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
This commit is contained in:
david raistrick
2026-07-06 16:48:50 -04:00
parent 2569cc4497
commit 1d4ec873dc
22 changed files with 1617 additions and 531 deletions
+3 -2
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@@ -35,6 +35,7 @@ function createMockStorage() {
// filters
updatesFor(prefix) { return calls.filter(c => c.fn === 'updateDoc' && c.path.startsWith(prefix)); },
logs() { return calls.filter(c => c.fn === 'addDoc').map(c => c.data); },
getLogs() { return calls.filter(c => c.fn === 'addDoc').map(c => c.data); },
};
}
@@ -63,8 +64,8 @@ function readyEnc(opts = {}) {
currentTurnParticipantId: null,
turnOrderIds: [],
participants: opts.participants || [
{ id: 'p1', name: 'Bob', type: 'character', initiative: 10, maxHp: 10, currentHp: 10, isActive: true, conditions: [], deathSaves: 0, deathFails: 0, isStable: false, isDying: false },
{ id: 'p2', name: 'Mob', type: 'monster', initiative: 5, maxHp: 10, currentHp: 10, isActive: true, conditions: [], deathSaves: 0, deathFails: 0, isStable: false, isDying: false },
{ id: 'p1', name: 'Bob', type: 'character', initiative: 10, maxHp: 10, currentHp: 10, isActive: true, conditions: [], status: 'conscious', deathSaveSuccesses: 0, deathSaveFailures: 0 },
{ id: 'p2', name: 'Mob', type: 'monster', initiative: 5, maxHp: 10, currentHp: 10, isActive: true, conditions: [], status: 'conscious', deathSaveSuccesses: 0, deathSaveFailures: 0 },
],
};
}
+23 -30
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@@ -245,27 +245,26 @@ describe('applyHpChange', () => {
expect(newEnc.participants[0].currentHp).toBe(10);
});
test('damage to 0 deactivates + keeps turn order (unified)', async () => {
// Unified: death flips isActive=false (removed from active rotation).
// turnOrderIds unchanged (no turn-order patch on death).
test('damage to 0 marks dying, keeps active, keeps turn order', async () => {
const { storage, ctx } = mockCtx();
const ps = [p('a', 10, { currentHp: 3 }), p('b', 5)];
const ps = [p('a', 10, { type: 'character', currentHp: 3 }), p('b', 5)];
const e = enc(ps, { isStarted: true, turnOrderIds: ['a', 'b'], currentTurnParticipantId: 'a' });
const newEnc = await applyHpChange(e, 'a', 'damage', 5, ctx);
expect(newEnc.participants[0].currentHp).toBe(0);
expect(newEnc.participants[0].isActive).toBe(false);
expect(newEnc.participants[0].status).toBe('dying');
expect(newEnc.participants[0].isActive).not.toBe(false);
expect(lastPatch(storage).turnOrderIds).toBeUndefined();
expect(lastPatch(storage).currentTurnParticipantId).toBeUndefined();
});
test('heal above 0 reactivates + resets death saves (unified)', async () => {
// Unified: revive from 0 flips isActive=true, deathSaves reset.
test('heal from dying makes conscious and resets death-save counters', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 10, { currentHp: 0, isActive: false, deathSaves: 2 })];
const ps = [p('a', 10, { currentHp: 0, status: 'dying', deathSaveSuccesses: 2, deathSaveFailures: 1 })];
const newEnc = await applyHpChange(enc(ps), 'a', 'heal', 5, ctx);
expect(newEnc.participants[0].currentHp).toBe(5);
expect(newEnc.participants[0].isActive).toBe(true);
expect(newEnc.participants[0].deathSaves).toBe(0);
expect(newEnc.participants[0].status).toBe('conscious');
expect(newEnc.participants[0].deathSaveSuccesses).toBe(0);
expect(newEnc.participants[0].deathSaveFailures).toBe(0);
});
test('heal clamps to maxHp', async () => {
@@ -285,27 +284,21 @@ describe('applyHpChange', () => {
});
describe('deathSave', () => {
test('increments fails', async () => {
test('fail increments failure counter while dying', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 10, { currentHp: 0, deathFails: 0 })];
const { enc: newEnc } = await deathSave(enc(ps), 'a', 'fail', 1, ctx);
expect(newEnc.participants[0].deathFails).toBe(1);
const ps = [p('a', 10, { currentHp: 0, status: 'dying', deathSaveFailures: 0, deathSaveSuccesses: 0 })];
const { enc: newEnc, status } = await deathSave(enc(ps), 'a', 'fail', ctx);
expect(status).toBe('dying');
expect(newEnc.participants[0].deathSaveFailures).toBe(1);
});
test('clicking same fail decrements (toggle)', async () => {
test('third fail makes dead and resets counters', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 10, { currentHp: 0, deathFails: 2 })];
const { enc: newEnc } = await deathSave(enc(ps), 'a', 'fail', 2, ctx);
expect(newEnc.participants[0].deathFails).toBe(1);
});
test('third fail sets isDying', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 10, { currentHp: 0, deathFails: 2 })];
const { enc: newEnc, isDying } = await deathSave(enc(ps), 'a', 'fail', 3, ctx);
expect(newEnc.participants[0].deathFails).toBe(3);
expect(newEnc.participants[0].isDying).toBe(true);
expect(isDying).toBe(true);
const ps = [p('a', 10, { currentHp: 0, status: 'dying', deathSaveFailures: 2, deathSaveSuccesses: 0 })];
const { enc: newEnc, status } = await deathSave(enc(ps), 'a', 'fail', ctx);
expect(status).toBe('dead');
expect(newEnc.participants[0].status).toBe('dead');
expect(newEnc.participants[0].deathSaveFailures).toBe(0);
});
});
@@ -326,12 +319,12 @@ describe('toggleCondition', () => {
});
describe('reorderParticipants', () => {
test('drag before target (same-init tie)', async () => {
test('drag downward onto target moves after target (same-init tie)', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 10), p('b', 10), p('c', 10)];
const newEnc = await reorderParticipants(enc(ps), 'a', 'c', ctx);
// drag a before c: remove a → [b,c], insert before c → [b,a,c]
expect(newEnc.participants.map(x => x.id)).toEqual(['b', 'a', 'c']);
// drag a downward onto c: remove a → [b,c], insert after c → [b,c,a]
expect(newEnc.participants.map(x => x.id)).toEqual(['b', 'c', 'a']);
});
test('cross-init drag blocked (no-op)', async () => {
+5 -5
View File
@@ -56,7 +56,7 @@ function setupEncounter() {
buildMonsterParticipant({ name:'Goblin2', maxHp:100, initMod:2 }).participant,
buildMonsterParticipant({ name:'OrcBoss', maxHp:500, initMod:1 }).participant,
buildMonsterParticipant({ name:'Wolf', maxHp:120, initMod:3 }).participant,
buildMonsterParticipant({ name:'Merchant', maxHp:150, initMod:0, isNpc:true }).participant,
buildMonsterParticipant({ name:'Merchant', maxHp:150, initMod:0, asNpc:true }).participant,
];
// give deterministic ids to monsters for assertions
const idMap = { Goblin1:'m1', Goblin2:'m2', OrcBoss:'m3', Wolf:'m4', Merchant:'n1' };
@@ -163,12 +163,12 @@ describe('combat integrity (100 rounds, full op coverage)', () => {
}
}
// 5. deathSave
if (actor && actor.currentHp <= 0 && !actor.isNpc) {
try { const r = await deathSave(e, actor.id, 'fail', 1, ctx); e = r.enc; } catch (err) {}
if (actor && actor.status === 'dying' && actor.type !== 'npc') {
try { const r = await deathSave(e, actor.id, 'fail', ctx); e = r.enc; } catch (err) {}
}
// 6. removeParticipant
// 6. removeParticipant (monsters/NPC only; dead PCs stay until DM removes manually)
if (totalTurns % 5 === 0) {
const dead = e.participants.find(part => (part.isDying || part.currentHp <= 0) && (part.isNpc || part.name.startsWith('Goblin') || part.name === 'OrcBoss' || part.name === 'Wolf'));
const dead = e.participants.find(part => (part.status === 'dead' || part.currentHp <= 0) && (part.type === 'npc' || part.name.startsWith('Goblin') || part.name === 'OrcBoss' || part.name === 'Wolf'));
if (dead) { try { e = await removeParticipant(e, dead.id, ctx); } catch (err) {} }
}
// 7. addParticipant
+50 -63
View File
@@ -1,28 +1,17 @@
// 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)`.
'use strict';
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,
id,
name: id,
type: 'character',
initiative: init,
maxHp: 100,
currentHp: 100,
...extra,
});
}
@@ -30,69 +19,67 @@ function enc(ps) {
return { name:'t', participants:ps, isStarted:false, isPaused:false,
round:0, currentTurnParticipantId:null, turnOrderIds:[] };
}
const byId = (e, id) => e.participants.find(p => p.id === id);
describe('unified: death deactivates, dead skipped in rotation', () => {
test('dead PC not removed from turnOrderIds (stays in list, inactive)', async () => {
describe('death state: participant remains in initiative and encounter', () => {
test('dropping to 0 keeps PC active, in participants, and in turnOrderIds', async () => {
const { ctx } = mockCtx();
const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
let e = enc(ps);
let e = enc([pc('a', 20), pc('b', 15), pc('c', 10)]);
e = await startEncounter(e, ctx);
const orderBefore = e.turnOrderIds.slice();
// kill b
e = await applyHpChange(e, 'b', 'damage', 100, ctx);
expect(byId(e, 'b').status).toBe('dying');
expect(byId(e, 'b').isActive).not.toBe(false);
expect(e.participants.map(p => p.id)).toContain('b');
expect(e.turnOrderIds).toEqual(orderBefore);
});
test('dead PC skipped by nextTurn (isActive=false)', async () => {
test('dead PC remains in participants and turnOrderIds after three failures', async () => {
const { ctx } = mockCtx();
const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
let e = enc(ps);
let e = enc([pc('a', 20), pc('b', 15), pc('c', 10)]);
e = await startEncounter(e, ctx);
// kill b
const orderBefore = e.turnOrderIds.slice();
e = await applyHpChange(e, 'b', 'damage', 100, ctx);
// advance: a→c (b skipped, inactive)
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
expect(byId(e, 'b').status).toBe('dead');
expect(byId(e, 'b').isActive).not.toBe(false);
expect(e.participants.map(p => p.id)).toContain('b');
expect(e.turnOrderIds).toEqual(orderBefore);
});
test('nextTurn may still land on dead PC because DM/tool events may matter', async () => {
const { ctx } = mockCtx();
let e = enc([pc('a', 20), pc('b', 15), pc('c', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'b', 'damage', 100, ctx);
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
e = await nextTurn(e, ctx);
expect(e.currentTurnParticipantId).toBe('c');
expect(e.currentTurnParticipantId).toBe('b');
expect(byId(e, 'b').status).toBe('dead');
});
test('dead PC deathSave fires on manual call (not via rotation)', async () => {
test('deathSave rejected/no-op once dead', async () => {
const { ctx } = mockCtx();
const ps = [pc('a', 20), pc('b', 15)];
let e = enc(ps);
let e = enc([pc('a', 20), pc('b', 15)]);
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);
});
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
e = (await deathSave(e, 'b', 'fail', ctx)).enc;
const before = byId(e, 'b');
// 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);
});
try { e = (await deathSave(e, 'b', 'fail', ctx)).enc; } catch (err) {}
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);
expect(byId(e, 'b')).toMatchObject(before);
});
});
+308 -66
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@@ -1,92 +1,334 @@
// Death saves: broken model. Current = single counter, 3=dying. D&D 5e needs
// separate success/fail tracking:
// 3 successes = stable (0hp unconscious, safe until healed)
// 3 failures = dead
// Current tracks "saves" (really fails via red X UI), no successes at all.
// "Stable" state doesn't exist.
//
// RED was: prove current can't model 3-success stability.
//
// New API: deathSave is async, takes ctx, returns { enc, status, isDying }.
// applyHpChange + startEncounter are async, take ctx, return newEnc.
'use strict';
const { makeParticipant, startEncounter, applyHpChange, deathSave } = require('@ttrpg/shared');
const {
makeParticipant,
startEncounter,
applyHpChange,
deathSave,
stabilizeParticipant,
reviveParticipant,
} = require('@ttrpg/shared');
const { mockCtx } = require('./_helpers');
function p(id) {
return makeParticipant({ id, name: id, type: 'character',
initiative: 10, maxHp: 100, currentHp: 100 });
function pc(id, extra = {}) {
return makeParticipant({
id,
name: id,
type: 'character',
initiative: 10,
maxHp: 100,
currentHp: 100,
...extra,
});
}
function enc(ps, extra = {}) {
return { name:'t', participants:ps, isStarted:false, isPaused:false,
round:0, currentTurnParticipantId:null, turnOrderIds:[], ...extra };
function monster(id, extra = {}) {
return makeParticipant({
id,
name: id,
type: 'monster',
initiative: 10,
maxHp: 100,
currentHp: 100,
...extra,
});
}
describe('death saves: missing success/stable model', () => {
test('3 successes makes character stable (not dead, not dying)', async () => {
const { ctx } = mockCtx();
// Character at 0hp. Roll 3 successful death saves.
let e = enc([p('a')]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 100, ctx); // 0hp
expect(e.participants[0].currentHp).toBe(0);
function enc(participants, extra = {}) {
return {
id: 'e1',
name: 'death-save-test',
participants,
isStarted: false,
isPaused: false,
round: 0,
currentTurnParticipantId: null,
turnOrderIds: [],
...extra,
};
}
// Roll 3 successful saves. Should mark stable.
let res;
res = await deathSave(e, 'a', 'success', 1, ctx); e = res.enc;
res = await deathSave(e, 'a', 'success', 2, ctx); e = res.enc;
res = await deathSave(e, 'a', 'success', 3, ctx); e = res.enc;
async function startedAtZero() {
const { ctx } = mockCtx();
let e = enc([pc('a')]);
e = await startEncounter(e, ctx);
const originalTurnOrderIds = [...e.turnOrderIds];
e = await applyHpChange(e, 'a', 'damage', 100, ctx);
return { e, ctx, originalTurnOrderIds };
}
expect(res.status).toBe('stable');
expect(e.participants[0].isDying).toBe(false);
expect(e.participants[0].isStable).toBe(true);
expect(e.participants[0].deathFails).toBe(0);
const part = e => e.participants.find(p => p.id === 'a');
describe('death saves: D&D 5e status state machine', () => {
test('damage drops character to dying without removal or deactivation', async () => {
const { e, originalTurnOrderIds } = await startedAtZero();
const p = part(e);
expect(p.currentHp).toBe(0);
expect(p.status).toBe('dying');
expect(p.deathSaveSuccesses).toBe(0);
expect(p.deathSaveFailures).toBe(0);
expect(p.isActive).not.toBe(false);
expect(e.participants.map(x => x.id)).toContain('a');
expect(e.turnOrderIds).toEqual(originalTurnOrderIds);
});
test('3 failures makes character dead (isDying for removal)', async () => {
test('damage drops non-NPC monster to dead/inactive, not dying', async () => {
const { ctx } = mockCtx();
let e = enc([p('a')]);
let e = enc([monster('a')]);
e = await startEncounter(e, ctx);
const orderBefore = [...e.turnOrderIds];
e = await applyHpChange(e, 'a', 'damage', 100, ctx);
let res;
res = await deathSave(e, 'a', 'fail', 1, ctx); e = res.enc;
res = await deathSave(e, 'a', 'fail', 2, ctx); e = res.enc;
res = await deathSave(e, 'a', 'fail', 3, ctx); e = res.enc;
expect(part(e).status).toBe('dead');
expect(part(e).deathSaveSuccesses).toBe(0);
expect(part(e).deathSaveFailures).toBe(0);
expect(part(e).conditions).not.toContain('unconscious');
expect(part(e).isActive).toBe(false);
expect(e.turnOrderIds).toEqual(orderBefore);
});
test('dead non-NPC monster with stale active flag repairs to inactive', async () => {
const { ctx } = mockCtx();
let e = enc([monster('a', { currentHp: 0, status: 'dead', isActive: true })]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 1, ctx);
expect(part(e).status).toBe('dead');
expect(part(e).isActive).toBe(false);
});
test('damage drops NPC to dying', async () => {
const { ctx } = mockCtx();
let e = enc([monster('a', { type: 'npc' })]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 100, ctx);
expect(part(e).type).toBe('npc');
expect(part(e).status).toBe('dying');
expect(part(e).conditions).toContain('unconscious');
});
test('three failures immediately makes dead, resets counters, keeps participant and turn order', async () => {
let { e, ctx, originalTurnOrderIds } = await startedAtZero();
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
expect(part(e).status).toBe('dying');
expect(part(e).deathSaveFailures).toBe(1);
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
expect(part(e).status).toBe('dying');
expect(part(e).deathSaveFailures).toBe(2);
const res = await deathSave(e, 'a', 'fail', ctx);
e = res.enc;
expect(res.status).toBe('dead');
expect(e.participants[0].isDying).toBe(true);
expect(e.participants[0].deathFails).toBe(3);
expect(part(e).status).toBe('dead');
expect(part(e).currentHp).toBe(0);
expect(part(e).deathSaveSuccesses).toBe(0);
expect(part(e).deathSaveFailures).toBe(0);
expect(part(e).isActive).not.toBe(false);
expect(e.participants.map(x => x.id)).toContain('a');
expect(e.turnOrderIds).toEqual(originalTurnOrderIds);
});
test('successes and fails tracked independently', async () => {
const { ctx } = mockCtx();
// Mixed: 1 success, 2 fails, then 2 more successes = stable.
let e = enc([p('a')]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 100, ctx);
test('three successes immediately makes stable and resets counters', async () => {
let { e, ctx } = await startedAtZero();
let res;
res = await deathSave(e, 'a', 'success', 1, ctx); e = res.enc;
expect(e.participants[0].deathSaves).toBe(1);
expect(e.participants[0].deathFails).toBe(0);
e = (await deathSave(e, 'a', 'success', ctx)).enc;
e = (await deathSave(e, 'a', 'success', ctx)).enc;
const res = await deathSave(e, 'a', 'success', ctx);
e = res.enc;
res = await deathSave(e, 'a', 'fail', 1, ctx); e = res.enc;
res = await deathSave(e, 'a', 'fail', 2, ctx); e = res.enc;
expect(e.participants[0].deathSaves).toBe(1);
expect(e.participants[0].deathFails).toBe(2);
// 2 more successes → total 3 successes → stable
res = await deathSave(e, 'a', 'success', 2, ctx); e = res.enc;
res = await deathSave(e, 'a', 'success', 3, ctx);
expect(res.status).toBe('stable');
expect(e.participants[0].deathFails).toBe(2); // fails unchanged
expect(part(e).status).toBe('stable');
expect(part(e).currentHp).toBe(0);
expect(part(e).deathSaveSuccesses).toBe(0);
expect(part(e).deathSaveFailures).toBe(0);
});
test('deathSave signature: (enc, id, type, n)', async () => {
// type = 'success' | 'fail'. n = 1|2|3. ctx appended by async refactor.
expect(deathSave.length).toBe(5);
test('successes and failures are independent before terminal transition', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = (await deathSave(e, 'a', 'success', ctx)).enc;
e = (await deathSave(e, 'a', 'success', ctx)).enc;
expect(part(e).status).toBe('dying');
expect(part(e).deathSaveFailures).toBe(2);
expect(part(e).deathSaveSuccesses).toBe(2);
e = (await deathSave(e, 'a', 'success', ctx)).enc;
expect(part(e).status).toBe('stable');
expect(part(e).deathSaveFailures).toBe(0);
expect(part(e).deathSaveSuccesses).toBe(0);
});
test('nat1 adds two failures and can kill', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'nat1', ctx)).enc;
expect(part(e).status).toBe('dying');
expect(part(e).deathSaveFailures).toBe(2);
e = (await deathSave(e, 'a', 'nat1', ctx)).enc;
expect(part(e).status).toBe('dead');
expect(part(e).deathSaveFailures).toBe(0);
});
test('nat1 at one failure immediately kills', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = (await deathSave(e, 'a', 'nat1', ctx)).enc;
expect(part(e).status).toBe('dead');
expect(part(e).deathSaveFailures).toBe(0);
});
test('nat20 restores to 1 HP conscious and resets counters', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = (await deathSave(e, 'a', 'success', ctx)).enc;
e = (await deathSave(e, 'a', 'nat20', ctx)).enc;
expect(part(e).status).toBe('conscious');
expect(part(e).currentHp).toBe(1);
expect(part(e).deathSaveSuccesses).toBe(0);
expect(part(e).deathSaveFailures).toBe(0);
});
test('damage while dying adds one failure', async () => {
let { e, ctx } = await startedAtZero();
e = await applyHpChange(e, 'a', 'damage', 1, ctx);
expect(part(e).status).toBe('dying');
expect(part(e).deathSaveFailures).toBe(1);
});
test('critical damage while dying adds two failures', async () => {
let { e, ctx } = await startedAtZero();
e = await applyHpChange(e, 'a', 'damage', 1, { isCriticalHit: true }, ctx);
expect(part(e).status).toBe('dying');
expect(part(e).deathSaveFailures).toBe(2);
});
test('damage while stable returns to dying and applies failure', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'success', ctx)).enc;
e = (await deathSave(e, 'a', 'success', ctx)).enc;
e = (await deathSave(e, 'a', 'success', ctx)).enc;
expect(part(e).status).toBe('stable');
e = await applyHpChange(e, 'a', 'damage', 1, ctx);
expect(part(e).status).toBe('dying');
expect(part(e).deathSaveSuccesses).toBe(0);
expect(part(e).deathSaveFailures).toBe(1);
});
test('healing while dying or stable makes conscious and clears counters', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = await applyHpChange(e, 'a', 'heal', 10, ctx);
expect(part(e).status).toBe('conscious');
expect(part(e).currentHp).toBe(10);
expect(part(e).deathSaveFailures).toBe(0);
e = await applyHpChange(e, 'a', 'damage', 10, ctx);
e = (await deathSave(e, 'a', 'success', ctx)).enc;
e = (await deathSave(e, 'a', 'success', ctx)).enc;
e = (await deathSave(e, 'a', 'success', ctx)).enc;
expect(part(e).status).toBe('stable');
e = await applyHpChange(e, 'a', 'heal', 5, ctx);
expect(part(e).status).toBe('conscious');
expect(part(e).currentHp).toBe(5);
expect(part(e).deathSaveSuccesses).toBe(0);
expect(part(e).deathSaveFailures).toBe(0);
});
test('normal healing does not revive dead', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
expect(part(e).status).toBe('dead');
try { e = await applyHpChange(e, 'a', 'heal', 10, ctx); } catch (err) {}
expect(part(e).status).toBe('dead');
expect(part(e).currentHp).toBe(0);
});
test('stabilize sets stable, hp zero, counters zero', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = await stabilizeParticipant(e, 'a', ctx);
expect(part(e).status).toBe('stable');
expect(part(e).currentHp).toBe(0);
expect(part(e).deathSaveSuccesses).toBe(0);
expect(part(e).deathSaveFailures).toBe(0);
});
test('negative heal acts as damage and can drop to dying', async () => {
const { ctx } = mockCtx();
let e = enc([pc('a', { currentHp: 1 })]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'heal', -1, ctx);
expect(part(e).currentHp).toBe(0);
expect(part(e).status).toBe('dying');
});
test('negative damage acts as healing', async () => {
let { e, ctx } = await startedAtZero();
e = await applyHpChange(e, 'a', 'damage', -5, ctx);
expect(part(e).currentHp).toBe(5);
expect(part(e).status).toBe('conscious');
});
test('revive moves dead participant to 0 HP stable/unconscious', async () => {
let { e, ctx } = await startedAtZero();
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
e = (await deathSave(e, 'a', 'fail', ctx)).enc;
expect(part(e).status).toBe('dead');
e = await reviveParticipant(e, 'a', ctx);
expect(part(e).currentHp).toBe(0);
expect(part(e).status).toBe('stable');
expect(part(e).deathSaveSuccesses).toBe(0);
expect(part(e).deathSaveFailures).toBe(0);
expect(part(e).conditions).toContain('unconscious');
expect(part(e).isActive).toBe(true);
});
test('death save outside dying state is rejected or no-op', async () => {
const { ctx } = mockCtx();
let e = enc([pc('a')]);
e = await startEncounter(e, ctx);
try { e = (await deathSave(e, 'a', 'fail', ctx)).enc; } catch (err) {}
expect(part(e).status).toBe('conscious');
expect(part(e).deathSaveFailures).toBe(0);
});
});
+5 -5
View File
@@ -21,9 +21,9 @@ const {
reorderParticipants, endEncounter,
} = shared;
function p(id, init) {
function p(id, init, extra = {}) {
return makeParticipant({ id, name: id, type: 'monster',
initiative: init, maxHp: 100, currentHp: 100 });
initiative: init, maxHp: 100, currentHp: 100, ...extra });
}
function enc(ps, extra = {}) {
return { name:'t', participants:ps, isStarted:false, isPaused:false,
@@ -105,11 +105,11 @@ describe('Logging contract: mutating ops', () => {
});
test('deathSave logs', async () => {
const e = enc([p('a', 10), p('b', 7), p('c', 3)]);
const e = enc([p('a', 10), p('b', 7, { type: 'character' }), p('c', 3)]);
const started = await startEncounter(e, ctx); // 1 log
const dying = await applyHpChange(started, 'b', 'damage', 100, ctx); // 2 logs
const r = await deathSave(dying, 'b', 'fail', 1, ctx); // 3 logs
expect(r.status).toBe('pending');
const r = await deathSave(dying, 'b', 'fail', ctx); // 3 logs
expect(r.status).toBe('dying');
expect(storage.logs()).toHaveLength(3);
expectLastLogged(storage);
});
+24 -2
View File
@@ -23,15 +23,24 @@ function enc(ps) {
}
describe('reorderParticipants', () => {
test('drag before target (1-list model, pre-combat)', async () => {
test('drag upward inserts before target (1-list model, pre-combat)', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 10), p('b', 20), p('c', 20)]; // b,c tie
let e = enc(ps); // pre-combat, no pointer
const newEnc = await reorderParticipants(e, 'c', 'b', ctx);
// drag c before b: remove c → [a,b], insert before b → [a,c,b]
// drag c upward onto b: insert before b → [a,c,b]
expect(newEnc.participants.map(p => p.id)).toEqual(['a', 'c', 'b']);
});
test('drag downward inserts after target (1-list model, pre-combat)', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 20), p('b', 20), p('c', 10)]; // a,b tie
let e = enc(ps); // pre-combat, no pointer
const newEnc = await reorderParticipants(e, 'a', 'b', ctx);
// drag a downward onto b: insert after b → [b,a,c]
expect(newEnc.participants.map(p => p.id)).toEqual(['b', 'a', 'c']);
});
test('cross-init drag blocked (no-op)', async () => {
const { storage, ctx } = mockCtx();
const ps = [p('a', 10), p('b', 20)];
@@ -51,6 +60,19 @@ describe('reorderParticipants', () => {
await expect(reorderParticipants(e, 'a', 'zzz', ctx)).rejects.toThrow();
});
test('paused combat allows reorder across current-turn pointer', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 20), p('b', 20), p('c', 20), p('d', 20)];
let e = await startEncounter(enc(ps), ctx); // current=a
e = { ...e, isPaused: true };
const newEnc = await reorderParticipants(e, 'd', 'a', ctx);
expect(newEnc).not.toBe(e);
expect(newEnc.participants.map(p => p.id)).toEqual(['d', 'a', 'b', 'c']);
expect(newEnc.turnOrderIds).toEqual(['d', 'a', 'b', 'c']);
});
test('syncs turnOrderIds = participants order (1-list, fixes BUG-6)', async () => {
const { ctx } = mockCtx();
const ps = [p('a', 10), p('b', 20), p('c', 20)];
+1 -1
View File
@@ -33,7 +33,7 @@ function setup(ctx) {
buildMonsterParticipant({ name: 'Goblin2', maxHp: 100, initMod: 2 }).participant,
buildMonsterParticipant({ name: 'OrcBoss', maxHp: 500, initMod: 1 }).participant,
buildMonsterParticipant({ name: 'Wolf', maxHp: 120, initMod: 3 }).participant,
buildMonsterParticipant({ name: 'Merchant', maxHp: 150, initMod: 0, isNpc: true }).participant,
buildMonsterParticipant({ name: 'Merchant', maxHp: 150, initMod: 0, asNpc: true }).participant,
];
let e = {
name: 't', participants: ps, isStarted: false, isPaused: false,