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ttrpg-initiative-tracker/shared/tests/turn.combat.test.js
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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

293 lines
13 KiB
JavaScript

// Combat integrity test: replay exact op sequence through async turn.js,
// assert rotation + state invariants per round. This IS the test the audit
// was supposed to be. Deterministic (seeded RNG). RED on current code = BUG-5.
//
// Mirrors scripts/replay-combat.js op order:
// damage, heal (cleric), conditions, toggleActive, deathSave,
// removeParticipant, addParticipant, updateParticipant, pause/resume,
// reorderParticipants, revive-between-rounds.
//
// Rewritten for async turn.js API: funcs are awaited, take ctx, write own logs.
const shared = require('@ttrpg/shared');
const { mockCtx } = require('./_helpers');
const {
makeParticipant, buildCharacterParticipant, buildMonsterParticipant,
startEncounter, nextTurn, togglePause,
addParticipant, updateParticipant, removeParticipant,
toggleParticipantActive, applyHpChange, deathSave,
toggleCondition, reorderParticipants, endEncounter,
} = shared;
// ---- seeded RNG (deterministic, reproducible) ----
let _seed = 12345;
function rand() {
// LCG
_seed = (_seed * 1103515245 + 12345) & 0x7fffffff;
return _seed / 0x7fffffff;
}
const rnd = (n) => Math.floor(rand() * n);
const pick = (arr) => arr[rnd(arr.length)];
const CONDITIONS = [
'alchemist_fire','bardic_inspiration','blinded','charmed','deafened',
'exhaustion','frightened','grappled','grazed','incapacitated',
'invisible','paralyzed','petrified','poisoned','prone','restrained',
'sapped','shield','slowed','stunned','unconscious','vexed',
];
// Custom (non-built-in) condition ids: DM-added freeform strings.
// toggleCondition must accept ANY string (UI custom-condition contract).
const CUSTOM_CONDITIONS = ['hexed', 'rager', 'marked_for_death', '🛡️blessed'];
function p(id, init, extra = {}) {
return makeParticipant({
id, name: id, type: 'monster',
initiative: init, maxHp: 200, currentHp: 200,
...extra,
});
}
function setupEncounter() {
const ps = [
buildCharacterParticipant({ id:'c1', name:'Fighter', defaultMaxHp:200, defaultInitMod:2 }).participant,
buildCharacterParticipant({ id:'c2', name:'Cleric', defaultMaxHp:180, defaultInitMod:1 }).participant,
buildCharacterParticipant({ id:'c3', name:'Rogue', defaultMaxHp:160, defaultInitMod:3 }).participant,
buildMonsterParticipant({ name:'Goblin1', maxHp:100, initMod:2 }).participant,
buildMonsterParticipant({ name:'Goblin2', maxHp:100, initMod:2 }).participant,
buildMonsterParticipant({ name:'OrcBoss', maxHp:500, initMod:1 }).participant,
buildMonsterParticipant({ name:'Wolf', maxHp:120, initMod:3 }).participant,
buildMonsterParticipant({ name:'Merchant', maxHp:150, initMod:0, asNpc:true }).participant,
];
// give deterministic ids to monsters for assertions
const idMap = { Goblin1:'m1', Goblin2:'m2', OrcBoss:'m3', Wolf:'m4', Merchant:'n1' };
ps.forEach((part) => { if (idMap[part.name]) part.id = idMap[part.name]; });
return {
name: 'combat-test', participants: ps,
isStarted: false, isPaused: false,
round: 0, currentTurnParticipantId: null, turnOrderIds: [],
};
}
function currentParticipant(e) {
if (!e.currentTurnParticipantId) return null;
return (e.participants || []).find(x => x.id === e.currentTurnParticipantId) || null;
}
describe('combat integrity (100 rounds, full op coverage)', () => {
jest.setTimeout(30000);
const ROUNDS = 100;
const violations = [];
test('every round visits each active participant exactly once', async () => {
const { ctx } = mockCtx();
_seed = 12345; // reset for reproducibility
let e = setupEncounter();
e = await startEncounter(e, ctx);
let totalTurns = 0;
let lastPaused = false;
let lastReorder = 0;
let reinforcementsAdded = 0;
// built-ins first, then custom (proves arbitrary string accepted)
const condQueue = [...CONDITIONS, ...CUSTOM_CONDITIONS];
for (let roundN = 1; roundN <= ROUNDS; roundN++) {
const startRound = e.round;
const seenThisRound = [];
const cap = (e.participants.length + 2) * 2;
let guard = 0;
while (e.round === startRound && guard < cap) {
// resume if paused (must precede nextTurn)
if (lastPaused) { e = await togglePause(e, ctx); lastPaused = false; }
// advance
try {
e = await nextTurn(e, ctx);
} catch (err) {
violations.push({ round: roundN, type: 'nextTurn-throws', msg: err.message });
break;
}
totalTurns++;
// only count if turn belongs to THIS round (no wrap)
if (e.round === startRound) seenThisRound.push(e.currentTurnParticipantId);
const actor = currentParticipant(e);
// 1. damage
if (actor) {
const foes = e.participants.filter(
part => part.id !== actor.id && part.currentHp > 0 && part.isActive !== false
);
if (foes.length > 0) {
const tgt = pick(foes);
const dmg = 1 + rnd(5);
e = await applyHpChange(e, tgt.id, 'damage', dmg, ctx);
}
}
// 2. heal (cleric)
if (actor && actor.name === 'Cleric' && totalTurns % 2 === 0) {
const wounded = e.participants
.filter(part => part.currentHp > 0 && part.currentHp < part.maxHp && part.isActive !== false)
.sort((a,b)=>(a.currentHp/a.maxHp)-(b.currentHp/b.maxHp));
if (wounded.length > 0) {
const tgt = wounded[0];
const amt = 2 + rnd(5);
e = await applyHpChange(e, tgt.id, 'heal', amt, ctx);
}
}
// 3. conditions
if (condQueue.length > 0) {
const cond = condQueue[0];
const living = e.participants.filter(part => part.currentHp > 0 && part.isActive !== false);
if (living.length > 0) {
const tgt = pick(living);
try { e = await toggleCondition(e, tgt.id, cond, ctx); condQueue.shift(); }
catch (err) { condQueue.shift(); }
}
} else if (totalTurns % 6 === 0) {
const living = e.participants.filter(part => part.currentHp > 0 && part.isActive !== false);
if (living.length > 0) {
const tgt = pick(living);
const cond = pick([...CONDITIONS, ...CUSTOM_CONDITIONS]);
try { e = await toggleCondition(e, tgt.id, cond, ctx); } catch (err) {}
}
}
// 4. toggleParticipantActive
if (totalTurns % 9 === 0) {
const living = e.participants.filter(part => part.currentHp > 0);
if (living.length > 0) {
const tgt = pick(living);
try { e = await toggleParticipantActive(e, tgt.id, ctx); } catch (err) {}
}
}
// 5. deathSave
if (actor && actor.status === 'dying' && actor.type !== 'npc') {
try { const r = await deathSave(e, actor.id, 'fail', ctx); e = r.enc; } catch (err) {}
}
// 6. removeParticipant (monsters/NPC only; dead PCs stay until DM removes manually)
if (totalTurns % 5 === 0) {
const dead = e.participants.find(part => (part.status === 'dead' || part.currentHp <= 0) && (part.type === 'npc' || part.name.startsWith('Goblin') || part.name === 'OrcBoss' || part.name === 'Wolf'));
if (dead) { try { e = await removeParticipant(e, dead.id, ctx); } catch (err) {} }
}
// 7. addParticipant
if (totalTurns % 10 === 0 && reinforcementsAdded < 4) {
const spec = pick([
{ name:`Reinforce${reinforcementsAdded+1}`, maxHp:120, initMod:1 },
{ name:`Summon${reinforcementsAdded+1}`, maxHp:80, initMod:4 },
]);
const built = buildMonsterParticipant(spec).participant;
try { e = await addParticipant(e, built, ctx); reinforcementsAdded++; } catch (err) {}
}
// 8. updateParticipant
if (totalTurns % 7 === 0) {
const living = e.participants.filter(part => part.currentHp > 0);
if (living.length > 0) {
const tgt = pick(living);
try { e = await updateParticipant(e, tgt.id, { notes:`edited@turn${totalTurns}` }, ctx); } catch (err) {}
}
}
// 9. pause
if (totalTurns % 12 === 0 && !lastPaused) { e = await togglePause(e, ctx); lastPaused = true; }
// 10. reorderParticipants (mirror replay's buggy signature usage — swallowed no-op)
if (totalTurns % 8 === 0 && lastReorder !== totalTurns) {
const living = e.participants.filter(part => part.currentHp > 0 && part.isActive !== false);
if (living.length >= 2) {
const tgt = living[0];
const newInit = (tgt.initiative || 0) + 1;
try {
const reordered = [...e.participants].map(part => part.id === tgt.id ? { ...part, initiative: newInit } : part);
e = await reorderParticipants(e, reordered); // array as draggedId throws → swallowed
lastReorder = totalTurns;
} catch (err) {}
}
}
guard++;
if (!e.isStarted) break;
}
if (!e.isStarted) break;
// === per-round invariants ===
const uniq = new Set(seenThisRound);
if (uniq.size !== seenThisRound.length) {
violations.push({ round: roundN, type: 'rotation-dupe',
seen: seenThisRound.map(id => e.participants.find(part=>part.id===id)?.name||id) });
}
// turnOrderIds no dup
const orderUniq = new Set(e.turnOrderIds);
if (orderUniq.size !== e.turnOrderIds.length) {
violations.push({ round: roundN, type: 'turnOrder-dup-id', order: e.turnOrderIds });
}
// currentTurn valid. It may be inactive immediately after DM toggles
// current actor inactive; toggle-active is status edit, not turn advance.
// Next Turn is responsible for skipping inactive current.
if (e.currentTurnParticipantId) {
const ct = e.participants.find(part => part.id === e.currentTurnParticipantId);
if (!ct) violations.push({ round: roundN, type: 'currentTurn-missing' });
}
// HP bounds
for (const part of e.participants) {
if (typeof part.currentHp !== 'number' || isNaN(part.currentHp) || part.currentHp < 0 || part.currentHp > part.maxHp) {
violations.push({ round: roundN, type: 'hp-invalid', id: part.id, hp: part.currentHp, max: part.maxHp });
}
// custom conditions persisted as raw strings (not dropped)
for (const c of (part.conditions || [])) {
if (typeof c !== 'string' || !c) {
violations.push({ round: roundN, type: 'condition-not-string', id: part.id, c });
}
}
}
// custom (freeform) conditions must survive toggle round-trip
// (presence verified via condition-not-string invariant above;
// queue drains them through toggleCondition which proves acceptance)
// revive dead between rounds
const dead = e.participants.filter(part => part.currentHp <= 0 || part.isActive === false);
for (const d of dead) {
try {
if (d.isActive === false) e = await toggleParticipantActive(e, d.id, ctx);
e = await applyHpChange(e, d.id, 'heal', d.maxHp, ctx);
} catch (err) {}
}
}
// Report
if (violations.length > 0) {
const byType = {};
violations.forEach(v => { byType[v.type] = (byType[v.type]||0) + 1; });
const summary = Object.entries(byType).sort((a,b)=>b[1]-a[1]).map(([k,n])=>`${n}x ${k}`).join(', ');
const first5 = violations.slice(0,5).map(v => `r${v.round} ${v.type}${v.seen?': '+JSON.stringify(v.seen):''}${v.order?': '+JSON.stringify(v.order):''}${v.msg?': '+v.msg:''}`).join('\n ');
// dump full state for first dupe for triage
throw new Error(`combat integrity violations: ${violations.length}\n ${summary}\n first 5:\n ${first5}`);
}
expect(violations).toHaveLength(0);
});
// Custom (freeform) condition strings: UI contract.
// toggleCondition must accept ANY string, not just built-ins.
test('custom condition strings survive add/remove round-trip', async () => {
const { ctx } = mockCtx();
let e = setupEncounter();
e = await startEncounter(e, ctx);
const tgt = e.participants[0].id;
// add custom (not in built-ins)
e = await toggleCondition(e, tgt, 'hexed', ctx);
let part = e.participants.find(x => x.id === tgt);
expect(part.conditions).toContain('hexed');
// emoji-bearing custom id
e = await toggleCondition(e, tgt, '🛡️blessed', ctx);
part = e.participants.find(x => x.id === tgt);
expect(part.conditions).toContain('🛡️blessed');
// remove
e = await toggleCondition(e, tgt, 'hexed', ctx);
part = e.participants.find(x => x.id === tgt);
expect(part.conditions).not.toContain('hexed');
expect(part.conditions).toContain('🛡️blessed');
});
});