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ttrpg-initiative-tracker/scripts/analyze-turns.js
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// scripts/analyze-turns.js
// Ingest replay-combat.js stdout (or any text matching its format), reconstruct
// rounds, report real skips + double-acts. Deterministic — no eyeballing.
//
// Usage:
// node scripts/analyze-turns.js [path] # analyze a saved log file
// node scripts/replay-combat.js 100 100 | node scripts/analyze-turns.js
// cat /tmp/replay.log | node scripts/analyze-turns.js
//
// Skip = participant active for WHOLE round (never deactivated/removed mid-round
// before their slot, never added mid-round) but never appeared as a turn actor.
// Double-act = same participant takes 2+ turns in one round.
//
// FEAT-2 (structured turn snapshot in app logs) will let this ingest live app
// logs too, not just replay stdout. Format-agnostic core lives in parseReplay().
'use strict';
const fs = require('fs');
// ---------- parsing ----------
const TURN_RE = /^\s*turn\s+(\d+)\s+\(round\s+(\d+)\):\s+(.+?)(?:\s*\|.*)?\s*$/;
const DEACTIVATE_RE = /^\s*\[(?:deactivate)\s+(.+?)\]\s*$/;
const REACTIVATE_RE = /^\s*\[(?:revive-reactivate|reactivate)\s+(.+?)\]\s*$/;
const ADD_RE = /^\s*\[(?:add)\s+(.+?)\]\s*$/;
const REMOVE_RE = /^\s*\[(?:remove dead|remove)\s+(.+?)\]\s*$/;
const PAUSE_RE = /^\s*\[pause\]\s*$/;
const RESUME_RE = /^\s*\[resume\]\s*$/;
const ROUND_COMPLETE_RE = /^\s*---\s*round\s+(\d+)\s+complete/;
const FIRST_RE = /^combat started:\s+round\s+\d+,\s+first=(.+?)\s*$/;
const POINTER_RE = /^\s*\[pointer\s+(.+?)→(.+?)( wrap)?\]\s*$/;
function parseLine(line) {
if (TURN_RE.test(line)) {
const m = line.match(TURN_RE);
return { kind: 'turn', turn: +m[1], round: +m[2], actor: m[3].trim() };
}
if (FIRST_RE.test(line)) {
const m = line.match(FIRST_RE);
return { kind: 'turn', turn: 0, round: 1, actor: m[1].trim() };
}
if (DEACTIVATE_RE.test(line)) return { kind: 'deactivate', name: line.match(DEACTIVATE_RE)[1].trim() };
if (REACTIVATE_RE.test(line)) return { kind: 'reactivate', name: line.match(REACTIVATE_RE)[1].trim() };
if (ADD_RE.test(line)) return { kind: 'add', name: line.match(ADD_RE)[1].trim() };
if (REMOVE_RE.test(line)) return { kind: 'remove', name: line.match(REMOVE_RE)[1].trim() };
if (PAUSE_RE.test(line)) return { kind: 'pause' };
if (RESUME_RE.test(line)) return { kind: 'resume' };
if (POINTER_RE.test(line)) {
const m = line.match(POINTER_RE);
return { kind: 'pointer', from: m[1].trim(), to: m[2].trim(), wrap: m[3] === ' wrap' };
}
if (ROUND_COMPLETE_RE.test(line)) return { kind: 'round-complete', round: +line.match(ROUND_COMPLETE_RE)[1] };
return null;
}
// ---------- reconstruction ----------
// Build per-round timeline: round -> { turns: [actor], mutations: [{stepIdx,...}] }
// Then compute skips + double-acts.
function reconstruct(events) {
// global state: active set by name. Start populated lazily from first turn.
const active = new Set();
const rounds = new Map(); // round -> { turns: [name], events: [{...}] }
let curRound = 1;
let sawFirstTurn = false;
for (const ev of events) {
if (ev.kind === 'turn') {
sawFirstTurn = true;
curRound = ev.round;
if (!rounds.has(curRound)) rounds.set(curRound, { turns: [], events: [], complete: false });
const r = rounds.get(curRound);
r.turns.push(ev.actor);
r.events.push({ ...ev, idx: r.events.length });
if (!active.has(ev.actor)) active.add(ev.actor); // first sighting = active
} else if (ev.kind === 'deactivate') {
active.delete(ev.name);
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
} else if (ev.kind === 'reactivate' || ev.kind === 'add') {
active.add(ev.name);
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
} else if (ev.kind === 'remove') {
active.delete(ev.name);
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
} else if (ev.kind === 'pointer') {
// wrap pointer advances to next round — credit there.
if (ev.wrap) curRound += 1;
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
} else if (ev.kind === 'round-complete') {
if (rounds.has(ev.round)) rounds.get(ev.round).complete = true;
}
// pause/resume: rotation-affecting but no roster change; tracked in events
else if (ev.kind === 'pause' || ev.kind === 'resume') {
const r = rounds.get(curRound) || rounds.set(curRound, { turns: [], events: [], complete: false }).get(curRound);
r.events.push({ ...ev, idx: r.events.length });
}
}
return rounds;
}
// For each round, recompute active-at-start and acted, then find real skips.
function analyze(rounds) {
const report = [];
for (const [roundN, r] of [...rounds.entries()].sort((a, b) => a[0] - b[0])) {
// Replay stdout doesn't dump roster, so infer "active at round start":
// walk events IN ORDER, snapshot active set at first turn of this round.
// We replay from a clean per-round pass using a carry-over active set.
report.push(analyzeRound(roundN, r));
}
return report;
}
// Re-run per-round with active-set carry-over across rounds (module scope).
function analyzeRounds(rounds) {
// Carry active set + current-name forward round to round.
let activeCarry = new Set();
let currentCarry = null;
const reports = [];
const sortedRounds = [...rounds.entries()].sort((a, b) => a[0] - b[0]);
for (const [roundN, r] of sortedRounds) {
if (!r.complete) continue; // incomplete final round — can't judge skips
if (roundN === 1) { activeCarry = new Set(); currentCarry = null; }
const result = analyzeRoundWithCarry(roundN, r, activeCarry, currentCarry);
reports.push(result.report);
activeCarry = result.activeAfter;
currentCarry = result.currentAfter;
}
return reports;
}
// When current participant is deactivated/removed, code advances current to
// next active. That target gets the turn pointer = acts. Parser can't see
// roster/order from stdout, so on deact-current the NEXT turn actor is the
// advance target and is credited an extra "pointer turn" (not a logged turn).
function analyzeRoundWithCarry(roundN, r, activeAtStart, currentAtStart) {
// activeAtStart: Set copy. Mutations during round adjust a working copy.
const active = new Set(activeAtStart);
const activeWholeRound = new Set(activeAtStart); // participants never toggled off/removed
const addedThisRound = new Set();
const turns = []; // ordered actor names (logged)
const pointerTurns = new Set(); // names that got the turn pointer this round
let current = currentAtStart; // current participant name (carry)
for (const ev of r.events) {
if (ev.kind === 'turn') {
turns.push(ev.actor);
pointerTurns.add(ev.actor);
if (!active.has(ev.actor)) active.add(ev.actor); // first-ever sighting
current = ev.actor;
} else if (ev.kind === 'pointer') {
// mutation advanced current pointer: ev.to now holds it = got the turn.
// Credit ev.to. Update tracking.
pointerTurns.add(ev.to);
current = ev.to;
} else if (ev.kind === 'deactivate' || ev.kind === 'remove') {
// deact/REMOVE of current → code auto-advances (emitted as pointer line).
// Disqualify from whole-round (roster mutation = not "whole round").
activeWholeRound.delete(ev.name);
active.delete(ev.name);
} else if (ev.kind === 'reactivate' || ev.kind === 'add') {
activeWholeRound.delete(ev.name);
active.add(ev.name);
}
}
// acted = names that took a turn OR got pointer via mutation-advance
// (deact/remove of current advances to target — that target acts).
// Pointer lines from replay tell us the target explicitly.
const acted = new Set([...turns, ...pointerTurns]);
// double-acts: logged turns with count > 1 (pointer-credits excluded —
// a deact-advance target acting once via pointer then once via nextTurn
// is correct, not a bug).
const counts = {};
for (const n of turns) counts[n] = (counts[n] || 0) + 1;
const doubleActs = Object.entries(counts).filter(([_, c]) => c > 1).map(([n, c]) => ({ name: n, count: c }));
// real skip: active for WHOLE round (no roster mutation) AND never got
// turn/pointer. Mutations disqualify from whole-round already.
const realSkips = [...activeWholeRound].filter(n => !acted.has(n));
return {
report: {
round: roundN,
turnCount: turns.length,
uniqueActors: acted.size,
realSkips,
doubleActs,
turns,
},
activeAfter: active,
currentAfter: current,
};
}
// ---------- CLI ----------
function readInput() {
const arg = process.argv[2];
if (arg) return fs.readFileSync(arg, 'utf8');
// stdin
return fs.readFileSync(0, 'utf8');
}
function main() {
const text = readInput();
const lines = text.split('\n');
const events = lines.map(parseLine).filter(Boolean);
const rounds = reconstruct(events);
const reports = analyzeRounds(rounds);
let totalSkips = 0;
let totalDoubles = 0;
const problemRounds = [];
for (const rep of reports) {
const hasIssue = rep.realSkips.length > 0 || rep.doubleActs.length > 0;
if (hasIssue) problemRounds.push(rep);
totalSkips += rep.realSkips.length;
totalDoubles += rep.doubleActs.length;
}
for (const rep of problemRounds) {
console.log(`R${rep.round}: turns=${rep.turnCount} unique=${rep.uniqueActors}`);
if (rep.realSkips.length) console.log(` REAL SKIPS: ${rep.realSkips.join(', ')}`);
if (rep.doubleActs.length) console.log(` DOUBLE-ACTS: ${rep.doubleActs.map(d => `${d.name}(${d.count}x)`).join(', ')}`);
console.log(` sequence: ${rep.turns.join(' -> ')}`);
}
console.log(`\n=== ${reports.length} rounds analyzed ===`);
console.log(`real skips: ${totalSkips}`);
console.log(`double-acts: ${totalDoubles}`);
console.log(totalSkips === 0 && totalDoubles === 0 ? 'CLEAN — no rotation bugs' : 'ISSUES FOUND');
process.exit(totalSkips === 0 && totalDoubles === 0 ? 0 : 1);
}
main();