# TODO Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md. ## Open ### dm list - keep active particpant in view (scroll) not sure good way to do this ### combat.js doesnt seem to actually exercise the add characters. there are no characters in the campaign. only in the encounter.. #### debug feature - button to delet all campaigns - only in dev builds ### FEAT: player display fade transitions for inactive state - Inactive is DM-triggered via Mark Inactive. - Player display should fade inactive participant out, then remove from display list. - Reactivating should fade participant in. - DM display keeps inactive participant visible. - Dead state does not imply inactive/disabled. - Dying/stable must not fade out or leave layout holes. - Dead can keep skull/Dead label; create some good visual cues, no removal. - ### 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. ### BUG: select campaign during active combat = screen flicker, no action - In active encounter, click different campaign → flicker, no nav, no end. - Either block (toast: end encounter first) or auto-end current + switch. - Decide UX before fix. ### FEAT: generic/non-5e rules mode - Campaign/encounter ruleset toggle: `5e` vs `generic`. - Generic mode turns off death saves/state machine. - Generic mode allows negative HP. - 5e mode rejects negative damage/heal and clamps HP at 0. ### 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. ### FEAT: first-class undo/redo UI buttons (B --- do now) - Toolbar buttons ↶/↷ in AdminView header, not buried in /logs. - Undo = revert latest non-undone log. Redo = re-apply latest undone. - Uses current 2-write undo (non-tx). Race safety = log refactor later. - Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z). ### FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched) - Single event schema, one source of truth: `{ ts, type, payload, undo_payload, undone, encounterId, snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } }` - Common format consumed by: UI log view, download/copy export, replay-combat, analyze-turns. One shape, four consumers. - Transactional undo: server endpoint `POST /api/undo/:eventId`. Single SQLite tx applies undo_payload + flips `undone`. Replaces fragile 2-write (log update + encounter update as separate calls). - Download/copy: exports event stream as JSON for offline analysis. - replay-combat + analyze-turns rewritten to emit/consume same event shape. - Migration: keep old log entries readable; new format for new writes. ### 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) ### FEAT: first-class undo/redo UI buttons (DONE) - ↶/↷ pills in InitiativeControls, always visible when encounter open. - Undo = latest non-undone log (per encounter). Redo = latest undone. - encounterPath added to all 14 log contexts (filter key). - redo:patch (forward) added to undoData. Real redo replays forward state. - Disabled when stack empty. Tooltip shows target action. - Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor. ### Architecture: 1-list turn order model (slot, never sort) - Single source: turnOrderIds === participants.map(id). No re-sort after startEncounter. nextTurn skips inactive (predicate), inactive stay in slot. - Drag (reorder) = same-init tie-break only. Cross-init blocked. - startEncounter sorts ALL participants by init once, then frozen. - addParticipant/updateParticipant slot by init (slotIndexForInit), preserve drag order. Display renders participants[] directly (no sort). - Static guard test errs if `.sort(` reintroduced outside allowlist. - Design doc: docs/INITIATIVE_ORDERING.md. ### Single source of truth: combat logic - All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted. - shared/turn.js = only place turn logic lives. ### Storage parity (firebase + server adapters) - Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters. - Shared contract test runs both identically. Memory adapter deleted; factory throws on unknown mode. - ws storage mode renamed to server (env var + adapter name). ### Logging contract - Every mutating op logs message + undo payload. No-op = null log. - Structural enforcement: per-op contract test (turn.logging.test.js) + static source-scan guard (static.no-unlogged.test.js). ### Custom conditions per campaign (DONE) - Freeform per-campaign conditions. Add applies to participant + persists to campaign palette in one step. Badge render uses merged allConditions (built-ins + custom). toggleCondition accepts any string. Dedup case-insensitive. maxLength 40. Combat + replay tests prove arbitrary string ids survive round-trip. ### Death saves: D&D 5e status model (DONE) - `status` is source of truth: conscious, dying, stable, dead. - Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP. - Death-save actions: Success, Fail, Nat1, Nat20, Stabilize. - Revive: dead → 0 HP, stable/unconscious, active. - Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive. - Player display hides inactive participants; DM display keeps them visible. ### FEAT-3: initiative first-class entry (DONE) - Initiative field at add-char, add-monster, edit participant. - Inline edit wired. Tie-break = drag order. ### UI feedback: toast + info modal (DONE) - All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X) for transient failures. InfoModal (persistent OK) for validations. React context provider wraps all 3 App branches. - Fixed: native alert vanished instantly on browser focus loss. ### Filter dup chars from add-participant dropdown (DONE) - Character dropdown excludes chars already in encounter. Prevents dup-add at source. No more dup alert path needed. ### Test timeouts (DONE) - jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout). ### Warning = failure in tests (DONE) - console.error/warn throw in test env. ### BUG-1: addParticipant + pause/resume corrupts rotation - RESOLVED as side effect of BUG-2 fix. ### BUG-2: addParticipant allows duplicate id - FIXED (addParticipant throws on dup id). ### BUG-4: hide-player-HP breaks display view - FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge. ### BUG-5: mid-round addParticipant/revive corrupts rotation - FIXED --- slot-array + DRY advance core nextActiveAfter. ### BUG-6: reorderParticipants doesn't update turnOrderIds - FIXED structurally by 1-list model. ### BUG-7: reorderParticipants not logged - FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave, addParticipants, updateParticipant logging gaps also closed. ### BUG-8: server adapter has no reconnect - FIXED --- onclose reconnects + re-subscribes existing paths. ### BUG-10: deact+reactivate same round double-acts participant - FIXED --- 1-list model keeps slot position on toggle. Reactivate does not grant second turn. Test: turn.bug10.test.js. ### BUG-11: FE Combat.scenario test crashes - FIXED --- moved to shared/turn.combat.test.js, pure functions, 100 rounds. ### BUG-12: campaign selection follows activeDisplay - FIXED. ### BUG-13: reorderParticipants crossing current pointer = ambiguous - FIXED --- block cross-pointer reorder during active encounter (both dirs). Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double. Pre-combat: free reorder. Test: turn.bug13.test.js. ### BUG-14: addParticipant init-insertion breaks after drag-reorder - FIXED --- slotIndexForInit scans current list (post-drag aware). ### BUG-15: DisplayView re-sorts (drag order not preserved) - FIXED --- display renders participants[] directly. ### BUG-16: subscribeCollection hook drops queryConstraints - FIXED --- neutral builders, both adapters honor orderBy/limit. ### BUG-17: dead SDK imports in App.js - FIXED --- trimmed (auth + getFirestore + getStorage remain). ### BUG-18: stale comments reference deleted memory adapter - FIXED. ### FEAT-1: Dead characters/NPCs stay in turn order - DONE --- character/NPC death does not auto-remove. DM controls inactive/remove. - Non-NPC monsters still become inactive automatically at death. ### combat.scenario 100 rounds not turns - DONE --- loops by actual round-wrap count. ### feat: add all characters to participants list - DONE --- addParticipants bulk add wired.