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ttrpg-initiative-tracker/TODO.md
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david raistrick c90fc6ffb0 tests: M4 dead-participant skip RED (4 tests, turn.dead-skip.test.js)
Desired behavior locked:
- dead PC not removed from turnOrderIds
- dead PC turn still comes up (nextTurn visits them)
- dead PC on their turn can deathSave
- dead PC not auto-set isActive=false by applyHpChange

All 4 RED on current code. Root cause: nextTurn filters isActive,
applyHpChange sets isActive=false on death, computeTurnOrderAfterRemoval
drops dead from turnOrderIds.

TODO BUG-3/M4 updated with test refs.
2026-06-30 13:57:55 -04:00

5.5 KiB

TODO

M4 — Initiative skip bug + dead-participant handling

Dead participants must NOT be skipped in turn order (BUG-3 / M4)

  • 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.js nextTurn (filters isActive), 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 test locked: shared/tests/turn.dead-skip.test.js (4 tests).
    • dead PC not removed from turnOrderIds
    • dead PC turn still comes up (nextTurn visits them)
    • dead PC on their turn can deathSave
    • dead PC not auto-set isActive=false by applyHpChange

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

  • 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).

Pipeline

BUG-5: mid-round addParticipant/revive corrupts rotation (deterministic test)

  • 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 + togglePause resume rebuilds order via sort but doesn't re-anchor currentTurn to its new position. After several mid-round adds the pointer drifts.
  • 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).

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