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ttrpg-initiative-tracker/shared/tests/turn.dead-skip.test.js
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// Unified behavior (App main): death flips isActive=false, dead participant
// removed from active rotation, skipped by nextTurn. deathSave is a manual
// DM action (button), not tied to rotation. turnOrderIds unchanged on death
// (only isActive flag flips). Revive (heal from 0) reactivates.
//
// Previous "M4: dead stays in rotation" concept reversed by unification.
//
// New API: mutating funcs are async, take ctx last, write encounter + log
// internally, return newEnc. Chained calls become `e = await fn(e, ctx)`.
const shared = require('@ttrpg/shared');
const { makeParticipant, startEncounter, nextTurn, applyHpChange, deathSave } = shared;
const { mockCtx } = require('./_helpers');
function p(id, init, extra = {}) {
return makeParticipant({
id, name: id, type: 'monster',
initiative: init, maxHp: 100, currentHp: 100,
...extra,
});
}
function pc(id, init, extra = {}) {
return makeParticipant({
id, name: id, type: 'character',
initiative: init, maxHp: 100, currentHp: 100,
...extra,
});
}
function enc(ps) {
return { name:'t', participants:ps, isStarted:false, isPaused:false,
round:0, currentTurnParticipantId:null, turnOrderIds:[] };
}
describe('unified: death deactivates, dead skipped in rotation', () => {
test('dead PC not removed from turnOrderIds (stays in list, inactive)', async () => {
const { ctx } = mockCtx();
const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
let e = enc(ps);
e = await startEncounter(e, ctx);
const orderBefore = e.turnOrderIds.slice();
// kill b
e = await applyHpChange(e, 'b', 'damage', 100, ctx);
expect(e.turnOrderIds).toEqual(orderBefore);
});
test('dead PC skipped by nextTurn (isActive=false)', async () => {
const { ctx } = mockCtx();
const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
let e = enc(ps);
e = await startEncounter(e, ctx);
// kill b
e = await applyHpChange(e, 'b', 'damage', 100, ctx);
// advance: a→c (b skipped, inactive)
e = await nextTurn(e, ctx);
expect(e.currentTurnParticipantId).toBe('c');
});
test('dead PC deathSave fires on manual call (not via rotation)', async () => {
const { ctx } = mockCtx();
const ps = [pc('a', 20), pc('b', 15)];
let e = enc(ps);
e = await startEncounter(e, ctx);
// kill b (current = a)
e = await applyHpChange(e, 'b', 'damage', 100, ctx);
// b is dead: DM can still fire deathSave (manual action)
const { enc: newEnc } = await deathSave(e, 'b', 'fail', 1, ctx);
const b = newEnc.participants.find(x => x.id === 'b');
expect(b.deathFails).toBe(1);
});
// D1 unification: shared now matches App main — death flips isActive=false.
// Dead participant removed from active rotation (skipped by nextTurn).
test('dead PC auto-set isActive=false by applyHpChange', async () => {
const { ctx } = mockCtx();
const ps = [pc('a', 20), pc('b', 15)];
let e = enc(ps);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'b', 'damage', 100, ctx);
const b = e.participants.find(x => x.id === 'b');
expect(b.isActive).toBe(false);
});
test('revive (heal from 0) reactivates participant', async () => {
const { ctx } = mockCtx();
const ps = [pc('a', 20), pc('b', 15)];
let e = enc(ps);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'b', 'damage', 100, ctx);
const dead = e.participants.find(x => x.id === 'b');
expect(dead.isActive).toBe(false);
// heal b back up
e = await applyHpChange(e, 'b', 'heal', 50, ctx);
const revived = e.participants.find(x => x.id === 'b');
expect(revived.isActive).toBe(true);
expect(revived.currentHp).toBe(50);
expect(revived.deathSaves).toBe(0);
});
});