# TODO ## M4 — Initiative skip bug + dead-participant handling ### Dead participants must NOT be skipped in turn order (BUG-3 / M4) - 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 (`src/tests/Combat.characterization.test.js`) lock CURRENT (buggy) behavior — those tests must be UPDATED to desired behavior, not preserved. - RED test locked: `shared/tests/turn.dead-skip.test.js` (4 tests). - 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 ### 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. - RED test: `shared/tests/turn.jump.test.js` (3 tests, 2 RED). - jump sets currentTurn, future nextTurn continues - jump to first stays same round - jump invalid throws (green via TypeError) ## Confirmed bugs (tests written, NOT fixed) ### BUG-1: addParticipant + pause/resume corrupts turn rotation - **RESOLVED** as side effect of BUG-2 fix (dup-id rejection broke chain). - Audit: 0 violations / 100 rounds after BUG-2 fix. - Replay: 10 rounds clean, no skip/dupe. - Audit: 128 violations / 100 rounds, 4 symptom faces. - Symptom chain (one bug family): 1. pause blocks nextTurn advance → totalTurns stays frozen (e.g. 120) 2. addParticipant re-adds same `r${totalTurns}` id (BUG-2: no dedup) 3. togglePause resume rebuilds turnOrderIds → dup id appears x2 4. nextTurn gets stuck on dup id → rotation breaks 5. eventually nextTurn throws 'Encounter not running' - Symptom counts (audit-state.js, 100 rounds): 62x turnOrder-no-dup, 52x rotation-dupes, 14x nextTurn-throws - Repro in replay round 10+: current stuck on one participant forever, nextTurn returns same id, round never advances. - Clean minimal repro (shared/tests/turn.pause-add.test.js) PASSES = combo needs more state than single add+pause. Audit authoritative repro. - Clean subsystems (zero violations): HP bounds, isActive, deathSave range, conditions, removeParticipant orphans. - Real repro = `node scripts/audit-state.js` (or audit-rotation.js). ### BUG-2: addParticipant allows duplicate id - **FIXED** (commit: addParticipant throws on dup id). - Test: `shared/tests/turn.characterization.test.js` 'addParticipant rejects duplicate id' — GREEN. ### BUG-4: hide-player-HP breaks display view (preexisting) - **Broader than hide-HP**: ALL 5 `storage.setDoc(getPath.activeDisplay(), ...)` calls use `{merge:true}` which is IGNORED (setDoc = replace per contract). Each write clobbers other fields on activeDisplay/status doc. - line 1619: hide-HP toggle → clobbers campaignId+encounterId (display paused) - line 1648: start combat → clobbers hidePlayerHp - line 1779: end combat → clobbers hidePlayerHp - line 1997: deactivate → clobbers hidePlayerHp - line 2002: activate → clobbers hidePlayerHp - Toggle "hide player HP" in admin → display view flips to "Game Session Paused". - Toggling back does NOT recover. Must re-activate encounter in encounters panel to restore display. - Expected: hide-HP toggle updates one field on activeDisplay/status doc, display stays live on current encounter. - Likely cause: toggle writes to wrong path, or clobbers activeCampaignId/ activeEncounterId with null (setDoc replace vs updateDoc patch). - Fix: use updateDoc (patch) not setDoc (replace); or include all existing fields when writing. - Test: render App + DisplayView, toggle hide-HP, assert display still shows encounter (not paused). ## Pipeline ### BUG-5: mid-round addParticipant/revive corrupts rotation (deterministic test) - Test: `shared/tests/turn.combat.test.js` (jest, seeded RNG, RED). - 13 rotation-dupes / 100 rounds. First at round 4 (Cleric twice). - Pattern: Reinforce/Summon added mid-round → appears in rotation same round → round wrap re-sorts by initiative → currentTurnParticipantId pointer stale → nextTurn revisits. - Root cause: `computeTurnOrderAfterAddition` appends id to turnOrderIds end + `togglePause` resume rebuilds order via sort but doesn't re-anchor currentTurn to its new position. After several mid-round adds the pointer drifts. - This is the test audit should have been. Mirrors replay-combat.js op sequence exactly (damage, heal, conditions, toggleActive, deathSave, remove, add, edit, pause/resume, reorder, revive-between-rounds). ### BUG-6: reorderParticipants doesn't update turnOrderIds - Test: `shared/tests/turn.reorder.test.js` 'reorder updates turnOrderIds' (RED). - `reorderParticipants(enc, draggedId, targetId)` swaps two same-initiative participants in `participants[]` array but leaves `turnOrderIds` unchanged. - nextTurn rotates via `turnOrderIds` only → reorder has NO effect on combat rotation. Mid-encounter drag-drop = pointless. - replay-combat.js calls reorderParticipants with WRONG signature `(enc, reorderedArray)` — swallowed by try/catch, silent no-op. So replay never exercised real path either. - Fix: reorder must also update turnOrderIds to match new participant order (within same-initiative tie). ### BUG-7: reorderParticipants has no undo - Test: `shared/tests/turn.undo.test.js` 'reorderParticipants has no undo' (GREEN doc). - `reorderParticipants` returns `log: null`. Other ops return `log.undo`. - Cannot undo drag-drop. Candidate for undo system (M6). ### BUG-8: ws adapter has no reconnect - Test: `server/tests/ws-reconnect.test.js` (RED). - WS dies (idle/error/close) → `wsReady=null`, subscribers dead forever. - Display frozen until full reload. - Fix: `onclose` → reconnect + re-subscribe existing paths. ## 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 (src/tests/Combat.characterization.test.js, etc) - [ ] JUMP_TURN_TO red test - [ ] JUMP_TURN_TO impl (shared + UI button) - [ ] M5 docker-compose - [ ] M6 undo rework (transactional events table) - [ ] M7 Playwright E2E