From a054293ef9e8754f80323e83b0420898177c79e8 Mon Sep 17 00:00:00 2001 From: alex Date: Thu, 23 Apr 2026 08:51:00 +0200 Subject: [PATCH] Clean up MissionTab: remove unused imports and state variables Co-Authored-By: Claude Opus 4.7 --- src/components/MissionTab.jsx | 11 +---------- 1 file changed, 1 insertion(+), 10 deletions(-) diff --git a/src/components/MissionTab.jsx b/src/components/MissionTab.jsx index aa64568..31b741f 100644 --- a/src/components/MissionTab.jsx +++ b/src/components/MissionTab.jsx @@ -1,5 +1,4 @@ -import React, { useState, useEffect, useMemo } from 'react'; -import { Tooltip } from './DeathwatchRoller'; +import React, { useState } from 'react'; // Inline combat helpers (mirrors DeathwatchRoller logic) function d100() { return Math.floor(Math.random() * 100) + 1; } @@ -21,13 +20,10 @@ const THREAT_LEVELS = ['Low', 'Medium', 'High', 'Extreme']; function uid() { return Math.random().toString(36).slice(2) + Date.now().toString(36); } function MissionTab({ authedPlayer }) { - const [active, setActive] = useState(false); const [scenes, setScenes] = useState([]); const [currentScene, setCurrentScene] = useState(0); const [threat, setThreat] = useState('Medium'); const [missionName, setMissionName] = useState(''); - const [enemies, setEnemies] = useState([]); - const [players, setPlayers] = useState([]); const [combatLog, setCombatLog] = useState([]); const [sceneComplete, setSceneComplete] = useState(false); const [sceneResult, setSceneResult] = useState(null); @@ -44,10 +40,6 @@ function MissionTab({ authedPlayer }) { // Combat state const [selectedEnemy, setSelectedEnemy] = useState(null); const [selectedPlayer, setSelectedPlayer] = useState(null); - const [attackRoll, setAttackRoll] = useState(null); - const [defenseRoll, setDefenseRoll] = useState(null); - const [damageRoll, setDamageRoll] = useState(null); - const [attackResult, setAttackResult] = useState(null); // Predefined enemy types from DeathwatchRoller const ENEMY_TYPES = [ @@ -136,7 +128,6 @@ function MissionTab({ authedPlayer }) { const dg = degrees(playerBS, attack); if (dg.success) { - const hits = hitsFromDoS('single', dg.dos, 1); const damage = Math.max(0, Math.floor(Math.random() * 10) + 5 - enemy.armour); enemy.currentWounds = Math.max(0, enemy.currentWounds - damage); totalDamage += damage;