Rework backend #1
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// scripts/audit-state.js
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// Expanded bug-finder: runs combat through pure turn.js, audits invariant
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// checks per round across multiple bug classes (not just rotation).
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// NOT a unit test (Math.random, exploratory). Unit tests lock known bugs.
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//
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// Bug classes audited:
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// 1. Rotation integrity (skip/dupe per round) — BUG-1, BUG-3
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// 2. HP invariants (0<=hp<=max, no NaN)
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// 3. Condition toggles (consistent, applied/removed)
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// 4. isActive consistency (dead=inactive, alive=active after ops)
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// 5. turnOrderIds (no dup ids, no orphan/dead ids, subset of active)
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// 6. currentTurn (valid id, in turnOrderIds, isActive)
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// 7. deathSave counter (0<=saves<=3, reset on revive)
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// 8. removeParticipant (turnOrderIds updated, currentTurn updated)
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// 9. Undo (every op.patch has .log.undo; roundtrip restores)
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//
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// Run: node scripts/audit-state.js [rounds]
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'use strict';
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const shared = require('../shared');
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const {
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makeParticipant, startEncounter, nextTurn, togglePause,
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addParticipant, updateParticipant, removeParticipant,
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toggleParticipantActive, applyHpChange, deathSave,
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toggleCondition, reorderParticipants, endEncounter,
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} = shared;
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const ROUNDS = parseInt(process.argv[2], 10) || 100;
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function p(id, init, extra = {}) {
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return makeParticipant({
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id, name: id, type: 'monster',
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initiative: init, maxHp: 200, currentHp: 200,
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...extra,
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});
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}
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function enc(ps) {
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return { name:'a', participants:ps, isStarted:false, isPaused:false,
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round:0, currentTurnParticipantId:null, turnOrderIds:[] };
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}
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const ps = [
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p('c1', 14, { type:'character' }), p('c2', 10, { type:'character' }),
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p('c3', 15, { type:'character' }), p('m1', 12), p('m2', 12),
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p('m3', 11, { maxHp:500, currentHp:500 }), p('m4', 13),
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p('n1', 8, { maxHp:150, currentHp:150, isNpc:true }),
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];
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let e = enc(ps);
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const violations = [];
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function check(label, cond, detail) {
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if (!cond) violations.push({ label, detail, round: e.round, state: snap(e) });
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}
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function snap(x) {
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return JSON.stringify({
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round: x.round, isStarted: x.isStarted, isPaused: x.isPaused,
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current: x.currentTurnParticipantId,
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order: x.turnOrderIds,
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hp: x.participants.map(p => `${p.id}:${p.currentHp}/${p.maxHp}${p.isActive===false?'-': ''}`),
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dead: x.participants.filter(p => p.currentHp <= 0).map(p => p.id),
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inactive: x.participants.filter(p => p.isActive === false).map(p => p.id),
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});
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}
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// start
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e = { ...e, ...startEncounter(e).patch };
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let totalTurns = 0;
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for (let roundN = 1; roundN <= ROUNDS; roundN++) {
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const startRound = e.round;
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// ops (mirror replay)
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const actor = e.participants.find(p => p.id === e.currentTurnParticipantId);
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if (actor) {
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const foes = e.participants.filter(p => p.id !== actor.id && p.currentHp > 0 && p.isActive !== false);
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if (foes.length > 0) {
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const tgt = foes[Math.floor(Math.random() * foes.length)];
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const dmg = 1 + Math.floor(Math.random() * 5);
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try { e = { ...e, ...applyHpChange(e, tgt.id, 'damage', dmg).patch }; } catch (err) {}
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}
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if (actor.name === 'c2' && totalTurns % 2 === 0) {
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const wounded = e.participants.filter(p => p.currentHp > 0 && p.currentHp < p.maxHp)
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.sort((a,b)=>(a.currentHp/a.maxHp)-(b.currentHp/b.maxHp));
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if (wounded.length > 0) {
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try { e = { ...e, ...applyHpChange(e, wounded[0].id, 'heal', 2+Math.floor(Math.random()*5)).patch }; } catch (err) {}
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}
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}
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}
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if (totalTurns % 4 === 0) {
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const living = e.participants.filter(p => p.currentHp > 0 && p.isActive !== false);
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if (living.length > 0) {
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const tgt = living[Math.floor(Math.random()*living.length)];
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try { e = { ...e, ...toggleCondition(e, tgt.id, 'stunned').patch }; } catch (err) {}
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}
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}
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if (totalTurns % 9 === 0) {
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const living = e.participants.filter(p => p.currentHp > 0);
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if (living.length > 0) {
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const tgt = living[Math.floor(Math.random()*living.length)];
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try { e = { ...e, ...toggleParticipantActive(e, tgt.id).patch }; } catch (err) {}
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}
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}
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if (totalTurns % 5 === 0) {
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const dead = e.participants.find(p => p.currentHp <= 0);
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if (dead) { try { e = { ...e, ...removeParticipant(e, dead.id).patch }; } catch (err) {} }
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}
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if (totalTurns % 10 === 0 && totalTurns > 0) {
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const np = makeParticipant({ id: `r${totalTurns}`, name:`R${totalTurns}`, type:'monster', initiative:9, maxHp:100, currentHp:100 });
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try { e = { ...e, ...addParticipant(e, np).patch }; } catch (err) {}
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}
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if (totalTurns % 12 === 0) { try { e = { ...e, ...togglePause(e).patch }; } catch (err) {} }
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// advance until round wraps or cap
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const cap = (e.participants.length + 4) * 2;
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let guard = 0;
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const seenThisRound = [];
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while (e.round === startRound && guard < cap) {
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if (e.currentTurnParticipantId) seenThisRound.push(e.currentTurnParticipantId);
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let t;
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try { t = nextTurn(e); } catch (err) { check('nextTurn-throws', false, err.message); break; }
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e = { ...e, ...t.patch };
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if (e.round !== startRound) break;
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totalTurns++;
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guard++;
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if (!e.isStarted) break;
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}
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// === audits ===
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// 1. rotation (this round, before wrap)
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const uniq = new Set(seenThisRound);
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check('rotation-dupes', uniq.size >= seenThisRound.length,
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`seen ${seenThisRound.length} uniq ${uniq.size}: ${JSON.stringify(seenThisRound)}`);
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// 2. HP invariants
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for (const p of e.participants) {
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check(`hp-valid:${p.id}`, typeof p.currentHp === 'number' && !isNaN(p.currentHp) && p.currentHp >= 0 && p.currentHp <= p.maxHp,
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`hp=${p.currentHp} max=${p.maxHp}`);
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}
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// 3. isActive consistency: dead should be inactive (after applyHpChange)
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for (const p of e.participants) {
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check(`dead-inactive:${p.id}`, p.currentHp > 0 || p.isActive === false,
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`hp=${p.currentHp} isActive=${p.isActive}`);
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}
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// 4. turnOrderIds no dup
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const orderUniq = new Set(e.turnOrderIds);
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check('turnOrder-no-dup', orderUniq.size === e.turnOrderIds.length,
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`order ${JSON.stringify(e.turnOrderIds)}`);
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// 5. turnOrderIds all active
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for (const id of e.turnOrderIds) {
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const p = e.participants.find(x => x.id === id);
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check(`turnOrder-active:${id}`, p && p.isActive !== false,
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`isActive=${p && p.isActive}`);
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}
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// 6. currentTurn valid
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if (e.isStarted && e.currentTurnParticipantId) {
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const ct = e.participants.find(x => x.id === e.currentTurnParticipantId);
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check('currentTurn-exists', !!ct, `id=${e.currentTurnParticipantId}`);
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if (ct) check('currentTurn-active', ct.isActive !== false, `isActive=${ct.isActive}`);
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}
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// 7. deathSave range
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for (const p of e.participants) {
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check(`deathSaves-range:${p.id}`, (p.deathSaves||0) >= 0 && (p.deathSaves||0) <= 3,
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`saves=${p.deathSaves}`);
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if (p.currentHp > 0 && !p.isDying) {
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check(`deathSaves-reset:${p.id}`, (p.deathSaves||0) === 0,
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`alive but saves=${p.deathSaves}`);
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}
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}
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// 8. remove: turnOrderIds doesn't contain removed ids
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const ids = new Set(e.participants.map(p => p.id));
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for (const id of e.turnOrderIds) {
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check(`turnOrder-present:${id}`, ids.has(id), `orphan id in order`);
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}
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if (!e.isStarted) { console.log('encounter ended early'); break; }
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// revive dead each round (sustain combat)
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const dead = e.participants.filter(p => p.currentHp <= 0 || p.isActive === false);
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for (const d of dead) {
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try {
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if (d.isActive === false) e = { ...e, ...toggleParticipantActive(e, d.id).patch };
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e = { ...e, ...applyHpChange(e, d.id, 'heal', d.maxHp).patch };
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} catch (err) {}
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}
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}
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// 9. undo: every op returns log.undo
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const undoOps = ['startEncounter','nextTurn','applyHpChange','toggleCondition','toggleParticipantActive','addParticipant','removeParticipant','togglePause'];
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console.log('\n=== undo support (static check) ===');
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console.log('checked via log fields at runtime; this harness discards logs');
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console.log(`\n=== VIOLATIONS: ${violations.length} / ${ROUNDS} rounds ===`);
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const byLabel = {};
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for (const v of violations) byLabel[v.label] = (byLabel[v.label]||0) + 1;
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const sorted = Object.entries(byLabel).sort((a,b)=>b[1]-a[1]);
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for (const [label, count] of sorted) console.log(` ${count}x ${label}`);
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console.log('\nfirst 5 examples:');
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for (const v of violations.slice(0,5)) console.log(` r${v.round} ${v.label}: ${v.detail}`);
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