aex/ROADMAP.md

246 lines
12 KiB
Markdown
Raw Permalink Normal View History

# ROADMAP — aex
A D&D 5e character sheet and campaign dashboard. One page per concern: character,
inventory, quests, notes, contacts, item reference. Built with Leptos 0.8 (SSR +
hydration), actix-web, SCSS.
## MVP definition
The MVP is done when a player can run a real session with the app:
- the app opens with last session's state (survives tab close / reload)
- the player can track HP, spell slots, hit dice, death saves, money, inventory
(add, remove, move items — including from item search)
- the player can record quests, notes, and contacts as the session happens
- the player can look up any item's stats and add it to inventory
- the player can back up the dashboard to a JSON file and restore it
## Current state (Feb 2026)
| Area | Status |
|---|---|
| Header: campaign name, image, in-game date, session steppers | Works |
| Header: Save / Load / Clear buttons | Dead (no persistence) |
| Sidebar: image, names, class/level/XP, HP, hit dice, death saves, spell slots | Works |
| Character page `/` | Stub — renders literal text "character" |
| Inventory page `/inv`: personal + common, money, item rows | Works |
| Item search (nucleo over ~5k bundled 5e.tools items) | Component exists, wired to no page |
| Item "+" (add) and "…" (details) buttons | Dead |
| Quests / Notes / Contacts | Models + mock data exist, zero UI, no routes |
| Prepared spells | Model exists, list is empty; `Spell` is a `@TODO` stub |
| Attunements | Model exists, no UI |
| Settings | Empty struct |
| Persistence | None — hardcoded `Dashboard::mock()` on every load |
| e2e tests | Example Playwright spec only |
| README | Stock Leptos template |
## Non-goals (explicitly out of MVP)
- accounts, multi-user, or sync across devices
- server-side database
- dice rolling, character builder, full rulebook
- multiple campaigns / dashboards switching
- images hosted by the app (remote URLs are fine)
## Effort legend
- S — ~0.5 day
- M — ~1-2 days
- L — ~3-5 days
---
## Phase 0 — Build hygiene (S, ~0.5-1 day)
Cheap, unblocks the rest. Can happen any time; do it first.
- [x] rewrite README (currently the stock template)
- [x] deduplicate `foundry.json` load in `src/statics/mod.rs` (loaded twice)
- [x] clear compiler warnings (unused imports, unused `qty` in `item.rs`)
- [x] decide Cargo.lock policy — currently gitignored, builds are non-reproducible; commit it
(done: committed 2026-08-04)
- [~] dependency and idiom cleanup — see `MODERNIZE.md` (drop unused deps,
`lazy_static``LazyLock`, local replacements for `num-format`/`num-traits`)
(done: `lazy_static``LazyLock` only; the rest stays pending)
- [~] decide on the under-consideration unused deps from `MODERNIZE.md`
(`seq-macro`, `leptos-use`, `http`, `console_log`, `js-sys`); the rest
(`itertools`, `thiserror`, `anyhow`, `pretty_env_logger`, `dotenvy`) stay
(decision: nothing removed; revisit later)
- [x] replace `end2end/tests/example.spec.ts` with a smoke test (app boots, nav renders, no console errors)
## Phase 1 — Persistence: localStorage + JSON export/import (L, ~3-5 days)
The foundation. Every later phase depends on it.
- [x] derive `serde::Serialize` / `Deserialize` on all entities in `src/entities/mod.rs`
(Dashboard, PlayerData, Balance, Inventory, InventoryEntry, InventoryItem,
QuestBook, Quest, NoteBook, Note, ContactBook, Contact, SpellSlots, Attunements,
PreparedSpells, Spell, HitDice, DeathSaveThrows, Name, Settings; enums:
InventoryKind, ContactStatus, PreparedSpell)
- [x] verify `Store` derive and `serde` derive coexist on the same structs (prototype first)
- [x] add a `version` field to `Settings`; add a migration hook for future format changes
- [x] serialize Dashboard to JSON; save to localStorage via `web_sys::Storage`
(feature-gate to `hydrate`/`csr`; SSR renders mock/empty)
- [x] auto-save on change — debounced effect over the `Store` — plus manual Save button
- [x] Load button: restore from localStorage with an overwrite confirm
- [x] Clear button: wipe localStorage with a confirm
- [x] export: download `dashboard.json` as a blob
- [x] import: file input → parse → validate version → replace state
- [x] on startup, hydrate from localStorage; keep `mock()` as the fallback / "New dashboard"
- **Acceptance:** close the tab, reopen — state is intact. Export → import into a
fresh browser — identical state.
**Done (2026-08-16):** implementation in `src/state/persist.rs` + header buttons +
`components/modal.rs`; e2e-verified in chromium (reload persistence and
export/import round trip). Notes:
- Save = download; Load = file import; Clear = wipe (merged per user decision).
- Clear writes the blank dashboard back to storage; mock stays the first-visit fallback.
- Version check is the migration hook: `parse_dashboard` returns
`ImportError::{Parse, NewerVersion, OldVersion}` (RU messages).
## Phase 1.5 — Undo & redo (S, ~0.5-1 day)
Snapshot-based undo rides on the Phase 1 machinery: serialize → push →
`replace_state`. It is page-agnostic: the `store.track()` trigger already
fires on any mutation, so no component changes are needed and every later
phase's edits are undoable from day one.
- [x] `state::undo.rs` (hydrate-gated): undo/redo stacks of serialized
`Dashboard`, capped (e.g. 100); push coalesced on the store trigger
(one snapshot per ~1 s window → one undo step = one edit burst)
- [x] a new edit after undo clears the redo stack; Clear and import push a
snapshot first, so they are undoable too
- [x] `undo()` / `redo()` call `replace_state`; expose stack depths as
`RwSignal<usize>` for button disabled states
- [x] header buttons: ↩ Отменить / Вернуть (disabled when empty)
- [x] shortcuts: Ctrl+Z, Ctrl+Shift+Z (Ctrl+Y); ignore when focus is in an
input/textarea/select, so typing never triggers undo
- [x] unit tests for stack semantics; e2e: edit → undo → redo; reload keeps
the undone state (undo writes through autosave)
- **Acceptance:** every edit since the last window is reversible with a
keystroke; undo survives a reload.
**Done (2026-08-16):** implementation in `src/state/undo.rs`; e2e-verified
in chromium (buttons, shortcuts, reload, undoable Clear). Notes:
- Snapshots are `Dashboard` clones, not JSON: the dashboard is small.
- `HistoryHandle` is `Copy` (RwSignal fields) — context-friendly and
capture-safe under edition-2024 closure rules.
- No `std::time::Instant`: it panics on wasm32; the settle timer is the
only clock. The undo button enables with the pending burst, so a
fresh edit is undoable before the 1 s window settles.
## Phase 2 — Character page (M, ~1-2 days)
`/` currently renders the literal string "character".
- [x] player card: portrait, name, class, level, XP (data already in sidebar)
- [x] HP block: temp / current / max, `Numput`-style editing
- [x] prepared spells UI: render Vacant/Occupied slots; free-text spell name entry
(upgrade the `Spell` stub from `name`-only to name + optional level/description)
- [x] attunements UI: 3 slots, free text, clear button (model exists)
- **Acceptance:** player can set prepared spells and attunements; they persist.
**Done (2026-08-16):** page in `src/components/character/`; e2e-verified
in chromium (add/undo/redo a spell, remove, reload persistence, attunements
with clear). Notes:
- The HP block was already in the sidebar (`hit_points.rs`, editable
`type="number"` inputs via `utils::adjust_checked`) — nothing to add.
- `Spell` fields are optional, so name-only spells in old saved JSON
still parse.
- Rows are plain functions called from `For`'s `let(...)` children:
component tags are not allowed directly inside them (view macro).
**Second pass (2026-08-16):** the player card is gone (it duplicated the
sidebar); headings are plain RU (`Заготовленные заклинания`, `Атюнменты`);
attunements grew from a fixed 3-slot array to a `Vec` with a "+ слот"
button (custom campaigns); `PlayerData.ac` (manual armor class) lives in
the sidebar HP block, `#[serde(default)]` so old saves still load.
## Phase 3 — Inventory & item search end-to-end (L, ~3-5 days)
Rows are editable and move/remove works. Search exists but is orphaned; "+" and
"…" buttons are dead.
- [ ] host `ItemSearchField` on a page (Wiki page is the natural home — see Phase 7)
- [ ] "+" adds the `BookItem` to the personal inventory: merge into a row with the
same name, else new row, quantity 1
- [ ] "…" opens an item detail view: description, rarity, weight, tags, source data
(`BookItem.rest`)
- [ ] free-form add-entry UI: add a row (name/quantity/weight) without search
- [ ] edit a row: name, quantity, weight, description
- [ ] stretch: carrying capacity — sum row weights per inventory, show total vs limit
- **Acceptance:** search "potion" → click + → a row appears in the personal
inventory with the correct weight; state persists.
## Phase 4 — Quests page (M, ~1-2 days)
New route `/quests`. Model and mock data exist; zero UI.
- [ ] add a completion state to `Quest` (the model lacks one today)
- [ ] quest list: title, giver (Name), taken/task locations, dates, reward (Balance,
reuse `Numput`), description
- [ ] add / update / delete quest; toggle complete
- [ ] sort by deadline; highlight overdue
- **Acceptance:** create a quest, reload — it is still there; mark it complete.
## Phase 5 — Notes page (M, ~1-2 days)
New route `/notes`. Model and mock data exist; zero UI.
- [ ] note list: content, in-game date, session, tags; add / edit / delete
- [ ] tag chips; filter by tag or by session
- [ ] quick-add defaults to the header's current session and in-game date
- **Acceptance:** log a note mid-session, filter by tag, reload — still there.
## Phase 6 — Contacts page (M, ~1-2 days)
New route `/contacts`. Model and mock data exist; zero UI.
- [ ] contact cards: name, alias, status, location, notes, optional image
- [ ] status filter: Alive / Dead / DeadBygone / Unknown
- [ ] add / edit / delete contact
- **Acceptance:** find a contact by status filter; edit its notes; persists.
## Phase 7 — Wiki page: item reference (M, ~1-2 days)
`/wiki` currently renders "books". Search infrastructure already exists.
- [ ] host `ItemSearchField` here with results list
- [ ] item detail panel: rarity, weight, full entry text from the JSON `rest` field
- [ ] filters: rarity / category tags; lazy list or pagination — never render 5k rows
- [ ] "Add to inventory" shortcut (reuses the Phase 3 path)
- **Acceptance:** browse or search items, open a detail, add to inventory.
## Phase 8 — Polish, tests, release (L, ~2-4 days)
- [ ] responsive SCSS pass (sidebar and header on mobile widths)
- Playwright e2e: add item from search, quest CRUD, notes filter, undo
shortcuts (persistence round trip is covered by `persistence.spec.ts`)
- [ ] rewrite README: usage, dev workflow, deploy
- [ ] release build via cargo-leptos; verify SSR + hydration; pick a deploy target
- **Acceptance:** fresh clone → `cargo leptos build` → app runs; e2e green.
---
## Sequencing notes
- Phase 1 before Phases 2-7: every new page must persist. Building pages first
against mock data and persisting later costs a data-migration pass instead.
- Phases 2 and 3 can run in parallel after Phase 1.5 (different components).
- Phase 1.5 (undo) is page-agnostic: it must land before the edit-heavy
phases so their edits are undoable; nothing in Phases 2-7 depends on it.
- Phases 4-6 are independent of each other and share one CRUD-list pattern —
build the pattern once (e.g. a generic list editor) and reuse it.
- Phase 7 reuses the Phase 3 add-to-inventory path; keep that path shared.
## Known debt and risks
- **Cargo.lock is gitignored** — builds are not reproducible. Decide in Phase 0.
- **serde × Store derive** on the same structs — unverified combination;
prototype before committing to it (Phase 1).
- **~3.9 MB of item JSON** bundled via `include_str!` — parses on startup in the
browser. Fine for MVP; moving to a server function is a post-MVP option.
- **localStorage** has a ~5 MB budget — plenty for text JSON state.
- **Browser APIs on SSR** — localStorage access must be gated to `hydrate`/`csr`;
SSR renders from mock or empty state.