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>
This commit is contained in:
36
packages/application/src/create-player-character-use-case.ts
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36
packages/application/src/create-player-character-use-case.ts
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import {
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createPlayerCharacter,
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type DomainError,
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type DomainEvent,
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isDomainError,
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type PlayerCharacterId,
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} from "@initiative/domain";
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import type { PlayerCharacterStore } from "./ports.js";
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export function createPlayerCharacterUseCase(
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store: PlayerCharacterStore,
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id: PlayerCharacterId,
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name: string,
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ac: number,
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maxHp: number,
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color: string,
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icon: string,
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): DomainEvent[] | DomainError {
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const characters = store.getAll();
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const result = createPlayerCharacter(
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characters,
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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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if (isDomainError(result)) {
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return result;
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}
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store.save([...result.characters]);
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return result.events;
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}
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23
packages/application/src/delete-player-character-use-case.ts
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23
packages/application/src/delete-player-character-use-case.ts
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import {
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type DomainError,
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type DomainEvent,
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deletePlayerCharacter,
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isDomainError,
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type PlayerCharacterId,
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} from "@initiative/domain";
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import type { PlayerCharacterStore } from "./ports.js";
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export function deletePlayerCharacterUseCase(
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store: PlayerCharacterStore,
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id: PlayerCharacterId,
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): DomainEvent[] | DomainError {
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const characters = store.getAll();
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const result = deletePlayerCharacter(characters, id);
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if (isDomainError(result)) {
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return result;
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}
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store.save([...result.characters]);
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return result.events;
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}
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32
packages/application/src/edit-player-character-use-case.ts
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32
packages/application/src/edit-player-character-use-case.ts
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@@ -0,0 +1,32 @@
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import {
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type DomainError,
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type DomainEvent,
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editPlayerCharacter,
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isDomainError,
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type PlayerCharacterId,
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} from "@initiative/domain";
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import type { PlayerCharacterStore } from "./ports.js";
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interface EditFields {
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readonly name?: string;
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readonly ac?: number;
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readonly maxHp?: number;
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readonly color?: string;
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readonly icon?: string;
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}
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export function editPlayerCharacterUseCase(
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store: PlayerCharacterStore,
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id: PlayerCharacterId,
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fields: EditFields,
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): DomainEvent[] | DomainError {
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const characters = store.getAll();
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const result = editPlayerCharacter(characters, id, fields);
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if (isDomainError(result)) {
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return result;
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}
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store.save([...result.characters]);
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return result.events;
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}
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@@ -2,8 +2,15 @@ export { addCombatantUseCase } from "./add-combatant-use-case.js";
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export { adjustHpUseCase } from "./adjust-hp-use-case.js";
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export { advanceTurnUseCase } from "./advance-turn-use-case.js";
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export { clearEncounterUseCase } from "./clear-encounter-use-case.js";
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export { createPlayerCharacterUseCase } from "./create-player-character-use-case.js";
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export { deletePlayerCharacterUseCase } from "./delete-player-character-use-case.js";
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export { editCombatantUseCase } from "./edit-combatant-use-case.js";
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export type { BestiarySourceCache, EncounterStore } from "./ports.js";
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export { editPlayerCharacterUseCase } from "./edit-player-character-use-case.js";
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export type {
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BestiarySourceCache,
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EncounterStore,
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PlayerCharacterStore,
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} from "./ports.js";
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export { removeCombatantUseCase } from "./remove-combatant-use-case.js";
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export { retreatTurnUseCase } from "./retreat-turn-use-case.js";
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export { rollAllInitiativeUseCase } from "./roll-all-initiative-use-case.js";
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@@ -1,4 +1,9 @@
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import type { Creature, CreatureId, Encounter } from "@initiative/domain";
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import type {
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Creature,
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CreatureId,
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Encounter,
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PlayerCharacter,
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} from "@initiative/domain";
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export interface EncounterStore {
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get(): Encounter;
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@@ -9,3 +14,8 @@ export interface BestiarySourceCache {
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getCreature(creatureId: CreatureId): Creature | undefined;
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isSourceCached(sourceCode: string): boolean;
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}
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export interface PlayerCharacterStore {
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getAll(): PlayerCharacter[];
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save(characters: PlayerCharacter[]): void;
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}
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