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ttrpg-initiative-tracker/TODO.md
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2026-06-29 17:12:22 -04:00

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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.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 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):
    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

  • 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