Updated README.md and added CLAUDE.md
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Commands
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```bash
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npm start # Dev server at http://localhost:3000
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npm run build # Production build
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npm test # Run tests (no test files currently exist)
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```
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Docker:
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```bash
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docker build -t ttrpg-initiative-tracker .
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docker run -p 8080:80 --rm --name ttrpg-tracker-app ttrpg-initiative-tracker
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```
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The Dockerfile uses `NODE_OPTIONS=--openssl-legacy-provider npm run build` to work around an OpenSSL compatibility issue between Node 18 and react-scripts 5.
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## Architecture
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Single-page React app (Create React App) for DMs to manage TTRPG combat encounters with a real-time player display. The entire application — all components, hooks, Firebase init, and routing — lives in **`src/App.js`** (~2500 lines).
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**Key dependencies:** React 18, Firebase SDK v10 (Firestore + anonymous auth), Tailwind CSS v3, lucide-react icons.
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### Two App Modes (query-param routing)
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- Default URL → `AdminView`: full DM interface (campaign/encounter/participant management)
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- `?playerView=true` or `/display` → `DisplayView`: read-only player-facing view for a second monitor
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### Firebase / Firestore
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All app state lives in Firestore under `artifacts/{APP_ID}/public/data/`:
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- `campaigns/` — campaign documents
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- `campaigns/{id}/encounters/` — sub-collections with a `participants` array per encounter
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- `activeDisplay/status` — single doc controlling what the player display shows
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`APP_ID` defaults to `"ttrpg-initiative-tracker-default"` and can be overridden via `REACT_APP_TRACKER_APP_ID`.
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All users authenticate anonymously (Firebase Anonymous Auth). If `window.__initial_auth_token` is set, a custom token is used instead.
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Real-time updates use two custom hooks in App.js: `useFirestoreDocument(docPath)` and `useFirestoreCollection(collectionPath)`, both backed by `onSnapshot`.
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### App.js Sections (in order)
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1. Constants — `APP_VERSION`, `CONDITIONS` array, defaults
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2. Firebase config — reads `REACT_APP_FIREBASE_*` env vars
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3. Firestore path helpers — `getPath` object
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4. Utility functions — `generateId()`, `rollD20()`, sort helpers
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5. Custom hooks — `useFirestoreDocument`, `useFirestoreCollection`
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6. Reusable UI — `Modal`, `ConfirmationModal`, `LoadingSpinner`, `ErrorDisplay`
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7. Feature components — forms, managers, controls (see below)
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8. `AdminView` (~line 1942) — root DM component
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9. `DisplayView` (~line 2186) — root player component
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10. `App` (~line 2426) — auth + routing
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Major feature components: `CreateCampaignForm`, `CreateEncounterForm`, `EditParticipantModal`, `CharacterManager`, `ParticipantManager`, `InitiativeControls`, `EncounterManager`.
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### Styling
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Tailwind CSS with two custom font families configured in `tailwind.config.js`:
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- `font-cinzel` — Cinzel (serif, used for headings)
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- `font-garamond` — Alegreya Sans (default body font)
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### Environment Variables
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Copy `env.example` to `.env.local` and fill in Firebase credentials:
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```
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REACT_APP_FIREBASE_API_KEY
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REACT_APP_FIREBASE_AUTH_DOMAIN
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REACT_APP_FIREBASE_PROJECT_ID
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REACT_APP_FIREBASE_STORAGE_BUCKET
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REACT_APP_FIREBASE_MESSAGING_SENDER_ID
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REACT_APP_FIREBASE_APP_ID
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REACT_APP_TRACKER_APP_ID # optional, Firestore namespace
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```
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# TTRPG Initiative Tracker (v0.2.1)
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# TTRPG Initiative Tracker (v0.2.4)
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* **Character Management:**
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* Add and manage characters (player characters) within each campaign.
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* Set default Max HP and default Initiative Modifier for each campaign character.
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* The character list is collapsible to save screen space.
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* **Encounter Management:**
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* Create multiple encounters per campaign.
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* Add characters from the campaign roster (with auto-rolled initiative based on their modifier and HP pre-filled from campaign defaults) or add custom monsters.
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* "Add All Campaign Characters" button for quickly populating encounters with initiative rolls.
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* DM controls to start, pause/resume, advance turns, and end encounters.
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* Visual feedback for rolled initiative when adding individual participants.
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* Participants can be added mid-combat while the encounter is paused; the turn order recalculates on resume.
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* **HP Tracking:**
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* Apply damage or healing to any participant during combat directly from the DM view.
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* When a participant reaches 0 HP they are automatically marked inactive and shown with a skull (☠️) icon.
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* Healing a dead participant above 0 HP revives them and reactivates them in the turn order.
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* **Death Save Tracking:**
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* When a player character reaches 0 HP, three death save checkboxes appear in the DM view.
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* Marking the third death save triggers a dissolve animation on the player display, then removes the participant from the encounter.
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* **Conditions:**
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* Apply any of the 15 standard D&D conditions to a participant: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious.
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* Active conditions are shown as emoji badges on both the DM view and the player display.
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* Conditions can be toggled directly from the badge or from an expandable condition picker per participant.
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* **Player Display:**
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* A clean interface showing the current initiative order, participant HP (monster HP totals are hidden, only the bar is shown), and current turn.
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* NPCs (monster-type) are visually distinct from hostile monsters.
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* Displays custom campaign background if set.
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* Shows a "Game Session Paused" message when no encounter is active or if the current encounter is paused by the DM.
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* Player display is opened in a separate window via a button in the DM's header.
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* A clean interface showing the current initiative order, round number, participant HP, and current turn.
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* HP bars use color-coded thresholds: green (above half), yellow (quarter to half), red (below quarter), dark red (dead).
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* Monster and NPC HP totals are hidden; only the color-coded bar is shown.
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* Active conditions are displayed as emoji badges on each participant's card.
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* Inactive participants (and dead ones) are greyed out with a grayscale filter.
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* The current participant's card auto-scrolls into view when the turn advances.
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* NPCs are visually distinct from hostile monsters, which are distinct from player characters.
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* Displays a custom campaign background image if one is set.
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* Shows a "Game Session Paused" message when no encounter is active, or "(Combat Paused)" when the DM pauses a running encounter.
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* Player display is opened in a separate window via the "Open Player Window" button in the DM's header.
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* **Real-time Updates:** Uses Firebase Firestore for real-time synchronization between DM actions and the player display.
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* **Initiative Tie-Breaking:** DMs can drag-and-drop participants with tied initiative scores (before an encounter starts or while paused) to set a manual order.
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* **Responsive Design:** Styled with Tailwind CSS.
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* **Confirmation Modals:** Implemented for destructive actions like deleting campaigns, characters, encounters, or ending combat.
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* **Confirmation Modals:** Used for destructive actions like deleting campaigns, characters, encounters, or ending combat.
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## Tech Stack
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* Once participants are added and initiative is set, click "Start Encounter". This also automatically makes the encounter live on the Player Display.
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* Use the "Pause" button to temporarily halt combat. While paused, you can adjust HP and re-order tied initiatives. Click "Resume" to continue.
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* Use the "Next Turn" button (disabled when paused) to advance through the initiative order. The current combatant will be highlighted.
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* Apply damage or healing to participants directly in the Admin View.
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* Apply damage or healing to participants directly in the Admin View. Participants at 0 HP are automatically deactivated and marked with a skull icon. Healing them above 0 HP revives them.
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* For player characters at 0 HP, track death saving throws using the three checkboxes that appear. Marking the third failure triggers a death animation on the player display and removes the participant.
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* Apply or remove D&D conditions (Blinded, Charmed, Poisoned, etc.) using the ✨ button next to each participant. Active conditions appear as emoji badges on both the DM view and the player display.
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* Mark participants as inactive (e.g., if knocked out) using the toggle next to their name.
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* Click "End Encounter" (with confirmation) when combat is over. This also deactivates it from the Player Display.
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2. **Player Display Window:**
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* This window (opened by the DM via `/?playerView=true` URL) shows a simplified, header-less view of the active encounter.
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* It displays the initiative order, current turn, round number, and participant HP (monster/NPC HP values are hidden, only the bar is shown).
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* NPCs are styled with a muted gray background, distinct from hostile monsters (custom reddish-brown) and player characters (blueish).
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* If a custom background URL was set for the campaign, it will be displayed.
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* If no encounter is active on the Player Display, or if the current encounter is paused by the DM, it will show an appropriate message ("Game Session Paused" or "Combat Paused").
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* This window (opened by the DM via the "Open Player Window" button, or accessed directly at `/display` or `/?playerView=true`) shows a simplified, header-less view of the active encounter.
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* It displays the initiative order, current turn, round number, and participant HP bars. Monster/NPC HP totals are hidden; only the color-coded bar is shown. Player character HP is shown numerically.
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* HP bars are color-coded: green (above 50%), yellow (25–50%), red (below 25%), dark red (dead/0 HP).
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* Active conditions are shown as emoji badges on each participant's card.
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* The current participant's card automatically scrolls into view when the turn advances.
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* NPCs are styled with a muted gray background, distinct from hostile monsters (reddish-brown) and player characters (dark blue/indigo).
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* Dead and inactive participants are greyed out with a grayscale filter.
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* When a player character's third death save is marked, a dissolve animation plays on the display before the participant is removed.
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* If a custom background URL was set for the campaign, it will be displayed with a semi-transparent overlay behind the participant cards.
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* If no encounter is active on the Player Display, it shows "Game Session Paused". If the current encounter is paused by the DM, it shows "(Combat Paused)".
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This flow allows the DM to prepare and run encounters efficiently while providing a clear, real-time view for the players.
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