tests: M4 dead-participant skip RED (4 tests, turn.dead-skip.test.js)
Desired behavior locked: - dead PC not removed from turnOrderIds - dead PC turn still comes up (nextTurn visits them) - dead PC on their turn can deathSave - dead PC not auto-set isActive=false by applyHpChange All 4 RED on current code. Root cause: nextTurn filters isActive, applyHpChange sets isActive=false on death, computeTurnOrderAfterRemoval drops dead from turnOrderIds. TODO BUG-3/M4 updated with test refs.
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@@ -2,7 +2,7 @@
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## M4 — Initiative skip bug + dead-participant handling
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### Dead participants must NOT be skipped in turn order
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### Dead participants must NOT be skipped in turn order (BUG-3 / M4)
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- Current: dead (HP=0) → `isActive=false` → removed from turn order → skipped
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- WRONG. Dead participants still occupy initiative slot.
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- PCs (unconscious): death saves still resolve on their turn
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@@ -14,7 +14,12 @@
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(sets isActive=false on death), `computeTurnOrderAfterRemoval`.
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- Characterization tests (`src/tests/Combat.characterization.test.js`) lock CURRENT
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(buggy) behavior — those tests must be UPDATED to desired behavior, not
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preserved. Red desired-test first, then fix.
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preserved.
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- RED test locked: `shared/tests/turn.dead-skip.test.js` (4 tests).
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- dead PC not removed from turnOrderIds
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- dead PC turn still comes up (nextTurn visits them)
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- dead PC on their turn can deathSave
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- dead PC not auto-set isActive=false by applyHpChange
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### JUMP_TURN_TO(participantId) manual turn override
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- DM clicks participant → cursor jumps → that participant's turn now.
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@@ -0,0 +1,73 @@
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// M4 desired behavior: dead PC stays in turn order, turn still comes up,
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// deathSave fires. Current code filters isActive (set false on death) so
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// dead participants are SKIPPED. Test asserts desired state = RED on current.
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const shared = require('@ttrpg/shared');
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const { makeParticipant, startEncounter, nextTurn, applyHpChange, deathSave } = shared;
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function p(id, init, extra = {}) {
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return makeParticipant({
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id, name: id, type: 'monster',
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initiative: init, maxHp: 100, currentHp: 100,
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...extra,
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});
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}
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function pc(id, init, extra = {}) {
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return makeParticipant({
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id, name: id, type: 'character',
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initiative: init, maxHp: 100, currentHp: 100,
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...extra,
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});
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}
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function enc(ps) {
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return { name:'t', participants:ps, isStarted:false, isPaused:false,
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round:0, currentTurnParticipantId:null, turnOrderIds:[] };
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}
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describe('M4: dead participants stay in turn order', () => {
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test('dead PC not removed from turnOrderIds', () => {
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const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
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let e = enc(ps);
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e = { ...e, ...startEncounter(e).patch };
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const orderBefore = e.turnOrderIds.slice();
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// kill b
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e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
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expect(e.turnOrderIds).toEqual(orderBefore);
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});
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test('dead PC turn still comes up (nextTurn visits them)', () => {
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const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
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let e = enc(ps);
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e = { ...e, ...startEncounter(e).patch };
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// kill b
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e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
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// advance: a→b→c. b's turn should come up.
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e = { ...e, ...nextTurn(e).patch };
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expect(e.currentTurnParticipantId).toBe('b');
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});
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test('dead PC on their turn can deathSave', () => {
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const ps = [pc('a', 20), pc('b', 15)];
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let e = enc(ps);
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e = { ...e, ...startEncounter(e).patch };
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// kill b (current = a)
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e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
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// advance to b's turn
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e = { ...e, ...nextTurn(e).patch };
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expect(e.currentTurnParticipantId).toBe('b');
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// b is dead, on their turn: deathSave should not throw
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const r = deathSave(e, 'b', 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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});
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test('dead PC not auto-set isActive=false by applyHpChange', () => {
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const ps = [pc('a', 20), pc('b', 15)];
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let e = enc(ps);
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e = { ...e, ...startEncounter(e).patch };
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e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
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const b = e.participants.find(x => x.id === 'b');
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expect(b.isActive).toBe(true);
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});
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});
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