tests: round-rotation audit, dup-id fail, replay rewrite
- turn.round-rotation.test.js: 7 tests, full round visits each active participant once (pure nextTurn clean). Green. - turn.characterization.test.js: RED 'addParticipant rejects duplicate id'. Validates current behavior allows dup ids (self-inflicted in audit via loop spin-while-paused re-adding same id; unreachable in app via crypto.randomUUID, but documents gap). - audit-rotation.js: pure turn.js simulation of replay op sequence. Detects rotation violations (skip/dupe per round). Pause disabled = 0 violations across 100 rounds. Pause enabled = 56-77 violations starting round 20. Pinpoints addParticipant+pause interaction. - repro-pause-bug.js: minimal repro scripts. - replay-combat.js: rewritten for real rounds (full initiative cycles), visible damage each turn, all conditions, toggleActive, remove, reinforce, edit, pause/resume, reorder, endEncounter. HP bumped for 100-round sustain + revive dead each round. No feature code changed.
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// scripts/repro-pause-bug.js
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// Minimal repro: pause+resume causes nextTurn to repeat same participant forever.
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'use strict';
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const shared = require('../shared');
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const { makeParticipant, startEncounter, nextTurn, togglePause, addParticipant } = shared;
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function p(id, init) {
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return makeParticipant({ id, name: id, type: 'monster', initiative: init, maxHp: 100, currentHp: 100 });
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}
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let e = {
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name: 't', participants: [p('a', 20), p('b', 15), p('c', 10)],
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isStarted: false, isPaused: false, round: 0, currentTurnParticipantId: null, turnOrderIds: [],
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};
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e = { ...e, ...startEncounter(e).patch };
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console.log('start:', { current: e.currentTurnParticipantId, order: e.turnOrderIds, round: e.round });
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// advance 1 turn
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e = { ...e, ...nextTurn(e).patch };
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console.log('turn1:', { current: e.currentTurnParticipantId, round: e.round });
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// pause then resume immediately
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e = { ...e, ...togglePause(e).patch };
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console.log('paused:', { isPaused: e.isPaused, current: e.currentTurnParticipantId, order: e.turnOrderIds });
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e = { ...e, ...togglePause(e).patch };
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console.log('resumed:', { isPaused: e.isPaused, current: e.currentTurnParticipantId, order: e.turnOrderIds });
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// advance 5 turns — should visit b, c, a, b, c
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const visited = [e.currentTurnParticipantId];
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for (let i = 0; i < 5; i++) {
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e = { ...e, ...nextTurn(e).patch };
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visited.push(e.currentTurnParticipantId);
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}
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console.log('5 turns after resume:', visited);
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// now repro with addParticipant while paused
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let e2 = {
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name: 't', participants: [p('a', 20), p('b', 15), p('c', 10)],
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isStarted: false, isPaused: false, round: 0, currentTurnParticipantId: null, turnOrderIds: [],
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};
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e2 = { ...e2, ...startEncounter(e2).patch };
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e2 = { ...e2, ...nextTurn(e2).patch }; // current=b
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const newP = makeParticipant({ id: 'x', name: 'x', type: 'monster', initiative: 25, maxHp: 100, currentHp: 100 });
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e2 = { ...e2, ...addParticipant(e2, newP).patch };
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console.log('\nadded x while running:', { current: e2.currentTurnParticipantId, order: e2.turnOrderIds });
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e2 = { ...e2, ...togglePause(e2).patch };
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e2 = { ...e2, ...togglePause(e2).patch };
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console.log('after pause/resume:', { current: e2.currentTurnParticipantId, order: e2.turnOrderIds });
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const v2 = [e2.currentTurnParticipantId];
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for (let i = 0; i < 5; i++) {
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e2 = { ...e2, ...nextTurn(e2).patch };
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v2.push(e2.currentTurnParticipantId);
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}
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console.log('5 turns after add+pause/resume:', v2);
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// repro 3: addParticipant WHILE paused, then resume
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let e3 = {
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name: 't', participants: [p('a', 20), p('b', 15), p('c', 10)],
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isStarted: false, isPaused: false, round: 0, currentTurnParticipantId: null, turnOrderIds: [],
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};
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e3 = { ...e3, ...startEncounter(e3).patch };
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e3 = { ...e3, ...nextTurn(e3).patch }; // current=b
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console.log('\n--- add while PAUSED ---');
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e3 = { ...e3, ...togglePause(e3).patch }; // pause
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console.log('paused:', { current: e3.currentTurnParticipantId, order: e3.turnOrderIds });
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const np = makeParticipant({ id: 'x', name: 'x', type: 'monster', initiative: 25, maxHp: 100, currentHp: 100 });
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e3 = { ...e3, ...addParticipant(e3, np).patch };
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console.log('add-while-paused:', { current: e3.currentTurnParticipantId, order: e3.turnOrderIds });
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e3 = { ...e3, ...togglePause(e3).patch }; // resume (rebuilds order)
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console.log('resumed:', { current: e3.currentTurnParticipantId, order: e3.turnOrderIds });
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const v3 = [e3.currentTurnParticipantId];
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for (let i = 0; i < 5; i++) {
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e3 = { ...e3, ...nextTurn(e3).patch };
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v3.push(e3.currentTurnParticipantId);
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}
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console.log('5 turns after add-while-paused+resume:', v3);
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