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