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:
@@ -1,92 +1,334 @@
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// Death saves: broken model. Current = single counter, 3=dying. D&D 5e needs
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// separate success/fail tracking:
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// 3 successes = stable (0hp unconscious, safe until healed)
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// 3 failures = dead
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// Current tracks "saves" (really fails via red X UI), no successes at all.
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// "Stable" state doesn't exist.
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//
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// RED was: prove current can't model 3-success stability.
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//
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// New API: deathSave is async, takes ctx, returns { enc, status, isDying }.
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// applyHpChange + startEncounter are async, take ctx, return newEnc.
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'use strict';
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const { makeParticipant, startEncounter, applyHpChange, deathSave } = require('@ttrpg/shared');
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const {
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makeParticipant,
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startEncounter,
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applyHpChange,
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deathSave,
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stabilizeParticipant,
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reviveParticipant,
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} = require('@ttrpg/shared');
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const { mockCtx } = require('./_helpers');
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function p(id) {
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return makeParticipant({ id, name: id, type: 'character',
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initiative: 10, maxHp: 100, currentHp: 100 });
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function pc(id, extra = {}) {
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return makeParticipant({
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id,
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name: id,
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type: 'character',
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initiative: 10,
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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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function enc(ps, extra = {}) {
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return { name:'t', participants:ps, isStarted:false, isPaused:false,
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round:0, currentTurnParticipantId:null, turnOrderIds:[], ...extra };
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function monster(id, extra = {}) {
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return makeParticipant({
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id,
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name: id,
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type: 'monster',
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initiative: 10,
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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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describe('death saves: missing success/stable model', () => {
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test('3 successes makes character stable (not dead, not dying)', async () => {
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const { ctx } = mockCtx();
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// Character at 0hp. Roll 3 successful death saves.
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let e = enc([p('a')]);
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e = await startEncounter(e, ctx);
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e = await applyHpChange(e, 'a', 'damage', 100, ctx); // 0hp
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expect(e.participants[0].currentHp).toBe(0);
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function enc(participants, extra = {}) {
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return {
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id: 'e1',
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name: 'death-save-test',
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participants,
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isStarted: false,
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isPaused: false,
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round: 0,
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currentTurnParticipantId: null,
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turnOrderIds: [],
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...extra,
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};
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}
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// Roll 3 successful saves. Should mark stable.
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let res;
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res = await deathSave(e, 'a', 'success', 1, ctx); e = res.enc;
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res = await deathSave(e, 'a', 'success', 2, ctx); e = res.enc;
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res = await deathSave(e, 'a', 'success', 3, ctx); e = res.enc;
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async function startedAtZero() {
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const { ctx } = mockCtx();
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let e = enc([pc('a')]);
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e = await startEncounter(e, ctx);
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const originalTurnOrderIds = [...e.turnOrderIds];
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e = await applyHpChange(e, 'a', 'damage', 100, ctx);
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return { e, ctx, originalTurnOrderIds };
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}
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expect(res.status).toBe('stable');
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expect(e.participants[0].isDying).toBe(false);
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expect(e.participants[0].isStable).toBe(true);
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expect(e.participants[0].deathFails).toBe(0);
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const part = e => e.participants.find(p => p.id === 'a');
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describe('death saves: D&D 5e status state machine', () => {
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test('damage drops character to dying without removal or deactivation', async () => {
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const { e, originalTurnOrderIds } = await startedAtZero();
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const p = part(e);
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expect(p.currentHp).toBe(0);
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expect(p.status).toBe('dying');
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expect(p.deathSaveSuccesses).toBe(0);
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expect(p.deathSaveFailures).toBe(0);
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expect(p.isActive).not.toBe(false);
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expect(e.participants.map(x => x.id)).toContain('a');
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expect(e.turnOrderIds).toEqual(originalTurnOrderIds);
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});
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test('3 failures makes character dead (isDying for removal)', async () => {
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test('damage drops non-NPC monster to dead/inactive, not dying', async () => {
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const { ctx } = mockCtx();
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let e = enc([p('a')]);
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let e = enc([monster('a')]);
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e = await startEncounter(e, ctx);
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const orderBefore = [...e.turnOrderIds];
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e = await applyHpChange(e, 'a', 'damage', 100, ctx);
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let res;
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res = await deathSave(e, 'a', 'fail', 1, ctx); e = res.enc;
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res = await deathSave(e, 'a', 'fail', 2, ctx); e = res.enc;
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res = await deathSave(e, 'a', 'fail', 3, ctx); e = res.enc;
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expect(part(e).status).toBe('dead');
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expect(part(e).deathSaveSuccesses).toBe(0);
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expect(part(e).deathSaveFailures).toBe(0);
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expect(part(e).conditions).not.toContain('unconscious');
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expect(part(e).isActive).toBe(false);
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expect(e.turnOrderIds).toEqual(orderBefore);
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});
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test('dead non-NPC monster with stale active flag repairs to inactive', async () => {
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const { ctx } = mockCtx();
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let e = enc([monster('a', { currentHp: 0, status: 'dead', isActive: true })]);
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e = await startEncounter(e, ctx);
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e = await applyHpChange(e, 'a', 'damage', 1, ctx);
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expect(part(e).status).toBe('dead');
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expect(part(e).isActive).toBe(false);
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});
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test('damage drops NPC to dying', async () => {
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const { ctx } = mockCtx();
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let e = enc([monster('a', { type: 'npc' })]);
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e = await startEncounter(e, ctx);
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e = await applyHpChange(e, 'a', 'damage', 100, ctx);
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expect(part(e).type).toBe('npc');
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expect(part(e).status).toBe('dying');
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expect(part(e).conditions).toContain('unconscious');
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});
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test('three failures immediately makes dead, resets counters, keeps participant and turn order', async () => {
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let { e, ctx, originalTurnOrderIds } = await startedAtZero();
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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expect(part(e).status).toBe('dying');
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expect(part(e).deathSaveFailures).toBe(1);
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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expect(part(e).status).toBe('dying');
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expect(part(e).deathSaveFailures).toBe(2);
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const res = await deathSave(e, 'a', 'fail', ctx);
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e = res.enc;
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expect(res.status).toBe('dead');
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expect(e.participants[0].isDying).toBe(true);
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expect(e.participants[0].deathFails).toBe(3);
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expect(part(e).status).toBe('dead');
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expect(part(e).currentHp).toBe(0);
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expect(part(e).deathSaveSuccesses).toBe(0);
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expect(part(e).deathSaveFailures).toBe(0);
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expect(part(e).isActive).not.toBe(false);
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expect(e.participants.map(x => x.id)).toContain('a');
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expect(e.turnOrderIds).toEqual(originalTurnOrderIds);
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});
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test('successes and fails tracked independently', async () => {
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const { ctx } = mockCtx();
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// Mixed: 1 success, 2 fails, then 2 more successes = stable.
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let e = enc([p('a')]);
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e = await startEncounter(e, ctx);
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e = await applyHpChange(e, 'a', 'damage', 100, ctx);
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test('three successes immediately makes stable and resets counters', async () => {
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let { e, ctx } = await startedAtZero();
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let res;
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res = await deathSave(e, 'a', 'success', 1, ctx); e = res.enc;
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expect(e.participants[0].deathSaves).toBe(1);
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expect(e.participants[0].deathFails).toBe(0);
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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const res = await deathSave(e, 'a', 'success', ctx);
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e = res.enc;
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res = await deathSave(e, 'a', 'fail', 1, ctx); e = res.enc;
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res = await deathSave(e, 'a', 'fail', 2, ctx); e = res.enc;
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expect(e.participants[0].deathSaves).toBe(1);
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expect(e.participants[0].deathFails).toBe(2);
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// 2 more successes → total 3 successes → stable
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res = await deathSave(e, 'a', 'success', 2, ctx); e = res.enc;
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res = await deathSave(e, 'a', 'success', 3, ctx);
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expect(res.status).toBe('stable');
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expect(e.participants[0].deathFails).toBe(2); // fails unchanged
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expect(part(e).status).toBe('stable');
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expect(part(e).currentHp).toBe(0);
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expect(part(e).deathSaveSuccesses).toBe(0);
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expect(part(e).deathSaveFailures).toBe(0);
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});
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test('deathSave signature: (enc, id, type, n)', async () => {
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// type = 'success' | 'fail'. n = 1|2|3. ctx appended by async refactor.
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expect(deathSave.length).toBe(5);
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test('successes and failures are independent before terminal transition', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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expect(part(e).status).toBe('dying');
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expect(part(e).deathSaveFailures).toBe(2);
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expect(part(e).deathSaveSuccesses).toBe(2);
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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expect(part(e).status).toBe('stable');
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expect(part(e).deathSaveFailures).toBe(0);
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expect(part(e).deathSaveSuccesses).toBe(0);
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});
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test('nat1 adds two failures and can kill', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'nat1', ctx)).enc;
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expect(part(e).status).toBe('dying');
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expect(part(e).deathSaveFailures).toBe(2);
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e = (await deathSave(e, 'a', 'nat1', ctx)).enc;
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expect(part(e).status).toBe('dead');
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expect(part(e).deathSaveFailures).toBe(0);
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});
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test('nat1 at one failure immediately kills', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = (await deathSave(e, 'a', 'nat1', ctx)).enc;
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expect(part(e).status).toBe('dead');
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expect(part(e).deathSaveFailures).toBe(0);
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});
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test('nat20 restores to 1 HP conscious and resets counters', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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e = (await deathSave(e, 'a', 'nat20', ctx)).enc;
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expect(part(e).status).toBe('conscious');
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expect(part(e).currentHp).toBe(1);
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expect(part(e).deathSaveSuccesses).toBe(0);
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expect(part(e).deathSaveFailures).toBe(0);
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});
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test('damage while dying adds one failure', async () => {
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let { e, ctx } = await startedAtZero();
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e = await applyHpChange(e, 'a', 'damage', 1, ctx);
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expect(part(e).status).toBe('dying');
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expect(part(e).deathSaveFailures).toBe(1);
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});
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test('critical damage while dying adds two failures', async () => {
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let { e, ctx } = await startedAtZero();
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e = await applyHpChange(e, 'a', 'damage', 1, { isCriticalHit: true }, ctx);
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expect(part(e).status).toBe('dying');
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expect(part(e).deathSaveFailures).toBe(2);
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});
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test('damage while stable returns to dying and applies failure', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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expect(part(e).status).toBe('stable');
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e = await applyHpChange(e, 'a', 'damage', 1, ctx);
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expect(part(e).status).toBe('dying');
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expect(part(e).deathSaveSuccesses).toBe(0);
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expect(part(e).deathSaveFailures).toBe(1);
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});
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test('healing while dying or stable makes conscious and clears counters', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = await applyHpChange(e, 'a', 'heal', 10, ctx);
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expect(part(e).status).toBe('conscious');
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expect(part(e).currentHp).toBe(10);
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expect(part(e).deathSaveFailures).toBe(0);
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e = await applyHpChange(e, 'a', 'damage', 10, ctx);
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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e = (await deathSave(e, 'a', 'success', ctx)).enc;
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expect(part(e).status).toBe('stable');
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e = await applyHpChange(e, 'a', 'heal', 5, ctx);
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expect(part(e).status).toBe('conscious');
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expect(part(e).currentHp).toBe(5);
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expect(part(e).deathSaveSuccesses).toBe(0);
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expect(part(e).deathSaveFailures).toBe(0);
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});
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test('normal healing does not revive dead', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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expect(part(e).status).toBe('dead');
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try { e = await applyHpChange(e, 'a', 'heal', 10, ctx); } catch (err) {}
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expect(part(e).status).toBe('dead');
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expect(part(e).currentHp).toBe(0);
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});
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test('stabilize sets stable, hp zero, counters zero', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = await stabilizeParticipant(e, 'a', ctx);
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expect(part(e).status).toBe('stable');
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expect(part(e).currentHp).toBe(0);
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expect(part(e).deathSaveSuccesses).toBe(0);
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expect(part(e).deathSaveFailures).toBe(0);
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});
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test('negative heal acts as damage and can drop to dying', async () => {
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const { ctx } = mockCtx();
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let e = enc([pc('a', { currentHp: 1 })]);
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e = await startEncounter(e, ctx);
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e = await applyHpChange(e, 'a', 'heal', -1, ctx);
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expect(part(e).currentHp).toBe(0);
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expect(part(e).status).toBe('dying');
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});
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test('negative damage acts as healing', async () => {
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let { e, ctx } = await startedAtZero();
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e = await applyHpChange(e, 'a', 'damage', -5, ctx);
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expect(part(e).currentHp).toBe(5);
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expect(part(e).status).toBe('conscious');
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});
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test('revive moves dead participant to 0 HP stable/unconscious', async () => {
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let { e, ctx } = await startedAtZero();
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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e = (await deathSave(e, 'a', 'fail', ctx)).enc;
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expect(part(e).status).toBe('dead');
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e = await reviveParticipant(e, 'a', ctx);
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expect(part(e).currentHp).toBe(0);
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expect(part(e).status).toBe('stable');
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expect(part(e).deathSaveSuccesses).toBe(0);
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expect(part(e).deathSaveFailures).toBe(0);
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expect(part(e).conditions).toContain('unconscious');
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expect(part(e).isActive).toBe(true);
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});
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test('death save outside dying state is rejected or no-op', async () => {
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const { ctx } = mockCtx();
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let e = enc([pc('a')]);
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e = await startEncounter(e, ctx);
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try { e = (await deathSave(e, 'a', 'fail', ctx)).enc; } catch (err) {}
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expect(part(e).status).toBe('conscious');
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expect(part(e).deathSaveFailures).toBe(0);
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});
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});
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