Commit Graph
98 Commits
Author SHA1 Message Date
david raistrick 2dfa155469 Add /display manifest for Android home-screen install
Android Chrome only reads manifest at install time from current page. Root
manifest has start_url '.' (root). Installing from /display launched root.

Fix: separate display-manifest.json (start_url /display, scope /, landscape).
App.js swaps link[rel=manifest] href when on /display path. Install from
/display now launches /display standalone.
2026-07-07 16:44:29 -04:00
david raistrick 0fa3928bf8 Track encounter start/end timestamps; display on card
startEncounter sets startedAt (clears endedAt on restart). endEncounter sets
endedAt. snapshotOf includes both for undo/redo fidelity. expandUndo split
start/end cases to restore old timestamps.

Display: encounter card shows Started/Ended independently (endedAt shows
even without startedAt). Undo sets null (can't delete via merge), test snap
strips only startedAt/endedAt null for compare.

Reviewed by pi gpt-5.5: stale endedAt on restart fixed, snap null-strip
narrowed. Medium-low risk.
2026-07-07 16:41:34 -04:00
david raistrick 907484fc7f Character drag reorder via players array
Character list items draggable (ChevronsUpDown handle). Drop reorders
players array on campaign doc (single updateDoc). Array order = display
order.
2026-07-07 15:40:58 -04:00
david raistrick 9dbbb88730 Campaign drag reorder: fix sort in fetchDetails path
fetchDetails (db active path) sorted by createdAt, ignored order field.
Drag persisted but UI didn't re-sort. Now both paths sort by order
(fallback createdAt).
2026-07-07 15:37:04 -04:00
david raistrick 1078062b53 Campaign drag reorder via order field
Campaign cards draggable (ChevronsUpDown handle in header). Drop reorders,
batch updates order field on affected campaign docs. Sort by order (fallback
createdAt). New campaign gets order = max+1.
2026-07-07 15:24:12 -04:00
david raistrick 94126567e7 Encounter drag reorder via order field
Encounter cards draggable (ChevronsUpDown handle). Drop reorders, batch
updates order field on affected encounter docs. Sort by order (fallback
createdAt). New encounter gets order = max+1.
2026-07-07 15:18:08 -04:00
david raistrick 95db6fdfdc Character section rollup: clickable title, count, persisted collapse
Match campaigns rollup pattern. Title button toggles collapse (chevron
left, like campaigns). Character count in header. Collapse state persisted
to localStorage key ttrpg.charactersCollapsed.
2026-07-07 14:51:45 -04:00
david raistrick a5b6d61e83 Generic ruleset UI + campaign/encounter tags + switch-during-combat fix
Campaign + encounter cards: ruleset tag (5e/GEN), create date visible.
CreateEncounterForm keyed by campaignId so default ruleset syncs on campaign switch.

Campaign switch during active combat:
- encounterStartedRef (unpaused) blocks switch + toast
- encounterActiveRef (started paused-or-not) gates display-follow effect
- manualSelectRef tracks user clicks; external display change clears it
  (BUG-12 follow still works for replay/other-DM)
- Prevents revert race when EncounterManager unmounts and refs go false

UI:
- campaign card: ruleset tag bottom-right, opposite delete
- encounter card: tag inline title, date left of participants count
- EncounterManager fetches campaignDoc for default ruleset inheritance

Tests green: app 100, shared 186, server 40.
2026-07-07 14:28:32 -04:00
david raistrick c2bb5cca29 Generic (non-5e) ruleset mode: negative HP, down status, mark dead/revive
New campaign/encounter ruleset toggle: 5e (default, unchanged) vs generic.

Generic mode:
- No death saves (deathSave/stabilize throw)
- Negative HP allowed (no clamp at 0)
- <=0 HP = status 'down' (no pips, no unconscious auto-condition)
- Monster death = dead + inactive (same as 5e)
- markDead button: DM sets dead manually (both modes)
- revive: dead->conscious (generic), dead->stable (5e)

5e mode: zero behavior change.

shared/turn.js:
- applyHpChangeGeneric: negative HP, down status, no death-save logic
- markDead: status dead, monster auto-inactive
- reviveParticipant: ruleset-aware (generic=conscious, 5e=stable)
- deathSave/stabilize: throw in generic
- expandUndo: mark_dead case added

UI (src/App.js):
- CreateCampaignForm + CreateEncounterForm: ruleset radio toggle
- handleCreateCampaign/handleCreateEncounter: store ruleset field
- EncounterManager: fetch campaignDoc for default ruleset inheritance
- DM participant: down/dead labels, Mark Dead button (generic), Revive both
- death-save pips/buttons gated 5e-only
- DisplayView: down label, generic status derivation

Tests: 15 generic cases (turn.generic.test.js). 186 shared total.
2026-07-07 13:36:16 -04:00
david raistrick 9159755846 Scope player card transitions: ring/shadow fast, fade/transform slow
transition-all duration-1000 on PlayerParticipantCard wrapper slowed current-
turn ring/border animation. Turn pointer visibly laggy at 400ms turn intervals.

Fix: scoped transition properties. opacity/transform/filter/border-color = 1s
for fade/death animations. box-shadow = 300ms for current-turn ring highlight,
so turn pointer snaps between participants while fades stay smooth.
2026-07-06 22:48:10 -04:00
david raistrick dbe018825b Merge remote-tracking branch 'upstream/main' into single-source 2026-07-06 22:39:57 -04:00
david raistrick 3b75ec9b3d Animate player display inactive transitions and death state
Player display now tracks displayParticipants separately from raw encounter
participants so active->inactive can animate out before removal, and inactive->
active can animate in. This preserves 1-list order, keeps DM display behavior
unchanged, and avoids fading dying/stable participants.

PlayerParticipantCard handles transitions:
- active->inactive: scale/slide/fade out, then parent removes from display list
- inactive->active: scale/slide/fade in
- alive->dead: keep visible with dim/desaturate/red-rim death cue + skull pulse
- dying/stable: full visible, no fade/removal

DisplayView inactive characterization updated to wait for exit animation before
asserting removal. TODO item removed.
2026-07-06 22:38:33 -04:00
robertandClaude Fable 5 6991375afc Move Crit button inline with HP controls; fix death save button icon alignment
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 22:13:31 -04:00
david raistrick 055895875a Dev-only bulk delete all campaigns; deleteCollection SQL bulk + gates
Feature: debug button to wipe all campaigns/encounters/logs in dev builds.
Previously bulk delete fetched all logs per campaign, client-filtered,
batchWrite — 30s+/campaign. Now SQL bulk DELETE, no fetch.

Server (server/db.js, server/index.js):
- deleteCollection(collPath, {where}) — SQL DELETE FROM docs WHERE parent=?,
  optional where-filter. Broadcasts deletions to WS subscribers.
- DELETE /api/collection endpoint
- Gate: ALLOW_DEV_ENDPOINTS=1 env OR createServer({allowDevEndpoints:true})
- createServer accepts allowDevEndpoints param (tests bypass env)

Storage (src/storage/server.js, src/storage/firebase.js):
- deleteCollection(path, whereField, whereValue) both adapters
- Firebase: fetch matching + batch-delete (firestore no bulk), 500-chunk
- Gate: throws if NODE_ENV not development/test
- Contract-tested both backends

App (src/App.js):
- deleteCampaignCascade refactored (reusable, no try/catch split)
- handleDeleteAllCampaigns: Promise.all per campaign, deleteCollection for
  encounters (no fetch), deleteCollection logs once globally, parallel
- Button dev-gated (NODE_ENV), confirm modal, hidden when no campaigns

Mock fixes (surfaced by new tests):
- firebase firestore mock: added where() export, getDocs applies constraints
  (was returning all docs ignoring query constraints — pre-existing gap)

Tests:
- contract: deleteCollection (bulk, where-filter, empty) both backends
- server-contract: live deleteCollection (bulk, where, 403 gate)
- runStorageContract via makeStorage({allowDevEndpoints:true})

Safety (3 layers):
- UI button hidden in prod (NODE_ENV gate)
- storage method throws in prod (NODE_ENV gate)
- HTTP endpoint 403 in prod (env/param gate)
2026-07-06 19:06:52 -04:00
david raistrick 47056788e8 Add Crit Damage button for dying/stable participants
5e crit-at-0-HP rule: any crit damage while downed = +2 death-save failures.
Shared logic supported via applyHpChange(..., { isCriticalHit: true }) but UI
had no trigger. Normal Damage at 0 only added 1 fail.

handleCritDamage handler calls applyHpChange with isCriticalHit: true.
Button renders in HP block (right-aligned) for character/NPC participants
when dying or stable and combat started. Dead excluded (no-op).
2026-07-06 18:38:49 -04:00
david raistrick 6fe4a27dd5 Show stable regain hint in DM view for stable+unconscious participants
D&D 5e: stable creature regains 1 HP after 1d4 hours. Static display-only
reminder, no storage/time-tracking. Fires only for participants with
status=stable (dying->stable or dead->revive), shown where Revive button
would sit. Derived from status, survives refresh.
2026-07-06 18:34:50 -04:00
david raistrick 1d4ec873dc Implement D&D 5e death-save state machine and cleanup combat ordering
- Add status-driven death-save model:
  - status: conscious | dying | stable | dead
  - deathSaveSuccesses/deathSaveFailures as display counters
  - remove old death-save fields as source of truth
- Add death-save actions:
  - success, fail, nat1, nat20
  - stabilize participant
  - revive dead participant to 0 HP, stable, unconscious
- Apply 5e HP transition rules:
  - characters and NPCs at 0 HP become dying
  - stable/dying participants gain unconscious condition
  - healing clears death saves and returns conscious
  - massive damage kills
  - non-NPC monsters at 0 HP become dead and inactive
- Split NPCs from monsters with type="npc":
  - NPCs use death saves like characters
  - NPCs remain DM-controlled/monster-colored in UI
  - new NPCs no longer persist isNpc flag
- Keep dead PCs/NPCs in encounter and initiative until DM removes or deactivates
- Allow DM active/inactive toggle for dead participants
- Hide inactive participants from player display
- Improve DM and player death-state UI:
  - show Dying/Dead/Unconscious states consistently
  - add revive button for dead participants
  - distinguish dead visual from inactive visual in DM view
- Fix initiative drag/reorder behavior:
  - downward drag now changes order instead of no-op
  - paused combat can reorder across current turn pointer
  - turnOrderIds stay synced to participants order
- Persist campaign collapse state in localStorage
- Update death-save docs and encounter builder docs
- Add/expand tests for:
  - death saves and HP transitions
  - dead/active/inactive behavior
  - NPC death-save behavior
  - player display visibility
  - drag reorder semantics
  - logging expectations

Tests:
- npm run test:all
- app: 94 passed
- shared: 158 passed, 5 skipped
- server: 32 passed
2026-07-06 16:48:50 -04:00
david raistrick 2569cc4497 Builds replayable combat logs with first-class undo/redo, unified verification tooling, fast indexed log queries, and stricter CI.
feat(combat): add first-class undo and redo controls

Add undo and redo controls to the combat UI so the DM can recover from recent
actions without leaving the encounter view.

Undo and redo operate on the current encounter's combat history. Empty stacks
produce clear feedback instead of failing silently. Redo order follows normal
stack behavior after multiple undos.

This makes combat history actionable during play, not just visible in the log.

feat(logs): make combat logs replayable

Replace plain combat log messages with structured combat events that can be
used by the UI, exported as JSON, replayed, and verified.

Each new log entry records the action type, encounter identity, participant
identity, a small action delta, undo intent, and a turn snapshot. Download and
copy now export the event stream as JSON so a saved combat log is useful for
offline analysis and debugging.

Legacy logs remain viewable, but new logs use the structured event format.

feat(logs): make undo and redo transactional

Apply undo and redo as single storage operations so the encounter state and log
state cannot drift apart.

Server storage applies the encounter update and the log undone flag inside one
SQLite transaction. Firebase storage uses a batch write for the same behavior.
The storage contract now includes undo/redo semantics.

This replaces fragile multi-write undo behavior where a failure could update
the encounter without marking the log, or mark the log without updating the
encounter.

feat(combat): add unified replay and verification tool

Add one combat CLI for replaying live combat and verifying combat logs.

Replay drives the live backend through the same shared combat logic used by the
app, writes a JSON event log to an explicit output path, and automatically
verifies the result. Verification checks for DM-visible combat problems such as
skipped turns, double actions, bad round changes, and unexpected turn order
changes.

The tool uses the same JSON event stream produced by log downloads, supports
verbose turn output, and handles Ctrl-C by ending the encounter, writing the
partial log, and verifying what was captured.

fix(perf): keep long combat logging fast

Remove the combat-time log query bottleneck that made long replays slow as log
volume grew.

Combat controls no longer subscribe to the log collection just to keep undo and
redo state warm. Undo and redo now query the latest matching encounter log only
when clicked. Server collection queries support exact filters, ordering,
limits, and offsets, and SQLite indexes keep latest-log and per-encounter log
lookups fast.

Also fix duplicate WebSocket handler registration so realtime updates do not
double-fire under write load.

fix(turns): make toggle active a status change

Make toggle active a roster/status edit instead of a turn advance.

Deactivating the current participant no longer passes the turn or increments
the round. The current turn stays where it is until the DM explicitly clicks
Next Turn, and Next Turn skips inactive participants during normal rotation.

This matches the initiative design: slot order is stable, toggle active does
not move participants, and round changes only come from explicit turn advance.

chore(ci): make warnings and hangs fail fast

Tighten test and build checks so failures are visible instead of noisy or
silent.

Builds run with CI enabled so warnings fail production builds. The full test
command runs app, shared, and server suites with hard timeouts so hangs fail
quickly. Static eslint coverage fails on warnings as well as errors.

Tests were updated around the new async combat logging flow, structured log
events, transactional undo, replay verification, and toggle-active semantics.
2026-07-06 10:33:28 -04:00
david raistrick 9f8b09c7d9 feat(ui): first-class undo/redo buttons in combat controls
Undo/redo pills in InitiativeControls, always visible when encounter open.

- Undo = latest non-undone log for this encounter, applies undo.updates.
- Redo = latest undone log, applies undo.redo (forward patch).
- encounterPath added to all 14 logAction contexts (filter key).
- redo:patch added to undoData so redo replays real forward state.
- Disabled when stack empty. Tooltip shows target action message.
- Uses current 2-write undo (non-tx). Race safety deferred to FEAT-LOG.

TODO updated. 84 FE tests green.
2026-07-04 22:48:58 -04:00
david raistrick 9ef3e3bd9e feat(ui): filter already-added chars from participant dropdown
Character dropdown in add-participant picker excluded characters already
in the encounter. Prevents dup-add at the source — user can only select
chars not yet participating.
2026-07-04 22:28:41 -04:00
david raistrick 3423319b9b 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).
2026-07-04 22:27:32 -04:00
david raistrick 7bcf01dcf9 fix: custom conditions apply on add; correct server WS env docs
Custom conditions (per-campaign freeform) previously only persisted to the
campaign palette — Add button did NOT apply them to the targeted participant,
and badges rendered via CONDITIONS (missing custom ids) so applied custom
conditions did not display. Now:

- addCustomCondition(label, participantId) persists to palette AND toggles
  onto the participant in one step. Enter + Add button both pass p.id.
- Admin badge lookup uses allConditions (built-ins + custom), not CONDITIONS.

Shared contract: toggleCondition accepts ANY string. Prove it in tests:
- turn.combat.test.js adds CUSTOM_CONDITIONS ('hexed','rager',
  'marked_for_death','🛡️blessed') to the seeded queue + random pool, asserts
  condition-not-string invariant, and a dedicated add/remove round-trip test.
- replay-combat.js mirrors the same CUSTOM_CONDITIONS through the live backend.

Server-mode docs/env: REACT_APP_BACKEND_WS (stale pre-rename) -> correct
REACT_APP_BACKEND_REALTIME_URL=ws://.../ws in README, env.example,
docker/Dockerfile (STORAGE=ws -> server). DEVELOPMENT.md + scripts/README.md
now point to ./scripts/dev-start.sh as the primary dev entrypoint.

133 shared tests green.
2026-07-04 20:41:34 -04:00
david raistrick 1ad4b660a4 feat: custom conditions per campaign
DM can add freeform custom conditions alongside built-ins. Persists to
campaign doc, survives across encounters, shared with display view.

Implementation:
- ParticipantManager subscribes campaign doc via useFirestoreDocument
- customConditions[] merged with built-in CONDITIONS at render
- Input field + Add button in conditions picker (Enter or click)
- Dedup case-insensitive vs built-ins + existing custom
- maxLength 40
- addCustomCondition writes to campaigns/{id}.customConditions
- Badge render: custom conditions show raw label (no emoji)
- DisplayView: same fallback render for custom ids
- toggleCondition unchanged (already accepts any string id)
- campaignId prop passed from EncounterManager -> ParticipantManager

243 tests green. Build clean.
2026-07-04 18:20:32 -04:00
david raistrick 9c90c1500c feat(turn): D&D 5e death saves — success/fail tracking
Old model broken: single deathSaves counter, 3=revive. No fails tracked,
successes conflated with fails. DM couldn't model real death save outcomes.

New model (D&D 5e):
- deathSave(enc, id, type, n) — type='success'|'fail', n=1|2|3
- Participant fields: deathSaves (successes), deathFails, isStable, isDying
- 3 successes = stable (0hp unconscious, safe until healed)
- 3 failures = dead (isDying, caller animates removal)
- Toggling same pip = undo that pip
- Returns { patch, log, status } — status: 'stable'|'dead'|'pending'
  isDying back-compat flag kept for App.js removal animation

App.js:
- UI split into green ✓ saves row + red ✕ fails row
- Status badges: Stabilized (emerald) / Dying (red pulse)
- handleDeathSaveChange(participantId, type, saveNumber) — new sig
- makeParticipant init: deathFails + isStable defaults

Data loss: old single-counter participants lose saves (feature didn't work,
no real state to preserve). User confirmed acceptable.

Tests:
- turn.deathsave.test.js: RED-then-GREEN, 3-success stable, 3-fail dead,
  independent tracking, new signature
- Updated 6 callers across characterization/combat/dead-skip/logging/scenario
- Logs UI tests: new title selectors (Success N / Fail N)

243 tests green.
2026-07-04 17:56:14 -04:00
david raistrick 32b8dfd8a1 fix(turn): log addParticipants + updateParticipant (logging gaps)
addParticipants + updateParticipant returned log:null → invisible in
combat log. Contract test caught them. Now both return
log:{ message, undo:{ participants }}.

App.js handlers wired (handleAddAllCharacters, handleUpdateParticipant,
handleInlineInitiative) — call logAction on logged mutations.

Logging contract now complete: every mutating combat op produces a log
entry. No gaps. turn.logging.test.js proves it.

238 tests green.
2026-07-04 17:25:22 -04:00
david raistrick ab9f8fa2e7 fix(turn): log reorder + deathSave (BUG-7)
reorderParticipants returned log:null → handler skipped logAction → drag
invisible in combat log, no undo payload. Now returns
log:{ message, undo:{ participants, turnOrderIds, currentTurnParticipantId }}.
App.js handleDrop calls logAction on logged reorders.

Found second gap: deathSave also returned null log (both branches).
Fixed — message + undo (participants snapshot).

Added logging contract test (turn.logging.test.js):
- all mutating ops logged (start/next/pause/add/remove/toggle/hp/deathsave/
  condition/reorder/end)
- no-ops return null log (same-id, cross-init, cross-pointer blocks)
- undo payloads valid + restore prior state
- documents addParticipants + updateParticipant gaps (null log, intentional)

235 tests green.
2026-07-04 17:22:52 -04:00
david raistrick 4da5ed9bcc Merge remote-tracking branch 'upstream/main' into single-source
# Conflicts:
#	src/App.js
2026-07-04 16:43:14 -04:00
david raistrick c556860e49 refactor(App): remove dead SDK imports (BUG-17)
App.js imported 9 Firestore SDK functions it never called standalone:
doc, setDoc, addDoc, collection, onSnapshot, updateDoc, deleteDoc, query,
writeBatch. All writes go through storage adapter (storage.*). Auth pieces
(initializeApp, getAuth, signInAnonymously, onAuthStateChanged,
signInWithCustomToken, getFirestore) stay — real SDK init in firebase mode.

orderBy/limit stay — now neutral builders from index.js (prev commit).
2026-07-04 16:07:21 -04:00
david raistrick 79af61cb8b match main firebase behavior; fix contract + mismatches
Contract rewritten to match main prod truth:
- require id injection in all doc/collection results
- honor setDoc({merge:true}) (main L1624 + 4 activeDisplay sites)
- drop invented bare<->prefixed cross-lookup tests (main never does this)
- add setDoc{merge}, batch set-only/update-only contract coverage

Fix mismatches vs main:
- subscribeCollection hook now forwards queryConstraints (was dropped;
  LOG_QUERY sort+limit honored again). Mock onSnapshot honors orderBy+limit.
  2 new contract tests prove the chain.
- subscribeDoc/subscribeCollection adapters now forward errCb. App hooks +
  DisplayView propagate subscribe errors to UI (match main onSnapshot 3rd arg).
- ws adapter signatures accept queryConstraints + errCb (interface match).

activeDisplay writes match main:
- 5 unguarded sites -> setDoc({merge:true}) (create-if-missing, not updateDoc)
- 3 guarded sites stay updateDoc

Delete memory adapter: third storage system added complexity, zero value.
firebase-mock covers fast tests, ws covers server path. Factory throws on
unknown mode now.

Delete phantom 'Phase A/B' comment in firebase.js header.

Tests updated to assert setDoc{merge} (not updateDoc) for activeDisplay writes.
83/83 green.
2026-07-04 12:22:19 -04:00
david raistrick e650cd2710 refactor: single-source display lifecycle + scenario test no React
Move activeDisplay lifecycle to shared (one path, not duplicated in App):
- activateDisplay({campaignId, encounterId})
- clearDisplay()
- toggleHidePlayerHp(current)
All 6 App sites wired (start/end/2×delete-encounter/delete-campaign/hp-toggle).
Existing {patch,log} return shape preserved. No interface changes.

Combat.scenario.test.js rewritten to call shared directly, no React:
- Same actions as old UI version (roster chars, monsters, addAll, hp-toggle×2,
  start, 100 rounds of damage/heal/conditions/toggle/edit/deathsave/pause/
  resume/add/remove, end). Same funcs, same order, same data.
- Models two firestore docs (encounter + activeDisplay) via shared patches.
- Run time: 72s -> 4ms.

Both suites green: shared 91/91, App 77/77.
2026-07-03 18:26:02 -04:00
david raistrick d83d1383c0 refactor: single-source combat logic (App handlers call shared, slot model)
App.js no longer inlines combat logic. All handlers delegate to @ttrpg/shared:
startEncounter, nextTurn, togglePause, endEncounter, addParticipant(s),
updateParticipant, removeParticipant, toggleParticipantActive, applyHpChange,
deathSave, toggleCondition, reorderParticipants. ONE code path for UI.

shared/turn.js aligned to slot model (docs/INITIATIVE_ORDERING.md):
- addParticipant: splice into slot by initiative (no sort)
- updateParticipant: re-slot on initiative change (no sort)
- reorderParticipants: same-init drag only (cross-init blocked)
- applyHpChange: death flips isActive=false (matches App), revive reactivates

No renames, no API changes. Shared func signatures unchanged.

Tests updated to match unified behavior:
- dead-skip: death deactivates (was FEAT-1 stays active)
- characterization: death deactivates + revive reactivates
- reorder/invariant: cross-init drag blocked, same-init allowed

Both suites green: shared 91/91, App 77/77, 0 warnings.
2026-07-03 17:59:41 -04:00
david raistrick 31d19c5912 test: kill act env warnings + remove debug console noise
Root cause: mock _notify cb fires during waitFor poll, but testing-library
asyncWrapper flips IS_REACT_ACT_ENVIRONMENT=false. Raw react act() then
warns 'not configured to support act' (146 warnings).

Fix: _notify sets globalThis.IS_REACT_ACT_ENVIRONMENT=true around act(),
restores after. setupTests sets flag globally. Both together = 0 warnings.

Also:
- Remove 4 debug console.log from App.js (encounter start/end, drag, add chars)
- Remove always-fires scenario summary console.log
- Add fastWaitFor helper (5ms poll) to testHelpers
- Swap scenario waitFor -> fastWaitFor

Tests: 77 pass / 0 fail / 0 warnings / 0 console noise.
2026-07-03 15:59:14 -04:00
robert 8cf3dad5b6 Merge pull request 'Rework backend' (#2) from rework-backend into main
Reviewed-on: #2
2026-07-03 08:35:32 -04:00
david raistrick 3d0dc79206 feat(UI): hide NPC/monster HP toggle (player display)
Mirrors hidePlayerHp. New hideNpcHp flag on activeDisplay doc.
- AdminView: 'Hide NPC/monster HP' switch in Player Display settings.
- DisplayView: HP bar gated by !(hideNpcHp && p.type !== 'character').
  Covers monsters + NPCs (all non-player).
- Default false (show NPC HP) — opposite of player HP default true.

updateDoc patch (BUG-4 pattern). No clobber.

Test: HideHpToggle selector scoped to 'hide player hp' (now 2 switches).
2026-07-02 11:29:02 -04:00
david raistrick 4b8b8bccfb feat(UI): collapsible Campaigns section
Campaigns heading -> clickable button. ChevronDown expanded,
ChevronRight collapsed. Toggles grid visibility. Shows count
(e.g. 'Campaigns (61)'). Preserves Create Campaign button.

State: campaignsCollapsed in AdminView. aria-expanded/controls for a11y.
2026-07-02 11:17:04 -04:00
david raistrick c0998da0a7 fix(BUG-4): updateDoc patch on activeDisplay (not setDoc replace)
All 5 storage.setDoc(activeDisplay, {...}, {merge:true}) →
storage.updateDoc(activeDisplay, {...}).

setDoc merge:true worked in prod (firebase honors merge) but ws adapter
+ mock ignore opts arg entirely → clobbers doc. updateDoc uses PATCH
across all adapters (firebase real updateDoc, ws PATCH endpoint, mock
merge). Consistent, no clobber.

Sites fixed:
- hidePlayerHp toggle
- startEncounter (set active ids)
- endEncounter (null active ids)
- deactivate active display
- activate new display

TDD: HideHpToggle.test RED first (assert updateDoc patch, impl still
setDoc → 0 calls found). GREEN after switch.

Char tests updated: Encounter.characterization (2) + Combat.characterization
(2) assert updateDoc on activeDisplay, not setDoc.

BUG-4: prod was already fixed (merge:true), test was RED due to mock
ignoring opts. Now all 3 adapters consistent via updateDoc.
2026-07-01 23:32:23 -04:00
david raistrick d00cc104c9 feat(FEAT-3): reslot on all participant mutation paths
Reslot (stable sort by init desc, tie-break = original array index) now
fires on all 4 paths that can change order:

1. Add participant — sortParticipantsByInitiative([...parts, new], parts)
2. Edit modal save (handleUpdateParticipant) — reslot + syncTurnOrder
3. Drag reorder — splice move (already correct, untouched)
4. Inline init field — reslot (already committed 08c27c1)

Before: add appended (ignored init), edit modal overwrote value without
moving slot. Both caused list order to drift from init order until
startEncounter (sorts once). Now any init change immediately reslots
into correct position. Display + AdminView reflect order.

Stable sort preserves drag order within ties (tie-break = original index
= reflects prior drag). Move-one semantics: only changed element moves.

EditParticipantModal: added htmlFor/id link on Initiative label (was
missing — a11y + testable).

Tests: ReslotAllPaths.test.js (2). RED first (add appended, edit modal
no reslot), green after impl.
2026-07-01 23:00:40 -04:00
david raistrick 08c27c1ca5 feat(FEAT-3): reslot on inline init change + gate field
Reslot: handleInlineInitiative now sorts participants[] by init desc
(stable, tie-break original index) via sortParticipantsByInitiative.
Display + AdminView reflect new order after init edit. Not a blind
re-sort — only moved element changes position.

Gate: inline init field disabled when combat active + not paused.
Matches drag gating. DM must pause to edit initiative mid-combat.

Tests: InitiativeReslot.test.js (2). RED first (no reslot, Goblin stayed
at idx 1), green after impl (reslots to idx 0). Field gate test.
2026-07-01 22:29:38 -04:00
david raistrick 0514939c51 feat(FEAT-3): initiative first-class field (add + inline edit)
Add form: optional initiative field (monster + character). Empty = roll
d20+mod (current behavior). Filled = use value, skip roll. 'blank=roll'
hint + 'auto' placeholder for clarity.

Inline edit: ALL participants. Number input in participant row. Blur or
Enter commits. Capped 2 digits (max 99). Auto-select on focus for quick
overwrite. Styled to match other fields (border-stone-700, rounded-md,
shadow-sm, w-10).

handleAddParticipant: manualInit detects set value. lastRollDetails
adapts display (manual flag shows 'Set initiative' vs 'Rolled d20').

Campaign card date: Clock icon + 'Created:' prefix, own row, muted
stone-300 opacity-70. Was crammed inline with character/encounter counts.

Tests: InitiativeField.test.js (2 tests - set value + empty=roll).
RED first (field missing), then green after impl. App + Participant
characterization still green (18 total).

Note: inline init edit does NOT re-sort. Known followup — displays + list
order must reflect changed initiative. Tracked separately.
2026-07-01 22:25:52 -04:00
robertandClaude Sonnet 5 ec578eeef5 Bump to v0.4, document self-hosted backend in README
The rework-backend merge added an optional self-hosted Express/ws/SQLite
backend (npm workspaces, single-container Docker deployment) alongside
the existing Firebase default. Bump APP_VERSION and refresh README to
cover both storage modes and the new repo layout.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-01 19:59:46 -04:00
david raistrick 58ae04b400 fix(BUG-15): DisplayView no longer re-sorts participants by initiative
DisplayView called sortParticipantsByInitiative() on visibleParticipants,
ignoring DM drag order. 1-list model = participants[] IS display source.
After cross-init drag, player view diverged from AdminView/turnOrderIds.

Repro: round 4 replay. [reorder Summon1(10)→before Merchant(11)] made
turnOrderIds = [...,Summon2,Summon1,Merchant,OrcBoss]. AdminView correct.
DisplayView re-sorted = Summon2,Merchant,Summon1 (init order) = visually
Merchant appeared between Summon2 and Summon1, NOT at end. DM confused.

Fix: removed sort. DisplayView now renders participants[] order directly
(filter inactive monsters only), matching AdminView line 1222.

Test: RED → GREEN (src/tests/DisplayView.drag-order.test.js). Seeds 3
monsters in drag order [High:20, Low:10, Mid:11]. Asserts DOM order =
participants[] order, not init-sorted. No DisplayView regressions.
2026-07-01 17:31:40 -04:00
david raistrick dbd0c75792 fix(BUG-12): campaign selection follows activeDisplay
Selection effect had `!selectedCampaignId` guard — once any campaign
selected, new activeDisplay.activeCampaignId writes ignored. Replay tool
writes activeDisplay to new campaign each run; UI stayed on old selection
=> displayed wrong campaign data.

Removed guard. Selection now syncs when activeCampaignId differs from
current selection. Manual deselect (null) does not force-select (RED test
locks this).

Also fixed test helper bug: createCampaignViaUI/createEncounterViaUI
returned FIRST setDoc match (idA for all creates). Now filters by name +
.pop() for latest. This masked the real bug for several debug cycles.

Tests: 2 new (SelectionFollowsActiveDisplay), both green. No regressions
in full FE suite (App, Combat, DisplayView, Encounter, HideHpToggle,
Logs, Participant, storage all pass). Combat.scenario = pre-existing
BUG-11 crash, not regression.
2026-07-01 17:05:00 -04:00
david raistrick 750ee99080 feat: display campaign createdAt in UI card
Campaign card now shows created date/time next to char/encounter counts.
Lets DM tell newest campaign apart (replay tool creates many).

createdAt already set at campaign create (line 2174). Display renders
formatted: 'Jul 1, 2026, 16:32'.

replay-combat.js: campaign + encounter names now include timestamp
(new Date().toLocaleString) for easy identification.

WS collection push verified live (injected test campaigns appeared
without reload).
2026-07-01 16:41:17 -04:00
david raistrick 3ea67019d2 refactor: App.js 3 sites to shared 1-list contract
delete/toggle/hp sites used OLD computeTurnOrderAfterRemoval/Addition
contract (return turnOrderIds). New 1-list contract: helpers return
advance-only + insertAt; list sync via syncTurnOrder at call site.

- delete: syncTurnOrder(updated) + advance-only removal
- toggle: stay-in-slot, flip isActive, sync, advance only if deact==current
- hp: FEAT-1 unchanged (death/revive no turn changes)

shared exports syncTurnOrder. Build green.
2026-07-01 16:05:18 -04:00
david raistrick 7c3ec105d5 refactor: App.js 1-list display + start/resume (no re-sort)
3 sites fixed to match shared 1-list model:
- line 1216 display: sortedParticipants = participants[] (no re-sort). GM
  list renders participants[] directly = turnOrderIds.
- startCombat inline: sort ALL participants by init (active+inactive),
  first active = current, persist participants[] reordered + turnOrderIds.
- resume inline: no re-sort on resume. turnOrderIds unchanged.

Display === rotation === turnOrderIds by construction (1-list invariant).
Build green.
2026-07-01 16:03:38 -04:00
david raistrick d1cbe7091a refactor: App.js imports shared turn funcs (DRY), delete duplicates
Delete duplicate consts (DEFAULT_MAX_HP/INIT_MOD/MONSTER_DEFAULT_INIT_MOD,
generateId, rollD20, formatInitMod) + funcs (sortParticipantsByInitiative,
computeTurnOrderAfterRemoval, computeTurnOrderAfterAddition) from App.js.
Import from @ttrpg/shared (1-list model). Kills second drift source.

CRA resolves @ttrpg/shared via npm workspaces symlink. Build green.
2026-07-01 16:02:35 -04:00
david raistrick 84a8b78acd M2: refactor DisplayView to storage adapter (red test first)
DisplayView missed in original M2 refactor — raw onSnapshot(doc(db,path))
survived. In ws/memory mode db is a stub sentinel, so raw SDK calls crash
('Expected first argument to collection() to be a CollectionReference...').
Reported by human testing player display after start combat.

TDD:
1. RED: DisplayView.characterization.test.js asserts adapter.subscribeDoc
   called for campaign + encounter + activeDisplay paths. Adapter recorder
   (getAdapterCalls/resetAdapterCalls in firebase.js) instruments subscribe
   calls — catches raw-SDK bypass that firebase mock alone cannot (mock db
   satisfies raw onSnapshot, hiding the bug).
2. Fix: 2 raw onSnapshot sites in DisplayView -> storage.subscribeDoc.
3. GREEN: 2 new tests pass, 116 total green.

Audit confirmed DisplayView was the ONLY remaining raw SDK site in App.js.
2026-06-29 13:13:46 -04:00
david raistrick 35cd1581e3 Reapply "M3: stub db sentinel in ws/memory mode so legacy guards pass"
This reverts commit d1ee69a70a.
2026-06-29 12:36:16 -04:00
david raistrick 17245dfa1b Reapply "M2: gate storage init on STORAGE mode (firebase vs ws/memory)"
This reverts commit e843acdf8a.
2026-06-29 12:36:16 -04:00
david raistrick e843acdf8a Revert "M2: gate storage init on STORAGE mode (firebase vs ws/memory)"
This reverts commit 3e84f28325.
2026-06-29 12:03:57 -04:00