test: BUG-10 deact+reactivate double-act (already fixed by 1-list model)
1-list model keeps slot position on toggle. Reactivate does not re-insert by initiative, so no second turn. computeTurnOrderAfterAddition is dead code (no call sites). Tests prove no double-act in both scenarios.
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@@ -8,15 +8,6 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
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- `reorderParticipants` returns `log: null`. Other ops return `log.undo`.
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- Cannot undo drag-drop. Candidate for undo system (M6).
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### BUG-10: deact+reactivate same round double-acts participant
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- Discovered in 500-round replay (3 occurrences). DISTINCT from BUG-5.
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- Pattern: participant acts → DM deactivates them → DM reactivates them
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same round → re-inserts by initiative (front) → acts AGAIN before round ends.
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- No "acted-this-round" guard. Slot-array model has no per-round-acted set.
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- Edge case (DM deact+reactivate same participant same round).
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- Fix candidate: track actedThisRound set, skip re-acted; OR insertion
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places reactivate AFTER current position (not by initiative).
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### BUG-13: reorderParticipants crossing current pointer = ambiguous acted-semantics
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- `reorderParticipants` (shared/turn.js) = pure drag, no pointer logic.
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- Swapping two actors across current pointer mid-round = ambiguous
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@@ -95,6 +86,10 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
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### BUG-8: server adapter has no reconnect
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- FIXED — onclose reconnects + re-subscribes existing paths.
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### BUG-10: deact+reactivate same round double-acts participant
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- FIXED — 1-list model keeps slot position on toggle. Reactivate does not
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grant second turn. Test: turn.bug10.test.js.
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### BUG-11: FE Combat.scenario test crashes
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- FIXED — moved to shared/turn.combat.test.js, pure functions, 100 rounds.
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@@ -0,0 +1,82 @@
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// BUG-10: deact+reactivate same round double-acts participant.
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// OLD bug: reactivation re-inserted by initiative (front of pointer) →
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// participant acted again before round end.
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//
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// 1-list model: toggleActive keeps slot position. Reactivation does NOT
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// grant second turn. Each participant acts at most once per round.
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//
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// Test: walk rounds, count visits. Deactivate+reactivate mid-round must
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// not cause any participant to act twice in same round.
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'use strict';
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const shared = require('@ttrpg/shared');
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const {
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makeParticipant,
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startEncounter, nextTurn, toggleParticipantActive,
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} = shared;
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function p(id, init) {
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return makeParticipant({ id, name: id, type: 'monster',
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initiative: init, maxHp: 100, currentHp: 100 });
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}
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function enc(ps) {
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return { name:'t', participants:ps, isStarted:false, isPaused:false,
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round:0, currentTurnParticipantId:null, turnOrderIds:[] };
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}
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const apply = (e, r) => r && r.patch ? { ...e, ...r.patch } : e;
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describe('BUG-10: deact+reactivate same round', () => {
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test('no participant acts twice in a round after deact+reactivate', () => {
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// [a(10), b(7), c(3)]
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let e = enc([p('a',10),p('b',7),p('c',3)]);
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e = apply(e, startEncounter(e)); // a current, r1
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const r1 = [];
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r1.push(e.currentTurnParticipantId); // a acts
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e = apply(e, nextTurn(e)); r1.push(e.currentTurnParticipantId); // b acts
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// b already acted. Deactivate b (NOT current now — b just became current
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// via nextTurn, so b IS current). Toggle off advances pointer to c.
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e = apply(e, toggleParticipantActive(e, 'b')); // b off
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// current advanced to c (b was current)
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r1.push(e.currentTurnParticipantId); // c "becomes" active turn
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// reactivate b same round
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e = apply(e, toggleParticipantActive(e, 'b')); // b on
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// nextTurn from c → round 2 (a). b must NOT re-act in round 1.
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e = apply(e, nextTurn(e));
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expect(e.round).toBe(2);
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expect(e.currentTurnParticipantId).toBe('a');
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// b acted once in r1, must act once in r2
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e = apply(e, nextTurn(e));
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expect(e.currentTurnParticipantId).toBe('b');
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e = apply(e, nextTurn(e));
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expect(e.currentTurnParticipantId).toBe('c');
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// per-round visit count
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const bCountR1 = r1.filter(id => id === 'b').length;
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expect(bCountR1).toBe(1);
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});
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test('deactivate+reactivate non-current who already acted: no re-act', () => {
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// [a(10), b(7), c(3)]. a acts, b acts, c acts (round 1 done).
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// Then deactivate a (already acted, not current since c is current).
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// Reactivate a. a must not act again until round 2.
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let e = enc([p('a',10),p('b',7),p('c',3)]);
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e = apply(e, startEncounter(e)); // a
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e = apply(e, nextTurn(e)); // b
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e = apply(e, nextTurn(e)); // c (r1 full: a,b,c)
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// c is current. deactivate a (not current, already acted).
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e = apply(e, toggleParticipantActive(e, 'a')); // a off, pointer stays c
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expect(e.currentTurnParticipantId).toBe('c');
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e = apply(e, toggleParticipantActive(e, 'a')); // a on
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expect(e.currentTurnParticipantId).toBe('c');
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// nextTurn from c → a (round 2). a acts in r2, once.
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e = apply(e, nextTurn(e));
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expect(e.round).toBe(2);
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expect(e.currentTurnParticipantId).toBe('a');
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});
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});
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