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

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