# Encounter Builder — DM Interface Guide How a DM (or LLM automating the DM role) builds and runs encounters via the UI and storage layer. Covers entity model, build flow, combat controls, and the storage paths backing each action. ## Entity model Three nested entities. All stored as opaque JSON docs in the KV store (generic doc store — see `docs/DEVELOPMENT.md`). ``` Campaign └─ Encounter(s) └─ Participant(s) ``` Plus two global docs: - `activeDisplay/status` — controls player view (which campaign+encounter, hide-HP flag) - `logs/{id}` — append-only action log entries ### Campaign Path: `artifacts/{APP_ID}/public/data/campaigns/{campaignId}` | Field | Type | Notes | |---|---|---| | `name` | string | | | `playerDisplayBackgroundUrl` | string | optional, image URL for player display bg | | `ownerId` | string | user id | | `createdAt` | ISO string | | | `players` | array | campaign-level character roster (templates, NOT combatants) | Campaign characters = reusable templates. Default HP + init mod. Added to any encounter via ParticipantManager. Not combatants themselves. ### Encounter Path: `artifacts/{APP_ID}/public/data/campaigns/{campaignId}/encounters/{encounterId}` | Field | Type | Notes | |---|---|---| | `name` | string | | | `createdAt` | ISO string | | | `participants` | array | the combatants (see below) | | `round` | int | 0 = not started | | `currentTurnParticipantId` | string\|null | who acts now | | `isStarted` | bool | combat active | | `isPaused` | bool | frozen turn order (add/remove/edit allowed) | | `turnOrderIds` | array | participant ids in turn order = participants[] order (1-list model) | ### Participant Object in `encounter.participants[]`: | Field | Type | Notes | |---|---|---| | `id` | string | `generateId()` | | `name` | string | | | `type` | `'character'` \| `'monster'` | character = PC (death saves), monster = hostile/NPC | | `originalCharacterId` | string\|null | links back to campaign character if type=character | | `initiative` | int | rolled once at add (`rollD20() + mod`). Stored value, not re-derived. | | `maxHp` | int | | | `currentHp` | int | 0 = dead/dying | | `isNpc` | bool | monster flagged NPC (display color, no death saves) | | `conditions` | array | condition ids from `CONDITIONS` list | | `isActive` | bool | in turn rotation? false = skipped by nextTurn | | `deathSaves` | int | PC only, 0-3 fails | | `isDying` | bool | death animation flag (player display) | ## Build flow (UI) Admin view at `/`. Steps: ### 1. Create campaign - Click **Create Campaign** button - Enter name + optional background URL - Submits → `setDoc(campaigns/{id}, { name, playerDisplayBackgroundUrl, ownerId, createdAt, players:[] })` ### 2. Select campaign - Click campaign card → `setSelectedCampaignId(campaign.id)` - Now managing: CharacterManager + EncounterManager visible ### 3. Add campaign characters (optional templates) CharacterManager section. Per character: - **Name** - **Default HP** (`DEFAULT_MAX_HP` = 10) - **Init Mod** (`DEFAULT_INIT_MOD` = 0) → `updateDoc(campaign, { players:[...existing, newChar] })` These are reusable across encounters. Add to encounter later (auto-rolls initiative). ### 4. Create encounter - Click **Create Encounter** - Enter name → `setDoc(campaigns/{cid}/encounters/{eid}, { name, createdAt, participants:[], round:0, currentTurnParticipantId:null, isStarted:false, isPaused:false })` ### 5. Add participants ParticipantManager section. Two paths: **Monster/NPC:** - **Monster Name** (`placeholder: "e.g., Dire Wolf"`) - **Init Mod** (`MONSTER_DEFAULT_INIT_MOD` = 2) - **Max HP** (`DEFAULT_MAX_HP` = 10) - **Is NPC?** checkbox (flag, changes display color) - Click **Add to Encounter** - Initiative auto-rolled: `rollD20() + mod` **Character (from campaign roster):** - Select character from dropdown - Click **Add to Encounter** - OR **Add All (Roll Init)** — bulk-adds all campaign chars, each rolls own initiative **Duplicate guard:** same `originalCharacterId` blocked (alerts "already in this encounter"). Monsters no dedup. Participant object added: ```js { id, name, type, originalCharacterId, initiative, maxHp, currentHp:maxHp, isNpc, conditions:[], isActive:true, deathSaves:0, isDying:false } ``` ### 6. Reorder before start (tie-break) Pre-combat only (`!isStarted || isPaused`). Drag handles shown for **tied initiative** values only. Drop reorders `participants[]` + `turnOrderIds`. Post-start drag: see BUG-13/14 in `TODO.md` (cross-init + pointer semantics untested). ## Combat flow (UI) InitiativeControls panel (sticky, right side). ### Start - **Start Combat** button (disabled if no active participants) - Sorts ALL participants by initiative (1-list: `participants[]` = display + turn order) - `round=1`, `currentTurnParticipantId` = first active, `isStarted=true`, `isPaused=false` - Sets `activeDisplay` → this campaign+encounter (player display syncs) - Initiative fixed at start. NOT re-derived from mod after. ### Next Turn - **Next Turn** button (disabled if paused) - Advances to next active participant in `turnOrderIds` - Wraps at end → `round += 1`, re-sorts active by initiative at round start - Dead (`isActive:false`) skipped, stay in rotation ### Pause / Resume - **Pause Combat** → `isPaused=true`, Next Turn disabled - While paused: add/remove participants, adjust HP, edit initiative, reorder ties - **Resume Combat** → `isPaused=false`, no re-sort (1-list: turnOrderIds already current) ### HP adjustments (combat only) Per-participant input + buttons: - Number input - **Damage** (HeartCrack icon) — `currentHp = max(0, hp - amt)` - **Heal** (Heart icon) — `currentHp = min(maxHp, hp + amt)` - Death: hp→0 sets `isActive:false`, PC gets `deathSaves` tracking ### Death saves (PC only, at 0 HP) 3 buttons. Click marks fail. 3 fails = dead. Reset on revive/heal. ### Conditions - Click participant → expand conditions picker (all 22 from `CONDITIONS`) - Active conditions show as badges, click to remove ### End combat - **End Combat** button → resets `isStarted:false`, `round:0`, `currentTurn:null`, `turnOrderIds:[]` - Clears `activeDisplay` (player view goes blank) ## Player display Separate view at `/display` or `?playerView=true`. Read-only second screen. What it shows: - Current encounter name - Round + current turn participant - All participants in `participants[]` order (drag order, NOT init-sorted — BUG-15 fix) - HP bars, conditions, death saves - Inactive monsters hidden (pre-staged reserves) Driven by `activeDisplay/status` doc. Controlled by **Open Player Window** button (sets active campaign+encounter) or Start Combat (auto-sets). ## 1-list turn order model Key architecture. `turnOrderIds === participants.map(p => p.id)` always. Single source of truth. - **Display** = `participants[]` order (AdminView + DisplayView, no re-sort) - **Turn rotation** = `turnOrderIds` (mirrors participants[]) - **Drag** = source of truth, overrides initiative - **Add mid-combat** = append to participants[] + sync (BUG-14: init-insert broken post-drag) - **Toggle active** = flip `isActive` only, stay in slot - **Remove** = drop from participants[] + sync, advance current if needed No re-sort after `startEncounter` except round-wrap (re-sorts active by init at top of round). ## Storage paths quick reference ``` campaigns/{cid} campaign doc campaigns/{cid}/encounters/{eid} encounter doc (participants[]) campaigns/{cid}/encounters/{eid}/participants ❌ NOT a path — participants inline activeDisplay/status player display control logs/{logId} action log entry ``` ## DM tips - Initiative rolled ONCE at add time. Stored. Edit via EditParticipantModal to override. - Pause before big roster changes (adds/removes). Resume re-syncs cleanly. - Campaign chars = templates. Edit campaign char doesn't touch encounter participants (already added). - Dead monsters stay in rotation, skipped. Remove via trash icon to clean list. - Player display auto-follows Start Combat. Manual control via Open Player Window. See `docs/GLOSSARY.md` for domain terms, `TODO.md` for known bugs.