Files
ttrpg-initiative-tracker/TODO.md
T
david raistrick 0514939c51 feat(FEAT-3): initiative first-class field (add + inline edit)
Add form: optional initiative field (monster + character). Empty = roll
d20+mod (current behavior). Filled = use value, skip roll. 'blank=roll'
hint + 'auto' placeholder for clarity.

Inline edit: ALL participants. Number input in participant row. Blur or
Enter commits. Capped 2 digits (max 99). Auto-select on focus for quick
overwrite. Styled to match other fields (border-stone-700, rounded-md,
shadow-sm, w-10).

handleAddParticipant: manualInit detects set value. lastRollDetails
adapts display (manual flag shows 'Set initiative' vs 'Rolled d20').

Campaign card date: Clock icon + 'Created:' prefix, own row, muted
stone-300 opacity-70. Was crammed inline with character/encounter counts.

Tests: InitiativeField.test.js (2 tests - set value + empty=roll).
RED first (field missing), then green after impl. App + Participant
characterization still green (18 total).

Note: inline init edit does NOT re-sort. Known followup — displays + list
order must reflect changed initiative. Tracked separately.
2026-07-01 22:25:52 -04:00

10 KiB

TODO

Backlog of bugs + long-term items, from user. Milestones live in REWORK_PLAN.md.

Feature backlog

CRITICAL BUG - storage

  • docker for sql is not using persistant storage...

feat - campaign section rollup

FEAT-M6: Transactional undo (moved from REWORK_PLAN)

  • Every mutating action writes event: (type, payload, undo_payload, undone, ts).
  • Undo = apply undo_payload in same SQLite tx, flip undone. Transactional, no stale clobber.
  • Replaces fragile /logs snapshot-write undo.
  • Migration: keep old undo working for existing entries until cleared; new format for new entries.
  • Related: BUG-7 (reorder no undo).

Architecture: 1-list turn order model (DONE)

  • Single source: turnOrderIds === participants.map(id). No re-sort after startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
  • Drag (reorder) overrides initiative --- cross-init allowed, DM choice.
  • startEncounter sorts ALL participants by init once, then frozen.
  • addParticipant splices by init pos. remove/toggle/reorder sync list.
  • Display renders participants[] directly (no sortParticipantsByInitiative).
  • BUG-6 (reorder divergence) fixed structurally. BUG-5 (rotation) held (500 rounds CLEAN).

FEAT-3: initiative first-class entry (add + edit)

  • Current: only initMod at char-build. No initiative field at add-participant or edit. 3-step to set after other steps.
  • Need: initiative field at add-char, add-monster, AND edit participant.
  • Separate design + RED. Own work item.
  • Related: tie-break = drag order (current, works). Expose clearly.

FEAT-1: Dead participants stay in turn order --- DONE

  • Fixed: applyHpChange no longer flips isActive or touches turnOrderIds on death/revive. Dead stay in rotation, nextTurn visits them, PCs get death-save turn. isActive = DM toggle only.
  • Tests: shared/tests/turn.dead-skip.test.js (4 green). Char tests updated to new behavior.

FEAT-2: upgrade app internal logs to be parseable

  • Goal: combat logs in Firestore store enough structured state to run skip/rotation analysis on ANY historic round --- not just replay stdout.
  • Current logs: {timestamp, message, encounterName, undo}. Parser must guess roster from message strings. Brittle.
  • Upgrade: add structured fields at turn-state mutation log sites in App.js (startEncounter, toggleActive, addParticipant, removeParticipant, applyHpChange death/revive, togglePause, nextTurn):
    turnSnapshot: { round, currentTurnParticipantId, turnOrderIds, activeIds }
    
  • Then scripts/analyze-turns.js ingests app logs directly (adapter fetch). Works on real game sessions, any round, deterministic.
  • Parser scaffold NOW ingests replay stdout only (stopgap until FEAT-2).

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-3 was a halucination has been removed

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 --- FIXED

  • Fixed (commit 494327f). Slot-array turn order + DRY advance core nextActiveAfter. Both nextTurn + computeTurnOrderAfterRemoval delegate.
  • 500-round replay: 0 skips, 0 double-acts.

BUG-6: reorderParticipants doesn't update turnOrderIds --- FIXED

  • Fixed structurally by 1-list model (commit 5d3a060). turnOrderIds = participants.map(id) always. reorder cross-init allowed (DM override). Display === rotation by construction.
  • 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.

BUG-10: deact+reactivate same round double-acts participant

  • Discovered in 500-round replay (3 occurrences). DISTINCT from BUG-5.
  • Pattern: participant acts → DM deactivates them → DM reactivates them same round → computeTurnOrderAfterAddition re-inserts by initiative (front) → acts AGAIN before round ends.
  • No "acted-this-round" guard. Slot-array model has no per-round-acted set.
  • Edge case (DM deact+reactivate same participant same round).
  • Fix candidate: track actedThisRound set, skip re-acted; OR insertion places reactivate AFTER current position (not by initiative).
  • Parser now discounts deact-current advances, so this surfaced real.

BUG-11: FE Combat.scenario test crashes (pre-existing)

  • src/tests/Combat.scenario.test.js:254 deathSave query helper throws (button not found).
  • Baseline (my changes removed) also exit=1. Pre-existing, not regression.
  • Crashes whole FE test run (process dies).

BUG-13: reorderParticipants crossing current pointer = ambiguous acted-semantics

  • Discovered 7/1 replay. reorderParticipants (shared/turn.js:522) = pure drag, no pointer logic. Swapping two actors across current pointer mid-round = ambiguous who-acted-this-round. Earlier replay arbitrary swaps showed skip/double (R9 Summon3 2x, R11 Goblin1 2x) before fix restricted swaps to upcoming-only.
  • Replay now avoids crossing (adjacent upcoming pair only, commit af165f4). Real app untested: if DM drags actor past current pointer mid-round, skip/ double behavior undefined.
  • Decide: block cross-pointer reorder, or define acted-semantics. RED needed.

BUG-14: addParticipant init-insertion breaks after drag-reorder

  • Discovered 7/1 replay. computeTurnOrderAfterAddition scans for first id with init < addedInit, assumes list init-sorted. After drag, list NOT sorted → scan hits wrong slot.
  • Trace turn 30→31: list [Goblin1:20,Goblin2:22,...] (drag moved Goblin1 before Goblin2). Add Reinforce3 init 21 → scan hits Goblin1:20 (idx 0, <21) first → insert at 0. Should slot after Goblin2:22. WRONG.
  • Root conflict: 1-list model = drag source of truth (no re-sort); addParticipant = init-based insertion (needs sorted list). After ANY drag, add-insertion meaningless.
  • Proposed fix: append to end always (option A). DM drags to position. Matches drag = source of truth. Makes computeTurnOrderAfterAddition trivial.
  • Related: FEAT-3 (initiative first-class field).

Pipeline (bugs only --- milestones live in REWORK_PLAN.md)

  • BUG-4: fix setDoc→updateDoc for all 5 activeDisplay sites
  • BUG-5: fixed (1-list model, 500 rounds clean)
  • BUG-6: fixed structurally (1-list model)
  • BUG-12: fixed --- campaign selection follows activeDisplay
  • BUG-15: fixed --- DisplayView no longer re-sorts (drag order preserved)
  • BUG-8: ws adapter reconnect (implemented + GREEN)
  • BUG-10: deact+reactivate double-act
  • BUG-11: FE Combat.scenario crash
  • BUG-13: reorder cross-pointer semantics (RED + decide block/allow)
  • BUG-14: addParticipant init-insert breaks post-drag (append? + RED)