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

59 lines
2.9 KiB
Markdown

# 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