M3: add combat replay script + TODO for M4 skip/dead fixes

scripts/replay-combat.js: drives full combat via live backend REST, computes
turns through shared/turn.js. Player display (subscribed via WS) live-updates.
Usage: node scripts/replay-combat.js [rounds] [delayMs]

TODO.md: tracks M4 work.
  - Dead participants must NOT be skipped (still occupy initiative slot,
    death saves resolve on their turn). Saw in game Saturday.
  - JUMP_TURN_TO manual turn override.
This commit is contained in:
david raistrick
2026-06-29 14:36:02 -04:00
parent 1d4c561c09
commit 6630fd9158
2 changed files with 206 additions and 0 deletions
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# TODO
## M4 — Initiative skip bug + dead-participant handling
### Dead participants must NOT be skipped in turn order
- Current: dead (HP=0) → `isActive=false` → removed from turn order → skipped
- WRONG. Dead participants still occupy initiative slot.
- PCs (unconscious): death saves still resolve on their turn
- Monsters/NPCs: may still have reaction/reaction-like considerations
- Saw this problem in game Saturday.
- Fix: keep dead participants in turnOrderIds; their turn still comes up.
Damage/death-save UI already gated on HP=0 so row buttons stay usable.
- Affects: `shared/turn.js` `nextTurn` (filters `isActive`), `applyHpChange`
(sets isActive=false on death), `computeTurnOrderAfterRemoval`.
- Characterization tests (`Combat.characterization.test.js`) lock CURRENT
(buggy) behavior — those tests must be UPDATED to desired behavior, not
preserved. Red desired-test first, then fix.
### JUMP_TURN_TO(participantId) manual turn override
- DM clicks participant → cursor jumps → that participant's turn now.
- Future NEXT_TURN continues from jumped position.
- UI button: "Make This Turn"
- Backend action: new endpoint or via generic doc patch.
## Pipeline
- [ ] Red test: dead participant still in turnOrderIds, turn still advances to them
- [ ] Fix `shared/turn.js`: don't drop dead from turn order
- [ ] Update characterization tests to desired (not preserved) behavior
- [ ] JUMP_TURN_TO red test
- [ ] JUMP_TURN_TO impl (shared + UI button)
- [ ] M5 docker-compose
- [ ] M6 undo rework (transactional events table)
- [ ] M7 Playwright E2E
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// scripts/replay-combat.js
// Drive a full combat through the LIVE backend (generic KV REST) so the player
// display window (subscribed via WS) live-updates as combat progresses.
// Uses shared/turn.js for all turn logic (same model as the UI).
//
// Run: node scripts/replay-combat.js [rounds] [delayMs]
// rounds default 100, delayMs default 800
'use strict';
const shared = require('../shared');
const {
buildCharacterParticipant, buildMonsterParticipant,
startEncounter, nextTurn, applyHpChange, toggleCondition,
endEncounter,
} = shared;
const BACKEND = process.env.BACKEND_URL || 'http://127.0.0.1:4001';
const APP_ID = process.env.REACT_APP_TRACKER_APP_ID || 'ttrpg-initiative-tracker-default';
const BASE = `artifacts/${APP_ID}/public/data`;
const ROUNDS = parseInt(process.argv[2], 10) || 100;
const DELAY = parseInt(process.argv[3], 10) || 800;
const sleep = (ms) => new Promise(r => setTimeout(r, ms));
async function api(method, path, query, body) {
let url = `${BACKEND}${path}`;
if (query) url += '?' + new URLSearchParams(query).toString();
const res = await fetch(url, {
method,
headers: body ? { 'Content-Type': 'application/json' } : undefined,
body: body ? JSON.stringify(body) : undefined,
});
if (!res.ok) {
const t = await res.text().catch(() => '');
throw new Error(`API ${method} ${path} ${res.status}: ${t}`);
}
const text = await res.text();
return text ? JSON.parse(text) : null;
}
const docGet = (p) => api('GET', '/api/doc', { path: p }).then(r => r && r.data);
const docSet = (p, data) => api('PUT', '/api/doc', null, { path: p, data });
const docPatch = (p, patch) => api('PATCH', '/api/doc', null, { path: p, patch });
async function main() {
console.log(`replay-combat: ${ROUNDS} rounds, ${DELAY}ms/step, backend=${BACKEND}`);
// campaign + encounter
const campaignId = crypto.randomUUID();
const encounterId = crypto.randomUUID();
const campaignPath = `${BASE}/campaigns/${campaignId}`;
const encounterPath = `${BASE}/campaigns/${campaignId}/encounters/${encounterId}`;
const activeDisplayPath = `${BASE}/activeDisplay/status`;
await docSet(campaignPath, {
name: 'Replay Campaign',
playerDisplayBackgroundUrl: '',
ownerId: 'replay',
createdAt: new Date().toISOString(),
players: [
{ id: 'c1', name: 'Fighter', defaultMaxHp: 30, defaultInitMod: 2 },
{ id: 'c2', name: 'Cleric', defaultMaxHp: 24, defaultInitMod: 1 },
{ id: 'c3', name: 'Rogue', defaultMaxHp: 22, defaultInitMod: 3 },
],
});
// build participants (roll initiative via shared)
const chars = [
{ id: 'c1', name: 'Fighter', defaultMaxHp: 30, defaultInitMod: 2 },
{ id: 'c2', name: 'Cleric', defaultMaxHp: 24, defaultInitMod: 1 },
{ id: 'c3', name: 'Rogue', defaultMaxHp: 22, defaultInitMod: 3 },
];
const monsterSpecs = [
{ name: 'Goblin1', maxHp: 8, initMod: 2 },
{ name: 'Goblin2', maxHp: 8, initMod: 2 },
{ name: 'OrcBoss', maxHp: 60, initMod: 1 },
{ name: 'Wolf', maxHp: 14, initMod: 3 },
{ name: 'Merchant', maxHp: 12, initMod: 0, isNpc: true },
];
const participants = [
...chars.map(c => buildCharacterParticipant(c).participant),
...monsterSpecs.map(m => buildMonsterParticipant(m).participant),
];
await docSet(encounterPath, {
name: 'Big Boss Replay',
campaignId,
createdAt: new Date().toISOString(),
participants,
round: 0,
currentTurnParticipantId: null,
isStarted: false,
isPaused: false,
turnOrderIds: [],
});
console.log(`created: campaign=${campaignId} encounter=${encounterId} participants=${participants.length}`);
// point active display so player view shows it
await docSet(activeDisplayPath, {
activeCampaignId: campaignId,
activeEncounterId: encounterId,
hidePlayerHp: false,
});
await sleep(1000); // let player view load
// start
let enc = await docGet(encounterPath);
const start = startEncounter(enc);
await docPatch(encounterPath, start.patch);
enc = { ...enc, ...start.patch };
console.log(`combat started: round ${enc.round}, first=${firstActiveName(enc)}`);
await sleep(DELAY);
// main loop
for (let r = 1; r <= ROUNDS; r++) {
enc = await docGet(encounterPath);
const t = nextTurn(enc);
await docPatch(encounterPath, t.patch);
enc = { ...enc, ...t.patch };
// damage front monster
if (r % 2 === 0) {
enc = await docGet(encounterPath);
const orc = enc.participants.find(p => p.name === 'OrcBoss' && p.currentHp > 0);
if (orc) {
const h = applyHpChange(enc, orc.id, 'damage', 5);
if (h.patch) { await docPatch(encounterPath, h.patch); enc = { ...enc, ...h.patch }; }
}
}
if (r % 3 === 0) {
enc = await docGet(encounterPath);
const cleric = enc.participants.find(p => p.name === 'Cleric' && p.currentHp > 0);
if (cleric) {
const h = applyHpChange(enc, cleric.id, 'heal', 3);
if (h.patch) { await docPatch(encounterPath, h.patch); enc = { ...enc, ...h.patch }; }
}
}
if (r % 5 === 0) {
enc = await docGet(encounterPath);
const fighter = enc.participants.find(p => p.name === 'Fighter' && p.currentHp > 0);
if (fighter) {
const c = toggleCondition(enc, fighter.id, 'stunned');
if (c.patch) { await docPatch(encounterPath, c.patch); enc = { ...enc, ...c.patch }; }
}
}
enc = await docGet(encounterPath);
console.log(`round ${r}: current=${firstActiveName(enc)} | round=${enc.round}`);
await sleep(DELAY);
if (!enc.isStarted) { console.log('combat auto-ended'); break; }
}
// end
enc = await docGet(encounterPath);
if (enc.isStarted) {
const end = endEncounter(enc);
if (end.patch) await docPatch(encounterPath, end.patch);
}
await docPatch(activeDisplayPath, { activeCampaignId: null, activeEncounterId: null });
console.log('replay done');
}
function firstActiveName(enc) {
if (!enc.currentTurnParticipantId) return '(none)';
const p = enc.participants.find(x => x.id === enc.currentTurnParticipantId);
return p ? p.name : '(missing)';
}
main().catch(err => { console.error('replay failed:', err); process.exit(1); });