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:
david raistrick
2026-07-04 17:56:14 -04:00
parent f2797595f4
commit 9c90c1500c
10 changed files with 214 additions and 72 deletions
+12 -12
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@@ -247,22 +247,22 @@ describe('applyHpChange', () => {
});
describe('deathSave', () => {
test('increments saves', () => {
const ps = [p('a', 10, { currentHp: 0, deathSaves: 0 })];
const { patch } = deathSave(enc(ps), 'a', 1);
expect(patch.participants[0].deathSaves).toBe(1);
test('increments fails', () => {
const ps = [p('a', 10, { currentHp: 0, deathFails: 0 })];
const { patch } = deathSave(enc(ps), 'a', 'fail', 1);
expect(patch.participants[0].deathFails).toBe(1);
});
test('clicking same save decrements (toggle)', () => {
const ps = [p('a', 10, { currentHp: 0, deathSaves: 2 })];
const { patch } = deathSave(enc(ps), 'a', 2);
expect(patch.participants[0].deathSaves).toBe(1);
test('clicking same fail decrements (toggle)', () => {
const ps = [p('a', 10, { currentHp: 0, deathFails: 2 })];
const { patch } = deathSave(enc(ps), 'a', 'fail', 2);
expect(patch.participants[0].deathFails).toBe(1);
});
test('third save sets isDying', () => {
const ps = [p('a', 10, { currentHp: 0, deathSaves: 2 })];
const result = deathSave(enc(ps), 'a', 3);
expect(result.patch.participants[0].deathSaves).toBe(3);
test('third fail sets isDying', () => {
const ps = [p('a', 10, { currentHp: 0, deathFails: 2 })];
const result = deathSave(enc(ps), 'a', 'fail', 3);
expect(result.patch.participants[0].deathFails).toBe(3);
expect(result.patch.participants[0].isDying).toBe(true);
expect(result.isDying).toBe(true);
});
+1 -1
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@@ -162,7 +162,7 @@ describe('combat integrity (100 rounds, full op coverage)', () => {
}
// 5. deathSave
if (actor && actor.currentHp <= 0 && !actor.isNpc) {
try { e = apply(e, deathSave(e, actor.id, 1)); } catch (err) {}
try { e = apply(e, deathSave(e, actor.id, 'fail', 1)); } catch (err) {}
}
// 6. removeParticipant
if (totalTurns % 5 === 0) {
+2 -2
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@@ -56,10 +56,10 @@ describe('unified: death deactivates, dead skipped in rotation', () => {
// kill b (current = a)
e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
// b is dead: DM can still fire deathSave (manual action)
const r = deathSave(e, 'b', 1);
const r = deathSave(e, 'b', 'fail', 1);
expect(r.patch).toBeTruthy();
const b = r.patch.participants.find(x => x.id === 'b');
expect(b.deathSaves).toBe(1);
expect(b.deathFails).toBe(1);
});
// D1 unification: shared now matches App main — death flips isActive=false.
+90
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@@ -0,0 +1,90 @@
// Death saves: broken model. Current = single counter, 3=dying. D&D 5e needs
// separate success/fail tracking:
// 3 successes = stable (0hp unconscious, safe until healed)
// 3 failures = dead
// Current tracks "saves" (really fails via red X UI), no successes at all.
// "Stable" state doesn't exist.
//
// RED: prove current can't model 3-success stability.
'use strict';
const shared = require('@ttrpg/shared');
const { makeParticipant, startEncounter, applyHpChange, deathSave } = shared;
function p(id) {
return makeParticipant({ id, name: id, type: 'character',
initiative: 10, maxHp: 100, currentHp: 100 });
}
function enc(ps, extra = {}) {
return { name:'t', participants:ps, isStarted:false, isPaused:false,
round:0, currentTurnParticipantId:null, turnOrderIds:[], ...extra };
}
const apply = (e, r) => r && r.patch ? { ...e, ...r.patch } : e;
describe('death saves: missing success/stable model', () => {
test('3 successes makes character stable (not dead, not dying)', () => {
// Character at 0hp. Roll 3 successful death saves.
let e = enc([p('a')]);
e = apply(e, startEncounter(e));
e = apply(e, applyHpChange(e, 'a', 'damage', 100)); // 0hp
expect(e.participants[0].currentHp).toBe(0);
// Roll 3 successful saves. Should mark stable.
e = apply(e, deathSave(e, 'a', 'success', 1));
e = apply(e, deathSave(e, 'a', 'success', 2));
const r3 = deathSave(e, 'a', 'success', 3);
e = apply(e, r3);
// RED: current deathSave signature = (enc, id, saveNumber). No type arg.
// Will throw or misbehave. Want: status field.
expect(r3.status).toBe('stable');
expect(e.participants[0].isDying).toBe(false);
expect(e.participants[0].isStable).toBe(true);
expect(e.participants[0].deathFails).toBe(0);
});
test('3 failures makes character dead (isDying for removal)', () => {
let e = enc([p('a')]);
e = apply(e, startEncounter(e));
e = apply(e, applyHpChange(e, 'a', 'damage', 100));
const r1 = deathSave(e, 'a', 'fail', 1);
e = apply(e, r1);
const r2 = deathSave(e, 'a', 'fail', 2);
e = apply(e, r2);
const r3 = deathSave(e, 'a', 'fail', 3);
e = apply(e, r3);
expect(r3.status).toBe('dead');
expect(e.participants[0].isDying).toBe(true);
expect(e.participants[0].deathFails).toBe(3);
});
test('successes and fails tracked independently', () => {
// Mixed: 1 success, 2 fails, then 2 more successes = stable.
let e = enc([p('a')]);
e = apply(e, startEncounter(e));
e = apply(e, applyHpChange(e, 'a', 'damage', 100));
e = apply(e, deathSave(e, 'a', 'success', 1));
expect(e.participants[0].deathSaves).toBe(1);
expect(e.participants[0].deathFails).toBe(0);
e = apply(e, deathSave(e, 'a', 'fail', 1));
e = apply(e, deathSave(e, 'a', 'fail', 2));
expect(e.participants[0].deathSaves).toBe(1);
expect(e.participants[0].deathFails).toBe(2);
// 2 more successes → total 3 successes → stable
e = apply(e, deathSave(e, 'a', 'success', 2));
const r = deathSave(e, 'a', 'success', 3);
expect(r.status).toBe('stable');
expect(e.participants[0].deathFails).toBe(2); // fails unchanged
});
test('deathSave signature: (enc, id, type, n)', () => {
// type = 'success' | 'fail'. n = 1|2|3.
expect(deathSave.length).toBe(4);
});
});
+1 -1
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@@ -93,7 +93,7 @@ describe('Logging contract: mutating ops', () => {
test('deathSave logs', () => {
const started = apply(e, startEncounter(e));
const dying = apply(started, applyHpChange(started, 'b', 'damage', 100));
const r = deathSave(dying, 'b', 1);
const r = deathSave(dying, 'b', 'fail', 1);
expectLogged(r);
});
+49 -25
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@@ -129,7 +129,9 @@ function makeParticipant(opts) {
isNpc: opts.isNpc || false,
conditions: opts.conditions || [],
isActive: opts.isActive !== undefined ? opts.isActive : true,
deathSaves: opts.deathSaves || 0,
deathSaves: opts.deathSaves || 0, // successes (0-3)
deathFails: opts.deathFails || 0, // failures (0-3)
isStable: opts.isStable || false,
isDying: opts.isDying || false,
};
}
@@ -492,41 +494,63 @@ function applyHpChange(encounter, participantId, changeType, amount) {
};
}
// DEATH_SAVE — verbatim from ParticipantManager.handleDeathSaveChange
// saveNumber: 1 | 2 | 3. Returns isDying flag if 3rd save hit (client triggers removal animation).
function deathSave(encounter, participantId, saveNumber) {
// DEATH_SAVE — D&D 5e model. Separate success/fail tracking.
// type: 'success' | 'fail'
// n: 1 | 2 | 3 (which pip clicked)
// 3 successes = stable (0hp unconscious, safe). 3 fails = dead (isDying,
// caller animates removal). Toggling same pip = undo that pip.
// Returns { patch, log, status } where status: 'stable'|'dead'|'pending'.
function deathSave(encounter, participantId, type, n) {
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
const currentSaves = participant.deathSaves || 0;
const newSaves = currentSaves === saveNumber ? saveNumber - 1 : saveNumber;
if (type !== 'success' && type !== 'fail') {
throw new Error(`deathSave type must be 'success' or 'fail', got "${type}".`);
}
const name = participant.name;
const undo = { participants: encounter.participants || [] };
if (newSaves === 3) {
// Mark dying — caller waits for animation, then calls removeParticipant.
const updatedParticipants = (encounter.participants || []).map(p =>
p.id === participantId ? { ...p, deathSaves: newSaves, isDying: true } : p
);
return {
patch: { participants: updatedParticipants },
log: {
message: `${name} failed 3 death saves — dying`,
undo,
},
isDying: true,
};
// Toggle: clicking current-value pip decrements (undo that pip).
const current = type === 'success'
? (participant.deathSaves || 0)
: (participant.deathFails || 0);
const next = current === n ? n - 1 : n;
const field = type === 'success' ? 'deathSaves' : 'deathFails';
const updates = { [field]: next };
// Clear terminal flags on any change (re-eval below).
let status = 'pending';
const newSuccesses = type === 'success' ? next : (participant.deathSaves || 0);
const newFails = type === 'fail' ? next : (participant.deathFails || 0);
if (newSuccesses >= 3) {
updates.isStable = true;
updates.isDying = false;
status = 'stable';
} else if (newFails >= 3) {
updates.isStable = false;
updates.isDying = true;
status = 'dead';
} else {
updates.isStable = false;
updates.isDying = false;
}
const updatedParticipants = (encounter.participants || []).map(p =>
p.id === participantId ? { ...p, deathSaves: newSaves } : p
p.id === participantId ? { ...p, ...updates } : p
);
const message = status === 'stable'
? `${name} stabilized (3 death saves)`
: status === 'dead'
? `${name} failed 3 death saves — dead`
: `${name} death ${type}: ${next}/3`;
return {
patch: { participants: updatedParticipants },
log: {
message: `${name} death save: ${newSaves}/3`,
undo,
},
isDying: false,
log: { message, undo },
status,
isDying: status === 'dead', // back-compat for App.js handler
};
}