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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@@ -301,11 +301,11 @@ module.exports = async function replay(args) {
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(e) => updateParticipant(e, actor.id, { notes: `edited r${enc.round}` }, ctx))).enc;
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}
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if (actor.currentHp <= 0 && !actor.isNpc) {
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if (actor.status === 'dying' && !actor.isNpc) {
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if (VERBOSE) console.log(` deathSave ${actor.name} +1 success`);
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enc = (await callStep('deathSave',
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{ participant: actor.name, type: 'success', n: 1 },
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(e) => deathSave(e, actor.id, 'success', 1, ctx))).enc;
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{ participant: actor.name, outcome: 'success' },
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(e) => deathSave(e, actor.id, 'success', ctx))).enc;
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}
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if (totalTurns % 9 === 0) {
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