Add undo/redo for all encounter actions

Memento-based undo/redo with full encounter snapshots. Undo stack
capped at 50 entries, persisted to localStorage. Triggered via
buttons in the top bar (inboard of turn navigation) and keyboard
shortcuts (Ctrl+Z / Ctrl+Shift+Z, Cmd on Mac, case-insensitive key
matching). Clear encounter resets both stacks.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Lukas
2026-03-26 23:30:33 +01:00
parent 9d81c8ad27
commit 17cc6ed72c
22 changed files with 1127 additions and 61 deletions

View File

@@ -108,45 +108,44 @@ function isValidCombatantEntry(c: unknown): boolean {
return typeof entry.id === "string" && typeof entry.name === "string";
}
export function rehydrateEncounter(parsed: unknown): Encounter | null {
if (typeof parsed !== "object" || parsed === null || Array.isArray(parsed))
return null;
const obj = parsed as Record<string, unknown>;
if (!Array.isArray(obj.combatants)) return null;
if (typeof obj.activeIndex !== "number") return null;
if (typeof obj.roundNumber !== "number") return null;
const combatants = obj.combatants as unknown[];
// Handle empty encounter (cleared state) directly — createEncounter rejects empty arrays
if (combatants.length === 0) {
return {
combatants: [],
activeIndex: 0,
roundNumber: 1,
};
}
if (!combatants.every(isValidCombatantEntry)) return null;
const rehydrated = combatants.map(rehydrateCombatant);
const result = createEncounter(rehydrated, obj.activeIndex, obj.roundNumber);
if (isDomainError(result)) return null;
return result;
}
export function loadEncounter(): Encounter | null {
try {
const raw = localStorage.getItem(STORAGE_KEY);
if (raw === null) return null;
const parsed: unknown = JSON.parse(raw);
if (typeof parsed !== "object" || parsed === null || Array.isArray(parsed))
return null;
const obj = parsed as Record<string, unknown>;
if (!Array.isArray(obj.combatants)) return null;
if (typeof obj.activeIndex !== "number") return null;
if (typeof obj.roundNumber !== "number") return null;
const combatants = obj.combatants as unknown[];
// Handle empty encounter (cleared state) directly — createEncounter rejects empty arrays
if (combatants.length === 0) {
return {
combatants: [],
activeIndex: 0,
roundNumber: 1,
};
}
if (!combatants.every(isValidCombatantEntry)) return null;
const rehydrated = combatants.map(rehydrateCombatant);
const result = createEncounter(
rehydrated,
obj.activeIndex,
obj.roundNumber,
);
if (isDomainError(result)) return null;
return result;
return rehydrateEncounter(parsed);
} catch {
return null;
}