c90fc6ffb0
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.
109 lines
5.5 KiB
Markdown
109 lines
5.5 KiB
Markdown
# TODO
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## M4 — Initiative skip bug + dead-participant handling
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### Dead participants must NOT be skipped in turn order (BUG-3 / M4)
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- Current: dead (HP=0) → `isActive=false` → removed from turn order → skipped
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- WRONG. Dead participants still occupy initiative slot.
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- PCs (unconscious): death saves still resolve on their turn
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- Monsters/NPCs: may still have reaction/reaction-like considerations
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- Saw this problem in game Saturday.
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- Fix: keep dead participants in turnOrderIds; their turn still comes up.
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Damage/death-save UI already gated on HP=0 so row buttons stay usable.
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- Affects: `shared/turn.js` `nextTurn` (filters `isActive`), `applyHpChange`
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(sets isActive=false on death), `computeTurnOrderAfterRemoval`.
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- Characterization tests (`src/tests/Combat.characterization.test.js`) lock CURRENT
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(buggy) behavior — those tests must be UPDATED to desired behavior, not
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preserved.
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- RED test locked: `shared/tests/turn.dead-skip.test.js` (4 tests).
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- dead PC not removed from turnOrderIds
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- dead PC turn still comes up (nextTurn visits them)
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- dead PC on their turn can deathSave
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- dead PC not auto-set isActive=false by applyHpChange
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### JUMP_TURN_TO(participantId) manual turn override
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- DM clicks participant → cursor jumps → that participant's turn now.
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- Future NEXT_TURN continues from jumped position.
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- UI button: "Make This Turn"
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- Backend action: new endpoint or via generic doc patch.
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## Confirmed bugs (tests written, NOT fixed)
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### BUG-1: addParticipant + pause/resume corrupts turn rotation
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- **RESOLVED** as side effect of BUG-2 fix (dup-id rejection broke chain).
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- Audit: 0 violations / 100 rounds after BUG-2 fix.
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- Replay: 10 rounds clean, no skip/dupe.
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- Audit: 128 violations / 100 rounds, 4 symptom faces.
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- Symptom chain (one bug family):
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1. pause blocks nextTurn advance → totalTurns stays frozen (e.g. 120)
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2. addParticipant re-adds same `r${totalTurns}` id (BUG-2: no dedup)
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3. togglePause resume rebuilds turnOrderIds → dup id appears x2
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4. nextTurn gets stuck on dup id → rotation breaks
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5. eventually nextTurn throws 'Encounter not running'
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- Symptom counts (audit-state.js, 100 rounds):
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62x turnOrder-no-dup, 52x rotation-dupes, 14x nextTurn-throws
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- Repro in replay round 10+: current stuck on one participant forever,
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nextTurn returns same id, round never advances.
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- Clean minimal repro (shared/tests/turn.pause-add.test.js) PASSES = combo
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needs more state than single add+pause. Audit authoritative repro.
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- Clean subsystems (zero violations): HP bounds, isActive, deathSave
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range, conditions, removeParticipant orphans.
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- Real repro = `node scripts/audit-state.js` (or audit-rotation.js).
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### BUG-2: addParticipant allows duplicate id
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- **FIXED** (commit: addParticipant throws on dup id).
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- Test: `shared/tests/turn.characterization.test.js` 'addParticipant rejects
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duplicate id' — GREEN.
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### BUG-4: hide-player-HP breaks display view (preexisting)
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- Toggle "hide player HP" in admin → display view flips to "Game Session Paused".
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- Toggling back does NOT recover. Must re-activate encounter in encounters
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panel to restore display.
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- Expected: hide-HP toggle updates one field on activeDisplay/status doc,
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display stays live on current encounter.
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- Likely cause: toggle writes to wrong path, or clobbers activeCampaignId/
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activeEncounterId with null (setDoc replace vs updateDoc patch).
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- Fix: use updateDoc (patch) not setDoc (replace); or include all existing
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fields when writing.
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- Test: render App + DisplayView, toggle hide-HP, assert display still shows
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encounter (not paused).
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## Pipeline
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### BUG-5: mid-round addParticipant/revive corrupts rotation (deterministic test)
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- Test: `shared/tests/turn.combat.test.js` (jest, seeded RNG, RED).
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- 13 rotation-dupes / 100 rounds. First at round 4 (Cleric twice).
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- Pattern: Reinforce/Summon added mid-round → appears in rotation same round
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→ round wrap re-sorts by initiative → currentTurnParticipantId pointer
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stale → nextTurn revisits.
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- Root cause: `computeTurnOrderAfterAddition` appends id to turnOrderIds
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end + `togglePause` resume rebuilds order via sort but doesn't re-anchor
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currentTurn to its new position. After several mid-round adds the pointer
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drifts.
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- This is the test audit should have been. Mirrors replay-combat.js op
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sequence exactly (damage, heal, conditions, toggleActive, deathSave,
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remove, add, edit, pause/resume, reorder, revive-between-rounds).
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### BUG-6: reorderParticipants doesn't update turnOrderIds
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- Test: `shared/tests/turn.reorder.test.js` 'reorder updates turnOrderIds' (RED).
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- `reorderParticipants(enc, draggedId, targetId)` swaps two same-initiative
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participants in `participants[]` array but leaves `turnOrderIds` unchanged.
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- nextTurn rotates via `turnOrderIds` only → reorder has NO effect on combat
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rotation. Mid-encounter drag-drop = pointless.
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- replay-combat.js calls reorderParticipants with WRONG signature
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`(enc, reorderedArray)` — swallowed by try/catch, silent no-op. So
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replay never exercised real path either.
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- Fix: reorder must also update turnOrderIds to match new participant order
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(within same-initiative tie).
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## Pipeline
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- [ ] Red test: dead participant still in turnOrderIds, turn still advances to them
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- [ ] Fix `shared/turn.js`: don't drop dead from turn order
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- [ ] Update characterization tests to desired (not preserved) behavior
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(src/tests/Combat.characterization.test.js, etc)
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- [ ] JUMP_TURN_TO red test
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- [ ] JUMP_TURN_TO impl (shared + UI button)
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- [ ] M5 docker-compose
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- [ ] M6 undo rework (transactional events table)
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- [ ] M7 Playwright E2E
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