remove hallucinated JUMP_TURN_TO feature
Not requested by user. Only real feature request: dead participants not skipped. Removed turn.jump.test.js + FEAT-2 from TODO.
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@@ -1,35 +1,33 @@
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# TODO
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## M4 — Initiative skip bug + dead-participant handling
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## Milestone M4 — Initiative rotation bugs + features
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### Dead participants must NOT be skipped in turn order (BUG-3 / M4)
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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 (`src/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.
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- RED test locked: `shared/tests/turn.dead-skip.test.js` (4 tests).
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Split: bug (rotation corruption) vs feature (dead-participant handling).
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### BUG-5: Initiative skip (mid-round add/revive corrupts rotation)
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- **Real bug.** Rotation corrupts when participant added/revived mid-round.
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- Test: `shared/tests/turn.combat.test.js` (jest, seeded, RED).
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- 13 dupes / 100 rounds. First at round 4 (Cleric twice).
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- Root cause: `computeTurnOrderAfterAddition` appends id to turnOrderIds
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end. Round wrap re-sorts by initiative. `currentTurnParticipantId` pointer
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stale → nextTurn revisits.
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- See full detail below in Confirmed bugs section.
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### FEAT-1: Dead participants should stay in turn order (as-designed→change)
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- **Feature request, not bug.** Current behavior is as-designed (dead =
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inactive = skipped). User wants change: dead occupy initiative slot,
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PCs get death-save turn.
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- Saw Saturday game.
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- Desired:
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- dead PC not removed from turnOrderIds
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- dead PC turn still comes up (nextTurn visits them)
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- dead PC on their turn can deathSave
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- dead PC not auto-set isActive=false by applyHpChange
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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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- RED test: `shared/tests/turn.jump.test.js` (3 tests, 2 RED).
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- jump sets currentTurn, future nextTurn continues
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- jump to first stays same round
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- jump invalid throws (green via TypeError)
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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 (`src/tests/Combat.characterization.test.js`) lock
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CURRENT behavior — UPDATE to desired when implementing.
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- RED test locked (desired state): `shared/tests/turn.dead-skip.test.js` (4 tests).
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## Confirmed bugs (tests written, NOT fixed)
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@@ -80,18 +78,15 @@
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- Test: render App + DisplayView, toggle hide-HP, assert display still shows
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encounter (not paused).
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## Pipeline
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### BUG-5: mid-round addParticipant/revive corrupts rotation (deterministic test)
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### BUG-5: mid-round addParticipant/revive corrupts rotation
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- Test: `shared/tests/turn.combat.test.js` (jest, seeded RNG, RED).
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- 13 rotation-dupes / 100 rounds. First at round 4 (Cleric twice).
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- Pattern: Reinforce/Summon added mid-round → appears in rotation same round
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→ round wrap re-sorts by initiative → currentTurnParticipantId pointer
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stale → nextTurn revisits.
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- Root cause: `computeTurnOrderAfterAddition` appends id to turnOrderIds
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end + `togglePause` resume rebuilds order via sort but doesn't re-anchor
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currentTurn to its new position. After several mid-round adds the pointer
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drifts.
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end. Round wrap re-sorts by initiative. currentTurn pointer stale after
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sort → drifts → nextTurn revisits.
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- This is the test audit should have been. Mirrors replay-combat.js op
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sequence exactly (damage, heal, conditions, toggleActive, deathSave,
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remove, add, edit, pause/resume, reorder, revive-between-rounds).
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@@ -120,12 +115,11 @@
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- Fix: `onclose` → reconnect + re-subscribe existing paths.
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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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(src/tests/Combat.characterization.test.js, etc)
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- [ ] JUMP_TURN_TO red test
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- [ ] JUMP_TURN_TO impl (shared + UI button)
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- [ ] BUG-4: fix setDoc→updateDoc for all 5 activeDisplay sites
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- [ ] BUG-5: fix computeTurnOrderAfterAddition currentTurn re-anchor
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- [ ] BUG-6: reorderParticipants update turnOrderIds
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- [ ] BUG-8: ws adapter reconnect
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- [ ] FEAT-1: dead participants stay in turn order (update characterization)
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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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