Extract shared nextActiveAfter() advance core. Both nextTurn and
computeTurnOrderAfterRemoval delegate to it — single source of truth,
eliminates drift risk where one path changes and the other doesn't.
Previously two separate advance implementations computed the same
target, but any future edit to one would silently desync deact-current
advance from normal nextTurn advance.
Replay (scripts/replay-combat.js):
- Move turn-line print before mutations (event order = reality)
- Emit [pointer X→Y] lines when a mutation advances currentTurnParticipantId
- Emit [pointer X→Y wrap] when round bumps (removal-wrap case)
- Skip pointer emission for nextTurn (label=null) — already logged via turn line
Parser (scripts/analyze-turns.js):
- Parse [pointer X→Y wrap] events
- Credit pointer-target as acted (deact-current advance = turn pointer)
- Wrap pointer credits NEXT round (not current) — fixes cross-round false skip
- Drop currentRemoved special-case — pointer lines make skip check precise
Tests:
- shared/tests/turn.dry.test.js: 3 tests lock deact-current advance ==
nextTurn advance (mid-round, inactive-skipper, wrap+round-bump). RED
catches future drift.
Results: 500-round replay now 0 real skips, 0 double-acts (was 5+3).
Shared suite: 79 green + 1 RED (BUG-6 reorder, intentional).
shared/tests/turn.jump.test.js: desired manual turn override behavior.
- jump sets currentTurn, future nextTurn continues
- jump to first stays same round
- jump invalid throws
2 RED (shared.jumpTurnTo not a function - feature missing).
1 green (invalid throws via TypeError).
TODO: JUMP_TURN_TO test refs added.
Desired behavior locked:
- dead PC not removed from turnOrderIds
- dead PC turn still comes up (nextTurn visits them)
- dead PC on their turn can deathSave
- dead PC not auto-set isActive=false by applyHpChange
All 4 RED on current code. Root cause: nextTurn filters isActive,
applyHpChange sets isActive=false on death, computeTurnOrderAfterRemoval
drops dead from turnOrderIds.
TODO BUG-3/M4 updated with test refs.
turn.undo.test.js: every op with log.undo roundtrips to prior state.
startEncounter, nextTurn, togglePause, applyHpChange, toggleCondition,
toggleParticipantActive, addParticipant, removeParticipant, endEncounter.
Found: reorderParticipants returns log:null. Cannot undo. Documents as
BUG-7 candidate (test green now, asserts current behavior).
turn.reorder.test.js: 4 green (swaps, throws-diff-init, throws-missing-id,
documents current no-turnOrderIds-touch) + 1 RED (BUG-6: should update
turnOrderIds to reflect new order).
Found: reorderParticipants changes participants[] array but not turnOrderIds.
nextTurn rotates via turnOrderIds only → mid-combat drag-drop = no effect.
replay-combat.js calls with wrong signature (swallowed by try/catch), so
real path never exercised either.
TODO: BUG-6 added.
REAL test audit should have been. jest, seeded RNG, mirrors replay-combat.js
op sequence exactly. Asserts per-round invariants: rotation-dupe, turnOrder
dup-id, currentTurn valid+active, HP bounds.
Result: 13 rotation-dupes / 100 rounds. First at round 4 (Cleric twice).
Deterministic, reproducible every run. BUG-5 locked.
Deprecate tests/audit/*.js: random sim gave false 0-violations while
this exact test reproduces bug. Commented early-return. Kept for reference,
delete later when log analyzer + unit tests cover ground.
TODO: BUG-5 added (mid-round addParticipant/revive corrupts rotation).
Root cause hypothesis: computeTurnOrderAfterAddition appends id to
turnOrderIds end. Round wrap re-sorts by initiative. currentTurn pointer
stale after sort → drifts → nextTurn revisits.
Test RED by design (documents live bug). Pre-push will block on push.
Root cause: addParticipant appended participant to participants[] without
checking id uniqueness. Two participants with same id in array. On
togglePause resume, turnOrderIds rebuilt via sort → dup id appears twice.
nextTurn then stuck repeating that id (rotation breaks).
This was the enabling step for BUG-1's full corruption (audit chain):
pause blocks advance → totalTurns frozen → addParticipant re-adds
same r${totalTurns} id → resume dup → nextTurn stuck.
Fix: throw on duplicate id in addParticipant. Caller must use fresh id
(crypto.randomUUID in App, replay already does).
Evidence:
- Test: 'addParticipant rejects duplicate id' (was test.skip, now live).
- Pre-fix: 1 RED (Received function did not throw).
- Post-fix: 50 green (shared), 23 green (server), 62 green (FE).
- Reachability in normal app: low (App uses crypto.randomUUID) but no
guard existed before. Defensive + unblocks BUG-1 isolation.
No other behavior changed.
Move all test files out of source dirs into per-workspace tests/:
- shared/tests/ (3 unit test files)
- server/tests/ (1 integration test)
- src/tests/ (8 characterization + scenario tests + testHelpers)
Fix all relative import paths (App, storage, __mocks__, testHelpers).
Fix jest.config testMatch globs in shared/ and server/ (rootDir +
<rootDir>/tests pattern).
Delete scripts/repro-pause-bug.js (debug scratch, superseded by
turn.pause-add.test.js).
Keep scripts/replay-combat.js + scripts/audit-rotation.js as manual
demo/exploratory tools (NOT unit tests, not deterministic).
No logic changes. All green: shared 49 + 1 validated RED, server 23,
FE 62. Scenario test unchanged (240s timeout, pre-existing slow).