V1.8.0: the fallen are hidden, and allies can revive the dead
- A dead character, or a monster or NPC at 0 HP, is out of the fight: the server no longer sends it to players, target marks included, and it has no turn. Healing or reviving brings it straight back. - The DM's screen leaves the fallen out too until "Show dead" is ticked, which lists them in a group of their own, marked hidden. - Players see dead characters by name in a Fallen box. The player whose character is on turn in a battle gets "Try revive" there if that character is on their feet and knows a spell that revives, at a level they can cast. The dead come back at 1 HP. - Spells have a "Revives" tick in the campaign's spell list. Revivify and Raise Dead have it, in the library and in existing campaigns. - A dead character cannot be added to an encounter until revived. - All packages at version 1.8.0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,7 +1,7 @@
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{
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"name": "frontend",
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"private": true,
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"version": "1.7.2",
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"version": "1.8.0",
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"type": "module",
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"scripts": {
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"dev": "vite",
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@@ -463,6 +463,7 @@ export function usePatchPoolEntry(campaignId: string, pool: Pool) {
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isStartingOption?: boolean;
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damageDice?: string | null;
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damageScaling?: number;
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revives?: boolean;
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minLevel?: number;
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name?: string;
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description?: string | null;
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@@ -760,6 +761,19 @@ export function useSetTargets(encounterId: string) {
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});
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}
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// The character on turn trying to bring a dead ally back; the server decides
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// whether they have the means.
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export function useReviveParticipant(encounterId: string) {
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const qc = useQueryClient();
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return useMutation({
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mutationFn: async (participantId: string) => (await apiClient.post(`/encounters/${encounterId}/participants/${participantId}/revive`)).data,
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onSuccess: () => {
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qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
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qc.invalidateQueries({ queryKey: ['character'] }); // the revived character's sheet
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},
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});
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}
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export function useNextTurn(encounterId: string) {
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const qc = useQueryClient();
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return useMutation({
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@@ -215,6 +215,7 @@ export interface Spell {
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description: string | null;
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damageDice: string | null;
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isStartingOption: boolean;
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revives: boolean; // brings back the dead: lets its caster revive a dead ally in a battle
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}
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export interface CharacterSpell {
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@@ -402,6 +403,7 @@ export interface CharacterCombatInfo {
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armorClass: number;
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tempHp: number;
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deathSaves: DeathSaves;
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canRevive: boolean; // has a spell that brings back the dead, at a level they can cast
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speed: number;
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initiativeBonus: number;
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passivePerception: number;
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@@ -433,6 +435,9 @@ export interface EncounterParticipant {
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conditions: string[];
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isMonster: boolean;
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kind: 'CHARACTER' | 'MONSTER' | 'NPC';
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// Out of the fight (a dead character, or a monster or NPC at 0 HP) and so
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// hidden from the players. Only the DM is ever sent one of these.
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hidden: boolean;
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npcId: string | null;
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character?: { id: string; name: string; userId: string | null } | null;
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// The DM gets the whole stat block; players only the id and name.
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@@ -460,7 +465,10 @@ export interface Encounter {
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archivedAt: string | null; // archived encounters only reach the DM's list
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sortOrder: number; // place in the campaign's own order, lowest first
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createdAt: string;
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participants?: EncounterParticipant[];
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participants?: EncounterParticipant[]; // a player's list leaves out the fallen
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// The dead characters in the scene. Players do not get their cards, only
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// this, so that an ally can try to revive them.
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fallen?: { participantId: string; characterId: string; name: string }[];
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rewards?: EncounterReward[]; // players only receive the awarded ones
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}
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@@ -497,6 +505,7 @@ export interface LibrarySpell {
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duration: string | null;
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description: string | null;
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damageDice?: string; // default damage; absent for spells that deal none
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revives?: boolean; // brings back the dead
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classes: CharacterClass[];
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}
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@@ -32,7 +32,7 @@ function Pips({ kind, count, onSet }: { kind: 'success' | 'failure'; count: numb
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// What happens to a character at 0 HP: the death-save tallies, and the ways
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// out of them. `canAct` is the character's own player or the DM; setting the
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// tallies by hand and raising the dead are the DM's alone.
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// tallies by hand and raising the dead from here are the DM's alone.
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export function DeathSaves({
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characterId,
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name,
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@@ -78,7 +78,7 @@ export function DeathSaves({
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</>
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)}
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{state === 'STABLE' && <span className="combatant-sub">Out cold at 0 HP, but no longer rolling. Any healing wakes them; damage starts the saves again.</span>}
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{state === 'DEAD' && <span className="combatant-sub">{isDM ? 'Healing does nothing now.' : 'Only the DM can bring them back.'}</span>}
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{state === 'DEAD' && <span className="combatant-sub">{isDM ? 'Healing does nothing now.' : 'The DM can bring them back, or an ally with a reviving spell on their turn in a battle.'}</span>}
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</div>
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{state === 'DYING' && canAct && (
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@@ -828,6 +828,11 @@ table.data-table tbody tr:hover {
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background: var(--danger-soft);
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}
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/* What players see of the dead: names, and a way to try to bring them back. */
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.fallen-bar {
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border-color: var(--danger);
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}
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/* The DM's attack bar stays in reach while scrolling the initiative order. */
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.attack-bar {
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position: sticky;
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@@ -1129,6 +1129,7 @@ export function CampaignHomePage() {
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description: String(fd.get('description') || '').trim() || null,
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damageDice: String(fd.get('damageDice') || '') || null,
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isStartingOption: fd.get('isStartingOption') === 'on',
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revives: fd.get('revives') === 'on',
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});
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(e.target as HTMLFormElement).reset();
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}}
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@@ -1149,6 +1150,10 @@ export function CampaignHomePage() {
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<input type="checkbox" name="isStartingOption" />
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Starting option
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</label>
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<label className="checkbox-row" title="A character who can cast it may revive a dead ally on their turn in a battle">
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<input type="checkbox" name="revives" />
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Revives the dead
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</label>
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<button type="submit" className="btn btn-primary">Add</button>
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</form>
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)}
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@@ -1159,6 +1164,7 @@ export function CampaignHomePage() {
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<th>Spell</th>
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<th>Level</th>
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<th>Damage</th>
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<th title="A character who can cast it may revive a dead ally on their turn in a battle">Revives</th>
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<th>Starting</th>
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<th />
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</tr>
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@@ -1174,6 +1180,14 @@ export function CampaignHomePage() {
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<td>
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<SpellDamageSelect spellName={s.name} value={s.damageDice} onChange={(damageDice) => patchSpell.mutate({ id: s.id, damageDice })} />
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</td>
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<td>
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<input
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type="checkbox"
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aria-label={`${s.name} revives the dead`}
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checked={s.revives}
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onChange={(e) => patchSpell.mutate({ id: s.id, revives: e.target.checked })}
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/>
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</td>
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<PoolRowControls
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entry={s}
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onToggleStarting={(isStartingOption) => patchSpell.mutate({ id: s.id, isStartingOption })}
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@@ -15,6 +15,7 @@ import {
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useAdvanceRound,
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useNextTurn,
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useSetTargets,
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useReviveParticipant,
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usePatchEncounter,
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useSetEncounterArchived,
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useDeleteEncounter,
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@@ -188,6 +189,11 @@ function CombatantCard({
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)}
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{npc && <span className={`badge badge-${npc.disposition.toLowerCase()}`}>{npc.disposition}</span>}
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{isDown && !info && <span className="badge badge-hostile">Down</span>}
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{p.hidden && (
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<span className="badge" title="Out of the fight. Players no longer see this card, and it has no turn.">
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Hidden from players
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</span>
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)}
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{onTarget && (
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<button
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className={`btn btn-target${isTargeted ? ' is-on' : ''}`}
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@@ -844,6 +850,7 @@ export function EncounterPage() {
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const advanceRound = useAdvanceRound(encounterId);
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const nextTurn = useNextTurn(encounterId);
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const setTargets = useSetTargets(encounterId);
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const revive = useReviveParticipant(encounterId);
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const patchEncounter = usePatchEncounter(encounterId);
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const setArchived = useSetEncounterArchived(encounter?.campaignId ?? '');
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const deleteEncounter = useDeleteEncounter(encounter?.campaignId ?? '');
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@@ -853,25 +860,39 @@ export function EncounterPage() {
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const [pickId, setPickId] = useState('');
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const [initiative, setInitiative] = useState('');
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const [formError, setFormError] = useState<string | null>(null);
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// The DM's own screen leaves the fallen out too, until asked for.
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const [showDead, setShowDead] = useState(false);
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if (isLoading) return <Spinner label="Setting the scene…" />;
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if (error || !encounter) return <ErrorBanner message="Could not load this encounter." />;
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const isBattle = encounter.mode === 'BATTLE';
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const participants = encounter.participants ?? []; // already in initiative order
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// The fallen: dead characters, and monsters and NPCs at 0 HP. Only the DM is
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// sent their cards, and they sit apart from those still in the fight.
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const standing = participants.filter((p) => !p.hidden);
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const outOfTheFight = participants.filter((p) => p.hidden);
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const fallen = encounter.fallen ?? [];
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const active = isBattle && encounter.status === 'ACTIVE' ? participants.find((p) => p.id === encounter.activeParticipantId) : undefined;
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const targetIds = encounter.targetParticipantIds ?? [];
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const targets = targetIds.map((id) => participants.find((p) => p.id === id)).filter((p): p is EncounterParticipant => p !== undefined);
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// The DM marks targets whenever they like; a player while their own character is on turn.
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const acStep = campaignData?.campaign.areaAttackAcPenalty ?? 0;
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const canTarget = isDM || (active?.character != null && active.character.userId === user?.id);
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// A player whose own character is on turn, on their feet and able to raise the dead.
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const canTryRevive =
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active?.character != null &&
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active.character.userId === user?.id &&
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active.characterCombatInfo?.deathSaves.state === 'UP' &&
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active.characterCombatInfo.canRevive;
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const builtCharacters = characters?.filter((c) => c.buildStage === 'COMPLETE') ?? [];
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const onError = (err: unknown) => setFormError(extractErrorMessage(err));
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const fail = { onError };
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const pickOptions: { id: string; name: string }[] =
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pickType === 'character'
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? builtCharacters.filter((c) => !participants.some((p) => p.characterId === c.id))
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? // The dead join no new scene until they are revived.
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builtCharacters.filter((c) => c.deathSaves.state !== 'DEAD' && !participants.some((p) => p.characterId === c.id))
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: pickType === 'monster'
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? (monsters ?? [])
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: (npcs ?? []).filter((n) => !participants.some((p) => p.npcId === n.id));
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@@ -909,12 +930,13 @@ export function EncounterPage() {
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// A quest scene is grouped by who is there; within each group the order is
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// still initiative, highest first.
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const groups: [string, EncounterParticipant[]][] = isBattle
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? [['Initiative order', participants]]
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? [['Initiative order', standing]]
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: [
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['People you meet', participants.filter((p) => p.kind === 'NPC')],
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['The party', participants.filter((p) => p.kind === 'CHARACTER')],
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['Creatures', participants.filter((p) => p.kind === 'MONSTER')],
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['People you meet', standing.filter((p) => p.kind === 'NPC')],
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['The party', standing.filter((p) => p.kind === 'CHARACTER')],
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['Creatures', standing.filter((p) => p.kind === 'MONSTER')],
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];
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if (showDead) groups.push(['Out of the fight, hidden from players', outOfTheFight]);
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return (
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<div>
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@@ -1047,7 +1069,41 @@ export function EncounterPage() {
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onClear={() => setTargets.mutate([], fail)}
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/>
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)}
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{participants.length === 0 && (
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{!isDM && fallen.length > 0 && (
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<div className="card fallen-bar">
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<div className="card-title">☠ Fallen</div>
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{fallen.map((f) => (
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<div key={f.participantId} className="flex-between flex-wrap">
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<span className="combatant-name">{f.name}</span>
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{canTryRevive && (
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<button
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className="btn"
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title={`${active?.displayName} tries to bring ${f.name} back, at 1 HP.`}
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disabled={revive.isPending}
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onClick={() => {
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setFormError(null);
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revive.mutate(f.participantId, fail);
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}}
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>
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Try revive
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</button>
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)}
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</div>
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))}
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<p className="combatant-sub" style={{ margin: '0.4rem 0 0' }}>
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{canTryRevive
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? `${active?.displayName} has a spell that can bring back the dead.`
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: 'A character with a spell that brings back the dead can try to revive them on their own turn.'}
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</p>
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</div>
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)}
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{isDM && outOfTheFight.length > 0 && (
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<label className="checkbox-row mt-md" title="Dead characters, and monsters and NPCs at 0 HP. Players never see them.">
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<input type="checkbox" checked={showDead} onChange={(e) => setShowDead(e.target.checked)} />
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Show dead ({outOfTheFight.length})
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</label>
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)}
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{participants.length === 0 && fallen.length === 0 && (
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<div className="empty-state card">
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{isDM
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? 'Nobody here yet. Add characters, monsters or NPCs from the panel alongside.'
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