Files
ttrpg-initiative-tracker/src/tests/Combat.scenario.test.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

335 lines
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// Combat.scenario.test.js
// Full combat scenario driven through shared/turn.js directly --- NO React.
//
// Does 100 ROUNDS (not turns). A round = one full pass through initiative
// (every active participant acts once); round counter increments at wrap.
// See docs/GLOSSARY.md. Previous version lied: called nextTurn 100× (~100
// turns, ~12 rounds). Now loops by actual round-wrap count.
//
// Exercises ALL combat paths deterministically (less random than replay):
// startEncounter, nextTurn, togglePause, addParticipant, addParticipants,
// updateParticipant, removeParticipant, toggleParticipantActive,
// applyHpChange (damage/heal), deathSave (incl. 3-success → isDying),
// toggleCondition, reorderParticipants (drag same-init tie), endEncounter,
// activateDisplay, clearDisplay, toggleHidePlayerHp.
//
// Failing assertions do NOT abort the run: each phase wrapped in try/catch,
// failures collected, final expect reports all.
const {
makeParticipant,
buildCharacterParticipant,
buildMonsterParticipant,
startEncounter,
nextTurn,
togglePause,
addParticipant,
addParticipants,
updateParticipant,
removeParticipant,
toggleParticipantActive,
applyHpChange,
deathSave,
toggleCondition,
reorderParticipants,
endEncounter,
activateDisplay,
clearDisplay,
toggleHidePlayerHp,
} = require('../../shared');
// aliases for combat funcs that clash with local helper names
const {
applyHpChange: combatApplyHpChange,
toggleParticipantActive: combatToggleActive,
toggleCondition: combatToggleCondition,
deathSave: combatDeathSave,
} = require('../../shared');
// ---------- scenario state (mirrors two firestore docs) ----------
const ROUNDS = 100;
// encounter doc
let enc = {
name: 'BigBoss',
participants: [],
isStarted: false,
isPaused: false,
round: 0,
currentTurnParticipantId: null,
turnOrderIds: [],
};
// activeDisplay/status doc
let display = {
activeCampaignId: null,
activeEncounterId: null,
hidePlayerHp: true,
hideNpcHp: false,
};
const CAMPAIGN_ID = 'camp-1';
const ENCOUNTER_ID = 'enc-1';
const roster = [];
function applyEnc(patch) {
if (!patch) return;
for (const [k, v] of Object.entries(patch)) enc[k] = v;
}
function applyDisplay(patch) {
if (!patch) return;
for (const [k, v] of Object.entries(patch)) display[k] = v;
}
const RESULTS = [];
function record(phase, fn) {
try { fn(); RESULTS.push({ phase, ok: true }); }
catch (err) { RESULTS.push({ phase, ok: false, err: err.message }); }
}
async function recordAsync(phase, fn) {
try { await fn(); RESULTS.push({ phase, ok: true }); }
catch (err) { RESULTS.push({ phase, ok: false, err: err.message }); }
}
// ---------- helpers (shared, no React) ----------
const alive = (name) => enc.participants.find(p => p.name === name && p.currentHp > 0);
const any = (name) => enc.participants.find(p => p.name === name);
const idOf = (name) => { const p = any(name); return p ? p.id : null; };
function addCharacterViaUI(name, maxHp, initMod) {
roster.push({ id: `char-${name}`, name, defaultMaxHp: maxHp, defaultInitMod: initMod });
}
function addMonsterParticipant(name, maxHp, initMod, isNpc = false) {
const { participant } = buildMonsterParticipant({ name, maxHp, initMod, isNpc });
applyEnc(addParticipant(enc, participant).patch);
}
function addCharacterParticipant(charName) {
const character = roster.find(c => c.name === charName);
if (!character) throw new Error(`char not found: ${charName}`);
if (enc.participants.some(p => p.type === 'character' && p.originalCharacterId === character.id)) {
throw new Error(`${charName} already in encounter`);
}
const { participant } = buildCharacterParticipant(character);
applyEnc(addParticipant(enc, participant).patch);
}
function addAllCharacters() {
const toAdd = roster
.filter(c => !enc.participants.some(p => p.type === 'character' && p.originalCharacterId === c.id))
.map(c => buildCharacterParticipant(c).participant);
applyEnc(addParticipants(enc, toAdd).patch);
}
function startCombat() {
applyEnc(startEncounter(enc).patch);
applyDisplay(activateDisplay({ campaignId: CAMPAIGN_ID, encounterId: ENCOUNTER_ID }).patch);
}
function endCombat() {
applyEnc(endEncounter(enc).patch);
applyDisplay(clearDisplay().patch);
}
function nextTurnAction() { applyEnc(nextTurn(enc).patch); }
function pauseCombat() { applyEnc(togglePause(enc).patch); if (!enc.isPaused) throw new Error('not paused'); }
function resumeCombat() { applyEnc(togglePause(enc).patch); if (enc.isPaused) throw new Error('not resumed'); }
function applyDamage(name, amount) {
const p = any(name);
if (!p || p.currentHp <= 0) return; // dead = skip (button hidden in UI)
applyEnc(combatApplyHpChange(enc, p.id, 'damage', amount).patch);
}
function applyHeal(name, amount) {
const p = any(name);
if (!p) return; // removed (death) = skip (no button in UI)
applyEnc(combatApplyHpChange(enc, p.id, 'heal', amount).patch);
}
function toggleActive(name) {
const p = any(name);
if (!p) throw new Error(`no active target: ${name}`);
applyEnc(combatToggleActive(enc, p.id).patch);
}
function toggleConditionAction(name, label) {
const p = any(name);
if (!p) throw new Error(`no condition target: ${name}`);
applyEnc(combatToggleCondition(enc, p.id, label).patch);
}
function editParticipant(name, patch) {
const p = any(name);
if (!p) throw new Error(`no edit target: ${name}`);
applyEnc(updateParticipant(enc, p.id, patch).patch);
}
function removeParticipantByName(name) {
const p = any(name);
if (!p) throw new Error(`no remove target: ${name}`);
applyEnc(removeParticipant(enc, p.id).patch);
}
function deathSaveAction(name, type, saveNum) {
const p = any(name);
if (!p) throw new Error(`no deathsave target: ${name}`);
applyEnc(combatDeathSave(enc, p.id, type, saveNum).patch);
}
function dragTie(draggedName, targetName) {
const d = any(draggedName), t = any(targetName);
if (!d || !t) throw new Error('drag target missing');
applyEnc(reorderParticipants(enc, d.id, t.id).patch);
}
function toggleHidePlayerHpAction() {
applyDisplay(toggleHidePlayerHp(display.hidePlayerHp).patch);
}
// ---------- scenario ----------
test('full 100-round combat scenario (shared, no React)', async () => {
// roster
await recordAsync('addChar Fighter', () => addCharacterViaUI('Fighter', 30, 2));
await recordAsync('addChar Cleric', () => addCharacterViaUI('Cleric', 24, 1));
await recordAsync('addChar Rogue', () => addCharacterViaUI('Rogue', 22, 3));
// monsters + npcs
await recordAsync('addMonster Goblin1', () => addMonsterParticipant('Goblin1', 8, 2));
await recordAsync('addMonster Goblin2', () => addMonsterParticipant('Goblin2', 8, 2));
await recordAsync('addMonster OrcBoss', () => addMonsterParticipant('OrcBoss', 60, 1));
await recordAsync('addMonster Wolf', () => addMonsterParticipant('Wolf', 14, 3));
await recordAsync('addNpc Merchant', () => addMonsterParticipant('Merchant', 12, 0, true));
// add chars into encounter
await recordAsync('addCharParticipant Fighter', () => addCharacterParticipant('Fighter'));
await recordAsync('addCharParticipant Cleric', () => addCharacterParticipant('Cleric'));
await recordAsync('addCharParticipant Rogue', () => addCharacterParticipant('Rogue'));
await recordAsync('addAllChars', () => addAllCharacters()); // bulk add path
// hidden hp toggle x2 (back to default)
record('toggleHidePlayerHp', () => toggleHidePlayerHpAction());
record('toggleHidePlayerHp back', () => toggleHidePlayerHpAction());
await recordAsync('startCombat', () => startCombat());
// ---------- 100 ROUNDS (loop by actual round-wrap count) ----------
let roundsDone = 0;
let prevRound = enc.round;
let turnInRound = 0;
let turnTotal = 0;
while (roundsDone < ROUNDS) {
turnTotal++;
const actor = anyById(enc.currentTurnParticipantId);
const r = enc.round;
// per-turn deterministic actions keyed by round + actor type
// damage OrcBoss every even round
if (r % 2 === 0 && turnInRound === 0) {
await recordAsync(`r${r} damage OrcBoss`, () => applyDamage('OrcBoss', 3));
}
// heal Cleric every 3 rounds
if (r % 3 === 0 && turnInRound === 1) {
record(`r${r} heal Cleric`, () => applyHeal('Cleric', 2));
}
// condition on Fighter every 5 rounds
if (r % 5 === 0 && turnInRound === 2) {
record(`r${r} condition Fighter stunned`, () => toggleConditionAction('Fighter', 'Stunned'));
}
// toggleActive Goblin2 every 7 rounds (toggle off, next 7 toggle on)
if (r % 7 === 0 && turnInRound === 3) {
record(`r${r} toggleActive Goblin2`, () => toggleActive('Goblin2'));
}
// edit Wolf initiative every 13 rounds
if (r % 13 === 0 && turnInRound === 4) {
record(`r${r} edit Wolf init`, () => editParticipant('Wolf', { initiative: 15 }));
}
// pause/resume + add reinforcement + edit every 10 rounds
if (r % 10 === 0 && turnInRound === 0) {
await recordAsync(`r${r} pause`, () => pauseCombat());
await recordAsync(`r${r} addReinforcement`, () => addMonsterParticipant(`Reinforce${r}`, 10, 1));
await recordAsync(`r${r} edit Rogue initiative`, () => editParticipant('Rogue', { initiative: 20 }));
await recordAsync(`r${r} resume`, () => resumeCombat());
}
// create a same-init tie + drag every 15 rounds (exercises reorderParticipants)
if (r % 15 === 0 && turnInRound === 5) {
const g1 = any('Goblin1');
if (g1 && alive('Goblin2')) {
record(`r${r} tie Goblin2->Goblin1 init`, () => editParticipant('Goblin2', { initiative: g1.initiative }));
record(`r${r} drag Goblin2 before Goblin1`, () => dragTie('Goblin2', 'Goblin1'));
}
}
// death scenarios: drop a PC to 0, death saves, revive
if (r === 25 && turnInRound === 0) {
await recordAsync(`r${r} drop Rogue`, () => applyDamage('Rogue', 99));
record(`r${r} deathSave1 Rogue`, () => deathSaveAction('Rogue', 'fail', 1));
record(`r${r} revive Rogue`, () => applyHeal('Rogue', 22));
}
// round 50: full 3-success death-save path (isDying) on Cleric, then remove
if (r === 50 && turnInRound === 0) {
await recordAsync(`r${r} drop Cleric`, () => applyDamage('Cleric', 99));
await recordAsync(`r${r} deathSave Cleric x3 (isDying)`, async () => {
deathSaveAction('Cleric', 'fail', 1);
deathSaveAction('Cleric', 'fail', 2);
deathSaveAction('Cleric', 'fail', 3); // → dead
});
const cl = any('Cleric');
if (cl && cl.isDying) record(`r${r} remove dying Cleric`, () => removeParticipantByName('Cleric'));
}
// remove a reinforcement every 30 rounds
if (r % 30 === 0 && turnInRound === 1) {
const rein = any(`Reinforce${r - 10}`);
if (rein) record(`r${r} remove Reinforce${r - 10}`, () => removeParticipantByName(`Reinforce${r - 10}`));
}
// toggle hide hp every 20 rounds
if (r % 20 === 0 && turnInRound === 0) {
record(`r${r} toggleHidePlayerHp`, () => toggleHidePlayerHpAction());
record(`r${r} toggleHidePlayerHp back`, () => toggleHidePlayerHpAction());
}
// rotation integrity check every 10 rounds at round start
if (turnInRound === 0 && r % 10 === 0) {
record(`r${r} rotation-check`, () => {
const order = enc.turnOrderIds || [];
const uniq = new Set(order);
if (uniq.size !== order.length) throw new Error(`turnOrderIds dup: ${JSON.stringify(order)}`);
if (enc.currentTurnParticipantId && !order.includes(enc.currentTurnParticipantId)) {
throw new Error(`currentTurn ${enc.currentTurnParticipantId} not in turnOrderIds`);
}
const ids = enc.participants.map(p => p.id);
if (JSON.stringify(order) !== JSON.stringify(ids)) {
throw new Error(`turnOrderIds drift: order=${JSON.stringify(order)} ids=${JSON.stringify(ids)}`);
}
});
}
// advance turn
await recordAsync(`r${r} turn${turnInRound} nextTurn`, () => nextTurnAction());
turnInRound++;
// round wrap detected
if (enc.round > prevRound) {
roundsDone++;
prevRound = enc.round;
turnInRound = 0;
}
}
await recordAsync('endCombat', () => endCombat());
// ---------- report ----------
const failed = RESULTS.filter(x => !x.ok);
if (failed.length > 0) {
const msg = failed.map(f => `FAIL [${f.phase}]: ${f.err}`).join('\n');
// eslint-disable-next-line no-console
console.error(`\n=== SCENARIO FAILURES (${failed.length}/${RESULTS.length}) ===\n${msg}\n`);
}
expect(failed).toEqual([]);
expect(roundsDone).toBe(ROUNDS);
// lifecycle assertions (activeDisplay mirrors combat state)
expect(enc.isStarted).toBe(false);
expect(enc.round).toBe(0);
expect(enc.currentTurnParticipantId).toBeNull();
expect(display.activeCampaignId).toBeNull();
expect(display.activeEncounterId).toBeNull();
});
function anyById(id) {
return enc.participants.find(p => p.id === id);
}