209 lines
8.0 KiB
Markdown
209 lines
8.0 KiB
Markdown
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# Encounter Builder — DM Interface Guide
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How a DM (or LLM automating the DM role) builds and runs encounters via the UI and storage layer. Covers entity model, build flow, combat controls, and the storage paths backing each action.
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## Entity model
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Three nested entities. All stored as opaque JSON docs in the KV store (generic doc store — see `docs/DEVELOPMENT.md`).
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```
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Campaign
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└─ Encounter(s)
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└─ Participant(s)
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```
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Plus two global docs:
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- `activeDisplay/status` — controls player view (which campaign+encounter, hide-HP flag)
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- `logs/{id}` — append-only action log entries
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### Campaign
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Path: `artifacts/{APP_ID}/public/data/campaigns/{campaignId}`
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| Field | Type | Notes |
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|---|---|---|
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| `name` | string | |
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| `playerDisplayBackgroundUrl` | string | optional, image URL for player display bg |
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| `ownerId` | string | user id |
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| `createdAt` | ISO string | |
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| `players` | array | campaign-level character roster (templates, NOT combatants) |
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Campaign characters = reusable templates. Default HP + init mod. Added to any encounter via ParticipantManager. Not combatants themselves.
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### Encounter
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Path: `artifacts/{APP_ID}/public/data/campaigns/{campaignId}/encounters/{encounterId}`
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| Field | Type | Notes |
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|---|---|---|
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| `name` | string | |
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| `createdAt` | ISO string | |
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| `participants` | array | the combatants (see below) |
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| `round` | int | 0 = not started |
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| `currentTurnParticipantId` | string\|null | who acts now |
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| `isStarted` | bool | combat active |
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| `isPaused` | bool | frozen turn order (add/remove/edit allowed) |
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| `turnOrderIds` | array | participant ids in turn order = participants[] order (1-list model) |
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### Participant
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Object in `encounter.participants[]`:
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| Field | Type | Notes |
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|---|---|---|
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| `id` | string | `generateId()` |
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| `name` | string | |
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| `type` | `'character'` \| `'monster'` | character = PC (death saves), monster = hostile/NPC |
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| `originalCharacterId` | string\|null | links back to campaign character if type=character |
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| `initiative` | int | rolled once at add (`rollD20() + mod`). Stored value, not re-derived. |
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| `maxHp` | int | |
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| `currentHp` | int | 0 = dead/dying |
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| `isNpc` | bool | monster flagged NPC (display color, no death saves) |
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| `conditions` | array | condition ids from `CONDITIONS` list |
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| `isActive` | bool | in turn rotation? false = skipped by nextTurn |
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| `deathSaves` | int | PC only, 0-3 fails |
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| `isDying` | bool | death animation flag (player display) |
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## Build flow (UI)
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Admin view at `/`. Steps:
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### 1. Create campaign
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- Click **Create Campaign** button
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- Enter name + optional background URL
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- Submits → `setDoc(campaigns/{id}, { name, playerDisplayBackgroundUrl, ownerId, createdAt, players:[] })`
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### 2. Select campaign
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- Click campaign card → `setSelectedCampaignId(campaign.id)`
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- Now managing: CharacterManager + EncounterManager visible
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### 3. Add campaign characters (optional templates)
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CharacterManager section. Per character:
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- **Name**
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- **Default HP** (`DEFAULT_MAX_HP` = 10)
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- **Init Mod** (`DEFAULT_INIT_MOD` = 0)
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→ `updateDoc(campaign, { players:[...existing, newChar] })`
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These are reusable across encounters. Add to encounter later (auto-rolls initiative).
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### 4. Create encounter
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- Click **Create Encounter**
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- Enter name
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→ `setDoc(campaigns/{cid}/encounters/{eid}, { name, createdAt, participants:[], round:0, currentTurnParticipantId:null, isStarted:false, isPaused:false })`
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### 5. Add participants
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ParticipantManager section. Two paths:
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**Monster/NPC:**
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- **Monster Name** (`placeholder: "e.g., Dire Wolf"`)
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- **Init Mod** (`MONSTER_DEFAULT_INIT_MOD` = 2)
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- **Max HP** (`DEFAULT_MAX_HP` = 10)
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- **Is NPC?** checkbox (flag, changes display color)
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- Click **Add to Encounter**
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- Initiative auto-rolled: `rollD20() + mod`
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**Character (from campaign roster):**
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- Select character from dropdown
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- Click **Add to Encounter**
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- OR **Add All (Roll Init)** — bulk-adds all campaign chars, each rolls own initiative
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**Duplicate guard:** same `originalCharacterId` blocked (alerts "already in this encounter"). Monsters no dedup.
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Participant object added:
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```js
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{ id, name, type, originalCharacterId, initiative, maxHp, currentHp:maxHp,
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isNpc, conditions:[], isActive:true, deathSaves:0, isDying:false }
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```
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### 6. Reorder before start (tie-break)
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Pre-combat only (`!isStarted || isPaused`). Drag handles shown for **tied initiative** values only. Drop reorders `participants[]` + `turnOrderIds`.
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Post-start drag: see BUG-13/14 in `TODO.md` (cross-init + pointer semantics untested).
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## Combat flow (UI)
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InitiativeControls panel (sticky, right side).
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### Start
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- **Start Combat** button (disabled if no active participants)
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- Sorts ALL participants by initiative (1-list: `participants[]` = display + turn order)
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- `round=1`, `currentTurnParticipantId` = first active, `isStarted=true`, `isPaused=false`
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- Sets `activeDisplay` → this campaign+encounter (player display syncs)
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- Initiative fixed at start. NOT re-derived from mod after.
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### Next Turn
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- **Next Turn** button (disabled if paused)
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- Advances to next active participant in `turnOrderIds`
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- Wraps at end → `round += 1`, re-sorts active by initiative at round start
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- Dead (`isActive:false`) skipped, stay in rotation
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### Pause / Resume
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- **Pause Combat** → `isPaused=true`, Next Turn disabled
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- While paused: add/remove participants, adjust HP, edit initiative, reorder ties
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- **Resume Combat** → `isPaused=false`, no re-sort (1-list: turnOrderIds already current)
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### HP adjustments (combat only)
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Per-participant input + buttons:
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- Number input
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- **Damage** (HeartCrack icon) — `currentHp = max(0, hp - amt)`
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- **Heal** (Heart icon) — `currentHp = min(maxHp, hp + amt)`
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- Death: hp→0 sets `isActive:false`, PC gets `deathSaves` tracking
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### Death saves (PC only, at 0 HP)
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3 buttons. Click marks fail. 3 fails = dead. Reset on revive/heal.
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### Conditions
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- Click participant → expand conditions picker (all 22 from `CONDITIONS`)
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- Active conditions show as badges, click to remove
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### End combat
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- **End Combat** button → resets `isStarted:false`, `round:0`, `currentTurn:null`, `turnOrderIds:[]`
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- Clears `activeDisplay` (player view goes blank)
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## Player display
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Separate view at `/display` or `?playerView=true`. Read-only second screen.
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What it shows:
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- Current encounter name
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- Round + current turn participant
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- All participants in `participants[]` order (drag order, NOT init-sorted — BUG-15 fix)
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- HP bars, conditions, death saves
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- Inactive monsters hidden (pre-staged reserves)
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Driven by `activeDisplay/status` doc. Controlled by **Open Player Window** button (sets active campaign+encounter) or Start Combat (auto-sets).
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## 1-list turn order model
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Key architecture. `turnOrderIds === participants.map(p => p.id)` always. Single source of truth.
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- **Display** = `participants[]` order (AdminView + DisplayView, no re-sort)
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- **Turn rotation** = `turnOrderIds` (mirrors participants[])
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- **Drag** = source of truth, overrides initiative
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- **Add mid-combat** = append to participants[] + sync (BUG-14: init-insert broken post-drag)
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- **Toggle active** = flip `isActive` only, stay in slot
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- **Remove** = drop from participants[] + sync, advance current if needed
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No re-sort after `startEncounter` except round-wrap (re-sorts active by init at top of round).
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## Storage paths quick reference
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```
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campaigns/{cid} campaign doc
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campaigns/{cid}/encounters/{eid} encounter doc (participants[])
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campaigns/{cid}/encounters/{eid}/participants ❌ NOT a path — participants inline
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activeDisplay/status player display control
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logs/{logId} action log entry
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```
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## DM tips
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- Initiative rolled ONCE at add time. Stored. Edit via EditParticipantModal to override.
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- Pause before big roster changes (adds/removes). Resume re-syncs cleanly.
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- Campaign chars = templates. Edit campaign char doesn't touch encounter participants (already added).
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- Dead monsters stay in rotation, skipped. Remove via trash icon to clean list.
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- Player display auto-follows Start Combat. Manual control via Open Player Window.
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See `docs/GLOSSARY.md` for domain terms, `TODO.md` for known bugs.
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