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// scripts/replay-combat.js
// Drive a full combat through the LIVE backend via the server storage adapter
// (same contract boundary as the App), so the player display window
// (subscribed via WS) live-updates as combat progresses.
// Uses shared/turn.js for all turn logic (same model as the UI).
//
// BLIND CALLER: this tool does NOT know the correct turn order. It hammers
// nextTurn + mutations and trusts turn.js. An SEPARATE analyze pass inspects
// what actually happened (invariants on backend read-back). Do not encode
// expected-order logic here — that's circular.
//
// DRIVEN BY REAL enc.round (backend state), not a fake loop counter. Round
// wraps when nextTurn's pointer advances last→first active.
//
// TRACE: writes JSONL to tmp/replay-{stamp}.jsonl — one record per call:
// { step, ts, type, call:{fn,args}, pre, post }
// pre/post = backend getDoc snapshots (independent of func return value).
// This is ground truth. analyze-turns.js consumes it. The func return value
// is "what turn.js claims"; read-back is "what the backend stored". Mismatch
// = write bug.
//
// Coverage (rotates by step counter):
// applyHpChange damage, toggleCondition, updateParticipant, deathSave,
// toggleParticipantActive, pause/add/resume reinforcements,
// removeParticipant dead, reorderParticipants same-init, nextTurn.
//
// Run: node scripts/replay-combat.js [rounds] [delayMs] --out <path> [-v|--verbose]
// rounds default 20, delayMs default 200
// --out <path> = REQUIRED. Trace path you control.
// -v / --verbose = log every action per turn
const crypto = require('crypto');
const fs = require('fs');
const path = require('path');
const shared = require('../shared');
const {
buildCharacterParticipant, buildMonsterParticipant,
startEncounter, nextTurn, togglePause, endEncounter,
addParticipant, updateParticipant, removeParticipant,
toggleParticipantActive, applyHpChange, deathSave,
toggleCondition, reorderParticipants,
} = shared;
const { createServerStorage } = require('../src/storage/server');
const BACKEND = process.env.BACKEND_URL || 'http://127.0.0.1:4001';
const WS_URL = process.env.BACKEND_REALTIME_URL || BACKEND.replace(/^http/, 'ws') + '/ws';
// args: [rounds] [delayMs] --out <path> [-v|--verbose]
// --out <path> REQUIRED — trace path. You control it, not the tool.
const args = process.argv.slice(2);
const VERBOSE = args.some(a => a === '-v' || a === '--verbose');
let OUT_PATH = null;
for (let i = 0; i < args.length; i++) {
if (args[i] === '--out' && args[i + 1]) {
OUT_PATH = args[i + 1];
args.splice(i, 2);
break;
}
}
if (!OUT_PATH) {
console.error('Usage: node scripts/replay-combat.js [rounds] [delayMs] --out <path> [-v]');
console.error(' --out <path> REQUIRED.');
process.exit(2);
}
const positional = args.filter(a => !a.startsWith('-'));
const ROUNDS = parseInt(positional[0], 10) || 20;
const DELAY = parseInt(positional[1], 10) || 200;
const MAX_STEPS = ROUNDS * 30; // safety cap on total calls
const APP_ID = process.env.REACT_APP_TRACKER_APP_ID || 'ttrpg-initiative-tracker-default';
const PUB = `artifacts/${APP_ID}/public/data`;
const getPath = {
campaigns: () => `${PUB}/campaigns`,
campaign: (id) => `${PUB}/campaigns/${id}`,
encounters: (cid) => `${PUB}/campaigns/${cid}/encounters`,
encounter: (cid, eid) => `${PUB}/campaigns/${cid}/encounters/${eid}`,
activeDisplay: () => `${PUB}/activeDisplay/status`,
logs: () => `${PUB}/logs`,
};
const storage = createServerStorage({ baseUrl: BACKEND, realtimeUrl: WS_URL });
const sleep = (ms) => new Promise(r => setTimeout(r, ms));
const pick = (arr) => arr[Math.floor(Math.random() * arr.length)];
function buildRoster() {
return [
{ name: 'Fighter', defaultMaxHp: 200, defaultInitMod: 2 },
{ name: 'Cleric', defaultMaxHp: 180, defaultInitMod: 1 },
{ name: 'Rogue', defaultMaxHp: 160, defaultInitMod: 3 },
];
}
function buildMonsters() {
return [
{ name: 'Goblin1', maxHp: 30, initMod: 2 },
{ name: 'Goblin2', maxHp: 30, initMod: 2 },
{ name: 'OrcBoss', maxHp: 120, initMod: 1 },
{ name: 'Wolf', maxHp: 40, initMod: 3 },
{ name: 'Merchant', maxHp: 30, initMod: 0, isNpc: true },
];
}
const CONDITIONS = [
'alchemist_fire','bardic_inspiration','blinded','charmed','deafened',
'frightened','grappled','incapacitated','invisible','paralyzed',
'petrified','poisoned','prone','restrained','sapped','shield',
'slowed','stunned','unconscious','vexed',
];
const CUSTOM_CONDITIONS = ['hexed','rager','marked_for_death','shield_blessed'];
const ALL_CONDITIONS = [...CONDITIONS, ...CUSTOM_CONDITIONS];
let condIdx = 0;
// ---------- JSONL trace ----------
// Lean snapshot — analyzer needs rotation fields only, not roster.
// participants dropped (was 80% of trace bloat). turnOrderIds + activeIds
// carry id-level info; hp/conditions stay on encounter doc, not trace.
function snapshot(enc) {
if (!enc) return null;
return {
round: enc.round ?? 0,
currentTurnParticipantId: enc.currentTurnParticipantId ?? null,
isStarted: !!enc.isStarted,
isPaused: !!enc.isPaused,
turnOrderIds: [...(enc.turnOrderIds || [])],
activeIds: (enc.participants || []).filter(p => p.isActive).map(p => p.id),
};
}
function nameOf(enc, id) {
if (!id || !enc) return '(none)';
const p = (enc.participants || []).find(x => x.id === id);
return p ? p.name : '(missing)';
}
async function main() {
const runStamp = new Date().toISOString().slice(0,19).replace('T', '_').replace(/:/g, '-');
const campaignId = crypto.randomUUID();
const encounterId = crypto.randomUUID();
const encounterPath = getPath.encounter(campaignId, encounterId);
const activeDisplayPath = getPath.activeDisplay();
const ctx = { storage, encPath: encounterPath, logPath: getPath.logs(), displayPath: activeDisplayPath };
let tracePath = OUT_PATH;
// ensure parent dir exists
const traceDir = path.dirname(tracePath);
if (!fs.existsSync(traceDir)) fs.mkdirSync(traceDir, { recursive: true });
const jsonl = fs.createWriteStream(tracePath, { flags: 'w' });
let stepN = 0;
let prevEnc = null; // cached post = next step's pre (no backend read-back).
// callStep: pre = cached prevEnc (or fresh read on first) → run → post =
// runner return (trusted, like old fast impl) → emit JSONL. No per-step
// backend getDoc. Funcs return newEnc already.
async function callStep(fn, args, runner) {
stepN++;
const encBefore = prevEnc !== null ? prevEnc : await storage.getDoc(encounterPath);
const pre = snapshot(encBefore);
let result, threw = null;
try { result = await runner(encBefore); }
catch (e) { threw = e.message; }
// func returns newEnc (post). Trust it — matches old fast behavior.
// Setup funcs (setDoc/getDoc) return undefined → keep encBefore.
const encAfter = threw ? encBefore : (result !== undefined ? result : encBefore);
prevEnc = encAfter;
const post = snapshot(encAfter);
jsonl.write(JSON.stringify({
step: stepN, ts: Date.now(), type: fn, call: { fn, args },
pre, post, error: threw,
}) + '\n');
return { enc: encAfter, result, threw };
}
console.log(`replay-combat: ${ROUNDS} rounds, ${DELAY}ms/step, backend=${BACKEND}${VERBOSE ? ' [verbose]' : ''}`);
// --- setup: campaign + encounter docs (also traced, type 'setup') ---
await callStep('setup_campaign', { campaignId }, async () =>
storage.setDoc(getPath.campaign(campaignId), {
id: campaignId, name: `Replay Campaign ${runStamp}`, createdAt: Date.now(),
})
);
await callStep('setup_encounter', { encounterId }, async () =>
storage.setDoc(encounterPath, {
id: encounterId,
name: `Big Boss Replay ${runStamp}`,
campaignId,
participants: [],
isStarted: false, isPaused: false,
round: 0, currentTurnParticipantId: null, turnOrderIds: [],
createdAt: Date.now(),
})
);
// add roster + monsters
for (const ch of buildRoster()) {
const { participant } = buildCharacterParticipant(ch);
await callStep('addParticipant', { name: participant.name }, (enc) =>
addParticipant(enc, participant, ctx)
);
}
for (const m of buildMonsters()) {
const { participant } = buildMonsterParticipant(m);
await callStep('addParticipant', { name: participant.name }, (enc) =>
addParticipant(enc, participant, ctx)
);
}
// start combat
let enc = (await storage.getDoc(encounterPath));
const startRes = await callStep('startEncounter', {}, (e) => startEncounter(e, ctx));
enc = startRes.enc;
await storage.updateDoc(activeDisplayPath, { activeCampaignId: campaignId, activeEncounterId: encounterId });
console.log(`combat started: round ${enc.round}, first=${nameOf(enc, enc.currentTurnParticipantId)}`);
let totalTurns = 0;
let lastRound = enc.round;
// --- main loop: drive by real enc.round ---
while (enc.isStarted && enc.round <= ROUNDS && stepN < MAX_STEPS) {
const actor = (enc.participants || []).find(p => p.id === enc.currentTurnParticipantId);
totalTurns++;
if (VERBOSE && actor) console.log(` [r${enc.round}] ${actor.name}'s turn`);
if (actor) {
// random damage from actor to random living target
const living = enc.participants.filter(p => p.currentHp > 0 && p.id !== actor.id);
if (living.length > 0) {
const tgt = pick(living);
const dmg = 1 + Math.floor(Math.random() * 5);
if (VERBOSE) console.log(` damage ${tgt.name} -${dmg}`);
const res = await callStep('applyHpChange',
{ target: tgt.name, changeType: 'damage', amount: dmg },
(e) => applyHpChange(e, tgt.id, 'damage', dmg, ctx));
enc = res.enc;
}
// random condition
if (totalTurns % 5 === 0) {
const cond = ALL_CONDITIONS[condIdx++ % ALL_CONDITIONS.length];
if (VERBOSE) console.log(` condition ${actor.name} +${cond}`);
const res = await callStep('toggleCondition',
{ participant: actor.name, condition: cond },
(e) => toggleCondition(e, actor.id, cond, ctx));
enc = res.enc;
}
// random edit (notes/init unchanged)
if (totalTurns % 11 === 0) {
if (VERBOSE) console.log(` update ${actor.name} notes`);
const res = await callStep('updateParticipant',
{ participant: actor.name, fields: ['notes'] },
(e) => updateParticipant(e, actor.id, { notes: `edited r${enc.round}` }, ctx));
enc = res.enc;
}
// deathSave: PC at 0 HP
if (actor.currentHp <= 0 && !actor.isNpc) {
if (VERBOSE) console.log(` deathSave ${actor.name} +1 success`);
const res = await callStep('deathSave',
{ participant: actor.name, type: 'success', n: 1 },
(e) => deathSave(e, actor.id, 'success', 1, ctx));
enc = res.enc;
}
// toggleActive every 9 turns
if (totalTurns % 9 === 0) {
const living = enc.participants.filter(p => p.currentHp > 0);
if (living.length > 0) {
const tgt = pick(living);
if (VERBOSE) console.log(` toggleActive ${tgt.name}`);
const res = await callStep('toggleParticipantActive',
{ participant: tgt.name },
(e) => toggleParticipantActive(e, tgt.id, ctx));
enc = res.enc;
}
}
// reinforcements every 20 turns (pause/add/resume)
if (totalTurns % 20 === 0 && enc.isPaused === false) {
if (VERBOSE) console.log(` reinforcements: pause`);
let res = await callStep('togglePause', { to: 'paused' }, (e) => togglePause(e, ctx));
enc = res.enc;
const r = buildMonsterParticipant({ name: `Reinforce${totalTurns}`, maxHp: 20, initMod: 1 });
if (VERBOSE) console.log(` add ${r.participant.name}`);
res = await callStep('addParticipant',
{ name: r.participant.name, reinforcement: true },
(e) => addParticipant(e, r.participant, ctx));
enc = res.enc;
if (VERBOSE) console.log(` resume`);
res = await callStep('togglePause', { to: 'resumed' }, (e) => togglePause(e, ctx));
enc = res.enc;
}
// remove dead monster every 13 turns
if (totalTurns % 13 === 0) {
const dead = enc.participants.find(p => p.currentHp <= 0 && p.type === 'monster');
if (dead) {
if (VERBOSE) console.log(` remove ${dead.name}`);
const res = await callStep('removeParticipant',
{ participant: dead.name, dead: true },
(e) => removeParticipant(e, dead.id, ctx));
enc = res.enc;
}
}
// drag same-init every 17 turns
if (totalTurns % 17 === 0) {
const order = enc.participants || [];
if (order.length >= 2) {
const a = order[0], b = order.find(p => p.initiative === a.initiative && p.id !== a.id);
if (b) {
if (VERBOSE) console.log(` reorder ${b.name} -> ${a.name}`);
const res = await callStep('reorderParticipants',
{ dragged: b.name, target: a.name },
(e) => reorderParticipants(e, b.id, a.id, ctx));
enc = res.enc;
}
}
}
}
if (DELAY > 0) await sleep(DELAY);
// advance turn (unless combat auto-ended)
if (!enc.isStarted) { console.log('combat auto-ended'); break; }
if (VERBOSE) console.log(` -> nextTurn`);
const advRes = await callStep('nextTurn', {}, (e) => nextTurn(e, ctx));
enc = advRes.enc;
if (advRes.threw) { console.log(` nextTurn err: ${advRes.threw}`); break; }
// round wrap: revive dead so combat sustains to full ROUNDS count
if (enc.isStarted && enc.round > lastRound) {
if (enc.round > ROUNDS) break; // round cap reached, stop before printing/acting
console.log(`--- round ${enc.round} ---`);
lastRound = enc.round;
const dead = enc.participants.filter(p => p.currentHp <= 0 || p.isActive === false);
for (const d of dead) {
if (d.isActive === false) {
if (VERBOSE) console.log(` revive ${d.name}`);
const res = await callStep('toggleParticipantActive',
{ participant: d.name, revive: true },
(e) => toggleParticipantActive(e, d.id, ctx));
enc = res.enc;
}
if (VERBOSE) console.log(` heal ${d.name} +${d.maxHp}`);
const res = await callStep('applyHpChange',
{ target: d.name, changeType: 'heal', amount: d.maxHp, revive: true },
(e) => applyHpChange(e, d.id, 'heal', d.maxHp, ctx));
enc = res.enc;
}
}
if (!enc.isStarted) { console.log('combat auto-ended'); break; }
}
console.log(`replay: ${totalTurns} actor-turns, reached round ${enc.round} (cap ${ROUNDS})`);
// end encounter
enc = await storage.getDoc(encounterPath);
if (enc.isStarted) {
const res = await callStep('endEncounter', {}, (e) => endEncounter(e, ctx));
enc = res.enc;
}
await storage.updateDoc(activeDisplayPath, { activeCampaignId: null, activeEncounterId: null });
jsonl.end();
await new Promise(r => jsonl.close(r));
console.log(`trace written: ${stepN} steps -> ${tracePath}`);
console.log('');
console.log('>>> ANALYZE: node scripts/analyze-turns.js "' + tracePath + '"');
console.log('replay done');
}
main().catch(err => { console.error('replay failed:', err); process.exit(1); });