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ttrpg-initiative-tracker/TODO.md
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# TODO
## M4 — Initiative skip bug + dead-participant handling
### Dead participants must NOT be skipped in turn order
- Current: dead (HP=0) → `isActive=false` → removed from turn order → skipped
- WRONG. Dead participants still occupy initiative slot.
- PCs (unconscious): death saves still resolve on their turn
- Monsters/NPCs: may still have reaction/reaction-like considerations
- Saw this problem in game Saturday.
- Fix: keep dead participants in turnOrderIds; their turn still comes up.
Damage/death-save UI already gated on HP=0 so row buttons stay usable.
- Affects: `shared/turn.js` `nextTurn` (filters `isActive`), `applyHpChange`
(sets isActive=false on death), `computeTurnOrderAfterRemoval`.
- Characterization tests (`Combat.characterization.test.js`) lock CURRENT
(buggy) behavior — those tests must be UPDATED to desired behavior, not
preserved. Red desired-test first, then fix.
### JUMP_TURN_TO(participantId) manual turn override
- DM clicks participant → cursor jumps → that participant's turn now.
- Future NEXT_TURN continues from jumped position.
- UI button: "Make This Turn"
- Backend action: new endpoint or via generic doc patch.
## Pipeline
- [ ] Red test: dead participant still in turnOrderIds, turn still advances to them
- [ ] Fix `shared/turn.js`: don't drop dead from turn order
- [ ] Update characterization tests to desired (not preserved) behavior
- [ ] JUMP_TURN_TO red test
- [ ] JUMP_TURN_TO impl (shared + UI button)
- [ ] M5 docker-compose
- [ ] M6 undo rework (transactional events table)
- [ ] M7 Playwright E2E