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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@@ -1,28 +1,17 @@
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// Unified behavior (App main): death flips isActive=false, dead participant
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// removed from active rotation, skipped by nextTurn. deathSave is a manual
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// DM action (button), not tied to rotation. turnOrderIds unchanged on death
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// (only isActive flag flips). Revive (heal from 0) reactivates.
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//
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// Previous "M4: dead stays in rotation" concept reversed by unification.
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//
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// New API: mutating funcs are async, take ctx last, write encounter + log
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// internally, return newEnc. Chained calls become `e = await fn(e, ctx)`.
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'use strict';
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const shared = require('@ttrpg/shared');
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const { makeParticipant, startEncounter, nextTurn, applyHpChange, deathSave } = shared;
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const { mockCtx } = require('./_helpers');
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function p(id, init, extra = {}) {
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return makeParticipant({
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id, name: id, type: 'monster',
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initiative: init, maxHp: 100, currentHp: 100,
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...extra,
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});
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}
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function pc(id, init, extra = {}) {
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return makeParticipant({
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id, name: id, type: 'character',
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initiative: init, maxHp: 100, currentHp: 100,
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id,
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name: id,
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type: 'character',
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initiative: init,
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maxHp: 100,
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currentHp: 100,
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...extra,
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});
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}
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@@ -30,69 +19,67 @@ function enc(ps) {
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return { name:'t', participants:ps, isStarted:false, isPaused:false,
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round:0, currentTurnParticipantId:null, turnOrderIds:[] };
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}
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const byId = (e, id) => e.participants.find(p => p.id === id);
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describe('unified: death deactivates, dead skipped in rotation', () => {
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test('dead PC not removed from turnOrderIds (stays in list, inactive)', async () => {
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describe('death state: participant remains in initiative and encounter', () => {
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test('dropping to 0 keeps PC active, in participants, and in turnOrderIds', async () => {
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const { ctx } = mockCtx();
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const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
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let e = enc(ps);
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let e = enc([pc('a', 20), pc('b', 15), pc('c', 10)]);
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e = await startEncounter(e, ctx);
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const orderBefore = e.turnOrderIds.slice();
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// kill b
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e = await applyHpChange(e, 'b', 'damage', 100, ctx);
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expect(byId(e, 'b').status).toBe('dying');
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expect(byId(e, 'b').isActive).not.toBe(false);
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expect(e.participants.map(p => p.id)).toContain('b');
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expect(e.turnOrderIds).toEqual(orderBefore);
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});
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test('dead PC skipped by nextTurn (isActive=false)', async () => {
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test('dead PC remains in participants and turnOrderIds after three failures', async () => {
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const { ctx } = mockCtx();
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const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
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let e = enc(ps);
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let e = enc([pc('a', 20), pc('b', 15), pc('c', 10)]);
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e = await startEncounter(e, ctx);
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// kill b
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const orderBefore = e.turnOrderIds.slice();
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e = await applyHpChange(e, 'b', 'damage', 100, ctx);
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// advance: a→c (b skipped, inactive)
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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expect(byId(e, 'b').status).toBe('dead');
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expect(byId(e, 'b').isActive).not.toBe(false);
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expect(e.participants.map(p => p.id)).toContain('b');
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expect(e.turnOrderIds).toEqual(orderBefore);
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});
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test('nextTurn may still land on dead PC because DM/tool events may matter', async () => {
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const { ctx } = mockCtx();
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let e = enc([pc('a', 20), pc('b', 15), pc('c', 10)]);
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e = await startEncounter(e, ctx);
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e = await applyHpChange(e, 'b', 'damage', 100, ctx);
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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e = await nextTurn(e, ctx);
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expect(e.currentTurnParticipantId).toBe('c');
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expect(e.currentTurnParticipantId).toBe('b');
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expect(byId(e, 'b').status).toBe('dead');
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});
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test('dead PC deathSave fires on manual call (not via rotation)', async () => {
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test('deathSave rejected/no-op once dead', async () => {
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const { ctx } = mockCtx();
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const ps = [pc('a', 20), pc('b', 15)];
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let e = enc(ps);
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let e = enc([pc('a', 20), pc('b', 15)]);
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e = await startEncounter(e, ctx);
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// kill b (current = a)
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e = await applyHpChange(e, 'b', 'damage', 100, ctx);
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// b is dead: DM can still fire deathSave (manual action)
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const { enc: newEnc } = await deathSave(e, 'b', 'fail', 1, ctx);
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const b = newEnc.participants.find(x => x.id === 'b');
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expect(b.deathFails).toBe(1);
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});
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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e = (await deathSave(e, 'b', 'fail', ctx)).enc;
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const before = byId(e, 'b');
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// D1 unification: shared now matches App main — death flips isActive=false.
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// Dead participant removed from active rotation (skipped by nextTurn).
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test('dead PC auto-set isActive=false by applyHpChange', async () => {
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const { ctx } = mockCtx();
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const ps = [pc('a', 20), pc('b', 15)];
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let e = enc(ps);
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e = await startEncounter(e, ctx);
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e = await applyHpChange(e, 'b', 'damage', 100, ctx);
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const b = e.participants.find(x => x.id === 'b');
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expect(b.isActive).toBe(false);
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});
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try { e = (await deathSave(e, 'b', 'fail', ctx)).enc; } catch (err) {}
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test('revive (heal from 0) reactivates participant', async () => {
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const { ctx } = mockCtx();
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const ps = [pc('a', 20), pc('b', 15)];
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let e = enc(ps);
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e = await startEncounter(e, ctx);
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e = await applyHpChange(e, 'b', 'damage', 100, ctx);
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const dead = e.participants.find(x => x.id === 'b');
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expect(dead.isActive).toBe(false);
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// heal b back up
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e = await applyHpChange(e, 'b', 'heal', 50, ctx);
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const revived = e.participants.find(x => x.id === 'b');
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expect(revived.isActive).toBe(true);
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expect(revived.currentHp).toBe(50);
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expect(revived.deathSaves).toBe(0);
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expect(byId(e, 'b')).toMatchObject(before);
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});
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});
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