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.
5.5 KiB
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.jsingests 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_payloadin same SQLite tx, flipundone. Transactional, no stale clobber. - Replaces fragile
/logssnapshot-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.