# TODO Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md. ## Open x caff doent work on fron tpage or big tablet x max/caff need to float or at least be availabe in combagt popout x save needs bigger save button on char editor x fullscreen and dont lock on main app dm view and the no-game-player view ...and doesnt actually prevent lock on android x also better vert tab layout - labelt friendly x needs AC for players dude x and quick entry hp x hp do not carry from encounter to ecnounter!!! ^feature to add back to campaign character after encounter? maybe campaign toggle in charc section (choosing each end is DM overload will be missed forgotten done wront) x refresh/reload/code update causes UI to update to top unselected cambpaign have to drill all the way back down to active encounter....every time. siemtmes? x encounters cards need clear "in progress"... x I wonder...if a charcter-list-character should have a isNPC option vailble to them - for longer lived npcs..... x hp wont go over max and no temp hp support ## monsters per campaign and npcs ## or/and ....copy from encoubnter? ### npm install warnings cleanup pass lots of updates ### TEST GAP: current branch changes need focused coverage - Storage `where()` contract: firebase + server adapters should honor `[where('encounterPath','==',x), orderBy('ts','desc'), limit(n)]`. - Server SQL query test: `where + orderBy + limit` should return latest logs for one encounter only. - Undo/redo stack order: undo A3 then A2, redo must replay A2 first, then A3. - Combat controls should not subscribe to logs while mounted; undo/redo should query logs only on click. - Unified CLI smoke: `node scripts/combat.js verify ` returns CLEAN on known-good log. - Unified CLI replay smoke: `node scripts/combat.js replay ... --out tmp/x.json` writes JSON array and auto-verifies. - Ctrl-C replay behavior: SIGINT during replay should end encounter, clear active display, write partial log, run verify. - SQLite schema/index test: `idx_docs_parent_ts` and `idx_docs_parent_encounter_ts` exist for server DB. ### confirm warnings treated as error = fail in all tests, build pipeline, linters, everything. again. ### BUG: addParticipants (batch add) does not slot by initiative - shared/turn.js addParticipants appends `[...existing, ...new]`, no slotIndexForInit. - Violates INIT doc: "Add = insert into slot by initiative." - Single addParticipant slots correct. Batch (add-all-chars) appends. - Pre-start batch add = wrong order. Post-start worse. ### BUG: nextTurn throws on solo combatant - nextActiveAfter loop `for step=1; step updatedParticipants.find(p => p.id === id && p.isActive)` - Returns participant obj (truthy) not boolean. Works by accident, fragile. ### FEAT: clarify "Is NPC" in add-participant - Ambiguous label. May expand work based on what NPC means here (ally? monster? display-only? skip in turn order?). Clarify intent before UX changes. ### quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later) ## FEAT - parallel campaigns ## FEAT - multi user ## FEAT - clarify what end encounter does and what initiatives reset means ## Done (history)