# TODO ## Milestone M4 — Initiative rotation bugs + features Split: bug (rotation corruption) vs feature (dead-participant handling). ### BUG-5: Initiative skip (mid-round add/revive corrupts rotation) - **Real bug.** Rotation corrupts when participant added/revived mid-round. - Test: `shared/tests/turn.combat.test.js` (jest, seeded, RED). - 13 dupes / 100 rounds. First at round 4 (Cleric twice). - Root cause: `computeTurnOrderAfterAddition` appends id to turnOrderIds end. Round wrap re-sorts by initiative. `currentTurnParticipantId` pointer stale → nextTurn revisits. - See full detail below in Confirmed bugs section. ### FEAT-1: Dead participants should stay in turn order (as-designed→change) - **Feature request, not bug.** Current behavior is as-designed (dead = inactive = skipped). User wants change: dead occupy initiative slot, PCs get death-save turn. - Saw Saturday game. - Desired: - 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 - Affects: `shared/turn.js` `nextTurn` (filters `isActive`), `applyHpChange` (sets isActive=false on death), `computeTurnOrderAfterRemoval`. - Characterization tests (`src/tests/Combat.characterization.test.js`) lock CURRENT behavior — UPDATE to desired when implementing. - RED test locked (desired state): `shared/tests/turn.dead-skip.test.js` (4 tests). ## 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). ### BUG-5: mid-round addParticipant/revive corrupts rotation - 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. Round wrap re-sorts by initiative. currentTurn pointer stale after sort → drifts → nextTurn revisits. - 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 - [ ] BUG-4: fix setDoc→updateDoc for all 5 activeDisplay sites - [ ] BUG-5: fix computeTurnOrderAfterAddition currentTurn re-anchor - [ ] BUG-6: reorderParticipants update turnOrderIds - [ ] BUG-8: ws adapter reconnect - [ ] FEAT-1: dead participants stay in turn order (update characterization) - [ ] M5 docker-compose - [ ] M6 undo rework (transactional events table) - [ ] M7 Playwright E2E