feat: Complete character system, animated login, WebSocket sync

Character System:
- Inventory system with 5,482 equipment items
- Feats tab with categories and details
- Actions tab with 99 PF2e actions
- Item detail modal with equipment info
- Feat detail modal with descriptions
- Edit character modal with image cropping

Auth & UI:
- Animated login screen with splash → form transition
- Letter-by-letter "DIMENSION 47" animation
- Starfield background with floating orbs
- Logo tap glow effect
- "Remember me" functionality (localStorage/sessionStorage)

Real-time Sync:
- WebSocket gateway for character updates
- Live sync for HP, conditions, inventory, equipment status, money, level

Database:
- Added credits field to characters
- Added custom fields for items
- Added feat fields and relations
- Included full database backup

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Alexander Zielonka
2026-01-19 15:36:29 +01:00
parent e60a8df4f0
commit 55419d3896
53 changed files with 70462 additions and 475 deletions

View File

@@ -33,6 +33,19 @@ interface ArmorJson {
dex_cap?: string;
}
interface ShieldJson {
name: string;
trait: string;
item_category: string;
item_subcategory: string;
bulk: string;
url: string;
summary: string;
ac?: string;
hp?: string; // Format: "6 (3)" - HP und Broken Threshold
hardness?: string;
}
interface EquipmentJson {
name: string;
trait: string;
@@ -66,6 +79,18 @@ function parseNumber(str: string | undefined): number | null {
return isNaN(num) ? null : num;
}
function parseShieldHp(hpStr: string | undefined): { hp: number | null; bt: number | null } {
if (!hpStr || hpStr.trim() === '') return { hp: null, bt: null };
// Format: "6 (3)" oder "12 (6)"
const match = hpStr.match(/^(\d+)\s*\((\d+)\)$/);
if (match) {
return { hp: parseInt(match[1], 10), bt: parseInt(match[2], 10) };
}
// Fallback: nur HP
const num = parseInt(hpStr, 10);
return { hp: isNaN(num) ? null : num, bt: null };
}
async function seedWeapons() {
const dataPath = path.join(__dirname, 'data', 'weapons.json');
const data: WeaponJson[] = JSON.parse(fs.readFileSync(dataPath, 'utf-8'));
@@ -184,6 +209,63 @@ async function seedArmor() {
console.log(` ✅ Created: ${created}, Updated: ${updated}, Errors: ${errors}`);
}
async function seedShields() {
const dataPath = path.join(__dirname, 'data', 'shields.json');
const data: ShieldJson[] = JSON.parse(fs.readFileSync(dataPath, 'utf-8'));
console.log(`🛡️ Importing ${data.length} shields...`);
let created = 0;
let updated = 0;
let errors = 0;
for (const item of data) {
try {
const { hp, bt } = parseShieldHp(item.hp);
const existing = await prisma.equipment.findUnique({ where: { name: item.name } });
if (existing) {
await prisma.equipment.update({
where: { name: item.name },
data: {
ac: parseNumber(item.ac) ?? existing.ac,
shieldHp: hp ?? existing.shieldHp,
shieldBt: bt ?? existing.shieldBt,
shieldHardness: parseNumber(item.hardness) ?? existing.shieldHardness,
traits: existing.traits.length > 0 ? existing.traits : parseTraits(item.trait),
summary: existing.summary || item.summary || null,
},
});
updated++;
} else {
await prisma.equipment.create({
data: {
name: item.name,
traits: parseTraits(item.trait),
itemCategory: item.item_category || 'Shields',
itemSubcategory: item.item_subcategory || null,
bulk: item.bulk || null,
url: item.url || null,
summary: item.summary || null,
ac: parseNumber(item.ac),
shieldHp: hp,
shieldBt: bt,
shieldHardness: parseNumber(item.hardness),
},
});
created++;
}
} catch (error: any) {
if (errors < 3) {
console.log(` ⚠️ Error for "${item.name}": ${error.message?.slice(0, 100)}`);
}
errors++;
}
}
console.log(` ✅ Created: ${created}, Updated: ${updated}, Errors: ${errors}`);
}
async function seedEquipment() {
const dataPath = path.join(__dirname, 'data', 'equipment.json');
const data: EquipmentJson[] = JSON.parse(fs.readFileSync(dataPath, 'utf-8'));
@@ -233,10 +315,11 @@ async function main() {
const startTime = Date.now();
// WICHTIG: Equipment zuerst, dann Waffen/Rüstung um spezifische Felder zu ergänzen
// WICHTIG: Equipment zuerst, dann Waffen/Rüstung/Schilde um spezifische Felder zu ergänzen
await seedEquipment();
await seedWeapons(); // Ergänzt damage, hands, weapon_category etc.
await seedArmor(); // Ergänzt ac, dex_cap etc.
await seedShields(); // Ergänzt shieldHp, shieldHardness, shieldBt etc.
const totalCount = await prisma.equipment.count();
const duration = ((Date.now() - startTime) / 1000).toFixed(1);