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
View File
@@ -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 },
],
};
}