Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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bdce3399ee |
@@ -1,6 +1,6 @@
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{
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"name": "backend",
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"version": "1.8.1",
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"version": "1.9.0",
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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 +1,6 @@
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-- AlterEnum: cash ($), a modern currency for crossover worlds. It has no fixed
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-- worth in gold, so it is never exchanged or used to make change.
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ALTER TYPE "Currency" ADD VALUE 'CASH';
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-- AlterTable: cash is counted on its own, like each coin
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ALTER TABLE "characters" ADD COLUMN "cash" INTEGER NOT NULL DEFAULT 0;
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@@ -118,12 +118,14 @@ enum RewardType {
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ITEM
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}
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// The coins a character carries. Their worth is fixed in utils/grants.js:
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// 1 gold = 10 silver = 100 copper.
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// The money a character carries. The coins' worth is fixed in utils/grants.js:
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// 1 gold = 10 silver = 100 copper. Cash ($) 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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@@ -278,11 +280,12 @@ model Character {
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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
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// money ledger (GoldTransaction).
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gold Int @default(0)
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silver Int @default(0)
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copper Int @default(0)
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cash Int @default(0) // whole dollars
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background String?
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appearance String?
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@@ -674,6 +674,39 @@ describe('money tracker', () => {
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[15, 15, 'Starting gold', 'Player'],
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]);
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});
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itIfDb('keeps cash apart from the coins', async () => {
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const { dmAuth, playerAuth, campaign } = await setupCampaign('cash');
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const create = (name) => request(app).post(`/campaigns/${campaign.id}/characters`).set(playerAuth).send({ name });
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const characterId = (await create('Drifter')).body.character.id;
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const money = (body) => request(app).post(`/characters/${characterId}/gold`).set(playerAuth).send(body);
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await money({ amount: 5 });
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const paid = await money({ amount: 40, currency: 'CASH', reason: 'Odd job' });
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expect(paid.status).toBe(201);
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expect(paid.body).toMatchObject({ gold: 5, cash: 40 });
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expect(paid.body.transaction).toMatchObject({ currency: 'CASH', amount: 40, balanceAfter: 40 });
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// Cash is paid in cash alone: gold doesn't cover it, and it doesn't cover gold.
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const overspend = await money({ amount: -41, currency: 'CASH' });
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expect(overspend.status).toBe(400);
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expect(overspend.body.error).toContain('$40');
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expect((await money({ amount: -6 })).status).toBe(400);
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const spent = await money({ amount: -15, currency: 'CASH', reason: 'Diner' });
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expect(spent.body).toMatchObject({ gold: 5, silver: 0, copper: 0, cash: 25 });
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expect(spent.body.transactions).toHaveLength(1);
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// It has no worth in coins, so it can't be exchanged, and it only moves through the ledger.
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const exchange = (body) => request(app).post(`/characters/${characterId}/gold/exchange`).set(playerAuth).send(body);
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expect((await exchange({ from: 'CASH', to: 'GOLD', amount: 10 })).status).toBe(400);
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expect((await exchange({ from: 'GOLD', to: 'CASH', amount: 1 })).status).toBe(400);
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expect((await request(app).patch(`/characters/${characterId}`).set(dmAuth).send({ cash: 999 })).status).toBe(400);
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const sheet = (await request(app).get(`/characters/${characterId}`).set(playerAuth)).body.character;
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expect(sheet.cash).toBe(25);
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const listed = (await request(app).get(`/campaigns/${campaign.id}/characters`).set(dmAuth)).body.characters;
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expect(listed.find((c) => c.id === characterId).cash).toBe(25);
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});
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});
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describe('starting options', () => {
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@@ -1418,6 +1451,35 @@ describe('default content library', () => {
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expect((await request(app).get(`/campaigns/${campaign.id}/monsters`).set(dmAuth)).body.monsters).toHaveLength(1);
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expect((await request(app).get(`/campaigns/${campaign.id}/monsters`).set(playerAuth)).status).toBe(403);
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// Every library monster carries the whole stat block.
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for (const m of listRes.body.monsters) {
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expect(m).toMatchObject({
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challengeRating: expect.any(String),
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ac: expect.any(Number),
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maxHp: expect.any(Number),
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speed: expect.any(Number),
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attackBonus: expect.any(Number),
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damageDice: expect.any(String),
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notes: expect.any(String),
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});
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for (const a of ['str', 'dex', 'con', 'int', 'wis', 'cha']) expect(m[`${a}Score`]).toEqual(expect.any(Number));
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}
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// A hand-made monster takes the whole stat block, and every field can be changed afterwards.
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const block = {
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name: 'Gloamling', challengeRating: '1/2', ac: 13, maxHp: 18, speed: 40, attackBonus: 4, damageDice: '1d6+2 necrotic',
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strScore: 8, dexScore: 16, conScore: 12, intScore: 6, wisScore: 11, chaScore: 5,
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specialTrait: 'Shadow Step', notes: 'Fly 30. Resists necrotic.',
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};
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const made = await request(app).post(`/campaigns/${campaign.id}/monsters`).set(dmAuth).send(block);
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expect(made.status).toBe(201);
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expect(made.body.monster).toMatchObject(block);
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const patchMonster = (auth, body) => request(app).patch(`/campaigns/${campaign.id}/monsters/${made.body.monster.id}`).set(auth).send(body);
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const edited = await patchMonster(dmAuth, { speed: 20, wisScore: 14, challengeRating: '1', specialTrait: null });
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expect(edited.status).toBe(200);
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expect(edited.body.monster).toMatchObject({ ...block, speed: 20, wisScore: 14, challengeRating: '1', specialTrait: null });
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expect((await patchMonster(playerAuth, { ac: 1 })).status).toBe(403);
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const playerAddRes = await request(app)
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.post(`/campaigns/${campaign.id}/monsters/from-library`)
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.set(playerAuth)
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@@ -201,6 +201,7 @@ function characterSummary(character) {
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gold: character.gold,
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silver: character.silver,
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copper: character.copper,
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cash: character.cash,
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maxHp: character.buildStage === 'COMPLETE' ? sheet.hp.max : null,
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armorClass: character.buildStage === 'COMPLETE' ? sheet.armorClass : null,
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currentLocationId: character.currentLocationId,
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@@ -225,7 +226,7 @@ router.get('/:id/characters', requireCampaignMember(), async (req, res, next) =>
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characters: summaries.map((c) => {
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if (c.userId === req.user.id) return c;
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const knowsPlace = c.currentLocationId && visited.has(c.currentLocationId);
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return { ...c, gold: null, silver: null, copper: null, ...(knowsPlace ? {} : { currentLocationId: null, currentLocationName: null }) };
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return { ...c, gold: null, silver: null, copper: null, cash: null, ...(knowsPlace ? {} : { currentLocationId: null, currentLocationName: null }) };
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}),
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});
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} catch (err) {
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@@ -525,7 +526,7 @@ const monsterSchema = z.object({
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wisScore: z.number().int().min(1).max(30).optional(),
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chaScore: z.number().int().min(1).max(30).optional(),
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attackBonus: z.number().int().min(-20).max(50).optional(),
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damageDice: z.string().max(20).optional().nullable(),
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damageDice: z.string().max(60).optional().nullable(), // may name its type: "1d6+2 necrotic"
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challengeRating: z.string().max(10).optional().nullable(),
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specialTrait: z.string().max(500).optional().nullable(),
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notes: z.string().max(2000).optional().nullable(),
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@@ -29,7 +29,7 @@ const {
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} = require('../game/buildFlow');
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const characterOptions = require('../game/data/characterOptions');
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const { SKILLS } = require('../game/data/skills');
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const { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, spendCoins, worthInGold, giveGear } = require('../utils/grants');
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const { CURRENCIES, COINS, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, spendCoins, worthInGold, giveGear } = require('../utils/grants');
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const { recordVisits } = require('../utils/locations');
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const { absorbDamage, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave } = require('../utils/hp');
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@@ -97,6 +97,7 @@ function serializeCharacter(character, isOwner, isDM = true) {
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gold: restricted ? null : character.gold,
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silver: restricted ? null : character.silver,
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copper: restricted ? null : character.copper,
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cash: restricted ? null : character.cash,
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restricted,
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buildStage: character.buildStage,
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buildState: character.buildStage === 'COMPLETE' ? null : character.buildState,
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@@ -173,8 +174,8 @@ function clamp(value, min, max) {
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router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, next) => {
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try {
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if (req.body && ['gold', 'silver', 'copper'].some((coin) => req.body[coin] !== undefined)) {
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return res.status(400).json({ error: 'Gold, silver and copper changes go through the money tracker.' });
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if (req.body && Object.values(COIN_COLUMN).some((coin) => req.body[coin] !== undefined)) {
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return res.status(400).json({ error: 'Gold, silver, copper and cash changes go through the money tracker.' });
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}
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const parsed = patchCharacterSchema.safeParse(req.body);
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if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
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@@ -425,6 +426,7 @@ router.post('/:id/copy', requireCharacterAccess(), async (req, res, next) => {
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gold: source.gold,
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silver: source.silver,
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copper: source.copper,
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cash: source.cash,
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background: source.background,
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appearance: source.appearance,
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// Same privacy boundary as serializeCharacter: a DM copying a
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@@ -938,8 +940,11 @@ function coinName(currency) {
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return currency.toLowerCase();
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}
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// For a payment the whole purse can't cover.
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const PURSE_SELECT = { gold: true, silver: true, copper: true, cash: true };
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// For a payment the whole purse can't cover. Cash stands apart from the coins.
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function notEnoughMoney(character, amount, currency) {
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if (currency === 'CASH') return `Not enough cash — ${character.name} has $${character.cash}, which doesn't cover $${amount}.`;
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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)}.`;
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}
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@@ -951,7 +956,7 @@ router.get('/:id/gold', requireCharacterAccess(), async (req, res, next) => {
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include: GOLD_TRANSACTION_INCLUDE,
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orderBy: [{ createdAt: 'desc' }, { id: 'desc' }],
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});
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res.json({ gold: req.character.gold, silver: req.character.silver, copper: req.character.copper, transactions });
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res.json({ gold: req.character.gold, silver: req.character.silver, copper: req.character.copper, cash: req.character.cash, transactions });
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} catch (err) {
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next(err);
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}
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@@ -961,6 +966,7 @@ router.get('/:id/gold', requireCharacterAccess(), async (req, res, next) => {
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// and the DM can both record entries; each one is stamped with who made it.
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// A spend is paid from the whole purse: if there aren't enough of the coin
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// named, bigger coins are broken (or smaller ones counted out) to cover it.
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// Cash is only ever paid in cash.
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router.post('/:id/gold', requireCharacterAccess({ write: true }), async (req, res, next) => {
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try {
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const parsed = z
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@@ -986,7 +992,7 @@ router.post('/:id/gold', requireCharacterAccess({ write: true }), async (req, re
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}
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emitCharacterUpdated(req);
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const purse = await prisma.character.findUnique({ where: { id: req.character.id }, select: { gold: true, silver: true, copper: true } });
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const purse = await prisma.character.findUnique({ where: { id: req.character.id }, select: PURSE_SELECT });
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res.status(201).json({ ...purse, transaction: transactions[0], transactions });
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} catch (err) {
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next(err);
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@@ -996,11 +1002,12 @@ router.post('/:id/gold', requireCharacterAccess({ write: true }), async (req, re
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// Changes coins of one kind into another at their fixed worth (1 gold = 10
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// silver = 100 copper). `amount` is how many `from` coins to hand over; it has
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// to come to a whole number of `to` coins. Both sides go on the ledger. Unlike
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// a spend, this moves exactly the coins named: no change is made.
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// a spend, this moves exactly the coins named: no change is made. Cash has no
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// worth in coins, so it can't be exchanged.
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router.post('/:id/gold/exchange', requireCharacterAccess({ write: true }), async (req, res, next) => {
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try {
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const parsed = z
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.object({ from: z.enum(CURRENCIES), to: z.enum(CURRENCIES), amount: z.number().int().min(1).max(1000000) })
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.object({ from: z.enum(COINS), to: z.enum(COINS), amount: z.number().int().min(1).max(1000000) })
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.refine((data) => data.from !== data.to, { message: 'Pick two different coins' })
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.safeParse(req.body);
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if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
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+18
-12
@@ -6,10 +6,14 @@
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// The coins, and what each is worth counted in copper: silver is 0.1 gold and
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// copper is 0.01 gold, so 1 gold = 10 silver = 100 copper and 1 silver = 10
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// copper. Whole numbers keep exchanges exact.
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const CURRENCIES = ['GOLD', 'SILVER', 'COPPER'];
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const COINS = ['GOLD', 'SILVER', 'COPPER'];
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const COIN_VALUE = { GOLD: 100, SILVER: 10, COPPER: 1 };
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// Each coin is its own column on the character.
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const COIN_COLUMN = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper' };
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// Everything a purse can hold: the coins, plus cash ($) — modern money for
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// crossover worlds. Cash has no worth in coins, so it is never exchanged for
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// them and never used to make change.
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const CURRENCIES = [...COINS, 'CASH'];
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// Each currency is its own column on the character.
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const COIN_COLUMN = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper', CASH: 'cash' };
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class InsufficientGoldError extends Error {}
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@@ -43,7 +47,7 @@ function planPayment(purse, currency, amount) {
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const delta = { GOLD: 0, SILVER: 0, COPPER: 0 };
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const left = (coin) => purse[coin] + delta[coin];
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let owed = amount * worth(currency);
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if (CURRENCIES.reduce((sum, coin) => sum + purse[coin] * worth(coin), 0) < owed) return null;
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if (COINS.reduce((sum, coin) => sum + purse[coin] * worth(coin), 0) < owed) return null;
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const pay = (coin, count) => {
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delta[coin] -= count;
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@@ -51,13 +55,13 @@ function planPayment(purse, currency, amount) {
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};
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pay(currency, Math.min(purse[currency], amount));
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const bigger = CURRENCIES.filter((coin) => worth(coin) > worth(currency)).reverse(); // nearest first
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const bigger = COINS.filter((coin) => worth(coin) > worth(currency)).reverse(); // nearest first
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for (const coin of bigger) {
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if (owed <= 0) break;
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pay(coin, Math.min(left(coin), Math.ceil(owed / worth(coin))));
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// Overpaid: hand the difference back, biggest coins first.
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let change = -owed;
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for (const small of CURRENCIES.filter((c) => worth(c) < worth(coin))) {
|
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for (const small of COINS.filter((c) => worth(c) < worth(coin))) {
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if (change <= 0) break;
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const count = Math.floor(change / worth(small));
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delta[small] += count;
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@@ -66,7 +70,7 @@ function planPayment(purse, currency, amount) {
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if (owed < 0) owed = 0;
|
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}
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||||
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for (const coin of CURRENCIES.filter((c) => worth(c) < worth(currency))) {
|
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for (const coin of COINS.filter((c) => worth(c) < worth(currency))) {
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if (owed <= 0) break;
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pay(coin, Math.min(left(coin), Math.floor(owed / worth(coin))));
|
||||
}
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@@ -76,14 +80,16 @@ function planPayment(purse, currency, amount) {
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// Pays `amount` coins of `currency` out of a character's purse, making change
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// as needed (see planPayment). Every coin that moved gets its own ledger row;
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// the rows are returned, the one in `currency` first when there is one. Throws
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// InsufficientGoldError if the purse as a whole can't cover it.
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// InsufficientGoldError if the purse as a whole can't cover it. Cash is paid in
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// cash alone: coins don't cover it, and it doesn't cover coins.
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async function spendCoins(db, { characterId, amount, currency = 'GOLD', reason, userId, include }) {
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if (!COINS.includes(currency)) return [await adjustGold(db, { characterId, amount: -amount, currency, reason, userId, include })];
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const character = await db.character.findUnique({ where: { id: characterId }, select: { gold: true, silver: true, copper: true } });
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const purse = { GOLD: character.gold, SILVER: character.silver, COPPER: character.copper };
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const delta = planPayment(purse, currency, amount);
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if (!delta) throw new InsufficientGoldError();
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const moved = CURRENCIES.filter((coin) => delta[coin] !== 0).sort((a, b) => (b === currency) - (a === currency));
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const moved = COINS.filter((coin) => delta[coin] !== 0).sort((a, b) => (b === currency) - (a === currency));
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const madeChange = moved.some((coin) => coin !== currency);
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const label = reason || 'Spent';
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const rows = [];
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@@ -103,9 +109,9 @@ async function spendCoins(db, { characterId, amount, currency = 'GOLD', reason,
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return rows;
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||||
}
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||||
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||||
// 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.
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function worthInGold(character) {
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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);
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return copper / COIN_VALUE.GOLD;
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||||
}
|
||||
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||||
@@ -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 };
|
||||
|
||||
+7
-2
@@ -581,7 +581,12 @@ 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 `$40`. It is gained, spent, given and awarded like a
|
||||
coin and has its own log entries, but it has no worth in coins: it cannot
|
||||
be exchanged, a cash spend is paid from cash alone, and cash is never
|
||||
broken to cover a coin spend. It shows in the purse only when held.
|
||||
|
||||
### Giving to another character
|
||||
|
||||
@@ -779,7 +784,7 @@ calculations for them.
|
||||
- Automatic levelling from XP
|
||||
- Alignment, languages, tool proficiencies and backgrounds-as-rules
|
||||
- Encumbrance and item weight
|
||||
- Currencies other than gold, and item prices
|
||||
- Item prices, cents, and an exchange rate between cash and coins
|
||||
|
||||
## 20. Everything the builder offers
|
||||
|
||||
|
||||
+3
-3
@@ -330,7 +330,7 @@ The DM lines up loot in the Rewards panel, on any encounter at any time.
|
||||
|
||||
| Reward | What the DM sets |
|
||||
|---|---|
|
||||
| Gold | An amount |
|
||||
| Coins or cash | An amount, and which: gold, silver, copper or cash ($) |
|
||||
| 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 |
|
||||
|
||||
@@ -341,9 +341,9 @@ 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
|
||||
|
||||
+18
-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
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"name": "frontend",
|
||||
"private": true,
|
||||
"version": "1.8.1",
|
||||
"version": "1.9.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite",
|
||||
|
||||
@@ -537,6 +537,20 @@ 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({
|
||||
|
||||
@@ -108,7 +108,9 @@ 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
|
||||
@@ -135,10 +137,11 @@ export interface CharacterSummary {
|
||||
currentHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
// The purse; all three are null for another player's character.
|
||||
// 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;
|
||||
@@ -303,6 +306,7 @@ 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;
|
||||
|
||||
+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;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { useState, type FormEvent } from 'react';
|
||||
import { useState, type CSSProperties, type FormEvent, type ReactNode } from 'react';
|
||||
import { Link, useNavigate, useParams } from 'react-router-dom';
|
||||
import {
|
||||
useCampaign,
|
||||
@@ -12,6 +12,7 @@ import {
|
||||
useDeleteEncounter,
|
||||
useCampaignMonsters,
|
||||
useCreateMonster,
|
||||
useUpdateMonster,
|
||||
useDeleteMonster,
|
||||
useCampaignWeapons,
|
||||
useCreateWeapon,
|
||||
@@ -43,10 +44,10 @@ import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { LifeBadge } from '../components/DeathSaves';
|
||||
import { usePagination, Pagination } from '../components/Paginated';
|
||||
import { SPELL_DAMAGE_GROUPS, SPELL_DAMAGE_SPECIALS, extractErrorMessage, spellLevelLabel, spellRequirementLabel } from '../lib/format';
|
||||
import { SPELL_DAMAGE_GROUPS, SPELL_DAMAGE_SPECIALS, extractErrorMessage, fmtMod, spellLevelLabel, spellRequirementLabel } from '../lib/format';
|
||||
import { speciesIcon } from '../lib/speciesIcons';
|
||||
import { DAMAGE_SCALING_LABELS, MAX_GEAR_LEVEL } from '../lib/previewCalc';
|
||||
import type { CharacterSummary, Encounter, EncounterMode, LibraryMonster, LibrarySpell, LibraryWeapon, NpcDisposition } from '../api/types';
|
||||
import { ABILITY_ORDER, DAMAGE_SCALING_LABELS, MAX_GEAR_LEVEL } from '../lib/previewCalc';
|
||||
import type { CharacterSummary, Encounter, EncounterMode, LibraryMonster, LibrarySpell, LibraryWeapon, Monster, NpcDisposition } from '../api/types';
|
||||
|
||||
// How the encounter list can be ordered. "custom" is the campaign's own order,
|
||||
// which the DM arranges; the rest only change what this browser shows.
|
||||
@@ -236,6 +237,142 @@ function SpellDamageSelect({
|
||||
);
|
||||
}
|
||||
|
||||
type MonsterInput = Omit<Monster, 'id' | 'campaignId'>;
|
||||
type AbilityScores = Pick<Monster, 'strScore' | 'dexScore' | 'conScore' | 'intScore' | 'wisScore' | 'chaScore'>;
|
||||
const scoreField = (ability: string) => `${ability.toLowerCase()}Score` as keyof AbilityScores;
|
||||
|
||||
// "STR 8 · DEX 14 · …", in stat-block order.
|
||||
function abilityLine(scores: AbilityScores): string {
|
||||
return ABILITY_ORDER.map((a) => `${a} ${scores[scoreField(a)]}`).join(' · ');
|
||||
}
|
||||
|
||||
// The whole stat block, field for field as a printed one gives it. Adds a
|
||||
// monster, or edits one when `monster` is passed (its values fill the form).
|
||||
function MonsterForm({
|
||||
monster,
|
||||
saving,
|
||||
onSave,
|
||||
onCancel,
|
||||
}: {
|
||||
monster?: Monster;
|
||||
saving: boolean;
|
||||
// Rejects if the save failed, so the form keeps what was typed.
|
||||
onSave: (data: MonsterInput) => Promise<void>;
|
||||
onCancel?: () => void;
|
||||
}) {
|
||||
const field = (name: string, label: string, input: ReactNode, style?: CSSProperties) => (
|
||||
<div className="field" style={{ marginBottom: 0, ...style }}>
|
||||
<label htmlFor={`monster-${name}`}>{label}</label>
|
||||
{input}
|
||||
</div>
|
||||
);
|
||||
const number = (name: keyof MonsterInput, label: string, min: number, max: number, fallback?: number) =>
|
||||
field(
|
||||
name,
|
||||
label,
|
||||
<NumberInput
|
||||
id={`monster-${name}`}
|
||||
name={name}
|
||||
min={min}
|
||||
max={max}
|
||||
defaultValue={(monster?.[name] as number | undefined) ?? fallback}
|
||||
keepValue={fallback !== undefined}
|
||||
required
|
||||
/>
|
||||
);
|
||||
|
||||
return (
|
||||
<form
|
||||
onSubmit={async (e) => {
|
||||
e.preventDefault();
|
||||
const form = e.target as HTMLFormElement;
|
||||
const fd = new FormData(form);
|
||||
const text = (key: string) => String(fd.get(key) || '').trim() || null;
|
||||
const num = (key: string) => Number(fd.get(key));
|
||||
try {
|
||||
await onSave({
|
||||
name: String(fd.get('name')).trim(),
|
||||
challengeRating: text('challengeRating'),
|
||||
ac: num('ac'),
|
||||
maxHp: num('maxHp'),
|
||||
speed: num('speed'),
|
||||
attackBonus: num('attackBonus'),
|
||||
damageDice: text('damageDice'),
|
||||
strScore: num('strScore'),
|
||||
dexScore: num('dexScore'),
|
||||
conScore: num('conScore'),
|
||||
intScore: num('intScore'),
|
||||
wisScore: num('wisScore'),
|
||||
chaScore: num('chaScore'),
|
||||
specialTrait: text('specialTrait'),
|
||||
notes: text('notes'),
|
||||
});
|
||||
if (!monster) form.reset();
|
||||
} catch {
|
||||
// The page shows the error; what was typed stays.
|
||||
}
|
||||
}}
|
||||
>
|
||||
<div className="grid grid-cols-3">
|
||||
{field('name', 'Name', <input id="monster-name" name="name" defaultValue={monster?.name} required maxLength={80} />)}
|
||||
{field(
|
||||
'challengeRating',
|
||||
'CR (Challenge Rating)',
|
||||
<input id="monster-challengeRating" name="challengeRating" defaultValue={monster?.challengeRating ?? ''} placeholder="e.g. 1/4 or 3" maxLength={10} />
|
||||
)}
|
||||
{number('ac', 'AC (Armor Class)', 0, 50)}
|
||||
{number('maxHp', 'HP (Hit Points)', 1, 100000)}
|
||||
{number('speed', 'Speed (feet)', 0, 1000, 30)}
|
||||
{number('attackBonus', 'Attack bonus', -20, 50, 0)}
|
||||
{field(
|
||||
'damageDice',
|
||||
'Damage',
|
||||
<input id="monster-damageDice" name="damageDice" defaultValue={monster?.damageDice ?? ''} placeholder="e.g. 1d6+2 necrotic" maxLength={60} />
|
||||
)}
|
||||
</div>
|
||||
<div className="grid mt-sm" style={{ gridTemplateColumns: 'repeat(auto-fit, minmax(80px, 1fr))' }}>
|
||||
{ABILITY_ORDER.map((a) => number(scoreField(a), a, 1, 30, 10))}
|
||||
</div>
|
||||
{field(
|
||||
'specialTrait',
|
||||
'Special trait',
|
||||
<input
|
||||
id="monster-specialTrait"
|
||||
name="specialTrait"
|
||||
defaultValue={monster?.specialTrait ?? ''}
|
||||
placeholder="The one thing that makes it different"
|
||||
maxLength={500}
|
||||
/>,
|
||||
{ marginTop: '0.5rem' }
|
||||
)}
|
||||
{field(
|
||||
'notes',
|
||||
'Notes',
|
||||
<textarea
|
||||
id="monster-notes"
|
||||
name="notes"
|
||||
rows={3}
|
||||
className="textarea-block"
|
||||
defaultValue={monster?.notes ?? ''}
|
||||
placeholder="Everything else: other speeds (fly 30, swim 40), extra attacks, spells, tactics, resistances, senses, what it drops"
|
||||
maxLength={2000}
|
||||
/>,
|
||||
{ marginTop: '0.5rem' }
|
||||
)}
|
||||
<div className="flex-row mt-sm">
|
||||
<button type="submit" className="btn btn-primary" disabled={saving}>
|
||||
{monster ? 'Save Changes' : 'Add Monster'}
|
||||
</button>
|
||||
{onCancel && (
|
||||
<button type="button" className="btn btn-ghost" onClick={onCancel}>
|
||||
Cancel
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
</form>
|
||||
);
|
||||
}
|
||||
|
||||
function LibraryPicker<T extends { key: string; name: string }>({
|
||||
items,
|
||||
onAdd,
|
||||
@@ -304,6 +441,7 @@ export function CampaignHomePage() {
|
||||
const setEncounterArchived = useSetEncounterArchived(campaignId);
|
||||
const deleteEncounter = useDeleteEncounter(campaignId);
|
||||
const createMonster = useCreateMonster(campaignId);
|
||||
const updateMonster = useUpdateMonster(campaignId);
|
||||
const deleteMonster = useDeleteMonster(campaignId);
|
||||
const createWeapon = useCreateWeapon(campaignId);
|
||||
const createSpell = useCreateSpell(campaignId);
|
||||
@@ -341,6 +479,7 @@ export function CampaignHomePage() {
|
||||
const [showDelete, setShowDelete] = useState(false);
|
||||
const [deleteConfirmName, setDeleteConfirmName] = useState('');
|
||||
const [showMonsterForm, setShowMonsterForm] = useState(false);
|
||||
const [editingMonsterId, setEditingMonsterId] = useState<string | null>(null);
|
||||
const [showWeaponForm, setShowWeaponForm] = useState(false);
|
||||
const [showSpellForm, setShowSpellForm] = useState(false);
|
||||
const [showItemForm, setShowItemForm] = useState(false);
|
||||
@@ -353,6 +492,7 @@ export function CampaignHomePage() {
|
||||
const itemsPage = usePagination(items, 8);
|
||||
const npcsPage = usePagination(npcs, 8);
|
||||
const monstersPage = usePagination(monsters, 8);
|
||||
const editingMonster = monsters?.find((m) => m.id === editingMonsterId);
|
||||
const liveEncounters = encounters?.filter((e) => !e.archivedAt) || [];
|
||||
const archivedEncounters = encounters?.filter((e) => e.archivedAt) || [];
|
||||
const shownEncounters = sortEncounters(liveEncounters, encounterSort);
|
||||
@@ -1208,8 +1348,14 @@ export function CampaignHomePage() {
|
||||
<button className="btn btn-ghost" onClick={() => setShowMonsterLibrary((s) => !s)}>
|
||||
{showMonsterLibrary ? 'Close Library' : '📚 From Library'}
|
||||
</button>
|
||||
<button className="btn btn-ghost" onClick={() => setShowMonsterForm((s) => !s)}>
|
||||
{showMonsterForm ? 'Close' : '+ Add Monster'}
|
||||
<button
|
||||
className="btn btn-ghost"
|
||||
onClick={() => {
|
||||
setShowMonsterForm(!(showMonsterForm || editingMonster));
|
||||
setEditingMonsterId(null);
|
||||
}}
|
||||
>
|
||||
{showMonsterForm || editingMonster ? 'Close' : '+ Add Monster'}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
@@ -1219,62 +1365,93 @@ export function CampaignHomePage() {
|
||||
adding={addMonsterFromLibrary.isPending}
|
||||
onAdd={(key) => addMonsterFromLibrary.mutate(key)}
|
||||
placeholder="Search the monster library…"
|
||||
renderMeta={(m) => `CR ${m.challengeRating} · AC ${m.ac} · HP ${m.maxHp} · attack +${m.attackBonus}${m.damageDice ? ` for ${m.damageDice}` : ''}`}
|
||||
renderMeta={(m) =>
|
||||
`CR ${m.challengeRating ?? '—'} · AC ${m.ac} · HP ${m.maxHp} · speed ${m.speed} · attack ${fmtMod(m.attackBonus)}${m.damageDice ? ` for ${m.damageDice}` : ''} · ${abilityLine(m)}`
|
||||
}
|
||||
renderDetail={(m) => [m.specialTrait, m.notes].filter(Boolean).join(' — ') || null}
|
||||
/>
|
||||
)}
|
||||
{showMonsterForm && (
|
||||
<form
|
||||
onSubmit={async (e) => {
|
||||
e.preventDefault();
|
||||
const fd = new FormData(e.target as HTMLFormElement);
|
||||
await createMonster.mutateAsync({
|
||||
name: String(fd.get('name')),
|
||||
ac: Number(fd.get('ac')),
|
||||
maxHp: Number(fd.get('maxHp')),
|
||||
speed: 30,
|
||||
strScore: 10,
|
||||
dexScore: 10,
|
||||
conScore: 10,
|
||||
intScore: 10,
|
||||
wisScore: 10,
|
||||
chaScore: 10,
|
||||
attackBonus: Number(fd.get('attackBonus') || 0),
|
||||
damageDice: String(fd.get('damageDice') || '') || null,
|
||||
challengeRating: null,
|
||||
specialTrait: null,
|
||||
notes: null,
|
||||
});
|
||||
(e.target as HTMLFormElement).reset();
|
||||
}}
|
||||
className="grid grid-cols-3"
|
||||
>
|
||||
<input name="name" placeholder="Name" required />
|
||||
<NumberInput name="ac" min={0} max={50} placeholder="AC" required />
|
||||
<NumberInput name="maxHp" min={1} max={100000} placeholder="Max HP" required />
|
||||
<NumberInput name="attackBonus" min={-20} max={50} placeholder="Attack bonus" />
|
||||
<input name="damageDice" placeholder="Damage dice" />
|
||||
<button type="submit" className="btn btn-primary">Add</button>
|
||||
</form>
|
||||
{(showMonsterForm || editingMonster) && (
|
||||
<div className="card mt-sm" style={{ background: 'var(--bg-inset)' }}>
|
||||
{editingMonster && <div className="section-label">Editing {editingMonster.name}</div>}
|
||||
<MonsterForm
|
||||
key={editingMonster?.id ?? 'new'}
|
||||
monster={editingMonster}
|
||||
saving={createMonster.isPending || updateMonster.isPending}
|
||||
onCancel={editingMonster ? () => setEditingMonsterId(null) : undefined}
|
||||
onSave={async (stats) => {
|
||||
setFormError(null);
|
||||
try {
|
||||
if (editingMonster) {
|
||||
await updateMonster.mutateAsync({ id: editingMonster.id, ...stats });
|
||||
setEditingMonsterId(null);
|
||||
} else {
|
||||
await createMonster.mutateAsync(stats);
|
||||
}
|
||||
} catch (err) {
|
||||
setFormError(extractErrorMessage(err));
|
||||
throw err;
|
||||
}
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
)}
|
||||
<div className="table-wrap mt-sm">
|
||||
<table className="data-table">
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>CR</th>
|
||||
<th>AC</th>
|
||||
<th>HP</th>
|
||||
<th>Speed</th>
|
||||
<th>Attack</th>
|
||||
<th>Damage</th>
|
||||
<th />
|
||||
<th />
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{monstersPage.pageItems.map((m) => (
|
||||
<tr key={m.id}>
|
||||
<td>{m.name}</td>
|
||||
<td>
|
||||
<strong>{m.name}</strong>
|
||||
<div className="mono" style={{ color: 'var(--text-muted)', fontSize: '0.8rem' }}>{abilityLine(m)}</div>
|
||||
{m.specialTrait && (
|
||||
<div style={{ fontSize: '0.9rem' }}>
|
||||
<strong>Trait:</strong> {m.specialTrait}
|
||||
</div>
|
||||
)}
|
||||
{m.notes && <div style={{ color: 'var(--text-muted)', fontSize: '0.9rem', whiteSpace: 'pre-wrap' }}>{m.notes}</div>}
|
||||
</td>
|
||||
<td>{m.challengeRating || '—'}</td>
|
||||
<td>{m.ac}</td>
|
||||
<td>{m.maxHp}</td>
|
||||
<td>{m.speed}</td>
|
||||
<td>{fmtMod(m.attackBonus)}</td>
|
||||
<td>{m.damageDice || '—'}</td>
|
||||
<td>
|
||||
<button className="btn btn-ghost" onClick={() => deleteMonster.mutate(m.id)}>✕</button>
|
||||
<button
|
||||
className="btn btn-ghost"
|
||||
aria-label={`Edit ${m.name}`}
|
||||
onClick={() => {
|
||||
setEditingMonsterId(m.id);
|
||||
setShowMonsterForm(false);
|
||||
}}
|
||||
>
|
||||
Edit
|
||||
</button>
|
||||
</td>
|
||||
<td>
|
||||
<button
|
||||
className="btn btn-ghost"
|
||||
aria-label={`Remove ${m.name}`}
|
||||
onClick={() =>
|
||||
window.confirm(`Remove ${m.name}? Copies already in encounters stay, but lose their stat block.`) && deleteMonster.mutate(m.id)
|
||||
}
|
||||
>
|
||||
✕
|
||||
</button>
|
||||
</td>
|
||||
</tr>
|
||||
))}
|
||||
|
||||
@@ -40,15 +40,16 @@ 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,
|
||||
@@ -56,7 +57,7 @@ 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
|
||||
@@ -112,10 +113,10 @@ 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));
|
||||
@@ -170,7 +171,7 @@ 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 && (
|
||||
@@ -267,8 +268,8 @@ 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('');
|
||||
@@ -828,7 +829,8 @@ export function CharacterSheetPage() {
|
||||
</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 ($) is kept apart: it is never
|
||||
exchanged for coins.
|
||||
</p>
|
||||
{canEdit && (
|
||||
<div className="flex-row flex-wrap">
|
||||
@@ -876,16 +878,16 @@ export function CharacterSheetPage() {
|
||||
onChange={(e) => setExchangeAmount(e.target.value)}
|
||||
style={{ width: 100 }}
|
||||
/>
|
||||
<select aria-label="Exchange from" value={exchangeFrom} onChange={(e) => setExchangeFrom(e.target.value as Currency)}>
|
||||
{CURRENCIES.map((c) => (
|
||||
<select aria-label="Exchange from" value={exchangeFrom} onChange={(e) => setExchangeFrom(e.target.value as Coin)}>
|
||||
{COINS.map((c) => (
|
||||
<option key={c} value={c}>
|
||||
{COIN_LABELS[c]}
|
||||
</option>
|
||||
))}
|
||||
</select>
|
||||
<span className="subtitle">into</span>
|
||||
<select aria-label="Exchange into" value={exchangeTo} onChange={(e) => setExchangeTo(e.target.value as Currency)}>
|
||||
{CURRENCIES.map((c) => (
|
||||
<select aria-label="Exchange into" value={exchangeTo} onChange={(e) => setExchangeTo(e.target.value as Coin)}>
|
||||
{COINS.map((c) => (
|
||||
<option key={c} value={c}>
|
||||
{COIN_LABELS[c]}
|
||||
</option>
|
||||
@@ -902,7 +904,8 @@ export function CharacterSheetPage() {
|
||||
<div key={t.id} className="flex-between" style={{ padding: '0.4rem 0', borderBottom: '1px solid var(--border-soft)' }}>
|
||||
<div>
|
||||
<strong className="mono">
|
||||
{t.amount > 0 ? `+${t.amount}` : `−${Math.abs(t.amount)}`} {COIN_SHORT[t.currency ?? 'GOLD']}
|
||||
{t.amount > 0 ? '+' : '−'}
|
||||
{formatMoney(Math.abs(t.amount), t.currency ?? 'GOLD')}
|
||||
</strong>
|
||||
<span style={{ marginLeft: 8 }}>{t.reason || (t.amount > 0 ? 'Gained' : 'Spent')}</span>
|
||||
<div style={{ fontSize: '0.75rem', color: 'var(--text-dim)' }}>
|
||||
@@ -911,7 +914,7 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
</div>
|
||||
<span className="mono" style={{ color: 'var(--text-muted)' }}>
|
||||
{t.balanceAfter} {COIN_SHORT[t.currency ?? 'GOLD']}
|
||||
{formatMoney(t.balanceAfter, t.currency ?? 'GOLD')}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
|
||||
@@ -30,7 +30,7 @@ import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { DeathSaves } from '../components/DeathSaves';
|
||||
import { ABILITY_LABELS, CLASS_LABELS, COIN_LABELS, CURRENCIES, SPECIES_LABELS, extractErrorMessage, fmtMod, spellLevelLabel } from '../lib/format';
|
||||
import { ABILITY_LABELS, CLASS_LABELS, COIN_LABELS, CURRENCIES, SPECIES_LABELS, extractErrorMessage, fmtMod, formatMoney, spellLevelLabel } from '../lib/format';
|
||||
import { abilityModifier, scaledDamageDice, MAX_GEAR_LEVEL } from '../lib/previewCalc';
|
||||
import type {
|
||||
Ability,
|
||||
@@ -606,7 +606,7 @@ function AttackBar({
|
||||
}
|
||||
|
||||
function rewardLabel(r: EncounterReward): string {
|
||||
if (r.type === 'GOLD') return `${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}`;
|
||||
}
|
||||
|
||||
Generated
+4
-4
@@ -1,19 +1,19 @@
|
||||
{
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.8.1",
|
||||
"version": "1.9.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.8.1",
|
||||
"version": "1.9.0",
|
||||
"workspaces": [
|
||||
"backend",
|
||||
"frontend"
|
||||
]
|
||||
},
|
||||
"backend": {
|
||||
"version": "1.8.1",
|
||||
"version": "1.9.0",
|
||||
"dependencies": {
|
||||
"@prisma/client": "^5.20.0",
|
||||
"bcrypt": "^5.1.1",
|
||||
@@ -31,7 +31,7 @@
|
||||
}
|
||||
},
|
||||
"frontend": {
|
||||
"version": "1.8.1",
|
||||
"version": "1.9.0",
|
||||
"dependencies": {
|
||||
"@tanstack/react-query": "^5.103.2",
|
||||
"axios": "^1.20.0",
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.8.1",
|
||||
"version": "1.9.0",
|
||||
"private": true,
|
||||
"description": "D&D 5e campaign manager — monorepo root",
|
||||
"workspaces": [
|
||||
|
||||
Reference in New Issue
Block a user