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:
@@ -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: ${name}`);
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applyEnc(combatDeathSave(enc, p.id, saveNum).patch);
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applyEnc(combatDeathSave(enc, p.id, type, saveNum).patch);
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}
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function dragTie(draggedName, targetName) {
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const d = any(draggedName), t = any(targetName);
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@@ -254,16 +254,16 @@ test('full 100-round combat scenario (shared, no React)', async () => {
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// death scenarios: drop a PC to 0, death saves, revive
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if (r === 25 && turnInRound === 0) {
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await recordAsync(`r${r} drop Rogue`, () => applyDamage('Rogue', 99));
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record(`r${r} deathSave1 Rogue`, () => deathSaveAction('Rogue', 1));
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record(`r${r} deathSave1 Rogue`, () => deathSaveAction('Rogue', 'fail', 1));
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record(`r${r} revive Rogue`, () => applyHeal('Rogue', 22));
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}
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// round 50: full 3-success death-save path (isDying) on Cleric, then remove
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if (r === 50 && turnInRound === 0) {
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await recordAsync(`r${r} drop Cleric`, () => applyDamage('Cleric', 99));
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await recordAsync(`r${r} deathSave Cleric x3 (isDying)`, async () => {
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deathSaveAction('Cleric', 1);
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deathSaveAction('Cleric', 2);
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deathSaveAction('Cleric', 3); // → isDying true
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deathSaveAction('Cleric', 'fail', 1);
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deathSaveAction('Cleric', 'fail', 2);
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deathSaveAction('Cleric', 'fail', 3); // → dead
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});
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const cl = any('Cleric');
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if (cl && cl.isDying) record(`r${r} remove dying Cleric`, () => removeParticipantByName('Cleric'));
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