Turn System Turn order calculation, action points, phase management, and timeline systems define turn-based combat. NEVER Do (Expert Anti-Patterns) Order & Determinism - NEVER recalculate turn order every action; strictly sort once per round or ONLY when a speed-relevant stat changes to prevent O(n log n) lag. - NEVER use random tie-breaking for initiative; strictly use a secondary static attribute (Agility, ID, or persistent "luck") for deterministic replays . - NEVER modify an active turn-order queue while iterating it; strictly iterate over a or apply queue modifications after the loop. -…