Rework backend #1

Merged
robert merged 86 commits from rework-backend into main 2026-07-01 19:29:34 -04:00
2 changed files with 80 additions and 2 deletions
Showing only changes of commit c90fc6ffb0 - Show all commits
+7 -2
View File
@@ -2,7 +2,7 @@
## M4 — Initiative skip bug + dead-participant handling
### Dead participants must NOT be skipped in turn order
### Dead participants must NOT be skipped in turn order (BUG-3 / M4)
- Current: dead (HP=0) → `isActive=false` → removed from turn order → skipped
- WRONG. Dead participants still occupy initiative slot.
- PCs (unconscious): death saves still resolve on their turn
@@ -14,7 +14,12 @@
(sets isActive=false on death), `computeTurnOrderAfterRemoval`.
- Characterization tests (`src/tests/Combat.characterization.test.js`) lock CURRENT
(buggy) behavior — those tests must be UPDATED to desired behavior, not
preserved. Red desired-test first, then fix.
preserved.
- RED test locked: `shared/tests/turn.dead-skip.test.js` (4 tests).
- 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
### JUMP_TURN_TO(participantId) manual turn override
- DM clicks participant → cursor jumps → that participant's turn now.
+73
View File
@@ -0,0 +1,73 @@
// M4 desired behavior: dead PC stays in turn order, turn still comes up,
// deathSave fires. Current code filters isActive (set false on death) so
// dead participants are SKIPPED. Test asserts desired state = RED on current.
const shared = require('@ttrpg/shared');
const { makeParticipant, startEncounter, nextTurn, applyHpChange, deathSave } = shared;
function p(id, init, extra = {}) {
return makeParticipant({
id, name: id, type: 'monster',
initiative: init, maxHp: 100, currentHp: 100,
...extra,
});
}
function pc(id, init, extra = {}) {
return makeParticipant({
id, name: id, type: 'character',
initiative: init, maxHp: 100, currentHp: 100,
...extra,
});
}
function enc(ps) {
return { name:'t', participants:ps, isStarted:false, isPaused:false,
round:0, currentTurnParticipantId:null, turnOrderIds:[] };
}
describe('M4: dead participants stay in turn order', () => {
test('dead PC not removed from turnOrderIds', () => {
const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
let e = enc(ps);
e = { ...e, ...startEncounter(e).patch };
const orderBefore = e.turnOrderIds.slice();
// kill b
e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
expect(e.turnOrderIds).toEqual(orderBefore);
});
test('dead PC turn still comes up (nextTurn visits them)', () => {
const ps = [pc('a', 20), pc('b', 15), pc('c', 10)];
let e = enc(ps);
e = { ...e, ...startEncounter(e).patch };
// kill b
e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
// advance: a→b→c. b's turn should come up.
e = { ...e, ...nextTurn(e).patch };
expect(e.currentTurnParticipantId).toBe('b');
});
test('dead PC on their turn can deathSave', () => {
const ps = [pc('a', 20), pc('b', 15)];
let e = enc(ps);
e = { ...e, ...startEncounter(e).patch };
// kill b (current = a)
e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
// advance to b's turn
e = { ...e, ...nextTurn(e).patch };
expect(e.currentTurnParticipantId).toBe('b');
// b is dead, on their turn: deathSave should not throw
const r = deathSave(e, 'b', 1);
expect(r.patch).toBeTruthy();
const b = r.patch.participants.find(x => x.id === 'b');
expect(b.deathSaves).toBe(1);
});
test('dead PC not auto-set isActive=false by applyHpChange', () => {
const ps = [pc('a', 20), pc('b', 15)];
let e = enc(ps);
e = { ...e, ...startEncounter(e).patch };
e = { ...e, ...applyHpChange(e, 'b', 'damage', 100).patch };
const b = e.participants.find(x => x.id === 'b');
expect(b.isActive).toBe(true);
});
});