Files
david raistrick 532af1ecc4 Populate campaign players array in combat replay and scenario
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
2026-07-06 18:48:29 -04:00

416 lines
16 KiB
JavaScript

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