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 type { DomainEvent } from "./events.js";
import type {
PlayerCharacter,
PlayerCharacterId,
} from "./player-character-types.js";
import {
VALID_PLAYER_COLORS,
VALID_PLAYER_ICONS,
} from "./player-character-types.js";
import type { DomainError } from "./types.js";
export interface EditPlayerCharacterSuccess {
readonly characters: readonly PlayerCharacter[];
readonly events: DomainEvent[];
}
interface EditFields {
readonly name?: string;
readonly ac?: number;
readonly maxHp?: number;
readonly color?: string;
readonly icon?: string;
}
function validateFields(fields: EditFields): DomainError | null {
if (fields.name !== undefined && fields.name.trim() === "") {
return {
kind: "domain-error",
code: "invalid-name",
message: "Player character name must not be empty",
};
}
if (
fields.ac !== undefined &&
(!Number.isInteger(fields.ac) || fields.ac < 0)
) {
return {
kind: "domain-error",
code: "invalid-ac",
message: "AC must be a non-negative integer",
};
}
if (
fields.maxHp !== undefined &&
(!Number.isInteger(fields.maxHp) || fields.maxHp < 1)
) {
return {
kind: "domain-error",
code: "invalid-max-hp",
message: "Max HP must be a positive integer",
};
}
if (fields.color !== undefined && !VALID_PLAYER_COLORS.has(fields.color)) {
return {
kind: "domain-error",
code: "invalid-color",
message: `Invalid color: ${fields.color}`,
};
}
if (fields.icon !== undefined && !VALID_PLAYER_ICONS.has(fields.icon)) {
return {
kind: "domain-error",
code: "invalid-icon",
message: `Invalid icon: ${fields.icon}`,
};
}
return null;
}
function applyFields(
existing: PlayerCharacter,
fields: EditFields,
): PlayerCharacter {
return {
id: existing.id,
name: fields.name !== undefined ? fields.name.trim() : existing.name,
ac: fields.ac !== undefined ? fields.ac : existing.ac,
maxHp: fields.maxHp !== undefined ? fields.maxHp : existing.maxHp,
color:
fields.color !== undefined
? (fields.color as PlayerCharacter["color"])
: existing.color,
icon:
fields.icon !== undefined
? (fields.icon as PlayerCharacter["icon"])
: existing.icon,
};
}
export function editPlayerCharacter(
characters: readonly PlayerCharacter[],
id: PlayerCharacterId,
fields: EditFields,
): EditPlayerCharacterSuccess | DomainError {
const index = characters.findIndex((c) => c.id === id);
if (index === -1) {
return {
kind: "domain-error",
code: "player-character-not-found",
message: `Player character not found: ${id}`,
};
}
const validationError = validateFields(fields);
if (validationError) return validationError;
const existing = characters[index];
const updated = applyFields(existing, fields);
if (
updated.name === existing.name &&
updated.ac === existing.ac &&
updated.maxHp === existing.maxHp &&
updated.color === existing.color &&
updated.icon === existing.icon
) {
return {
kind: "domain-error",
code: "no-changes",
message: "No fields changed",
};
}
const newList = characters.map((c, i) => (i === index ? updated : c));
return {
characters: newList,
events: [
{
type: "PlayerCharacterUpdated",
playerCharacterId: id,
oldName: existing.name,
newName: updated.name,
},
],
};
}