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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@@ -245,27 +245,26 @@ describe('applyHpChange', () => {
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expect(newEnc.participants[0].currentHp).toBe(10);
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});
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test('damage to 0 deactivates + keeps turn order (unified)', async () => {
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// Unified: death flips isActive=false (removed from active rotation).
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// turnOrderIds unchanged (no turn-order patch on death).
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test('damage to 0 marks dying, keeps active, keeps turn order', async () => {
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const { storage, ctx } = mockCtx();
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const ps = [p('a', 10, { currentHp: 3 }), p('b', 5)];
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const ps = [p('a', 10, { type: 'character', currentHp: 3 }), p('b', 5)];
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const e = enc(ps, { isStarted: true, turnOrderIds: ['a', 'b'], currentTurnParticipantId: 'a' });
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const newEnc = await applyHpChange(e, 'a', 'damage', 5, ctx);
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expect(newEnc.participants[0].currentHp).toBe(0);
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expect(newEnc.participants[0].isActive).toBe(false);
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expect(newEnc.participants[0].status).toBe('dying');
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expect(newEnc.participants[0].isActive).not.toBe(false);
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expect(lastPatch(storage).turnOrderIds).toBeUndefined();
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expect(lastPatch(storage).currentTurnParticipantId).toBeUndefined();
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});
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test('heal above 0 reactivates + resets death saves (unified)', async () => {
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// Unified: revive from 0 flips isActive=true, deathSaves reset.
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test('heal from dying makes conscious and resets death-save counters', async () => {
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const { ctx } = mockCtx();
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const ps = [p('a', 10, { currentHp: 0, isActive: false, deathSaves: 2 })];
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const ps = [p('a', 10, { currentHp: 0, status: 'dying', deathSaveSuccesses: 2, deathSaveFailures: 1 })];
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const newEnc = await applyHpChange(enc(ps), 'a', 'heal', 5, ctx);
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expect(newEnc.participants[0].currentHp).toBe(5);
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expect(newEnc.participants[0].isActive).toBe(true);
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expect(newEnc.participants[0].deathSaves).toBe(0);
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expect(newEnc.participants[0].status).toBe('conscious');
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expect(newEnc.participants[0].deathSaveSuccesses).toBe(0);
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expect(newEnc.participants[0].deathSaveFailures).toBe(0);
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});
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test('heal clamps to maxHp', async () => {
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@@ -285,27 +284,21 @@ describe('applyHpChange', () => {
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});
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describe('deathSave', () => {
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test('increments fails', async () => {
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test('fail increments failure counter while dying', async () => {
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const { ctx } = mockCtx();
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const ps = [p('a', 10, { currentHp: 0, deathFails: 0 })];
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const { enc: newEnc } = await deathSave(enc(ps), 'a', 'fail', 1, ctx);
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expect(newEnc.participants[0].deathFails).toBe(1);
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const ps = [p('a', 10, { currentHp: 0, status: 'dying', deathSaveFailures: 0, deathSaveSuccesses: 0 })];
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const { enc: newEnc, status } = await deathSave(enc(ps), 'a', 'fail', ctx);
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expect(status).toBe('dying');
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expect(newEnc.participants[0].deathSaveFailures).toBe(1);
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});
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test('clicking same fail decrements (toggle)', async () => {
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test('third fail makes dead and resets counters', async () => {
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const { ctx } = mockCtx();
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const ps = [p('a', 10, { currentHp: 0, deathFails: 2 })];
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const { enc: newEnc } = await deathSave(enc(ps), 'a', 'fail', 2, ctx);
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expect(newEnc.participants[0].deathFails).toBe(1);
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});
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test('third fail sets isDying', async () => {
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const { ctx } = mockCtx();
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const ps = [p('a', 10, { currentHp: 0, deathFails: 2 })];
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const { enc: newEnc, isDying } = await deathSave(enc(ps), 'a', 'fail', 3, ctx);
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expect(newEnc.participants[0].deathFails).toBe(3);
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expect(newEnc.participants[0].isDying).toBe(true);
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expect(isDying).toBe(true);
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const ps = [p('a', 10, { currentHp: 0, status: 'dying', deathSaveFailures: 2, deathSaveSuccesses: 0 })];
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const { enc: newEnc, status } = await deathSave(enc(ps), 'a', 'fail', ctx);
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expect(status).toBe('dead');
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expect(newEnc.participants[0].status).toBe('dead');
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expect(newEnc.participants[0].deathSaveFailures).toBe(0);
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});
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});
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@@ -326,12 +319,12 @@ describe('toggleCondition', () => {
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});
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describe('reorderParticipants', () => {
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test('drag before target (same-init tie)', async () => {
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test('drag downward onto target moves after target (same-init tie)', async () => {
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const { ctx } = mockCtx();
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const ps = [p('a', 10), p('b', 10), p('c', 10)];
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const newEnc = await reorderParticipants(enc(ps), 'a', 'c', ctx);
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// drag a before c: remove a → [b,c], insert before c → [b,a,c]
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expect(newEnc.participants.map(x => x.id)).toEqual(['b', 'a', 'c']);
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// drag a downward onto c: remove a → [b,c], insert after c → [b,c,a]
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expect(newEnc.participants.map(x => x.id)).toEqual(['b', 'c', 'a']);
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});
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test('cross-init drag blocked (no-op)', async () => {
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