- 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
100 lines
4.1 KiB
JavaScript
100 lines
4.1 KiB
JavaScript
// Characterization for reorderParticipants correct usage.
|
|
// replay-combat.js calls it with wrong signature (swallowed by try/catch),
|
|
// so real behavior untested. Lock what it actually does.
|
|
//
|
|
// New API: reorderParticipants is async, takes ctx last, writes encounter +
|
|
// log internally, returns newEnc. A blocked move (cross-init / same id /
|
|
// cross-pointer) returns the SAME enc ref (no write). Missing id rejects.
|
|
|
|
const shared = require('@ttrpg/shared');
|
|
const { makeParticipant, startEncounter, nextTurn, reorderParticipants } = shared;
|
|
const { mockCtx } = require('./_helpers');
|
|
|
|
function p(id, init, extra = {}) {
|
|
return makeParticipant({
|
|
id, name: id, type: 'monster',
|
|
initiative: init, maxHp: 100, currentHp: 100,
|
|
...extra,
|
|
});
|
|
}
|
|
function enc(ps) {
|
|
return { name:'t', participants:ps, isStarted:false, isPaused:false,
|
|
round:0, currentTurnParticipantId:null, turnOrderIds:[] };
|
|
}
|
|
|
|
describe('reorderParticipants', () => {
|
|
test('drag upward inserts before target (1-list model, pre-combat)', async () => {
|
|
const { ctx } = mockCtx();
|
|
const ps = [p('a', 10), p('b', 20), p('c', 20)]; // b,c tie
|
|
let e = enc(ps); // pre-combat, no pointer
|
|
const newEnc = await reorderParticipants(e, 'c', 'b', ctx);
|
|
// drag c upward onto b: insert before b → [a,c,b]
|
|
expect(newEnc.participants.map(p => p.id)).toEqual(['a', 'c', 'b']);
|
|
});
|
|
|
|
test('drag downward inserts after target (1-list model, pre-combat)', async () => {
|
|
const { ctx } = mockCtx();
|
|
const ps = [p('a', 20), p('b', 20), p('c', 10)]; // a,b tie
|
|
let e = enc(ps); // pre-combat, no pointer
|
|
const newEnc = await reorderParticipants(e, 'a', 'b', ctx);
|
|
// drag a downward onto b: insert after b → [b,a,c]
|
|
expect(newEnc.participants.map(p => p.id)).toEqual(['b', 'a', 'c']);
|
|
});
|
|
|
|
test('cross-init drag blocked (no-op)', async () => {
|
|
const { storage, ctx } = mockCtx();
|
|
const ps = [p('a', 10), p('b', 20)];
|
|
let e = enc(ps);
|
|
e = await startEncounter(e, ctx); // [b,a]
|
|
const before = storage.calls.filter(c => c.fn === 'updateDoc').length;
|
|
const newEnc = await reorderParticipants(e, 'a', 'b', ctx);
|
|
expect(newEnc).toBe(e); // same ref = no write
|
|
expect(storage.calls.filter(c => c.fn === 'updateDoc')).toHaveLength(before); // no new write
|
|
});
|
|
|
|
test('throws if id not found', async () => {
|
|
const { ctx } = mockCtx();
|
|
const ps = [p('a', 10), p('b', 20)];
|
|
let e = enc(ps);
|
|
e = await startEncounter(e, ctx);
|
|
await expect(reorderParticipants(e, 'a', 'zzz', ctx)).rejects.toThrow();
|
|
});
|
|
|
|
test('paused combat allows reorder across current-turn pointer', async () => {
|
|
const { ctx } = mockCtx();
|
|
const ps = [p('a', 20), p('b', 20), p('c', 20), p('d', 20)];
|
|
let e = await startEncounter(enc(ps), ctx); // current=a
|
|
e = { ...e, isPaused: true };
|
|
|
|
const newEnc = await reorderParticipants(e, 'd', 'a', ctx);
|
|
|
|
expect(newEnc).not.toBe(e);
|
|
expect(newEnc.participants.map(p => p.id)).toEqual(['d', 'a', 'b', 'c']);
|
|
expect(newEnc.turnOrderIds).toEqual(['d', 'a', 'b', 'c']);
|
|
});
|
|
|
|
test('syncs turnOrderIds = participants order (1-list, fixes BUG-6)', async () => {
|
|
const { ctx } = mockCtx();
|
|
const ps = [p('a', 10), p('b', 20), p('c', 20)];
|
|
let e = enc(ps);
|
|
e = await startEncounter(e, ctx); // started, but reorder pre-pointer advance
|
|
// startEncounter sets current=b (idx0). reorder c before b crosses pointer.
|
|
// Use pre-combat to test syncTurnOrder.
|
|
let pre = enc(ps);
|
|
pre = await reorderParticipants(pre, 'c', 'b', ctx);
|
|
expect(pre.turnOrderIds).toEqual(['a','c','b']);
|
|
expect(pre.turnOrderIds).toEqual(pre.participants.map(p => p.id));
|
|
});
|
|
|
|
// BUG-6 candidate: reorder should affect turnOrderIds so mid-combat
|
|
// drag-drop changes who goes next within same-initiative tie.
|
|
// Currently RED (turnOrderIds not in patch).
|
|
test('reorder updates turnOrderIds to reflect new participant order (pre-combat)', async () => {
|
|
const { ctx } = mockCtx();
|
|
const ps = [p('a', 10), p('b', 20), p('c', 20)];
|
|
let e = enc(ps); // pre-combat, no pointer
|
|
e = await reorderParticipants(e, 'c', 'b', ctx);
|
|
expect(e.turnOrderIds).toEqual(['a', 'c', 'b']);
|
|
});
|
|
});
|