Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
ec48b65481 |
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "backend",
|
||||
"version": "1.4.0",
|
||||
"version": "1.5.0",
|
||||
"private": true,
|
||||
"type": "commonjs",
|
||||
"main": "src/index.js",
|
||||
|
||||
@@ -0,0 +1,4 @@
|
||||
-- AlterTable: death saves, counted while a character is at 0 HP
|
||||
ALTER TABLE "characters" ADD COLUMN "deathSaveSuccesses" INTEGER NOT NULL DEFAULT 0,
|
||||
ADD COLUMN "deathSaveFailures" INTEGER NOT NULL DEFAULT 0,
|
||||
ADD COLUMN "stable" BOOLEAN NOT NULL DEFAULT false;
|
||||
@@ -264,6 +264,11 @@ model Character {
|
||||
|
||||
currentHp Int @default(0)
|
||||
tempHp Int @default(0)
|
||||
// Death saves, counted while the character is at 0 HP (utils/hp.js). Three
|
||||
// failures is dead; three successes sets `stable` and clears the tallies.
|
||||
deathSaveSuccesses Int @default(0)
|
||||
deathSaveFailures Int @default(0)
|
||||
stable Boolean @default(false) // at 0 HP but no longer rolling
|
||||
armorBonus Int @default(0) // flat AC bonus from equipped armor/shield
|
||||
speedOverride Int?
|
||||
|
||||
|
||||
@@ -584,7 +584,7 @@ describe('hit points', () => {
|
||||
const full = (await patch(playerAuth, { currentHp: 9999 })).body.character;
|
||||
expect(full.currentHp).toBe(level5.sheet.hp.max);
|
||||
|
||||
expect((await patch(playerAuth, { currentHp: -50 })).body.character.currentHp).toBe(0);
|
||||
expect((await patch(playerAuth, { currentHp: -1 })).body.character.currentHp).toBe(0);
|
||||
|
||||
await patch(playerAuth, { currentHp: 9999 });
|
||||
const level1 = (await patch(dmAuth, { level: 1 })).body.character;
|
||||
@@ -1973,6 +1973,93 @@ describe('temporary hit points', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('death saves', () => {
|
||||
itIfDb('start at 0 HP, are settled by three of a kind, and end with healing', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('deathsaves');
|
||||
const heroId = await buildCharacter(campaign.id, playerAuth, 'Fallen');
|
||||
const ch = `/characters/${heroId}`;
|
||||
const sheet = async () => (await request(app).get(ch).set(playerAuth)).body.character;
|
||||
const hp = (auth, currentHp) => request(app).patch(ch).set(auth).send({ currentHp });
|
||||
const save = (auth, body) => request(app).post(`${ch}/death-saves`).set(auth).send(body);
|
||||
const max = (await sheet()).sheet.hp.max;
|
||||
expect((await sheet()).deathSaves).toEqual({ state: 'UP', successes: 0, failures: 0 });
|
||||
|
||||
// No saves while standing, and a save is a d20.
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 12 })).status).toBe(400);
|
||||
await hp(playerAuth, 0);
|
||||
expect((await sheet()).deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 0 });
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 21 })).status).toBe(400);
|
||||
|
||||
// 10 and up succeeds, below fails, and a 1 fails twice.
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 10 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 0 });
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 9 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 1 });
|
||||
|
||||
// Being hit while down is a failed save; healing clears the lot.
|
||||
expect((await hp(dmAuth, -1)).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 2 });
|
||||
expect((await hp(playerAuth, 3)).body.character.deathSaves).toEqual({ state: 'UP', successes: 0, failures: 0 });
|
||||
|
||||
// Three successes: stable, at 0 HP, with nothing left to roll.
|
||||
await hp(playerAuth, 0);
|
||||
for (const roll of [15, 11, 19]) await save(playerAuth, { action: 'roll', roll });
|
||||
let now = await sheet();
|
||||
expect([now.currentHp, now.deathSaves]).toEqual([0, { state: 'STABLE', successes: 0, failures: 0 }]);
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 12 })).status).toBe(400);
|
||||
|
||||
// Damage ends that; a 20 puts them back up with 1 HP.
|
||||
expect((await hp(dmAuth, -1)).body.character.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 1 });
|
||||
now = (await save(playerAuth, { action: 'roll', roll: 20 })).body.character;
|
||||
expect([now.currentHp, now.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
|
||||
|
||||
// Someone else can steady them without a roll.
|
||||
await hp(playerAuth, 0);
|
||||
expect((await save(playerAuth, { action: 'stabilize' })).body.character.deathSaves.state).toBe('STABLE');
|
||||
|
||||
// The tallies are the DM's to set by hand; a 1 on top of two failures kills.
|
||||
expect((await save(playerAuth, { action: 'set', successes: 0, failures: 0 })).status).toBe(403);
|
||||
expect((await save(dmAuth, { action: 'set', successes: 2, failures: 2 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 2, failures: 2 });
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 1 })).body.character.deathSaves.state).toBe('DEAD');
|
||||
|
||||
// The dead can't be healed or roll; only the DM brings them back.
|
||||
expect((await hp(playerAuth, max)).status).toBe(400);
|
||||
expect((await save(playerAuth, { action: 'roll', roll: 20 })).status).toBe(400);
|
||||
expect((await save(playerAuth, { action: 'revive' })).status).toBe(403);
|
||||
now = (await save(dmAuth, { action: 'revive' })).body.character;
|
||||
expect([now.currentHp, now.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
|
||||
});
|
||||
|
||||
itIfDb('follow the character into an encounter, where one huge blow kills outright', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('deathsaves-enc');
|
||||
const heroId = await buildCharacter(campaign.id, playerAuth, 'Doomed');
|
||||
const ch = `/characters/${heroId}`;
|
||||
const max = (await request(app).get(ch).set(playerAuth)).body.character.sheet.hp.max;
|
||||
const e = `/encounters/${(await request(app).post(`/campaigns/${campaign.id}/encounters`).set(dmAuth).send({ name: 'Last Stand' })).body.encounter.id}`;
|
||||
const row = (await request(app).post(`${e}/participants`).set(dmAuth).send({ characterId: heroId })).body.participant;
|
||||
const strike = (currentHp) => request(app).patch(`${e}/participants/${row.id}`).set(dmAuth).send({ currentHp });
|
||||
const combatant = async () => (await request(app).get(e).set(playerAuth)).body.encounter.participants[0];
|
||||
|
||||
// Temp HP that soaks the whole blow keeps them on their feet.
|
||||
await request(app).patch(ch).set(playerAuth).send({ tempHp: 2 });
|
||||
await strike(max - 2);
|
||||
expect((await combatant()).characterCombatInfo.deathSaves.state).toBe('UP');
|
||||
|
||||
// Dropped by the DM in the tracker; the player's own save shows there.
|
||||
await strike(1 - max); // max - 1 past zero: one short of killing outright
|
||||
expect((await combatant()).characterCombatInfo.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 0 });
|
||||
await request(app).post(`${ch}/death-saves`).set(playerAuth).send({ action: 'roll', roll: 4 });
|
||||
expect((await combatant()).characterCombatInfo.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 1 });
|
||||
|
||||
// The party list carries it too.
|
||||
const listed = (await request(app).get(`/campaigns/${campaign.id}/characters`).set(dmAuth)).body.characters.find((c) => c.id === heroId);
|
||||
expect(listed.deathSaves.state).toBe('DYING');
|
||||
|
||||
// Healed, then hit for max HP more than they have left.
|
||||
await strike(max);
|
||||
await strike(-max);
|
||||
expect((await combatant()).characterCombatInfo.deathSaves.state).toBe('DEAD');
|
||||
expect((await strike(5)).status).toBe(400);
|
||||
});
|
||||
});
|
||||
|
||||
describe('silver and copper', () => {
|
||||
itIfDb('are kept as separate coins, exchanged at fixed worth, given and rewarded', async () => {
|
||||
const { dmAuth, playerAuth, campaign } = await setupCampaign('coins');
|
||||
|
||||
@@ -7,6 +7,7 @@ const { generateInviteCode } = require('../utils/inviteCode');
|
||||
const { computeCharacterSheet, MAX_DAMAGE_SCALING, MAX_GEAR_LEVEL } = require('../game/calculations');
|
||||
const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../game/data/library');
|
||||
const { visitedLocationIds } = require('../utils/locations');
|
||||
const { deathSaveInfo } = require('../utils/hp');
|
||||
|
||||
const router = express.Router();
|
||||
|
||||
@@ -194,6 +195,7 @@ function characterSummary(character) {
|
||||
buildStage: character.buildStage,
|
||||
currentHp: character.currentHp,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
gold: character.gold,
|
||||
silver: character.silver,
|
||||
copper: character.copper,
|
||||
|
||||
@@ -31,7 +31,7 @@ const characterOptions = require('../game/data/characterOptions');
|
||||
const { SKILLS } = require('../game/data/skills');
|
||||
const { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, spendCoins, worthInGold, giveGear } = require('../utils/grants');
|
||||
const { recordVisits } = require('../utils/locations');
|
||||
const { absorbDamage } = require('../utils/hp');
|
||||
const { absorbDamage, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave } = require('../utils/hp');
|
||||
|
||||
const router = express.Router();
|
||||
|
||||
@@ -85,6 +85,7 @@ function serializeCharacter(character, isOwner, isDM = true) {
|
||||
},
|
||||
currentHp: character.currentHp,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
armorBonus: character.armorBonus,
|
||||
specialAbilities: character.specialAbilities,
|
||||
background: character.background,
|
||||
@@ -184,18 +185,28 @@ router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, n
|
||||
|
||||
// Damage is soaked by temp HP before it reaches real HP — unless this
|
||||
// same request sets temp HP outright.
|
||||
if (parsed.data.currentHp !== undefined && parsed.data.tempHp === undefined) {
|
||||
const settingHp = parsed.data.currentHp !== undefined;
|
||||
const settingTempHp = parsed.data.tempHp !== undefined;
|
||||
if (req.character.buildStage === 'COMPLETE' && (settingHp || parsed.data.level !== undefined)) {
|
||||
// Current HP stays within 0..max, including when a level change moves max.
|
||||
const maxHp = computeCharacterSheet({ ...req.character, ...parsed.data }).hp.max;
|
||||
if (!settingHp) {
|
||||
parsed.data.currentHp = clamp(req.character.currentHp, 0, maxHp);
|
||||
} else {
|
||||
if (lifeState(req.character) === 'DEAD' && parsed.data.currentHp > 0) {
|
||||
return res.status(400).json({ error: `${req.character.name} is dead. The DM has to revive them before they can be healed.` });
|
||||
}
|
||||
// Reaching 0, being hit while there, and being healed back up all
|
||||
// move the death saves along with the HP.
|
||||
const { tempHp, ...after } = changeHp(settingTempHp ? { ...req.character, tempHp: 0 } : req.character, parsed.data.currentHp, maxHp);
|
||||
Object.assign(parsed.data, after, settingTempHp ? {} : { tempHp });
|
||||
}
|
||||
} else if (settingHp && !settingTempHp) {
|
||||
const after = absorbDamage(req.character.currentHp, req.character.tempHp, parsed.data.currentHp);
|
||||
parsed.data.currentHp = after.currentHp;
|
||||
if (after.tempHp !== req.character.tempHp) parsed.data.tempHp = after.tempHp;
|
||||
}
|
||||
|
||||
// Current HP stays within 0..max, including when a level change moves max.
|
||||
if (req.character.buildStage === 'COMPLETE' && (parsed.data.currentHp !== undefined || parsed.data.level !== undefined)) {
|
||||
const maxHp = computeCharacterSheet({ ...req.character, ...parsed.data }).hp.max;
|
||||
parsed.data.currentHp = clamp(parsed.data.currentHp ?? req.character.currentHp, 0, maxHp);
|
||||
}
|
||||
|
||||
// privateNotes is for the owning player only — a DM editing someone
|
||||
// else's character (or another player, though write access already
|
||||
// blocks that) should never be able to set it through this route.
|
||||
@@ -234,6 +245,61 @@ router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, n
|
||||
}
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Death saves — what happens to a character at 0 HP (utils/hp.js)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
const deathSaveTally = z.number().int().min(0).max(3);
|
||||
const deathSaveRoll = z.number().int().min(1, 'A death save is a d20: 1 to 20').max(20, 'A death save is a d20: 1 to 20');
|
||||
|
||||
const deathSaveSchema = z.discriminatedUnion('action', [
|
||||
// What the d20 showed; the server works out what it means.
|
||||
z.object({ action: z.literal('roll'), roll: deathSaveRoll }),
|
||||
// Steadied by someone else: a Medicine check, a healer's kit, a spell.
|
||||
z.object({ action: z.literal('stabilize') }),
|
||||
// The DM setting the tallies by hand: a critical hit's second failure, or
|
||||
// undoing a mistake.
|
||||
z.object({ action: z.literal('set'), successes: deathSaveTally, failures: deathSaveTally }),
|
||||
// The DM bringing back the dead, at 1 HP.
|
||||
z.object({ action: z.literal('revive') }),
|
||||
]);
|
||||
|
||||
// The owning player rolls their own death saves and can be steadied; setting
|
||||
// the tallies by hand and raising the dead are the DM's.
|
||||
router.post('/:id/death-saves', requireCharacterAccess({ write: true }), async (req, res, next) => {
|
||||
try {
|
||||
const parsed = deathSaveSchema.safeParse(req.body);
|
||||
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
|
||||
const { character } = req;
|
||||
if (character.buildStage !== 'COMPLETE') return res.status(400).json({ error: 'Character build is not finished yet.' });
|
||||
|
||||
const input = parsed.data;
|
||||
const state = lifeState(character);
|
||||
if ((input.action === 'set' || input.action === 'revive') && !req.isDM) {
|
||||
return res.status(403).json({ error: 'Only the DM can do that.' });
|
||||
}
|
||||
|
||||
let data;
|
||||
if (input.action === 'roll' || input.action === 'stabilize') {
|
||||
if (state !== 'DYING') return res.status(400).json({ error: `${character.name} is not dying, so there is no death save to make.` });
|
||||
data = input.action === 'roll' ? rollDeathSave(character, input.roll) : { ...NO_DEATH_SAVES, stable: true };
|
||||
} else if (input.action === 'set') {
|
||||
if (state === 'UP') return res.status(400).json({ error: `${character.name} is not at 0 HP.` });
|
||||
data = settleDeathSaves(input.successes, input.failures);
|
||||
} else {
|
||||
if (state !== 'DEAD') return res.status(400).json({ error: `${character.name} is not dead.` });
|
||||
data = { currentHp: 1, ...NO_DEATH_SAVES };
|
||||
}
|
||||
|
||||
await prisma.character.update({ where: { id: character.id }, data });
|
||||
const full = await loadFullCharacter(character.id);
|
||||
req.app.get('io').to(`campaign:${full.campaignId}`).emit('character:updated', { characterId: full.id });
|
||||
res.json({ character: serializeCharacter(full, req.isOwner) });
|
||||
} catch (err) {
|
||||
next(err);
|
||||
}
|
||||
});
|
||||
|
||||
router.delete('/:id', requireCharacterAccess(), async (req, res, next) => {
|
||||
try {
|
||||
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
|
||||
@@ -844,6 +910,7 @@ router.get('/:id/quick-stats', requireCharacterAccess(), async (req, res, next)
|
||||
currentHp: character.currentHp,
|
||||
maxHp: sheet.hp.max,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
armorClass: sheet.armorClass,
|
||||
initiative: sheet.initiative,
|
||||
speed: sheet.speed,
|
||||
|
||||
@@ -6,7 +6,7 @@ const { loadCampaignMembership } = require('../middleware/campaignAccess');
|
||||
const { computeCharacterSheet, computeWeaponStats, canUseGear, abilityModifier, MAX_GEAR_LEVEL } = require('../game/calculations');
|
||||
const { CURRENCIES, adjustGold, giveGear } = require('../utils/grants');
|
||||
const { moveCharacters, visitedLocationIds } = require('../utils/locations');
|
||||
const { absorbDamage } = require('../utils/hp');
|
||||
const { lifeState, deathSaveInfo, changeHp } = require('../utils/hp');
|
||||
|
||||
const router = express.Router();
|
||||
|
||||
@@ -103,6 +103,7 @@ function characterCombatInfo(character) {
|
||||
armorClass: sheet.armorClass,
|
||||
maxHp: sheet.hp.max,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
speed: sheet.speed,
|
||||
initiativeBonus: sheet.initiative,
|
||||
passivePerception: sheet.passivePerception,
|
||||
@@ -399,10 +400,14 @@ router.patch('/:id/participants/:participantId', requireEncounterAccess, async (
|
||||
const maxHp = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies).hp.max;
|
||||
data.maxHp = maxHp;
|
||||
if (data.currentHp !== undefined) {
|
||||
// Temp HP soaks damage first; what is left lands on the character.
|
||||
const after = absorbDamage(character.currentHp, character.tempHp, data.currentHp);
|
||||
data.currentHp = clamp(after.currentHp, 0, maxHp);
|
||||
await prisma.character.update({ where: { id: character.id }, data: { currentHp: data.currentHp, tempHp: after.tempHp } });
|
||||
if (lifeState(character) === 'DEAD' && data.currentHp > 0) {
|
||||
return res.status(400).json({ error: `${character.name} is dead. Revive them before healing.` });
|
||||
}
|
||||
// Temp HP soaks damage first; what is left lands on the character,
|
||||
// and at 0 HP it moves their death saves too.
|
||||
const after = changeHp(character, data.currentHp, maxHp);
|
||||
data.currentHp = after.currentHp;
|
||||
await prisma.character.update({ where: { id: character.id }, data: after });
|
||||
emitCharacterUpdated(req, character.id);
|
||||
}
|
||||
} else if (data.currentHp !== undefined) {
|
||||
|
||||
+67
-1
@@ -9,4 +9,70 @@ function absorbDamage(currentHp, tempHp, requestedHp) {
|
||||
return { currentHp: requestedHp + absorbed, tempHp: tempHp - absorbed };
|
||||
}
|
||||
|
||||
module.exports = { absorbDamage };
|
||||
// ---------------------------------------------------------------------------
|
||||
// At 0 HP — death saves
|
||||
// ---------------------------------------------------------------------------
|
||||
//
|
||||
// A character at 0 HP is dying: they roll a d20 each turn, and three successes
|
||||
// or three failures settle it. The tallies and the "stable" flag live on the
|
||||
// Character row, next to the HP they belong to.
|
||||
|
||||
// Three successes steady a character; three failures kill them.
|
||||
const DEATH_SAVE_LIMIT = 3;
|
||||
|
||||
const NO_DEATH_SAVES = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
|
||||
|
||||
// UP: on their feet. DYING: at 0 HP and rolling death saves. STABLE: at 0 HP
|
||||
// but no longer rolling. DEAD: three failures, or one blow too big to survive.
|
||||
function lifeState(character) {
|
||||
if (character.deathSaveFailures >= DEATH_SAVE_LIMIT) return 'DEAD';
|
||||
if (character.currentHp > 0) return 'UP';
|
||||
return character.stable ? 'STABLE' : 'DYING';
|
||||
}
|
||||
|
||||
// What the API sends about it, the same shape wherever a character's HP goes.
|
||||
function deathSaveInfo(character) {
|
||||
return { state: lifeState(character), successes: character.deathSaveSuccesses, failures: character.deathSaveFailures };
|
||||
}
|
||||
|
||||
// Turns a pair of tallies into what gets stored: the third failure is death,
|
||||
// and the third success makes the character stable, which clears the tallies.
|
||||
function settleDeathSaves(successes, failures) {
|
||||
if (failures >= DEATH_SAVE_LIMIT) return { deathSaveSuccesses: successes, deathSaveFailures: DEATH_SAVE_LIMIT, stable: false };
|
||||
if (successes >= DEATH_SAVE_LIMIT) return { ...NO_DEATH_SAVES, stable: true };
|
||||
return { deathSaveSuccesses: successes, deathSaveFailures: failures, stable: false };
|
||||
}
|
||||
|
||||
// Damage or healing on a finished character. `requestedHp` is the HP that was
|
||||
// asked for, which may be below zero or above max. Returns every column that
|
||||
// should be written: HP and temp HP, plus the death-save columns when the
|
||||
// change touches them.
|
||||
//
|
||||
// - Damage comes off temp HP first.
|
||||
// - Dropping to 0 starts the death saves from a clean slate.
|
||||
// - Damage taken while already at 0 is one failed save, and ends "stable".
|
||||
// - Damage that would leave as much as max HP still to take once HP is at 0
|
||||
// kills outright.
|
||||
// - Any healing from 0 puts the character back up and clears the tallies.
|
||||
function changeHp(character, requestedHp, maxHp) {
|
||||
const soaked = absorbDamage(character.currentHp, character.tempHp, requestedHp);
|
||||
const after = { currentHp: Math.min(Math.max(soaked.currentHp, 0), maxHp), tempHp: soaked.tempHp };
|
||||
if (after.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
|
||||
|
||||
const damage = character.currentHp - soaked.currentHp; // what got past temp HP
|
||||
if (damage <= 0) return after;
|
||||
if (-soaked.currentHp >= maxHp) return { ...after, ...settleDeathSaves(0, DEATH_SAVE_LIMIT) };
|
||||
if (character.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
|
||||
return { ...after, ...settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + 1) };
|
||||
}
|
||||
|
||||
// A dying character's death save, from what the d20 showed: 10 or more is a
|
||||
// success, less is a failure, a 1 is two failures, and a 20 puts them back on
|
||||
// their feet with 1 HP.
|
||||
function rollDeathSave(character, roll) {
|
||||
if (roll === 20) return { currentHp: 1, ...NO_DEATH_SAVES };
|
||||
if (roll >= 10) return settleDeathSaves(character.deathSaveSuccesses + 1, character.deathSaveFailures);
|
||||
return settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + (roll === 1 ? 2 : 1));
|
||||
}
|
||||
|
||||
module.exports = { absorbDamage, DEATH_SAVE_LIMIT, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave };
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
const { lifeState, settleDeathSaves, changeHp, rollDeathSave } = require('./hp');
|
||||
|
||||
const CLEAR = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
|
||||
const hero = (over = {}) => ({ currentHp: 10, tempHp: 0, ...CLEAR, ...over });
|
||||
|
||||
describe('lifeState', () => {
|
||||
test('reads up, dying, stable and dead off the row', () => {
|
||||
expect(lifeState(hero())).toBe('UP');
|
||||
expect(lifeState(hero({ currentHp: 0 }))).toBe('DYING');
|
||||
expect(lifeState(hero({ currentHp: 0, stable: true }))).toBe('STABLE');
|
||||
expect(lifeState(hero({ currentHp: 0, deathSaveFailures: 3 }))).toBe('DEAD');
|
||||
});
|
||||
});
|
||||
|
||||
describe('changeHp', () => {
|
||||
test('ordinary damage and healing leave the death saves clear', () => {
|
||||
expect(changeHp(hero(), 4, 20)).toEqual({ currentHp: 4, tempHp: 0, ...CLEAR });
|
||||
expect(changeHp(hero(), 99, 20)).toEqual({ currentHp: 20, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
|
||||
test('dropping to 0 starts the saves from nothing', () => {
|
||||
expect(changeHp(hero(), -5, 20)).toEqual({ currentHp: 0, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
|
||||
test('damage at 0 HP is a failed save and ends stable', () => {
|
||||
const down = hero({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 1 });
|
||||
expect(changeHp(down, -3, 20)).toMatchObject({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 2, stable: false });
|
||||
expect(changeHp(hero({ currentHp: 0, stable: true }), -3, 20)).toMatchObject({ deathSaveFailures: 1, stable: false });
|
||||
expect(lifeState(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), -1, 20))).toBe('DEAD');
|
||||
});
|
||||
|
||||
test('temp HP that soaks the whole blow costs no save', () => {
|
||||
const down = hero({ currentHp: 0, tempHp: 5, deathSaveFailures: 1 });
|
||||
expect(changeHp(down, -5, 20)).toEqual({ currentHp: 0, tempHp: 0 });
|
||||
});
|
||||
|
||||
test('asking for the HP they already have at 0 changes nothing', () => {
|
||||
expect(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), 0, 20)).toEqual({ currentHp: 0, tempHp: 0 });
|
||||
});
|
||||
|
||||
test('damage of max HP or more past zero kills outright', () => {
|
||||
expect(lifeState(changeHp(hero(), -19, 20))).toBe('DYING');
|
||||
expect(lifeState(changeHp(hero(), -20, 20))).toBe('DEAD');
|
||||
expect(lifeState(changeHp(hero({ currentHp: 0 }), -20, 20))).toBe('DEAD');
|
||||
// Temp HP counts against the blow first.
|
||||
expect(lifeState(changeHp(hero({ tempHp: 1 }), -20, 20))).toBe('DYING');
|
||||
});
|
||||
|
||||
test('healing from 0 puts them back up with a clean slate', () => {
|
||||
const down = hero({ currentHp: 0, deathSaveSuccesses: 1, deathSaveFailures: 2 });
|
||||
expect(changeHp(down, 1, 20)).toEqual({ currentHp: 1, tempHp: 0, ...CLEAR });
|
||||
expect(changeHp(hero({ currentHp: 0, stable: true }), 6, 20)).toEqual({ currentHp: 6, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
});
|
||||
|
||||
describe('rollDeathSave', () => {
|
||||
const down = (successes, failures) => hero({ currentHp: 0, deathSaveSuccesses: successes, deathSaveFailures: failures });
|
||||
|
||||
test('10 or more succeeds, less fails, a 1 fails twice', () => {
|
||||
expect(rollDeathSave(down(0, 0), 10)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 19)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 9)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 1, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 1)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 2, stable: false });
|
||||
});
|
||||
|
||||
test('the third success makes them stable and clears the tallies', () => {
|
||||
expect(rollDeathSave(down(2, 2), 14)).toEqual({ ...CLEAR, stable: true });
|
||||
});
|
||||
|
||||
test('the third failure is death, and never counts past three', () => {
|
||||
expect(rollDeathSave(down(2, 2), 5)).toMatchObject({ deathSaveFailures: 3 });
|
||||
expect(rollDeathSave(down(0, 2), 1)).toMatchObject({ deathSaveFailures: 3 });
|
||||
});
|
||||
|
||||
test('a 20 is 1 HP and a clean slate', () => {
|
||||
expect(rollDeathSave(down(0, 2), 20)).toEqual({ currentHp: 1, ...CLEAR });
|
||||
});
|
||||
});
|
||||
|
||||
describe('settleDeathSaves', () => {
|
||||
test('failures win a tie at three', () => {
|
||||
expect(settleDeathSaves(3, 3)).toMatchObject({ deathSaveFailures: 3, stable: false });
|
||||
});
|
||||
});
|
||||
+47
-2
@@ -325,6 +325,47 @@ Example: a Fighter (d10) with CON 14 (+2) has 12 at level 1 and 28 at level 3.
|
||||
**Temp HP** is a tracked number shown beside HP. Damage is not taken from it
|
||||
automatically.
|
||||
|
||||
### At 0 HP: death saves
|
||||
|
||||
A character at 0 HP is in one of three states, shown on the sheet under the
|
||||
HP bar, on their encounter card, in the quick stats and in the party lists.
|
||||
|
||||
| State | Meaning | How it ends |
|
||||
|---|---|---|
|
||||
| Dying | Rolling death saves | Three successes, three failures, healing, or being stabilised |
|
||||
| Stable | At 0 HP, no longer rolling | Healing wakes them; damage makes them Dying again |
|
||||
| Dead | Three failures, or one blow too big to survive | Only the DM's **Revive at 1 HP** |
|
||||
|
||||
**Rolling.** While Dying, type what the d20 showed and click **Death save**.
|
||||
The app does not roll it.
|
||||
|
||||
| Roll | Result |
|
||||
|---|---|
|
||||
| 1 | Two failures |
|
||||
| 2 to 9 | One failure |
|
||||
| 10 to 19 | One success |
|
||||
| 20 | Back up with 1 HP, tallies cleared |
|
||||
|
||||
- **Three successes:** Stable. The tallies are cleared.
|
||||
- **Three failures:** Dead.
|
||||
- **Stabilise** makes a Dying character Stable without a roll, for when
|
||||
someone steadies them (a Medicine check, a healer's kit, a spell).
|
||||
- **Damage at 0 HP** is one failed save, and makes a Stable character Dying
|
||||
again. Damage soaked entirely by temp HP does not count. The app cannot tell
|
||||
a critical hit; the DM adds its second failure by clicking a pip.
|
||||
- **Massive damage:** if a blow leaves as much as the character's max HP
|
||||
still to take once HP reaches 0, they are Dead at once. A character with
|
||||
12 max HP on 5 HP dies from 17 damage or more.
|
||||
- **Healing** from 0, by any amount, puts the character back up and clears
|
||||
the tallies and Stable.
|
||||
- **Dead** characters cannot be healed: Heal is refused with a message. The
|
||||
DM clicks **Revive at 1 HP**, then heals as normal.
|
||||
- The **DM** can click a pip to set either tally by hand, to fix a mistake.
|
||||
|
||||
Dropping to 0 always starts from empty tallies. None of this changes any
|
||||
other number on the sheet, and nothing is added to the conditions in an
|
||||
encounter.
|
||||
|
||||
## 8. Other derived stats
|
||||
|
||||
| Stat | Formula |
|
||||
@@ -638,7 +679,9 @@ players never receive.
|
||||
- "Begin Battle" puts the highest initiative on turn. "Next Turn" passes the
|
||||
turn down the order, and going past the last combatant starts the next
|
||||
round. "Next Round" jumps straight to the top of the next round.
|
||||
- A combatant at 0 HP is marked Down but still takes its turn in the order.
|
||||
- A monster or NPC at 0 HP is marked Down; a character is Dying and makes
|
||||
death saves on its card (section 7). Either still has its place in the
|
||||
order.
|
||||
- Conditions (Prone, Poisoned, …) are picked from a list and removed with a
|
||||
click.
|
||||
|
||||
@@ -689,6 +732,8 @@ Another Campaign" card on its sheet.
|
||||
| View private notes | Yes | No | No |
|
||||
| Run the builder | Yes | Yes | No |
|
||||
| Change HP, temp HP, armor bonus | Yes | Yes | No |
|
||||
| Enter a death save, or stabilise | Yes | Yes | No |
|
||||
| Set death-save tallies by hand, revive from dead | No | Yes | No |
|
||||
| Edit special abilities, background, appearance (after the build) | No | Yes | No |
|
||||
| Tick Equipped / Prepared | Yes | Yes | No |
|
||||
| Give, remove or re-count weapons, spells and items | No | Yes | No |
|
||||
@@ -727,7 +772,7 @@ calculations for them.
|
||||
- Rolling attacks, damage, saves or checks for a character (the dice roller,
|
||||
bottom left of every page, is a plain roller that knows nothing about the
|
||||
sheet)
|
||||
- Death saves, conditions on the sheet, and resting
|
||||
- Conditions on the sheet, and resting
|
||||
- Automatic levelling from XP
|
||||
- Alignment, languages, tool proficiencies and backgrounds-as-rules
|
||||
- Encumbrance and item weight
|
||||
|
||||
+32
-3
@@ -149,11 +149,37 @@ The DM types an amount and clicks Damage or Heal on a card.
|
||||
monsters and NPCs it depends on the campaign setting "Players see the exact
|
||||
hit points of monsters and NPCs": on (the default) shows the numbers, off
|
||||
shows only the health bar. The DM always sees the numbers.
|
||||
- At 0 HP a combatant is marked **Down** and dimmed. It keeps its place in
|
||||
the order; nothing is removed automatically.
|
||||
- At 0 HP a monster or NPC is marked **Down** and dimmed. It keeps its place
|
||||
in the order; nothing is removed automatically.
|
||||
- A **character** at 0 HP is **Dying** instead, and its card grows a death-save
|
||||
box: see below.
|
||||
- A character's temporary HP is shown beside its HP but is not used up
|
||||
automatically.
|
||||
|
||||
### A character at 0 HP
|
||||
|
||||
The full rules are in [CHARACTERS.md](CHARACTERS.md), section 7; the box on
|
||||
the card is the same one as on the sheet, and both change the same character.
|
||||
|
||||
- **Dying.** The box shows two tallies, Saved and Failed, three pips each.
|
||||
Type what the d20 showed and click **Death save**: 10 or more is a success,
|
||||
less is a failure, a 1 is two failures, a 20 puts the character back up at
|
||||
1 HP. The DM can do this for anyone; a player for their own character.
|
||||
- **Damage while down** is one failed save, added when the DM clicks Damage.
|
||||
For a critical hit the DM clicks the next Failed pip to add the second.
|
||||
- **Stabilise** stops the saves without a roll (a Medicine check, a spell).
|
||||
Three successes do the same. A stable character stays at 0 HP.
|
||||
- **Heal** on a dying or stable character puts them back up and clears the
|
||||
tallies.
|
||||
- **Dead** after three failures, or when one blow leaves as much as the
|
||||
character's max HP still to take after reaching 0. Healing is refused; the
|
||||
DM clicks **Revive at 1 HP**.
|
||||
- The DM can click any pip to set a tally by hand.
|
||||
|
||||
Nothing rolls or advances by itself: the app does not prompt for a save when
|
||||
the turn comes round, and a dying, stable or dead character keeps its place
|
||||
in the order.
|
||||
|
||||
## 7. Initiative, turns and rounds
|
||||
|
||||
Initiative is entered in battles and quests alike. Turns and rounds are for
|
||||
@@ -245,6 +271,8 @@ information cannot be dug out of the page.
|
||||
| Add or remove anyone | Yes | No |
|
||||
| Change HP or conditions | Yes | No |
|
||||
| Enter an initiative roll | Yes, for anyone | For their own character only |
|
||||
| Enter a death save, or stabilise | Yes, for anyone | For their own character only |
|
||||
| Set death-save tallies by hand, revive the dead | Yes | No |
|
||||
| Advance turns and rounds | Yes | No |
|
||||
| Add, remove or award rewards | Yes | No |
|
||||
|
||||
@@ -255,7 +283,8 @@ People outside the campaign cannot open its encounters.
|
||||
- Rolling initiative, attacks, damage or saves (use the dice roller, bottom
|
||||
left of every page)
|
||||
- Applying an attack's damage automatically
|
||||
- Death saves and stabilising
|
||||
- Death saves for monsters and NPCs, and prompting for a save on a dying
|
||||
character's turn
|
||||
- Conditions with durations or mechanical effects
|
||||
- Maps, positions, distances and areas of effect
|
||||
- Experience points and encounter difficulty
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"name": "frontend",
|
||||
"private": true,
|
||||
"version": "1.4.0",
|
||||
"version": "1.5.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite",
|
||||
|
||||
@@ -163,6 +163,28 @@ export function usePatchCharacter(characterId: string) {
|
||||
});
|
||||
}
|
||||
|
||||
// What can be done for a character at 0 HP: enter a death save (what the d20
|
||||
// showed), steady them, or — the DM only — set the tallies by hand or bring
|
||||
// back the dead.
|
||||
export type DeathSaveAction =
|
||||
| { action: 'roll'; roll: number }
|
||||
| { action: 'stabilize' }
|
||||
| { action: 'set'; successes: number; failures: number }
|
||||
| { action: 'revive' };
|
||||
|
||||
export function useDeathSave(characterId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
mutationFn: async (data: DeathSaveAction) =>
|
||||
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/death-saves`, data)).data.character,
|
||||
onSuccess: (character) => {
|
||||
invalidateCharacter(qc, characterId); // the sheet and its quick stats
|
||||
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows the sheet's HP
|
||||
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
export function useDeleteCharacter(campaignId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
|
||||
@@ -108,6 +108,17 @@ export interface CampaignMemberSummary {
|
||||
// The coins a character carries. 1 gold = 10 silver = 100 copper.
|
||||
export type Currency = 'GOLD' | 'SILVER' | 'COPPER';
|
||||
|
||||
// Where a character stands at 0 HP. UP: on their feet. DYING: rolling death
|
||||
// saves, three of either kind settles it. STABLE: at 0 HP but no longer
|
||||
// rolling. DEAD: three failures, or one blow too big to survive.
|
||||
export type LifeState = 'UP' | 'DYING' | 'STABLE' | 'DEAD';
|
||||
|
||||
export interface DeathSaves {
|
||||
state: LifeState;
|
||||
successes: number;
|
||||
failures: number;
|
||||
}
|
||||
|
||||
export interface CharacterSummary {
|
||||
id: string;
|
||||
campaignId: string;
|
||||
@@ -121,6 +132,7 @@ export interface CharacterSummary {
|
||||
buildStage: BuildStage;
|
||||
currentHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
// The purse; all three are null for another player's character.
|
||||
gold: number | null;
|
||||
silver: number | null;
|
||||
@@ -274,6 +286,7 @@ export interface CharacterDetail {
|
||||
rolledScores: Record<Ability, number>;
|
||||
currentHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
armorBonus: number;
|
||||
specialAbilities: string | null;
|
||||
background: string | null;
|
||||
@@ -386,6 +399,7 @@ export interface CharacterCombatInfo {
|
||||
characterClass: CharacterClass | null;
|
||||
armorClass: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
speed: number;
|
||||
initiativeBonus: number;
|
||||
passivePerception: number;
|
||||
@@ -524,6 +538,7 @@ export interface QuickStats {
|
||||
currentHp: number;
|
||||
maxHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
armorClass: number;
|
||||
initiative: number;
|
||||
speed: number;
|
||||
|
||||
@@ -0,0 +1,118 @@
|
||||
import { useState } from 'react';
|
||||
import { useDeathSave } from '../api/queries';
|
||||
import { InfoTip } from './InfoTip';
|
||||
import { NumberInput } from './NumberInput';
|
||||
import type { DeathSaves as DeathSavesInfo } from '../api/types';
|
||||
|
||||
const STATE_LABELS = { DYING: 'Dying', STABLE: 'Stable', DEAD: '☠ Dead' } as const;
|
||||
|
||||
// Nothing for a character on their feet; otherwise where they stand at 0 HP.
|
||||
export function LifeBadge({ deathSaves }: { deathSaves: DeathSavesInfo }) {
|
||||
if (deathSaves.state === 'UP') return null;
|
||||
return <span className={`badge ${deathSaves.state === 'STABLE' ? '' : 'badge-hostile'}`}>{STATE_LABELS[deathSaves.state]}</span>;
|
||||
}
|
||||
|
||||
// Three pips for one tally. For the DM each is a button: clicking a pip sets
|
||||
// the tally to it, and clicking the last filled one takes it back off.
|
||||
function Pips({ kind, count, onSet }: { kind: 'success' | 'failure'; count: number; onSet?: (count: number) => void }) {
|
||||
const noun = kind === 'success' ? 'successes' : 'failures';
|
||||
return (
|
||||
<span className="death-pips" role="group" aria-label={`${count} of 3 ${noun}`}>
|
||||
{[1, 2, 3].map((n) => {
|
||||
const className = `death-pip is-${kind}${n <= count ? ' is-filled' : ''}`;
|
||||
return onSet ? (
|
||||
<button key={n} type="button" className={className} aria-label={`Set ${noun} to ${n === count ? n - 1 : n}`} onClick={() => onSet(n === count ? n - 1 : n)} />
|
||||
) : (
|
||||
<span key={n} className={className} />
|
||||
);
|
||||
})}
|
||||
</span>
|
||||
);
|
||||
}
|
||||
|
||||
// What happens to a character at 0 HP: the death-save tallies, and the ways
|
||||
// out of them. `canAct` is the character's own player or the DM; setting the
|
||||
// tallies by hand and raising the dead are the DM's alone.
|
||||
export function DeathSaves({
|
||||
characterId,
|
||||
name,
|
||||
deathSaves,
|
||||
canAct,
|
||||
isDM,
|
||||
onError,
|
||||
}: {
|
||||
characterId: string;
|
||||
name: string;
|
||||
deathSaves: DeathSavesInfo;
|
||||
canAct: boolean;
|
||||
isDM: boolean;
|
||||
onError?: (err: unknown) => void;
|
||||
}) {
|
||||
const deathSave = useDeathSave(characterId);
|
||||
const [roll, setRoll] = useState('');
|
||||
const { state, successes, failures } = deathSaves;
|
||||
if (state === 'UP') return null;
|
||||
|
||||
const send = (action: Parameters<typeof deathSave.mutate>[0]) => deathSave.mutate(action, { onError });
|
||||
|
||||
function handleRoll() {
|
||||
const value = Number(roll);
|
||||
if (!roll || !Number.isInteger(value)) return;
|
||||
send({ action: 'roll', roll: value });
|
||||
setRoll('');
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={`death-saves is-${state.toLowerCase()}`}>
|
||||
<div className="flex-row flex-wrap">
|
||||
<LifeBadge deathSaves={deathSaves} />
|
||||
{state === 'DYING' && (
|
||||
<>
|
||||
<span className="death-tally">
|
||||
Saved <Pips kind="success" count={successes} onSet={isDM ? (n) => send({ action: 'set', successes: n, failures }) : undefined} />
|
||||
</span>
|
||||
<span className="death-tally">
|
||||
Failed <Pips kind="failure" count={failures} onSet={isDM ? (n) => send({ action: 'set', successes, failures: n }) : undefined} />
|
||||
</span>
|
||||
<InfoTip term="DEATH_SAVES" />
|
||||
</>
|
||||
)}
|
||||
{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>}
|
||||
{state === 'DEAD' && <span className="combatant-sub">{isDM ? 'Healing does nothing now.' : 'Only the DM can bring them back.'}</span>}
|
||||
</div>
|
||||
|
||||
{state === 'DYING' && canAct && (
|
||||
<div className="flex-row flex-wrap gap-sm mt-sm">
|
||||
<NumberInput
|
||||
min={1}
|
||||
max={20}
|
||||
placeholder="d20"
|
||||
aria-label={`Death save roll for ${name}`}
|
||||
title="Type what the d20 showed (1 to 20)."
|
||||
value={roll}
|
||||
onChange={(e) => setRoll(e.target.value)}
|
||||
onKeyDown={(e) => e.key === 'Enter' && handleRoll()}
|
||||
style={{ width: 64 }}
|
||||
/>
|
||||
<button className="btn" onClick={handleRoll} disabled={!roll || deathSave.isPending}>
|
||||
Death save
|
||||
</button>
|
||||
<button
|
||||
className="btn btn-ghost"
|
||||
title="Someone steadied them: a Medicine check, a healer's kit or a spell. They stay at 0 HP but stop rolling."
|
||||
onClick={() => send({ action: 'stabilize' })}
|
||||
disabled={deathSave.isPending}
|
||||
>
|
||||
Stabilise
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{state === 'DEAD' && isDM && (
|
||||
<button className="btn mt-sm" onClick={() => send({ action: 'revive' })} disabled={deathSave.isPending}>
|
||||
Revive at 1 HP
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -8,6 +8,7 @@ export const STAT_HELP: Record<string, string> = {
|
||||
AC: 'Armor Class — how hard you are to hit. 10 + your Dexterity modifier + any armor bonus.',
|
||||
HP: 'Hit Points — damage you can take before falling unconscious. Max HP is set by your class hit die, Constitution modifier, and level.',
|
||||
TEMP_HP: 'Temporary Hit Points — an extra buffer that absorbs damage first and disappears when it runs out (it does not stack with more temp HP).',
|
||||
DEATH_SAVES: 'Death saves — at 0 HP you roll a d20 at the start of each of your turns. 10 or more is a success, less is a failure; a 1 counts as two failures and a 20 puts you back up with 1 HP. Three successes and you are stable; three failures and you die. Being hit while down is a failure (two if it was a critical hit). Any healing ends it.',
|
||||
INITIATIVE: 'Initiative — added to a d20 roll at the start of a fight to decide turn order. Equal to your Dexterity modifier.',
|
||||
PROFICIENCY_BONUS: 'Proficiency Bonus — added to attacks, saves, and skills you are trained in. Grows with level (+2 at level 1, up to +6 at level 20).',
|
||||
PASSIVE_PERCEPTION: 'Passive Perception — your always-on alertness score, used instead of rolling when you are not actively searching. 10 + your Perception skill bonus.',
|
||||
|
||||
@@ -3,6 +3,7 @@ import { useQuickStats } from '../api/queries';
|
||||
import { Spinner, ErrorBanner } from './Spinner';
|
||||
import { fmtMod } from '../lib/format';
|
||||
import { HpBar } from './HpBar';
|
||||
import { DeathSaves } from './DeathSaves';
|
||||
|
||||
export function QuickStatsFab({ characterId }: { characterId: string }) {
|
||||
const [open, setOpen] = useState(false);
|
||||
@@ -52,6 +53,8 @@ export function QuickStatsDrawer({ characterId, onClose }: { characterId: string
|
||||
</div>
|
||||
</div>
|
||||
<HpBar current={data.currentHp} max={data.maxHp} temp={data.tempHp} />
|
||||
{/* Read-only here; the saves are rolled on the sheet or in the encounter. */}
|
||||
<DeathSaves characterId={characterId} name={data.name} deathSaves={data.deathSaves} canAct={false} isDM={false} />
|
||||
|
||||
{data.spellcasting && (
|
||||
<div className="card mt-md">
|
||||
|
||||
@@ -869,6 +869,55 @@ table.data-table tbody tr:hover {
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
/* At 0 HP: the death-save tallies and what can be done about them. */
|
||||
.death-saves {
|
||||
margin-top: 0.6rem;
|
||||
padding: 0.6rem 0.75rem;
|
||||
border: 1px solid var(--danger);
|
||||
border-radius: 6px;
|
||||
background: var(--danger-soft);
|
||||
}
|
||||
.death-saves.is-stable {
|
||||
border-color: var(--border);
|
||||
background: var(--bg-inset);
|
||||
}
|
||||
.death-tally {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
gap: 0.4rem;
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.06em;
|
||||
color: var(--text-muted);
|
||||
}
|
||||
.death-pips {
|
||||
display: inline-flex;
|
||||
gap: 0.25rem;
|
||||
}
|
||||
.death-pip {
|
||||
width: 0.9rem;
|
||||
height: 0.9rem;
|
||||
padding: 0;
|
||||
border-radius: 50%;
|
||||
border: 2px solid var(--text-dim);
|
||||
background: transparent;
|
||||
}
|
||||
button.death-pip {
|
||||
cursor: pointer;
|
||||
}
|
||||
.death-pip.is-success {
|
||||
border-color: var(--success-strong);
|
||||
}
|
||||
.death-pip.is-failure {
|
||||
border-color: var(--danger-strong);
|
||||
}
|
||||
.death-pip.is-success.is-filled {
|
||||
background: var(--success-strong);
|
||||
}
|
||||
.death-pip.is-failure.is-filled {
|
||||
background: var(--danger-strong);
|
||||
}
|
||||
|
||||
.combatant-details {
|
||||
margin-top: 0.75rem;
|
||||
padding-top: 0.75rem;
|
||||
|
||||
@@ -41,6 +41,7 @@ import { useAuth } from '../auth/AuthContext';
|
||||
import { useCampaignSocket } from '../hooks/useCampaignSocket';
|
||||
import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { LifeBadge } from '../components/DeathSaves';
|
||||
import { usePagination, Pagination } from '../components/Paginated';
|
||||
import { SPELL_DAMAGE_GROUPS, SPELL_DAMAGE_SPECIALS, extractErrorMessage, spellLevelLabel, spellRequirementLabel } from '../lib/format';
|
||||
import { speciesIcon } from '../lib/speciesIcons';
|
||||
@@ -102,7 +103,7 @@ function CharacterRow({ character, isDM, onDelete }: { character: CharacterSumma
|
||||
<div className="flex-row">
|
||||
{!inProgress && (
|
||||
<div style={{ textAlign: 'right', fontSize: '0.85rem', color: 'var(--text-muted)' }}>
|
||||
HP {character.currentHp}/{character.maxHp} · AC {character.armorClass}
|
||||
<LifeBadge deathSaves={character.deathSaves} /> HP {character.currentHp}/{character.maxHp} · AC {character.armorClass}
|
||||
</div>
|
||||
)}
|
||||
<Link to={inProgress ? `/characters/${character.id}/build` : `/characters/${character.id}`} className="btn">
|
||||
|
||||
@@ -33,6 +33,7 @@ import { useCampaignSocket } from '../hooks/useCampaignSocket';
|
||||
import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { DeathSaves } from '../components/DeathSaves';
|
||||
import { QuickStatsFab } from '../components/QuickStatsDrawer';
|
||||
import { InfoTip } from '../components/InfoTip';
|
||||
import { usePagination, Pagination } from '../components/Paginated';
|
||||
@@ -304,7 +305,9 @@ export function CharacterSheetPage() {
|
||||
const amount = Number(hpDelta);
|
||||
if (!amount) return;
|
||||
const next = character!.currentHp + sign * amount;
|
||||
patchCharacter.mutate({ currentHp: next });
|
||||
setFormError(null);
|
||||
// Healing is refused for a character who has died.
|
||||
patchCharacter.mutate({ currentHp: next }, { onError: (err) => setFormError(extractErrorMessage(err)) });
|
||||
setHpDelta('');
|
||||
}
|
||||
|
||||
@@ -458,6 +461,14 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
|
||||
<HpBar current={character.currentHp} max={sheet.hp.max} temp={character.tempHp} />
|
||||
<DeathSaves
|
||||
characterId={characterId}
|
||||
name={character.name}
|
||||
deathSaves={character.deathSaves}
|
||||
canAct={canEdit}
|
||||
isDM={isDM}
|
||||
onError={(err) => setFormError(extractErrorMessage(err))}
|
||||
/>
|
||||
|
||||
{canEdit && (
|
||||
<div className="flex-row mt-sm flex-wrap">
|
||||
|
||||
@@ -27,6 +27,7 @@ import { useAuth } from '../auth/AuthContext';
|
||||
import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { DeathSaves } from '../components/DeathSaves';
|
||||
import { ABILITY_LABELS, CLASS_LABELS, COIN_LABELS, CURRENCIES, SPECIES_LABELS, extractErrorMessage, fmtMod, spellLevelLabel } from '../lib/format';
|
||||
import { abilityModifier, scaledDamageDice, MAX_GEAR_LEVEL } from '../lib/previewCalc';
|
||||
import type {
|
||||
@@ -99,14 +100,17 @@ function CombatantCard({
|
||||
onPatch,
|
||||
canRollInitiative,
|
||||
onRemove,
|
||||
onError,
|
||||
}: {
|
||||
participant: EncounterParticipant;
|
||||
isDM: boolean;
|
||||
isActive: boolean;
|
||||
onPatch: (data: Partial<EncounterParticipant>) => void;
|
||||
// The DM for anyone; a player for their own character.
|
||||
// The DM for anyone; a player for their own character. The same goes for
|
||||
// that character's death saves.
|
||||
canRollInitiative: boolean;
|
||||
onRemove: () => void;
|
||||
onError: (err: unknown) => void;
|
||||
}) {
|
||||
const [hpDelta, setHpDelta] = useState('');
|
||||
// Details start open for the DM (who runs the scene from this screen) and
|
||||
@@ -125,6 +129,8 @@ function CombatantCard({
|
||||
const tracksHp = barOnly || maxHp > 0;
|
||||
const pct = barOnly ? (p.hpPercent ?? 0) : tracksHp ? Math.max(0, Math.min(100, (currentHp / maxHp) * 100)) : 0;
|
||||
const isDown = tracksHp && pct <= 0;
|
||||
// A dying character still has something to do each turn, so its card stays lit.
|
||||
const isDying = info?.deathSaves.state === 'DYING';
|
||||
// Players get a monster's name and health bar only; the stat block is the DM's.
|
||||
const monsterStats = monster && monster.ac !== undefined ? monster : null;
|
||||
const hasDetails = Boolean(info || monsterStats || npc?.dmNotes);
|
||||
@@ -143,7 +149,7 @@ function CombatantCard({
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={`card combatant combatant-${p.kind.toLowerCase()}${isActive ? ' is-active' : ''}${isDown ? ' is-down' : ''}`}>
|
||||
<div className={`card combatant combatant-${p.kind.toLowerCase()}${isActive ? ' is-active' : ''}${isDown && !isDying ? ' is-down' : ''}`}>
|
||||
<div className="flex-between flex-wrap">
|
||||
<div>
|
||||
{isActive && <div className="turn-marker">▶ On turn</div>}
|
||||
@@ -157,7 +163,7 @@ function CombatantCard({
|
||||
<span className="combatant-name">{p.displayName}</span>
|
||||
)}
|
||||
{npc && <span className={`badge badge-${npc.disposition.toLowerCase()}`}>{npc.disposition}</span>}
|
||||
{isDown && <span className="badge badge-hostile">Down</span>}
|
||||
{isDown && !info && <span className="badge badge-hostile">Down</span>}
|
||||
</div>
|
||||
<div className="combatant-sub">{subline(p)}</div>
|
||||
</div>
|
||||
@@ -243,6 +249,16 @@ function CombatantCard({
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
{info && p.character && (
|
||||
<DeathSaves
|
||||
characterId={p.character.id}
|
||||
name={p.displayName}
|
||||
deathSaves={info.deathSaves}
|
||||
canAct={canRollInitiative}
|
||||
isDM={isDM}
|
||||
onError={onError}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
)}
|
||||
|
||||
@@ -668,6 +684,7 @@ export function EncounterPage() {
|
||||
onPatch={(data) => patchParticipant.mutate({ participantId: p.id, ...data }, fail)}
|
||||
canRollInitiative={isDM || (p.character != null && p.character.userId === user?.id)}
|
||||
onRemove={() => removeParticipant.mutate(p.id, fail)}
|
||||
onError={onError}
|
||||
/>
|
||||
);
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ import { usePagination, Pagination } from '../components/Paginated';
|
||||
import { InfoTip } from '../components/InfoTip';
|
||||
import { CLASS_LABELS, SPECIES_LABELS, formatPurse } from '../lib/format';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { LifeBadge } from '../components/DeathSaves';
|
||||
import { speciesIcon } from '../lib/speciesIcons';
|
||||
|
||||
// A DM's one-screen view of every character's stats at a glance; a player
|
||||
@@ -81,7 +82,8 @@ export function PartyOverviewPage() {
|
||||
<span className="mono">
|
||||
{c.currentHp}/{c.maxHp}
|
||||
{c.tempHp > 0 && ` +${c.tempHp}`}
|
||||
</span>
|
||||
</span>{' '}
|
||||
<LifeBadge deathSaves={c.deathSaves} />
|
||||
<HpBar current={c.currentHp} max={c.maxHp} temp={c.tempHp} height={6} />
|
||||
</div>
|
||||
) : (
|
||||
|
||||
Generated
+4
-4
@@ -1,19 +1,19 @@
|
||||
{
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.5.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.5.0",
|
||||
"workspaces": [
|
||||
"backend",
|
||||
"frontend"
|
||||
]
|
||||
},
|
||||
"backend": {
|
||||
"version": "1.4.0",
|
||||
"version": "1.5.0",
|
||||
"dependencies": {
|
||||
"@prisma/client": "^5.20.0",
|
||||
"bcrypt": "^5.1.1",
|
||||
@@ -31,7 +31,7 @@
|
||||
}
|
||||
},
|
||||
"frontend": {
|
||||
"version": "1.4.0",
|
||||
"version": "1.5.0",
|
||||
"dependencies": {
|
||||
"@tanstack/react-query": "^5.103.2",
|
||||
"axios": "^1.20.0",
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.5.0",
|
||||
"private": true,
|
||||
"description": "D&D 5e campaign manager — monorepo root",
|
||||
"workspaces": [
|
||||
|
||||
Reference in New Issue
Block a user