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"""Combat tracker state logic.
Every function here is PURE: it takes a plain-dict state and returns a NEW
state dict without mutating the input. The state is JSON-safe by construction
so it round-trips through gr.BrowserState (localStorage) unchanged.
State shape:
{
"round": 1,
"turn_index": 0,
"started": False,
"combatants": [
{"id": 1, "name": "Sera", "side": "PC", "initiative": 15.0,
"max_hp": 28, "hp": 28, "ac": 18, "conditions": [], "notes": ""},
...
],
}
"""
import copy
import html as _html
SIDES = ["PC", "Ally", "Enemy"]
CONDITIONS = [
"Blinded", "Charmed", "Deafened", "Frightened", "Grappled",
"Incapacitated", "Invisible", "Paralyzed", "Petrified", "Poisoned",
"Prone", "Restrained", "Stunned", "Unconscious", "Concentrating", "Down",
]
MAX_NAME = 60
MAX_HP_CAP = 9999
MAX_COMBATANTS = 60
# ---------------------------------------------------------------------------
# state constructors / helpers
# ---------------------------------------------------------------------------
def new_state() -> dict:
return {"round": 1, "turn_index": 0, "started": False, "combatants": []}
def _clone(state: dict) -> dict:
return copy.deepcopy(state)
def coerce_state(value) -> dict:
"""Deserialize helper: accept whatever came back from BrowserState and
return a valid state dict (falls back to new_state on garbage)."""
if not isinstance(value, dict):
return new_state()
combatants = value.get("combatants")
if not isinstance(combatants, list):
return new_state()
state = new_state()
try:
state["round"] = max(1, int(value.get("round", 1)))
state["turn_index"] = max(0, int(value.get("turn_index", 0)))
state["started"] = bool(value.get("started", False))
except (TypeError, ValueError):
return new_state()
clean = []
for c in combatants:
if not isinstance(c, dict) or not str(c.get("name", "")).strip():
continue
try:
max_hp = max(1, min(int(c.get("max_hp", 1)), MAX_HP_CAP))
ac = c.get("ac")
clean.append({
"id": int(c.get("id", len(clean) + 1)),
"name": str(c.get("name", ""))[:MAX_NAME],
"side": c.get("side") if c.get("side") in SIDES else "Enemy",
"initiative": float(c.get("initiative", 0)),
"max_hp": max_hp,
"hp": max(0, min(int(c.get("hp", max_hp)), max_hp)),
"ac": int(ac) if ac not in (None, "") else None,
"conditions": [str(x) for x in c.get("conditions", [])
if str(x) in CONDITIONS],
"notes": str(c.get("notes", ""))[:300],
})
except (TypeError, ValueError):
continue
state["combatants"] = clean
if state["turn_index"] >= len(clean):
state["turn_index"] = 0
return state
def _sorted(combatants: list) -> list:
"""Descending by initiative; Python's sort is stable, so combatants with
tied initiative keep the order they were added in."""
return sorted(combatants, key=lambda c: -c["initiative"])
def _find_index(combatants: list, cid) -> int:
for i, c in enumerate(combatants):
if c["id"] == cid:
return i
return -1
def current_combatant(state: dict):
combatants = state["combatants"]
idx = state["turn_index"]
if combatants and 0 <= idx < len(combatants):
return combatants[idx]
return None
def combatant_choices(state: dict) -> list:
"""Dropdown choices as (label, id) so ids survive duplicate names."""
return [
(f"{c['name']} ({c['initiative']:g})", c["id"])
for c in state["combatants"]
]
# ---------------------------------------------------------------------------
# mutations (each returns a new state)
# ---------------------------------------------------------------------------
def add_combatant(state, name, side, initiative, max_hp, ac=None) -> dict:
state = _clone(state)
name = str(name or "").strip()[:MAX_NAME]
if not name or len(state["combatants"]) >= MAX_COMBATANTS:
return state # reject blanks / overflow safely, no crash
side = side if side in SIDES else "PC"
try:
initiative = float(initiative if initiative is not None else 0)
except (TypeError, ValueError):
initiative = 0.0
initiative = max(-20.0, min(initiative, 99.0))
try:
max_hp = int(max_hp if max_hp is not None else 1)
except (TypeError, ValueError):
max_hp = 1
max_hp = max(1, min(max_hp, MAX_HP_CAP))
try:
ac = int(ac) if ac not in (None, "", 0) else None
except (TypeError, ValueError):
ac = None
if ac is not None:
ac = max(1, min(ac, 40))
next_id = max((c["id"] for c in state["combatants"]), default=0) + 1
current = current_combatant(state)
state["combatants"].append({
"id": next_id, "name": name, "side": side, "initiative": initiative,
"max_hp": max_hp, "hp": max_hp, "ac": ac, "conditions": [], "notes": "",
})
state["combatants"] = _sorted(state["combatants"])
# once the fight has started, keep the turn pointing at the same creature
# after the re-sort; before that, the turn stays at the top of the order
if state["started"] and current is not None:
idx = _find_index(state["combatants"], current["id"])
state["turn_index"] = idx if idx >= 0 else 0
else:
state["turn_index"] = min(state["turn_index"],
len(state["combatants"]) - 1)
return state
def remove_combatant(state, cid) -> dict:
state = _clone(state)
idx = _find_index(state["combatants"], cid)
if idx == -1:
return state
state["combatants"].pop(idx)
if idx < state["turn_index"]:
state["turn_index"] -= 1
if state["turn_index"] >= len(state["combatants"]):
state["turn_index"] = 0
state["turn_index"] = max(0, state["turn_index"])
return state
def apply_hp(state, cid, delta) -> dict:
"""Negative delta = damage, positive = healing. Clamps 0..max_hp.
Hitting 0 auto-adds Unconscious (PC/Ally) or Down (Enemy); healing above
0 removes both."""
state = _clone(state)
idx = _find_index(state["combatants"], cid)
if idx == -1:
return state
try:
delta = int(delta)
except (TypeError, ValueError):
return state
c = state["combatants"][idx]
c["hp"] = max(0, min(c["hp"] + delta, c["max_hp"]))
if c["hp"] == 0:
tag = "Down" if c["side"] == "Enemy" else "Unconscious"
if tag not in c["conditions"]:
c["conditions"].append(tag)
else:
c["conditions"] = [x for x in c["conditions"]
if x not in ("Unconscious", "Down")]
return state
def toggle_condition(state, cid, condition) -> dict:
state = _clone(state)
idx = _find_index(state["combatants"], cid)
if idx == -1 or not condition:
return state
conditions = state["combatants"][idx]["conditions"]
if condition in conditions:
conditions.remove(condition)
else:
conditions.append(condition)
return state
def next_turn(state) -> dict:
state = _clone(state)
n = len(state["combatants"])
if n == 0:
return state
state["started"] = True
state["turn_index"] += 1
if state["turn_index"] >= n:
state["turn_index"] = 0
state["round"] += 1
return state
def prev_turn(state) -> dict:
state = _clone(state)
n = len(state["combatants"])
if n == 0:
return state
if state["round"] == 1 and state["turn_index"] == 0:
return state # can't rewind before the first turn of round 1
state["turn_index"] -= 1
if state["turn_index"] < 0:
state["turn_index"] = n - 1
state["round"] = max(1, state["round"] - 1)
return state
def reset_encounter(state) -> dict:
"""Keep the roster; restore hp to max, clear conditions, back to round 1."""
state = _clone(state)
state["round"] = 1
state["turn_index"] = 0
state["started"] = False
for c in state["combatants"]:
c["hp"] = c["max_hp"]
c["conditions"] = []
return state
def clear_all() -> dict:
return new_state()
def load_example() -> dict:
"""A goblin ambush on the Emberford road: 4 PCs vs 3 goblins and a boss."""
state = new_state()
for name, side, init, hp, ac in (
("Fenwick Thistledown", "PC", 21, 22, 15),
("Korga Stonefist", "PC", 18, 32, 14),
("Grubnash, Goblin Boss", "Enemy", 17, 21, 17),
("Sera Brightshield", "PC", 15, 28, 18),
("Goblin Skirmisher", "Enemy", 14, 7, 15),
("Goblin Archer", "Enemy", 14, 7, 13),
("Maelis the Ember", "PC", 12, 17, 12),
("Goblin Sneak", "Enemy", 9, 7, 15),
):
state = add_combatant(state, name, side, init, hp, ac)
return state
# ---------------------------------------------------------------------------
# rendering / export
# ---------------------------------------------------------------------------
def export_markdown(state: dict) -> str:
lines = ["# D&D Combat Tracker — Encounter Summary", ""]
lines.append(f"**Round:** {state['round']}")
current = current_combatant(state)
if current:
lines.append(f"**Current turn:** {current['name']}")
lines.append("")
if not state["combatants"]:
lines.append("_No combatants yet._")
return "\n".join(lines) + "\n"
lines.append("| # | Name | Side | Init | HP | AC | Conditions |")
lines.append("|---|------|------|------|----|----|------------|")
for i, c in enumerate(state["combatants"], 1):
ac = c["ac"] if c["ac"] is not None else "—"
conds = ", ".join(c["conditions"]) if c["conditions"] else "—"
marker = " ← current" if current and c["id"] == current["id"] else ""
lines.append(
f"| {i} | {c['name']}{marker} | {c['side']} | {c['initiative']:g} "
f"| {c['hp']}/{c['max_hp']} | {ac} | {conds} |"
)
lines.append("")
lines.append("_Tracked with the free Loreify D&D Combat Tracker._")
return "\n".join(lines) + "\n"
_CHIP_STYLE = (
"display:inline-block;border:1px solid rgba(212,175,55,0.6);"
"border-radius:10px;padding:0 0.45rem;margin:0 0.2rem 0.2rem 0;"
"font-size:0.78rem;color:var(--lf-cream);white-space:nowrap;"
)
_CELL = "padding:0.45rem 0.6rem;border-bottom:1px solid rgba(212,175,55,0.25);"
def render_board(state: dict) -> str:
"""The battle board: round banner + combatant table as themed HTML."""
combatants = state["combatants"]
if not combatants:
return (
'<div class="lf-output lf-page"><p><strong>No combatants yet.</strong> '
"Add your party and monsters above, or press "
"<em>Load Example Encounter</em> to see a goblin ambush ready to "
"run.</p></div>"
)
current = current_combatant(state)
turn_name = _html.escape(current["name"]) if current else "—"
banner = (
'<div style="display:flex;justify-content:space-between;flex-wrap:wrap;'
'gap:0.5rem;align-items:baseline;margin-bottom:0.75rem;">'
f'<span style="color:var(--lf-gold);font-weight:700;font-size:1.15rem;">'
f"Round {state['round']}</span>"
f'<span style="color:var(--lf-cream);">Turn: <strong style="color:'
f'var(--lf-gold);">{turn_name}</strong></span></div>'
)
rows = []
for c in combatants:
is_current = current is not None and c["id"] == current["id"]
is_downed_enemy = c["side"] == "Enemy" and c["hp"] == 0
name = _html.escape(c["name"])
if is_downed_enemy:
name = f"<s>{name}</s>"
row_style = "opacity:0.45;" if is_downed_enemy else ""
row_class = ""
first_cell_style = _CELL
if is_current:
row_class = ' class="lf-current"'
row_style += "background:rgba(212,175,55,0.10);"
first_cell_style += "border-left:4px solid var(--lf-gold);"
chips = "".join(
f'<span style="{_CHIP_STYLE}">{_html.escape(x)}</span>'
for x in c["conditions"]
) or '<span style="color:rgba(242,230,206,0.4);">—</span>'
ac = c["ac"] if c["ac"] is not None else "—"
rows.append(
f"<tr{row_class} style=\"{row_style}\">"
f'<td style="{first_cell_style}color:var(--lf-gold);font-weight:700;">'
f"{c['initiative']:g}</td>"
f'<td style="{_CELL}color:var(--lf-cream);font-weight:600;">{name}</td>'
f'<td style="{_CELL}color:var(--lf-cream-dim);">{c["side"]}</td>'
f'<td style="{_CELL}color:var(--lf-cream);white-space:nowrap;">'
f"{c['hp']}/{c['max_hp']}</td>"
f'<td style="{_CELL}color:var(--lf-cream-dim);">{ac}</td>'
f'<td style="{_CELL}">{chips}</td></tr>'
)
header = "".join(
f'<th style="{_CELL}text-align:left;color:var(--lf-gold);'
f'font-size:0.85rem;text-transform:uppercase;letter-spacing:0.04em;">'
f"{h}</th>"
for h in ("Init", "Name", "Side", "HP", "AC", "Conditions")
)
return (
'<div class="lf-output lf-page">'
+ banner
+ '<div style="overflow-x:auto;"><table style="width:100%;'
'border-collapse:collapse;">'
+ f"<thead><tr>{header}</tr></thead><tbody>{''.join(rows)}</tbody>"
+ "</table></div></div>"
)