Files
david raistrick fd03ae48c8 Character writeback on encounter end
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).
2026-07-08 16:33:21 -04:00

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 + limit should 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.json writes 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_ts and idx_docs_parent_encounter_ts exist 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<n skips 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.

quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later)

FEAT - parallel campaigns

FEAT - multi user

FEAT - clarify what end encounter does and what initiatives reset means

Done (history)