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