Files
ttrpg-initiative-tracker/TODO.md
T
david raistrick 33e0e52789 tests: pause-add rotation corruption + dup-id, log bugs to TODO
- turn.pause-add.test.js: 3 tests isolating addParticipant+pause/resume
  interaction. Clean minimal repro passes (bug needs more state than
  single add+pause). Audit authoritative repro.
- turn.characterization.test.js: RED 'addParticipant rejects duplicate id'.
  Validates current allow-dup behavior.
- TODO.md: BUG-1 (add+pause rotation corruption, 32/100 audit violations),
  BUG-2 (dup id allow). Both confirmed real, NOT fixed.

Audit bisect: dmg+heal+cond+toggle+remove+add+pause = 32 violations.
add+pause alone = 0. Combo needs full state.

No feature code changed.
2026-06-29 15:52:17 -04:00

2.9 KiB

TODO

M4 — Initiative skip bug + dead-participant handling

Dead participants must NOT be skipped in turn order

  • Current: dead (HP=0) → isActive=false → removed from turn order → skipped
  • WRONG. Dead participants still occupy initiative slot.
    • PCs (unconscious): death saves still resolve on their turn
    • Monsters/NPCs: may still have reaction/reaction-like considerations
  • Saw this problem in game Saturday.
  • Fix: keep dead participants in turnOrderIds; their turn still comes up. Damage/death-save UI already gated on HP=0 so row buttons stay usable.
  • Affects: shared/turn.js nextTurn (filters isActive), applyHpChange (sets isActive=false on death), computeTurnOrderAfterRemoval.
  • Characterization tests (Combat.characterization.test.js) lock CURRENT (buggy) behavior — those tests must be UPDATED to desired behavior, not preserved. Red desired-test first, then fix.

JUMP_TURN_TO(participantId) manual turn override

  • DM clicks participant → cursor jumps → that participant's turn now.
  • Future NEXT_TURN continues from jumped position.
  • UI button: "Make This Turn"
  • Backend action: new endpoint or via generic doc patch.

Confirmed bugs (tests written, NOT fixed)

BUG-1: addParticipant + pause/resume corrupts turn rotation

  • Audit: 32/100 rounds violate rotation when addParticipant + other state changes fire while paused.
  • Repro in replay round 10+: current stuck on one participant forever, nextTurn returns same id, round never advances.
  • Clean minimal repro (turn.pause-add.test.js) PASSES = combo needs more state than one add+pause. Audit is authoritative repro.
  • Togglepause resume rebuilds turnOrderIds via sort but leaves currentTurnParticipantId stale. After enough adds/toggles the stale pointer lands wrong → nextTurn repeats.
  • Test: shared/turn.pause-add.test.js (3 tests, all green currently — document when bug DOES NOT trigger. Audit catches it.)
  • Real repro = run scripts/audit-rotation.js with all ops enabled.

BUG-2: addParticipant allows duplicate id

  • addParticipant(enc, dup) appends same id to participants[] twice.
  • togglePause resume rebuilds order → id appears twice in turnOrderIds → nextTurn stuck repeating that id.
  • Reachable in normal app? App uses crypto.randomUUID (fresh ids) so unlikely. But no guard exists — defensive bug.
  • Test: shared/turn.characterization.test.js 'addParticipant rejects duplicate id' — RED currently (validates current allow-dup behavior).

Pipeline

  • Red test: dead participant still in turnOrderIds, turn still advances to them
  • Fix shared/turn.js: don't drop dead from turn order
  • Update characterization tests to desired (not preserved) behavior
  • JUMP_TURN_TO red test
  • JUMP_TURN_TO impl (shared + UI button)
  • M5 docker-compose
  • M6 undo rework (transactional events table)
  • M7 Playwright E2E