Add player character management feature
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Persistent player character templates (name, AC, HP, color, icon) with
full CRUD, bestiary-style search to add PCs to encounters with pre-filled
stats, and color/icon visual distinction in combatant rows. Also stops
the stat block panel from auto-opening when adding a creature.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Lukas
2026-03-12 18:11:08 +01:00
parent 768e7a390f
commit 91703ddebc
38 changed files with 3055 additions and 96 deletions

View File

@@ -7,6 +7,8 @@ import { Plus } from "lucide-react";
import { useCallback, useEffect, useRef, useState } from "react";
import { ActionBar } from "./components/action-bar";
import { CombatantRow } from "./components/combatant-row";
import { CreatePlayerModal } from "./components/create-player-modal";
import { PlayerManagement } from "./components/player-management";
import { SourceManager } from "./components/source-manager";
import { StatBlockPanel } from "./components/stat-block-panel";
import { Toast } from "./components/toast";
@@ -14,6 +16,7 @@ import { TurnNavigation } from "./components/turn-navigation";
import { type SearchResult, useBestiary } from "./hooks/use-bestiary";
import { useBulkImport } from "./hooks/use-bulk-import";
import { useEncounter } from "./hooks/use-encounter";
import { usePlayerCharacters } from "./hooks/use-player-characters";
function rollDice(): number {
return Math.floor(Math.random() * 20) + 1;
@@ -35,9 +38,23 @@ export function App() {
toggleCondition,
toggleConcentration,
addFromBestiary,
addFromPlayerCharacter,
makeStore,
} = useEncounter();
const {
characters: playerCharacters,
createCharacter: createPlayerCharacter,
editCharacter: editPlayerCharacter,
deleteCharacter: deletePlayerCharacter,
} = usePlayerCharacters();
const [createPlayerOpen, setCreatePlayerOpen] = useState(false);
const [managementOpen, setManagementOpen] = useState(false);
const [editingPlayer, setEditingPlayer] = useState<
(typeof playerCharacters)[number] | undefined
>(undefined);
const {
search,
getCreature,
@@ -80,14 +97,6 @@ export function App() {
const handleAddFromBestiary = useCallback(
(result: SearchResult) => {
addFromBestiary(result);
// Derive the creature ID so stat block panel can try to show it
const slug = result.name
.toLowerCase()
.replace(/[^a-z0-9]+/g, "-")
.replace(/(^-|-$)/g, "");
setSelectedCreatureId(
`${result.source.toLowerCase()}:${slug}` as CreatureId,
);
},
[addFromBestiary],
);
@@ -259,6 +268,9 @@ export function App() {
onBulkImport={handleBulkImport}
bulkImportDisabled={bulkImport.state.status === "loading"}
inputRef={actionBarInputRef}
playerCharacters={playerCharacters}
onAddFromPlayerCharacter={addFromPlayerCharacter}
onManagePlayers={() => setManagementOpen(true)}
/>
</div>
</div>
@@ -331,6 +343,45 @@ export function App() {
onDismiss={bulkImport.reset}
/>
)}
<CreatePlayerModal
open={createPlayerOpen}
onClose={() => {
setCreatePlayerOpen(false);
setEditingPlayer(undefined);
}}
onSave={(name, ac, maxHp, color, icon) => {
if (editingPlayer) {
editPlayerCharacter?.(editingPlayer.id, {
name,
ac,
maxHp,
color,
icon,
});
} else {
createPlayerCharacter(name, ac, maxHp, color, icon);
}
}}
playerCharacter={editingPlayer}
/>
<PlayerManagement
open={managementOpen}
onClose={() => setManagementOpen(false)}
characters={playerCharacters}
onEdit={(pc) => {
setEditingPlayer(pc);
setCreatePlayerOpen(true);
setManagementOpen(false);
}}
onDelete={(id) => deletePlayerCharacter?.(id)}
onCreate={() => {
setEditingPlayer(undefined);
setCreatePlayerOpen(true);
setManagementOpen(false);
}}
/>
</div>
);
}