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

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@@ -0,0 +1,231 @@
import type { PlayerCharacter } from "@initiative/domain";
import { playerCharacterId } from "@initiative/domain";
import { beforeEach, describe, expect, it } from "vitest";
import {
loadPlayerCharacters,
savePlayerCharacters,
} from "../player-character-storage.js";
const STORAGE_KEY = "initiative:player-characters";
function createMockLocalStorage() {
const store = new Map<string, string>();
return {
getItem: (key: string) => store.get(key) ?? null,
setItem: (key: string, value: string) => store.set(key, value),
removeItem: (key: string) => store.delete(key),
clear: () => store.clear(),
get length() {
return store.size;
},
key: (_index: number) => null,
store,
};
}
function makePC(overrides?: Partial<PlayerCharacter>): PlayerCharacter {
return {
id: playerCharacterId("pc-1"),
name: "Aragorn",
ac: 16,
maxHp: 120,
color: "green",
icon: "sword",
...overrides,
};
}
describe("player-character-storage", () => {
let mockStorage: ReturnType<typeof createMockLocalStorage>;
beforeEach(() => {
mockStorage = createMockLocalStorage();
Object.defineProperty(globalThis, "localStorage", {
value: mockStorage,
writable: true,
});
});
describe("round-trip save/load", () => {
it("saves and loads a single character", () => {
const pc = makePC();
savePlayerCharacters([pc]);
const loaded = loadPlayerCharacters();
expect(loaded).toEqual([pc]);
});
it("saves and loads multiple characters", () => {
const pcs = [
makePC({ id: playerCharacterId("pc-1"), name: "Aragorn" }),
makePC({
id: playerCharacterId("pc-2"),
name: "Legolas",
ac: 14,
maxHp: 90,
color: "blue",
icon: "eye",
}),
];
savePlayerCharacters(pcs);
const loaded = loadPlayerCharacters();
expect(loaded).toEqual(pcs);
});
});
describe("empty storage", () => {
it("returns empty array when no data exists", () => {
expect(loadPlayerCharacters()).toEqual([]);
});
});
describe("corrupt JSON", () => {
it("returns empty array for invalid JSON", () => {
mockStorage.setItem(STORAGE_KEY, "not-json{{{");
expect(loadPlayerCharacters()).toEqual([]);
});
it("returns empty array for non-array JSON", () => {
mockStorage.setItem(STORAGE_KEY, '{"foo": "bar"}');
expect(loadPlayerCharacters()).toEqual([]);
});
});
describe("per-character validation", () => {
it("discards character with missing name", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{ id: "pc-1", ac: 10, maxHp: 50, color: "blue", icon: "sword" },
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with empty name", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "",
ac: 10,
maxHp: 50,
color: "blue",
icon: "sword",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with invalid color", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Test",
ac: 10,
maxHp: 50,
color: "neon",
icon: "sword",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with invalid icon", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Test",
ac: 10,
maxHp: 50,
color: "blue",
icon: "banana",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with negative AC", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Test",
ac: -1,
maxHp: 50,
color: "blue",
icon: "sword",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("discards character with maxHp of 0", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Test",
ac: 10,
maxHp: 0,
color: "blue",
icon: "sword",
},
]),
);
expect(loadPlayerCharacters()).toEqual([]);
});
it("keeps valid characters and discards invalid ones", () => {
mockStorage.setItem(
STORAGE_KEY,
JSON.stringify([
{
id: "pc-1",
name: "Valid",
ac: 10,
maxHp: 50,
color: "blue",
icon: "sword",
},
{
id: "pc-2",
name: "",
ac: 10,
maxHp: 50,
color: "blue",
icon: "sword",
},
]),
);
const loaded = loadPlayerCharacters();
expect(loaded).toHaveLength(1);
expect(loaded[0].name).toBe("Valid");
});
});
describe("storage errors", () => {
it("save silently catches errors", () => {
Object.defineProperty(globalThis, "localStorage", {
value: {
setItem: () => {
throw new Error("QuotaExceeded");
},
getItem: () => null,
},
writable: true,
});
expect(() => savePlayerCharacters([makePC()])).not.toThrow();
});
});
});

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@@ -5,7 +5,10 @@ import {
creatureId,
type Encounter,
isDomainError,
playerCharacterId,
VALID_CONDITION_IDS,
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
} from "@initiative/domain";
const STORAGE_KEY = "initiative:encounter";
@@ -70,12 +73,29 @@ function rehydrateCombatant(c: unknown) {
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);

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@@ -0,0 +1,72 @@
import type { PlayerCharacter } from "@initiative/domain";
import {
playerCharacterId,
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
} from "@initiative/domain";
const STORAGE_KEY = "initiative:player-characters";
export function savePlayerCharacters(characters: PlayerCharacter[]): void {
try {
localStorage.setItem(STORAGE_KEY, JSON.stringify(characters));
} catch {
// Silently swallow errors (quota exceeded, storage unavailable)
}
}
function rehydrateCharacter(raw: unknown): PlayerCharacter | null {
if (typeof raw !== "object" || raw === null || Array.isArray(raw))
return null;
const entry = raw as Record<string, unknown>;
if (typeof entry.id !== "string" || entry.id.length === 0) return null;
if (typeof entry.name !== "string" || entry.name.trim().length === 0)
return null;
if (
typeof entry.ac !== "number" ||
!Number.isInteger(entry.ac) ||
entry.ac < 0
)
return null;
if (
typeof entry.maxHp !== "number" ||
!Number.isInteger(entry.maxHp) ||
entry.maxHp < 1
)
return null;
if (typeof entry.color !== "string" || !VALID_PLAYER_COLORS.has(entry.color))
return null;
if (typeof entry.icon !== "string" || !VALID_PLAYER_ICONS.has(entry.icon))
return null;
return {
id: playerCharacterId(entry.id),
name: entry.name,
ac: entry.ac,
maxHp: entry.maxHp,
color: entry.color as PlayerCharacter["color"],
icon: entry.icon as PlayerCharacter["icon"],
};
}
export function loadPlayerCharacters(): PlayerCharacter[] {
try {
const raw = localStorage.getItem(STORAGE_KEY);
if (raw === null) return [];
const parsed: unknown = JSON.parse(raw);
if (!Array.isArray(parsed)) return [];
const characters: PlayerCharacter[] = [];
for (const item of parsed) {
const pc = rehydrateCharacter(item);
if (pc !== null) {
characters.push(pc);
}
}
return characters;
} catch {
return [];
}
}