Both combat.js replay and Combat.scenario.test.js built character participants inline via buildCharacterParticipant without persisting to campaign doc. Real app stores chars in campaign doc players array; encounter participants built from that. Replay/scenario diverged from real flow — campaign had zero chars. Fix: - replay.js: roster chars now have id, persisted to campaign doc players array at setup_campaign step - Combat.scenario.test.js: addCharacterViaUI writes char to campaign doc players array (mirrors app), CAMPAIGN_PATH const added
416 lines
16 KiB
JavaScript
416 lines
16 KiB
JavaScript
// scripts/combat/replay.js
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// Drive fresh combat through LIVE backend. Write lean log to --out path.
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// Same log shape as app download (JSON array of canonical events).
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//
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// DM-facing stdout: round headers + per-turn actions. No internals leak.
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'use strict';
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const fs = require('fs');
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const path = require('path');
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const crypto = require('crypto');
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const shared = require('../../shared');
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const { normalizeEvent } = shared.logEvent;
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const {
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buildCharacterParticipant, buildMonsterParticipant,
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startEncounter, nextTurn, togglePause, endEncounter,
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addParticipant, updateParticipant, removeParticipant,
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toggleParticipantActive, applyHpChange, deathSave,
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stabilizeParticipant, reviveParticipant,
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toggleCondition, reorderParticipants,
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} = shared;
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const { createServerStorage } = require('../../src/storage/server');
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const BACKEND = process.env.BACKEND_URL || 'http://127.0.0.1:4001';
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const WS_URL = process.env.BACKEND_REALTIME_URL || BACKEND.replace(/^http/, 'ws') + '/ws';
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const APP_ID = process.env.REACT_APP_TRACKER_APP_ID || 'ttrpg-initiative-tracker-default';
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const PUB = `artifacts/${APP_ID}/public/data`;
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const getPath = {
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campaigns: () => `${PUB}/campaigns`,
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campaign: (id) => `${PUB}/campaigns/${id}`,
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encounters: (cid) => `${PUB}/campaigns/${cid}/encounters`,
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encounter: (cid, eid) => `${PUB}/campaigns/${cid}/encounters/${eid}`,
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activeDisplay: () => `${PUB}/activeDisplay/status`,
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logs: () => `${PUB}/logs`,
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};
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const storage = createServerStorage({ baseUrl: BACKEND, realtimeUrl: WS_URL });
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const sleep = (ms) => new Promise(r => setTimeout(r, ms));
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const pick = (arr) => arr[Math.floor(Math.random() * arr.length)];
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function buildRoster() {
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return [
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{ id: 'char-fighter', name: 'Fighter', defaultMaxHp: 200, defaultInitMod: 2 },
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{ id: 'char-cleric', name: 'Cleric', defaultMaxHp: 180, defaultInitMod: 1 },
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{ id: 'char-rogue', name: 'Rogue', defaultMaxHp: 160, defaultInitMod: 3 },
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];
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}
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function buildMonsters() {
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return [
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{ name: 'Goblin1', maxHp: 30, initMod: 2 },
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{ name: 'Goblin2', maxHp: 30, initMod: 2 },
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{ name: 'OrcBoss', maxHp: 120, initMod: 1 },
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{ name: 'Wolf', maxHp: 40, initMod: 3 },
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{ name: 'Merchant', maxHp: 30, initMod: 0, asNpc: true },
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];
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}
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const CONDITIONS = [
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'alchemist_fire','bardic_inspiration','blinded','charmed','deafened',
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'frightened','grappled','incapacitated','invisible','paralyzed',
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'petrified','poisoned','prone','restrained','sapped','shield',
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'slowed','stunned','unconscious','vexed',
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];
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const CUSTOM_CONDITIONS = ['hexed','rager','marked_for_death','shield_blessed'];
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const ALL_CONDITIONS = [...CONDITIONS, ...CUSTOM_CONDITIONS];
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let condIdx = 0;
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// Lean snapshot — verify needs rotation fields only.
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function snapshot(enc) {
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if (!enc) return null;
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return {
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round: enc.round ?? 0,
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currentTurnParticipantId: enc.currentTurnParticipantId ?? null,
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turnOrderIds: [...(enc.turnOrderIds || [])],
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activeIds: (enc.participants || []).filter(p => p.isActive).map(p => p.id),
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};
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}
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function nameOf(enc, id) {
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if (!id || !enc) return '(none)';
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const p = (enc.participants || []).find(x => x.id === id);
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return p ? p.name : '(missing)';
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}
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// resolve participantId + name from call args + encounter state
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let _encCache = null;
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function resolveId(a) {
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if (!a) return null;
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const name = a.target || a.participant || a.dragged || a.name;
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if (!name || !_encCache) return null;
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const p = (_encCache.participants || []).find(x => x.name === name);
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return p ? p.id : null;
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}
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function resolveName(a) {
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if (!a) return null;
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return a.target || a.participant || a.dragged || a.name || null;
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}
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module.exports = async function replay(args) {
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// In pipelines, Ctrl-C often kills downstream (e.g. timestamper) first.
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// Then any later console.log hits EPIPE and process dies before cleanup.
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// Ignore broken output pipe so SIGINT cleanup can still end combat + verify.
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for (const s of [process.stdout, process.stderr]) {
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s.on('error', (err) => {
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if (err && err.code === 'EPIPE') return;
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throw err;
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});
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}
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const ROUNDS = parseInt(args.positional[0], 10);
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const DELAY = parseInt(args.positional[1], 10);
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const rounds = Number.isNaN(ROUNDS) ? 20 : ROUNDS;
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const delay = Number.isNaN(DELAY) ? 200 : DELAY;
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// Safety only. Roster grows via reinforcements, so fixed rounds*30 was too low
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// and killed long replays around 6000 events. Keep generous hard stop.
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const MAX_STEPS = Math.max(rounds * 250, 10000);
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const VERBOSE = args.verbose;
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const runStamp = new Date().toISOString().slice(0, 19).replace('T', '_').replace(/:/g, '-');
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const campaignId = crypto.randomUUID();
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const encounterId = crypto.randomUUID();
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const encounterPath = getPath.encounter(campaignId, encounterId);
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const activeDisplayPath = getPath.activeDisplay();
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const ctx = { storage, encPath: encounterPath, logPath: getPath.logs(), displayPath: activeDisplayPath };
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// ensure parent dir exists
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const traceDir = path.dirname(args.out);
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if (!fs.existsSync(traceDir)) fs.mkdirSync(traceDir, { recursive: true });
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const events = []; // collected lean events, flushed to --out at end
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let stepN = 0;
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let prevEnc = null;
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let interrupted = false;
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let finishing = false;
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const onSigint = () => {
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interrupted = true;
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console.error('\ninterrupted — ending combat and verifying partial log...');
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finishAndExit().catch(err => {
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console.error('interrupt cleanup failed:', err);
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process.exit(1);
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});
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};
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process.once('SIGINT', onSigint);
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// callStep: trust func return (post), no per-step getDoc. Build lean event
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// shape = same as app download. Pre/post snapshot = ground truth.
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async function callStep(fn, argsObj, runner) {
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stepN++;
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const encBefore = prevEnc !== null ? prevEnc : await storage.getDoc(encounterPath);
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const preSnap = snapshot(encBefore);
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let result, threw = null;
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try { result = await runner(encBefore); }
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catch (e) { threw = e.message; }
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const encAfter = threw ? encBefore : (result !== undefined ? result : encBefore);
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prevEnc = encAfter;
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_encCache = encAfter;
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const postSnap = snapshot(encAfter);
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events.push({
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id: crypto.randomUUID(),
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ts: Date.now(),
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type: fn,
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message: describe(fn, argsObj, encAfter),
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encounterId,
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encounterName: `Replay ${runStamp}`,
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encounterPath,
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participantId: resolveId(argsObj),
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participantName: resolveName(argsObj),
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delta: null,
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undo: null,
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undone: false,
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snapshot: postSnap,
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_pre: preSnap,
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_call: { fn, args: argsObj },
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_error: threw,
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});
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return { enc: encAfter, result, threw };
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}
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async function finishAndExit() {
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if (finishing) return;
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finishing = true;
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process.removeListener('SIGINT', onSigint);
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try {
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// end encounter, even on Ctrl-C, so live display/app is not left mid-combat
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const latest = await storage.getDoc(encounterPath);
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prevEnc = latest;
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if (latest && latest.isStarted) {
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await callStep('endEncounter', {}, (e) => endEncounter(e, ctx));
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}
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await storage.updateDoc(activeDisplayPath, { activeCampaignId: null, activeEncounterId: null });
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} catch (err) {
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console.error('cleanup warning:', err.message || err);
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}
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const log = interrupted ? console.error : console.log;
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const clean = events.map(({ _pre, _call, _error, ...rest }) => rest);
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fs.writeFileSync(args.out, JSON.stringify(clean, null, 2));
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log(`log written: ${events.length} events -> ${args.out}`);
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log('');
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log('--- verifying ---');
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const text = fs.readFileSync(args.out, 'utf8');
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const verify = require('./verify.js');
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const exit = verify(text, { verbose: VERBOSE, log });
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process.exit(exit);
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}
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// human-readable message per action
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function describe(fn, a, enc) {
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switch (fn) {
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case 'setup_campaign': return 'Campaign created';
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case 'setup_encounter': return 'Encounter created';
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case 'addParticipant': return `${a.name} joined`;
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case 'startEncounter': return `Combat started — round 1, ${nameOf(enc, enc.currentTurnParticipantId)} first`;
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case 'nextTurn': return `Turn passed to ${nameOf(enc, enc.currentTurnParticipantId)}`;
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case 'applyHpChange':
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return a.changeType === 'heal'
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? `${a.target} healed +${a.amount}`
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: `${a.target} took ${a.amount} damage`;
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case 'toggleCondition': return `${a.participant} ${a.condition} toggled`;
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case 'updateParticipant': return `${a.participant} edited`;
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case 'deathSave': return `${a.participant} death save (${a.outcome})`;
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case 'toggleParticipantActive':
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return a.revive ? `${a.participant} reactivated` : `${a.participant} toggled`;
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case 'togglePause': return a.to === 'paused' ? 'Combat paused' : 'Combat resumed';
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case 'removeParticipant': return `${a.participant} removed`;
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case 'reorderParticipants': return `${a.dragged} moved before ${a.target}`;
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case 'endEncounter': return 'Combat ended';
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default: return fn;
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}
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}
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console.log(`replay: ${rounds} rounds, ${delay}ms/step, backend=${BACKEND}${VERBOSE ? ' [verbose]' : ''}`);
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// --- setup ---
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await callStep('setup_campaign', { campaignId }, async () =>
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storage.setDoc(getPath.campaign(campaignId), {
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id: campaignId, name: `Replay Campaign ${runStamp}`, createdAt: Date.now(),
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players: buildRoster(),
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})
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);
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await callStep('setup_encounter', { encounterId }, async () =>
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storage.setDoc(encounterPath, {
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id: encounterId, name: `Replay ${runStamp}`, campaignId,
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participants: [], isStarted: false, isPaused: false,
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round: 0, currentTurnParticipantId: null, turnOrderIds: [],
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createdAt: Date.now(),
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})
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);
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for (const ch of buildRoster()) {
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const { participant } = buildCharacterParticipant(ch);
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await callStep('addParticipant', { name: participant.name }, (enc) =>
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addParticipant(enc, participant, ctx));
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}
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for (const m of buildMonsters()) {
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const { participant } = buildMonsterParticipant(m);
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await callStep('addParticipant', { name: participant.name }, (enc) =>
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addParticipant(enc, participant, ctx));
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}
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// --- start combat ---
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let enc = await storage.getDoc(encounterPath);
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const startRes = await callStep('startEncounter', {}, (e) => startEncounter(e, ctx));
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enc = startRes.enc;
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await storage.updateDoc(activeDisplayPath, { activeCampaignId: campaignId, activeEncounterId: encounterId });
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console.log(`--- round ${enc.round} ---`);
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let totalTurns = 0;
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let lastRound = enc.round;
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// --- main loop: drive by real enc.round ---
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while (!interrupted && enc.isStarted && enc.round <= rounds && stepN < MAX_STEPS) {
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const actor = (enc.participants || []).find(p => p.id === enc.currentTurnParticipantId);
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totalTurns++;
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if (VERBOSE && actor) console.log(` [r${enc.round}] ${actor.name}'s turn`);
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if (actor) {
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const living = enc.participants.filter(p => p.currentHp > 0 && p.id !== actor.id);
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if (living.length > 0) {
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const tgt = pick(living);
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const dmg = 1 + Math.floor(Math.random() * 5);
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if (VERBOSE) console.log(` damage ${tgt.name} -${dmg}`);
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enc = (await callStep('applyHpChange',
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{ target: tgt.name, changeType: 'damage', amount: dmg },
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(e) => applyHpChange(e, tgt.id, 'damage', dmg, ctx))).enc;
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}
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if (totalTurns % 5 === 0) {
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const cond = ALL_CONDITIONS[condIdx++ % ALL_CONDITIONS.length];
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if (VERBOSE) console.log(` condition ${actor.name} +${cond}`);
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enc = (await callStep('toggleCondition',
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{ participant: actor.name, condition: cond },
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(e) => toggleCondition(e, actor.id, cond, ctx))).enc;
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}
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if (totalTurns % 11 === 0) {
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if (VERBOSE) console.log(` update ${actor.name} notes`);
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enc = (await callStep('updateParticipant',
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{ participant: actor.name, fields: ['notes'] },
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(e) => updateParticipant(e, actor.id, { notes: `edited r${enc.round}` }, ctx))).enc;
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}
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if (actor.status === 'dying' && (actor.type === 'character' || actor.type === 'npc')) {
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const outcomes = ['success', 'fail', 'nat1', 'nat20'];
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const outcome = outcomes[totalTurns % outcomes.length];
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if (VERBOSE) console.log(` deathSave ${actor.name} ${outcome}`);
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const dsRes = await callStep('deathSave',
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{ participant: actor.name, outcome },
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async (e) => (await deathSave(e, actor.id, outcome, ctx)).enc);
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enc = dsRes.enc;
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}
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if (totalTurns % 9 === 0) {
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const living = enc.participants.filter(p => p.currentHp > 0);
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if (living.length > 0) {
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const tgt = pick(living);
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if (VERBOSE) console.log(` toggleActive ${tgt.name}`);
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enc = (await callStep('toggleParticipantActive',
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{ participant: tgt.name },
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(e) => toggleParticipantActive(e, tgt.id, ctx))).enc;
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}
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}
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if (totalTurns % 20 === 0 && enc.isPaused === false) {
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if (VERBOSE) console.log(` reinforcements: pause`);
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enc = (await callStep('togglePause', { to: 'paused' }, (e) => togglePause(e, ctx))).enc;
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const r = buildMonsterParticipant({ name: `Reinforce${totalTurns}`, maxHp: 20, initMod: 1 });
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if (VERBOSE) console.log(` add ${r.participant.name}`);
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enc = (await callStep('addParticipant',
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{ name: r.participant.name, reinforcement: true },
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(e) => addParticipant(e, r.participant, ctx))).enc;
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if (VERBOSE) console.log(` resume`);
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enc = (await callStep('togglePause', { to: 'resumed' }, (e) => togglePause(e, ctx))).enc;
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}
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if (totalTurns % 13 === 0) {
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const dead = enc.participants.find(p => p.currentHp <= 0 && p.type === 'monster');
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if (dead) {
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if (VERBOSE) console.log(` remove ${dead.name}`);
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enc = (await callStep('removeParticipant',
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{ participant: dead.name, dead: true },
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(e) => removeParticipant(e, dead.id, ctx))).enc;
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}
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}
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if (totalTurns % 17 === 0) {
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const order = enc.participants || [];
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if (order.length >= 2) {
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const a = order[0], b = order.find(p => p.initiative === a.initiative && p.id !== a.id);
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if (b) {
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if (VERBOSE) console.log(` reorder ${b.name} -> ${a.name}`);
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enc = (await callStep('reorderParticipants',
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{ dragged: b.name, target: a.name },
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(e) => reorderParticipants(e, b.id, a.id, ctx))).enc;
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}
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}
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}
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}
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if (interrupted) break;
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if (delay > 0) await sleep(delay);
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if (interrupted) break;
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if (!enc.isStarted) { console.log('combat auto-ended'); break; }
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if (VERBOSE) console.log(` -> nextTurn`);
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const advRes = await callStep('nextTurn', {}, (e) => nextTurn(e, ctx));
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enc = advRes.enc;
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if (advRes.threw) { console.log(` nextTurn err: ${advRes.threw}`); break; }
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// round wrap
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if (enc.isStarted && enc.round > lastRound) {
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if (enc.round > rounds) {
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// cap hit: the nextTurn that wrapped us here is a phantom — remove it
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// so verify doesn't show an incomplete round.
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events.pop();
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stepN--;
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break;
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}
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console.log(`--- round ${enc.round} ---`);
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lastRound = enc.round;
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const down = enc.participants.filter(p => p.currentHp <= 0 || p.isActive === false);
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for (const d of down) {
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if (interrupted) break;
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if (d.status === 'dead') {
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if (VERBOSE) console.log(` revive dead ${d.name}`);
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enc = (await callStep('reviveParticipant',
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{ participant: d.name, revive: true },
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(e) => reviveParticipant(e, d.id, ctx))).enc;
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}
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if (d.status === 'stable') {
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if (VERBOSE) console.log(` heal stable ${d.name} +${d.maxHp}`);
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enc = (await callStep('applyHpChange',
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{ target: d.name, changeType: 'heal', amount: d.maxHp, revive: true },
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(e) => applyHpChange(e, d.id, 'heal', d.maxHp, ctx))).enc;
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}
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const latest = (enc.participants || []).find(p => p.id === d.id);
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if (latest && latest.isActive === false) {
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if (VERBOSE) console.log(` reactivate ${latest.name}`);
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enc = (await callStep('toggleParticipantActive',
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{ participant: latest.name, revive: true },
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(e) => toggleParticipantActive(e, latest.id, ctx))).enc;
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}
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}
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}
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if (!enc.isStarted) { console.log('combat auto-ended'); break; }
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}
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console.log(`replay: ${totalTurns} turns, reached round ${enc.round} (cap ${rounds})`);
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await finishAndExit();
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};
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