Campaign-level toggle (CharacterManager, live flip). When ON, ending an encounter writes each character participant's current HP, Max HP, and AC back to the campaign roster so they carry into the next encounter. - shared: buildCharacterParticipant uses defaultCurrentHp (fallback maxHp) - endEncounter: syncs maxHp/ac/currentHp to campaign players if syncCharacters, snapshots old values into undo payload for restore. Works retroactive (ctx.campaignId fallback for encounters lacking campaignId field). - New encounters store campaignId field. - Undo end-encounter restores character values client-side. - CharacterManager: styled sync toggle (checkbox badge), stat badges in list (HP/Current HP/AC/Init), edit box supports Current HP field. Tests: 5 writeback cases (off/on/skip monsters/undo snapshot/missing char).
3.7 KiB
TODO
Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
Open
x fullscreen and dont lock on main app dm view and the no-game-player view ...and doesnt actually prevent lock on android
also better vert tab layout - labelt friendly
x needs AC for players dude
x and quick entry hp
hp do not carry from encounter to ecnounter!!! ^feature to add back to campaign character after encounter? maybe campaign toggle in charc section (choosing each end is DM overload will be missed forgotten done wront)
hp wont go over max and no temp hp support
x refresh/reload/code update causes UI to update to top unselected cambpaign have to drill all the way back down to active encounter....every time. siemtmes?
I wonder...if a charcter-list-character should have a isNPC option vailble to them - for longer lived npcs.....
dm list - keep active particpant in view (scroll)
not sure good way to do this
npm install warnings cleanup pass
lots of updates
monsters per campaign and npcs
or/and ....copy from encoubnter?
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 + limitshould 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 <fixture.json>returns CLEAN on known-good log. - Unified CLI replay smoke:
node scripts/combat.js replay ... --out tmp/x.jsonwrites 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_tsandidx_docs_parent_encounter_tsexist 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<nskips when n=1 → {nextId:null}. - nextTurn throws "Could not determine next participant."
- Solo active combat cannot pass turn.
BUG: reorderParticipants cross-pointer drag = silent no-op
- Cross-pointer drag returns encounter unchanged, no log, no toast.
- DM drags across current turn → nothing happens, no feedback.
BUG: addParticipant undo missing currentTurnParticipantId when started
- undo saves participants + conditional turnOrderIds, no currentTurnParticipantId.
- Pointer can misalign on undo if added near pointer region.
BUG: computeTurnOrderAfterRemoval isActive uses find() not boolean
isActive = id => updatedParticipants.find(p => p.id === id && p.isActive)- Returns participant obj (truthy) not boolean. Works by accident, fragile.
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.