Add JSON import/export for full encounter state
Export and import encounter, undo/redo history, and player characters as a downloadable .json file. Export/import actions are in the action bar overflow menu. Import validates using existing rehydration functions and shows a confirmation dialog when replacing a non-empty encounter. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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specs/007-json-import-export/data-model.md
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# Data Model: JSON Import/Export
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**Feature**: 007-json-import-export
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**Date**: 2026-03-27
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## Entities
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### ExportBundle
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The top-level structure written to and read from `.json` files. Contains all exportable application state.
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| Field | Type | Required | Description |
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|--------------------|----------------------|----------|--------------------------------------------------|
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| version | number | Yes | Format version (starts at 1) |
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| exportedAt | string (ISO 8601) | Yes | Timestamp of when the export was created |
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| encounter | Encounter | Yes | Current encounter state (combatants + turn info) |
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| undoStack | Encounter[] | Yes | Undo history (encounter snapshots, max 50) |
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| redoStack | Encounter[] | Yes | Redo history (encounter snapshots) |
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| playerCharacters | PlayerCharacter[] | Yes | Player character templates |
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### Encounter (existing)
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Defined in `packages/domain/src/types.ts`. No changes needed — exported as-is via JSON serialization.
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| Field | Type | Required | Description |
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|--------------|--------------|----------|--------------------------------------|
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| combatants | Combatant[] | Yes | Ordered list of combatants |
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| activeIndex | number | Yes | Index of current turn (0-based) |
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| roundNumber | number | Yes | Current round (starts at 1) |
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### Combatant (existing)
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Defined in `packages/domain/src/types.ts`. No changes needed.
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| Field | Type | Required | Description |
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|--------------------|-------------------|----------|------------------------------------|
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| id | CombatantId | Yes | Unique identifier ("c-N") |
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| name | string | Yes | Display name |
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| initiative | number | No | Initiative roll result |
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| maxHp | number | No | Maximum hit points (>= 1) |
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| currentHp | number | No | Current HP (0 to maxHp) |
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| tempHp | number | No | Temporary hit points |
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| ac | number | No | Armor class (>= 0) |
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| conditions | ConditionId[] | No | Active status conditions |
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| isConcentrating | boolean | No | Concentration flag |
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| creatureId | CreatureId | No | Link to bestiary creature |
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| color | string | No | Visual color (from player char) |
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| icon | string | No | Visual icon (from player char) |
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| playerCharacterId | PlayerCharacterId | No | Link to player character template |
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### PlayerCharacter (existing)
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Defined in `packages/domain/src/player-character-types.ts`. No changes needed.
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| Field | Type | Required | Description |
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|--------|-------------------|----------|-------------------------------------------|
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| id | PlayerCharacterId | Yes | Unique identifier ("pc-N") |
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| name | string | Yes | Character name |
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| ac | number | Yes | Armor class (>= 0) |
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| maxHp | number | Yes | Maximum hit points (>= 1) |
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| color | PlayerColor | No | Visual color (10 options) |
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| icon | PlayerIcon | No | Visual icon (15 options) |
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## Validation Rules
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### Import Validation
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1. **Top-level structure**: Must be a JSON object with `version`, `encounter`, `undoStack`, `redoStack`, and `playerCharacters` fields.
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2. **Version check**: `version` must be a number. Unknown versions are rejected.
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3. **Encounter validation**: Delegated to existing `rehydrateEncounter()` — validates combatant structure, HP ranges, condition IDs, player colors/icons.
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4. **Undo/redo stack validation**: Each entry in both stacks is validated via `rehydrateEncounter()`. Invalid entries are silently dropped.
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5. **Player character validation**: Delegated to existing player character rehydration — validates types, ranges, color/icon enums.
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6. **Graceful degradation**: Invalid optional fields on combatants/characters are stripped (not rejected). Only structurally malformed data (missing required fields, wrong types) causes full rejection.
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## State Transitions
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### Export Flow
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```
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User triggers export
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→ Read encounter from EncounterContext
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→ Read undoRedoState from EncounterContext
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→ Read playerCharacters from PlayerCharactersContext
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→ Assemble ExportBundle { version: 1, exportedAt, encounter, undoStack, redoStack, playerCharacters }
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→ Serialize to JSON
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→ Trigger browser file download
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```
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### Import Flow
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```
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User selects file
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→ Read file as text
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→ Parse JSON (reject on parse failure)
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→ Validate top-level structure (reject on missing fields)
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→ Validate encounter via rehydrateEncounter() (reject on null)
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→ Validate undo/redo stacks via rehydrateEncounter() per entry (filter invalid)
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→ Validate player characters via rehydration (filter invalid)
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→ If current encounter is non-empty: show confirmation dialog
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→ On confirm: replace encounter, undo/redo, and player characters in state
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→ State changes trigger existing useEffect auto-saves to localStorage
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```
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