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ttrpg-initiative-tracker/scripts/replay-combat.js
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// scripts/replay-combat.js
// Drive a full combat through the LIVE backend (generic KV REST) 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).
//
// Run: node scripts/replay-combat.js [rounds] [delayMs]
// rounds default 100, delayMs default 800
'use strict';
const shared = require('../shared');
const {
buildCharacterParticipant, buildMonsterParticipant,
startEncounter, nextTurn, applyHpChange, toggleCondition,
endEncounter,
} = shared;
const { createWsStorage } = require('../src/storage/ws');
const BACKEND = process.env.BACKEND_URL || 'http://127.0.0.1:4001';
const WS_URL = process.env.BACKEND_WS || BACKEND.replace(/^http/, 'ws') + '/ws';
const ROUNDS = parseInt(process.argv[2], 10) || 10;
const DELAY = parseInt(process.argv[3], 10) || 200;
const APP_ID = process.env.REACT_APP_TRACKER_APP_ID || 'ttrpg-initiative-tracker-default';
const PUB = `artifacts/${APP_ID}/public/data`;
// Mirror App.js getPath. Adapter takes these; norm() strips prefix.
const getPath = {
campaigns: () => `${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`,
};
const sleep = (ms) => new Promise(r => setTimeout(r, ms));
// Use the ADAPTER as the contract boundary (same as App). No raw REST, no
// hand-built paths — adapter normalizes internally. Catches path-shape drift
// that the earlier raw-REST replay caused.
const storage = createWsStorage({ baseUrl: BACKEND, wsUrl: WS_URL });
async function main() {
console.log(`replay-combat: ${ROUNDS} rounds, ${DELAY}ms/step, backend=${BACKEND}`);
// campaign + encounter. Adapter takes firebase-prefixed paths (same as App).
const campaignId = crypto.randomUUID();
const encounterId = crypto.randomUUID();
await storage.setDoc(getPath.campaign(campaignId), {
name: 'Replay Campaign',
playerDisplayBackgroundUrl: '',
ownerId: 'replay',
createdAt: new Date().toISOString(),
players: [
{ id: 'c1', name: 'Fighter', defaultMaxHp: 30, defaultInitMod: 2 },
{ id: 'c2', name: 'Cleric', defaultMaxHp: 24, defaultInitMod: 1 },
{ id: 'c3', name: 'Rogue', defaultMaxHp: 22, defaultInitMod: 3 },
],
});
// build participants (roll initiative via shared)
const chars = [
{ id: 'c1', name: 'Fighter', defaultMaxHp: 30, defaultInitMod: 2 },
{ id: 'c2', name: 'Cleric', defaultMaxHp: 24, defaultInitMod: 1 },
{ id: 'c3', name: 'Rogue', defaultMaxHp: 22, defaultInitMod: 3 },
];
const monsterSpecs = [
{ name: 'Goblin1', maxHp: 8, initMod: 2 },
{ name: 'Goblin2', maxHp: 8, initMod: 2 },
{ name: 'OrcBoss', maxHp: 60, initMod: 1 },
{ name: 'Wolf', maxHp: 14, initMod: 3 },
{ name: 'Merchant', maxHp: 12, initMod: 0, isNpc: true },
];
const participants = [
...chars.map(c => buildCharacterParticipant(c).participant),
...monsterSpecs.map(m => buildMonsterParticipant(m).participant),
];
await storage.setDoc(getPath.encounter(campaignId, encounterId), {
name: 'Big Boss Replay',
campaignId,
createdAt: new Date().toISOString(),
participants,
round: 0,
currentTurnParticipantId: null,
isStarted: false,
isPaused: false,
turnOrderIds: [],
});
console.log(`created: campaign=${campaignId} encounter=${encounterId} participants=${participants.length}`);
// point active display so player view shows it
await storage.setDoc(getPath.activeDisplay(), {
activeCampaignId: campaignId,
activeEncounterId: encounterId,
hidePlayerHp: false,
});
await sleep(1000);
const encounterPath = getPath.encounter(campaignId, encounterId);
const activeDisplayPath = getPath.activeDisplay();
// start
let enc = await storage.getDoc(encounterPath);
const start = startEncounter(enc);
await storage.updateDoc(encounterPath, start.patch);
enc = { ...enc, ...start.patch };
console.log(`combat started: round ${enc.round}, first=${firstActiveName(enc)}`);
await sleep(DELAY);
// main loop: ROUNDS = full initiative cycles (each round = all participants act).
const DAMAGERS = ['Fighter', 'Cleric', 'Rogue', 'Wolf', 'Goblin1', 'Goblin2', 'OrcBoss'];
const TARGETS = ['Goblin1', 'Goblin2', 'Wolf', 'OrcBoss', 'Fighter', 'Cleric', 'Rogue', 'Merchant'];
let turnInRound = 0;
let prevRound = enc.round;
let totalTurns = 0;
for (let roundN = 1; roundN <= ROUNDS; roundN++) {
// advance initiative until round counter ticks (full cycle done).
const cap = (enc.participants.length + 1) * 2;
let guard = 0;
while (enc.round < roundN + 1 && guard < cap) {
enc = await storage.getDoc(encounterPath);
const t = nextTurn(enc);
await storage.updateDoc(encounterPath, t.patch);
enc = { ...enc, ...t.patch };
totalTurns++;
turnInRound++;
// visible action: current turn actor damages a random living target.
const actorName = firstActiveName(enc);
const livingTargets = enc.participants.filter(
p => p.currentHp > 0 && p.name !== actorName && TARGETS.includes(p.name)
);
if (livingTargets.length > 0 && DAMAGERS.includes(actorName)) {
const tgt = livingTargets[Math.floor(Math.random() * livingTargets.length)];
const dmg = 3 + Math.floor(Math.random() * 8); // 3-10
const h = applyHpChange(enc, tgt.id, 'damage', dmg);
if (h.patch) {
await storage.updateDoc(encounterPath, h.patch);
enc = { ...enc, ...h.patch };
console.log(` ${actorName}${tgt.name} (-${dmg}, hp=${tgt.currentHp - dmg})`);
}
}
console.log(` turn ${turnInRound} (round ${enc.round}): ${actorName}`);
await sleep(DELAY);
guard++;
if (!enc.isStarted) { console.log('combat auto-ended'); break; }
}
if (!enc.isStarted) { console.log('combat auto-ended'); break; }
console.log(`--- round ${roundN} complete (${turnInRound} turns total) ---`);
turnInRound = 0;
}
console.log(`replay: ${totalTurns} total turns across ${ROUNDS} rounds`);
// end
enc = await storage.getDoc(encounterPath);
if (enc.isStarted) {
const end = endEncounter(enc);
if (end.patch) await storage.updateDoc(encounterPath, end.patch);
}
await storage.updateDoc(activeDisplayPath, { activeCampaignId: null, activeEncounterId: null });
console.log('replay done');
}
function firstActiveName(enc) {
if (!enc.currentTurnParticipantId) return '(none)';
const p = enc.participants.find(x => x.id === enc.currentTurnParticipantId);
return p ? p.name : '(missing)';
}
main().catch(err => { console.error('replay failed:', err); process.exit(1); });