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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@@ -75,8 +75,8 @@ function addCharacterViaUI(name, maxHp, initMod) {
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roster.push({ id: `char-${name}`, name, defaultMaxHp: maxHp, defaultInitMod: initMod });
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}
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async function addMonsterParticipant(name, maxHp, initMod, isNpc = false) {
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const { participant } = buildMonsterParticipant({ name, maxHp, initMod, isNpc });
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async function addMonsterParticipant(name, maxHp, initMod, asNpc = false) {
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const { participant } = buildMonsterParticipant({ name, maxHp, initMod, asNpc });
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enc = await addParticipant(enc, participant, ctx);
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}
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async function addCharacterParticipant(charName) {
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@@ -140,10 +140,10 @@ async function removeParticipantByName(name) {
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if (!p) throw new Error(`no remove target: ${name}`);
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enc = await removeParticipant(enc, p.id, ctx);
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}
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async function deathSaveAction(name, type, saveNum) {
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async function deathSaveAction(name, outcome) {
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const p = any(name);
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if (!p) throw new Error(`no deathsave target: ${name}`);
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const r = await combatDeathSave(enc, p.id, type, saveNum, ctx);
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const r = await combatDeathSave(enc, p.id, outcome, ctx);
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enc = r.enc;
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}
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async function dragTie(draggedName, targetName) {
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@@ -221,19 +221,22 @@ test('full 100-round combat scenario (shared, no React)', async () => {
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}
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if (r === 25 && turnInRound === 0) {
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await record(`r${r} drop Rogue`, () => applyDamage('Rogue', 99));
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await record(`r${r} deathSave1 Rogue`, () => deathSaveAction('Rogue', 'fail', 1));
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await record(`r${r} drop Rogue`, () => applyDamage('Rogue', any('Rogue').currentHp));
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await record(`r${r} deathSave1 Rogue`, () => deathSaveAction('Rogue', 'fail'));
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await record(`r${r} revive Rogue`, () => applyHeal('Rogue', 22));
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}
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if (r === 50 && turnInRound === 0) {
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await record(`r${r} drop Cleric`, () => applyDamage('Cleric', 99));
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await record(`r${r} deathSave Cleric x3 (isDying)`, async () => {
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await deathSaveAction('Cleric', 'fail', 1);
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await deathSaveAction('Cleric', 'fail', 2);
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await deathSaveAction('Cleric', 'fail', 3);
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await record(`r${r} drop Cleric`, () => applyDamage('Cleric', any('Cleric').currentHp));
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await record(`r${r} deathSave Cleric x3 (dead)`, async () => {
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await deathSaveAction('Cleric', 'fail');
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await deathSaveAction('Cleric', 'fail');
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await deathSaveAction('Cleric', 'fail');
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});
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const cl = any('Cleric');
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if (cl && cl.isDying) await record(`r${r} remove dying Cleric`, () => removeParticipantByName('Cleric'));
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if (cl) {
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expect(cl.status).toBe('dead');
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expect(enc.participants.map(p => p.name)).toContain('Cleric');
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}
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}
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if (r % 30 === 0 && turnInRound === 1) {
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