# TODO

Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.

## Open

### bug - start/end/resume combat should not be in undo I think...

## dying>stabe state - add +1hp in 1d4 hours DISPLAY (maybe show a rolled hours too) for while stable

## dying>stabe state - add +1hp in 1d4 hours DISPLAY (maybe show a rolled hours too) for while stable
### FEAT: critical damage button for dying/stable participants
- Shared logic already supports `applyHpChange(..., { isCriticalHit:true })`.
- UI only has normal Damage, which adds 1 failure at 0 HP.
- Add button near Revive/Stabilize: **Crit Damage** / **Critical Hit**.
- Use only for dying/stable character/NPC at 0 HP; adds 2 death-save failures.
- Dead target remains dead; no action.

### dm list - keep active particpant in view (scroll)

### combat.js doesnt seem to actually exercise the add characters.  there are no characters in the campaign.   only in the encounter..

#### debug feature - button to delet all campaigns - only in dev builds



### FEAT: player display fade transitions for inactive state
- Inactive is DM-triggered via Mark Inactive.
- Player display should fade inactive participant out, then remove from display list.
- Reactivating should fade participant in.
- DM display keeps inactive participant visible.
- Dead state does not imply inactive/disabled.
- Dying/stable must not fade out or leave layout holes.
- Dead can keep skull/Dead label; create some good visual cues, no removal.
- 



### TEST GAP: current branch changes need focused coverage
- Storage `where()` contract: firebase + server adapters should honor `[where('encounterPath','==',x), orderBy('ts','desc'), limit(n)]`.
- Server SQL query test: `where + orderBy + limit` should return latest logs for one encounter only.
- Undo/redo stack order: undo A3 then A2, redo must replay A2 first, then A3.
- Combat controls should not subscribe to logs while mounted; undo/redo should query logs only on click.
- Unified CLI smoke: `node scripts/combat.js verify <fixture.json>` returns CLEAN on known-good log.
- Unified CLI replay smoke: `node scripts/combat.js replay ... --out tmp/x.json` writes JSON array and auto-verifies.
- Ctrl-C replay behavior: SIGINT during replay should end encounter, clear active display, write partial log, run verify.
- SQLite schema/index test: `idx_docs_parent_ts` and `idx_docs_parent_encounter_ts` exist for server DB.

### confirm warnings treated as error = fail in all tests, build pipeline, linters, everything. again.

### BUG: addParticipants (batch add) does not slot by initiative
- shared/turn.js addParticipants appends `[...existing, ...new]`, no slotIndexForInit.
- Violates INIT doc: "Add = insert into slot by initiative."
- Single addParticipant slots correct. Batch (add-all-chars) appends.
- Pre-start batch add = wrong order. Post-start worse.

### BUG: nextTurn throws on solo combatant
- nextActiveAfter loop `for step=1; step<n` skips when n=1 → {nextId:null}.
- nextTurn throws "Could not determine next participant."
- Solo active combat cannot pass turn.

### BUG: reorderParticipants cross-pointer drag = silent no-op
- Cross-pointer drag returns encounter unchanged, no log, no toast.
- DM drags across current turn → nothing happens, no feedback.

### BUG: addParticipant undo missing currentTurnParticipantId when started
- undo saves participants + conditional turnOrderIds, no currentTurnParticipantId.
- Pointer can misalign on undo if added near pointer region.

### BUG: computeTurnOrderAfterRemoval isActive uses find() not boolean
- `isActive = id => updatedParticipants.find(p => p.id === id && p.isActive)`
- Returns participant obj (truthy) not boolean. Works by accident, fragile.

### BUG: select campaign during active combat = screen flicker, no action
- In active encounter, click different campaign → flicker, no nav, no end.
- Either block (toast: end encounter first) or auto-end current + switch.
- Decide UX before fix.


### FEAT: generic/non-5e rules mode
- Campaign/encounter ruleset toggle: `5e` vs `generic`.
- Generic mode turns off death saves/state machine.
- Generic mode allows negative HP.
- 5e mode rejects negative damage/heal and clamps HP at 0.



### FEAT: clarify "Is NPC" in add-participant
- Ambiguous label. May expand work based on what NPC means here (ally? monster?
  display-only? skip in turn order?). Clarify intent before UX changes.

### FEAT: first-class undo/redo UI buttons (B --- do now)
- Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
- Undo = revert latest non-undone log. Redo = re-apply latest undone.
- Uses current 2-write undo (non-tx). Race safety = log refactor later.
- Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).

### FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)
- Single event schema, one source of truth:
  `{ ts, type, payload, undo_payload, undone, encounterId,
     snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } }`
- Common format consumed by: UI log view, download/copy export,
  replay-combat, analyze-turns. One shape, four consumers.
- Transactional undo: server endpoint `POST /api/undo/:eventId`. Single
  SQLite tx applies undo_payload + flips `undone`. Replaces fragile 2-write
  (log update + encounter update as separate calls).
- Download/copy: exports event stream as JSON for offline analysis.
- replay-combat + analyze-turns rewritten to emit/consume same event shape.
- Migration: keep old log entries readable; new format for new writes.


## FEAT - parallel campaigns

## FEAT - multi user

## FEAT - clarify what end encounter does and what initiatives reset means

## Done (history)

### FEAT: first-class undo/redo UI buttons (DONE)
- ↶/↷ pills in InitiativeControls, always visible when encounter open.
- Undo = latest non-undone log (per encounter). Redo = latest undone.
- encounterPath added to all 14 log contexts (filter key).
- redo:patch (forward) added to undoData. Real redo replays forward state.
- Disabled when stack empty. Tooltip shows target action.
- Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor.

### Architecture: 1-list turn order model (slot, never sort)
- Single source: turnOrderIds === participants.map(id). No re-sort after
  startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
- Drag (reorder) = same-init tie-break only. Cross-init blocked.
- startEncounter sorts ALL participants by init once, then frozen.
- addParticipant/updateParticipant slot by init (slotIndexForInit), preserve
  drag order. Display renders participants[] directly (no sort).
- Static guard test errs if `.sort(` reintroduced outside allowlist.
- Design doc: docs/INITIATIVE_ORDERING.md.

### Single source of truth: combat logic
- All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
- shared/turn.js = only place turn logic lives.

### Storage parity (firebase + server adapters)
- Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
- Shared contract test runs both identically. Memory adapter deleted; factory
  throws on unknown mode.
- ws storage mode renamed to server (env var + adapter name).

### Logging contract
- Every mutating op logs message + undo payload. No-op = null log.
- Structural enforcement: per-op contract test (turn.logging.test.js) +
  static source-scan guard (static.no-unlogged.test.js).

### Custom conditions per campaign (DONE)
- Freeform per-campaign conditions. Add applies to participant + persists to
  campaign palette in one step. Badge render uses merged allConditions
  (built-ins + custom). toggleCondition accepts any string. Dedup
  case-insensitive. maxLength 40. Combat + replay tests prove arbitrary
  string ids survive round-trip.

### Death saves: D&D 5e status model (DONE)
- `status` is source of truth: conscious, dying, stable, dead.
- Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP.
- Death-save actions: Success, Fail, Nat1, Nat20, Stabilize.
- Revive: dead → 0 HP, stable/unconscious, active.
- Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive.
- Player display hides inactive participants; DM display keeps them visible.

### FEAT-3: initiative first-class entry (DONE)
- Initiative field at add-char, add-monster, edit participant.
- Inline edit wired. Tie-break = drag order.

### UI feedback: toast + info modal (DONE)
- All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X)
  for transient failures. InfoModal (persistent OK) for validations.
  React context provider wraps all 3 App branches.
- Fixed: native alert vanished instantly on browser focus loss.

### Filter dup chars from add-participant dropdown (DONE)
- Character dropdown excludes chars already in encounter. Prevents
  dup-add at source. No more dup alert path needed.

### Test timeouts (DONE)
- jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).

### Warning = failure in tests (DONE)
- console.error/warn throw in test env.

### BUG-1: addParticipant + pause/resume corrupts rotation
- RESOLVED as side effect of BUG-2 fix.

### BUG-2: addParticipant allows duplicate id
- FIXED (addParticipant throws on dup id).

### BUG-4: hide-player-HP breaks display view
- FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge.

### BUG-5: mid-round addParticipant/revive corrupts rotation
- FIXED --- slot-array + DRY advance core nextActiveAfter.

### BUG-6: reorderParticipants doesn't update turnOrderIds
- FIXED structurally by 1-list model.

### BUG-7: reorderParticipants not logged
- FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave,
  addParticipants, updateParticipant logging gaps also closed.

### BUG-8: server adapter has no reconnect
- FIXED --- onclose reconnects + re-subscribes existing paths.

### BUG-10: deact+reactivate same round double-acts participant
- FIXED --- 1-list model keeps slot position on toggle. Reactivate does not
  grant second turn. Test: turn.bug10.test.js.

### BUG-11: FE Combat.scenario test crashes
- FIXED --- moved to shared/turn.combat.test.js, pure functions, 100 rounds.

### BUG-12: campaign selection follows activeDisplay
- FIXED.

### BUG-13: reorderParticipants crossing current pointer = ambiguous
- FIXED --- block cross-pointer reorder during active encounter (both dirs).
  Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double.
  Pre-combat: free reorder. Test: turn.bug13.test.js.

### BUG-14: addParticipant init-insertion breaks after drag-reorder
- FIXED --- slotIndexForInit scans current list (post-drag aware).

### BUG-15: DisplayView re-sorts (drag order not preserved)
- FIXED --- display renders participants[] directly.

### BUG-16: subscribeCollection hook drops queryConstraints
- FIXED --- neutral builders, both adapters honor orderBy/limit.

### BUG-17: dead SDK imports in App.js
- FIXED --- trimmed (auth + getFirestore + getStorage remain).

### BUG-18: stale comments reference deleted memory adapter
- FIXED.

### FEAT-1: Dead characters/NPCs stay in turn order
- DONE --- character/NPC death does not auto-remove. DM controls inactive/remove.
- Non-NPC monsters still become inactive automatically at death.

### combat.scenario 100 rounds not turns
- DONE --- loops by actual round-wrap count.

### feat: add all characters to participants list
- DONE --- addParticipants bulk add wired.
