Both combat.js replay and Combat.scenario.test.js built character participants inline via buildCharacterParticipant without persisting to campaign doc. Real app stores chars in campaign doc players array; encounter participants built from that. Replay/scenario diverged from real flow — campaign had zero chars. Fix: - replay.js: roster chars now have id, persisted to campaign doc players array at setup_campaign step - Combat.scenario.test.js: addCharacterViaUI writes char to campaign doc players array (mirrors app), CAMPAIGN_PATH const added
11 KiB
11 KiB
TODO
Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
Open
dm list - keep active particpant in view (scroll)
not sure good way to do this
combat.js doesnt seem to actually exercise the add characters. there are no characters in the campaign. only in the encounter..
debug feature - button to delet all campaigns - only in dev builds
FEAT: player display fade transitions for inactive state
- Inactive is DM-triggered via Mark Inactive.
- Player display should fade inactive participant out, then remove from display list.
- Reactivating should fade participant in.
- DM display keeps inactive participant visible.
- Dead state does not imply inactive/disabled.
- Dying/stable must not fade out or leave layout holes.
- Dead can keep skull/Dead label; create some good visual cues, no removal.
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.
BUG: select campaign during active combat = screen flicker, no action
- In active encounter, click different campaign → flicker, no nav, no end.
- Either block (toast: end encounter first) or auto-end current + switch.
- Decide UX before fix.
FEAT: generic/non-5e rules mode
- Campaign/encounter ruleset toggle:
5evsgeneric. - Generic mode turns off death saves/state machine.
- Generic mode allows negative HP.
- 5e mode rejects negative damage/heal and clamps HP at 0.
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.
FEAT: first-class undo/redo UI buttons (B --- do now)
- Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
- Undo = revert latest non-undone log. Redo = re-apply latest undone.
- Uses current 2-write undo (non-tx). Race safety = log refactor later.
- Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).
FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)
- Single event schema, one source of truth:
{ ts, type, payload, undo_payload, undone, encounterId, snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } } - Common format consumed by: UI log view, download/copy export, replay-combat, analyze-turns. One shape, four consumers.
- Transactional undo: server endpoint
POST /api/undo/:eventId. Single SQLite tx applies undo_payload + flipsundone. Replaces fragile 2-write (log update + encounter update as separate calls). - Download/copy: exports event stream as JSON for offline analysis.
- replay-combat + analyze-turns rewritten to emit/consume same event shape.
- Migration: keep old log entries readable; new format for new writes.
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)
FEAT: first-class undo/redo UI buttons (DONE)
- ↶/↷ pills in InitiativeControls, always visible when encounter open.
- Undo = latest non-undone log (per encounter). Redo = latest undone.
- encounterPath added to all 14 log contexts (filter key).
- redo:patch (forward) added to undoData. Real redo replays forward state.
- Disabled when stack empty. Tooltip shows target action.
- Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor.
Architecture: 1-list turn order model (slot, never sort)
- 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 outside allowlist. - Design doc: docs/INITIATIVE_ORDERING.md.
Single source of truth: combat logic
- All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
- shared/turn.js = only place turn logic lives.
Storage parity (firebase + server adapters)
- Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
- Shared contract test runs both identically. Memory adapter deleted; factory throws on unknown mode.
- ws storage mode renamed to server (env var + adapter name).
Logging contract
- Every mutating op logs message + undo payload. No-op = null log.
- Structural enforcement: per-op contract test (turn.logging.test.js) + static source-scan guard (static.no-unlogged.test.js).
Custom conditions per campaign (DONE)
- Freeform per-campaign conditions. Add applies to participant + persists to campaign palette in one step. Badge render uses merged allConditions (built-ins + custom). toggleCondition accepts any string. Dedup case-insensitive. maxLength 40. Combat + replay tests prove arbitrary string ids survive round-trip.
Death saves: D&D 5e status model (DONE)
statusis source of truth: conscious, dying, stable, dead.- Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP.
- Death-save actions: Success, Fail, Nat1, Nat20, Stabilize.
- Revive: dead → 0 HP, stable/unconscious, active.
- Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive.
- Player display hides inactive participants; DM display keeps them visible.
FEAT-3: initiative first-class entry (DONE)
- Initiative field at add-char, add-monster, edit participant.
- Inline edit wired. Tie-break = drag order.
UI feedback: toast + info modal (DONE)
- All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X) for transient failures. InfoModal (persistent OK) for validations. React context provider wraps all 3 App branches.
- Fixed: native alert vanished instantly on browser focus loss.
Filter dup chars from add-participant dropdown (DONE)
- Character dropdown excludes chars already in encounter. Prevents dup-add at source. No more dup alert path needed.
Test timeouts (DONE)
- jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).
Warning = failure in tests (DONE)
- console.error/warn throw in test env.
BUG-1: addParticipant + pause/resume corrupts 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-7: reorderParticipants not logged
- FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave, addParticipants, updateParticipant logging gaps also closed.
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-13: reorderParticipants crossing current pointer = ambiguous
- FIXED --- block cross-pointer reorder during active encounter (both dirs). Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double. Pre-combat: free reorder. Test: turn.bug13.test.js.
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 characters/NPCs stay in turn order
- DONE --- character/NPC death does not auto-remove. DM controls inactive/remove.
- Non-NPC monsters still become inactive automatically at death.
combat.scenario 100 rounds not turns
- DONE --- loops by actual round-wrap count.
feat: add all characters to participants list
- DONE --- addParticipants bulk add wired.