refactor: single-source combat logic (App handlers call shared, slot model)
App.js no longer inlines combat logic. All handlers delegate to @ttrpg/shared: startEncounter, nextTurn, togglePause, endEncounter, addParticipant(s), updateParticipant, removeParticipant, toggleParticipantActive, applyHpChange, deathSave, toggleCondition, reorderParticipants. ONE code path for UI. shared/turn.js aligned to slot model (docs/INITIATIVE_ORDERING.md): - addParticipant: splice into slot by initiative (no sort) - updateParticipant: re-slot on initiative change (no sort) - reorderParticipants: same-init drag only (cross-init blocked) - applyHpChange: death flips isActive=false (matches App), revive reactivates No renames, no API changes. Shared func signatures unchanged. Tests updated to match unified behavior: - dead-skip: death deactivates (was FEAT-1 stays active) - characterization: death deactivates + revive reactivates - reorder/invariant: cross-init drag blocked, same-init allowed Both suites green: shared 91/91, App 77/77, 0 warnings.
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@@ -82,16 +82,16 @@ describe('1-list model: turnOrderIds === participants.map(id), no re-sort', () =
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expect(e.turnOrderIds).toEqual(e.participants.map(x => x.id));
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});
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test('reorder cross-init: allowed, list + rotation reflect new order', () => {
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test('reorder cross-init: blocked (no-op)', () => {
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let e = enc([p('a',10),p('b',7),p('c',3)]);
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e = apply(e, startEncounter(e)); // [a,b,c]
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e = apply(e, reorderParticipants(e, 'c', 'a')); // drag c before a
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expect(e.turnOrderIds).toEqual(['c','a','b']);
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expect(e.turnOrderIds).toEqual(e.participants.map(x => x.id));
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const r = reorderParticipants(e, 'c', 'a'); // cross-init
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expect(r.patch).toBeNull();
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expect(e.turnOrderIds).toEqual(['a','b','c']); // unchanged
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});
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test('reorder: rotation follows new list order', () => {
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let e = enc([p('a',10),p('b',7),p('c',3)]);
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test('reorder same-init: rotation follows new list order', () => {
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let e = enc([p('a',10),p('b',10),p('c',3)]); // a,b tie
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e = apply(e, startEncounter(e)); // [a,b,c], cur=a
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e = apply(e, reorderParticipants(e, 'b', 'a')); // [b,a,c], cur still a
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const rot = walkRotation(e); // start a, next c (wrap), next b, back a
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