# TODO ## M4 — Initiative skip bug + dead-participant handling ### Dead participants must NOT be skipped in turn order - Current: dead (HP=0) → `isActive=false` → removed from turn order → skipped - WRONG. Dead participants still occupy initiative slot. - PCs (unconscious): death saves still resolve on their turn - Monsters/NPCs: may still have reaction/reaction-like considerations - Saw this problem in game Saturday. - Fix: keep dead participants in turnOrderIds; their turn still comes up. Damage/death-save UI already gated on HP=0 so row buttons stay usable. - Affects: `shared/turn.js` `nextTurn` (filters `isActive`), `applyHpChange` (sets isActive=false on death), `computeTurnOrderAfterRemoval`. - Characterization tests (`Combat.characterization.test.js`) lock CURRENT (buggy) behavior — those tests must be UPDATED to desired behavior, not preserved. Red desired-test first, then fix. ### JUMP_TURN_TO(participantId) manual turn override - DM clicks participant → cursor jumps → that participant's turn now. - Future NEXT_TURN continues from jumped position. - UI button: "Make This Turn" - Backend action: new endpoint or via generic doc patch. ## Pipeline - [ ] Red test: dead participant still in turnOrderIds, turn still advances to them - [ ] Fix `shared/turn.js`: don't drop dead from turn order - [ ] Update characterization tests to desired (not preserved) behavior - [ ] JUMP_TURN_TO red test - [ ] JUMP_TURN_TO impl (shared + UI button) - [ ] M5 docker-compose - [ ] M6 undo rework (transactional events table) - [ ] M7 Playwright E2E