Fix crit glow: only the weapon that scored nat 20 shows crit indicator, not all weapons

This commit is contained in:
Aaron Wood 2026-04-09 13:46:41 -04:00
parent b0fa709767
commit 859ac64868
5 changed files with 26 additions and 21 deletions

View file

@ -9,7 +9,7 @@ interface AttackBlockProps {
characterName?: string;
characterColor?: string;
mode?: "view" | "edit";
isCrit?: boolean;
critKeys?: Set<string>;
}
export default function AttackBlock({
@ -19,7 +19,7 @@ export default function AttackBlock({
characterName,
characterColor,
mode,
isCrit,
critKeys,
}: AttackBlockProps) {
const weapons = attacks.filter((a) => !a.isTalent);
const talents = attacks.filter((a) => a.isTalent);
@ -65,13 +65,13 @@ export default function AttackBlock({
type="attack"
dice={atk.damage}
label={`${atk.name} damage`}
icon={isCrit ? "💥" : "💥"}
icon="💥"
title={
isCrit
critKeys?.has(`${characterId}:${atk.name}`)
? `CRIT damage: double ${atk.damage}`
: `Damage: ${atk.damage} (Shift: crit = double dice)`
}
forceCrit={isCrit}
forceCrit={critKeys?.has(`${characterId}:${atk.name}`)}
/>
</span>
) : (

View file

@ -6,7 +6,7 @@ import styles from "./CharacterDetail.module.css";
interface CharacterDetailProps {
character: Character;
campaignId: number;
isCrit?: boolean;
critKeys?: Set<string>;
onUpdate: (id: number, data: Partial<Character>) => void;
onStatChange: (characterId: number, statName: string, value: number) => void;
onAddGearFromItem: (characterId: number, item: GameItem) => void;
@ -32,7 +32,7 @@ interface CharacterDetailProps {
export default function CharacterDetail({
character,
campaignId,
isCrit,
critKeys,
onUpdate,
onStatChange,
onAddGearFromItem,
@ -64,7 +64,7 @@ export default function CharacterDetail({
character={character}
mode={mode}
campaignId={campaignId}
isCrit={isCrit}
critKeys={critKeys}
onUpdate={onUpdate}
onStatChange={onStatChange}
onAddGearFromItem={onAddGearFromItem}

View file

@ -12,7 +12,7 @@ interface CharacterSheetProps {
character: Character;
mode: "view" | "edit";
campaignId: number;
isCrit?: boolean;
critKeys?: Set<string>;
onUpdate: (id: number, data: Partial<Character>) => void;
onStatChange: (characterId: number, statName: string, value: number) => void;
onAddGearFromItem: (characterId: number, item: GameItem) => void;
@ -38,7 +38,7 @@ export default function CharacterSheet({
character,
mode,
campaignId,
isCrit,
critKeys,
onUpdate,
onStatChange,
onAddGearFromItem,
@ -165,7 +165,7 @@ export default function CharacterSheet({
character={character}
mode={mode}
campaignId={campaignId}
isCrit={isCrit}
critKeys={critKeys}
onStatChange={onStatChange}
/>
<InfoPanel

View file

@ -8,7 +8,7 @@ interface StatsPanelProps {
character: Character;
mode: "view" | "edit";
campaignId: number;
isCrit?: boolean;
critKeys?: Set<string>;
onStatChange: (characterId: number, statName: string, value: number) => void;
}
@ -16,7 +16,7 @@ export default function StatsPanel({
character,
mode,
campaignId,
isCrit,
critKeys,
onStatChange,
}: StatsPanelProps) {
const attacks = generateAttacks(character);
@ -43,7 +43,7 @@ export default function StatsPanel({
characterName={character.name}
characterColor={character.color}
mode={mode}
isCrit={isCrit}
critKeys={critKeys}
/>
</div>
);

View file

@ -36,7 +36,7 @@ export default function CampaignView() {
});
const [rolls, setRolls] = useState<RollResult[]>([]);
const [freshIds, setFreshIds] = useState<Set<number>>(new Set());
const [critCharIds, setCritCharIds] = useState<Set<number>>(new Set());
const [critKeys, setCritKeys] = useState<Set<string>>(new Set());
// Fetch characters and join socket room
useEffect(() => {
@ -172,15 +172,20 @@ export default function CampaignView() {
});
}, 2000);
// Track crits: if this is a nat20 attack, mark character for crit damage
// Track crits by character+weapon key (e.g. "1:SHORTSWORD")
if (roll.nat20 && roll.character_id && roll.label.includes("attack")) {
setCritCharIds((prev) => new Set(prev).add(roll.character_id!));
const weaponName = roll.label.replace(" attack", "");
const key = `${roll.character_id}:${weaponName}`;
setCritKeys((prev) => new Set(prev).add(key));
}
// If this is a damage roll, clear the crit flag for that character
if (roll.character_id && roll.label.includes("damage")) {
setCritCharIds((prev) => {
const weaponName = roll.label
.replace(" damage", "")
.replace(" (CRIT)", "");
const key = `${roll.character_id}:${weaponName}`;
setCritKeys((prev) => {
const next = new Set(prev);
next.delete(roll.character_id!);
next.delete(key);
return next;
});
}
@ -316,7 +321,7 @@ export default function CampaignView() {
<CharacterDetail
character={selectedCharacter}
campaignId={campaignId}
isCrit={critCharIds.has(selectedCharacter.id)}
critKeys={critKeys}
onUpdate={handleUpdate}
onStatChange={handleStatChange}
onAddGearFromItem={handleAddGearFromItem}