Commit Graph
10 Commits
Author SHA1 Message Date
david raistrick 1d4ec873dc Implement D&D 5e death-save state machine and cleanup combat ordering
- Add status-driven death-save model:
  - status: conscious | dying | stable | dead
  - deathSaveSuccesses/deathSaveFailures as display counters
  - remove old death-save fields as source of truth
- Add death-save actions:
  - success, fail, nat1, nat20
  - stabilize participant
  - revive dead participant to 0 HP, stable, unconscious
- Apply 5e HP transition rules:
  - characters and NPCs at 0 HP become dying
  - stable/dying participants gain unconscious condition
  - healing clears death saves and returns conscious
  - massive damage kills
  - non-NPC monsters at 0 HP become dead and inactive
- Split NPCs from monsters with type="npc":
  - NPCs use death saves like characters
  - NPCs remain DM-controlled/monster-colored in UI
  - new NPCs no longer persist isNpc flag
- Keep dead PCs/NPCs in encounter and initiative until DM removes or deactivates
- Allow DM active/inactive toggle for dead participants
- Hide inactive participants from player display
- Improve DM and player death-state UI:
  - show Dying/Dead/Unconscious states consistently
  - add revive button for dead participants
  - distinguish dead visual from inactive visual in DM view
- Fix initiative drag/reorder behavior:
  - downward drag now changes order instead of no-op
  - paused combat can reorder across current turn pointer
  - turnOrderIds stay synced to participants order
- Persist campaign collapse state in localStorage
- Update death-save docs and encounter builder docs
- Add/expand tests for:
  - death saves and HP transitions
  - dead/active/inactive behavior
  - NPC death-save behavior
  - player display visibility
  - drag reorder semantics
  - logging expectations

Tests:
- npm run test:all
- app: 94 passed
- shared: 158 passed, 5 skipped
- server: 32 passed
2026-07-06 16:48:50 -04:00
david raistrick 2569cc4497 Builds replayable combat logs with first-class undo/redo, unified verification tooling, fast indexed log queries, and stricter CI.
feat(combat): add first-class undo and redo controls

Add undo and redo controls to the combat UI so the DM can recover from recent
actions without leaving the encounter view.

Undo and redo operate on the current encounter's combat history. Empty stacks
produce clear feedback instead of failing silently. Redo order follows normal
stack behavior after multiple undos.

This makes combat history actionable during play, not just visible in the log.

feat(logs): make combat logs replayable

Replace plain combat log messages with structured combat events that can be
used by the UI, exported as JSON, replayed, and verified.

Each new log entry records the action type, encounter identity, participant
identity, a small action delta, undo intent, and a turn snapshot. Download and
copy now export the event stream as JSON so a saved combat log is useful for
offline analysis and debugging.

Legacy logs remain viewable, but new logs use the structured event format.

feat(logs): make undo and redo transactional

Apply undo and redo as single storage operations so the encounter state and log
state cannot drift apart.

Server storage applies the encounter update and the log undone flag inside one
SQLite transaction. Firebase storage uses a batch write for the same behavior.
The storage contract now includes undo/redo semantics.

This replaces fragile multi-write undo behavior where a failure could update
the encounter without marking the log, or mark the log without updating the
encounter.

feat(combat): add unified replay and verification tool

Add one combat CLI for replaying live combat and verifying combat logs.

Replay drives the live backend through the same shared combat logic used by the
app, writes a JSON event log to an explicit output path, and automatically
verifies the result. Verification checks for DM-visible combat problems such as
skipped turns, double actions, bad round changes, and unexpected turn order
changes.

The tool uses the same JSON event stream produced by log downloads, supports
verbose turn output, and handles Ctrl-C by ending the encounter, writing the
partial log, and verifying what was captured.

fix(perf): keep long combat logging fast

Remove the combat-time log query bottleneck that made long replays slow as log
volume grew.

Combat controls no longer subscribe to the log collection just to keep undo and
redo state warm. Undo and redo now query the latest matching encounter log only
when clicked. Server collection queries support exact filters, ordering,
limits, and offsets, and SQLite indexes keep latest-log and per-encounter log
lookups fast.

Also fix duplicate WebSocket handler registration so realtime updates do not
double-fire under write load.

fix(turns): make toggle active a status change

Make toggle active a roster/status edit instead of a turn advance.

Deactivating the current participant no longer passes the turn or increments
the round. The current turn stays where it is until the DM explicitly clicks
Next Turn, and Next Turn skips inactive participants during normal rotation.

This matches the initiative design: slot order is stable, toggle active does
not move participants, and round changes only come from explicit turn advance.

chore(ci): make warnings and hangs fail fast

Tighten test and build checks so failures are visible instead of noisy or
silent.

Builds run with CI enabled so warnings fail production builds. The full test
command runs app, shared, and server suites with hard timeouts so hangs fail
quickly. Static eslint coverage fails on warnings as well as errors.

Tests were updated around the new async combat logging flow, structured log
events, transactional undo, replay verification, and toggle-active semantics.
2026-07-06 10:33:28 -04:00
david raistrick 9c90c1500c 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.
2026-07-04 17:56:14 -04:00
david raistrick 5a09f71d4c refactor(turn): remove dead computeTurnOrderAfterAddition
Zero call sites. Old turn-array addition logic, superseded by 1-list
slotIndexForInit model. Removed func, export, stale comment, and 3
characterization tests that only locked the dead func's behavior.
2026-07-04 17:18:29 -04:00
david raistrick d83d1383c0 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.
2026-07-03 17:59:41 -04:00
david raistrick 5d3a0607ef refactor: 1-list turn order model (turnOrderIds === participants.map(id))
Single source of truth. No re-sort after startEncounter. Drag overrides
initiative (cross-init drag allowed, DM choice). Display === rotation by
construction — same array.

shared/turn.js:
- syncTurnOrder(participants) helper: turnOrderIds = participants.map(id)
- startEncounter: sort ALL participants by init (active+inactive), inactive
  stay in slot, nextTurn skips them. currentTurn = first active.
- addParticipant: splice into participants[] by init pos, sync turnOrderIds.
  computeTurnOrderAfterAddition returns insertAt (caller splices + syncs).
- removeParticipant: filter participants[], sync turnOrderIds, advance
  current if removed==current.
- toggleParticipantActive: stay in slot (flip isActive only), sync. Advance
  current only if deact hits current.
- reorderParticipants: cross-init drag allowed (remove same-init restriction).
  Splice participants[], sync turnOrderIds. Fixes BUG-6.
- computeTurnOrderAfterRemoval: only handles current-advance now (list sync
  at call site).

Tests updated to 1-list contract:
- turn.invariant.test.js: 10 tests, turnOrderIds===participants.map(id)
  always, cross-init drag, inactive-in-slot, rotation follows list.
- turn.characterization/reorder/round-rotation/undo/remove: updated
  expectations (inactive-in-slot, cross-init drag, turnOrderIds sync on
  reorder, insertAt return).

Results: shared 90 green. 500-round replay CLEAN (0 skips, 0 doubles,
0 order shifts). BUG-6 (reorder divergence) fixed structurally.

FE App.js still has duplicate turn funcs + sortParticipantsByInitiative
display render (step 4: delete dups, render participants[] directly).
2026-07-01 16:00:00 -04:00
david raistrick 0473eacc1d WIP: BUG-5 slot-array fix + FEAT-1 dead-not-skipped + skip parser
WORK IN PROGRESS — fix not complete. analyze-turns.js on 500-round
replay still finds 46 real skips + 64 double-acts.

turn.js changes:
- computeTurnOrderAfterAddition: insert by initiative (not append end)
- nextTurn wrap: no re-sort, cycle pointer
- togglePause resume: no re-sort, order stable
- addParticipant: patches turnOrderIds when started
- applyHpChange: death no longer flips isActive or touches turnOrderIds
  (FEAT-1 dead-not-skipped)

Tests:
- shared/tests/turn.skip.test.js (NEW): deterministic skip invariants
  pure 100 rounds + 540 rounds w/ mutations, both green
- shared/tests/turn.dead-skip.test.js: 4 green (FEAT-1)
- turn.characterization.test.js: 3 sites updated to new behavior
- turn.combat.test.js: boundary count fixed (wrap-turn attributed to
  new round), debug dump removed

scripts/analyze-turns.js (NEW): deterministic replay-stdout parser.
Reconstructs rounds, reports real skips + double-acts. Exit 1 on issue.
Catches bugs unit tests miss (46 skips/64 double-acts in 500 rounds).

TODO: FEAT-1 marked done, FEAT-2 added (upgrade app logs parseable).
2026-07-01 11:42:43 -04:00
david raistrick d35a730e12 fix(turn): BUG-2 addParticipant rejects duplicate id
Root cause: addParticipant appended participant to participants[] without
checking id uniqueness. Two participants with same id in array. On
togglePause resume, turnOrderIds rebuilt via sort → dup id appears twice.
nextTurn then stuck repeating that id (rotation breaks).

This was the enabling step for BUG-1's full corruption (audit chain):
  pause blocks advance → totalTurns frozen → addParticipant re-adds
  same r${totalTurns} id → resume dup → nextTurn stuck.

Fix: throw on duplicate id in addParticipant. Caller must use fresh id
(crypto.randomUUID in App, replay already does).

Evidence:
- Test: 'addParticipant rejects duplicate id' (was test.skip, now live).
- Pre-fix: 1 RED (Received function did not throw).
- Post-fix: 50 green (shared), 23 green (server), 62 green (FE).
- Reachability in normal app: low (App uses crypto.randomUUID) but no
  guard existed before. Defensive + unblocks BUG-1 isolation.

No other behavior changed.
2026-06-29 16:25:39 -04:00
david raistrick 2756b7b3eb tests: skip dup-id test (BUG-2, see TODO), enable clean push
test.skip preserves the test + its comment documenting BUG-2. Re-enable
(remove .skip) when fix lands.
2026-06-29 16:03:03 -04:00
david raistrick f81308a0df tests: consolidate into tests/ dirs, fix import paths
Move all test files out of source dirs into per-workspace tests/:
- shared/tests/   (3 unit test files)
- server/tests/   (1 integration test)
- src/tests/      (8 characterization + scenario tests + testHelpers)

Fix all relative import paths (App, storage, __mocks__, testHelpers).
Fix jest.config testMatch globs in shared/ and server/ (rootDir +
<rootDir>/tests pattern).

Delete scripts/repro-pause-bug.js (debug scratch, superseded by
turn.pause-add.test.js).

Keep scripts/replay-combat.js + scripts/audit-rotation.js as manual
demo/exploratory tools (NOT unit tests, not deterministic).

No logic changes. All green: shared 49 + 1 validated RED, server 23,
FE 62. Scenario test unchanged (240s timeout, pre-existing slow).
2026-06-29 16:02:22 -04:00