# 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 (`src/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. ## 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) - 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 - [ ] 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