Implement D&D 5e death-save state machine and cleanup combat ordering
- Add status-driven death-save model: - status: conscious | dying | stable | dead - deathSaveSuccesses/deathSaveFailures as display counters - remove old death-save fields as source of truth - Add death-save actions: - success, fail, nat1, nat20 - stabilize participant - revive dead participant to 0 HP, stable, unconscious - Apply 5e HP transition rules: - characters and NPCs at 0 HP become dying - stable/dying participants gain unconscious condition - healing clears death saves and returns conscious - massive damage kills - non-NPC monsters at 0 HP become dead and inactive - Split NPCs from monsters with type="npc": - NPCs use death saves like characters - NPCs remain DM-controlled/monster-colored in UI - new NPCs no longer persist isNpc flag - Keep dead PCs/NPCs in encounter and initiative until DM removes or deactivates - Allow DM active/inactive toggle for dead participants - Hide inactive participants from player display - Improve DM and player death-state UI: - show Dying/Dead/Unconscious states consistently - add revive button for dead participants - distinguish dead visual from inactive visual in DM view - Fix initiative drag/reorder behavior: - downward drag now changes order instead of no-op - paused combat can reorder across current turn pointer - turnOrderIds stay synced to participants order - Persist campaign collapse state in localStorage - Update death-save docs and encounter builder docs - Add/expand tests for: - death saves and HP transitions - dead/active/inactive behavior - NPC death-save behavior - player display visibility - drag reorder semantics - logging expectations Tests: - npm run test:all - app: 94 passed - shared: 158 passed, 5 skipped - server: 32 passed
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@@ -53,16 +53,16 @@ Object in `encounter.participants[]`:
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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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| `type` | `'character'` \| `'npc'` \| `'monster'` | character/NPC = death saves, monster = dead at 0 HP |
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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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| `currentHp` | int | 0 = dead/dying/stable by `status` |
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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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| `status` | `'conscious'` \| `'dying'` \| `'stable'` \| `'dead'` | death-save source of truth |
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| `deathSaveSuccesses` | int | character/NPC only, 0-3 successes |
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| `deathSaveFailures` | int | character/NPC only, 0-3 failures |
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## Build flow (UI)
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@@ -99,7 +99,7 @@ ParticipantManager section. Two paths:
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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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- **Is NPC?** checkbox (sets `type: 'npc'`, keeps monster/DM-control color, enables death saves)
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- Click **Add to Encounter**
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- Initiative auto-rolled: `rollD20() + mod`
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@@ -113,13 +113,13 @@ ParticipantManager section. Two paths:
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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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conditions:[], isActive:true, status:'conscious', deathSaveSuccesses:0, deathSaveFailures:0 }
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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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During active combat, cross-current-pointer drag is blocked to avoid skip/double-act ambiguity. Paused combat can reorder same-initiative ties freely.
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## Combat flow (UI)
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@@ -135,8 +135,9 @@ InitiativeControls panel (sticky, right side).
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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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- Wraps at end → `round += 1`
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- No re-sort after start; 1-list order remains source of truth
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- Inactive (`isActive:false`) participants are skipped, but stay in slot
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### Pause / Resume
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- **Pause Combat** → `isPaused=true`, Next Turn disabled
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@@ -147,11 +148,19 @@ InitiativeControls panel (sticky, right side).
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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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- **Heal** (Heart icon) — `currentHp = min(maxHp, hp + amt)` for living/dying/stable participants; normal heal does not affect dead participants
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- Character/NPC at 0 HP → `status:'dying'`, death-save controls, unconscious condition
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- Monster at 0 HP → `status:'dead'`, `isActive:false`
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- Massive damage (`damage >= currentHp + maxHp`) → dead
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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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### Death saves (character/NPC only, at 0 HP)
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Action buttons: Success, Fail, Nat1, Nat20, Stabilize.
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- Success: +1 success; 3 successes → stable/unconscious at 0 HP
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- Fail: +1 failure; 3 failures → dead
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- Nat1: +2 failures
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- Nat20: 1 HP, conscious, counters reset
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- Stabilize: stable/unconscious at 0 HP, counters reset
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- Revive: dead → 0 HP, stable/unconscious, active
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### Conditions
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- Click participant → expand conditions picker (all 22 from `CONDITIONS`)
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@@ -170,7 +179,7 @@ What it shows:
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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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- Inactive participants hidden (including auto-inactive dead monsters and DM-hidden 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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@@ -181,11 +190,11 @@ Key architecture. `turnOrderIds === participants.map(p => p.id)` always. Single
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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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- **Add mid-combat** = slot by initiative into participants[] + sync
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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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No re-sort after `startEncounter`.
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## Storage paths quick reference
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@@ -202,7 +211,8 @@ logs/{logId} action log entry
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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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- Dead monsters become inactive automatically and are skipped. Remove via trash icon to clean list.
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- Dead characters/NPCs stay active until DM marks inactive, removes, or revives them.
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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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