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ttrpg-initiative-tracker/TODO.md
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david raistrick 9f8b09c7d9 feat(ui): first-class undo/redo buttons in combat controls
Undo/redo pills in InitiativeControls, always visible when encounter open.

- Undo = latest non-undone log for this encounter, applies undo.updates.
- Redo = latest undone log, applies undo.redo (forward patch).
- encounterPath added to all 14 logAction contexts (filter key).
- redo:patch added to undoData so redo replays real forward state.
- Disabled when stack empty. Tooltip shows target action message.
- Uses current 2-write undo (non-tx). Race safety deferred to FEAT-LOG.

TODO updated. 84 FE tests green.
2026-07-04 22:48:58 -04:00

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7.1 KiB
Markdown

# TODO
Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
## Open
### 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 + flips `undone`. 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.
## 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 model (DONE)
- 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, isDying}.
Old single-counter broken (successes missing). Old data lost (feature
never worked in prod). UI: green ✓ + red ✕ rows, Stabilized/Dying badges.
### 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 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.
### 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.