Files
ttrpg-initiative-tracker/scripts/combat/replay.js
T
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

402 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,
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 [
{ name: 'Fighter', defaultMaxHp: 200, defaultInitMod: 2 },
{ name: 'Cleric', defaultMaxHp: 180, defaultInitMod: 1 },
{ 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, isNpc: 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.type})`;
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(),
})
);
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.isNpc) {
if (VERBOSE) console.log(` deathSave ${actor.name} +1 success`);
enc = (await callStep('deathSave',
{ participant: actor.name, outcome: 'success' },
(e) => deathSave(e, actor.id, 'success', ctx))).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 dead = enc.participants.filter(p => p.currentHp <= 0 || p.isActive === false);
for (const d of dead) {
if (interrupted) break;
if (d.isActive === false) {
if (VERBOSE) console.log(` revive ${d.name}`);
enc = (await callStep('toggleParticipantActive',
{ participant: d.name, revive: true },
(e) => toggleParticipantActive(e, d.id, ctx))).enc;
}
if (VERBOSE) console.log(` heal ${d.name} +${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;
}
}
if (!enc.isStarted) { console.log('combat auto-ended'); break; }
}
console.log(`replay: ${totalTurns} turns, reached round ${enc.round} (cap ${rounds})`);
await finishAndExit();
};