- 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
scripts/
Dev orchestration + manual demo tool. NOT test.
dev-start.sh / dev-stop.sh
Local dev stack: backend (:4001, sqlite) + frontend (:3999, server mode).
One command. Writes env vars for you. Logs to tmp/server.log, tmp/fe.log.
./scripts/dev-start.sh # start (idempotent: leaves running ports as-is)
./scripts/dev-stop.sh # stop both
replay-combat.js
Live backend demo. Drives full combat via server adapter (same contract as App). Player display live-updates. Watch UI react to state changes.
# start backend + frontend first (see docs/DEVELOPMENT.md)
node scripts/replay-combat.js [rounds] [delayMs]
# defaults: 100 rounds, 200ms/step
Coverage per round: damage, heal, all 22 conditions, toggleActive, removeParticipant, addParticipant (reinforcements), updateParticipant, pause/resume, reorderParticipants, endEncounter. Revives dead each round to sustain full round count.
See also
tests/audit/— exploratory bug-finders (manual run, non-deterministic){shared,server,src}/tests/— jest unit/integration/characterizationscratch/— gitignored throwaway