Move entity rehydration to domain layer, fix tempHp gap
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Rehydration functions (reconstructing typed domain objects from untyped
JSON) lived in persistence adapters, duplicating domain validation.
Adding a field required updating both the domain type and a separate
adapter function — the adapter was missed for `level`, silently dropping
it on reload. Now adding a field only requires updating the domain type
and its co-located rehydration function.

- Add `rehydratePlayerCharacter` and `rehydrateCombatant` to domain
- Persistence adapters delegate to domain instead of reimplementing
- Add `tempHp` validation (was silently dropped during rehydration)
- Tighten initiative validation to integer-only
- Exhaustive domain tests (53 cases); adapter tests slimmed to round-trip
- Remove stale `jsinspect-plus` Knip ignoreDependencies entry

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Lukas
2026-03-28 11:12:41 +01:00
parent f4fb69dbc7
commit 1de00e3d8e
12 changed files with 799 additions and 426 deletions

View File

@@ -1,14 +1,9 @@
import {
type ConditionId,
combatantId,
type Combatant,
createEncounter,
creatureId,
type Encounter,
isDomainError,
playerCharacterId,
VALID_CONDITION_IDS,
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
rehydrateCombatant,
} from "@initiative/domain";
const STORAGE_KEY = "initiative:encounter";
@@ -21,93 +16,6 @@ export function saveEncounter(encounter: Encounter): void {
}
}
function validateAc(value: unknown): number | undefined {
return typeof value === "number" && Number.isInteger(value) && value >= 0
? value
: undefined;
}
function validateConditions(value: unknown): ConditionId[] | undefined {
if (!Array.isArray(value)) return undefined;
const valid = value.filter(
(v): v is ConditionId =>
typeof v === "string" && VALID_CONDITION_IDS.has(v),
);
return valid.length > 0 ? valid : undefined;
}
function validateCreatureId(value: unknown) {
return typeof value === "string" && value.length > 0
? creatureId(value)
: undefined;
}
function validateHp(
rawMaxHp: unknown,
rawCurrentHp: unknown,
): { maxHp: number; currentHp: number } | undefined {
if (
typeof rawMaxHp !== "number" ||
!Number.isInteger(rawMaxHp) ||
rawMaxHp < 1
) {
return undefined;
}
const validCurrentHp =
typeof rawCurrentHp === "number" &&
Number.isInteger(rawCurrentHp) &&
rawCurrentHp >= 0 &&
rawCurrentHp <= rawMaxHp;
return {
maxHp: rawMaxHp,
currentHp: validCurrentHp ? rawCurrentHp : rawMaxHp,
};
}
function rehydrateCombatant(c: unknown) {
const entry = c as Record<string, unknown>;
const base = {
id: combatantId(entry.id as string),
name: entry.name as string,
initiative:
typeof entry.initiative === "number" ? entry.initiative : undefined,
};
const color =
typeof entry.color === "string" && VALID_PLAYER_COLORS.has(entry.color)
? entry.color
: undefined;
const icon =
typeof entry.icon === "string" && VALID_PLAYER_ICONS.has(entry.icon)
? entry.icon
: undefined;
const pcId =
typeof entry.playerCharacterId === "string" &&
entry.playerCharacterId.length > 0
? playerCharacterId(entry.playerCharacterId)
: undefined;
const shared = {
...base,
ac: validateAc(entry.ac),
conditions: validateConditions(entry.conditions),
isConcentrating: entry.isConcentrating === true ? true : undefined,
creatureId: validateCreatureId(entry.creatureId),
color,
icon,
playerCharacterId: pcId,
};
const hp = validateHp(entry.maxHp, entry.currentHp);
return hp ? { ...shared, ...hp } : shared;
}
function isValidCombatantEntry(c: unknown): boolean {
if (typeof c !== "object" || c === null || Array.isArray(c)) return false;
const entry = c as Record<string, unknown>;
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;
@@ -129,14 +37,21 @@ export function rehydrateEncounter(parsed: unknown): Encounter | null {
};
}
if (!combatants.every(isValidCombatantEntry)) return null;
const rehydrated: Combatant[] = [];
for (const c of combatants) {
const result = rehydrateCombatant(c);
if (result === null) return null;
rehydrated.push(result);
}
const rehydrated = combatants.map(rehydrateCombatant);
const encounter = createEncounter(
rehydrated,
obj.activeIndex,
obj.roundNumber,
);
if (isDomainError(encounter)) return null;
const result = createEncounter(rehydrated, obj.activeIndex, obj.roundNumber);
if (isDomainError(result)) return null;
return result;
return encounter;
}
export function loadEncounter(): Encounter | null {