Rework backend #1

Merged
robert merged 86 commits from rework-backend into main 2026-07-01 19:29:34 -04:00
6 changed files with 423 additions and 45 deletions
Showing only changes of commit 0473eacc1d - Show all commits
+21 -11
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@@ -5,17 +5,27 @@ REWORK_PLAN.md.
## Feature backlog
### FEAT-1: Dead participants stay in turn order
- From user (Saturday game). Moved out of REWORK_PLAN (not milestone).
- Dead (HP=0) participants must NOT be skipped.
- Current: dead → `isActive=false` → removed from turn order → skipped.
- Desired: dead occupy initiative slot, turn still comes up. PCs get
death-save turn.
- Affects: `shared/turn.js` `nextTurn` (filters `isActive`), `applyHpChange`
(sets isActive=false on death), `computeTurnOrderAfterRemoval`.
- Characterization tests (`src/tests/Combat.characterization.test.js`) lock
CURRENT behavior — UPDATE to desired when implementing.
- RED test locked (desired state): `shared/tests/turn.dead-skip.test.js`.
### FEAT-1: Dead participants stay in turn order — DONE
- Fixed: `applyHpChange` no longer flips `isActive` or touches `turnOrderIds`
on death/revive. Dead stay in rotation, `nextTurn` visits them, PCs get
death-save turn. `isActive` = DM toggle only.
- Tests: `shared/tests/turn.dead-skip.test.js` (4 green). Char tests updated
to new behavior.
### FEAT-2: upgrade app internal logs to be parseable
- Goal: combat logs in Firestore store enough structured state to run
skip/rotation analysis on ANY historic round — not just replay stdout.
- Current logs: `{timestamp, message, encounterName, undo}`. Parser must
guess roster from message strings. Brittle.
- Upgrade: add structured fields at turn-state mutation log sites in
App.js (startEncounter, toggleActive, addParticipant, removeParticipant,
applyHpChange death/revive, togglePause, nextTurn):
```
turnSnapshot: { round, currentTurnParticipantId, turnOrderIds, activeIds }
```
- Then `scripts/analyze-turns.js` ingests app logs directly (adapter fetch).
Works on real game sessions, any round, deterministic.
- Parser scaffold NOW ingests replay stdout only (stopgap until FEAT-2).
## Confirmed bugs (tests written, NOT fixed)
+217
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@@ -0,0 +1,217 @@
// scripts/analyze-turns.js
// Ingest replay-combat.js stdout (or any text matching its format), reconstruct
// rounds, report real skips + double-acts. Deterministic — no eyeballing.
//
// Usage:
// node scripts/analyze-turns.js [path] # analyze a saved log file
// node scripts/replay-combat.js 100 100 | node scripts/analyze-turns.js
// cat /tmp/replay.log | node scripts/analyze-turns.js
//
// Skip = participant active for WHOLE round (never deactivated/removed mid-round
// before their slot, never added mid-round) but never appeared as a turn actor.
// Double-act = same participant takes 2+ turns in one round.
//
// FEAT-2 (structured turn snapshot in app logs) will let this ingest live app
// logs too, not just replay stdout. Format-agnostic core lives in parseReplay().
'use strict';
const fs = require('fs');
// ---------- parsing ----------
const TURN_RE = /^\s*turn\s+(\d+)\s+\(round\s+(\d+)\):\s+(.+?)\s*$/;
const DEACTIVATE_RE = /^\s*\[(?:deactivate)\s+(.+?)\]\s*$/;
const REACTIVATE_RE = /^\s*\[(?:revive-reactivate|reactivate)\s+(.+?)\]\s*$/;
const ADD_RE = /^\s*\[(?:add)\s+(.+?)\]\s*$/;
const REMOVE_RE = /^\s*\[(?:remove dead|remove)\s+(.+?)\]\s*$/;
const PAUSE_RE = /^\s*\[pause\]\s*$/;
const RESUME_RE = /^\s*\[resume\]\s*$/;
const ROUND_COMPLETE_RE = /^\s*---\s*round\s+(\d+)\s+complete/;
const FIRST_RE = /^combat started:\s+round\s+\d+,\s+first=(.+?)\s*$/;
function parseLine(line) {
if (TURN_RE.test(line)) {
const m = line.match(TURN_RE);
return { kind: 'turn', turn: +m[1], round: +m[2], actor: m[3].trim() };
}
if (FIRST_RE.test(line)) {
const m = line.match(FIRST_RE);
return { kind: 'turn', turn: 0, round: 1, actor: m[1].trim() };
}
if (DEACTIVATE_RE.test(line)) return { kind: 'deactivate', name: line.match(DEACTIVATE_RE)[1].trim() };
if (REACTIVATE_RE.test(line)) return { kind: 'reactivate', name: line.match(REACTIVATE_RE)[1].trim() };
if (ADD_RE.test(line)) return { kind: 'add', name: line.match(ADD_RE)[1].trim() };
if (REMOVE_RE.test(line)) return { kind: 'remove', name: line.match(REMOVE_RE)[1].trim() };
if (PAUSE_RE.test(line)) return { kind: 'pause' };
if (RESUME_RE.test(line)) return { kind: 'resume' };
if (ROUND_COMPLETE_RE.test(line)) return { kind: 'round-complete', round: +line.match(ROUND_COMPLETE_RE)[1] };
return null;
}
// ---------- reconstruction ----------
// Build per-round timeline: round -> { turns: [actor], mutations: [{stepIdx,...}] }
// Then compute skips + double-acts.
function reconstruct(events) {
// global state: active set by name. Start populated lazily from first turn.
const active = new Set();
const rounds = new Map(); // round -> { turns: [name], events: [{...}] }
let curRound = 1;
let sawFirstTurn = false;
for (const ev of events) {
if (ev.kind === 'turn') {
sawFirstTurn = true;
curRound = ev.round;
if (!rounds.has(curRound)) rounds.set(curRound, { turns: [], events: [], complete: false });
const r = rounds.get(curRound);
r.turns.push(ev.actor);
r.events.push({ ...ev, idx: r.events.length });
if (!active.has(ev.actor)) active.add(ev.actor); // first sighting = active
} else if (ev.kind === 'deactivate') {
active.delete(ev.name);
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
} else if (ev.kind === 'reactivate' || ev.kind === 'add') {
active.add(ev.name);
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
} else if (ev.kind === 'remove') {
active.delete(ev.name);
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
} else if (ev.kind === 'round-complete') {
if (rounds.has(ev.round)) rounds.get(ev.round).complete = true;
}
// pause/resume: rotation-affecting but no roster change; tracked in events
else if (ev.kind === 'pause' || ev.kind === 'resume') {
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
}
}
return rounds;
}
// For each round, recompute active-at-start and acted, then find real skips.
function analyze(rounds) {
const report = [];
for (const [roundN, r] of [...rounds.entries()].sort((a, b) => a[0] - b[0])) {
// Replay stdout doesn't dump roster, so infer "active at round start":
// walk events IN ORDER, snapshot active set at first turn of this round.
// We replay from a clean per-round pass using a carry-over active set.
report.push(analyzeRound(roundN, r));
}
return report;
}
// Re-run per-round with active-set carry-over across rounds (module scope).
function analyzeRounds(rounds) {
// Carry active set forward round to round. Reset at round 1 from scratch.
let activeCarry = new Set();
const reports = [];
const sortedRounds = [...rounds.entries()].sort((a, b) => a[0] - b[0]);
for (const [roundN, r] of sortedRounds) {
if (!r.complete) continue; // incomplete final round — can't judge skips
if (roundN === 1) activeCarry = new Set();
const result = analyzeRoundWithCarry(roundN, r, activeCarry);
reports.push(result.report);
activeCarry = result.activeAfter;
}
return reports;
}
function analyzeRoundWithCarry(roundN, r, activeAtStart) {
// activeAtStart: Set copy. Mutations during round adjust a working copy.
const active = new Set(activeAtStart);
const activeWholeRound = new Set(activeAtStart); // participants never toggled off/removed
const addedThisRound = new Set();
const turns = []; // ordered actor names
for (const ev of r.events) {
if (ev.kind === 'turn') {
turns.push(ev.actor);
if (!active.has(ev.actor)) active.add(ev.actor); // first-ever sighting
} else if (ev.kind === 'deactivate' || ev.kind === 'remove') {
active.delete(ev.name);
activeWholeRound.delete(ev.name);
} else if (ev.kind === 'reactivate' || ev.kind === 'add') {
active.add(ev.name);
if (ev.kind === 'add') addedThisRound.add(ev.name);
// reactivated = was not active at start, so not eligible for "whole round"
activeWholeRound.add(ev.name); // gives benefit of doubt; refined below
}
}
// acted = unique names that took a turn this round
const acted = new Set(turns);
// double-acts: turns with count > 1
const counts = {};
for (const n of turns) counts[n] = (counts[n] || 0) + 1;
const doubleActs = Object.entries(counts).filter(([_, c]) => c > 1).map(([n, c]) => ({ name: n, count: c }));
// real skip: active at round start AND active at round end AND never acted.
// (deactivated/removed mid-round = legitimate skip, not a bug)
// also must have been active at END (revived back doesn't count as skip).
// Simplest defn matching the unit test: activeAtStart ∩ activeAtEnd ∩ ¬acted.
const activeAtEnd = active;
const realSkips = [...activeAtStart]
.filter(n => activeAtEnd.has(n) && !acted.has(n));
return {
report: {
round: roundN,
turnCount: turns.length,
uniqueActors: acted.size,
realSkips,
doubleActs,
turns,
},
activeAfter: activeAtEnd,
};
}
// ---------- CLI ----------
function readInput() {
const arg = process.argv[2];
if (arg) return fs.readFileSync(arg, 'utf8');
// stdin
return fs.readFileSync(0, 'utf8');
}
function main() {
const text = readInput();
const lines = text.split('\n');
const events = lines.map(parseLine).filter(Boolean);
const rounds = reconstruct(events);
const reports = analyzeRounds(rounds);
let totalSkips = 0;
let totalDoubles = 0;
const problemRounds = [];
for (const rep of reports) {
const hasIssue = rep.realSkips.length > 0 || rep.doubleActs.length > 0;
if (hasIssue) problemRounds.push(rep);
totalSkips += rep.realSkips.length;
totalDoubles += rep.doubleActs.length;
}
for (const rep of problemRounds) {
console.log(`R${rep.round}: turns=${rep.turnCount} unique=${rep.uniqueActors}`);
if (rep.realSkips.length) console.log(` REAL SKIPS: ${rep.realSkips.join(', ')}`);
if (rep.doubleActs.length) console.log(` DOUBLE-ACTS: ${rep.doubleActs.map(d => `${d.name}(${d.count}x)`).join(', ')}`);
console.log(` sequence: ${rep.turns.join(' -> ')}`);
}
console.log(`\n=== ${reports.length} rounds analyzed ===`);
console.log(`real skips: ${totalSkips}`);
console.log(`double-acts: ${totalDoubles}`);
console.log(totalSkips === 0 && totalDoubles === 0 ? 'CLEAN — no rotation bugs' : 'ISSUES FOUND');
process.exit(totalSkips === 0 && totalDoubles === 0 ? 0 : 1);
}
main();
+19 -9
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@@ -141,12 +141,14 @@ describe('togglePause', () => {
expect(patch.isPaused).toBe(true);
});
test('resume recomputes turn order from active', () => {
test('resume preserves turn order (no re-sort)', () => {
// BUG-5 fix: resume no longer re-sorts. Re-sort displaced current pointer
// and caused skips. Order frozen at startEncounter, patched incrementally.
const ps = [p('a', 5), p('b', 15)];
const e = enc(ps, { isStarted: true, isPaused: true, turnOrderIds: ['a', 'b'] });
const { patch } = togglePause(e);
expect(patch.isPaused).toBe(false);
expect(patch.turnOrderIds).toEqual(['b', 'a']);
expect(patch.turnOrderIds).toEqual(['a', 'b']);
});
});
@@ -192,11 +194,14 @@ describe('toggleParticipantActive', () => {
expect(patch.currentTurnParticipantId).toBe('b');
});
test('started: reactivating appends to turn order', () => {
test('started: reactivating inserts by initiative', () => {
// BUG-5 fix: reactivated participant slots by initiative (not appended
// to end). Preserves correct rotation order.
const ps = [p('a', 10, { isActive: false }), p('b', 5)];
const e = enc(ps, { isStarted: true, turnOrderIds: ['b'], currentTurnParticipantId: 'b' });
const { patch } = toggleParticipantActive(e, 'a');
expect(patch.turnOrderIds).toEqual(['b', 'a']);
// a init=10 > b init=5 → a slots before b
expect(patch.turnOrderIds).toEqual(['a', 'b']);
});
});
@@ -207,17 +212,22 @@ describe('applyHpChange', () => {
expect(patch.participants[0].currentHp).toBe(10);
});
test('damage to 0 deactivates + removes from turn order', () => {
test('damage to 0 keeps active + stays in turn order (FEAT-1)', () => {
// FEAT-1: death no longer deactivates or removes from turn order.
// Dead stay in rotation, nextTurn still visits them, PCs get death-save turn.
const ps = [p('a', 10, { currentHp: 3 }), p('b', 5)];
const e = enc(ps, { isStarted: true, turnOrderIds: ['a', 'b'], currentTurnParticipantId: 'a' });
const { patch } = applyHpChange(e, 'a', 'damage', 5);
expect(patch.participants[0].currentHp).toBe(0);
expect(patch.participants[0].isActive).toBe(false);
expect(patch.currentTurnParticipantId).toBe('b');
expect(patch.participants[0].isActive).toBe(true);
expect(patch.turnOrderIds).toBeUndefined();
expect(patch.currentTurnParticipantId).toBeUndefined();
});
test('heal above 0 revives + reactivates + resets death saves', () => {
const ps = [p('a', 10, { currentHp: 0, isActive: false, deathSaves: 2 })];
test('heal above 0 resets death saves, keeps active (FEAT-1)', () => {
// FEAT-1: revive no longer flips isActive (was already active — death
// doesn't deactivate). deathSaves still reset.
const ps = [p('a', 10, { currentHp: 0, deathSaves: 2 })];
const { patch } = applyHpChange(enc(ps), 'a', 'heal', 5);
expect(patch.participants[0].currentHp).toBe(5);
expect(patch.participants[0].isActive).toBe(true);
+2 -1
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@@ -108,7 +108,8 @@ describe('combat integrity (100 rounds, full op coverage)', () => {
}
e = apply(e, t);
totalTurns++;
seenThisRound.push(e.currentTurnParticipantId);
// only count if turn belongs to THIS round (no wrap)
if (e.round === startRound) seenThisRound.push(e.currentTurnParticipantId);
const actor = currentParticipant(e);
+122
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@@ -0,0 +1,122 @@
// Invariant: no real skip. Every active participant at round start (still
// active at round end) gets a turn. Tracks per ACTUAL round (e.round), so
// rounds spanning pause/resume across loop iterations count correctly.
//
// Guards BUG-5 fix (slot-array turn order, no re-sort on wrap/resume).
// If this goes RED, turn order rotation is skipping participants again.
'use strict';
const shared = require('@ttrpg/shared');
const {
buildCharacterParticipant, buildMonsterParticipant,
startEncounter, nextTurn, togglePause, addParticipant, removeParticipant,
toggleParticipantActive,
} = shared;
const apply = (e, r) => (r && r.patch) ? { ...e, ...r.patch } : e;
const nm = (enc) => (id) => {
const f = enc.participants.find(p => p.id === id);
return f ? f.name : id;
};
function setup() {
const ps = [
buildCharacterParticipant({ id: 'c1', name: 'Fighter', defaultMaxHp: 200, defaultInitMod: 2 }).participant,
buildCharacterParticipant({ id: 'c2', name: 'Cleric', defaultMaxHp: 180, defaultInitMod: 1 }).participant,
buildCharacterParticipant({ id: 'c3', name: 'Rogue', defaultMaxHp: 160, defaultInitMod: 3 }).participant,
buildMonsterParticipant({ name: 'Goblin1', maxHp: 100, initMod: 2 }).participant,
buildMonsterParticipant({ name: 'Goblin2', maxHp: 100, initMod: 2 }).participant,
buildMonsterParticipant({ name: 'OrcBoss', maxHp: 500, initMod: 1 }).participant,
buildMonsterParticipant({ name: 'Wolf', maxHp: 120, initMod: 3 }).participant,
buildMonsterParticipant({ name: 'Merchant', maxHp: 150, initMod: 0, isNpc: true }).participant,
];
let e = {
name: 't', participants: ps, isStarted: false, isPaused: false,
round: 0, currentTurnParticipantId: null, turnOrderIds: [],
};
return apply(e, startEncounter(e));
}
describe('BUG-5: turn-order rotation never skips (deterministic)', () => {
jest.setTimeout(15000);
test('pure nextTurn: 0 skips across 100 rounds', () => {
let e = setup();
let totalSkips = 0;
for (let roundN = 1; roundN <= 100; roundN++) {
const startRound = e.round;
const activeAtStart = new Set(e.participants.filter(p => p.isActive).map(p => p.id));
const acted = new Set();
acted.add(e.currentTurnParticipantId);
let guard = 0;
const cap = e.participants.length + 1;
while (e.round === startRound && guard < cap) {
e = apply(e, nextTurn(e));
if (e.round === startRound) acted.add(e.currentTurnParticipantId);
guard++;
}
const skipped = [...activeAtStart].filter(id => {
const p = e.participants.find(x => x.id === id);
return p && p.isActive && !acted.has(id);
});
totalSkips += skipped.length;
}
expect(totalSkips).toBe(0);
});
test('with pause/resume + add/remove/toggle: 0 skips across ~540 rounds', () => {
let e = setup();
const N = nm(e);
let curRound = null;
let activeAtRoundStart = new Set();
let actedThisRound = new Set();
const onRoundStart = (enc) => {
curRound = enc.round;
activeAtRoundStart = new Set(enc.participants.filter(p => p.isActive).map(p => p.id));
actedThisRound = new Set();
if (enc.currentTurnParticipantId) actedThisRound.add(enc.currentTurnParticipantId);
};
onRoundStart(e);
let totalRealSkips = 0;
let added = 0;
let turns = 0;
const MAX_TURNS = 2000;
while (turns < MAX_TURNS && e.isStarted) {
turns++;
if (e.isPaused) e = apply(e, togglePause(e));
if (turns % 7 === 0 && !e.isPaused) { e = apply(e, togglePause(e)); continue; }
const prevRound = e.round;
e = apply(e, nextTurn(e));
if (e.round !== prevRound) {
const skipped = [...activeAtRoundStart].filter(id => {
const p = e.participants.find(x => x.id === id);
return p && p.isActive && !actedThisRound.has(id);
});
totalRealSkips += skipped.length;
onRoundStart(e);
} else {
actedThisRound.add(e.currentTurnParticipantId);
}
if (turns % 9 === 0 && added < 8) {
const b = buildMonsterParticipant({ name: `R${added + 1}`, maxHp: 120, initMod: 3 }).participant;
b.id = `reinforce${added + 1}`;
e = apply(e, addParticipant(e, b)); added++;
}
if (turns % 13 === 0) {
const cand = e.participants.filter(p => p.type === 'monster' && p.isActive && p.id !== e.currentTurnParticipantId);
if (cand.length) e = apply(e, removeParticipant(e, cand[0].id));
}
if (turns % 17 === 0) {
const cand = e.participants.filter(p => p.isActive && p.id !== e.currentTurnParticipantId);
if (cand.length) {
const t = cand[0];
e = apply(e, toggleParticipantActive(e, t.id));
e = apply(e, toggleParticipantActive(e, t.id));
}
}
}
expect(totalRealSkips).toBe(0);
});
});
+42 -24
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@@ -59,13 +59,28 @@ const computeTurnOrderAfterRemoval = (encounter, removedId, updatedParticipants)
return updates;
};
// Verbatim from src/App.js. Returns turnOrderIds update when a participant
// re-enters active combat mid-encounter.
// Insert addedId into turnOrderIds by initiative. New participant slots into
// correct initiative position at add time (not appended to end). Preserves
// current pointer — no re-sort anywhere except startEncounter.
// Tie rule: insert AFTER existing same-init (preserves creation order).
const computeTurnOrderAfterAddition = (encounter, addedId) => {
if (!encounter.isStarted) return {};
const currentIds = encounter.turnOrderIds || [];
if (currentIds.includes(addedId)) return {};
return { turnOrderIds: [...currentIds, addedId] };
const added = (encounter.participants || []).find(p => p.id === addedId);
if (!added) return { turnOrderIds: [...currentIds, addedId] };
// find first id with strictly lower initiative; insert before it (== after all >= )
const initOf = id => {
const p = (encounter.participants || []).find(x => x.id === id);
return p ? (p.initiative || 0) : 0;
};
const addedInit = added.initiative || 0;
let insertAt = currentIds.length;
for (let i = 0; i < currentIds.length; i++) {
if (initOf(currentIds[i]) < addedInit) { insertAt = i; break; }
}
const newIds = [...currentIds.slice(0, insertAt), addedId, ...currentIds.slice(insertAt)];
return { turnOrderIds: newIds };
};
// ----------------------------------------------------------------------------
@@ -209,18 +224,14 @@ function nextTurn(encounter) {
let nextIndex = (currentIndex + 1) % activePsInOrder.length;
let newTurnOrderIds = encounter.turnOrderIds;
// Round wrap: initiative is cyclic. Order is frozen at startEncounter and
// patched incrementally by add/remove/toggle. NO re-sort here — re-sorting
// displaces the current pointer and causes skips.
if (nextIndex === 0 && currentIndex !== -1) {
nextRound += 1;
// Rebuild turn order by initiative at start of new round so participants
// activated mid-round (appended to end) slot into proper initiative position next round.
const activePs = encounter.participants.filter(p => p.isActive);
const sorted = sortParticipantsByInitiative(activePs, encounter.participants);
newTurnOrderIds = sorted.map(p => p.id);
}
const nextParticipant = (nextIndex === 0 && currentIndex !== -1)
? encounter.participants.find(p => p.id === newTurnOrderIds[0])
: activePsInOrder[nextIndex];
const nextParticipant = activePsInOrder[nextIndex];
if (!nextParticipant) {
throw new Error('Could not determine next participant.');
@@ -251,10 +262,10 @@ function togglePause(encounter) {
const newPausedState = !encounter.isPaused;
let newTurnOrderIds = encounter.turnOrderIds;
if (!newPausedState && encounter.isPaused) {
// Resuming — recompute turn order from active participants.
const activeParticipants = encounter.participants.filter(p => p.isActive);
const sortedParticipants = sortParticipantsByInitiative(activeParticipants, encounter.participants);
newTurnOrderIds = sortedParticipants.map(p => p.id);
// Resume: do NOT re-sort. Re-sorting displaces the current pointer —
// participants who already acted move earlier in order and nextTurn
// revisits them (whole round replays). Order is frozen at startEncounter
// and patched incrementally; resume keeps it stable.
}
return {
patch: { isPaused: newPausedState, turnOrderIds: newTurnOrderIds },
@@ -269,16 +280,25 @@ function togglePause(encounter) {
}
// ADD_PARTICIPANT — appends participant. (Initiative rolled by caller via build*.)
// If encounter already started, also slot participant into turnOrderIds by
// initiative (via computeTurnOrderAfterAddition).
function addParticipant(encounter, participant) {
if ((encounter.participants || []).some(p => p.id === participant.id)) {
throw new Error(`Participant with id "${participant.id}" already exists in encounter.`);
}
const updatedParticipants = [...(encounter.participants || []), participant];
const intermediate = { ...encounter, participants: updatedParticipants };
const turnUpdates = computeTurnOrderAfterAddition(intermediate, participant.id);
return {
patch: { participants: updatedParticipants },
patch: { participants: updatedParticipants, ...turnUpdates },
log: {
message: `${participant.name} added to encounter (Initiative: ${participant.initiative})`,
undo: { participants: [...(encounter.participants || [])] },
undo: {
participants: [...(encounter.participants || [])],
...(encounter.isStarted ? {
turnOrderIds: [...(encounter.turnOrderIds || [])],
} : {}),
},
},
};
}
@@ -359,27 +379,25 @@ function applyHpChange(encounter, participantId, changeType, amount) {
const isDead = newHp === 0;
const wasResurrected = wasDead && newHp > 0;
// FEAT-1: death no longer flips isActive or touches turnOrderIds.
// Dead participants stay in turn order, nextTurn still visits them, PCs
// get their death-save turn. isActive = DM-controlled combatant toggle only.
const updatedParticipants = (encounter.participants || []).map(p => {
if (p.id !== participantId) return p;
const updates = { ...p, currentHp: newHp };
if (isDead && !wasDead) {
updates.isActive = false;
updates.deathSaves = p.deathSaves || 0;
updates.isDying = false;
}
if (wasResurrected) {
updates.isActive = true;
updates.deathSaves = 0;
updates.isDying = false;
}
return updates;
});
const turnUpdates = (isDead && !wasDead)
? computeTurnOrderAfterRemoval(encounter, participantId, updatedParticipants)
: wasResurrected
? computeTurnOrderAfterAddition(encounter, participantId)
: {};
// No turn-order updates on death/revive (FEAT-1).
const turnUpdates = {};
const hpLine = `${participant.currentHp}${newHp} HP`;
const deathSuffix = (isDead && !wasDead)