ENCOUNTER_BUILDER.md: DM interface — entity model (campaign/encounter/ participant), build flow (campaign→chars→encounter→participants), combat controls (start/next/pause/HP/deathsaves/conditions), player display, 1-list turn order model, storage paths quick-ref. TESTING.md: test+automation ops — commands, suites (90+24+66+4), layers (L1 mock vs L2 live backend), types, TDD discipline, replay tool, analyze-turns.js, audit tools, docker stack (single caddy+node container), dev servers, storage modes, known RED backlog. Both aimed at another LLM session picking up repo. DEVELOPMENT.md cross-refs updated.
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Encounter Builder — DM Interface Guide
How a DM (or LLM automating the DM role) builds and runs encounters via the UI and storage layer. Covers entity model, build flow, combat controls, and the storage paths backing each action.
Entity model
Three nested entities. All stored as opaque JSON docs in the KV store (generic doc store — see docs/DEVELOPMENT.md).
Campaign
└─ Encounter(s)
└─ Participant(s)
Plus two global docs:
activeDisplay/status— controls player view (which campaign+encounter, hide-HP flag)logs/{id}— append-only action log entries
Campaign
Path: artifacts/{APP_ID}/public/data/campaigns/{campaignId}
| Field | Type | Notes |
|---|---|---|
name |
string | |
playerDisplayBackgroundUrl |
string | optional, image URL for player display bg |
ownerId |
string | user id |
createdAt |
ISO string | |
players |
array | campaign-level character roster (templates, NOT combatants) |
Campaign characters = reusable templates. Default HP + init mod. Added to any encounter via ParticipantManager. Not combatants themselves.
Encounter
Path: artifacts/{APP_ID}/public/data/campaigns/{campaignId}/encounters/{encounterId}
| Field | Type | Notes |
|---|---|---|
name |
string | |
createdAt |
ISO string | |
participants |
array | the combatants (see below) |
round |
int | 0 = not started |
currentTurnParticipantId |
string|null | who acts now |
isStarted |
bool | combat active |
isPaused |
bool | frozen turn order (add/remove/edit allowed) |
turnOrderIds |
array | participant ids in turn order = participants[] order (1-list model) |
Participant
Object in encounter.participants[]:
| Field | Type | Notes |
|---|---|---|
id |
string | generateId() |
name |
string | |
type |
'character' | 'monster' |
character = PC (death saves), monster = hostile/NPC |
originalCharacterId |
string|null | links back to campaign character if type=character |
initiative |
int | rolled once at add (rollD20() + mod). Stored value, not re-derived. |
maxHp |
int | |
currentHp |
int | 0 = dead/dying |
isNpc |
bool | monster flagged NPC (display color, no death saves) |
conditions |
array | condition ids from CONDITIONS list |
isActive |
bool | in turn rotation? false = skipped by nextTurn |
deathSaves |
int | PC only, 0-3 fails |
isDying |
bool | death animation flag (player display) |
Build flow (UI)
Admin view at /. Steps:
1. Create campaign
- Click Create Campaign button
- Enter name + optional background URL
- Submits →
setDoc(campaigns/{id}, { name, playerDisplayBackgroundUrl, ownerId, createdAt, players:[] })
2. Select campaign
- Click campaign card →
setSelectedCampaignId(campaign.id) - Now managing: CharacterManager + EncounterManager visible
3. Add campaign characters (optional templates)
CharacterManager section. Per character:
- Name
- Default HP (
DEFAULT_MAX_HP= 10) - Init Mod (
DEFAULT_INIT_MOD= 0)
→ updateDoc(campaign, { players:[...existing, newChar] })
These are reusable across encounters. Add to encounter later (auto-rolls initiative).
4. Create encounter
- Click Create Encounter
- Enter name
→
setDoc(campaigns/{cid}/encounters/{eid}, { name, createdAt, participants:[], round:0, currentTurnParticipantId:null, isStarted:false, isPaused:false })
5. Add participants
ParticipantManager section. Two paths:
Monster/NPC:
- Monster Name (
placeholder: "e.g., Dire Wolf") - Init Mod (
MONSTER_DEFAULT_INIT_MOD= 2) - Max HP (
DEFAULT_MAX_HP= 10) - Is NPC? checkbox (flag, changes display color)
- Click Add to Encounter
- Initiative auto-rolled:
rollD20() + mod
Character (from campaign roster):
- Select character from dropdown
- Click Add to Encounter
- OR Add All (Roll Init) — bulk-adds all campaign chars, each rolls own initiative
Duplicate guard: same originalCharacterId blocked (alerts "already in this encounter"). Monsters no dedup.
Participant object added:
{ id, name, type, originalCharacterId, initiative, maxHp, currentHp:maxHp,
isNpc, conditions:[], isActive:true, deathSaves:0, isDying:false }
6. Reorder before start (tie-break)
Pre-combat only (!isStarted || isPaused). Drag handles shown for tied initiative values only. Drop reorders participants[] + turnOrderIds.
Post-start drag: see BUG-13/14 in TODO.md (cross-init + pointer semantics untested).
Combat flow (UI)
InitiativeControls panel (sticky, right side).
Start
- Start Combat button (disabled if no active participants)
- Sorts ALL participants by initiative (1-list:
participants[]= display + turn order) round=1,currentTurnParticipantId= first active,isStarted=true,isPaused=false- Sets
activeDisplay→ this campaign+encounter (player display syncs) - Initiative fixed at start. NOT re-derived from mod after.
Next Turn
- Next Turn button (disabled if paused)
- Advances to next active participant in
turnOrderIds - Wraps at end →
round += 1, re-sorts active by initiative at round start - Dead (
isActive:false) skipped, stay in rotation
Pause / Resume
- Pause Combat →
isPaused=true, Next Turn disabled - While paused: add/remove participants, adjust HP, edit initiative, reorder ties
- Resume Combat →
isPaused=false, no re-sort (1-list: turnOrderIds already current)
HP adjustments (combat only)
Per-participant input + buttons:
- Number input
- Damage (HeartCrack icon) —
currentHp = max(0, hp - amt) - Heal (Heart icon) —
currentHp = min(maxHp, hp + amt) - Death: hp→0 sets
isActive:false, PC getsdeathSavestracking
Death saves (PC only, at 0 HP)
3 buttons. Click marks fail. 3 fails = dead. Reset on revive/heal.
Conditions
- Click participant → expand conditions picker (all 22 from
CONDITIONS) - Active conditions show as badges, click to remove
End combat
- End Combat button → resets
isStarted:false,round:0,currentTurn:null,turnOrderIds:[] - Clears
activeDisplay(player view goes blank)
Player display
Separate view at /display or ?playerView=true. Read-only second screen.
What it shows:
- Current encounter name
- Round + current turn participant
- All participants in
participants[]order (drag order, NOT init-sorted — BUG-15 fix) - HP bars, conditions, death saves
- Inactive monsters hidden (pre-staged reserves)
Driven by activeDisplay/status doc. Controlled by Open Player Window button (sets active campaign+encounter) or Start Combat (auto-sets).
1-list turn order model
Key architecture. turnOrderIds === participants.map(p => p.id) always. Single source of truth.
- Display =
participants[]order (AdminView + DisplayView, no re-sort) - Turn rotation =
turnOrderIds(mirrors participants[]) - Drag = source of truth, overrides initiative
- Add mid-combat = append to participants[] + sync (BUG-14: init-insert broken post-drag)
- Toggle active = flip
isActiveonly, stay in slot - Remove = drop from participants[] + sync, advance current if needed
No re-sort after startEncounter except round-wrap (re-sorts active by init at top of round).
Storage paths quick reference
campaigns/{cid} campaign doc
campaigns/{cid}/encounters/{eid} encounter doc (participants[])
campaigns/{cid}/encounters/{eid}/participants ❌ NOT a path — participants inline
activeDisplay/status player display control
logs/{logId} action log entry
DM tips
- Initiative rolled ONCE at add time. Stored. Edit via EditParticipantModal to override.
- Pause before big roster changes (adds/removes). Resume re-syncs cleanly.
- Campaign chars = templates. Edit campaign char doesn't touch encounter participants (already added).
- Dead monsters stay in rotation, skipped. Remove via trash icon to clean list.
- Player display auto-follows Start Combat. Manual control via Open Player Window.
See docs/GLOSSARY.md for domain terms, TODO.md for known bugs.