash is not counted.
|
||||
export function purseWorthInGold(purse: Purse): number {
|
||||
const copper = CURRENCIES.reduce((sum, c) => sum + (purse[COIN_FIELD[c]] ?? 0) * COIN_VALUE[c], 0);
|
||||
const copper = COINS.reduce((sum, c) => sum + (purse[COIN_FIELD[c]] ?? 0) * COIN_VALUE[c], 0);
|
||||
return copper / COIN_VALUE.GOLD;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
import { ABILITY_LABELS, SKILL_LABELS, fmtMod } from './format';
|
||||
import type { GearEffect } from '../api/types';
|
||||
|
||||
// What a weapon or item can change on the sheet of whoever has it equipped.
|
||||
// Mirrors GEAR_STATS in backend/src/game/calculations.js; the server is what
|
||||
// applies them, this is only for naming them and offering them in a form.
|
||||
const ABILITIES = Object.keys(ABILITY_LABELS);
|
||||
const SKILLS = Object.keys(SKILL_LABELS);
|
||||
|
||||
export const GEAR_STAT_GROUPS: { label: string; stats: string[] }[] = [
|
||||
{ label: 'Combat', stats: ['AC', 'SPEED', 'INITIATIVE', 'MAX_HP', 'PASSIVE_PERCEPTION'] },
|
||||
{ label: 'Ability scores', stats: ABILITIES },
|
||||
{ label: 'Saving throws', stats: ['SAVES', ...ABILITIES.map((a) => `SAVE_${a}`)] },
|
||||
{ label: 'Skills', stats: ['SKILLS', ...SKILLS.map((s) => `SKILL_${s}`)] },
|
||||
];
|
||||
|
||||
const FIXED_LABELS: Record<string, string> = {
|
||||
AC: 'AC',
|
||||
SPEED: 'Speed',
|
||||
INITIATIVE: 'Initiative',
|
||||
MAX_HP: 'Max HP',
|
||||
PASSIVE_PERCEPTION: 'Passive Perception',
|
||||
SAVES: 'All saving throws',
|
||||
SKILLS: 'All skill checks',
|
||||
};
|
||||
|
||||
export function gearStatLabel(stat: string): string {
|
||||
if (FIXED_LABELS[stat]) return FIXED_LABELS[stat];
|
||||
if (stat.startsWith('SAVE_')) return `${ABILITY_LABELS[stat.slice(5)] ?? stat} saves`;
|
||||
if (stat.startsWith('SKILL_')) return SKILL_LABELS[stat.slice(6)] ?? stat;
|
||||
return ABILITY_LABELS[stat] ?? stat;
|
||||
}
|
||||
|
||||
// "+6 AC", "−10 Speed".
|
||||
export function effectLabel(effect: GearEffect): string {
|
||||
return `${fmtMod(effect.amount).replace('-', '−')} ${gearStatLabel(effect.stat)}`;
|
||||
}
|
||||
|
||||
// "+6 AC · −10 Speed · Disadvantage on Stealth", or null when it does nothing.
|
||||
export function effectsSummary(effects: GearEffect[] | undefined, note?: string | null): string | null {
|
||||
const parts = [...(effects ?? []).map(effectLabel), ...(note ? [note] : [])];
|
||||
return parts.length ? parts.join(' · ') : null;
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
import { useEffect, useSyncExternalStore } from 'react';
|
||||
|
||||
// The campaign the user was last in, so the navigation can always offer a way
|
||||
// back to it — from a character sheet or an encounter, whose addresses don't
|
||||
// say which campaign they belong to. Kept per browser.
|
||||
const KEY = 'dnd_last_campaign';
|
||||
const listeners = new Set<() => void>();
|
||||
|
||||
function read(): string | null {
|
||||
return localStorage.getItem(KEY);
|
||||
}
|
||||
|
||||
function subscribe(listener: () => void) {
|
||||
listeners.add(listener);
|
||||
return () => listeners.delete(listener);
|
||||
}
|
||||
|
||||
export function forgetCampaign() {
|
||||
localStorage.removeItem(KEY);
|
||||
listeners.forEach((listener) => listener());
|
||||
}
|
||||
|
||||
export function useLastCampaignId(): string | null {
|
||||
return useSyncExternalStore(subscribe, read);
|
||||
}
|
||||
|
||||
// Call from any page that knows which campaign it is showing.
|
||||
export function useRememberCampaign(campaignId: string | null | undefined) {
|
||||
useEffect(() => {
|
||||
if (!campaignId || read() === campaignId) return;
|
||||
localStorage.setItem(KEY, campaignId);
|
||||
listeners.forEach((listener) => listener());
|
||||
}, [campaignId]);
|
||||
}
|
||||
@@ -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`;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,6 @@
|
||||
import { useState, type ReactNode } from 'react';
|
||||
import { useNavigate, useParams } from 'react-router-dom';
|
||||
import { useRememberCampaign } from '../lib/lastCampaign';
|
||||
import { useBuildBack, useBuildChoose, useBuildFinalize, useBuildOptions, useBuildRoll, useCampaign, useCampaignItems, useCampaignSpells, useCampaignWeapons, useCharacter, usePatchDiceMode } from '../api/queries';
|
||||
import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
@@ -95,6 +96,7 @@ export function CharacterBuilderPage() {
|
||||
const { characterId = '' } = useParams();
|
||||
const navigate = useNavigate();
|
||||
const { data: character, isLoading, error } = useCharacter(characterId);
|
||||
useRememberCampaign(character?.campaignId);
|
||||
const roll = useBuildRoll(characterId);
|
||||
const choose = useBuildChoose(characterId);
|
||||
const finalize = useBuildFinalize(characterId);
|
||||
|
||||
@@ -32,22 +32,27 @@ import { useAuth } from '../auth/AuthContext';
|
||||
import { useCampaignSocket } from '../hooks/useCampaignSocket';
|
||||
import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { JumpNav } from '../components/JumpNav';
|
||||
import { useRememberCampaign } from '../lib/lastCampaign';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { QuickStatsFab } from '../components/QuickStatsDrawer';
|
||||
import { DeathSaves } from '../components/DeathSaves';
|
||||
import { GearInForce } from '../components/CharacterPanel';
|
||||
import { effectsSummary } from '../lib/gear';
|
||||
import { InfoTip } from '../components/InfoTip';
|
||||
import { usePagination, Pagination } from '../components/Paginated';
|
||||
import {
|
||||
ABILITY_LABELS,
|
||||
CLASS_LABELS,
|
||||
COINS,
|
||||
COIN_FIELD,
|
||||
COIN_LABELS,
|
||||
COIN_SHORT,
|
||||
COIN_VALUE,
|
||||
CURRENCIES,
|
||||
SKILL_LABELS,
|
||||
SPECIES_LABELS,
|
||||
fmtMod,
|
||||
extractErrorMessage,
|
||||
formatMoney,
|
||||
formatPurse,
|
||||
purseWorthInGold,
|
||||
spellLevelLabel,
|
||||
@@ -55,7 +60,7 @@ import {
|
||||
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, Currency } from '../api/types';
|
||||
import type { Ability, CharacterDetail, Coin, 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
|
||||
@@ -111,10 +116,10 @@ function GiveCard({ character, onError }: { character: CharacterDetail; onError:
|
||||
const heldWeapon = character.weapons.find((w) => w.weaponId === id);
|
||||
const heldItem = character.inventoryItems.find((i) => i.itemId === id);
|
||||
// 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.
|
||||
// the purse is worth at least one of can be given. Cash is only paid in cash.
|
||||
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 purseInCopper = COINS.reduce((sum, c) => sum + held(c) * COIN_VALUE[c], 0);
|
||||
const affordable = (c: Currency) => (c === 'CASH' ? held(c) : 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));
|
||||
@@ -169,7 +174,7 @@ function GiveCard({ character, onError }: { character: CharacterDetail; onError:
|
||||
<option value="">What to give…</option>
|
||||
{coinsHeld.map((c) => (
|
||||
<option key={c} value={`gold:${c}`}>
|
||||
{COIN_LABELS[c]} ({held(c)} {COIN_SHORT[c]} held)
|
||||
{COIN_LABELS[c]} ({formatMoney(held(c), c)} held)
|
||||
</option>
|
||||
))}
|
||||
{character.weapons.length > 0 && (
|
||||
@@ -233,6 +238,7 @@ export function CharacterSheetPage() {
|
||||
const { characterId = '' } = useParams();
|
||||
const { user } = useAuth();
|
||||
const { data: character, isLoading, error } = useCharacter(characterId);
|
||||
useRememberCampaign(character?.campaignId);
|
||||
const patchCharacter = usePatchCharacter(characterId);
|
||||
useCampaignSocket(character?.campaignId);
|
||||
|
||||
@@ -266,8 +272,8 @@ export function CharacterSheetPage() {
|
||||
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 [exchangeFrom, setExchangeFrom] = useState<Coin>('GOLD');
|
||||
const [exchangeTo, setExchangeTo] = useState<Coin>('SILVER');
|
||||
const [noteBody, setNoteBody] = useState('');
|
||||
const [pickedWeaponId, setPickedWeaponId] = useState('');
|
||||
const [pickedSpellId, setPickedSpellId] = useState('');
|
||||
@@ -304,7 +310,9 @@ export function CharacterSheetPage() {
|
||||
const amount = Number(hpDelta);
|
||||
if (!amount) return;
|
||||
const next = character!.currentHp + sign * amount;
|
||||
patchCharacter.mutate({ currentHp: next });
|
||||
setFormError(null);
|
||||
// Healing is refused for a character who has died.
|
||||
patchCharacter.mutate({ currentHp: next }, { onError: (err) => setFormError(extractErrorMessage(err)) });
|
||||
setHpDelta('');
|
||||
}
|
||||
|
||||
@@ -326,6 +334,16 @@ export function CharacterSheetPage() {
|
||||
}
|
||||
}
|
||||
|
||||
// Equipping can be refused (too much on already). The reason goes in the
|
||||
// banner at the top, so the page goes there too.
|
||||
const equipResult = {
|
||||
onSuccess: () => setFormError(null),
|
||||
onError: (err: unknown) => {
|
||||
setFormError(extractErrorMessage(err));
|
||||
window.scrollTo({ top: 0, behavior: 'smooth' });
|
||||
},
|
||||
};
|
||||
|
||||
async function handleGold(sign: 1 | -1) {
|
||||
const amount = Math.floor(Number(goldAmount));
|
||||
if (!(amount > 0)) return;
|
||||
@@ -458,6 +476,14 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
|
||||
<HpBar current={character.currentHp} max={sheet.hp.max} temp={character.tempHp} />
|
||||
<DeathSaves
|
||||
characterId={characterId}
|
||||
name={character.name}
|
||||
deathSaves={character.deathSaves}
|
||||
canAct={canEdit}
|
||||
isDM={isDM}
|
||||
onError={(err) => setFormError(extractErrorMessage(err))}
|
||||
/>
|
||||
|
||||
{canEdit && (
|
||||
<div className="flex-row mt-sm flex-wrap">
|
||||
@@ -488,18 +514,21 @@ export function CharacterSheetPage() {
|
||||
onBlur={(e) => patchCharacter.mutate({ tempHp: Number(e.target.value) })}
|
||||
/>
|
||||
</label>
|
||||
<label className="flex-row gap-sm">
|
||||
Armor Bonus <InfoTip term="ARMOR_BONUS" />
|
||||
<NumberInput
|
||||
key={`armor:${character.armorBonus}`}
|
||||
min={0}
|
||||
max={30}
|
||||
keepValue
|
||||
defaultValue={character.armorBonus}
|
||||
style={{ width: 70 }}
|
||||
onBlur={(e) => patchCharacter.mutate({ armorBonus: Number(e.target.value) })}
|
||||
/>
|
||||
</label>
|
||||
{/* Armor is an equipped item now; this is the DM's own adjustment on top. */}
|
||||
{isDM && (
|
||||
<label className="flex-row gap-sm" title="Added to AC on top of what equipped gear gives. Can be negative.">
|
||||
Extra AC (DM) <InfoTip term="ARMOR_BONUS" />
|
||||
<NumberInput
|
||||
key={`armor:${character.armorBonus}`}
|
||||
min={-30}
|
||||
max={30}
|
||||
keepValue
|
||||
defaultValue={character.armorBonus}
|
||||
style={{ width: 70 }}
|
||||
onBlur={(e) => patchCharacter.mutate({ armorBonus: Number(e.target.value) })}
|
||||
/>
|
||||
</label>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
|
||||
@@ -540,7 +569,19 @@ export function CharacterSheetPage() {
|
||||
<p className="subtitle mt-sm">📍 Currently at: <strong>{character.currentLocation.name}</strong></p>
|
||||
)}
|
||||
|
||||
<div className="card mt-md">
|
||||
{(sheet.gear.effects.length > 0 || sheet.gear.notes.length > 0) && (
|
||||
<div className="card mt-md">
|
||||
<div className="card-title">From Equipped Gear</div>
|
||||
<GearInForce gear={sheet.gear} />
|
||||
<p className="subtitle" style={{ margin: '0.4rem 0 0' }}>
|
||||
Already counted in every number on this sheet. Take something off and its line goes.
|
||||
</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
<JumpNav />
|
||||
|
||||
<div data-jump="Abilities" className="card mt-md">
|
||||
<div className="card-title">Ability Scores</div>
|
||||
<div className="grid grid-cols-3">
|
||||
{(Object.keys(sheet.abilities) as Ability[]).map((ability) => (
|
||||
@@ -556,7 +597,7 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
|
||||
<div className="grid grid-cols-2 mt-md">
|
||||
<div className="card">
|
||||
<div data-jump="Saves" className="card">
|
||||
<div className="card-title">
|
||||
Saving Throws <InfoTip term="SAVING_THROW" />
|
||||
</div>
|
||||
@@ -569,7 +610,7 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
<div className="card">
|
||||
<div data-jump="Skills" className="card">
|
||||
<div className="card-title">
|
||||
Skills <InfoTip term="SKILL_BONUS" />
|
||||
</div>
|
||||
@@ -603,7 +644,7 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
)}
|
||||
|
||||
<div className="card mt-md">
|
||||
<div data-jump="Weapons" className="card mt-md">
|
||||
<div className="card-title">
|
||||
Weapons <InfoTip term="ATTACK_BONUS" />
|
||||
</div>
|
||||
@@ -615,6 +656,9 @@ export function CharacterSheetPage() {
|
||||
Lv {cw.level} · {cw.scaledDamageDice} {cw.weapon.damageType} · x{cw.quantity}
|
||||
</span>
|
||||
{!cw.usable && <RequiresLevel level={cw.level} />}
|
||||
{effectsSummary(cw.weapon.effects, cw.weapon.effectNote) && (
|
||||
<div style={{ color: 'var(--text-muted)', fontSize: '0.85rem' }}>✦ While equipped: {effectsSummary(cw.weapon.effects, cw.weapon.effectNote)}</div>
|
||||
)}
|
||||
</div>
|
||||
{canEdit && (
|
||||
<div className="flex-row gap-sm">
|
||||
@@ -624,7 +668,7 @@ export function CharacterSheetPage() {
|
||||
type="checkbox"
|
||||
checked={cw.equipped}
|
||||
disabled={!cw.usable}
|
||||
onChange={(e) => patchWeapon.mutate({ weaponId: cw.weaponId, equipped: e.target.checked })}
|
||||
onChange={(e) => patchWeapon.mutate({ weaponId: cw.weaponId, equipped: e.target.checked }, equipResult)}
|
||||
/>
|
||||
</label>
|
||||
{isDM && (
|
||||
@@ -666,7 +710,7 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
|
||||
{campaignSpells && campaignSpells.length > 0 && (
|
||||
<div className="card mt-md">
|
||||
<div data-jump="Spells" className="card mt-md">
|
||||
<div className="card-title">Spells Known</div>
|
||||
{spellsPage.pageItems.map((cs) => (
|
||||
<div key={cs.id} className="flex-between" style={{ padding: '0.4rem 0', borderBottom: '1px solid var(--border-soft)' }}>
|
||||
@@ -730,7 +774,7 @@ export function CharacterSheetPage() {
|
||||
|
||||
{!character.restricted && (
|
||||
<>
|
||||
<div className="card mt-md">
|
||||
<div data-jump="Inventory" className="card mt-md">
|
||||
<div className="card-title">Inventory</div>
|
||||
{itemsPage.pageItems.map((held) => (
|
||||
<div key={held.id} className="flex-between" style={{ padding: '0.4rem 0', borderBottom: '1px solid var(--border-soft)' }}>
|
||||
@@ -741,6 +785,9 @@ export function CharacterSheetPage() {
|
||||
{held.scaledDamageDice && ` · ${held.scaledDamageDice}`} · x{held.quantity}
|
||||
</span>
|
||||
{!held.usable && <RequiresLevel level={held.level} />}
|
||||
{effectsSummary(held.item.effects, held.item.effectNote) && (
|
||||
<div style={{ color: 'var(--text-muted)', fontSize: '0.85rem' }}>✦ While equipped: {effectsSummary(held.item.effects, held.item.effectNote)}</div>
|
||||
)}
|
||||
{held.item.description && (
|
||||
<div style={{ color: 'var(--text-muted)', fontSize: '0.85rem' }}>{held.item.description}</div>
|
||||
)}
|
||||
@@ -753,7 +800,7 @@ export function CharacterSheetPage() {
|
||||
type="checkbox"
|
||||
checked={held.equipped}
|
||||
disabled={!held.usable}
|
||||
onChange={(e) => patchItem.mutate({ itemId: held.itemId, equipped: e.target.checked })}
|
||||
onChange={(e) => patchItem.mutate({ itemId: held.itemId, equipped: e.target.checked }, equipResult)}
|
||||
/>
|
||||
</label>
|
||||
{isDM && (
|
||||
@@ -810,14 +857,15 @@ export function CharacterSheetPage() {
|
||||
)}
|
||||
</div>
|
||||
|
||||
<div className="card mt-md">
|
||||
<div data-jump="Money" className="card mt-md">
|
||||
<div className="card-title">
|
||||
<span>Money</span>
|
||||
<span className="mono">{formatPurse(character)}</span>
|
||||
</div>
|
||||
<p className="subtitle" style={{ marginTop: 0 }}>
|
||||
1 gold = 10 silver = 100 copper. Worth {purseWorthInGold(character)} gold in all. Spending and giving make
|
||||
change for you: if you are short of a coin, a bigger one is broken.
|
||||
change for you: if you are short of a coin, a bigger one is broken. Cash ($) is kept apart: it is never
|
||||
exchanged for coins.
|
||||
</p>
|
||||
{canEdit && (
|
||||
<div className="flex-row flex-wrap">
|
||||
@@ -865,16 +913,16 @@ export function CharacterSheetPage() {
|
||||
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) => (
|
||||
<select aria-label="Exchange from" value={exchangeFrom} onChange={(e) => setExchangeFrom(e.target.value as Coin)}>
|
||||
{COINS.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) => (
|
||||
<select aria-label="Exchange into" value={exchangeTo} onChange={(e) => setExchangeTo(e.target.value as Coin)}>
|
||||
{COINS.map((c) => (
|
||||
<option key={c} value={c}>
|
||||
{COIN_LABELS[c]}
|
||||
</option>
|
||||
@@ -891,7 +939,8 @@ export function CharacterSheetPage() {
|
||||
<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)}`} {COIN_SHORT[t.currency ?? 'GOLD']}
|
||||
{t.amount > 0 ? '+' : '−'}
|
||||
{formatMoney(Math.abs(t.amount), 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)' }}>
|
||||
@@ -900,7 +949,7 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
</div>
|
||||
<span className="mono" style={{ color: 'var(--text-muted)' }}>
|
||||
{t.balanceAfter} {COIN_SHORT[t.currency ?? 'GOLD']}
|
||||
{formatMoney(t.balanceAfter, t.currency ?? 'GOLD')}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
@@ -985,7 +1034,7 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
)}
|
||||
|
||||
<div className="card mt-md">
|
||||
<div data-jump="Notes" className="card mt-md">
|
||||
<div className="card-title">Notes</div>
|
||||
<form onSubmit={handleAddNote} className="flex-row flex-wrap">
|
||||
<textarea
|
||||
@@ -1012,7 +1061,6 @@ export function CharacterSheetPage() {
|
||||
<Pagination page={notesPage.page} pageCount={notesPage.pageCount} onPrev={notesPage.prevPage} onNext={notesPage.nextPage} />
|
||||
</div>
|
||||
|
||||
<QuickStatsFab characterId={characterId} />
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -14,6 +14,8 @@ import {
|
||||
useRemoveParticipant,
|
||||
useAdvanceRound,
|
||||
useNextTurn,
|
||||
useSetTargets,
|
||||
useReviveParticipant,
|
||||
usePatchEncounter,
|
||||
useSetEncounterArchived,
|
||||
useDeleteEncounter,
|
||||
@@ -27,7 +29,12 @@ 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, COIN_LABELS, CURRENCIES, SPECIES_LABELS, extractErrorMessage, fmtMod, spellLevelLabel } from '../lib/format';
|
||||
import { DeathSaves } from '../components/DeathSaves';
|
||||
import { TradePanel } from '../components/TradePanel';
|
||||
import { useRememberCampaign } from '../lib/lastCampaign';
|
||||
import { openCharacterPanel } from '../lib/characterPanel';
|
||||
import { GearInForce } from '../components/CharacterPanel';
|
||||
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 {
|
||||
Ability,
|
||||
@@ -61,6 +68,11 @@ const CONDITIONS = [
|
||||
'Concentrating',
|
||||
];
|
||||
|
||||
// An attack on more than one target is an area attack, and harder to land:
|
||||
// every target's AC counts as `step` higher for each target beyond the first.
|
||||
// The step is the campaign's "area attack AC penalty" setting.
|
||||
const areaPenalty = (targetCount: number, step: number) => Math.max(0, targetCount - 1) * step;
|
||||
|
||||
const KIND_LABELS = { CHARACTER: 'PC', MONSTER: 'Monster', NPC: 'NPC' } as const;
|
||||
const KIND_BADGES = { CHARACTER: 'badge-player', MONSTER: 'badge-hostile', NPC: 'badge-friendly' } as const;
|
||||
const MODE_LABELS: Record<EncounterMode, string> = { BATTLE: '⚔ Battle', QUEST: '📜 Quest' };
|
||||
@@ -95,18 +107,35 @@ function subline(p: EncounterParticipant): string {
|
||||
function CombatantCard({
|
||||
participant: p,
|
||||
isDM,
|
||||
isMine,
|
||||
isActive,
|
||||
onPatch,
|
||||
canRollInitiative,
|
||||
targetedBy,
|
||||
acPenalty,
|
||||
onTarget,
|
||||
onRemove,
|
||||
onError,
|
||||
}: {
|
||||
participant: EncounterParticipant;
|
||||
isDM: boolean;
|
||||
// The viewer's own character: its card is marked so it is easy to find.
|
||||
isMine: boolean;
|
||||
isActive: boolean;
|
||||
onPatch: (data: Partial<EncounterParticipant>) => void;
|
||||
// The DM for anyone; a player for their own character.
|
||||
// The DM for anyone; a player for their own character. The same goes for
|
||||
// that character's death saves.
|
||||
canRollInitiative: boolean;
|
||||
// Set while this combatant is a target: who is going for them, or '' when
|
||||
// nobody is on turn.
|
||||
targetedBy?: string;
|
||||
// What an area attack adds to this target's AC; 0 when they are the only one.
|
||||
acPenalty: number;
|
||||
// Marks this combatant as a target, or unmarks them. Absent for someone who
|
||||
// may not pick targets right now, and on the card of whoever is on turn.
|
||||
onTarget?: () => void;
|
||||
onRemove: () => void;
|
||||
onError: (err: unknown) => void;
|
||||
}) {
|
||||
const [hpDelta, setHpDelta] = useState('');
|
||||
// Details start open for the DM (who runs the scene from this screen) and
|
||||
@@ -125,6 +154,9 @@ function CombatantCard({
|
||||
const tracksHp = barOnly || maxHp > 0;
|
||||
const pct = barOnly ? (p.hpPercent ?? 0) : tracksHp ? Math.max(0, Math.min(100, (currentHp / maxHp) * 100)) : 0;
|
||||
const isDown = tracksHp && pct <= 0;
|
||||
// A dying character still has something to do each turn, so its card stays lit.
|
||||
const isDying = info?.deathSaves.state === 'DYING';
|
||||
const isTargeted = targetedBy !== undefined;
|
||||
// Players get a monster's name and health bar only; the stat block is the DM's.
|
||||
const monsterStats = monster && monster.ac !== undefined ? monster : null;
|
||||
const hasDetails = Boolean(info || monsterStats || npc?.dmNotes);
|
||||
@@ -143,10 +175,20 @@ function CombatantCard({
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={`card combatant combatant-${p.kind.toLowerCase()}${isActive ? ' is-active' : ''}${isDown ? ' is-down' : ''}`}>
|
||||
<div
|
||||
id={`combatant-${p.id}`}
|
||||
className={`card combatant combatant-${p.kind.toLowerCase()}${isMine ? ' is-mine' : ''}${isActive ? ' is-active' : ''}${isDown && !isDying ? ' is-down' : ''}${isTargeted ? ' is-targeted' : ''}`}
|
||||
>
|
||||
<div className="flex-between flex-wrap">
|
||||
<div>
|
||||
{isMine && <div className="mine-marker">★ Your character</div>}
|
||||
{isActive && <div className="turn-marker">▶ On turn</div>}
|
||||
{isTargeted && (
|
||||
<div className="target-marker">
|
||||
🎯 Targeted{targetedBy && ` by ${targetedBy}`}
|
||||
{acPenalty > 0 && ` · area attack, AC +${acPenalty}`}
|
||||
</div>
|
||||
)}
|
||||
<div className="flex-row flex-wrap">
|
||||
<span className={`badge ${KIND_BADGES[p.kind]}`}>{KIND_LABELS[p.kind]}</span>
|
||||
{p.character ? (
|
||||
@@ -157,7 +199,31 @@ function CombatantCard({
|
||||
<span className="combatant-name">{p.displayName}</span>
|
||||
)}
|
||||
{npc && <span className={`badge badge-${npc.disposition.toLowerCase()}`}>{npc.disposition}</span>}
|
||||
{isDown && <span className="badge badge-hostile">Down</span>}
|
||||
{p.character && (isDM || isMine) && (
|
||||
<button
|
||||
className="btn btn-target"
|
||||
title={`Everything ${p.displayName} holds: weapons, items, spells and money`}
|
||||
onClick={() => p.character && openCharacterPanel(p.character.id)}
|
||||
>
|
||||
🎒 Inventory
|
||||
</button>
|
||||
)}
|
||||
{isDown && !info && <span className="badge badge-hostile">Down</span>}
|
||||
{p.hidden && (
|
||||
<span className="badge" title="Out of the fight. Players no longer see this card, and it has no turn.">
|
||||
Hidden from players
|
||||
</span>
|
||||
)}
|
||||
{onTarget && (
|
||||
<button
|
||||
className={`btn btn-target${isTargeted ? ' is-on' : ''}`}
|
||||
aria-pressed={isTargeted}
|
||||
title={isTargeted ? 'Stop targeting' : `Mark ${p.displayName} as a target. Marking more than one makes it an area attack.`}
|
||||
onClick={onTarget}
|
||||
>
|
||||
🎯 {isTargeted ? 'Targeted' : 'Target'}
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
<div className="combatant-sub">{subline(p)}</div>
|
||||
</div>
|
||||
@@ -243,6 +309,16 @@ function CombatantCard({
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
{info && p.character && (
|
||||
<DeathSaves
|
||||
characterId={p.character.id}
|
||||
name={p.displayName}
|
||||
deathSaves={info.deathSaves}
|
||||
canAct={canRollInitiative}
|
||||
isDM={isDM}
|
||||
onError={onError}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
)}
|
||||
|
||||
@@ -309,11 +385,19 @@ function CombatantCard({
|
||||
{ABILITIES.map((a) => `${a} ${fmtMod(info.saves[a].bonus)}${info.saves[a].proficient ? '*' : ''}`).join(' · ')}{' '}
|
||||
<span title="Proficient">(* proficient)</span>
|
||||
</p>
|
||||
{info.weapons.length === 0 && info.spells.length === 0 && <p className="combatant-sub">No usable weapons or spells.</p>}
|
||||
<GearInForce gear={info.gear} />
|
||||
{info.weapons.length === 0 && (
|
||||
<p className="combatant-sub">No weapon equipped. A weapon has to be equipped to be used: open 🎒 Inventory to put one on.</p>
|
||||
)}
|
||||
{info.items.length > 0 && (
|
||||
<p className="combatant-sub">
|
||||
Equipped: {info.items.map((i) => `${i.name}${i.damageDice ? ` (${i.damageDice})` : ''}`).join(' · ')}
|
||||
</p>
|
||||
)}
|
||||
{info.weapons.map((w) => (
|
||||
<div key={w.characterWeaponId} className="detail-row">
|
||||
<span>
|
||||
{w.name} {w.equipped && <span className="badge">equipped</span>}
|
||||
{w.name}
|
||||
<span className="combatant-sub" style={{ marginLeft: 6 }}>
|
||||
Lv {w.level} · {w.damageDice} {fmtMod(w.damageBonus)} {w.damageType}
|
||||
</span>
|
||||
@@ -379,8 +463,177 @@ function CombatantCard({
|
||||
);
|
||||
}
|
||||
|
||||
// What a combatant hits with, one line per attack: a character's weapons
|
||||
// (the equipped ones, when any are) and damaging spells, or the single attack
|
||||
// of a monster or NPC.
|
||||
function attackLines(p: EncounterParticipant): string[] {
|
||||
const info = p.characterCombatInfo;
|
||||
if (info) {
|
||||
const weapons = info.weapons.map(
|
||||
(w) => `${w.name}: ${fmtMod(w.attackBonus)} to hit · ${w.damageDice} ${fmtMod(w.damageBonus)} ${w.damageType}`
|
||||
);
|
||||
const spells = info.spells
|
||||
.filter((s) => s.damageDice)
|
||||
.map((s) => `${s.name}: ${s.damageDice}${info.spellcasting ? ` · ${fmtMod(info.spellcasting.attackBonus)} to hit / DC ${info.spellcasting.saveDC}` : ''}`);
|
||||
return [...weapons, ...spells];
|
||||
}
|
||||
const stats = p.monster ?? p.npc;
|
||||
if (!stats || (stats.attackBonus == null && !stats.damageDice)) return [];
|
||||
return [[stats.attackBonus != null && `${fmtMod(stats.attackBonus)} to hit`, stats.damageDice].filter(Boolean).join(' · ')];
|
||||
}
|
||||
|
||||
type AreaMode = 'SPLIT' | 'EACH';
|
||||
|
||||
// How `amount` lands on `count` targets: all of it on each, or shared out
|
||||
// evenly, any remainder going one point each to the first targets picked
|
||||
// (7 between three is 3, 2 and 2).
|
||||
function shares(amount: number, count: number, mode: AreaMode): number[] {
|
||||
if (mode === 'EACH') return Array.from({ length: count }, () => amount);
|
||||
const base = Math.floor(amount / count);
|
||||
return Array.from({ length: count }, (_, i) => base + (i < amount % count ? 1 : 0));
|
||||
}
|
||||
|
||||
// The DM's shortcut once targets are marked: who is attacking whom, the
|
||||
// numbers needed to call the hit, and a box to apply the damage without
|
||||
// hunting for each target's card. With more than one target it is an area
|
||||
// attack: each AC is shown with the penalty added, the DM ticks who was hit,
|
||||
// and the amount is split between them or dealt to each in full.
|
||||
function AttackBar({
|
||||
attacker,
|
||||
targets,
|
||||
acStep,
|
||||
onApply,
|
||||
onRemove,
|
||||
onClear,
|
||||
}: {
|
||||
attacker: EncounterParticipant | undefined;
|
||||
targets: EncounterParticipant[];
|
||||
acStep: number; // the campaign's area attack AC penalty
|
||||
onApply: (changes: { participantId: string; currentHp: number }[]) => void;
|
||||
onRemove: (participantId: string) => void;
|
||||
onClear: () => void;
|
||||
}) {
|
||||
const [amount, setAmount] = useState('');
|
||||
const [mode, setMode] = useState<AreaMode>('SPLIT');
|
||||
const [missed, setMissed] = useState<string[]>([]);
|
||||
|
||||
const isArea = targets.length > 1;
|
||||
const penalty = areaPenalty(targets.length, acStep);
|
||||
const tracksHp = (t: EncounterParticipant) => (t.maxHp ?? 0) > 0;
|
||||
const hit = targets.filter((t) => tracksHp(t) && !missed.includes(t.id));
|
||||
const value = Number(amount) || 0;
|
||||
const portions = shares(value, hit.length, isArea ? mode : 'EACH');
|
||||
const attacks = attacker ? attackLines(attacker) : [];
|
||||
|
||||
function apply(sign: 1 | -1) {
|
||||
if (!value || hit.length === 0) return;
|
||||
onApply(hit.map((t, i) => ({ participantId: t.id, currentHp: (t.currentHp ?? 0) + sign * portions[i] })));
|
||||
setAmount('');
|
||||
setMissed([]);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="card attack-bar">
|
||||
<div className="flex-between flex-wrap">
|
||||
<div className="attack-bar-title">
|
||||
{attacker && <>{attacker.displayName} → </>}🎯 {isArea ? `${targets.length} targets` : targets[0].displayName}
|
||||
</div>
|
||||
<button className="btn btn-ghost" onClick={onClear}>
|
||||
✕ Clear {isArea ? 'targets' : 'target'}
|
||||
</button>
|
||||
</div>
|
||||
{isArea && (
|
||||
<p className="combatant-sub" style={{ margin: '0.25rem 0 0' }}>
|
||||
Area attack{penalty > 0 && `: every target's AC counts as ${penalty} higher (+${acStep} for each target beyond the first)`}. Untick anyone the
|
||||
roll missed.
|
||||
</p>
|
||||
)}
|
||||
|
||||
{targets.map((t) => {
|
||||
const info = t.characterCombatInfo;
|
||||
const ac = info?.armorClass ?? t.monster?.ac ?? t.npc?.ac;
|
||||
const portion = portions[hit.indexOf(t)];
|
||||
return (
|
||||
<div key={t.id} className="attack-target">
|
||||
{isArea && (
|
||||
<label className="flex-row gap-sm">
|
||||
<input
|
||||
type="checkbox"
|
||||
aria-label={`${t.displayName} was hit`}
|
||||
disabled={!tracksHp(t)}
|
||||
checked={hit.includes(t)}
|
||||
onChange={(e) => setMissed(e.target.checked ? missed.filter((id) => id !== t.id) : [...missed, t.id])}
|
||||
/>
|
||||
<span className="attack-target-name">{t.displayName}</span>
|
||||
</label>
|
||||
)}
|
||||
<div className="stat-chips">
|
||||
{ac != null && (
|
||||
<StatChip label={isArea ? 'AC to beat' : 'Target AC'}>
|
||||
{ac + penalty}
|
||||
{penalty > 0 && ` (${ac} +${penalty})`}
|
||||
</StatChip>
|
||||
)}
|
||||
{tracksHp(t) ? (
|
||||
<StatChip label={isArea ? 'HP' : 'Target HP'}>
|
||||
{t.currentHp ?? 0}/{t.maxHp}
|
||||
{info && info.tempHp > 0 && ` +${info.tempHp}`}
|
||||
</StatChip>
|
||||
) : (
|
||||
<span className="combatant-sub">No hit points to track.</span>
|
||||
)}
|
||||
{isArea && value > 0 && portion !== undefined && <StatChip label="Share">{portion}</StatChip>}
|
||||
</div>
|
||||
{isArea && (
|
||||
<button className="btn btn-ghost" aria-label={`Stop targeting ${t.displayName}`} onClick={() => onRemove(t.id)}>
|
||||
✕
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
|
||||
{attacks.map((line) => (
|
||||
<div key={line} className="combatant-sub mt-sm">
|
||||
⚔ {line}
|
||||
</div>
|
||||
))}
|
||||
|
||||
{targets.some(tracksHp) && (
|
||||
<div className="flex-row flex-wrap gap-sm mt-sm">
|
||||
{/* Remounted when the targets change, so the cursor lands here as soon as one is marked. */}
|
||||
<NumberInput
|
||||
key={targets.map((t) => t.id).join()}
|
||||
autoFocus
|
||||
min={1}
|
||||
max={99999}
|
||||
placeholder={isArea ? 'Total' : 'Amount'}
|
||||
aria-label={isArea ? 'HP change for the targets hit' : `HP change for ${targets[0].displayName}`}
|
||||
value={amount}
|
||||
onChange={(e) => setAmount(e.target.value)}
|
||||
onKeyDown={(e) => e.key === 'Enter' && apply(-1)}
|
||||
style={{ width: 90 }}
|
||||
/>
|
||||
{isArea && (
|
||||
<select aria-label="How the amount is shared" value={mode} onChange={(e) => setMode(e.target.value as AreaMode)} style={{ width: 'auto' }}>
|
||||
<option value="SPLIT">Split between those hit</option>
|
||||
<option value="EACH">Full amount to each</option>
|
||||
</select>
|
||||
)}
|
||||
<button className="btn btn-danger" onClick={() => apply(-1)} disabled={!value || hit.length === 0}>
|
||||
− Damage
|
||||
</button>
|
||||
<button className="btn" onClick={() => apply(1)} disabled={!value || hit.length === 0}>
|
||||
+ Heal
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function rewardLabel(r: EncounterReward): string {
|
||||
if (r.type === 'GOLD') return `${r.gold} ${COIN_LABELS[r.currency ?? 'GOLD'].toLowerCase()}`;
|
||||
if (r.type === 'GOLD') return formatMoney(r.gold ?? 0, r.currency ?? 'GOLD', true);
|
||||
const entry = r.type === 'WEAPON' ? r.weapon : r.item;
|
||||
return `${entry?.name ?? 'Removed from the pool'}${r.quantity > 1 ? ` ×${r.quantity}` : ''} · Lv ${r.level}`;
|
||||
}
|
||||
@@ -608,6 +861,7 @@ export function EncounterPage() {
|
||||
const { user } = useAuth();
|
||||
const { data: encounter, isLoading, error } = useEncounter(encounterId);
|
||||
useCampaignSocket(encounter?.campaignId);
|
||||
useRememberCampaign(encounter?.campaignId);
|
||||
|
||||
const { data: campaignData } = useCampaign(encounter?.campaignId);
|
||||
const isDM = campaignData?.campaign.role === 'DM';
|
||||
@@ -623,6 +877,8 @@ export function EncounterPage() {
|
||||
const removeParticipant = useRemoveParticipant(encounterId);
|
||||
const advanceRound = useAdvanceRound(encounterId);
|
||||
const nextTurn = useNextTurn(encounterId);
|
||||
const setTargets = useSetTargets(encounterId);
|
||||
const revive = useReviveParticipant(encounterId);
|
||||
const patchEncounter = usePatchEncounter(encounterId);
|
||||
const setArchived = useSetEncounterArchived(encounter?.campaignId ?? '');
|
||||
const deleteEncounter = useDeleteEncounter(encounter?.campaignId ?? '');
|
||||
@@ -632,20 +888,41 @@ export function EncounterPage() {
|
||||
const [pickId, setPickId] = useState('');
|
||||
const [initiative, setInitiative] = useState('');
|
||||
const [formError, setFormError] = useState<string | null>(null);
|
||||
// The DM's own screen leaves the fallen out too, until asked for.
|
||||
const [showDead, setShowDead] = useState(false);
|
||||
|
||||
if (isLoading) return <Spinner label="Setting the scene…" />;
|
||||
if (error || !encounter) return <ErrorBanner message="Could not load this encounter." />;
|
||||
|
||||
const isBattle = encounter.mode === 'BATTLE';
|
||||
const participants = encounter.participants ?? []; // already in initiative order
|
||||
// The fallen: dead characters, and monsters and NPCs at 0 HP. Only the DM is
|
||||
// sent their cards, and they sit apart from those still in the fight.
|
||||
const standing = participants.filter((p) => !p.hidden);
|
||||
const outOfTheFight = participants.filter((p) => p.hidden);
|
||||
const fallen = encounter.fallen ?? [];
|
||||
const active = isBattle && encounter.status === 'ACTIVE' ? participants.find((p) => p.id === encounter.activeParticipantId) : undefined;
|
||||
// The viewer's own characters here, to mark and to jump to.
|
||||
const mine = participants.filter((p) => p.character != null && p.character.userId === user?.id);
|
||||
const targetIds = encounter.targetParticipantIds ?? [];
|
||||
const targets = targetIds.map((id) => participants.find((p) => p.id === id)).filter((p): p is EncounterParticipant => p !== undefined);
|
||||
// The DM marks targets whenever they like; a player while their own character is on turn.
|
||||
const acStep = campaignData?.campaign.areaAttackAcPenalty ?? 0;
|
||||
const canTarget = isDM || (active?.character != null && active.character.userId === user?.id);
|
||||
// A player whose own character is on turn, on their feet and able to raise the dead.
|
||||
const canTryRevive =
|
||||
active?.character != null &&
|
||||
active.character.userId === user?.id &&
|
||||
active.characterCombatInfo?.deathSaves.state === 'UP' &&
|
||||
active.characterCombatInfo.canRevive;
|
||||
const builtCharacters = characters?.filter((c) => c.buildStage === 'COMPLETE') ?? [];
|
||||
const onError = (err: unknown) => setFormError(extractErrorMessage(err));
|
||||
const fail = { onError };
|
||||
|
||||
const pickOptions: { id: string; name: string }[] =
|
||||
pickType === 'character'
|
||||
? builtCharacters.filter((c) => !participants.some((p) => p.characterId === c.id))
|
||||
? // The dead join no new scene until they are revived.
|
||||
builtCharacters.filter((c) => c.deathSaves.state !== 'DEAD' && !participants.some((p) => p.characterId === c.id))
|
||||
: pickType === 'monster'
|
||||
? (monsters ?? [])
|
||||
: (npcs ?? []).filter((n) => !participants.some((p) => p.npcId === n.id));
|
||||
@@ -664,22 +941,43 @@ export function EncounterPage() {
|
||||
key={p.id}
|
||||
participant={p}
|
||||
isDM={isDM}
|
||||
isMine={p.character != null && p.character.userId === user?.id}
|
||||
isActive={p.id === active?.id}
|
||||
onPatch={(data) => patchParticipant.mutate({ participantId: p.id, ...data }, fail)}
|
||||
canRollInitiative={isDM || (p.character != null && p.character.userId === user?.id)}
|
||||
targetedBy={targetIds.includes(p.id) ? (active?.displayName ?? '') : undefined}
|
||||
acPenalty={areaPenalty(targets.length, acStep)}
|
||||
onTarget={
|
||||
// Nobody targets themselves: the combatant on turn has no button.
|
||||
canTarget && p.id !== active?.id
|
||||
? () => setTargets.mutate(targetIds.includes(p.id) ? targetIds.filter((id) => id !== p.id) : [...targetIds, p.id], fail)
|
||||
: undefined
|
||||
}
|
||||
onRemove={() => removeParticipant.mutate(p.id, fail)}
|
||||
onError={onError}
|
||||
/>
|
||||
);
|
||||
|
||||
// In a battle under way the turn passes down the initiative order, so
|
||||
// everyone above whoever is on turn has had their go this round. They drop
|
||||
// to "Next Round" at the bottom, which leaves the combatant on turn at the
|
||||
// top with those still to act beneath them. A new round puts everyone back.
|
||||
const turnIndex = active ? participants.indexOf(active) : -1;
|
||||
const hasActed = (p: EncounterParticipant) => participants.indexOf(p) < turnIndex;
|
||||
|
||||
// A quest scene is grouped by who is there; within each group the order is
|
||||
// still initiative, highest first.
|
||||
const groups: [string, EncounterParticipant[]][] = isBattle
|
||||
? [['Initiative order', participants]]
|
||||
? [
|
||||
['Initiative order', standing.filter((p) => !hasActed(p))],
|
||||
['Next Round', standing.filter(hasActed)],
|
||||
]
|
||||
: [
|
||||
['People you meet', participants.filter((p) => p.kind === 'NPC')],
|
||||
['The party', participants.filter((p) => p.kind === 'CHARACTER')],
|
||||
['Creatures', participants.filter((p) => p.kind === 'MONSTER')],
|
||||
['People you meet', standing.filter((p) => p.kind === 'NPC')],
|
||||
['The party', standing.filter((p) => p.kind === 'CHARACTER')],
|
||||
['Creatures', standing.filter((p) => p.kind === 'MONSTER')],
|
||||
];
|
||||
if (showDead) groups.push(['Out of the fight, hidden from players', outOfTheFight]);
|
||||
|
||||
return (
|
||||
<div>
|
||||
@@ -774,6 +1072,21 @@ export function EncounterPage() {
|
||||
|
||||
{formError && <ErrorBanner message={formError} />}
|
||||
|
||||
{mine.length > 0 && (
|
||||
<nav className="jump-nav" aria-label="Your characters in this scene">
|
||||
{mine.map((p) => (
|
||||
<button
|
||||
key={p.id}
|
||||
type="button"
|
||||
className="jump-link is-mine"
|
||||
onClick={() => document.getElementById(`combatant-${p.id}`)?.scrollIntoView({ behavior: 'smooth', block: 'center' })}
|
||||
>
|
||||
★ {p.displayName} · {p.currentHp}/{p.maxHp} HP{p.id === active?.id ? ' · your turn' : ''}
|
||||
</button>
|
||||
))}
|
||||
</nav>
|
||||
)}
|
||||
|
||||
{(isDM || encounter.description) && (
|
||||
<div className="card">
|
||||
<div className="card-title">{isBattle ? 'The Scene' : 'Quest'}</div>
|
||||
@@ -802,7 +1115,51 @@ export function EncounterPage() {
|
||||
|
||||
<div className="encounter-layout mt-md">
|
||||
<div>
|
||||
{participants.length === 0 && (
|
||||
{isDM && targets.length > 0 && (
|
||||
<AttackBar
|
||||
attacker={active}
|
||||
targets={targets}
|
||||
acStep={acStep}
|
||||
onApply={(changes) => Promise.all(changes.map((change) => patchParticipant.mutateAsync(change))).catch(onError)}
|
||||
onRemove={(id) => setTargets.mutate(targetIds.filter((x) => x !== id), fail)}
|
||||
onClear={() => setTargets.mutate([], fail)}
|
||||
/>
|
||||
)}
|
||||
{!isDM && fallen.length > 0 && (
|
||||
<div className="card fallen-bar">
|
||||
<div className="card-title">☠ Fallen</div>
|
||||
{fallen.map((f) => (
|
||||
<div key={f.participantId} className="flex-between flex-wrap">
|
||||
<span className="combatant-name">{f.name}</span>
|
||||
{canTryRevive && (
|
||||
<button
|
||||
className="btn"
|
||||
title={`${active?.displayName} tries to bring ${f.name} back, at 1 HP.`}
|
||||
disabled={revive.isPending}
|
||||
onClick={() => {
|
||||
setFormError(null);
|
||||
revive.mutate(f.participantId, fail);
|
||||
}}
|
||||
>
|
||||
Try revive
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
))}
|
||||
<p className="combatant-sub" style={{ margin: '0.4rem 0 0' }}>
|
||||
{canTryRevive
|
||||
? `${active?.displayName} has a spell that can bring back the dead.`
|
||||
: 'A character with a spell that brings back the dead can try to revive them on their own turn.'}
|
||||
</p>
|
||||
</div>
|
||||
)}
|
||||
{isDM && outOfTheFight.length > 0 && (
|
||||
<label className="checkbox-row mt-md" title="Dead characters, and monsters and NPCs at 0 HP. Players never see them.">
|
||||
<input type="checkbox" checked={showDead} onChange={(e) => setShowDead(e.target.checked)} />
|
||||
Show dead ({outOfTheFight.length})
|
||||
</label>
|
||||
)}
|
||||
{participants.length === 0 && fallen.length === 0 && (
|
||||
<div className="empty-state card">
|
||||
{isDM
|
||||
? 'Nobody here yet. Add characters, monsters or NPCs from the panel alongside.'
|
||||
@@ -870,6 +1227,16 @@ 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}
|
||||
|
||||
@@ -7,6 +7,7 @@ import { usePagination, Pagination } from '../components/Paginated';
|
||||
import { InfoTip } from '../components/InfoTip';
|
||||
import { CLASS_LABELS, SPECIES_LABELS, formatPurse } from '../lib/format';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { LifeBadge } from '../components/DeathSaves';
|
||||
import { speciesIcon } from '../lib/speciesIcons';
|
||||
|
||||
// A DM's one-screen view of every character's stats at a glance; a player
|
||||
@@ -65,32 +66,33 @@ export function PartyOverviewPage() {
|
||||
const inProgress = c.buildStage !== 'COMPLETE';
|
||||
const isMine = c.userId === user?.id;
|
||||
return (
|
||||
<tr key={c.id}>
|
||||
<td>
|
||||
<tr key={c.id} className={isMine ? 'is-mine' : undefined}>
|
||||
<td className="cell-title">
|
||||
<Link to={inProgress ? `/characters/${c.id}/build` : `/characters/${c.id}`}>
|
||||
<span aria-hidden="true">{speciesIcon(c.species)}</span> {c.name}
|
||||
</Link>
|
||||
{isMine && <span className="badge" style={{ marginLeft: 6 }}>you</span>}
|
||||
{isMine && <span className="badge badge-mine" style={{ marginLeft: 6 }}>★ Yours</span>}
|
||||
</td>
|
||||
<td>{c.species ? SPECIES_LABELS[c.species] : '—'}</td>
|
||||
<td>{c.characterClass ? CLASS_LABELS[c.characterClass] : inProgress ? 'Building…' : '—'}</td>
|
||||
<td>{c.level}</td>
|
||||
<td>
|
||||
<td data-label="Species">{c.species ? SPECIES_LABELS[c.species] : '—'}</td>
|
||||
<td data-label="Class">{c.characterClass ? CLASS_LABELS[c.characterClass] : inProgress ? 'Building…' : '—'}</td>
|
||||
<td data-label="Level">{c.level}</td>
|
||||
<td data-label="HP">
|
||||
{c.maxHp != null ? (
|
||||
<div style={{ minWidth: 90 }}>
|
||||
<span className="mono">
|
||||
{c.currentHp}/{c.maxHp}
|
||||
{c.tempHp > 0 && ` +${c.tempHp}`}
|
||||
</span>
|
||||
</span>{' '}
|
||||
<LifeBadge deathSaves={c.deathSaves} />
|
||||
<HpBar current={c.currentHp} max={c.maxHp} temp={c.tempHp} height={6} />
|
||||
</div>
|
||||
) : (
|
||||
'—'
|
||||
)}
|
||||
</td>
|
||||
<td>{c.armorClass ?? '—'}</td>
|
||||
<td className="mono">{c.gold == null ? '—' : formatPurse(c)}</td>
|
||||
<td>{c.currentLocationName ? `📍 ${c.currentLocationName}` : '—'}</td>
|
||||
<td data-label="AC">{c.armorClass ?? '—'}</td>
|
||||
<td data-label="Coins" className="mono">{c.gold == null ? '—' : formatPurse(c)}</td>
|
||||
<td data-label="Location">{c.currentLocationName ? `📍 ${c.currentLocationName}` : '—'}</td>
|
||||
</tr>
|
||||
);
|
||||
})}
|
||||
|
||||
Generated
+4
-4
@@ -1,19 +1,19 @@
|
||||
{
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.11.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.11.0",
|
||||
"workspaces": [
|
||||
"backend",
|
||||
"frontend"
|
||||
]
|
||||
},
|
||||
"backend": {
|
||||
"version": "1.4.0",
|
||||
"version": "1.11.0",
|
||||
"dependencies": {
|
||||
"@prisma/client": "^5.20.0",
|
||||
"bcrypt": "^5.1.1",
|
||||
@@ -31,7 +31,7 @@
|
||||
}
|
||||
},
|
||||
"frontend": {
|
||||
"version": "1.4.0",
|
||||
"version": "1.11.0",
|
||||
"dependencies": {
|
||||
"@tanstack/react-query": "^5.103.2",
|
||||
"axios": "^1.20.0",
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.11.0",
|
||||
"private": true,
|
||||
"description": "D&D 5e campaign manager — monorepo root",
|
||||
"workspaces": [
|
||||
|
||||
Reference in New Issue
Block a user