6.5 KiB
6.5 KiB
TODO
Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
Open
FEAT: clarify "Is NPC" in add-participant
- Ambiguous label. May expand work based on what NPC means here (ally? monster? display-only? skip in turn order?). Clarify intent before UX changes.
FEAT: first-class undo/redo UI buttons (B — do now)
- Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
- Undo = revert latest non-undone log. Redo = re-apply latest undone.
- Uses current 2-write undo (non-tx). Race safety = log refactor later.
- Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).
FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)
- Single event schema, one source of truth:
{ ts, type, payload, undo_payload, undone, encounterId, snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } } - Common format consumed by: UI log view, download/copy export, replay-combat, analyze-turns. One shape, four consumers.
- Transactional undo: server endpoint
POST /api/undo/:eventId. Single SQLite tx applies undo_payload + flipsundone. Replaces fragile 2-write (log update + encounter update as separate calls). - Download/copy: exports event stream as JSON for offline analysis.
- replay-combat + analyze-turns rewritten to emit/consume same event shape.
- Migration: keep old log entries readable; new format for new writes.
Done (history)
Architecture: 1-list turn order model (slot, never sort)
- Single source: turnOrderIds === participants.map(id). No re-sort after startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
- Drag (reorder) = same-init tie-break only. Cross-init blocked.
- startEncounter sorts ALL participants by init once, then frozen.
- addParticipant/updateParticipant slot by init (slotIndexForInit), preserve drag order. Display renders participants[] directly (no sort).
- Static guard test errs if
.sort(reintroduced outside allowlist. - Design doc: docs/INITIATIVE_ORDERING.md.
Single source of truth: combat logic
- All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
- shared/turn.js = only place turn logic lives.
Storage parity (firebase + server adapters)
- Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
- Shared contract test runs both identically. Memory adapter deleted; factory throws on unknown mode.
- ws storage mode renamed to server (env var + adapter name).
Logging contract
- Every mutating op logs message + undo payload. No-op = null log.
- Structural enforcement: per-op contract test (turn.logging.test.js) + static source-scan guard (static.no-unlogged.test.js).
Custom conditions per campaign (DONE)
- Freeform per-campaign conditions. Add applies to participant + persists to campaign palette in one step. Badge render uses merged allConditions (built-ins + custom). toggleCondition accepts any string. Dedup case-insensitive. maxLength 40. Combat + replay tests prove arbitrary string ids survive round-trip.
Death saves: D&D 5e model (DONE)
- Separate success/fail tracking. deathSave(enc, id, type, n), type='success'|'fail'. Fields: deathSaves, deathFails, isStable, isDying. 3 success=stable, 3 fail=dead. Returns {patch, log, status, isDying}. Old single-counter broken (successes missing). Old data lost (feature never worked in prod). UI: green ✓ + red ✕ rows, Stabilized/Dying badges.
FEAT-3: initiative first-class entry (DONE)
- Initiative field at add-char, add-monster, edit participant.
- Inline edit wired. Tie-break = drag order.
UI feedback: toast + info modal (DONE)
- All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X) for transient failures. InfoModal (persistent OK) for validations. React context provider wraps all 3 App branches.
- Fixed: native alert vanished instantly on browser focus loss.
Filter dup chars from add-participant dropdown (DONE)
- Character dropdown excludes chars already in encounter. Prevents dup-add at source. No more dup alert path needed.
Test timeouts (DONE)
- jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).
Warning = failure in tests (DONE)
- console.error/warn throw in test env.
BUG-1: addParticipant + pause/resume corrupts rotation
- RESOLVED as side effect of BUG-2 fix.
BUG-2: addParticipant allows duplicate id
- FIXED (addParticipant throws on dup id).
BUG-4: hide-player-HP breaks display view
- FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge.
BUG-5: mid-round addParticipant/revive corrupts rotation
- FIXED --- slot-array + DRY advance core nextActiveAfter.
BUG-6: reorderParticipants doesn't update turnOrderIds
- FIXED structurally by 1-list model.
BUG-7: reorderParticipants not logged
- FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave, addParticipants, updateParticipant logging gaps also closed.
BUG-8: server adapter has no reconnect
- FIXED --- onclose reconnects + re-subscribes existing paths.
BUG-10: deact+reactivate same round double-acts participant
- FIXED --- 1-list model keeps slot position on toggle. Reactivate does not grant second turn. Test: turn.bug10.test.js.
BUG-11: FE Combat.scenario test crashes
- FIXED --- moved to shared/turn.combat.test.js, pure functions, 100 rounds.
BUG-12: campaign selection follows activeDisplay
- FIXED.
BUG-13: reorderParticipants crossing current pointer = ambiguous
- FIXED --- block cross-pointer reorder during active encounter (both dirs). Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double. Pre-combat: free reorder. Test: turn.bug13.test.js.
BUG-14: addParticipant init-insertion breaks after drag-reorder
- FIXED --- slotIndexForInit scans current list (post-drag aware).
BUG-15: DisplayView re-sorts (drag order not preserved)
- FIXED --- display renders participants[] directly.
BUG-16: subscribeCollection hook drops queryConstraints
- FIXED --- neutral builders, both adapters honor orderBy/limit.
BUG-17: dead SDK imports in App.js
- FIXED --- trimmed (auth + getFirestore + getStorage remain).
BUG-18: stale comments reference deleted memory adapter
- FIXED.
FEAT-1: Dead participants stay in turn order
- DONE --- applyHpChange no longer flips isActive on death. Dead stay in rotation, nextTurn visits them, PCs get death-save turn.
combat.scenario 100 rounds not turns
- DONE --- loops by actual round-wrap count.
feat: add all characters to participants list
- DONE --- addParticipants bulk add wired.