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:
+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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