feat(turn): D&D 5e death saves — success/fail tracking
Old model broken: single deathSaves counter, 3=revive. No fails tracked,
successes conflated with fails. DM couldn't model real death save outcomes.
New model (D&D 5e):
- deathSave(enc, id, type, n) — type='success'|'fail', n=1|2|3
- Participant fields: deathSaves (successes), deathFails, isStable, isDying
- 3 successes = stable (0hp unconscious, safe until healed)
- 3 failures = dead (isDying, caller animates removal)
- Toggling same pip = undo that pip
- Returns { patch, log, status } — status: 'stable'|'dead'|'pending'
isDying back-compat flag kept for App.js removal animation
App.js:
- UI split into green ✓ saves row + red ✕ fails row
- Status badges: Stabilized (emerald) / Dying (red pulse)
- handleDeathSaveChange(participantId, type, saveNumber) — new sig
- makeParticipant init: deathFails + isStable defaults
Data loss: old single-counter participants lose saves (feature didn't work,
no real state to preserve). User confirmed acceptable.
Tests:
- turn.deathsave.test.js: RED-then-GREEN, 3-success stable, 3-fail dead,
independent tracking, new signature
- Updated 6 callers across characterization/combat/dead-skip/logging/scenario
- Logs UI tests: new title selectors (Success N / Fail N)
243 tests green.
This commit is contained in:
@@ -38,9 +38,12 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
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format for new entries.
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- Related: BUG-7 (reorder no undo).
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### Death saves: need fails counter
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- Current: saves only (`deathSaves` counter, 3 saves = revive). No fails.
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- D&D 5e: 3 saves = stable, 3 fails = dead. Track both.
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### Death saves: D&D 5e model (FIXED)
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- FIXED — separate success/fail tracking. `deathSave(enc, id, type, n)`
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type='success'|'fail'. Fields: `deathSaves`, `deathFails`, `isStable`,
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`isDying`. 3 success=stable, 3 fail=dead. Returns `{patch, log, status}`.
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Old single-counter broken (successes missing, treated saves as fails).
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Old data lost (user OK — feature didn't work). UI: green ✓ row + red ✕ row.
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### Custom condition field
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- Conditions hardcoded list. No way for DM to add custom.
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@@ -247,22 +247,22 @@ describe('applyHpChange', () => {
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});
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describe('deathSave', () => {
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test('increments saves', () => {
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const ps = [p('a', 10, { currentHp: 0, deathSaves: 0 })];
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const { patch } = deathSave(enc(ps), 'a', 1);
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expect(patch.participants[0].deathSaves).toBe(1);
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test('increments fails', () => {
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const ps = [p('a', 10, { currentHp: 0, deathFails: 0 })];
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const { patch } = deathSave(enc(ps), 'a', 'fail', 1);
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expect(patch.participants[0].deathFails).toBe(1);
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});
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test('clicking same save decrements (toggle)', () => {
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const ps = [p('a', 10, { currentHp: 0, deathSaves: 2 })];
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const { patch } = deathSave(enc(ps), 'a', 2);
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expect(patch.participants[0].deathSaves).toBe(1);
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test('clicking same fail decrements (toggle)', () => {
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const ps = [p('a', 10, { currentHp: 0, deathFails: 2 })];
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const { patch } = deathSave(enc(ps), 'a', 'fail', 2);
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expect(patch.participants[0].deathFails).toBe(1);
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});
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test('third save sets isDying', () => {
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const ps = [p('a', 10, { currentHp: 0, deathSaves: 2 })];
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const result = deathSave(enc(ps), 'a', 3);
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expect(result.patch.participants[0].deathSaves).toBe(3);
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test('third fail sets isDying', () => {
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const ps = [p('a', 10, { currentHp: 0, deathFails: 2 })];
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const result = deathSave(enc(ps), 'a', 'fail', 3);
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expect(result.patch.participants[0].deathFails).toBe(3);
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expect(result.patch.participants[0].isDying).toBe(true);
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expect(result.isDying).toBe(true);
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});
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@@ -162,7 +162,7 @@ describe('combat integrity (100 rounds, full op coverage)', () => {
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}
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// 5. deathSave
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if (actor && actor.currentHp <= 0 && !actor.isNpc) {
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try { e = apply(e, deathSave(e, actor.id, 1)); } catch (err) {}
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try { e = apply(e, deathSave(e, actor.id, 'fail', 1)); } catch (err) {}
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}
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// 6. removeParticipant
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if (totalTurns % 5 === 0) {
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@@ -56,10 +56,10 @@ describe('unified: death deactivates, dead skipped in rotation', () => {
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// kill b (current = a)
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e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
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// b is dead: DM can still fire deathSave (manual action)
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const r = deathSave(e, 'b', 1);
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const r = deathSave(e, 'b', 'fail', 1);
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expect(r.patch).toBeTruthy();
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const b = r.patch.participants.find(x => x.id === 'b');
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expect(b.deathSaves).toBe(1);
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expect(b.deathFails).toBe(1);
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});
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// D1 unification: shared now matches App main — death flips isActive=false.
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@@ -0,0 +1,90 @@
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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: prove current can't model 3-success stability.
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'use strict';
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const shared = require('@ttrpg/shared');
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const { makeParticipant, startEncounter, applyHpChange, deathSave } = shared;
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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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}
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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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}
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const apply = (e, r) => r && r.patch ? { ...e, ...r.patch } : e;
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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)', () => {
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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 = apply(e, startEncounter(e));
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e = apply(e, applyHpChange(e, 'a', 'damage', 100)); // 0hp
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expect(e.participants[0].currentHp).toBe(0);
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// Roll 3 successful saves. Should mark stable.
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e = apply(e, deathSave(e, 'a', 'success', 1));
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e = apply(e, deathSave(e, 'a', 'success', 2));
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const r3 = deathSave(e, 'a', 'success', 3);
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e = apply(e, r3);
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// RED: current deathSave signature = (enc, id, saveNumber). No type arg.
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// Will throw or misbehave. Want: status field.
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expect(r3.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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});
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test('3 failures makes character dead (isDying for removal)', () => {
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let e = enc([p('a')]);
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e = apply(e, startEncounter(e));
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e = apply(e, applyHpChange(e, 'a', 'damage', 100));
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const r1 = deathSave(e, 'a', 'fail', 1);
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e = apply(e, r1);
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const r2 = deathSave(e, 'a', 'fail', 2);
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e = apply(e, r2);
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const r3 = deathSave(e, 'a', 'fail', 3);
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e = apply(e, r3);
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expect(r3.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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});
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test('successes and fails tracked independently', () => {
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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 = apply(e, startEncounter(e));
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e = apply(e, applyHpChange(e, 'a', 'damage', 100));
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e = apply(e, deathSave(e, 'a', 'success', 1));
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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 = apply(e, deathSave(e, 'a', 'fail', 1));
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e = apply(e, deathSave(e, 'a', 'fail', 2));
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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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e = apply(e, deathSave(e, 'a', 'success', 2));
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const r = deathSave(e, 'a', 'success', 3);
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expect(r.status).toBe('stable');
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expect(e.participants[0].deathFails).toBe(2); // fails unchanged
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});
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test('deathSave signature: (enc, id, type, n)', () => {
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// type = 'success' | 'fail'. n = 1|2|3.
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expect(deathSave.length).toBe(4);
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});
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});
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@@ -93,7 +93,7 @@ describe('Logging contract: mutating ops', () => {
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test('deathSave logs', () => {
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const started = apply(e, startEncounter(e));
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const dying = apply(started, applyHpChange(started, 'b', 'damage', 100));
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const r = deathSave(dying, 'b', 1);
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const r = deathSave(dying, 'b', 'fail', 1);
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expectLogged(r);
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});
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+49
-25
@@ -129,7 +129,9 @@ function makeParticipant(opts) {
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isNpc: opts.isNpc || false,
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conditions: opts.conditions || [],
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isActive: opts.isActive !== undefined ? opts.isActive : true,
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deathSaves: opts.deathSaves || 0,
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deathSaves: opts.deathSaves || 0, // successes (0-3)
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deathFails: opts.deathFails || 0, // failures (0-3)
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isStable: opts.isStable || false,
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isDying: opts.isDying || false,
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};
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}
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@@ -492,41 +494,63 @@ function applyHpChange(encounter, participantId, changeType, amount) {
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};
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}
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// DEATH_SAVE — verbatim from ParticipantManager.handleDeathSaveChange
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// saveNumber: 1 | 2 | 3. Returns isDying flag if 3rd save hit (client triggers removal animation).
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function deathSave(encounter, participantId, saveNumber) {
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// DEATH_SAVE — D&D 5e model. Separate success/fail tracking.
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// type: 'success' | 'fail'
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// n: 1 | 2 | 3 (which pip clicked)
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// 3 successes = stable (0hp unconscious, safe). 3 fails = dead (isDying,
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// caller animates removal). Toggling same pip = undo that pip.
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// Returns { patch, log, status } where status: 'stable'|'dead'|'pending'.
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function deathSave(encounter, participantId, type, n) {
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const participant = (encounter.participants || []).find(p => p.id === participantId);
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if (!participant) throw new Error('Participant not found.');
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const currentSaves = participant.deathSaves || 0;
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const newSaves = currentSaves === saveNumber ? saveNumber - 1 : saveNumber;
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if (type !== 'success' && type !== 'fail') {
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throw new Error(`deathSave type must be 'success' or 'fail', got "${type}".`);
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}
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const name = participant.name;
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const undo = { participants: encounter.participants || [] };
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if (newSaves === 3) {
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// Mark dying — caller waits for animation, then calls removeParticipant.
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const updatedParticipants = (encounter.participants || []).map(p =>
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p.id === participantId ? { ...p, deathSaves: newSaves, isDying: true } : p
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);
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return {
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patch: { participants: updatedParticipants },
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log: {
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message: `${name} failed 3 death saves — dying`,
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undo,
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},
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isDying: true,
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};
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// Toggle: clicking current-value pip decrements (undo that pip).
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const current = type === 'success'
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? (participant.deathSaves || 0)
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: (participant.deathFails || 0);
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const next = current === n ? n - 1 : n;
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const field = type === 'success' ? 'deathSaves' : 'deathFails';
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const updates = { [field]: next };
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// Clear terminal flags on any change (re-eval below).
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let status = 'pending';
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const newSuccesses = type === 'success' ? next : (participant.deathSaves || 0);
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const newFails = type === 'fail' ? next : (participant.deathFails || 0);
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if (newSuccesses >= 3) {
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updates.isStable = true;
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updates.isDying = false;
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status = 'stable';
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} else if (newFails >= 3) {
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updates.isStable = false;
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updates.isDying = true;
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status = 'dead';
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} else {
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updates.isStable = false;
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updates.isDying = false;
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}
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const updatedParticipants = (encounter.participants || []).map(p =>
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p.id === participantId ? { ...p, deathSaves: newSaves } : p
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p.id === participantId ? { ...p, ...updates } : p
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);
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const message = status === 'stable'
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? `${name} stabilized (3 death saves)`
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: status === 'dead'
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? `${name} failed 3 death saves — dead`
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: `${name} death ${type}: ${next}/3`;
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return {
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patch: { participants: updatedParticipants },
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log: {
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message: `${name} death save: ${newSaves}/3`,
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undo,
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},
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isDying: false,
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log: { message, undo },
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status,
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isDying: status === 'dead', // back-compat for App.js handler
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};
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}
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+40
-15
@@ -873,6 +873,8 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters }) {
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conditions: [],
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isActive: true,
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deathSaves: 0,
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deathFails: 0,
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isStable: false,
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isDying: false,
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};
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@@ -930,6 +932,8 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters }) {
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isActive: true,
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isNpc: false,
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deathSaves: 0,
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deathFails: 0,
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isStable: false,
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isDying: false,
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};
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});
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@@ -1053,10 +1057,10 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters }) {
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}
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};
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const handleDeathSaveChange = async (participantId, saveNumber) => {
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const handleDeathSaveChange = async (participantId, type, saveNumber) => {
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if (!db) return;
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try {
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const { patch, isDying } = combatDeathSave(encounter, participantId, saveNumber);
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const { patch, isDying } = combatDeathSave(encounter, participantId, type, saveNumber);
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await storage.updateDoc(encounterPath, patch);
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if (isDying) {
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setTimeout(async () => {
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@@ -1370,20 +1374,41 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters }) {
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<span>HP: {p.currentHp}/{p.maxHp}</span>
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</div>
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{/* Death Saves - only player characters make death saving throws */}
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{/* Death saves - D&D 5e: successes + fails separate */}
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{isDead && encounter.isStarted && p.type === 'character' && (
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<div className="mt-2 flex items-center space-x-2">
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<span className="text-xs text-red-300 font-medium">Death Saves:</span>
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{[1, 2, 3].map(saveNum => (
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<button
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key={saveNum}
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onClick={() => handleDeathSaveChange(p.id, saveNum)}
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className={`w-6 h-6 rounded border-2 transition-all ${(p.deathSaves || 0) >= saveNum ? 'bg-red-600 border-red-500' : 'bg-stone-800 border-stone-600 hover:border-red-400'} ${saveNum === 3 && (p.deathSaves || 0) === 3 ? 'animate-pulse' : ''}`}
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title={`Death save ${saveNum}`}
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>
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{(p.deathSaves || 0) >= saveNum && <span className="text-white text-sm">✕</span>}
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</button>
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))}
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<div className="mt-2 flex flex-col space-y-1">
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{p.isStable && (
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<div className="text-xs text-emerald-300 font-medium">Stabilized</div>
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)}
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{p.isDying && !p.isStable && (
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<div className="text-xs text-red-400 font-medium animate-pulse">Dying</div>
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)}
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<div className="flex items-center space-x-2">
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<span className="text-xs text-emerald-300 font-medium w-10">Saves:</span>
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{[1, 2, 3].map(saveNum => (
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<button
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key={saveNum}
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onClick={() => handleDeathSaveChange(p.id, 'success', saveNum)}
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className={`w-6 h-6 rounded border-2 transition-all ${(p.deathSaves || 0) >= saveNum ? 'bg-emerald-600 border-emerald-500' : 'bg-stone-800 border-stone-600 hover:border-emerald-400'}`}
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title={`Success ${saveNum}`}
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>
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{(p.deathSaves || 0) >= saveNum && <span className="text-white text-sm">✓</span>}
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</button>
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))}
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</div>
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<div className="flex items-center space-x-2">
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<span className="text-xs text-red-300 font-medium w-10">Fails:</span>
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{[1, 2, 3].map(failNum => (
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<button
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key={failNum}
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onClick={() => handleDeathSaveChange(p.id, 'fail', failNum)}
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className={`w-6 h-6 rounded border-2 transition-all ${(p.deathFails || 0) >= failNum ? 'bg-red-600 border-red-500' : 'bg-stone-800 border-stone-600 hover:border-red-400'} ${failNum === 3 && (p.deathFails || 0) >= 3 ? 'animate-pulse' : ''}`}
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title={`Fail ${failNum}`}
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>
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{(p.deathFails || 0) >= failNum && <span className="text-white text-sm">✕</span>}
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</button>
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))}
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</div>
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</div>
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)}
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@@ -160,10 +160,10 @@ function removeParticipantByName(name) {
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if (!p) throw new Error(`no remove target: ${name}`);
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applyEnc(removeParticipant(enc, p.id).patch);
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}
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function deathSaveAction(name, saveNum) {
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function deathSaveAction(name, type, saveNum) {
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const p = any(name);
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if (!p) throw new Error(`no deathsave target: ${name}`);
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applyEnc(combatDeathSave(enc, p.id, saveNum).patch);
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applyEnc(combatDeathSave(enc, p.id, type, saveNum).patch);
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}
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function dragTie(draggedName, targetName) {
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const d = any(draggedName), t = any(targetName);
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@@ -254,16 +254,16 @@ test('full 100-round combat scenario (shared, no React)', async () => {
|
||||
// death scenarios: drop a PC to 0, death saves, revive
|
||||
if (r === 25 && turnInRound === 0) {
|
||||
await recordAsync(`r${r} drop Rogue`, () => applyDamage('Rogue', 99));
|
||||
record(`r${r} deathSave1 Rogue`, () => deathSaveAction('Rogue', 1));
|
||||
record(`r${r} deathSave1 Rogue`, () => deathSaveAction('Rogue', 'fail', 1));
|
||||
record(`r${r} revive Rogue`, () => applyHeal('Rogue', 22));
|
||||
}
|
||||
// round 50: full 3-success death-save path (isDying) on Cleric, then remove
|
||||
if (r === 50 && turnInRound === 0) {
|
||||
await recordAsync(`r${r} drop Cleric`, () => applyDamage('Cleric', 99));
|
||||
await recordAsync(`r${r} deathSave Cleric x3 (isDying)`, async () => {
|
||||
deathSaveAction('Cleric', 1);
|
||||
deathSaveAction('Cleric', 2);
|
||||
deathSaveAction('Cleric', 3); // → isDying true
|
||||
deathSaveAction('Cleric', 'fail', 1);
|
||||
deathSaveAction('Cleric', 'fail', 2);
|
||||
deathSaveAction('Cleric', 'fail', 3); // → dead
|
||||
});
|
||||
const cl = any('Cleric');
|
||||
if (cl && cl.isDying) record(`r${r} remove dying Cleric`, () => removeParticipantByName('Cleric'));
|
||||
|
||||
@@ -125,7 +125,7 @@ describe('DeathSave -> Firebase', () => {
|
||||
await waitFor(() => lastEncCall()?.data?.participants?.[0]?.currentHp === 0);
|
||||
|
||||
// death save buttons appear
|
||||
const save1 = screen.getByTitle('Death save 1');
|
||||
const save1 = screen.getByTitle('Success 1');
|
||||
fireEvent.click(save1);
|
||||
await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaves === 1);
|
||||
expect(lastEncCall().data.participants[0].deathSaves).toBe(1);
|
||||
@@ -159,13 +159,13 @@ describe('DeathSave -> Firebase', () => {
|
||||
fireEvent.click(screen.getByTitle('Damage'));
|
||||
await waitFor(() => lastEncCall()?.data?.participants?.[0]?.currentHp === 0);
|
||||
|
||||
fireEvent.click(screen.getByTitle('Death save 1'));
|
||||
await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaves === 1);
|
||||
fireEvent.click(screen.getByTitle('Death save 2'));
|
||||
await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaves === 2);
|
||||
fireEvent.click(screen.getByTitle('Death save 3'));
|
||||
fireEvent.click(screen.getByTitle('Fail 1'));
|
||||
await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathFails === 1);
|
||||
fireEvent.click(screen.getByTitle('Fail 2'));
|
||||
await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathFails === 2);
|
||||
fireEvent.click(screen.getByTitle('Fail 3'));
|
||||
await waitFor(() => lastEncCall()?.data?.participants?.[0]?.isDying === true);
|
||||
expect(lastEncCall().data.participants[0].isDying).toBe(true);
|
||||
expect(lastEncCall().data.participants[0].deathSaves).toBe(3);
|
||||
expect(lastEncCall().data.participants[0].deathFails).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user