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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117
packages/domain/src/__tests__/edit-player-character.test.ts
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117
packages/domain/src/__tests__/edit-player-character.test.ts
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import { describe, expect, it } from "vitest";
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import { editPlayerCharacter } from "../edit-player-character.js";
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import type { PlayerCharacter } from "../player-character-types.js";
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import { playerCharacterId } from "../player-character-types.js";
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import { isDomainError } from "../types.js";
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const id = playerCharacterId("pc-1");
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function makePC(overrides?: Partial<PlayerCharacter>): PlayerCharacter {
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return {
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id,
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name: "Aragorn",
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ac: 16,
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maxHp: 120,
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color: "green",
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icon: "sword",
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...overrides,
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};
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}
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describe("editPlayerCharacter", () => {
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it("edits name successfully", () => {
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const result = editPlayerCharacter([makePC()], id, { name: "Strider" });
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if (isDomainError(result)) throw new Error(result.message);
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expect(result.characters[0].name).toBe("Strider");
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expect(result.events[0].type).toBe("PlayerCharacterUpdated");
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});
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it("edits multiple fields", () => {
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const result = editPlayerCharacter([makePC()], id, {
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name: "Strider",
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ac: 18,
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});
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if (isDomainError(result)) throw new Error(result.message);
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expect(result.characters[0].name).toBe("Strider");
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expect(result.characters[0].ac).toBe(18);
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});
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it("returns error for not-found id", () => {
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const result = editPlayerCharacter(
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[makePC()],
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playerCharacterId("pc-999"),
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{ name: "Nope" },
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);
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expect(isDomainError(result)).toBe(true);
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if (isDomainError(result)) {
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expect(result.code).toBe("player-character-not-found");
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}
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});
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it("rejects empty name", () => {
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const result = editPlayerCharacter([makePC()], id, { name: "" });
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expect(isDomainError(result)).toBe(true);
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if (isDomainError(result)) {
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expect(result.code).toBe("invalid-name");
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}
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});
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it("rejects invalid AC", () => {
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const result = editPlayerCharacter([makePC()], id, { ac: -1 });
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expect(isDomainError(result)).toBe(true);
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if (isDomainError(result)) {
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expect(result.code).toBe("invalid-ac");
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}
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});
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it("rejects invalid maxHp", () => {
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const result = editPlayerCharacter([makePC()], id, { maxHp: 0 });
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expect(isDomainError(result)).toBe(true);
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if (isDomainError(result)) {
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expect(result.code).toBe("invalid-max-hp");
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}
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});
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it("rejects invalid color", () => {
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const result = editPlayerCharacter([makePC()], id, { color: "neon" });
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expect(isDomainError(result)).toBe(true);
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if (isDomainError(result)) {
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expect(result.code).toBe("invalid-color");
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}
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});
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it("rejects invalid icon", () => {
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const result = editPlayerCharacter([makePC()], id, { icon: "banana" });
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expect(isDomainError(result)).toBe(true);
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if (isDomainError(result)) {
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expect(result.code).toBe("invalid-icon");
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}
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});
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it("returns error when no fields changed", () => {
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const pc = makePC();
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const result = editPlayerCharacter([pc], id, {
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name: pc.name,
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ac: pc.ac,
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});
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expect(isDomainError(result)).toBe(true);
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if (isDomainError(result)) {
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expect(result.code).toBe("no-changes");
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}
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});
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it("emits exactly one event on success", () => {
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const result = editPlayerCharacter([makePC()], id, { name: "Strider" });
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if (isDomainError(result)) throw new Error(result.message);
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expect(result.events).toHaveLength(1);
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});
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it("event includes old and new name", () => {
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const result = editPlayerCharacter([makePC()], id, { name: "Strider" });
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if (isDomainError(result)) throw new Error(result.message);
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const event = result.events[0];
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if (event.type !== "PlayerCharacterUpdated") throw new Error("wrong event");
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expect(event.oldName).toBe("Aragorn");
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expect(event.newName).toBe("Strider");
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});
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});
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