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ttrpg-initiative-tracker/TODO.md
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david raistrick 0ff50561c7 test: BUG-10 deact+reactivate double-act (already fixed by 1-list model)
1-list model keeps slot position on toggle. Reactivate does not re-insert
by initiative, so no second turn. computeTurnOrderAfterAddition is dead code
(no call sites). Tests prove no double-act in both scenarios.
2026-07-04 17:06:07 -04:00

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# TODO
Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
## Open bugs
### BUG-7: reorderParticipants has no undo
- `reorderParticipants` returns `log: null`. Other ops return `log.undo`.
- Cannot undo drag-drop. Candidate for undo system (M6).
### BUG-13: reorderParticipants crossing current pointer = ambiguous acted-semantics
- `reorderParticipants` (shared/turn.js) = pure drag, no pointer logic.
- Swapping two actors across current pointer mid-round = ambiguous
who-acted-this-round. Replay avoids crossing (adjacent upcoming pair only).
- 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.
## Open features
### FEAT-2: upgrade app internal logs to be parseable
- Goal: combat logs in storage 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.
### 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.
- Related: tie-break = drag order (current, works). Expose clearly.
### 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).
### Death saves: need fails counter
- Current: saves only (`deathSaves` counter, 3 saves = revive). No fails.
- D&D 5e: 3 saves = stable, 3 fails = dead. Track both.
### Custom condition field
- Conditions hardcoded list. No way for DM to add custom.
### Test integrated timeouts
- No per-test timeout. Tests hang on regression. Add jest timeout (<60s).
## Done (history)
### Architecture: 1-list turn order model
- Single source: turnOrderIds === participants.map(id). No re-sort after
startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
- Drag (reorder) = same-init tie-break only. Cross-init blocked.
- startEncounter sorts ALL participants by init once, then frozen.
- addParticipant/updateParticipant slot by init (slotIndexForInit), preserve
drag order. Display renders participants[] directly (no sort).
- Static guard test errs if `.sort(` reintroduced.
### BUG-1: addParticipant + pause/resume corrupts turn rotation
- RESOLVED as side effect of BUG-2 fix.
### BUG-2: addParticipant allows duplicate id
- FIXED (addParticipant throws on dup id).
### BUG-4: hide-player-HP breaks display view
- FIXED — mock honors setDoc{merge}, all 5 activeDisplay sites use merge.
### BUG-5: mid-round addParticipant/revive corrupts rotation
- FIXED — slot-array + DRY advance core `nextActiveAfter`.
### BUG-6: reorderParticipants doesn't update turnOrderIds
- FIXED structurally by 1-list model.
### BUG-8: server adapter has no reconnect
- FIXED — onclose reconnects + re-subscribes existing paths.
### BUG-10: deact+reactivate same round double-acts participant
- FIXED — 1-list model keeps slot position on toggle. Reactivate does not
grant second turn. Test: turn.bug10.test.js.
### BUG-11: FE Combat.scenario test crashes
- FIXED — moved to shared/turn.combat.test.js, pure functions, 100 rounds.
### BUG-12: campaign selection follows activeDisplay
- FIXED.
### BUG-14: addParticipant init-insertion breaks after drag-reorder
- FIXED — slotIndexForInit scans current list (post-drag aware).
### BUG-15: DisplayView re-sorts (drag order not preserved)
- FIXED — display renders participants[] directly.
### BUG-16: subscribeCollection hook drops queryConstraints
- FIXED — neutral builders, both adapters honor orderBy/limit.
### BUG-17: dead SDK imports in App.js
- FIXED — trimmed (auth + getFirestore + getStorage remain).
### BUG-18: stale comments reference deleted memory adapter
- FIXED.
### FEAT-1: Dead participants stay in turn order
- DONE — applyHpChange no longer flips isActive on death. Dead stay in
rotation, nextTurn visits them, PCs get death-save turn.
### feat: add all characters to participants list
- DONE — addParticipants bulk add wired (App.js:943).
### Warning = failure in tests
- DONE — console.error/warn throw in test env.
### combat.scenario 100 rounds not turns
- DONE — loops by actual round-wrap count.