Generic (non-5e) ruleset mode + UI polish + combat switch fix #7
@@ -50,19 +50,6 @@ lots of updates
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- `isActive = id => updatedParticipants.find(p => p.id === id && p.isActive)`
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- Returns participant obj (truthy) not boolean. Works by accident, fragile.
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### BUG: select campaign during active combat = screen flicker, no action
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- In active encounter, click different campaign → flicker, no nav, no end.
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- Either block (toast: end encounter first) or auto-end current + switch.
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- Decide UX before fix.
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### FEAT: generic/non-5e rules mode
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- Campaign/encounter ruleset toggle: `5e` vs `generic`.
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- Generic mode turns off death saves/state machine.
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- Generic mode allows negative HP.
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- 5e mode rejects negative damage/heal and clamps HP at 0.
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### FEAT: clarify "Is NPC" in add-participant
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- Ambiguous label. May expand work based on what NPC means here (ally? monster?
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+14
-8
@@ -5,7 +5,7 @@ import {
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PlusCircle, Users, Swords, Trash2, Eye, Edit3, Save, XCircle, ChevronsUpDown,
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UserCheck, UserX, HeartCrack, HeartPulse, Zap, EyeOff, ExternalLink, AlertTriangle,
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Play as PlayIcon, Pause as PauseIcon, SkipForward as SkipForwardIcon,
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StopCircle as StopCircleIcon, Users2, Dices, ChevronUp, ChevronDown, ScrollText,
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StopCircle as StopCircleIcon, Users2, Dices, ChevronDown, ScrollText,
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Maximize2, Minimize2, Moon, Coffee, Clock, ChevronRight, X,
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Undo2, Redo2, Crosshair
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} from 'lucide-react';
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@@ -682,7 +682,14 @@ function CharacterManager({ campaignId, campaignCharacters }) {
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const [editingCharacter, setEditingCharacter] = useState(null);
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const [showDeleteConfirm, setShowDeleteConfirm] = useState(false);
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const [itemToDelete, setItemToDelete] = useState(null);
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const [isOpen, setIsOpen] = useState(true);
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const [isOpen, setIsOpen] = useState(() => {
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try { return localStorage.getItem('ttrpg.charactersCollapsed') !== 'true'; }
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catch { return true; }
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});
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useEffect(() => {
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try { localStorage.setItem('ttrpg.charactersCollapsed', String(!isOpen)); }
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catch {}
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}, [isOpen]);
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const handleAddCharacter = async () => {
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if (!db || !characterName.trim() || !campaignId) return;
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@@ -769,15 +776,14 @@ function CharacterManager({ campaignId, campaignCharacters }) {
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<>
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<div className="p-4 bg-stone-900 rounded-lg shadow">
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<div className="flex justify-between items-center mb-3">
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<h3 className="text-xl font-semibold text-amber-300 font-cinzel tracking-wide flex items-center">
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<Users size={24} className="mr-2" /> Campaign Characters
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</h3>
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<button
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onClick={() => setIsOpen(!isOpen)}
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className="p-1 text-stone-400 hover:text-stone-200"
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aria-label={isOpen ? "Collapse" : "Expand"}
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className="flex items-center text-xl font-semibold text-amber-300 font-cinzel tracking-wide hover:text-amber-200 transition-colors"
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aria-expanded={isOpen}
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>
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{isOpen ? <ChevronUp size={20} /> : <ChevronDown size={20} />}
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{isOpen ? <ChevronDown size={20} className="mr-1" /> : <ChevronRight size={20} className="mr-1" />}
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<Users size={24} className="mr-2" /> Campaign Characters
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<span className="text-sm font-normal text-stone-400 ml-1">({campaignCharacters.length})</span>
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</button>
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</div>
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