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ttrpg-initiative-tracker/TODO.md
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david raistrick 9c90c1500c feat(turn): D&D 5e death saves — success/fail tracking
Old model broken: single deathSaves counter, 3=revive. No fails tracked,
successes conflated with fails. DM couldn't model real death save outcomes.

New model (D&D 5e):
- deathSave(enc, id, type, n) — type='success'|'fail', n=1|2|3
- Participant fields: deathSaves (successes), deathFails, isStable, isDying
- 3 successes = stable (0hp unconscious, safe until healed)
- 3 failures = dead (isDying, caller animates removal)
- Toggling same pip = undo that pip
- Returns { patch, log, status } — status: 'stable'|'dead'|'pending'
  isDying back-compat flag kept for App.js removal animation

App.js:
- UI split into green ✓ saves row + red ✕ fails row
- Status badges: Stabilized (emerald) / Dying (red pulse)
- handleDeathSaveChange(participantId, type, saveNumber) — new sig
- makeParticipant init: deathFails + isStable defaults

Data loss: old single-counter participants lose saves (feature didn't work,
no real state to preserve). User confirmed acceptable.

Tests:
- turn.deathsave.test.js: RED-then-GREEN, 3-success stable, 3-fail dead,
  independent tracking, new signature
- Updated 6 callers across characterization/combat/dead-skip/logging/scenario
- Logs UI tests: new title selectors (Success N / Fail N)

243 tests green.
2026-07-04 17:56:14 -04:00

5.5 KiB

TODO

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

Open bugs

BUG-7: reorderParticipants not logged

  • FIXED — now returns log: { message, undo }. Handler calls logAction. Undo snapshots participants[] + turnOrderIds + pointer.
  • Found second gap: deathSave also returned null log. Fixed (message + undo).
  • Logging contract test added: turn.logging.test.js (all mutating ops logged, no-ops null, undo payloads valid). Documents addParticipants + updateParticipant gaps (null log, intentional).

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-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: D&D 5e model (FIXED)

  • FIXED — separate success/fail tracking. deathSave(enc, id, type, n) type='success'|'fail'. Fields: deathSaves, deathFails, isStable, isDying. 3 success=stable, 3 fail=dead. Returns {patch, log, status}. Old single-counter broken (successes missing, treated saves as fails). Old data lost (user OK — feature didn't work). UI: green ✓ row + red ✕ row.

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).

add participants duplication throws a alert but it disappears fast

add particopents list dropdown - remove ones already added

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

  • FIXED --- block cross-pointer reorder during active encounter (both dirs). Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double. Pre-combat: free reorder.

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.

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

  • 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.