# Feature Specification: Remove Combatant **Feature Branch**: `003-remove-combatant` **Created**: 2026-03-03 **Status**: Draft **Input**: User description: "RemoveCombatant: allow removing a combatant by id from Encounter (adjust activeIndex correctly, keep roundNumber, emit CombatantRemoved, error if id not found) and wire through application + minimal UI." ## User Scenarios & Testing *(mandatory)* ### User Story 1 - Remove a Combatant from an Active Encounter (Priority: P1) A game master is running a combat encounter and a combatant is defeated or leaves. The GM removes that combatant by clicking a remove action. The combatant disappears from the initiative order and the turn continues correctly without disruption. **Why this priority**: Core functionality — removing combatants is the primary purpose of this feature and must work correctly to maintain encounter integrity. **Independent Test**: Can be fully tested by adding combatants to an encounter, removing one, and verifying the combatant list, activeIndex, and roundNumber are correct. **Acceptance Scenarios**: 1. **Given** an encounter with combatants [A, B, C] and activeIndex 1 (B's turn), **When** the GM removes combatant C (index 2, after active), **Then** the encounter has [A, B], activeIndex remains 1, roundNumber unchanged, and a CombatantRemoved event is emitted. 2. **Given** an encounter with combatants [A, B, C] and activeIndex 2 (C's turn), **When** the GM removes combatant A (index 0, before active), **Then** the encounter has [B, C], activeIndex becomes 1 (still C's turn), roundNumber unchanged. 3. **Given** an encounter with combatants [A, B, C] and activeIndex 1 (B's turn), **When** the GM removes combatant B (the active combatant), **Then** the encounter has [A, C], activeIndex becomes 1 (C is now active — the next combatant takes over), roundNumber unchanged. 4. **Given** an encounter with combatants [A, B, C] and activeIndex 2 (C's turn, last position), **When** the GM removes combatant C (active and last), **Then** the encounter has [A, B], activeIndex wraps to 0 (A is now active), roundNumber unchanged. 5. **Given** an encounter with combatants [A] and activeIndex 0, **When** the GM removes combatant A, **Then** the encounter has [], activeIndex is 0, roundNumber unchanged. 6. **Given** an encounter with combatants [A, B, C], **When** the GM attempts to remove a combatant with an ID that does not exist, **Then** a domain error is returned with a descriptive error code, and the encounter is unchanged. --- ### User Story 2 - Remove Combatant via UI (Priority: P2) A game master sees a list of combatants in the encounter UI. Each combatant has a remove action. Clicking it removes the combatant and the UI updates to reflect the new initiative order. **Why this priority**: Provides the user-facing interaction for the core domain functionality. Without UI, the feature is not accessible. **Independent Test**: Can be tested by rendering the encounter UI, clicking the remove action on a combatant, and verifying the combatant disappears from the list. **Acceptance Scenarios**: 1. **Given** an encounter with combatants displayed in the UI, **When** the GM clicks the remove action on a combatant, **Then** that combatant is removed from the displayed list. 2. **Given** an encounter displayed in the UI, **When** a removal results in a domain error (ID not found), **Then** the removal is silently ignored and the encounter state remains unchanged. --- ### Edge Cases - What happens when removing the only combatant? The encounter becomes empty with activeIndex 0. - What happens when removing the active combatant who is last in the list? activeIndex wraps to 0. - What happens when removing from an empty encounter? This is covered by the "ID not found" error since no combatant IDs exist. - What happens if the same ID is passed twice in sequence? The first call succeeds; the second returns an error (ID not found). ## Requirements *(mandatory)* ### Functional Requirements - **FR-001**: System MUST remove a combatant identified by CombatantId from the encounter's combatant list. - **FR-002**: System MUST return a domain error with code `"combatant-not-found"` when the given CombatantId does not match any combatant in the encounter. - **FR-003**: System MUST preserve the roundNumber unchanged after removal. - **FR-004**: System MUST adjust activeIndex so that the same combatant remains active after removal when the removed combatant is before the active one (activeIndex decrements by 1). - **FR-005**: System MUST keep activeIndex unchanged when the removed combatant is after the active one. - **FR-006**: System MUST advance activeIndex to the next combatant (same index position) when the active combatant is removed, allowing the next-in-line to take over. - **FR-007**: System MUST wrap activeIndex to 0 when the active combatant is removed and it was the last in the list. - **FR-008**: System MUST set activeIndex to 0 when the last remaining combatant is removed (empty encounter). - **FR-009**: System MUST emit exactly one CombatantRemoved event on successful removal, containing the removed combatant's ID and name. - **FR-010**: System MUST expose the remove-combatant operation through the application layer via a use case / port interface. - **FR-011**: System MUST provide a UI control for each combatant that triggers removal. ### Key Entities - **Encounter**: The combat encounter containing an ordered list of combatants, an activeIndex, and a roundNumber. - **Combatant**: A participant in the encounter identified by a unique CombatantId and a name. - **CombatantRemoved** (event): A domain event recording the removal, carrying the removed combatant's ID and name. ## Success Criteria *(mandatory)* ### Measurable Outcomes - **SC-001**: Removing a combatant from any position in the initiative order preserves correct turn tracking (the intended combatant remains or becomes active). - **SC-002**: All six acceptance scenarios pass as automated tests. - **SC-003**: The round number never changes as a result of removal. - **SC-004**: The UI reflects combatant removal immediately after the action, with no stale state displayed. ## Assumptions - ID generation and lookup is the caller's responsibility, consistent with the addCombatant pattern. - Removal does not trigger a round advance — roundNumber is always preserved. - The domain function is pure: deterministic given identical inputs, no I/O. - The CombatantRemoved event follows the same plain-data-object pattern as existing domain events. - When the active combatant is removed, the next combatant in order inherits the turn (no automatic turn advance or round increment occurs). - Error feedback for invalid removal is a silent no-op for MVP. MVP baseline does not include user-visible error messages for removal failures. ## Constitution Check | Principle | Status | Evidence | |-----------|--------|----------| | I. Deterministic Domain Core | PASS | removeCombatant is a pure state transition with no I/O | | II. Layered Architecture | PASS | Domain function → use case → UI adapter | | III. Agent Boundary | N/A | No agent layer involved | | IV. Clarification-First | PASS | All activeIndex rules fully specified; no ambiguity | | V. Escalation Gates | PASS | All requirements within original spec scope | | VI. MVP Baseline Language | PASS | No permanent bans; confirmation dialog excluded via MVP baseline language | | VII. No Gameplay Rules | PASS | Encounter management only, no game mechanics |