Files
ttrpg-initiative-tracker/shared/turn.js
T
david raistrick 9c90c1500c feat(turn): D&D 5e death saves — success/fail tracking
Old model broken: single deathSaves counter, 3=revive. No fails tracked,
successes conflated with fails. DM couldn't model real death save outcomes.

New model (D&D 5e):
- deathSave(enc, id, type, n) — type='success'|'fail', n=1|2|3
- Participant fields: deathSaves (successes), deathFails, isStable, isDying
- 3 successes = stable (0hp unconscious, safe until healed)
- 3 failures = dead (isDying, caller animates removal)
- Toggling same pip = undo that pip
- Returns { patch, log, status } — status: 'stable'|'dead'|'pending'
  isDying back-compat flag kept for App.js removal animation

App.js:
- UI split into green ✓ saves row + red ✕ fails row
- Status badges: Stabilized (emerald) / Dying (red pulse)
- handleDeathSaveChange(participantId, type, saveNumber) — new sig
- makeParticipant init: deathFails + isStable defaults

Data loss: old single-counter participants lose saves (feature didn't work,
no real state to preserve). User confirmed acceptable.

Tests:
- turn.deathsave.test.js: RED-then-GREEN, 3-success stable, 3-fail dead,
  independent tracking, new signature
- Updated 6 callers across characterization/combat/dead-skip/logging/scenario
- Logs UI tests: new title selectors (Success N / Fail N)

243 tests green.
2026-07-04 17:56:14 -04:00

701 lines
27 KiB
JavaScript

// @ttrpg/shared — turn.js
// Pure turn-order logic. No I/O, no React, no Firebase.
// Ported VERBATIM from src/App.js (M1). Bugs preserved intentionally.
// Characterization tests lock current behavior. Fixes come in M4.
//
// Functions return NEW state (immutable). They never mutate input encounter.
'use strict';
// ----------------------------------------------------------------------------
// Constants (mirror src/App.js)
// ----------------------------------------------------------------------------
const DEFAULT_MAX_HP = 10;
const DEFAULT_INIT_MOD = 0;
const MONSTER_DEFAULT_INIT_MOD = 2;
// ----------------------------------------------------------------------------
// Utility functions (verbatim from src/App.js)
// ----------------------------------------------------------------------------
const generateId = () =>
(typeof crypto !== 'undefined' && crypto.randomUUID)
? crypto.randomUUID()
: `id_${Date.now()}_${Math.random().toString(36).slice(2, 10)}`;
const rollD20 = () => Math.floor(Math.random() * 20) + 1;
const formatInitMod = (mod) => {
if (mod === undefined || mod === null) return 'N/A';
return mod >= 0 ? `+${mod}` : `${mod}`;
};
// SLOT, NEVER SORT. 1-list model (docs/INITIATIVE_ORDERING.md).
//
// `sortParticipantsByInitiative` exists for ONE call site: startEncounter
// (freeze list once by init). After that, mutations = insert/move ops that
// PRESERVE existing array order. No wholesale re-sort ever — destroys drag
// tie-break order.
//
// slotIndexForInit: pure insert position. Scans existing list, returns index
// of first participant with init STRICTLY LESS than target. New participant
// splices there. Same-init participants stay ahead (stable). Existing tie
// order (incl. drag-established) untouched because scan reads current array,
// not original add-order.
const sortParticipantsByInitiative = (participants, originalOrder) => {
return [...participants].sort((a, b) => {
if (a.initiative === b.initiative) {
const indexA = originalOrder.findIndex(p => p.id === a.id);
const indexB = originalOrder.findIndex(p => p.id === b.id);
return indexA - indexB;
}
return b.initiative - a.initiative;
});
};
// Find splice index for a single participant by initiative. List assumed
// already initiative-descending (startEncounter freezes it; add/edit maintain).
// Returns position to insert so list stays descending, ties go AFTER existing
// same-init (stable insertion). Current array order = source of truth.
function slotIndexForInit(list, init) {
for (let i = 0; i < list.length; i++) {
if (init > list[i].initiative) return i;
}
return list.length;
}
// 1-LIST SYNC: turnOrderIds always mirrors participants[].map(id).
// Call after any participants[] mutation. Returns turnOrderIds patch.
const syncTurnOrder = (participants) => ({
turnOrderIds: participants.map(p => p.id),
});
// SHARED ADVANCE CORE (BUG-5 DRY fix).
// Single source of truth for "who acts next". Both nextTurn and
// computeTurnOrderAfterRemoval delegate here — prevents drift where one path
// changes and the other doesn't.
//
// order: turnOrderIds (raw, may contain inactive/removed ids).
// fromPos: index of the last-acted slot (current participant, or the removed
// participant's old slot). Step +1 forward, skip fromPos itself.
// isActive: predicate id -> bool.
// Returns { nextId, wrapped }. wrapped = cycled past order end = new round.
const nextActiveAfter = (order, fromPos, isActive) => {
const n = order.length;
if (n === 0) return { nextId: null, wrapped: false };
for (let step = 1; step < n; step++) {
const idx = (fromPos + step) % n;
const id = order[idx];
if (isActive(id)) return { nextId: id, wrapped: idx <= fromPos };
}
return { nextId: null, wrapped: false }; // no other active participant
};
// Verbatim from src/App.js. Returns turnOrderIds/currentTurnParticipantId updates
// when a participant leaves active combat.
const computeTurnOrderAfterRemoval = (encounter, removedId, updatedParticipants) => {
if (!encounter.isStarted) return {};
// 1-list: turnOrderIds syncs from participants[].map(id) at call site.
// Here only handle current-advance if removed == current.
const updates = {};
if (encounter.currentTurnParticipantId === removedId) {
const removedPos = (encounter.turnOrderIds || []).indexOf(removedId);
const isActive = id => updatedParticipants.find(p => p.id === id && p.isActive);
const { nextId, wrapped } = nextActiveAfter(encounter.turnOrderIds || [], removedPos, isActive);
updates.currentTurnParticipantId = nextId;
if (nextId && wrapped) updates.round = (encounter.round || 1) + 1;
}
return updates;
};
// Insert addedId into turnOrderIds by initiative. New participant slots into
// correct initiative position at add time (not appended to end). Preserves
// current pointer — no re-sort anywhere except startEncounter.
// Tie rule: insert AFTER existing same-init (preserves creation order).
// NOTE: 1-list model — caller syncs participants[] in same pos as insert target.
// Participant factory (mirrors ParticipantManager.handleAddParticipant shape)
// ----------------------------------------------------------------------------
function makeParticipant(opts) {
return {
id: opts.id || generateId(),
name: opts.name,
type: opts.type, // 'character' | 'monster'
originalCharacterId: opts.originalCharacterId || null,
initiative: opts.initiative,
maxHp: opts.maxHp,
currentHp: opts.currentHp,
isNpc: opts.isNpc || false,
conditions: opts.conditions || [],
isActive: opts.isActive !== undefined ? opts.isActive : true,
deathSaves: opts.deathSaves || 0, // successes (0-3)
deathFails: opts.deathFails || 0, // failures (0-3)
isStable: opts.isStable || false,
isDying: opts.isDying || false,
};
}
// Build a character participant from a campaign character (rolls initiative).
function buildCharacterParticipant(character) {
const initiativeRoll = rollD20();
const modifier = character.defaultInitMod || 0;
const finalInitiative = initiativeRoll + modifier;
const maxHp = character.defaultMaxHp || DEFAULT_MAX_HP;
return {
participant: makeParticipant({
name: character.name,
type: 'character',
originalCharacterId: character.id,
initiative: finalInitiative,
maxHp,
currentHp: maxHp,
isNpc: false,
}),
roll: { roll: initiativeRoll, mod: modifier, total: finalInitiative },
};
}
// Build a monster participant (rolls initiative).
function buildMonsterParticipant({ name, maxHp, initMod, isNpc }) {
const initiativeRoll = rollD20();
const modifier = initMod !== undefined ? initMod : MONSTER_DEFAULT_INIT_MOD;
const finalInitiative = initiativeRoll + modifier;
const hp = maxHp || DEFAULT_MAX_HP;
return {
participant: makeParticipant({
name,
type: 'monster',
initiative: finalInitiative,
maxHp: hp,
currentHp: hp,
isNpc: isNpc || false,
}),
roll: { roll: initiativeRoll, mod: modifier, total: finalInitiative },
};
}
// ----------------------------------------------------------------------------
// Action handlers — pure: (encounter, action) => { encounter, patch, log }
// Return patch = partial fields to merge into stored encounter.
// Caller persists patch + broadcasts.
// ----------------------------------------------------------------------------
// START_ENCOUNTER — verbatim from InitiativeControls.handleStartEncounter
function startEncounter(encounter) {
if (!encounter.participants || encounter.participants.length === 0) {
throw new Error('Add participants first.');
}
// 1-list model: sort ALL participants by init (active + inactive) so display
// order = initiative. nextTurn skips inactive. turnOrderIds mirrors list.
const sortedParticipants = sortParticipantsByInitiative(encounter.participants || [], encounter.participants);
const firstActive = sortedParticipants.find(p => p.isActive);
if (!firstActive) {
throw new Error('No active participants.');
}
const orderedParticipants = sortedParticipants;
return {
patch: {
isStarted: true,
isPaused: false,
round: 1,
participants: orderedParticipants,
currentTurnParticipantId: firstActive.id,
turnOrderIds: orderedParticipants.map(p => p.id),
},
log: {
message: `Combat started: "${encounter.name}" — ${firstActive.name}'s turn (Round 1)`,
undo: {
isStarted: encounter.isStarted ?? false,
isPaused: encounter.isPaused ?? false,
round: encounter.round ?? 0,
currentTurnParticipantId: encounter.currentTurnParticipantId ?? null,
turnOrderIds: [...(encounter.turnOrderIds || [])],
},
},
};
}
// NEXT_TURN — verbatim from InitiativeControls.handleNextTurn
// NOTE: this is the suspected skip-bug source. Preserved for M3 characterization.
function nextTurn(encounter) {
if (!encounter.isStarted || encounter.isPaused) {
throw new Error('Encounter not running.');
}
if (!encounter.currentTurnParticipantId || !encounter.turnOrderIds || encounter.turnOrderIds.length === 0) {
throw new Error('No active turn.');
}
const activePsInOrder = encounter.turnOrderIds
.map(id => encounter.participants.find(p => p.id === id && p.isActive))
.filter(Boolean);
if (activePsInOrder.length === 0) {
// End encounter — no active participants left.
return {
patch: {
isStarted: false,
isPaused: false,
currentTurnParticipantId: null,
round: encounter.round,
},
log: { message: `Combat auto-ended: no active participants`, undo: null },
};
}
let nextRound = encounter.round;
let newTurnOrderIds = encounter.turnOrderIds;
// Delegate to shared advance core (BUG-5 DRY fix). Same math
// computeTurnOrderAfterRemoval uses → no drift. fromPos = current's slot
// in raw turnOrderIds; -1 path handles removed/stale current.
const order = encounter.turnOrderIds || [];
const fromPos = order.indexOf(encounter.currentTurnParticipantId);
const isActive = id => {
const p = encounter.participants.find(x => x.id === id);
return !!p && p.isActive;
};
const { nextId, wrapped } = nextActiveAfter(order, fromPos, isActive);
if (!nextId) {
throw new Error('Could not determine next participant.');
}
if (wrapped) nextRound += 1;
const nextParticipant = encounter.participants.find(p => p.id === nextId);
return {
patch: {
currentTurnParticipantId: nextParticipant.id,
round: nextRound,
turnOrderIds: newTurnOrderIds,
},
log: {
message: `${nextParticipant.name}'s turn (Round ${nextRound})`,
undo: {
currentTurnParticipantId: encounter.currentTurnParticipantId,
round: encounter.round,
turnOrderIds: [...encounter.turnOrderIds],
},
},
};
}
// PAUSE / RESUME — verbatim from InitiativeControls.handleTogglePause
function togglePause(encounter) {
if (!encounter || !encounter.isStarted) {
throw new Error('Encounter not started.');
}
const newPausedState = !encounter.isPaused;
let newTurnOrderIds = encounter.turnOrderIds;
if (!newPausedState && encounter.isPaused) {
// Resume: do NOT re-sort. Re-sorting displaces the current pointer —
// participants who already acted move earlier in order and nextTurn
// revisits them (whole round replays). Order is frozen at startEncounter
// and patched incrementally; resume keeps it stable.
}
return {
patch: { isPaused: newPausedState, turnOrderIds: newTurnOrderIds },
log: {
message: `Combat ${newPausedState ? 'paused' : 'resumed'}: "${encounter.name}"`,
undo: {
isPaused: encounter.isPaused ?? false,
turnOrderIds: [...(encounter.turnOrderIds || [])],
},
},
};
}
// ADD_PARTICIPANT — appends participant. (Initiative rolled by caller via build*.)
// If encounter already started, also slot participant into turnOrderIds by
// initiative (slotIndexForInit). 1-list model.
function addParticipant(encounter, participant) {
if ((encounter.participants || []).some(p => p.id === participant.id)) {
throw new Error(`Participant with id "${participant.id}" already exists in encounter.`);
}
// SLOT (not sort): insert by initiative into current list. Preserves
// existing array order incl. drag-established tie order.
const base = [...(encounter.participants || [])];
const idx = slotIndexForInit(base, participant.initiative);
base.splice(idx, 0, participant);
const updatedParticipants = base;
return {
patch: { participants: updatedParticipants, ...syncTurnOrder(updatedParticipants) },
log: {
message: `${participant.name} added to encounter (Initiative: ${participant.initiative})`,
undo: {
participants: [...(encounter.participants || [])],
...(encounter.isStarted ? {
turnOrderIds: [...(encounter.turnOrderIds || [])],
} : {}),
},
},
};
}
// ADD_PARTICIPANTS — bulk add (e.g. "add all campaign characters").
function addParticipants(encounter, newParticipants) {
const undo = { participants: encounter.participants || [] };
const updatedParticipants = [...(encounter.participants || []), ...newParticipants];
const names = newParticipants.map(p => p.name).join(', ');
return {
patch: { participants: updatedParticipants },
log: {
message: `Added ${newParticipants.length} participant${newParticipants.length === 1 ? '' : 's'}: ${names}`,
undo,
},
};
}
// UPDATE_PARTICIPANT — edit modal save (name/initiative/hp/isNpc).
function updateParticipant(encounter, participantId, updatedData) {
const existing = encounter.participants || [];
const target = existing.find(p => p.id === participantId);
if (!target) throw new Error(`Participant "${participantId}" not found.`);
const merged = { ...target, ...updatedData };
// SLOT only if initiative changed. Other edits (name/hp/notes/isNpc) = no
// position change (design doc). Re-slots on unrelated edits shuffle the
// list mid-round → rotation dupes.
const undo = { participants: encounter.participants || [] };
if (!('initiative' in updatedData) || updatedData.initiative === target.initiative) {
const sameSlot = existing.map(p => p.id === participantId ? merged : p);
const fields = Object.keys(updatedData).join(', ');
return {
patch: { participants: sameSlot, ...syncTurnOrder(sameSlot) },
log: {
message: `${target.name} updated (${fields})`,
undo,
},
};
}
const without = existing.filter(p => p.id !== participantId);
const idx = slotIndexForInit(without, merged.initiative);
without.splice(idx, 0, merged);
return {
patch: { participants: without, ...syncTurnOrder(without) },
log: {
message: `${target.name} updated (initiative: ${merged.initiative})`,
undo,
},
};
}
// REMOVE_PARTICIPANT — verbatim from ParticipantManager.confirmDeleteParticipant
function removeParticipant(encounter, participantId) {
const updatedParticipants = (encounter.participants || []).filter(p => p.id !== participantId);
const advUpdates = computeTurnOrderAfterRemoval(encounter, participantId, updatedParticipants);
const turnUpdates = encounter.isStarted ? { ...syncTurnOrder(updatedParticipants), ...advUpdates } : {};
const participant = (encounter.participants || []).find(p => p.id === participantId);
return {
patch: { participants: updatedParticipants, ...turnUpdates },
log: {
message: `${participant ? participant.name : 'Participant'} removed from encounter`,
undo: {
participants: [...(encounter.participants || [])],
...(encounter.isStarted ? {
currentTurnParticipantId: encounter.currentTurnParticipantId,
turnOrderIds: [...(encounter.turnOrderIds || [])],
} : {}),
},
},
};
}
// TOGGLE_ACTIVE — verbatim from ParticipantManager.toggleParticipantActive
function toggleParticipantActive(encounter, participantId) {
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
const newIsActive = !participant.isActive;
const updatedParticipants = (encounter.participants || []).map(p =>
p.id === participantId ? { ...p, isActive: newIsActive } : p
);
// 1-list: participant stays in slot on toggle (active or not). nextTurn
// skips inactive. Only advance current if deact hits current.
let turnUpdates = {};
if (encounter.isStarted) {
turnUpdates = syncTurnOrder(updatedParticipants);
if (!newIsActive && encounter.currentTurnParticipantId === participantId) {
const adv = computeTurnOrderAfterRemoval(encounter, participantId, updatedParticipants);
turnUpdates = { ...turnUpdates, ...adv };
}
}
return {
patch: { participants: updatedParticipants, ...turnUpdates },
log: {
message: `${participant.name} ${newIsActive ? 'reactivated' : 'deactivated'}`,
undo: {
participants: [...(encounter.participants || [])],
...(encounter.isStarted ? {
currentTurnParticipantId: encounter.currentTurnParticipantId,
turnOrderIds: [...(encounter.turnOrderIds || [])],
} : {}),
},
},
};
}
// APPLY_HP_CHANGE — verbatim from ParticipantManager.applyHpChange
// changeType: 'damage' | 'heal'
function applyHpChange(encounter, participantId, changeType, amount) {
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
if (isNaN(amount) || amount === 0) {
return { patch: null, log: null }; // no-op
}
let newHp = participant.currentHp;
if (changeType === 'damage') newHp = Math.max(0, participant.currentHp - amount);
else if (changeType === 'heal') newHp = Math.min(participant.maxHp, participant.currentHp + amount);
const wasDead = participant.currentHp === 0;
const isDead = newHp === 0;
const wasResurrected = wasDead && newHp > 0;
// Unified (App main): death flips isActive=false (removed from active
// rotation, skipped by nextTurn). Revive flips true. No turnOrderIds change.
const updatedParticipants = (encounter.participants || []).map(p => {
if (p.id !== participantId) return p;
const updates = { ...p, currentHp: newHp };
if (isDead && !wasDead) {
updates.isActive = false;
updates.deathSaves = p.deathSaves || 0;
updates.isDying = false;
}
if (wasResurrected) {
updates.isActive = true;
updates.deathSaves = 0;
updates.isDying = false;
}
return updates;
});
const turnUpdates = {};
const hpLine = `${participant.currentHp}${newHp} HP`;
const deathSuffix = (isDead && !wasDead)
? (participant.type === 'character' ? ' — Unconscious' : ' — Defeated')
: '';
const resurSuffix = wasResurrected ? ' — Revived' : '';
const message = changeType === 'damage'
? `${participant.name} took ${amount} damage (${hpLine})${deathSuffix}`
: `${participant.name} healed for ${amount} (${hpLine})${resurSuffix}`;
return {
patch: { participants: updatedParticipants, ...turnUpdates },
log: {
message,
undo: {
participants: [...(encounter.participants || [])],
...((isDead && !wasDead) || wasResurrected ? {
currentTurnParticipantId: encounter.currentTurnParticipantId,
turnOrderIds: [...(encounter.turnOrderIds || [])],
} : {}),
},
},
};
}
// DEATH_SAVE — D&D 5e model. Separate success/fail tracking.
// type: 'success' | 'fail'
// n: 1 | 2 | 3 (which pip clicked)
// 3 successes = stable (0hp unconscious, safe). 3 fails = dead (isDying,
// caller animates removal). Toggling same pip = undo that pip.
// Returns { patch, log, status } where status: 'stable'|'dead'|'pending'.
function deathSave(encounter, participantId, type, n) {
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
if (type !== 'success' && type !== 'fail') {
throw new Error(`deathSave type must be 'success' or 'fail', got "${type}".`);
}
const name = participant.name;
const undo = { participants: encounter.participants || [] };
// Toggle: clicking current-value pip decrements (undo that pip).
const current = type === 'success'
? (participant.deathSaves || 0)
: (participant.deathFails || 0);
const next = current === n ? n - 1 : n;
const field = type === 'success' ? 'deathSaves' : 'deathFails';
const updates = { [field]: next };
// Clear terminal flags on any change (re-eval below).
let status = 'pending';
const newSuccesses = type === 'success' ? next : (participant.deathSaves || 0);
const newFails = type === 'fail' ? next : (participant.deathFails || 0);
if (newSuccesses >= 3) {
updates.isStable = true;
updates.isDying = false;
status = 'stable';
} else if (newFails >= 3) {
updates.isStable = false;
updates.isDying = true;
status = 'dead';
} else {
updates.isStable = false;
updates.isDying = false;
}
const updatedParticipants = (encounter.participants || []).map(p =>
p.id === participantId ? { ...p, ...updates } : p
);
const message = status === 'stable'
? `${name} stabilized (3 death saves)`
: status === 'dead'
? `${name} failed 3 death saves — dead`
: `${name} death ${type}: ${next}/3`;
return {
patch: { participants: updatedParticipants },
log: { message, undo },
status,
isDying: status === 'dead', // back-compat for App.js handler
};
}
// TOGGLE_CONDITION — verbatim from ParticipantManager.toggleCondition
function toggleCondition(encounter, participantId, conditionId) {
const participant = (encounter.participants || []).find(p => p.id === participantId);
if (!participant) throw new Error('Participant not found.');
const wasActive = (participant.conditions || []).includes(conditionId);
const updatedParticipants = (encounter.participants || []).map(p => {
if (p.id !== participantId) return p;
const current = p.conditions || [];
const next = wasActive ? current.filter(c => c !== conditionId) : [...current, conditionId];
return { ...p, conditions: next };
});
return {
patch: { participants: updatedParticipants },
log: {
message: `${participant.name} ${wasActive ? 'lost' : 'gained'} ${conditionId}`,
undo: { participants: [...(encounter.participants || [])] },
},
};
}
// REORDER_PARTICIPANTS — drag. Same-initiative ONLY (tie-break override).
// Cross-init drag = no-op (use edit-initiative field instead). Splice move.
// Cross-pointer drag = no-op once encounter started (BUG-13). nextTurn walks
// turnOrderIds forward from current pointer. Dragging a not-yet-acted
// participant to a position behind the pointer would skip them (wrap past).
// Dragging an already-acted participant ahead of pointer would re-act them.
// Blocking cross-pointer keeps rotation deterministic. Pre-combat: free.
function reorderParticipants(encounter, draggedId, targetId) {
const participants = [...(encounter.participants || [])];
const dragged = participants.find(p => p.id === draggedId);
const target = participants.find(p => p.id === targetId);
if (!dragged || !target) throw new Error('Dragged or target item not found.');
if (draggedId === targetId) return { patch: null, log: null };
if (dragged.initiative !== target.initiative) {
return { patch: null, log: null }; // cross-init blocked
}
const draggedIndex = participants.findIndex(p => p.id === draggedId);
// BUG-13: block cross-pointer reorder while encounter running. nextTurn
// walks turnOrderIds forward from current pointer. Dragging across the
// pointer makes who-acts-next ambiguous — either skip (upcoming dragged
// ahead of pointer, walk wraps past) or double-act (acted dragged behind).
// Full fix needs actedThisRound tracking. Pragmatic now: block both dirs.
// Pre-combat: free reorder (no pointer yet).
if (encounter.isStarted && encounter.currentTurnParticipantId) {
const pointerIdx = participants.findIndex(p => p.id === encounter.currentTurnParticipantId);
const targetIdx0 = participants.findIndex(p => p.id === targetId);
if (pointerIdx >= 0) {
const crosses = (a, b) => (a <= pointerIdx && b > pointerIdx) || (a > pointerIdx && b <= pointerIdx);
if (crosses(draggedIndex, targetIdx0)) {
return { patch: null, log: null }; // cross-pointer blocked
}
}
}
const [removedItem] = participants.splice(draggedIndex, 1);
const newTargetIndex = participants.findIndex(p => p.id === targetId);
participants.splice(newTargetIndex, 0, removedItem);
const turnUpdates = syncTurnOrder(participants); // 1-list: always mirror
return {
patch: { participants, ...turnUpdates },
log: {
message: `${removedItem.name} reordered before ${(participants.find(p => p.id === targetId) || {}).name || targetId}`,
undo: {
participants: encounter.participants || [],
turnOrderIds: encounter.turnOrderIds || [],
currentTurnParticipantId: encounter.currentTurnParticipantId ?? null,
},
},
};
}
// END_ENCOUNTER — verbatim from InitiativeControls.confirmEndEncounter
function endEncounter(encounter) {
return {
patch: {
isStarted: false,
isPaused: false,
currentTurnParticipantId: null,
round: 0,
turnOrderIds: [],
},
log: {
message: `Combat ended: "${encounter.name}"`,
undo: {
isStarted: encounter.isStarted ?? false,
isPaused: encounter.isPaused ?? false,
round: encounter.round ?? 0,
currentTurnParticipantId: encounter.currentTurnParticipantId ?? null,
turnOrderIds: [...(encounter.turnOrderIds || [])],
},
},
};
}
// ----------------------------------------------------------------------------
// Display lifecycle (activeDisplay/status doc). Pure patches, same shape as
// App's inline storage.updateDoc(getPath.activeDisplay(), ...). Single source.
// Callers persist patch to the activeDisplay/status doc.
// ----------------------------------------------------------------------------
// ACTIVATE_DISPLAY — start combat: point player display at this encounter.
function activateDisplay({ campaignId, encounterId }) {
return { patch: { activeCampaignId: campaignId, activeEncounterId: encounterId } };
}
// CLEAR_DISPLAY — end combat: player display shows nothing.
function clearDisplay() {
return { patch: { activeCampaignId: null, activeEncounterId: null } };
}
// TOGGLE_HIDE_PLAYER_HP — flip player-HP visibility on display.
function toggleHidePlayerHp(currentValue) {
return { patch: { hidePlayerHp: !currentValue } };
}
module.exports = {
DEFAULT_MAX_HP,
DEFAULT_INIT_MOD,
MONSTER_DEFAULT_INIT_MOD,
generateId,
rollD20,
formatInitMod,
sortParticipantsByInitiative,
syncTurnOrder,
computeTurnOrderAfterRemoval,
makeParticipant,
buildCharacterParticipant,
buildMonsterParticipant,
startEncounter,
nextTurn,
togglePause,
addParticipant,
addParticipants,
updateParticipant,
removeParticipant,
toggleParticipantActive,
applyHpChange,
deathSave,
toggleCondition,
reorderParticipants,
endEncounter,
activateDisplay,
clearDisplay,
toggleHidePlayerHp,
};