8da834c5c1
Games now have a status/ended_reason pair. The DM can call the new end_game tool when the story reaches a real conclusion (victory, defeat, or a resolved one-shot), and the backend independently ends the game whenever a character's HP drops to 0 or below, regardless of whether the DM narrates it. The frontend shows a banner and a "Beendet" badge once a game ends. HP moves from the freeform combat_stats bag into dedicated current_hp/max_hp columns on Character, since reliably detecting 0 HP requires a real integer rather than parsing strings like "3/10" out of an LLM-authored key/value dict. Also fixed combat_stats to fully replace on each upsert instead of merging, matching its documented contract — the merge was leaving stale keys (old HP/TP text) behind after the model stopped sending them. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
29 lines
686 B
TypeScript
29 lines
686 B
TypeScript
import { apiFetch } from "./client";
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export interface CharacterAbility {
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name: string;
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description: string;
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}
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export interface Character {
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id: string;
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owner_id: string;
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name: string;
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race: string | null;
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char_class: string | null;
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level: number;
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stats: Record<string, number>;
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combat_stats: Record<string, string>;
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current_hp: number | null;
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max_hp: number | null;
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abilities: CharacterAbility[];
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equipment: string[];
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description: string;
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created_at: string;
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updated_at: string;
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}
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export const listCharacters = () => apiFetch<Character[]>("/api/characters");
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export const getCharacter = (id: string) => apiFetch<Character>(`/api/characters/${id}`);
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