a8e88cf0f0
Audit bug: pause fired turn%12, no resume in same iter. nextTurn then called on paused encounter → threw 'Encounter not running'. Throw is correct feature behavior (nextTurn refuses when paused); audit misuse. Fix: togglePause twice (pause+resume) in one iteration, plus guard 'advance-while-paused' check before nextTurn call. Result: 6 audit artifacts → 0 violations / 100 rounds. Confirms BUG-1 resolved as side effect of BUG-2 dup-id fix. Replay verify: 10 rounds, 103 turns, no skip/dupe. TODO: BUG-1 + BUG-2 marked RESOLVED/FIXED.
3.0 KiB
3.0 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.jsnextTurn(filtersisActive),applyHpChange(sets isActive=false on death),computeTurnOrderAfterRemoval. - Characterization tests (
src/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
- RESOLVED as side effect of BUG-2 fix (dup-id rejection broke chain).
- Audit: 0 violations / 100 rounds after BUG-2 fix.
- Replay: 10 rounds clean, no skip/dupe.
- Audit: 128 violations / 100 rounds, 4 symptom faces.
- Symptom chain (one bug family):
- pause blocks nextTurn advance → totalTurns stays frozen (e.g. 120)
- addParticipant re-adds same
r${totalTurns}id (BUG-2: no dedup) - togglePause resume rebuilds turnOrderIds → dup id appears x2
- nextTurn gets stuck on dup id → rotation breaks
- eventually nextTurn throws 'Encounter not running'
- Symptom counts (audit-state.js, 100 rounds): 62x turnOrder-no-dup, 52x rotation-dupes, 14x nextTurn-throws
- Repro in replay round 10+: current stuck on one participant forever, nextTurn returns same id, round never advances.
- Clean minimal repro (shared/tests/turn.pause-add.test.js) PASSES = combo needs more state than single add+pause. Audit authoritative repro.
- Clean subsystems (zero violations): HP bounds, isActive, deathSave range, conditions, removeParticipant orphans.
- Real repro =
node scripts/audit-state.js(or audit-rotation.js).
BUG-2: addParticipant allows duplicate id
- FIXED (commit: addParticipant throws on dup id).
- Test:
shared/tests/turn.characterization.test.js'addParticipant rejects duplicate id' — GREEN.
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 (src/tests/Combat.characterization.test.js, etc)
- JUMP_TURN_TO red test
- JUMP_TURN_TO impl (shared + UI button)
- M5 docker-compose
- M6 undo rework (transactional events table)
- M7 Playwright E2E