M3: add combat replay script + TODO for M4 skip/dead fixes
scripts/replay-combat.js: drives full combat via live backend REST, computes
turns through shared/turn.js. Player display (subscribed via WS) live-updates.
Usage: node scripts/replay-combat.js [rounds] [delayMs]
TODO.md: tracks M4 work.
- Dead participants must NOT be skipped (still occupy initiative slot,
death saves resolve on their turn). Saw in game Saturday.
- JUMP_TURN_TO manual turn override.
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# TODO
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## M4 — Initiative skip bug + dead-participant handling
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### Dead participants must NOT be skipped in turn order
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- Current: dead (HP=0) → `isActive=false` → removed from turn order → skipped
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- WRONG. Dead participants still occupy initiative slot.
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- PCs (unconscious): death saves still resolve on their turn
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- Monsters/NPCs: may still have reaction/reaction-like considerations
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- Saw this problem in game Saturday.
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- Fix: keep dead participants in turnOrderIds; their turn still comes up.
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Damage/death-save UI already gated on HP=0 so row buttons stay usable.
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- Affects: `shared/turn.js` `nextTurn` (filters `isActive`), `applyHpChange`
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(sets isActive=false on death), `computeTurnOrderAfterRemoval`.
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- Characterization tests (`Combat.characterization.test.js`) lock CURRENT
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(buggy) behavior — those tests must be UPDATED to desired behavior, not
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preserved. Red desired-test first, then fix.
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### JUMP_TURN_TO(participantId) manual turn override
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- DM clicks participant → cursor jumps → that participant's turn now.
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- Future NEXT_TURN continues from jumped position.
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- UI button: "Make This Turn"
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- Backend action: new endpoint or via generic doc patch.
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## Pipeline
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- [ ] Red test: dead participant still in turnOrderIds, turn still advances to them
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- [ ] Fix `shared/turn.js`: don't drop dead from turn order
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- [ ] Update characterization tests to desired (not preserved) behavior
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- [ ] JUMP_TURN_TO red test
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- [ ] JUMP_TURN_TO impl (shared + UI button)
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- [ ] M5 docker-compose
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- [ ] M6 undo rework (transactional events table)
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- [ ] M7 Playwright E2E
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