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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@@ -29,8 +29,9 @@ describe('Participant -> Firebase', () => {
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const p = call.data.participants[0];
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expect(p).toMatchObject({
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name: 'Goblin', type: 'monster', maxHp: 7, currentHp: 7,
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isNpc: false, isActive: true, deathSaves: 0, isDying: false, conditions: [],
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isActive: true, status: 'conscious', deathSaveSuccesses: 0, deathSaveFailures: 0, conditions: [],
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});
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expect(p).not.toHaveProperty('isNpc');
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expect(p).toHaveProperty('id');
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expect(p).toHaveProperty('initiative');
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});
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@@ -43,7 +44,7 @@ describe('Participant -> Firebase', () => {
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expect(p.initiative).toBeLessThanOrEqual(23);
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});
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test('addMonster as NPC: isNpc true', async () => {
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test('addMonster as NPC: type npc', async () => {
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await setupReady();
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const form = within(getParticipantForm());
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fireEvent.change(form.getByPlaceholderText('e.g., Dire Wolf'), { target: { value: 'Guard' } });
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@@ -53,7 +54,8 @@ describe('Participant -> Firebase', () => {
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const p = lastEncCall()?.data?.participants?.[0];
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return p && p.name === 'Guard';
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});
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expect(lastEncCall().data.participants[0].isNpc).toBe(true);
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expect(lastEncCall().data.participants[0].type).toBe('npc');
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expect(lastEncCall().data.participants[0]).not.toHaveProperty('isNpc');
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});
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test('deleteParticipant: updateDoc removes participant', async () => {
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@@ -83,7 +85,7 @@ describe('Participant -> Firebase', () => {
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expect(lastEncCall().data.participants[0].currentHp).toBe(7);
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});
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test('damage to 0 deactivates participant', async () => {
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test('damage to 0 marks non-NPC monster dead and inactive', async () => {
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await setupReady();
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await addMonsterViaUI('Doom', 5, 0);
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await startCombatViaUI();
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@@ -92,10 +94,11 @@ describe('Participant -> Firebase', () => {
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.currentHp === 0);
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const p = lastEncCall().data.participants[0];
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expect(p.currentHp).toBe(0);
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expect(p.status).toBe('dead');
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expect(p.isActive).toBe(false);
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});
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test('heal revives from 0 (reactivates, resets death saves)', async () => {
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test('normal heal does not revive dead non-NPC monster', async () => {
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await setupReady();
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await addMonsterViaUI('Revive', 5, 0);
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await startCombatViaUI();
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@@ -104,11 +107,10 @@ describe('Participant -> Firebase', () => {
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.currentHp === 0);
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fireEvent.change(screen.getByPlaceholderText('HP'), { target: { value: '3' } });
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fireEvent.click(screen.getByTitle(/Heal/i));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.currentHp === 3);
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.status === 'dead');
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const p = lastEncCall().data.participants[0];
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expect(p.currentHp).toBe(3);
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expect(p.isActive).toBe(true);
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expect(p.deathSaves).toBe(0);
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expect(p.currentHp).toBe(0);
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expect(p.status).toBe('dead');
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});
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test('toggleCondition: updateDoc adds condition to array', async () => {
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