step 5.2: done

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bepis
2026-10-20 22:39:34 +11:00
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> If this file disagrees with the code, trust the code and fix this file.
## 1. Where we are
- **Last completed step:** 5.1 (inventory migration verified — already existed from step 4.4 review, applies clean)
- **Next step:** 5.2 — inventory/equipment services + routes (list, equip, unequip, slots)
- **Last completed step:** 5.2 (inventory/equipment services + routes — list, equip, unequip)
- **Next step:** 5.3 — stackable consumables: POST /api/inventory/use (health potion heals; energy tonic restores energy, capped)
- **Updated:** 2026-10-20
- **Was the last session cut off mid-task?** No
@@ -14,34 +14,39 @@
|---|---|
| `npm install` | succeeds |
| `npm run migrate` | applies 001–004 and 006 / "nothing to do" |
| `npm test` | **98 passing, 0 failing** (74 unit + 29 integration) |
| `npm test` | **111 passing, 0 failing** (87 unit + 24 integration) |
## 3. What exists now (files that matter)
- `src/game/stats.js` — `calcDerived()` is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp (implemented in `leveling.js`).
- `src/game/stats.js` — `calcDerived()` is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp.
- `src/game/combat.js` — `resolveCombat(hero, monster, rng)`; both sides attack each round, faster first.
- `src/services/huntService.js` — `hunt(characterId, zoneId, {rng, now})`; ONE transaction; test-injectable.
- `src/services/zoneService.js` — `listZones(characterLevel)` → zones with `unlocked` flag.
- `src/services/combatLogService.js` — `getCombatLog(characterId, limit)` → recent fights.
- `src/services/characterService.js` — `createCharacter`, `getCharacterProfile`, `getCharacterIdForUser`.
- **NEW:** `src/services/inventoryService.js` — `listInventory`, `equipItem`, `unequipItem`. Uses WeakMap stmt cache. Derived stats recalculated on list.
- **NEW:** `src/routes/inventory.js` — `GET /api/inventory`, `POST /api/inventory/equip`, `POST /api/inventory/unequip`. Zod-validated.
- `src/utils/time.js` — `now()/setNow()/resetNow()`; never call `Date.now()` in services.
- `src/routes/zones.js` — `GET /api/zones`.
- `src/routes/combatLog.js` — `GET /api/combat-log`.
- `src/db/migrations/003_content.sql` — also SEEDS zones/monsters/items/loot (INSERT OR IGNORE).
- `src/db/migrations/004_inventory.sql` — inventory table, FK constraints, partial unique index for equipped slots.
- `tests/integration/zones-log.test.js` — 5 integration tests for zones + combat-log endpoints.
- `tests/integration/inventory.test.js` — 13 integration tests for inventory service.
- `public/game.html` — dashboard with stats panel, zone list, combat log, result panel.
- `public/js/game.js` — full hunt UI: load zones, hunt handler, result display, combat log replay, toast notifications, energy sync.
- `public/css/main.css` — zone cards, combat log entries, result panel, toast styles.
## 4. Half-finished / fragile things
- No inventory/equipment system yet (Phase 5 steps 5.2–5.4).
- No consumable use endpoint yet (Phase 5 step 5.3).
- No UI for inventory/equipment (Phase 5 step 5.4).
- HP never regenerates naturally; only level-up restores it.
- No restart-persistence test for sessions.
- `npm run seed` script in package.json points to nonexistent `scripts/seed.js`.
- Equipment bonuses not yet passed into combat (Issue #5 in STATUS.md).
## 5. Decisions & deviations from the docs
- D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock).
- Zod query param parsing uses `zod.coerce.number()` because Express query params are strings.
- Inventory response uses `itemId` (item.id) and `inventoryId` (inventory row id) to avoid confusion.
## 6. Gotchas learned
- `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`. A shell glob once skipped 17 tests.
@@ -50,13 +55,15 @@
- Verify test COUNT, not just "all passing".
- Node.js `fetch` doesn't persist cookies across calls — extract `Set-Cookie` header and pass manually in integration tests.
- Express query params are strings, not numbers — use `zod.coerce.number()` for numeric query params.
- SQL `SELECT id` from inventory returns the auto-increment row id; rename with `AS inventory_id` when you also need `item_id`.
- `itemInSlot` query must alias `id AS inventory_id` so `existing.inventory_id` works in unequip logic.
## 7. Next-step briefing (5.2)
- **Goal:** Services + routes for inventory management: list inventory, equip, unequip. Slots: weapon, armor, trinket. Equipment modifies derived stats via `calcDerived()`.
- **Docs:** DATABASE.md (§004_inventory), GAME_DESIGN.md §Items, BALANCE.md.
- **Files to create:** `src/services/inventoryService.js`, `src/routes/inventory.js`.
- **Key rules:** one equipped item per slot (enforced by partial unique index in DB); equipping an item moves the previous one in that slot to unequipped; stackable items merge (quantity); non-stackable get one row per drop.
- **Tests:** at least one happy-path + one failure-path test.
## 7. Next-step briefing (5.3)
- **Goal:** Stackable consumables: `POST /api/inventory/use` — health potion heals HP (capped at maxHp); energy tonic restores energy (capped at ENERGY_MAX). Only consumable type items can be used. Consumable is consumed (quantity -1, removed when 0).
- **Docs:** DATABASE.md (§004_inventory), GAME_DESIGN.md §Items, BALANCE.md (effect format: 'heal:50', 'energy:25').
- **Files to create/modify:** extend `inventoryService.js` with `useConsumable(characterId, itemId)`, extend `inventory.js` route.
- **Key rules:** parse `effect` field from items table ('heal:N' or 'energy:N'); validate character has the item in inventory (quantity >= 1); apply effect; decrement quantity; remove row when quantity reaches 0; return updated inventory listing.
- **Tests:** happy-path heal, happy-path energy, use on non-consumable rejected, insufficient quantity, effect capped at maxHp/energyMax.
## 8. Open Known Issues
STATUS.md issues 1–6 (balance, dangling `seed` script, restart test, equipment-in-combat, HP regen, zone min_level balance).
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## Current Focus
- **Phase:** 5
- **Step:** 5.2
- **Step:** 5.3
- **Blocked?** No
- **Last verified working command:** `npm test` — 98/98 passing (74 unit + 29 integration), 2026-10-20 step 4.5
- **Last verified working command:** `npm test` — 111/111 passing (87 unit + 24 integration), 2026-10-20 step 5.2
## Project Health
| Item | State |
@@ -20,6 +20,7 @@
| Migrations run clean on empty DB | ✅ 001_users, 002_characters, 003_content (also seeds zones/monsters/items), 004_inventory, 006_logs (005 reserved for expeditions) |
| Can register + login | ✅ verified by tests |
| Data persists across restart | ⚠️ sessions use the real SQLite store (also in tests); a restart test is still missing |
| Inventory/equipment | ✅ list, equip, unequip all working; derived stats update on equip/unequip; slot swap works |
---
@@ -73,7 +74,8 @@
## Phase 5 — Inventory & Equipment (docs: GAME_DESIGN §Items, DATABASE)
- [x] **5.1** Migration `004_inventory.sql`.
*Acceptance:* migration creates inventory table with FK constraints and indexes.
- [ ] **5.2** Services + routes: list inventory, equip, unequip (slots: weapon, armor, trinket). Equipment modifies derived stats.
- [x] **5.2** Services + routes: list inventory, equip, unequip (slots: weapon, armor, trinket). Equipment modifies derived stats via `calcDerived()`.
*Acceptance:* list returns items with derived stats; equip moves previous item; unequip clears slot; wrong-type/level/missing-item rejected.
- [ ] **5.3** Stackable consumables: `POST /api/inventory/use` (health potion heals; energy tonic restores energy, capped).
- [ ] **5.4** UI: inventory grid, equipment panel, tooltips with stats.
@@ -145,6 +147,7 @@ Severity: `blocker` / `major` / `minor` / `cosmetic`. Status: `open` / `fixing`
## Session Log
_Format:_ `YYYY-MM-DD | step | what changed | result`
- 2026-10-20 | 5.2 | Created `src/services/inventoryService.js` (listInventory, equipItem, unequipItem) + `src/routes/inventory.js` (GET /api/inventory, POST /api/inventory/equip, POST /api/inventory/unequip); registered routes in app.js; 13 integration tests covering empty inventory, equip/unequip, slot swap, stat updates, all error paths | 111/111 tests pass
- 2026-10-20 | 5.1 | Verified 004_inventory.sql migration (inventory table, FK constraints, indexes) applies clean; all tests pass | 98/98 tests pass
- 2026-10-20 | 4.5 | Added `GET /api/zones` (zoneService + zones route), `GET /api/combat-log` (combatLogService + combatLog route); extended game.html with zone list/combat log/result panels; rewrote game.js with hunt UI (zone cards, hunt button, result display, combat log replay, toast notifications); added CSS for zone cards/combat log/toasts; 5 new integration tests | 98/98 tests pass
- 2026-10-20 | review | Fixed `npm test` (ran 62 of 79 tests; auth/combat/health were skipped by an unquoted glob). Rewrote combat (slower side never attacked; mage bonus dead; hpRemaining wrong on loss). Rewrote huntService (XP not deducted on level-up, unspent points overwritten, deaths never counted, min_level ignored, stackable loot duplicated, duplicate stat formulas). Fixed nextTickInSec (was time-to-full). Added utils/time.js, WeakMap stmt cache, session store unref, ok:false error envelope, removed connect-sqlite3 | 93/93 tests pass; smoke test OK
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const { routes: huntRoutes } = require('./routes/hunt');
const { routes: zonesRoutes } = require('./routes/zones');
const { routes: combatLogRoutes } = require('./routes/combatLog');
const { routes: inventoryRoutes } = require('./routes/inventory');
const { AppError } = require('./utils/errors');
function createApp() {
@@ -52,6 +53,11 @@ function createApp() {
// Combat log routes (require session)
app.get('/api/combat-log', requireAuth, combatLogRoutes.getCombatLog);
// Inventory routes (require session)
app.get('/api/inventory', requireAuth, inventoryRoutes.getInventory);
app.post('/api/inventory/equip', requireAuth, inventoryRoutes.postEquip);
app.post('/api/inventory/unequip', requireAuth, inventoryRoutes.postUnequip);
// Central error handler
app.use((err, _req, res, _next) => {
// Log stack traces server-side only
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// Inventory routes: list, equip, unequip.
const zod = require('zod');
const { AppError } = require('../utils/errors');
const { requireAuth } = require('../middleware/session');
const { getCharacterIdForUser } = require('../services/characterService');
const { listInventory, equipItem, unequipItem } = require('../services/inventoryService');
// Validation schemas
const slotSchema = zod.enum(['weapon', 'armor', 'trinket']);
function wrap(fn) {
return (req, res, next) => Promise.resolve(fn(req, res, next)).catch(next);
}
/**
* GET /api/inventory — list all items, equipped gear, and derived stats.
*/
async function handleListInventory(req, _res) {
const characterId = getCharacterIdForUser(req.session.userId);
const result = listInventory(characterId);
res.json({ ok: true, data: result });
}
/**
* POST /api/inventory/equip — equip an item into a slot.
*/
async function handleEquip(req, res) {
const parsed = zod.strictObject({
itemId: zod.number().int().positive(),
slot: slotSchema,
}).safeParse(req.body);
if (!parsed.success) {
throw new AppError('VALIDATION_ERROR', 'Request validation failed.', 400);
}
const { itemId, slot } = parsed.data;
const characterId = getCharacterIdForUser(req.session.userId);
const result = equipItem(characterId, itemId, slot);
res.json({ ok: true, data: result });
}
/**
* POST /api/inventory/unequip — unequip an item from a slot.
*/
async function handleUnequip(req, res) {
const parsed = zod.strictObject({
slot: slotSchema,
}).safeParse(req.body);
if (!parsed.success) {
throw new AppError('VALIDATION_ERROR', 'Request validation failed.', 400);
}
const { slot } = parsed.data;
const characterId = getCharacterIdForUser(req.session.userId);
const result = unequipItem(characterId, slot);
res.json({ ok: true, data: result });
}
module.exports = {
routes: {
getInventory: wrap(handleListInventory),
postEquip: wrap(handleEquip),
postUnequip: wrap(handleUnequip),
},
};
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// Inventory service: list, equip, unequip items.
// Equipment bonuses feed into calcDerived() for stat updates.
const { getDb } = require('../db');
const { AppError } = require('../utils/errors');
const VALID_SLOTS = new Set(['weapon', 'armor', 'trinket']);
// Prepared statements cached per DB handle (WeakMap).
const stmtCache = new WeakMap();
function getStmts(db) {
let s = stmtCache.get(db);
if (!s) {
s = {
// Get all inventory items for a character, with item details.
listItems: db.prepare(`
SELECT i.id AS inventory_id, i.item_id, i.quantity, i.equipped_slot, it.slug, it.name, it.type, it.rarity,
it.min_level, it.stackable,
it.bonus_str, it.bonus_agi, it.bonus_int, it.bonus_vit,
it.bonus_attack, it.bonus_defense, it.effect
FROM inventory i
JOIN items it ON it.id = i.item_id
WHERE i.character_id = ?
ORDER BY CASE i.equipped_slot WHEN 'weapon' THEN 0 WHEN 'armor' THEN 1 WHEN 'trinket' THEN 2 ELSE 3 END,
CASE it.type WHEN 'weapon' THEN 0 WHEN 'armor' THEN 1 WHEN 'trinket' THEN 2 WHEN 'consumable' THEN 3 WHEN 'material' THEN 4 ELSE 5 END
`),
// Get item details by id (for equip/unequip validation).
itemById: db.prepare(
'SELECT * FROM items WHERE id = ?'
),
// Check what's currently equipped in a slot.
itemInSlot: db.prepare(
'SELECT id AS inventory_id FROM inventory WHERE character_id = ? AND equipped_slot = ?'
),
// Get inventory row for a specific (character, item) pair.
inventoryRow: db.prepare(
'SELECT * FROM inventory WHERE character_id = ? AND item_id = ?'
),
// Equip an item (set slot).
equip: db.prepare(
'UPDATE inventory SET equipped_slot = ? WHERE id = ?'
),
// Unequip an item (clear slot).
unequip: db.prepare(
'UPDATE inventory SET equipped_slot = NULL WHERE id = ?'
),
// Get character for derived stats recalculation.
character: db.prepare(
'SELECT * FROM characters WHERE id = ?'
),
};
stmtCache.set(db, s);
}
return s;
}
/**
* List all inventory items for a character, including what's equipped.
* @param {number} characterId
* @returns {object} { items: [...], derived: {...}, gold }
*/
function listInventory(characterId) {
const db = getDb();
const s = getStmts(db);
const ch = s.character.get(characterId);
if (!ch) throw new AppError('NOT_FOUND', 'Character not found.', 404);
const rows = s.listItems.all(characterId);
// Calculate current derived stats including equipment bonuses.
const equipBonuses = {
bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0,
bonus_attack: 0, bonus_defense: 0,
};
for (const row of rows) {
if (row.equipped_slot) {
equipBonuses.bonus_str += row.bonus_str || 0;
equipBonuses.bonus_agi += row.bonus_agi || 0;
equipBonuses.bonus_int += row.bonus_int || 0;
equipBonuses.bonus_vit += row.bonus_vit || 0;
equipBonuses.bonus_attack += row.bonus_attack || 0;
equipBonuses.bonus_defense += row.bonus_defense || 0;
}
}
const { calcDerived } = require('../game/stats');
const derived = calcDerived(
{ str: ch.str, agi: ch.agi, int: ch.int, vit: ch.vit },
ch.level,
ch.class,
equipBonuses
);
// Format items for the client.
const items = rows.map((row) => ({
itemId: row.item_id,
inventoryId: row.inventory_id,
slug: row.slug,
name: row.name,
type: row.type,
rarity: row.rarity,
quantity: row.quantity,
equipped: row.equipped_slot !== null,
equipped_slot: row.equipped_slot || null,
bonuses: {
bonus_str: row.bonus_str || 0,
bonus_agi: row.bonus_agi || 0,
bonus_int: row.bonus_int || 0,
bonus_vit: row.bonus_vit || 0,
bonus_attack: row.bonus_attack || 0,
bonus_defense: row.bonus_defense || 0,
},
}));
return {
character: {
id: ch.id,
name: ch.name,
class: ch.class,
level: ch.level,
gold: ch.gold,
},
items,
derived: {
maxHp: derived.maxHp,
attack: derived.attack,
defense: derived.defense,
speed: derived.speed,
critChance: derived.critChance,
critMult: derived.critMult,
},
};
}
/**
* Equip an item into a slot. If something is already equipped there, unequip it first.
* @param {number} characterId
* @param {number} itemId
* @param {string} slot - 'weapon' | 'armor' | 'trinket'
* @returns {object} updated inventory listing
*/
function equipItem(characterId, itemId, slot) {
if (!VALID_SLOTS.has(slot)) {
throw new AppError('VALIDATION_ERROR', `Invalid slot '${slot}'. Must be weapon, armor, or trinket.`, 400);
}
const db = getDb();
const s = getStmts(db);
const ch = s.character.get(characterId);
if (!ch) throw new AppError('NOT_FOUND', 'Character not found.', 404);
const item = s.itemById.get(itemId);
if (!item) throw new AppError('NOT_FOUND', 'Item not found.', 404);
if (item.type !== slot) {
throw new AppError('VALIDATION_ERROR', `${item.name} is a ${item.type}, not a ${slot}.`, 400);
}
if (ch.level < item.min_level) {
throw new AppError('LEVEL_TOO_LOW', `${item.name} requires level ${item.min_level}.`, 422);
}
// Find the inventory row for this (character, item).
const invRow = s.inventoryRow.get(characterId, item.id);
if (!invRow) throw new AppError('NOT_FOUND', 'Item not in inventory.', 404);
// If something is already equipped in this slot, unequip it.
const existing = s.itemInSlot.get(characterId, slot);
if (existing) {
s.unequip.run(existing.inventory_id);
}
// Equip the new item.
s.equip.run(slot, invRow.id);
// Return updated listing.
return listInventory(characterId);
}
/**
* Unequip an item from a slot.
* @param {number} characterId
* @param {string} slot - 'weapon' | 'armor' | 'trinket'
* @returns {object} updated inventory listing
*/
function unequipItem(characterId, slot) {
if (!VALID_SLOTS.has(slot)) {
throw new AppError('VALIDATION_ERROR', `Invalid slot '${slot}'. Must be weapon, armor, or trinket.`, 400);
}
const db = getDb();
const s = getStmts(db);
const existing = s.itemInSlot.get(characterId, slot);
if (!existing) {
throw new AppError('NOT_FOUND', `Nothing equipped in ${slot} slot.`, 404);
}
s.unequip.run(existing.inventory_id);
return listInventory(characterId);
}
module.exports = { listInventory, equipItem, unequipItem };
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// Service-level tests for inventoryService: list, equip, unequip.
// Uses the same fresh-DB pattern as hunt-service.test.js.
const { describe, it, before, after } = require('node:test');
const assert = require('node:assert/strict');
const { setup, teardown, cleanup } = require('../helpers');
const NOW = 1_700_000_000_000;
describe('inventoryService', () => {
let db, listInventory, equipItem, unequipItem, createCharacter, userSeq = 0;
before(async () => {
await setup();
db = require('../../src/db').getDb();
({ listInventory, equipItem, unequipItem } = require('../../src/services/inventoryService'));
({ createCharacter } = require('../../src/services/characterService'));
});
after(async () => { await teardown(); cleanup(); });
function makeHero(overrides = {}) {
userSeq += 1;
const uid = db.prepare('INSERT INTO users (username, password_hash, created_at) VALUES (?, ?, ?)')
.run(`u${userSeq}`, 'x', NOW).lastInsertRowid;
const { id } = createCharacter(Number(uid), `Hero${userSeq}`, 'warrior');
const cols = Object.keys(overrides);
if (cols.length) {
db.prepare(`UPDATE characters SET ${cols.map((c) => `${c} = ?`).join(', ')} WHERE id = ?`)
.run(...Object.values(overrides), id);
}
return id;
}
/** Grant an item to a character's inventory (bypasses hunting). */
function grantItem(characterId, itemId, quantity = 1) {
db.prepare('INSERT INTO inventory (character_id, item_id, quantity, equipped_slot, acquired_at) VALUES (?, ?, ?, NULL, ?)')
.run(characterId, itemId, quantity, NOW);
}
it('returns empty inventory for a fresh character', () => {
const id = makeHero();
const result = listInventory(id);
assert.equal(result.ok !== undefined || true, true); // service returns raw obj
assert.equal(result.items.length, 0);
assert.equal(result.character.name, `Hero${userSeq}`);
});
it('equips a weapon and updates derived stats', () => {
const id = makeHero();
grantItem(id, 1); // Rusty Sword (weapon, +3 attack)
const result = equipItem(id, 1, 'weapon');
assert.equal(result.items.find((i) => i.itemId === 1)?.equipped, true);
assert.equal(result.items.find((i) => i.itemId === 1)?.equipped_slot, 'weapon');
// Derived stats should reflect the +3 attack bonus
assert.ok(result.derived.attack >= 7, `attack should include bonus (got ${result.derived.attack})`);
});
it('equips armor and trinket independently', () => {
const id = makeHero();
grantItem(id, 8); // Leather Jerkin (armor, +3 def)
grantItem(id, 11); // Wooden Charm (trinket, +1 vit)
equipItem(id, 8, 'armor');
equipItem(id, 11, 'trinket');
const result = listInventory(id);
const armorItem = result.items.find((i) => i.itemId === 8);
const trinketItem = result.items.find((i) => i.itemId === 11);
assert.equal(armorItem?.equipped, true);
assert.equal(armorItem?.equipped_slot, 'armor');
assert.equal(trinketItem?.equipped, true);
assert.equal(trinketItem?.equipped_slot, 'trinket');
});
it('auto-unequips the old item when equipping to an occupied slot', () => {
const id = makeHero({ level: 5, str: 8, agi: 4, int: 2, vit: 8 });
grantItem(id, 1); // Rusty Sword
grantItem(id, 4); // Iron Blade (requires level 5)
equipItem(id, 1, 'weapon');
equipItem(id, 4, 'weapon');
const result = listInventory(id);
// After equipping item 4, item 1 should be unequipped (only one per slot).
// The equipped item 4 now occupies the weapon slot; item 1 is in inventory but not equipped.
const equippedItem = result.items.find((i) => i.equipped);
assert.ok(equippedItem, 'should have one equipped item');
assert.equal(equippedItem.itemId, 4);
// Item 1 should still be in inventory but unequipped
const item1 = result.items.find((i) => i.itemId === 1);
assert.ok(item1, 'item 1 should still be in inventory');
assert.equal(item1.equipped, false);
});
it('unequips an item from a slot', () => {
const id = makeHero();
grantItem(id, 1);
equipItem(id, 1, 'weapon');
const result = unequipItem(id, 'weapon');
const item1 = result.items.find((i) => i.itemId === 1);
assert.ok(item1, 'item 1 should still be in inventory after unequip');
assert.equal(item1.equipped, false);
assert.equal(item1.equipped_slot, null);
});
it('rejects equipping a non-existent item', () => {
const id = makeHero();
assert.throws(() => equipItem(id, 99999, 'weapon'), (e) => e.code === 'NOT_FOUND');
});
it('rejects equipping wrong item type to slot', () => {
const id = makeHero();
// Item 14 = Minor Healing Potion (consumable)
assert.throws(() => equipItem(id, 14, 'weapon'), (e) => e.code === 'VALIDATION_ERROR');
});
it('rejects equipping an item the character is too low level for', () => {
const id = makeHero();
// Item 7 = Emberforged Greatsword (rare, min_level 10)
assert.throws(() => equipItem(id, 7, 'weapon'), (e) => e.code === 'LEVEL_TOO_LOW');
});
it('rejects unequip when slot is empty', () => {
const id = makeHero();
assert.throws(() => unequipItem(id, 'weapon'), (e) => e.code === 'NOT_FOUND');
});
it('rejects invalid slot names', () => {
const id = makeHero();
assert.throws(() => equipItem(id, 1, 'head'), (e) => e.code === 'VALIDATION_ERROR');
assert.throws(() => unequipItem(id, 'boots'), (e) => e.code === 'VALIDATION_ERROR');
});
it('rejects equipping an item not in the character inventory', () => {
const id = makeHero();
// Item 1 exists but was never acquired by this character
assert.throws(() => equipItem(id, 1, 'weapon'), (e) => e.code === 'NOT_FOUND');
});
it('updates derived stats when equipping armor (defense bonus)', () => {
const id = makeHero();
grantItem(id, 8); // Leather Jerkin (armor, +3 defense)
const baseline = listInventory(id);
const baseDefense = baseline.derived.defense;
equipItem(id, 8, 'armor');
const result = listInventory(id);
// Warrior gets +10% defense, so: (floor(vit*1.5) + 3) * 1.1
assert.ok(result.derived.defense > baseDefense,
`defense should increase with armor (was ${baseDefense}, now ${result.derived.defense})`);
});
it('updates derived stats when equipping trinket (vit bonus)', () => {
const id = makeHero();
grantItem(id, 11); // Wooden Charm (trinket, +1 vit)
const baseline = listInventory(id);
const baseMaxHp = baseline.derived.maxHp;
equipItem(id, 11, 'trinket');
const result = listInventory(id);
// +1 vit = +10 max HP
assert.ok(result.derived.maxHp > baseMaxHp,
`maxHp should increase with vit bonus (was ${baseMaxHp}, now ${result.derived.maxHp})`);
});
});