Clicking an already-selected color or icon in the create/edit form now deselects it. PCs without a color use the default combatant styling; PCs without an icon show no icon. Domain, application, persistence, and display layers all updated to handle the optional fields. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
78 lines
2.0 KiB
TypeScript
78 lines
2.0 KiB
TypeScript
import type { PlayerCharacter } from "@initiative/domain";
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import {
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playerCharacterId,
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VALID_PLAYER_COLORS,
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VALID_PLAYER_ICONS,
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} from "@initiative/domain";
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const STORAGE_KEY = "initiative:player-characters";
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export function savePlayerCharacters(characters: PlayerCharacter[]): void {
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try {
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localStorage.setItem(STORAGE_KEY, JSON.stringify(characters));
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} catch {
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// Silently swallow errors (quota exceeded, storage unavailable)
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}
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}
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function isValidOptionalMember(
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value: unknown,
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valid: ReadonlySet<string>,
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): boolean {
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return value === undefined || (typeof value === "string" && valid.has(value));
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}
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function rehydrateCharacter(raw: unknown): PlayerCharacter | null {
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if (typeof raw !== "object" || raw === null || Array.isArray(raw))
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return null;
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const entry = raw as Record<string, unknown>;
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if (typeof entry.id !== "string" || entry.id.length === 0) return null;
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if (typeof entry.name !== "string" || entry.name.trim().length === 0)
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return null;
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if (
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typeof entry.ac !== "number" ||
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!Number.isInteger(entry.ac) ||
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entry.ac < 0
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)
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return null;
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if (
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typeof entry.maxHp !== "number" ||
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!Number.isInteger(entry.maxHp) ||
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entry.maxHp < 1
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)
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return null;
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if (!isValidOptionalMember(entry.color, VALID_PLAYER_COLORS)) return null;
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if (!isValidOptionalMember(entry.icon, VALID_PLAYER_ICONS)) return null;
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return {
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id: playerCharacterId(entry.id),
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name: entry.name,
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ac: entry.ac,
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maxHp: entry.maxHp,
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color: entry.color as PlayerCharacter["color"],
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icon: entry.icon as PlayerCharacter["icon"],
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};
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}
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export function loadPlayerCharacters(): PlayerCharacter[] {
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try {
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const raw = localStorage.getItem(STORAGE_KEY);
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if (raw === null) return [];
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const parsed: unknown = JSON.parse(raw);
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if (!Array.isArray(parsed)) return [];
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const characters: PlayerCharacter[] = [];
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for (const item of parsed) {
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const pc = rehydrateCharacter(item);
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if (pc !== null) {
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characters.push(pc);
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}
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}
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return characters;
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} catch {
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return [];
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}
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}
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