feat(ui): replace all alert() with toast + info modal
Native alert() vanished instantly (browser focus loss when player display window or devtools steals focus). Replaced all 23 alert() calls with two in-app feedback paths via React context: - ToastStack: bottom-right stack, 6s auto-dismiss + manual X. For transient failures (storage throws, catch blocks). - InfoModal: yellow notice modal with OK button, persistent until dismissed. For validations (dup-add, empty/invalid fields). UIFeedbackProvider wraps all 3 App branches (admin/player/logs). useUIFeedback() hook in 6 components (CharacterManager, ParticipantManager, InitiativeControls, EncounterManager, LogsView, AdminView). 244 tests green (App 84, shared 133, server 27).
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@@ -2,140 +2,146 @@
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Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
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## Open bugs
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## Open
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### BUG-7: reorderParticipants not logged
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- FIXED — now returns `log: { message, undo }`. Handler calls logAction.
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Undo snapshots participants[] + turnOrderIds + pointer.
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- Found second gap: deathSave also returned null log. Fixed (message + undo).
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- Logging contract test added: turn.logging.test.js (all mutating ops logged,
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no-ops null, undo payloads valid). Documents addParticipants +
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updateParticipant gaps (null log, intentional).
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### BUG: add participants duplication alert disappears fast
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- Duplicate-add throws alert but toast vanishes before user reads.
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- Fix: extend toast duration OR require manual dismiss.
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## Open features
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### FEAT: filter already-added from add-participant dropdown
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- Character list dropdown shows characters already in encounter.
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- Filter them out (or disable with strike-through).
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### FEAT-2: upgrade app internal logs to be parseable
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- Goal: combat logs in storage store enough structured state to run
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skip/rotation analysis on ANY historic round --- not just replay stdout.
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- Current logs: `{timestamp, message, encounterName, undo}`. Parser must
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guess roster from message strings. Brittle.
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- Upgrade: add structured fields at turn-state mutation log sites in
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App.js (startEncounter, toggleActive, addParticipant, removeParticipant,
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### FEAT-2: structured combat logs (parseable)
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- Goal: logs in storage carry enough state to run skip/rotation analysis
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on ANY historic round — not just replay stdout.
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- Current: `{timestamp, message, encounterName, undo}`. Parser guesses
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roster from message strings. Brittle.
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- Upgrade: structured fields at turn-state mutation log sites in App.js
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(startEncounter, toggleActive, addParticipant, removeParticipant,
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applyHpChange death/revive, togglePause, nextTurn):
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```
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turnSnapshot: { round, currentTurnParticipantId, turnOrderIds, activeIds }
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```
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- Then `scripts/analyze-turns.js` ingests app logs directly (adapter fetch).
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Works on real game sessions, any round, deterministic.
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- Then `scripts/analyze-turns.js` ingests app logs directly. Works on real
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game sessions, any round, deterministic.
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### FEAT-M6: Transactional undo (moved from REWORK_PLAN)
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### FEAT-M6: transactional undo
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- Every mutating action writes event: `(type, payload, undo_payload, undone, ts)`.
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- Undo = apply `undo_payload` in same SQLite tx, flip `undone`. Transactional,
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no stale clobber.
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- Replaces fragile `/logs` snapshot-write undo.
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- Migration: keep old undo working for existing entries until cleared; new
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format for new entries.
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- Related: BUG-7 (reorder no undo).
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### Death saves: D&D 5e model (FIXED)
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- FIXED — separate success/fail tracking. `deathSave(enc, id, type, n)`
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type='success'|'fail'. Fields: `deathSaves`, `deathFails`, `isStable`,
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`isDying`. 3 success=stable, 3 fail=dead. Returns `{patch, log, status}`.
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Old single-counter broken (successes missing, treated saves as fails).
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Old data lost (user OK — feature didn't work). UI: green ✓ row + red ✕ row.
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### Custom conditions field (DONE)
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- FIXED — per-campaign freeform conditions. Input field in picker → persists to
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`campaigns/{id}.customConditions[]`. Merged with built-ins at render.
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ParticipantManager subscribes campaign doc. DisplayView renders custom as
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raw label. toggleCondition unchanged (any string id). Dedup case-insensitive.
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Enter or button to add. maxLength 40.
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- Conditions hardcoded list. No way for DM to add custom.
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### Test integrated timeouts
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- No per-test timeout. Tests hang on regression. Add jest timeout (<60s).
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### add participants duplication throws a alert but it disappears fast
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### add particopents list dropdown - remove ones already added
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- Migration: keep old undo for existing entries; new format for new.
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## Done (history)
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### Architecture: 1-list turn order model
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### Architecture: 1-list turn order model (slot, never sort)
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- Single source: turnOrderIds === participants.map(id). No re-sort after
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startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
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- Drag (reorder) = same-init tie-break only. Cross-init blocked.
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- startEncounter sorts ALL participants by init once, then frozen.
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- addParticipant/updateParticipant slot by init (slotIndexForInit), preserve
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drag order. Display renders participants[] directly (no sort).
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- Static guard test errs if `.sort(` reintroduced.
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- Static guard test errs if `.sort(` reintroduced outside allowlist.
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- Design doc: docs/INITIATIVE_ORDERING.md.
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### BUG-1: addParticipant + pause/resume corrupts turn rotation
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### Single source of truth: combat logic
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- All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
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- shared/turn.js = only place turn logic lives.
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### Storage parity (firebase + server adapters)
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- Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
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- Shared contract test runs both identically. Memory adapter deleted; factory
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throws on unknown mode.
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- ws storage mode renamed to server (env var + adapter name).
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### Logging contract
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- Every mutating op logs message + undo payload. No-op = null log.
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- Structural enforcement: per-op contract test (turn.logging.test.js) +
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static source-scan guard (static.no-unlogged.test.js).
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### Custom conditions per campaign (DONE)
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- Freeform per-campaign conditions. Add applies to participant + persists to
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campaign palette in one step. Badge render uses merged allConditions
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(built-ins + custom). toggleCondition accepts any string. Dedup
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case-insensitive. maxLength 40. Combat + replay tests prove arbitrary
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string ids survive round-trip.
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### Death saves: D&D 5e model (DONE)
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- Separate success/fail tracking. deathSave(enc, id, type, n),
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type='success'|'fail'. Fields: deathSaves, deathFails, isStable, isDying.
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3 success=stable, 3 fail=dead. Returns {patch, log, status, isDying}.
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Old single-counter broken (successes missing). Old data lost (feature
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never worked in prod). UI: green ✓ + red ✕ rows, Stabilized/Dying badges.
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### FEAT-3: initiative first-class entry (DONE)
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- Initiative field at add-char, add-monster, edit participant.
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- Inline edit wired. Tie-break = drag order.
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### Test timeouts (DONE)
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- jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).
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### Warning = failure in tests (DONE)
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- console.error/warn throw in test env.
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### BUG-1: addParticipant + pause/resume corrupts rotation
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- RESOLVED as side effect of BUG-2 fix.
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### BUG-2: addParticipant allows duplicate id
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- FIXED (addParticipant throws on dup id).
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### BUG-4: hide-player-HP breaks display view
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- FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge.
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- FIXED — mock honors setDoc{merge}, all 5 activeDisplay sites use merge.
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### BUG-5: mid-round addParticipant/revive corrupts rotation
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- FIXED --- slot-array + DRY advance core `nextActiveAfter`.
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- FIXED — slot-array + DRY advance core nextActiveAfter.
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### BUG-6: reorderParticipants doesn't update turnOrderIds
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- FIXED structurally by 1-list model.
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### BUG-7: reorderParticipants not logged
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- FIXED — returns log:{message, undo}. Handler calls logAction. deathSave,
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addParticipants, updateParticipant logging gaps also closed.
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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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- 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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- 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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- FIXED — moved to shared/turn.combat.test.js, pure functions, 100 rounds.
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### BUG-12: campaign selection follows activeDisplay
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- FIXED.
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### BUG-13: reorderParticipants crossing current pointer = ambiguous acted-semantics
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- FIXED --- block cross-pointer reorder during active encounter (both dirs).
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### BUG-13: reorderParticipants crossing current pointer = ambiguous
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- FIXED — block cross-pointer reorder during active encounter (both dirs).
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Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double.
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Pre-combat: free reorder.
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Pre-combat: free reorder. Test: turn.bug13.test.js.
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### BUG-14: addParticipant init-insertion breaks after drag-reorder
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- FIXED --- slotIndexForInit scans current list (post-drag aware).
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- FIXED — slotIndexForInit scans current list (post-drag aware).
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### BUG-15: DisplayView re-sorts (drag order not preserved)
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- FIXED --- display renders participants[] directly.
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- FIXED — display renders participants[] directly.
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### BUG-16: subscribeCollection hook drops queryConstraints
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- FIXED --- neutral builders, both adapters honor orderBy/limit.
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- FIXED — neutral builders, both adapters honor orderBy/limit.
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### BUG-17: dead SDK imports in App.js
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- FIXED --- trimmed (auth + getFirestore + getStorage remain).
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- FIXED — trimmed (auth + getFirestore + getStorage remain).
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### BUG-18: stale comments reference deleted memory adapter
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- FIXED.
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### FEAT-1: Dead participants stay in turn order
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- DONE --- applyHpChange no longer flips isActive on death. Dead stay in
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- DONE — applyHpChange no longer flips isActive on death. Dead stay in
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rotation, nextTurn visits them, PCs get death-save turn.
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### feat: add all characters to participants list
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- DONE --- addParticipants bulk add wired (App.js:943).
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### Warning = failure in tests
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- DONE --- console.error/warn throw in test env.
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### combat.scenario 100 rounds not turns
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- DONE --- loops by actual round-wrap count.
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- DONE — loops by actual round-wrap count.
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### FEAT-3: initiative first-class entry (add + edit) DONE
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- Current: only initMod at char-build. No initiative field at add-participant
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or edit. 3-step to set after other steps.
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- Need: initiative field at add-char, add-monster, AND edit participant.
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- Related: tie-break = drag order (current, works). Expose clearly.
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### feat: add all characters to participants list
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- DONE — addParticipants bulk add wired.
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