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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@@ -33,7 +33,7 @@ function setup(ctx) {
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buildMonsterParticipant({ name: 'Goblin2', maxHp: 100, initMod: 2 }).participant,
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buildMonsterParticipant({ name: 'OrcBoss', maxHp: 500, initMod: 1 }).participant,
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buildMonsterParticipant({ name: 'Wolf', maxHp: 120, initMod: 3 }).participant,
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buildMonsterParticipant({ name: 'Merchant', maxHp: 150, initMod: 0, isNpc: true }).participant,
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buildMonsterParticipant({ name: 'Merchant', maxHp: 150, initMod: 0, asNpc: true }).participant,
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];
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let e = {
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name: 't', participants: ps, isStarted: false, isPaused: false,
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