Generic (non-5e) ruleset mode: negative HP, down status, mark dead/revive

New campaign/encounter ruleset toggle: 5e (default, unchanged) vs generic.

Generic mode:
- No death saves (deathSave/stabilize throw)
- Negative HP allowed (no clamp at 0)
- <=0 HP = status 'down' (no pips, no unconscious auto-condition)
- Monster death = dead + inactive (same as 5e)
- markDead button: DM sets dead manually (both modes)
- revive: dead->conscious (generic), dead->stable (5e)

5e mode: zero behavior change.

shared/turn.js:
- applyHpChangeGeneric: negative HP, down status, no death-save logic
- markDead: status dead, monster auto-inactive
- reviveParticipant: ruleset-aware (generic=conscious, 5e=stable)
- deathSave/stabilize: throw in generic
- expandUndo: mark_dead case added

UI (src/App.js):
- CreateCampaignForm + CreateEncounterForm: ruleset radio toggle
- handleCreateCampaign/handleCreateEncounter: store ruleset field
- EncounterManager: fetch campaignDoc for default ruleset inheritance
- DM participant: down/dead labels, Mark Dead button (generic), Revive both
- death-save pips/buttons gated 5e-only
- DisplayView: down label, generic status derivation

Tests: 15 generic cases (turn.generic.test.js). 186 shared total.
This commit is contained in:
david raistrick
2026-07-07 13:36:16 -04:00
parent 7955bed4a9
commit c2bb5cca29
3 changed files with 374 additions and 14 deletions
+185
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@@ -0,0 +1,185 @@
// Generic (non-5e) ruleset: no death saves, negative HP allowed, down status.
const shared = require('@ttrpg/shared');
const { mockCtx } = require('./_helpers');
const {
buildCharacterParticipant, buildMonsterParticipant,
startEncounter, applyHpChange, deathSave, markDead, reviveParticipant,
} = shared;
function char(id, hp = 100) {
const { participant } = buildCharacterParticipant({ id: `orig-${id}`, name: id, defaultMaxHp: hp, defaultInitMod: 2 });
participant.id = id;
return participant;
}
function mon(id, hp = 100) {
const { participant } = buildMonsterParticipant({ name: id, maxHp: hp, initMod: 2 });
participant.id = id;
return participant;
}
function enc(ps, ruleset = 'generic') {
return {
name: 't', participants: ps, isStarted: false, isPaused: false,
round: 0, currentTurnParticipantId: null, turnOrderIds: [],
ruleset,
};
}
const snap = (e) => JSON.parse(JSON.stringify(e));
describe('generic ruleset', () => {
test('damage past 0 = negative HP, status down (character)', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
const newEnc = await applyHpChange(e, 'a', 'damage', 15, ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.currentHp).toBe(-5);
expect(p.status).toBe('down');
});
test('damage exactly to 0 = status down', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
const newEnc = await applyHpChange(e, 'a', 'damage', 10, ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.currentHp).toBe(0);
expect(p.status).toBe('down');
});
test('heal from negative = conscious', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 15, ctx); // -5
const newEnc = await applyHpChange(e, 'a', 'heal', 10, ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.currentHp).toBe(5);
expect(p.status).toBe('conscious');
});
test('heal caps at maxHp', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 5, ctx); // 5
const newEnc = await applyHpChange(e, 'a', 'heal', 20, ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.currentHp).toBe(10);
expect(p.status).toBe('conscious');
});
test('monster death = auto-inactive (generic)', async () => {
const { ctx } = mockCtx();
let e = enc([mon('m', 10)]);
e = await startEncounter(e, ctx);
const newEnc = await applyHpChange(e, 'm', 'damage', 20, ctx);
const p = newEnc.participants.find(x => x.id.startsWith('m'));
expect(p.currentHp).toBe(-10);
expect(p.status).toBe('dead');
expect(p.isActive).toBe(false);
});
test('monster at exactly 0 = dead + inactive (generic)', async () => {
const { ctx } = mockCtx();
let e = enc([mon('m', 10)]);
e = await startEncounter(e, ctx);
const newEnc = await applyHpChange(e, 'm', 'damage', 10, ctx);
const p = newEnc.participants.find(x => x.id.startsWith('m'));
expect(p.currentHp).toBe(0);
expect(p.status).toBe('dead');
expect(p.isActive).toBe(false);
});
test('deathSave throws in generic mode', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 10, ctx); // down
await expect(deathSave(e, 'a', 'fail', ctx)).rejects.toThrow();
});
test('revive in generic mode: dead→conscious (no stable)', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 10, ctx); // down
e = await markDead(e, 'a', ctx); // dead
const newEnc = await reviveParticipant(e, 'a', ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.status).toBe('conscious');
expect(p.currentHp).toBe(0); // HP unchanged from down
});
test('revive generic reactivates if inactive', async () => {
const { ctx } = mockCtx();
let e = enc([mon('m', 10)]);
e = await startEncounter(e, ctx);
e = await markDead(e, e.participants[0].id, ctx); // dead+inactive
const newEnc = await reviveParticipant(e, e.participants[0].id, ctx);
const p = newEnc.participants[0];
expect(p.status).toBe('conscious');
expect(p.isActive).toBe(true);
});
test('markDead sets status dead (character, stays active)', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 10, ctx); // down
const newEnc = await markDead(e, 'a', ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.status).toBe('dead');
expect(p.isActive).toBe(true);
});
test('markDead on monster = dead + inactive', async () => {
const { ctx } = mockCtx();
let e = enc([mon('m', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'm', 'damage', 5, ctx); // down (5hp)
const newEnc = await markDead(e, e.participants[0].id, ctx);
const p = newEnc.participants[0];
expect(p.status).toBe('dead');
expect(p.isActive).toBe(false);
});
test('markDead on conscious = dead', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
const newEnc = await markDead(e, 'a', ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.status).toBe('dead');
});
test('damage while down = more negative (no death saves)', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 15, ctx); // -5 down
const newEnc = await applyHpChange(e, 'a', 'damage', 5, ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.currentHp).toBe(-10);
expect(p.status).toBe('down');
});
test('no unconscious condition auto-added (generic)', async () => {
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
const newEnc = await applyHpChange(e, 'a', 'damage', 10, ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.conditions).not.toContain('unconscious');
});
test('down→conscious clears dead? no, dead is separate', async () => {
// sanity: down heal to conscious, dead untouched
const { ctx } = mockCtx();
let e = enc([char('a', 10)]);
e = await startEncounter(e, ctx);
e = await applyHpChange(e, 'a', 'damage', 10, ctx); // down
const newEnc = await applyHpChange(e, 'a', 'heal', 10, ctx);
const p = newEnc.participants.find(x => x.id === 'a');
expect(p.status).toBe('conscious');
});
});
+115 -2
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@@ -207,6 +207,7 @@ function expandUndo(entry, currentEnc) {
case 'death_save':
case 'stabilize':
case 'revive':
case 'mark_dead':
case 'deactivate_dead_monster': {
// Full death-state restore: currentHp, status, death-save counters,
// isActive, conditions (unconscious added/removed by withDeathStatusConditions).
@@ -574,6 +575,7 @@ async function toggleParticipantActive(encounter, participantId, ctx) {
async function applyHpChange(encounter, participantId, changeType, amount, optionsOrCtx, maybeCtx) {
const ctx = maybeCtx || optionsOrCtx;
const options = maybeCtx ? (optionsOrCtx || {}) : {};
const ruleset = encounter.ruleset || '5e';
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
if (isNaN(amount) || amount === 0) return encounter;
@@ -596,6 +598,12 @@ async function applyHpChange(encounter, participantId, changeType, amount, optio
let logDelta = { amount, from: participant.currentHp };
const status = oldValues.status;
// GENERIC ruleset: no death saves, negative HP allowed, down status at <=0.
// Monster death = dead + inactive. No unconscious auto-condition.
if (ruleset === 'generic') {
return applyHpChangeGeneric(encounter, participant, changeType, amount, oldValues, ctx);
}
if (changeType === 'damage') {
if (participant.currentHp === 0) {
if (status === 'dead') {
@@ -683,7 +691,76 @@ async function applyHpChange(encounter, participantId, changeType, amount, optio
return commit(encounter, patch, log, ctx);
}
// GENERIC ruleset HP change: no death saves, negative HP, down status at <=0.
// Monster death = dead + inactive. No unconscious auto-condition.
async function applyHpChangeGeneric(encounter, participant, changeType, amount, oldValues, ctx) {
const participantId = participant.id;
let updates, message, logDelta = { amount, from: participant.currentHp };
if (changeType === 'damage') {
if (oldValues.status === 'dead') {
if (participant.type === 'monster' && participant.isActive !== false) {
const updatedParticipants = (encounter.participants || []).map(p =>
p.id === participantId ? { ...p, isActive: false } : p
);
const newP = updatedParticipants.find(p => p.id === participantId);
const newValues = {
currentHp: newP.currentHp, status: newP.status,
deathSaveSuccesses: 0, deathSaveFailures: 0,
isActive: newP.isActive, conditions: [...(newP.conditions || [])],
};
return commit(encounter, { participants: updatedParticipants }, {
type: 'deactivate_dead_monster', participantId, participantName: participant.name,
message: `${participant.name} marked inactive (dead monster)`,
delta: { status: 'dead', isActive: false },
undo: { oldValues, newValues },
}, ctx);
}
return encounter;
}
const newHp = participant.currentHp - amount;
const isMonster = participant.type === 'monster';
if (newHp <= 0 && isMonster) {
updates = { currentHp: newHp, status: 'dead', isActive: false };
} else if (newHp <= 0) {
updates = { currentHp: newHp, status: 'down' };
} else {
updates = { currentHp: newHp, status: 'conscious' };
}
message = `${participant.name} took ${amount} damage (${participant.currentHp}${newHp} HP)`;
logDelta = { ...logDelta, to: newHp, status: updates.status };
} else if (changeType === 'heal') {
if (oldValues.status === 'dead') return encounter;
const newHp = Math.min(participant.maxHp, participant.currentHp + amount);
updates = { currentHp: newHp, status: 'conscious' };
message = `${participant.name} healed for ${amount} (${participant.currentHp}${newHp} HP)`;
logDelta = { ...logDelta, to: newHp, status: 'conscious' };
} else {
throw new Error(`Unknown HP change type: ${changeType}`);
}
const updatedParticipants = (encounter.participants || []).map(p =>
p.id === participantId ? { ...p, ...updates } : p
);
const newP = updatedParticipants.find(p => p.id === participantId);
const newValues = {
currentHp: newP.currentHp, status: newP.status,
deathSaveSuccesses: newP.deathSaveSuccesses || 0,
deathSaveFailures: newP.deathSaveFailures || 0,
isActive: newP.isActive, conditions: [...(newP.conditions || [])],
};
const undoAmount = changeType === 'damage' ? amount : -amount;
return commit(encounter, { participants: updatedParticipants }, {
type: changeType, participantId, participantName: participant.name,
message, delta: logDelta,
undo: { amount: undoAmount, oldValues, newValues },
}, ctx);
}
async function deathSave(encounter, participantId, outcome, ctx) {
if ((encounter.ruleset || '5e') === 'generic') {
throw new Error('Death saves not available in generic ruleset.');
}
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
const statusBefore = participant.status || (participant.currentHp === 0 ? 'dying' : 'conscious');
@@ -764,6 +841,9 @@ async function toggleCondition(encounter, participantId, conditionId, ctx) {
}
async function stabilizeParticipant(encounter, participantId, ctx) {
if ((encounter.ruleset || '5e') === 'generic') {
throw new Error('Stabilize not available in generic ruleset.');
}
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
const status = participant.status || (participant.currentHp === 0 ? 'dying' : 'conscious');
@@ -806,12 +886,17 @@ async function stabilizeParticipant(encounter, participantId, ctx) {
}
async function reviveParticipant(encounter, participantId, ctx) {
const ruleset = encounter.ruleset || '5e';
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
const status = participant.status || (participant.currentHp === 0 ? 'dying' : 'conscious');
if (status !== 'dead') return encounter;
const updates = { currentHp: 0, status: 'stable', deathSaveSuccesses: 0, deathSaveFailures: 0, isActive: true };
// Generic: dead→conscious (no stable state). HP unchanged (may be negative).
// 5e: dead→stable at 0 HP, unconscious, clears death-save counters.
const updates = ruleset === 'generic'
? { status: 'conscious', ...(participant.type === 'monster' ? {} : {}), ...(participant.isActive === false ? { isActive: true } : {}) }
: { currentHp: 0, status: 'stable', deathSaveSuccesses: 0, deathSaveFailures: 0, isActive: true };
const updatedParticipants = (encounter.participants || []).map(p =>
p.id === participantId ? { ...p, ...withDeathStatusConditions(p, updates) } : p
);
@@ -845,6 +930,34 @@ async function reviveParticipant(encounter, participantId, ctx) {
return commit(encounter, patch, log, ctx);
}
// markDead: DM manually sets status dead. Both rulesets. Monster = auto-inactive.
async function markDead(encounter, participantId, ctx) {
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
if (participant.status === 'dead') return encounter;
const oldValues = {
currentHp: participant.currentHp,
status: participant.status || 'conscious',
isActive: participant.isActive,
conditions: [...(participant.conditions || [])],
};
const updates = { status: 'dead', ...(participant.type === 'monster' ? { isActive: false } : {}) };
const updatedParticipants = (encounter.participants || []).map(p =>
p.id === participantId ? { ...p, ...withDeathStatusConditions(p, updates) } : p
);
const newP = updatedParticipants.find(p => p.id === participantId);
const newValues = {
currentHp: newP.currentHp, status: newP.status,
isActive: newP.isActive, conditions: [...(newP.conditions || [])],
};
return commit(encounter, { participants: updatedParticipants }, {
type: 'mark_dead', participantId, participantName: participant.name,
message: `${participant.name} marked dead`,
delta: { status: 'dead' },
undo: { oldValues, newValues },
}, ctx);
}
async function reorderParticipants(encounter, draggedId, targetId, ctx) {
const participants = [...(encounter.participants || [])];
const dragged = participants.find(p => p.id === draggedId);
@@ -919,7 +1032,7 @@ module.exports = {
makeParticipant, buildCharacterParticipant, buildMonsterParticipant,
startEncounter, nextTurn, togglePause,
addParticipant, addParticipants, updateParticipant, removeParticipant,
toggleParticipantActive, applyHpChange, deathSave, stabilizeParticipant, reviveParticipant, toggleCondition,
toggleParticipantActive, applyHpChange, deathSave, stabilizeParticipant, reviveParticipant, markDead, toggleCondition,
reorderParticipants, endEncounter,
activateDisplay, clearDisplay, toggleHidePlayerHp,
};
+74 -12
View File
@@ -125,6 +125,7 @@ const {
deathSave: combatDeathSave,
stabilizeParticipant,
reviveParticipant,
markDead,
toggleCondition: combatToggleCondition,
reorderParticipants,
} = shared;
@@ -448,11 +449,12 @@ function ErrorDisplay({ message, critical = false }) {
function CreateCampaignForm({ onCreate, onCancel }) {
const [name, setName] = useState('');
const [backgroundUrl, setBackgroundUrl] = useState('');
const [ruleset, setRuleset] = useState('5e');
const handleSubmit = (e) => {
e.preventDefault();
if (name.trim()) {
onCreate(name, backgroundUrl);
onCreate(name, backgroundUrl, ruleset);
}
};
@@ -484,6 +486,19 @@ function CreateCampaignForm({ onCreate, onCancel }) {
className="mt-1 block w-full px-3 py-2 bg-stone-800 border border-stone-700 rounded-md shadow-sm focus:outline-none focus:ring-amber-600 focus:border-amber-600 sm:text-sm text-white"
/>
</div>
<div>
<label className="block text-sm font-medium text-stone-300 mb-1">Ruleset</label>
<div className="flex gap-4">
<label className="flex items-center gap-2 text-sm text-stone-200">
<input type="radio" value="5e" checked={ruleset === '5e'} onChange={() => setRuleset('5e')} />
D&D 5e (death saves)
</label>
<label className="flex items-center gap-2 text-sm text-stone-200">
<input type="radio" value="generic" checked={ruleset === 'generic'} onChange={() => setRuleset('generic')} />
Generic (no death saves, negative HP)
</label>
</div>
</div>
<div className="flex justify-end space-x-3">
<button
type="button"
@@ -503,13 +518,14 @@ function CreateCampaignForm({ onCreate, onCancel }) {
);
}
function CreateEncounterForm({ onCreate, onCancel }) {
function CreateEncounterForm({ onCreate, onCancel, defaultRuleset = '5e' }) {
const [name, setName] = useState('');
const [ruleset, setRuleset] = useState(defaultRuleset);
const handleSubmit = (e) => {
e.preventDefault();
if (name.trim()) {
onCreate(name);
onCreate(name, ruleset);
}
};
@@ -528,6 +544,19 @@ function CreateEncounterForm({ onCreate, onCancel }) {
required
/>
</div>
<div>
<label className="block text-sm font-medium text-stone-300 mb-1">Ruleset</label>
<div className="flex gap-4">
<label className="flex items-center gap-2 text-sm text-stone-200">
<input type="radio" value="5e" checked={ruleset === '5e'} onChange={() => setRuleset('5e')} />
D&D 5e (death saves)
</label>
<label className="flex items-center gap-2 text-sm text-stone-200">
<input type="radio" value="generic" checked={ruleset === 'generic'} onChange={() => setRuleset('generic')} />
Generic (no death saves, negative HP)
</label>
</div>
</div>
<div className="flex justify-end space-x-3">
<button
type="button"
@@ -1153,6 +1182,15 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters, camp
}
};
const handleMarkDead = async (participantId) => {
if (!db) return;
try {
await markDead(encounter, participantId, buildCtx(encounterPath));
} catch (err) {
showToast(err.message);
}
};
const handleCritDamage = async (participantId) => {
if (!db) return;
try {
@@ -1414,14 +1452,18 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters, camp
const isCurrentTurn = encounter.isStarted && p.id === encounter.currentTurnParticipantId;
const isDraggable = (!encounter.isStarted || encounter.isPaused) && tiedInitiatives.includes(Number(p.initiative));
const participantDisplayType = p.type === 'npc' ? 'NPC' : (p.type === 'monster' ? 'Monster' : 'Character');
const hasDeathSaves = p.type === 'character' || p.type === 'npc';
const isGeneric = (encounter.ruleset || '5e') === 'generic';
const hasDeathSaves = !isGeneric && (p.type === 'character' || p.type === 'npc');
let bgColor = p.type === 'character' ? 'bg-indigo-950' : 'bg-[#8e351c]';
if (isCurrentTurn && !encounter.isPaused) bgColor = 'bg-green-600';
const participantStatus = p.status || (p.currentHp === 0 ? (p.type === 'monster' ? 'dead' : 'dying') : 'conscious');
const isZeroHp = p.currentHp === 0;
const participantStatus = p.status || (isGeneric
? (p.currentHp <= 0 ? 'down' : 'conscious')
: (p.currentHp === 0 ? (p.type === 'monster' ? 'dead' : 'dying') : 'conscious'));
const isZeroHp = p.currentHp <= 0;
const isDead = participantStatus === 'dead';
const isDown = participantStatus === 'down';
return (
<li
@@ -1452,6 +1494,7 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters, camp
)}
{hasDeathSaves && participantStatus === 'dying' && <span className="ml-2 text-xs text-red-300 font-semibold animate-pulse">(Dying)</span>}
{hasDeathSaves && participantStatus === 'stable' && (p.conditions || []).includes('unconscious') && <span className="ml-2 text-xs text-emerald-300 font-semibold">(Unconscious)</span>}
{isDown && <span className="ml-2 text-xs text-red-300 font-semibold animate-pulse">(Down)</span>}
{isDead && <span className="ml-2 px-2 py-0.5 rounded bg-red-950 border border-red-500 text-red-200 text-xs font-bold">DEAD</span>}
</p>
<div className={`text-sm ${isCurrentTurn && !encounter.isPaused ? 'text-green-100' : 'text-stone-200'} flex items-center gap-2`}>
@@ -1477,11 +1520,17 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters, camp
</div>
{participantStatus === 'dead' && (
<button onClick={() => handleRevive(p.id)} className="mt-2 inline-flex items-center gap-1 self-start px-2.5 py-1 text-xs rounded bg-emerald-800 hover:bg-emerald-700 text-white" title="Revive to 0 HP, stable and unconscious">
<button onClick={() => handleRevive(p.id)} className="mt-2 inline-flex items-center gap-1 self-start px-2.5 py-1 text-xs rounded bg-emerald-800 hover:bg-emerald-700 text-white" title="Revive (clear dead status)">
<HeartPulse size={14} /> Revive
</button>
)}
{isGeneric && !isDead && (
<button onClick={() => handleMarkDead(p.id)} className="mt-2 inline-flex items-center gap-1 self-start px-2.5 py-1 text-xs rounded bg-red-900 hover:bg-red-800 text-white" title="Mark dead">
<HeartCrack size={14} /> Mark Dead
</button>
)}
{hasDeathSaves && participantStatus === 'stable' && (
<div className="mt-2 text-xs text-emerald-300/80 italic">Stable regains 1 HP after 1d4 hours</div>
)}
@@ -1950,6 +1999,7 @@ function EncounterManager({ campaignId, initialActiveEncounterId, campaignCharac
campaignId ? getPath.encounters(campaignId) : null
);
const { data: activeDisplayInfo } = useFirestoreDocument(getPath.activeDisplay());
const { data: campaignDoc } = useFirestoreDocument(campaignId ? getPath.campaign(campaignId) : null);
const [encounters, setEncounters] = useState([]);
const [selectedEncounterId, setSelectedEncounterId] = useState(null);
@@ -1992,7 +2042,7 @@ function EncounterManager({ campaignId, initialActiveEncounterId, campaignCharac
}
}, [campaignId, initialActiveEncounterId, activeDisplayInfo, encounters]);
const handleCreateEncounter = async (name) => {
const handleCreateEncounter = async (name, ruleset = '5e') => {
if (!db || !name.trim() || !campaignId) return;
const newEncounterId = generateId();
@@ -2005,7 +2055,8 @@ function EncounterManager({ campaignId, initialActiveEncounterId, campaignCharac
round: 0,
currentTurnParticipantId: null,
isStarted: false,
isPaused: false
isPaused: false,
ruleset: ruleset || '5e',
});
setShowCreateModal(false);
@@ -2153,8 +2204,10 @@ function EncounterManager({ campaignId, initialActiveEncounterId, campaignCharac
{showCreateModal && (
<Modal onClose={() => setShowCreateModal(false)} title="Create New Encounter">
<CreateEncounterForm
key={campaignId}
onCreate={handleCreateEncounter}
onCancel={() => setShowCreateModal(false)}
defaultRuleset={campaignDoc?.ruleset || '5e'}
/>
</Modal>
)}
@@ -2283,7 +2336,7 @@ function AdminView({ userId }) {
}
}, [initialActiveInfo, campaignsWithDetails, selectedCampaignId]);
const handleCreateCampaign = async (name, backgroundUrl) => {
const handleCreateCampaign = async (name, backgroundUrl, ruleset = '5e') => {
if (!db || !name.trim()) return;
const newCampaignId = generateId();
@@ -2295,6 +2348,7 @@ function AdminView({ userId }) {
ownerId: userId,
createdAt: new Date().toISOString(),
players: [],
ruleset: ruleset || '5e',
});
setShowCreateModal(false);
@@ -2478,6 +2532,12 @@ function AdminView({ userId }) {
>
<Trash2 size={14} className="mr-1" /> Delete
</button>
<span
className={`absolute bottom-2 right-2 z-20 px-2 py-0.5 rounded text-xs font-bold tracking-wide ${campaign.ruleset === 'generic' ? 'bg-purple-900/80 text-purple-200 border border-purple-500' : 'bg-amber-900/80 text-amber-200 border border-amber-500'}`}
title={campaign.ruleset === 'generic' ? 'Generic ruleset' : 'D&D 5e ruleset'}
>
{campaign.ruleset === 'generic' ? 'GEN' : '5e'}
</span>
</div>
</div>
);
@@ -2847,8 +2907,9 @@ function DisplayView() {
<div className="space-y-4 max-w-3xl mx-auto">
{participantsToRender.map(p => {
const status = p.status || (p.currentHp === 0 ? 'dying' : 'conscious');
const isZeroHp = p.currentHp === 0;
const isGeneric = (activeEncounterData.ruleset || '5e') === 'generic';
const status = p.status || (isGeneric ? (p.currentHp <= 0 ? 'down' : 'conscious') : (p.currentHp === 0 ? 'dying' : 'conscious'));
const isZeroHp = p.currentHp <= 0;
let participantBgColor = p.type === 'monster' || p.type === 'npc'
? 'bg-[#8e351c]'
: 'bg-indigo-950';
@@ -2882,6 +2943,7 @@ function DisplayView() {
)}
{status === 'dying' && <span className="text-red-300 text-lg ml-2">(Dying)</span>}
{status === 'stable' && (p.conditions || []).includes('unconscious') && <span className="text-emerald-300 text-lg ml-2">(Unconscious)</span>}
{status === 'down' && <span className="text-red-300 text-lg ml-2 animate-pulse">(Down)</span>}
{status === 'dead' && <span className="text-red-300 text-lg ml-2">(Dead)</span>}
</h3>
<span