feat(combat): add first-class undo and redo controls Add undo and redo controls to the combat UI so the DM can recover from recent actions without leaving the encounter view. Undo and redo operate on the current encounter's combat history. Empty stacks produce clear feedback instead of failing silently. Redo order follows normal stack behavior after multiple undos. This makes combat history actionable during play, not just visible in the log. feat(logs): make combat logs replayable Replace plain combat log messages with structured combat events that can be used by the UI, exported as JSON, replayed, and verified. Each new log entry records the action type, encounter identity, participant identity, a small action delta, undo intent, and a turn snapshot. Download and copy now export the event stream as JSON so a saved combat log is useful for offline analysis and debugging. Legacy logs remain viewable, but new logs use the structured event format. feat(logs): make undo and redo transactional Apply undo and redo as single storage operations so the encounter state and log state cannot drift apart. Server storage applies the encounter update and the log undone flag inside one SQLite transaction. Firebase storage uses a batch write for the same behavior. The storage contract now includes undo/redo semantics. This replaces fragile multi-write undo behavior where a failure could update the encounter without marking the log, or mark the log without updating the encounter. feat(combat): add unified replay and verification tool Add one combat CLI for replaying live combat and verifying combat logs. Replay drives the live backend through the same shared combat logic used by the app, writes a JSON event log to an explicit output path, and automatically verifies the result. Verification checks for DM-visible combat problems such as skipped turns, double actions, bad round changes, and unexpected turn order changes. The tool uses the same JSON event stream produced by log downloads, supports verbose turn output, and handles Ctrl-C by ending the encounter, writing the partial log, and verifying what was captured. fix(perf): keep long combat logging fast Remove the combat-time log query bottleneck that made long replays slow as log volume grew. Combat controls no longer subscribe to the log collection just to keep undo and redo state warm. Undo and redo now query the latest matching encounter log only when clicked. Server collection queries support exact filters, ordering, limits, and offsets, and SQLite indexes keep latest-log and per-encounter log lookups fast. Also fix duplicate WebSocket handler registration so realtime updates do not double-fire under write load. fix(turns): make toggle active a status change Make toggle active a roster/status edit instead of a turn advance. Deactivating the current participant no longer passes the turn or increments the round. The current turn stays where it is until the DM explicitly clicks Next Turn, and Next Turn skips inactive participants during normal rotation. This matches the initiative design: slot order is stable, toggle active does not move participants, and round changes only come from explicit turn advance. chore(ci): make warnings and hangs fail fast Tighten test and build checks so failures are visible instead of noisy or silent. Builds run with CI enabled so warnings fail production builds. The full test command runs app, shared, and server suites with hard timeouts so hangs fail quickly. Static eslint coverage fails on warnings as well as errors. Tests were updated around the new async combat logging flow, structured log events, transactional undo, replay verification, and toggle-active semantics.
293 lines
12 KiB
JavaScript
293 lines
12 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, isNpc: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.currentHp <= 0 && !actor.isNpc) {
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try { const r = await deathSave(e, actor.id, 'fail', 1, ctx); e = r.enc; } catch (err) {}
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}
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// 6. removeParticipant
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if (totalTurns % 5 === 0) {
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const dead = e.participants.find(part => (part.isDying || part.currentHp <= 0) && (part.isNpc || 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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