Chrome Android forces the root URL into PWA installation when required
manifest icon files exist. PWA names come from the manifest and cannot be
edited, which breaks workflows using multiple tracker copies.
Keep required 192/512 icon assets intentionally unavailable by committing
generated files with .png-not suffixes. Removing the manifest link does not
restore root shortcut naming; Chrome still installs the root as a PWA.
Chrome handles /display differently: even with a working manifest it offers
Install app or Create shortcut, and Create shortcut permits renaming. Keep
both manifests intentionally non-installable for consistent user-controlled
shortcut names.
Also add separate player-display favicon/logo artwork and swap /display browser
favicon to player-favicon.ico. Keep generated standard/player logo sources
under renamed inert filenames.
- Add wake lock and browser fullscreen controls to encounter header/popout
- Re-acquire wake lock after browser release (still doesnt work on tablet)
- Retry fullscreen after Android unlock; keep manual control visible
- Add larger labeled character Save button
- Use distinct panel icon for encounter full-page expansion
- Add strong active/inactive, conditions-open, and editing button states
- Keep inactive participant controls visible
- Add regression tests and update affected characterization tests
- Update project TODO notes
- Recursively lint all production JS/JSX under src/ and shared/
- Exclude tests, mocks, and node_modules from static guard
- Update TODO status
- Exclude TODO.md from Docker build context
react-scripts build with CI=true treats the no-useless-concat ESLint
warning as an error. DefinePlugin inlining is already prevented by the
dynamic process.env[KEY] lookup, so the literal split was unnecessary.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Temp HP:
- setTempHp() in shared/turn.js (replaces, no stacking)
- Damage absorbs temp HP first (both 5e + generic rulesets)
- Inline temp HP input on participant card (cyan when active)
- Temp HP field in edit modal
- makeParticipant tempHp field (default 0)
- 8 shared tests
Character isNpc:
- isNpc field on character roster model
- buildCharacterParticipant: type 'npc' when isNpc
- Add form checkbox + edit form checkbox
- NPC badge on character list row
- Writeback preserves isNpc
Initiative box:
- Amber-bordered box around initiative input
- Gold text (amber-300), disabled stays gold
- Stone-950 bg matches page
- Bumped maxHp (stone-200) + tempHp (stone-300/cyan) visibility
- Start encounter only claims display if slot empty or already ours
(prevents stealing display from another live encounter)
- End encounter only clears display if THIS encounter is the one showing
(prevents killing display for a different live encounter)
- Use unwrapped activeDisplayData (not snapshot wrapper activeDisplayInfo)
- Tests: 4 display guard cases (claim empty, no-steal busy, clear own,
no-clear other)
- Revive/Mark Dead buttons moved to init/hp/maxhp row (right justified)
- Separate from damage/heal controls
- Stat inputs bumped text-sm -> text-base, widths increased
Campaign-level toggle (CharacterManager, live flip). When ON, ending an
encounter writes each character participant's current HP, Max HP, and AC back
to the campaign roster so they carry into the next encounter.
- shared: buildCharacterParticipant uses defaultCurrentHp (fallback maxHp)
- endEncounter: syncs maxHp/ac/currentHp to campaign players if syncCharacters,
snapshots old values into undo payload for restore. Works retroactive
(ctx.campaignId fallback for encounters lacking campaignId field).
- New encounters store campaignId field.
- Undo end-encounter restores character values client-side.
- CharacterManager: styled sync toggle (checkbox badge), stat badges in list
(HP/Current HP/AC/Init), edit box supports Current HP field.
Tests: 5 writeback cases (off/on/skip monsters/undo snapshot/missing char).
UI reset to top on every reload/code update. Now:
- selectedCampaignId persisted via localStorage
- selectedEncounterId persisted via localStorage
- scrollY saved (beforeunload + pagehide + visibilitychange + 2s interval
for Android Chrome reliability)
- scroll restored after campaigns data loads (300ms delay for mobile render)
Participant card fields now editable in place (D-style): transparent bg,
underline on hover/focus, no spinners. Covers Initiative, Current HP, Max HP,
and AC badge value.
Click any value to edit. Blur/Enter saves. Escape cancels. Status recomputes
on HP change (conscious/dying/dead/down per ruleset).
Editing overlay: when a field is focused, amber ring highlights the card and
a centered pointer-events-none label shows '✎ Editing {field}'. Label floats
over card middle without blocking input — taps pass through to field.
Handlers: handleInlineCurrentHp (recomputes status), handleInlineMaxHp,
handleInlineAc. Keys prefixed to avoid React key collisions when values match.
Tests: selectors updated to use element id (monsterMaxHp) since inline
aria-labels now match form label queries.
Wake lock (Prevent Sleep) toggles now persist across reloads via
localStorage in both AdminView and DisplayView. Buttons repositioned
inline in AdminView campaigns header bar (was floating overlay causing
overlap on tablets). DisplayView buttons persist localStorage too.
Wake lock acquire failure now shows toast with fix hint (HTTPS or
Chrome flag). Fullscreenchange listener re-acquires wake lock (Android
discards on screen off).
dev-start.sh: auto-detects LAN IP (en0/en1), frontend binds 0.0.0.0,
backend URL inlined as LAN IP so phones reach backend. DANGEROUSLY_DISABLE_HOST_CHECK
for LAN access. Outputs LAN URL + wake lock flag instructions.
Docs: README 'Prevent Sleep (Wake Lock)' section covering secure context
requirement, Android Chrome flag workaround for LAN testing, iOS Safari
standalone PWA bug. DEVELOPMENT.md LAN access + wake lock note.
AC (Armor Class) optional field across all participant entry points:
- shared: ac field on makeParticipant + buildMonsterParticipant +
buildCharacterParticipant, defaults null
- CharacterManager: defaultAc state + add form field + inline edit field +
display in character list
- Monster add form: AC field
- EditParticipantModal: AC field next to Initiative
- ParticipantManager (DM list): AC badge on name row (sky-blue, stylized,
large value, small label) for at-a-glance reading
- Player display: no AC (DM only)
Layout polish:
- Add participants form: 12-col grid, 5 fields single row (Init Mod, Initiative,
AC, Max HP, HP Formula), shrunk from oversized fields
- Character add form: 12-col grid, name grows (col-span-6), Init Mod/AC/HP
small right-aligned, order matches add participants
- Character inline edit: labels added (Name/HP/Init Mod/AC), name flex-grows
- HP Formula: label trimmed (example moved to placeholder 'e.g. 2d6+9'),
Reroll button in edit modal
- ParticipantManager init input shrunk (w-8, centered)
Tests: 6 new AC builder tests (turn.ac.test.js). Existing test labels updated
for renamed fields.
Gate was process.env.NODE_ENV === 'development' — unsafe default. react-scripts
inlines NODE_ENV=development when unset, so prod deploys forgetting the env var
exposed the delete-all button. Switched to explicit opt-in REACT_APP_DEV_TOOLS=1.
process.env.REACT_APP_DEV_TOOLS as static literal gets inlined by DefinePlugin at
webpack build time — runtime mutations in tests had no effect, and dev-start
without the env produced bundles with the branch dead-stripped. Extracted gate
to src/config/devTools.js using dynamic key access
(process.env['REACT_APP_' + 'DEV_TOOLS']) so DefinePlugin cannot inline it; the
value is read at runtime. dev-start.sh now exports REACT_APP_DEV_TOOLS=1.
Button had also drifted outside the campaigns collapse block to the page bottom;
moved it back inside the campaigns section after the grid.
Tests cover both paths: gate logic (unset/0/arbitrary/1) in BulkDelete.gate.test.js,
prod safety render (button absent when unset) in BulkDelete.render-hidden.test.js,
dev feature render (button present when DEV_TOOLS=1) in BulkDelete.render-shown.test.js.
hpFormula field persisted on participant doc (makeParticipant + builder).
Add handler stores formula. Edit modal loads participant.hpFormula, reroll
button sets maxHp field (no save until save). Edit submit persists formula.
Formula only for monster/npc types.
Android Chrome only reads manifest at install time from current page. Root
manifest has start_url '.' (root). Installing from /display launched root.
Fix: separate display-manifest.json (start_url /display, scope /, landscape).
App.js swaps link[rel=manifest] href when on /display path. Install from
/display now launches /display standalone.
startEncounter sets startedAt (clears endedAt on restart). endEncounter sets
endedAt. snapshotOf includes both for undo/redo fidelity. expandUndo split
start/end cases to restore old timestamps.
Display: encounter card shows Started/Ended independently (endedAt shows
even without startedAt). Undo sets null (can't delete via merge), test snap
strips only startedAt/endedAt null for compare.
Reviewed by pi gpt-5.5: stale endedAt on restart fixed, snap null-strip
narrowed. Medium-low risk.
addParticipants (bulk add all characters) appended to list end, ignoring
initiative. Pre-combat list showed random order until start encounter.
Now slots each participant by initiative desc, preserves existing order +
drag ties. Matches addParticipant single-add semantics.
Tests: 5 bulk-add slot cases (turn.bulkadd.test.js).
UNTESTED work in progress. Do not assume correct.
Scope: SERVER BACKEND ONLY (SQLite/Express, REACT_APP_STORAGE=server).
Does NOT work with Firebase SDK mode — no HTTP backend there, different
transport/auth. Skill + doc explicitly call this out.
- .agents/skills/ttrpg-encounter-builder/: harness-agnostic skill
(pi/claude/codex via .agents/skills + symlinks). SKILL.md + helper
script that batch-writes encounters via REST, rolls initiative, verifies.
- docs/ENCOUNTER_BUILDER.md: add Path normalization section, Build flow
(API/scripts) section with REST endpoint table, object templates,
recipe. Server-mode-only caveat noted.
Helper script syntax-checked + campaign lookup verified against running
instance, but full seed flow not regression-tested against test suite.
fetchDetails (db active path) sorted by createdAt, ignored order field.
Drag persisted but UI didn't re-sort. Now both paths sort by order
(fallback createdAt).
Campaign cards draggable (ChevronsUpDown handle in header). Drop reorders,
batch updates order field on affected campaign docs. Sort by order (fallback
createdAt). New campaign gets order = max+1.
Encounter cards draggable (ChevronsUpDown handle). Drop reorders, batch
updates order field on affected encounter docs. Sort by order (fallback
createdAt). New encounter gets order = max+1.
Match campaigns rollup pattern. Title button toggles collapse (chevron
left, like campaigns). Character count in header. Collapse state persisted
to localStorage key ttrpg.charactersCollapsed.
Campaign + encounter cards: ruleset tag (5e/GEN), create date visible.
CreateEncounterForm keyed by campaignId so default ruleset syncs on campaign switch.
Campaign switch during active combat:
- encounterStartedRef (unpaused) blocks switch + toast
- encounterActiveRef (started paused-or-not) gates display-follow effect
- manualSelectRef tracks user clicks; external display change clears it
(BUG-12 follow still works for replay/other-DM)
- Prevents revert race when EncounterManager unmounts and refs go false
UI:
- campaign card: ruleset tag bottom-right, opposite delete
- encounter card: tag inline title, date left of participants count
- EncounterManager fetches campaignDoc for default ruleset inheritance
Tests green: app 100, shared 186, server 40.
Adds a main-only Redeploy stage that POSTs to two Portainer stack
webhooks (re-pull + redeploy) after a successful push. URLs are read
from Secret-text credentials so they stay out of the repo and logs.
Gated by the REDEPLOY_PORTAINER parameter.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New campaign/encounter ruleset toggle: 5e (default, unchanged) vs generic.
Generic mode:
- No death saves (deathSave/stabilize throw)
- Negative HP allowed (no clamp at 0)
- <=0 HP = status 'down' (no pips, no unconscious auto-condition)
- Monster death = dead + inactive (same as 5e)
- markDead button: DM sets dead manually (both modes)
- revive: dead->conscious (generic), dead->stable (5e)
5e mode: zero behavior change.
shared/turn.js:
- applyHpChangeGeneric: negative HP, down status, no death-save logic
- markDead: status dead, monster auto-inactive
- reviveParticipant: ruleset-aware (generic=conscious, 5e=stable)
- deathSave/stabilize: throw in generic
- expandUndo: mark_dead case added
UI (src/App.js):
- CreateCampaignForm + CreateEncounterForm: ruleset radio toggle
- handleCreateCampaign/handleCreateEncounter: store ruleset field
- EncounterManager: fetch campaignDoc for default ruleset inheritance
- DM participant: down/dead labels, Mark Dead button (generic), Revive both
- death-save pips/buttons gated 5e-only
- DisplayView: down label, generic status derivation
Tests: 15 generic cases (turn.generic.test.js). 186 shared total.
Jenkinsfile builds and pushes both the firebase (nginx/static) and
sqlite (caddy+node) images to thinkserver:5000, guarded to main only.
docker/portainer-stack.yml deploys the prebuilt sqlite image from the
registry behind the external TLS-terminating nginx.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The logs page white-screened when deployed against Firestore. LogsView
paginates with the neutral offset() constraint, which the server/sqlite
adapter pushes into SQL — but the firebase adapter's subscribeCollection
had no case for it and passed the raw {__type:'offset'} object through
to the SDK's query(), which throws on non-QueryConstraint values. The
throw fired inside useFirestoreCollection's effect on first render,
unmounting the whole tree. Dev never hit it because dev runs the server
adapter.
Fix: shared toSdkConstraints() translator in the firebase adapter,
used by getCollection and subscribeCollection. The client SDK has no
offset, so emulate it — widen limit to offset+limit and slice the
leading docs off the snapshot (same read cost as the admin SDK's
native offset, which also bills skipped docs). Unknown constraint
types are now dropped instead of passed through, so a future neutral
builder can't reintroduce the crash. This also fixes getCollection
silently skipping offset, which returned page 1 for every page.
Server/sqlite adapter unchanged; offset still runs in SQL. Two new
shared contract tests (offset pagination + offset past end) run
against both adapters and pass: firebase mock 33, live sqlite 40.
Also bump better-sqlite3 ^11.3.0 -> ^12.0.0: v11 fails to compile
against Node 26's V8 (GetPrototype removed), so server tests could
not run at all on Node 26. v12.11.1 builds clean; full server suite
passes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Player display now tracks displayParticipants separately from raw encounter
participants so active->inactive can animate out before removal, and inactive->
active can animate in. This preserves 1-list order, keeps DM display behavior
unchanged, and avoids fading dying/stable participants.
PlayerParticipantCard handles transitions:
- active->inactive: scale/slide/fade out, then parent removes from display list
- inactive->active: scale/slide/fade in
- alive->dead: keep visible with dim/desaturate/red-rim death cue + skull pulse
- dying/stable: full visible, no fade/removal
DisplayView inactive characterization updated to wait for exit animation before
asserting removal. TODO item removed.
Both combat.js replay and Combat.scenario.test.js built character participants
inline via buildCharacterParticipant without persisting to campaign doc. Real
app stores chars in campaign doc players array; encounter participants built
from that. Replay/scenario diverged from real flow — campaign had zero chars.
Fix:
- replay.js: roster chars now have id, persisted to campaign doc players array
at setup_campaign step
- Combat.scenario.test.js: addCharacterViaUI writes char to campaign doc
players array (mirrors app), CAMPAIGN_PATH const added
5e crit-at-0-HP rule: any crit damage while downed = +2 death-save failures.
Shared logic supported via applyHpChange(..., { isCriticalHit: true }) but UI
had no trigger. Normal Damage at 0 only added 1 fail.
handleCritDamage handler calls applyHpChange with isCriticalHit: true.
Button renders in HP block (right-aligned) for character/NPC participants
when dying or stable and combat started. Dead excluded (no-op).
D&D 5e: stable creature regains 1 HP after 1d4 hours. Static display-only
reminder, no storage/time-tracking. Fires only for participants with
status=stable (dying->stable or dead->revive), shown where Revive button
would sit. Derived from status, survives refresh.