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# TODO
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Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
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## Open
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x fullscreen and dont lock on main app dm view and the no-game-player view ...and doesnt actually prevent lock on android
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also better vert tab layout - labelt friendly
2026-07-08 12:23:19 -04:00
x needs AC for players dude
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x and quick entry hp
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hp do not carry from encounter to ecnounter!!!
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^feature to add back to campaign character after encounter?
maybe campaign toggle in charc section (choosing each end is DM overload will be missed forgotten done wront)
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hp wont go over max and no temp hp support
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refresh/reload/code update causes UI to update to top unselected cambpaign have to drill all the way back down to active encounter....every time. siemtmes?
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### dm list - keep active particpant in view (scroll)
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not sure good way to do this
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### npm install warnings cleanup pass
lots of updates
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## monsters per campaign and npcs
## or/and ....copy from encoubnter?
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### 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.
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### 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.
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### quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later)
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## FEAT - parallel campaigns
## FEAT - multi user
## FEAT - clarify what end encounter does and what initiatives reset means
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## Done (history)