Characters: build the page around Darragh Oakwanderer's sheet

Replaces the Characters placeholder with a real 5e character sheet
feature, following the same read-only-detail/edit-split/game-notes
pattern as NPCs and Enemies:

- Character entity: identity, combat vitals, six ability scores, saving
  throw and skill proficiencies (computed modifiers, not stored), a
  small attacks table, and the sheet's freeform boxes (features,
  equipment, personality, appearance, backstory, allies, treasure).
- Detail page shows the portrait uncropped, then the sheet - genuine
  <table>s for ability scores, skills and attacks, since that's the one
  part of a character sheet that actually is a table; everything else
  reuses the prose helpers from the enemy stat block. Game notes are
  the only editable field here, same as Enemy/NPC.
- Edit page covers every field via CharacterType; the attack rows are
  six plain inputs handled by hand (not a Symfony collection field),
  since it's a short fixed-shape table, not a dynamic list.
- Portraits follow the NPC convention: assets/image/characters/<NameNo
  Spaces>.png, computed path, not a DB column.
- Imported the example sheet from assets/characters/ (Darragh
  Oakwanderer, halfling ranger) directly into the database.

Tests: entity math (ability/save/skill modifiers, passive perception,
portrait path), template rendering for show/edit/index (catches broken
Twig/macro/path()/asset() calls), and the login-gate redirect. 21/21
passing; schema validate clean.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Frank
2026-09-22 08:55:28 +02:00
co-authored by Claude Sonnet 5
parent bdf676f1dd
commit 9052218927
18 changed files with 1628 additions and 9 deletions
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{#
# Read-only character sheet. Table-shaped where the paper sheet itself is
# (ability scores, skills, attacks); the prose helpers (_line, _section, mod)
# are borrowed from the enemy stat block, another 5e sheet.
# {% import 'characters/_sheet.html.twig' as cs %}
# {{ cs.block(character) }}
#}
{% macro block(c) %}
{% import 'enemy/_statblock.html.twig' as sb %}
<dl class="char-meta">
<div><dt>Race</dt><dd>{{ c.race ?: '—' }}</dd></div>
<div><dt>Class &amp; level</dt><dd>{{ c.characterClass ? c.characterClass ~ ' ' ~ c.level : '—' }}</dd></div>
<div><dt>Background</dt><dd>{{ c.background ?: '—' }}</dd></div>
<div><dt>Alignment</dt><dd>{{ c.alignment ?: '—' }}</dd></div>
<div><dt>Player</dt><dd>{{ c.playerName ?: '—' }}</dd></div>
<div><dt>Experience</dt><dd>{{ c.experiencePoints is not null ? c.experiencePoints ~ ' XP' : '—' }}</dd></div>
</dl>
<dl class="char-meta">
<div><dt>Armor Class</dt><dd>{{ c.armorClass ?? '—' }}</dd></div>
<div><dt>Initiative</dt><dd>{{ c.initiative is not null ? sb.mod(c.initiative) : '—' }}</dd></div>
<div><dt>Speed</dt><dd>{{ c.speed ?: '—' }}</dd></div>
<div><dt>Hit Points</dt>
<dd>
{%- if c.currentHitPoints is not null or c.hitPointMaximum is not null -%}
{{ c.currentHitPoints ?? '?' }}{{ c.hitPointMaximum ? ' / ' ~ c.hitPointMaximum }}{{ c.temporaryHitPoints ? ' (+' ~ c.temporaryHitPoints ~ ' temp)' }}
{%- else -%}—{%- endif -%}
</dd>
</div>
<div><dt>Hit Dice</dt><dd>{{ c.hitDice ?: '—' }}</dd></div>
<div><dt>Proficiency Bonus</dt><dd>{{ sb.mod(c.proficiencyBonus) }}</dd></div>
<div><dt>Passive Perception</dt><dd>{{ c.passivePerception }}</dd></div>
<div><dt>Inspiration</dt><dd>{{ c.inspiration ? 'Yes' : '—' }}</dd></div>
</dl>
<div class="row g-3">
<div class="col-md-6">
<div class="table-responsive">
<table class="table table-sm char-ability-table">
<thead><tr><th>Ability</th><th>Score</th><th>Mod</th><th>Save</th></tr></thead>
<tbody>
{% for ability in constant('App\\Entity\\Character::ABILITIES') %}
{% set score = c.abilityScore(ability) %}
<tr class="{{ c.isProficientInSave(ability) ? 'is-proficient' }}">
<td>{{ ability }}</td>
<td>{{ score }}</td>
<td>{{ sb.mod(c.abilityModifier(score)) }}</td>
<td>{{ sb.mod(c.saveModifier(ability)) }}{{ c.isProficientInSave(ability) ? ' ●' }}</td>
</tr>
{% endfor %}
</tbody>
</table>
</div>
</div>
<div class="col-md-6">
<div class="table-responsive">
<table class="table table-sm char-skill-table">
<thead><tr><th>Skill</th><th>Abl.</th><th>Mod</th></tr></thead>
<tbody>
{% for skill, ability in constant('App\\Entity\\Character::SKILLS') %}
<tr class="{{ c.isProficientInSkill(skill) ? 'is-proficient' }}">
<td>{{ skill }}{{ c.isProficientInSkill(skill) ? ' ●' }}</td>
<td>{{ ability|slice(0, 3) }}</td>
<td>{{ sb.mod(c.skillModifier(skill)) }}</td>
</tr>
{% endfor %}
</tbody>
</table>
</div>
</div>
</div>
{% if c.attacks is not empty %}
<h3 class="h6 border-bottom pb-1 mt-3">Attacks &amp; Spellcasting</h3>
<div class="table-responsive">
<table class="table table-sm char-attack-table">
<thead><tr><th>Name</th><th>Atk Bonus</th><th>Damage/Type</th><th>Range</th></tr></thead>
<tbody>
{% for atk in c.attacks %}
<tr>
<td>{{ atk.name }}</td>
<td>{{ atk.bonus }}</td>
<td>{{ atk.damage }}</td>
<td>{{ atk.range }}</td>
</tr>
{% endfor %}
</tbody>
</table>
</div>
{% endif %}
{{ sb._section('Spellcasting', c.spellcasting) }}
{{ sb._section('Features & Traits', c.featuresTraits) }}
{{ sb._section('Other Proficiencies & Languages', c.otherProficienciesLanguages) }}
{{ sb._section('Equipment', c.equipment) }}
{% if c.personalityTraits or c.ideals or c.bonds or c.flaws %}
<h3 class="h6 border-bottom pb-1 mt-3">Personality</h3>
<div class="row row-cols-1 row-cols-md-2 g-2">
<div>{{ sb._line('Traits', c.personalityTraits) }}</div>
<div>{{ sb._line('Ideals', c.ideals) }}</div>
<div>{{ sb._line('Bonds', c.bonds) }}</div>
<div>{{ sb._line('Flaws', c.flaws) }}</div>
</div>
{% endif %}
{{ sb._section('Appearance', c.appearance) }}
{{ sb._section('Backstory', c.backstory) }}
{{ sb._section('Allies & Organizations', c.alliesOrganizations) }}
{{ sb._section('Treasure', c.treasure) }}
{% endmacro %}