Files
ttrpg-initiative-tracker/docs/ENCOUNTER_BUILDER.md
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

8.8 KiB

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' | 'npc' | 'monster' character/NPC = death saves, monster = dead at 0 HP
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/stable by status
conditions array condition ids from CONDITIONS list
isActive bool in turn rotation? false = skipped by nextTurn
status 'conscious' | 'dying' | 'stable' | 'dead' death-save source of truth
deathSaveSuccesses int character/NPC only, 0-3 successes
deathSaveFailures int character/NPC only, 0-3 failures

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 (sets type: 'npc', keeps monster/DM-control color, enables death saves)
  • 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:

{ id, name, type, originalCharacterId, initiative, maxHp, currentHp:maxHp,
  conditions:[], isActive:true, status:'conscious', deathSaveSuccesses:0, deathSaveFailures:0 }

6. Reorder before start (tie-break)

Pre-combat only (!isStarted || isPaused). Drag handles shown for tied initiative values only. Drop reorders participants[] + turnOrderIds.

During active combat, cross-current-pointer drag is blocked to avoid skip/double-act ambiguity. Paused combat can reorder same-initiative ties freely.

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
  • No re-sort after start; 1-list order remains source of truth
  • Inactive (isActive:false) participants are skipped, but stay in slot

Pause / Resume

  • Pause CombatisPaused=true, Next Turn disabled
  • While paused: add/remove participants, adjust HP, edit initiative, reorder ties
  • Resume CombatisPaused=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) for living/dying/stable participants; normal heal does not affect dead participants
  • Character/NPC at 0 HP → status:'dying', death-save controls, unconscious condition
  • Monster at 0 HP → status:'dead', isActive:false
  • Massive damage (damage >= currentHp + maxHp) → dead

Death saves (character/NPC only, at 0 HP)

Action buttons: Success, Fail, Nat1, Nat20, Stabilize.

  • Success: +1 success; 3 successes → stable/unconscious at 0 HP
  • Fail: +1 failure; 3 failures → dead
  • Nat1: +2 failures
  • Nat20: 1 HP, conscious, counters reset
  • Stabilize: stable/unconscious at 0 HP, counters reset
  • Revive: dead → 0 HP, stable/unconscious, active

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 participants hidden (including auto-inactive dead monsters and DM-hidden 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 = slot by initiative into participants[] + sync
  • Toggle active = flip isActive only, stay in slot
  • Remove = drop from participants[] + sync, advance current if needed

No re-sort after startEncounter.

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 become inactive automatically and are skipped. Remove via trash icon to clean list.
  • Dead characters/NPCs stay active until DM marks inactive, removes, or revives them.
  • Player display auto-follows Start Combat. Manual control via Open Player Window.

See docs/GLOSSARY.md for domain terms, TODO.md for known bugs.