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ttrpg-initiative-tracker/TODO.md
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david raistrick c6d3b7e1a6 docs: move dead-not-skipped (FEAT-1) to TODO backlog, M4 = BUG-5 fix
REWORK_PLAN.md M4 = resolve initiative rotation corruption (BUG-5).
Mid-round add/revive corrupts rotation. RED locked.

TODO.md FEAT-1 = dead participants stay in turn order (user request,
Saturday game). Feature backlog, not milestone.
2026-06-30 16:33:02 -04:00

5.7 KiB

TODO

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

Feature backlog

FEAT-1: Dead participants stay in turn order

  • From user (Saturday game). Moved out of REWORK_PLAN (not milestone).
  • Dead (HP=0) participants must NOT be skipped.
  • Current: dead → isActive=false → removed from turn order → skipped.
  • Desired: dead occupy initiative slot, turn still comes up. PCs get death-save turn.
  • Affects: shared/turn.js nextTurn (filters isActive), applyHpChange (sets isActive=false on death), computeTurnOrderAfterRemoval.
  • Characterization tests (src/tests/Combat.characterization.test.js) lock CURRENT behavior — UPDATE to desired when implementing.
  • RED test locked (desired state): shared/tests/turn.dead-skip.test.js.

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):
    1. pause blocks nextTurn advance → totalTurns stays frozen (e.g. 120)
    2. addParticipant re-adds same r${totalTurns} id (BUG-2: no dedup)
    3. togglePause resume rebuilds turnOrderIds → dup id appears x2
    4. nextTurn gets stuck on dup id → rotation breaks
    5. 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.

bug-3 was a halucination has been removed

BUG-4: hide-player-HP breaks display view (preexisting)

  • Broader than hide-HP: ALL 5 storage.setDoc(getPath.activeDisplay(), ...) calls use {merge:true} which is IGNORED (setDoc = replace per contract). Each write clobbers other fields on activeDisplay/status doc.
    • line 1619: hide-HP toggle → clobbers campaignId+encounterId (display paused)
    • line 1648: start combat → clobbers hidePlayerHp
    • line 1779: end combat → clobbers hidePlayerHp
    • line 1997: deactivate → clobbers hidePlayerHp
    • line 2002: activate → clobbers hidePlayerHp
  • Toggle "hide player HP" in admin → display view flips to "Game Session Paused".
  • Toggling back does NOT recover. Must re-activate encounter in encounters panel to restore display.
  • Expected: hide-HP toggle updates one field on activeDisplay/status doc, display stays live on current encounter.
  • Likely cause: toggle writes to wrong path, or clobbers activeCampaignId/ activeEncounterId with null (setDoc replace vs updateDoc patch).
  • Fix: use updateDoc (patch) not setDoc (replace); or include all existing fields when writing.
  • Test: render App + DisplayView, toggle hide-HP, assert display still shows encounter (not paused).

BUG-5: mid-round addParticipant/revive corrupts rotation

  • Test: shared/tests/turn.combat.test.js (jest, seeded RNG, RED).
  • 13 rotation-dupes / 100 rounds. First at round 4 (Cleric twice).
  • Pattern: Reinforce/Summon added mid-round → appears in rotation same round → round wrap re-sorts by initiative → currentTurnParticipantId pointer stale → nextTurn revisits.
  • Root cause: computeTurnOrderAfterAddition appends id to turnOrderIds end. Round wrap re-sorts by initiative. currentTurn pointer stale after sort → drifts → nextTurn revisits.
  • This is the test audit should have been. Mirrors replay-combat.js op sequence exactly (damage, heal, conditions, toggleActive, deathSave, remove, add, edit, pause/resume, reorder, revive-between-rounds).

BUG-6: reorderParticipants doesn't update turnOrderIds

  • Test: shared/tests/turn.reorder.test.js 'reorder updates turnOrderIds' (RED).
  • reorderParticipants(enc, draggedId, targetId) swaps two same-initiative participants in participants[] array but leaves turnOrderIds unchanged.
  • nextTurn rotates via turnOrderIds only → reorder has NO effect on combat rotation. Mid-encounter drag-drop = pointless.
  • replay-combat.js calls reorderParticipants with WRONG signature (enc, reorderedArray) --- swallowed by try/catch, silent no-op. So replay never exercised real path either.
  • Fix: reorder must also update turnOrderIds to match new participant order (within same-initiative tie).

BUG-7: reorderParticipants has no undo

  • Test: shared/tests/turn.undo.test.js 'reorderParticipants has no undo' (GREEN doc).
  • reorderParticipants returns log: null. Other ops return log.undo.
  • Cannot undo drag-drop. Candidate for undo system (M6).

BUG-8: ws adapter has no reconnect

  • Test: server/tests/ws-reconnect.test.js (RED).
  • WS dies (idle/error/close) → wsReady=null, subscribers dead forever.
  • Display frozen until full reload.
  • Fix: onclose → reconnect + re-subscribe existing paths.

Pipeline (bugs only --- milestones live in REWORK_PLAN.md)

  • BUG-4: fix setDoc→updateDoc for all 5 activeDisplay sites
  • BUG-5: fix computeTurnOrderAfterAddition currentTurn re-anchor
  • BUG-6: reorderParticipants update turnOrderIds
  • BUG-8: ws adapter reconnect