step 10.14: done

This commit is contained in:
bepis
2026-10-23 05:54:46 +11:00
parent 32fb0eee9a
commit 2a79c4ea43
7 changed files with 263 additions and 71 deletions
+36 -49
View File
@@ -4,8 +4,8 @@
> If this file disagrees with the code, trust the code and fix this file. > If this file disagrees with the code, trust the code and fix this file.
## 1. Where we are ## 1. Where we are
- **Last completed step:** 10.12 — Equipment bonuses: ONE `getEquipmentBonuses()` function integrated into huntService, characterService, inventoryService, shopService - **Last completed step:** 10.14 — Material sell prices use item-level formula (`materialSellPrice` in `shopService.js`)
- **Next step:** Phase 10.13 — Starter kit: createCharacter grants class-appropriate weapon + 2 Minor Healing Potions - **Next step:** Phase 10.15 — Non-stackable items must be one inventory row per unit
- **Updated:** 2026-10-23 - **Updated:** 2026-10-23
- **Was the last session cut off mid-task?** No - **Was the last session cut off mid-task?** No
@@ -14,38 +14,34 @@
|---|---| |---|---|
| `npm install` | succeeds | | `npm install` | succeeds |
| `npm run migrate` | applies 001–007 / "nothing to do" | | `npm run migrate` | applies 001–007 / "nothing to do" |
| `npm test` | **249 passing, 0 failing** (97 unit + 152 integration incl. 4 equipment bonus tests) | | `npm test` | **260 passing, 0 failing** (97 unit + 163 integration incl. 7 material sell price tests) |
| `npm run seed:dev` | creates demo user "demo"/"demo123", hero "Aldric" (warrior), starter gear | | `npm run seed:dev` | creates demo user "demo"/"demo123", hero "Aldric" (warrior), starter gear |
| `npm start` + `curl localhost:3000/` | 200 HTML landing page | | `npm start` + `curl localhost:3000/` | 200 HTML landing page |
| Open `/game.html` logged in → check dashboard | Shows rest button when HP < max, hidden when at full HP |
## 3. What exists now (files that matter) ## 3. What exists now (files that matter)
- `src/game/equipment.js` — NEW: ONE `getEquipmentBonuses(characterId)` function — single source of truth for equipment bonus aggregation - `src/game/rewards.js` — `materialSellPrice(rarity, level)` — item-level formula: `multiplier[rarity] * level`
- `src/services/characterService.js` — `getCharacterProfile()` and `rest()` now use `getEquipmentBonuses()` for derived stats - `src/services/shopService.js` — `getStock()` and `sellItem()` now use `materialSellPrice`; `deleteRowExact` added for CHECK constraint fix
- `src/services/huntService.js` — `hunt()` now uses `getEquipmentBonuses()` and passes `bonus_*` to `resolveCombat()` - `tests/integration/step-10.14.test.js` — NEW: 7 integration tests (Rat Tail at 3 levels, Drake Scale at 2 levels, shop-listed = actual, multi-quantity sell)
- `src/services/inventoryService.js` — `useConsumable()` now uses `getEquipmentBonuses()` for potion maxHp capping - `docs/BALANCE.md` — Material sell prices corrected in table to match formula
- `src/services/shopService.js` — `listInventory()` now uses `getEquipmentBonuses()` (duplicate aggregation removed)
- `tests/integration/step-10.12.test.js` — NEW: 4 integration tests (derived stats include bonuses, vit raises maxHp, potion caps at equipment-inclusive maxHp, unequip removes bonuses)
## 4. Half-finished / fragile things ## 4. Half-finished / fragile things
- No leaderboard UI yet (stub page exists; real UI in 10.17). - No leaderboard UI yet (stub page exists; real UI in 10.17).
- No restart-persistence test for sessions. - No restart-persistence test for sessions.
- `npm run seed` script in package.json points to nonexistent `scripts/seed.js`. - `npm run seed` script in package.json points to nonexistent `scripts/seed.js`.
- Starter gear not auto-created on character creation (10.13 next).
- `GET /api/zones` documented in API.md but not implemented. - `GET /api/zones` documented in API.md but not implemented.
- Material sell prices use hero-level formula; BALANCE.md says item-level formula (10.14).
- Mobile nav uses emoji icons (⚔️ 🏕️ 🎒) — verify they render acceptably on all platforms. - Mobile nav uses emoji icons (⚔️ 🏕️ 🎒) — verify they render acceptably on all platforms.
- Characters start with 50g default (DB constraint) — tests must account for this baseline.
## 5. Decisions & deviations from the docs ## 5. Decisions & deviations from the docs
- D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock). - D-004..D-007, D-022 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock, material sell prices)
- **D-014:** Mobile bottom nav uses emoji icons (⚔️ Hunt / 🏕️ Trip / 🎒 Items) instead of full text labels. - **D-014:** Mobile bottom nav uses emoji icons (⚔️ Hunt / 🏕️ Trip / 🎒 Items) instead of full text labels.
- **D-015:** Desktop tabs hidden via CSS below 700px; mobile nav shown via CSS; JS `syncMobileNav()` keeps active state in sync. - **D-015:** Desktop tabs hidden via CSS below 700px; mobile nav shown via CSS; JS `syncMobileNav()` keeps active state in sync.
- **D-016:** `applyXpGain` in `src/game/leveling.js` is the single shared function for XP gain logic, used by both `huntService` and `expeditionService`. - **D-016:** `applyXpGain` in `src/game/leveling.js` is the single shared function for XP gain logic, used by both `huntService` and `expeditionService`.
- **D-017:** Landing page `public/index.html` uses `credentials: 'include'` in fetch to `/api/auth/me` to check session state; Play button shown only when `hasHero` is true. - **D-017:** Landing page `public/index.html` uses `credentials: 'include'` in fetch to `/api/auth/me` to check session state; Play button shown only when `hasHero` is true.
- **D-018:** Link-checker test skips API endpoints (`/api/...`) since they're not static files. - **D-018:** Link-checker test skips API endpoints (`/api/...`) since they're not static files.
- **D-019:** Rate limiters use `process.env.NODE_ENV === 'test' ? 100 : 100` for test env (relaxed to avoid test interference; prod limit same as test). - **D-019:** Rate limiters use `process.env.NODE_ENV === 'test' ? 100 : 100` for test env (relaxed to avoid test interference; prod limit same as test).
- **D-020:** `allocatePoints` in `leveling.js` accepts non-negative integers (0 allowed for unallocated stats) — changed from "positive integer" to support partial allocation via `{str, agi, int, vit}` where unmentioned stats default to 0. - **D-020:** `allocatePoints` in `leveling.js` accepts non-negative integers (0 allowed for unallocated stats).
- **D-021:** Allocation UI uses `container.replaceChildren()` instead of `innerHTML = ''` to avoid innerHTML entirely (per NOTES.md constraint). - **D-021:** Allocation UI uses `container.replaceChildren()` instead of `innerHTML = ''` to avoid innerHTML entirely.
## 6. Gotchas learned ## 6. Gotchas learned
- `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`. - `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`.
@@ -54,51 +50,42 @@
- Verify test COUNT, not just "all passing". - 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. - Node.js `fetch` doesn't persist cookies across calls — extract `Set-Cookie` header and pass manually in integration tests.
- SQL `SELECT id` from inventory returns the auto-increment row id; rename with `AS inventory_id` when you also need `item_id`. - SQL `SELECT id` from inventory returns the auto-increment row id; rename with `AS inventory_id` when you also need `item_id`.
- Transaction callback args must match the call order exactly. (This is the 10.1 bug — double-check param/call order in every new transaction.) - Transaction callback args must match the call order exactly.
- Error responses from route-level `AppError`s do NOT include `data` field. - Error responses from route-level `AppError`s do NOT include `data` field.
- `setNow` affects ALL `now()` calls including those in service logic. - `setNow` affects ALL `now()` calls including those in service logic.
- Shop API returns `{ ok: true, data: { stock: [...], character: {...} } }` — field is `stock`, not `stocks`. - Shop API returns `{ ok: true, data: { stock: [...], character: {...} } }` — field is `stock`, not `stocks`.
- Shop stock items have flat fields (`itemId`, `buyPrice`), not nested (`item.id`). - Shop stock items have flat fields (`itemId`, `buyPrice`), not nested (`item.id`).
- New characters have NO inventory items (starter gear not auto-created yet). - New characters have starter gear (10.13) — tests must account for 2 baseline inventory rows.
- Characters start with 50g default (DB constraint) — sell tests must use 50 + sellPrice.
- `GET /api/zones` documented in API.md but not implemented. - `GET /api/zones` documented in API.md but not implemented.
- Hero profile endpoint is PUBLIC — no `requireAuth` middleware. - Hero profile endpoint is PUBLIC — no `requireAuth` middleware.
- Profile page is public: no auth.js guard needed; uses ?name= query param for lookup. - Profile page is public: no auth.js guard needed; uses ?name= query param for lookup.
- Rate limiters in tests: set `NODE_ENV=test` to get relaxed limits; otherwise tests fail with 429. - Rate limiters in tests: set `NODE_ENV=test` to get relaxed limits; otherwise tests fail with 429.
- `seed-dev.js` must check `NODE_ENV=production` before any `require()` that loads config (config throws on placeholder SECRET). - `seed-dev.js` must check `NODE_ENV=production` before any `require()` that loads config.
- Express `sendFile` rejects `../` path segments — use `path.resolve()` + `path.join()` for absolute paths. - Express `sendFile` rejects `../` path segments — use `path.resolve()` + `path.join()`.
- `express.static` sends its own 404 responses; catch-all must be placed BEFORE static middleware. - `express.static` sends its own 404 responses; catch-all must be placed BEFORE static middleware.
- Character profile GET returns `{ ok: true, data: { character, derived, energy } }` — fields nested under `character`, `derived`, `energy`. - Character profile GET returns `{ ok: true, data: { character, derived, energy } }`.
- Register returns 201 (Created), not 200. - Register returns 201 (Created), not 200.
- Character creation returns 201 (Created), not 200. - Character creation returns 201 (Created), not 200.
- Character creation response: `{ ok: true, data: { character: { id, name, class } } }` — `id` is nested under `data.character`, NOT `data.id`. - Character creation response: `{ ok: true, data: { character: { id, name, class } } }`.
- Expedition start uses `defId` in request body (not `expeditionId`). - Expedition start uses `defId` in request body.
- Expedition claim uses `expeditionId` in request body. - Expedition claim uses `expeditionId` in request body.
- Expedition start response returns `data.expedition.id` — capture this for claim. - `src/utils/time` exports `{ now, setNow, resetNow }` — `const time = require(...)`.
- `src/utils/time` exports `{ now, setNow, resetNow }` directly — `const time = require(...)`, not `const { time }`. - Inventory sell endpoint only accepts `material`-type items.
- Inventory sell endpoint (`POST /api/shop/sell`) only accepts `material`-type items. - `handleListInventory` in `src/routes/inventory.js` — parameter name must be `res`.
- `handleListInventory` in `src/routes/inventory.js` — parameter name must be `res`, not `_res`. - Character profile response has `energy` at `data.energy.current`.
- Character profile response has `energy` at `data.energy.current`, NOT `data.character.energy`. - **10.3:** `expeditionService.js` import changed to `const time = require(...)` — destructured `now` was shadowed.
- **10.3:** `expeditionService.js` import changed from `const { now, setNow } = require('../utils/time')` to `const time = require('../utils/time')` — the destructured `now` variable was shadowed by the local `opts.now ?? time.now()` pattern. - **10.3:** `_opts` cannot be sent via HTTP; test rng via direct service call.
- **10.3:** `_opts` cannot be sent via HTTP (functions don't serialize to JSON); test the rng injectable via direct service call instead. - **10.4:** `req.session.username` must be set in both `handleRegister` and `handleLogin`.
- **10.4:** `req.session.username` must be set in both `handleRegister` and `handleLogin` — register was the gap. `/me` reads it, so without it username is always empty string. - **10.6:** Rate limiters add `X-RateLimit-Limit` and `X-RateLimit-Remaining` headers.
- **10.5:** Link-checker test path: `__dirname` is `tests/integration/`, so `../../public` resolves correctly. API endpoints (`/api/...`) must be excluded since they're not static files. - **10.7:** Express JSON parser throws `SyntaxError` (400) and `PayloadTooLargeError` (413).
- **10.6:** Rate limiters add `X-RateLimit-Limit` and `X-RateLimit-Remaining` headers by default in express-rate-limit — use these to verify the limiter is real in tests. - **10.7:** `req.path.startsWith('/api/')` is more reliable than `req.accepts('html')`.
- **10.6:** Global `/api` limiter must be mounted BEFORE auth routes so it covers them; auth-specific limiters are stricter and will trigger first. - **10.7:** Session store callbacks must use `next(err)` not `throw`.
- **10.6:** `max: 100` in test env (not 1000) to avoid interference with other tests that also login. The 429 shape test uses a mini-app with `max: 10` to validate the exact JSON body. - **10.8:** `allocatePoints` always returns `remainingPoints: 0` — service must compute `character.unspent_points - total`.
- **10.7:** Express JSON parser throws `SyntaxError` with `status: 400` for malformed JSON and `PayloadTooLargeError` with `status: 413` for oversized body — catch these in the error handler before the ZodError check. - **10.9:** Allocation UI must use `textContent`, never `innerHTML` with dynamic data.
- **10.7:** `req.path.startsWith('/api/')` is more reliable than `req.accepts('html')` for deciding JSON vs HTML on unknown paths — Node.js fetch defaults to accepting HTML. - **10.10:** `setupHero` helper must use `.then()` chain.
- **10.7:** Session store callbacks (regenerate, destroy) must use `next(err)` not `throw` — `throw` inside a callback is not caught by Express's error handler and can crash the process. - **10.12:** Warrior maxHp at level 1 = 135 (50 + 8*10 + 1*5).
- **10.8:** `leveling.js`'s `allocatePoints` always returns `remainingPoints: 0` — the service must compute `character.unspent_points - total` itself. - **10.14:** `deleteRowExact` needed for CHECK constraint `quantity >= 1` — when selling exhausts a row, delete by matching quantity instead of decrementing to 0.
- **10.8:** zod `.strictObject` with optional fields needs `.refine()` to require at least one field present.
- **10.8:** For HTTP integration tests that need DB state setup, use direct service calls to set up state, then test the HTTP endpoint.
- **10.9:** Allocation UI must use `textContent`, never `innerHTML` with dynamic data — use `replaceChildren()` instead of `innerHTML = ''` to clear containers.
- **10.9:** `initAllocationUI` called from `loadCharacter` ensures UI stays in sync after any character data change (allocation, hunt, level-up).
- **10.10:** `setupHero` helper must use `.then()` chain (not `return async () => { ... }`) — the latter returns a function that doesn't execute when awaited.
- **10.10:** Warrior maxHp at level 1 = 135 (50 + 8*10 + 1*5); test setup must account for this when setting "full HP" values.
- **10.12:** Register schema requires password min 8 chars; usernames must match `/^[A-Za-z0-9_]+$/` min 3 chars.
- **10.12:** Character creation response shape: `{ ok: true, data: { character: { id, name, class } } }` — extract `data.character.id`, NOT `data.id`.
## 7. Next-step briefing ## 7. Next-step briefing
- **Next step: 10.13** — Starter kit: `createCharacter` in `characterService.js` should grant, in the same transaction, one class-appropriate common weapon (warrior=Rusty Sword item 1, mage=Apprentice Staff item 2, ranger=Hunters Shortbow item 3) already equipped in the weapon slot, plus 2 Minor Healing Potions (item 14, quantity 2). - **Next step: 10.15** — Non-stackable items: buying N of a non-stackable item should create N inventory rows with quantity 1 each (instead of 1 row with quantity N). Stackable items keep merging. Extract a shared grant helper if huntService has one; reuse it in buyItem.
- Tests per class: inventory has exactly the weapon (equipped) and 2 potions (one stack row, quantity 2); derived attack includes the weapon.
- Need to modify `createCharacter` function and add integration tests.
+7 -5
View File
@@ -8,15 +8,15 @@
## Current Focus ## Current Focus
- **Phase:** 10 - **Phase:** 10
- **Step:** 10.14 — Material sell prices use item-level formula (BALANCE.md) instead of hero-level formula - **Step:** 10.15 — Non-stackable items must be one inventory row per unit
- **Blocked?** No - **Blocked?** No
- **Last verified working command:** `npm test` — 253/253 passing (97 unit + 156 integration incl. 4 equipment bonus tests + 4 starter kit tests), 2026-10-23 step 10.13 - **Last verified working command:** `npm test` — 260/260 passing (97 unit + 163 integration incl. 7 material sell price tests + 4 equipment bonus tests + 4 starter kit tests), 2026-10-23 step 10.14
## Project Health ## Project Health
| Item | State | | Item | State |
|---|---| |---|---|
| App starts (`npm start`) | ✅ smoke-tested: register → create hero → 12 hunts → level-up (real seeded zones) | | App starts (`npm start`) | ✅ smoke-tested: register → create hero → 12 hunts → level-up (real seeded zones) |
| Tests pass (`npm test`) | ✅ 249/249 (97 unit + 152 integration incl. 4 equipment bonus tests) | | Tests pass (`npm test`) | ✅ 260/260 (97 unit + 163 integration incl. 7 material sell price tests) |
| 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) | | 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 | | 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 | | Data persists across restart | ⚠️ sessions use the real SQLite store (also in tests); a restart test is still missing |
@@ -181,8 +181,9 @@
*Acceptance:* tests per class: inventory has exactly the weapon (equipped) and 2 potions (one stack row, quantity 2); derived attack includes the weapon. *Acceptance:* tests per class: inventory has exactly the weapon (equipped) and 2 potions (one stack row, quantity 2); derived attack includes the weapon.
*Verified:* 4 new integration tests (warrior/mage/ranger starter kit + duplicate-name rejection); `STARTER_WEAPONS` map in `characterService.js`; `grantKit` transaction inserts equipped weapon + 2 potions; `grantItem` helpers in inventory/shop tests updated to stack with existing rows; 10+ existing tests updated to account for starter kit baseline; 253/253 tests pass. *Verified:* 4 new integration tests (warrior/mage/ranger starter kit + duplicate-name rejection); `STARTER_WEAPONS` map in `characterService.js`; `grantKit` transaction inserts equipped weapon + 2 potions; `grantItem` helpers in inventory/shop tests updated to stack with existing rows; 10+ existing tests updated to account for starter kit baseline; 253/253 tests pass.
### E. Economy ### E. Economy
- [ ] **10.14** Fix material sell prices. The code uses `defaultRate * heroLevel / itemMinLevel`; BALANCE.md says price depends on the ITEM's level: common `2 × min_level`, uncommon `4 × min_level`, rare `8 × min_level` (epic `16×`, legendary `32×`; log this extension in DECISIONS.md), minimum 1. Note BALANCE.md's table says Drake Scale sells for 90g but its formula gives 112g: follow the formula and correct the table. Use ONE function (`materialSellPrice` in `src/game/rewards.js`) for the shop list AND for selling. - [x] **10.14** Fix material sell prices. The code uses `defaultRate * heroLevel / itemMinLevel`; BALANCE.md says price depends on the ITEM's level: common `2 × min_level`, uncommon `4 × min_level`, rare `8 × min_level` (epic `16×`, legendary `32×`; log this extension in DECISIONS.md), minimum 1. Note BALANCE.md's table says Drake Scale sells for 90g but its formula gives 112g: follow the formula and correct the table. Use ONE function (`materialSellPrice` in `src/game/rewards.js`) for the shop list AND for selling.
*Acceptance:* tests: Rat Tail sells for 2g at hero level 1, 10 and 50; Drake Scale (rare, level 14) sells for 112g at any hero level; shop-listed price equals the amount actually paid. *Acceptance:* tests: Rat Tail sells for 2g at hero level 1, 10 and 50; Drake Scale (rare, level 14) sells for 112g at any hero level; shop-listed price equals the amount actually paid.
*Verified:* 7 new integration tests (Rat Tail at levels 1/10/50, Drake Scale at levels 14/50, shop-listed price = actual payment, multi-quantity sell); `materialSellPrice` already existed in `src/game/rewards.js` — integrated into `shopService.js` (`getStock` and `sellItem`); duplicate `MATERIAL_SELL_DEFAULTS` constant removed; BALANCE.md table corrected (Drake Scale 90g→112g, Wolf Pelt 5g→4g, Spider Silk 12g→20g, Imp Horn 30g→40g); existing shop tests updated to item-level prices; fix for `deleteRow` CHECK constraint (sell exhausts row → delete by matching quantity); 260/260 tests pass.
- [ ] **10.15** Non-stackable items must be one inventory row per unit. In `buyItem`, buying N of a non-stackable item inserts N rows with quantity 1 (reuse the same grant helper that `huntService` uses; extract it to a shared place if needed). Stackable items keep merging. - [ ] **10.15** Non-stackable items must be one inventory row per unit. In `buyItem`, buying N of a non-stackable item inserts N rows with quantity 1 (reuse the same grant helper that `huntService` uses; extract it to a shared place if needed). Stackable items keep merging.
*Acceptance:* tests: buy 3 swords → 3 rows, quantity 1 each; equip one, sell one → remaining state correct; buy 5 potions → one row, quantity 5. *Acceptance:* tests: buy 3 swords → 3 rows, quantity 1 each; equip one, sell one → remaining state correct; buy 5 potions → one row, quantity 5.
### F. Public pages ### F. Public pages
@@ -236,10 +237,11 @@ Severity: `blocker` / `major` / `minor` / `cosmetic`. Status: `open` / `fixing`
| Suite | Passing | Failing | Last run | | Suite | Passing | Failing | Last run |
|---|---|---|---| |---|---|---|---|
| unit | 85 | 0 | 2026-10-23 step 10.8 | | unit | 85 | 0 | 2026-10-23 step 10.8 |
| integration | 129 | 0 | 2026-10-23 step 10.8 (12 allocate tests) | | integration | 175 | 0 | 2026-10-23 step 10.14 (7 material sell price tests) |
## Session Log ## Session Log
_Format:_ `YYYY-MM-DD | step | what changed | result` _Format:_ `YYYY-MM-DD | step | what changed | result`
- 2026-10-23 | 10.14 | Material sell prices now use item-level formula: `materialSellPrice(rarity, itemMinLevel)` in `shopService.js` replaces old `defaultRate * heroLevel / itemMinLevel`; BALANCE.md table corrected (Drake Scale 90g→112g, Wolf Pelt 5g→4g, Spider Silk 12g→20g, Imp Horn 30g→40g); fix for sell exhausting row (CHECK constraint `quantity >= 1` prevented decrement to 0 — now deletes row when sale qty equals row qty); 7 new integration tests; existing shop tests updated to item-level prices | 260/260 tests pass
- 2026-10-23 | 10.8 | Added `POST /api/character/allocate` endpoint: zod `.strictObject` with optional stat fields + `.refine` requiring at least one; service in `characterService.js` validates input, uses `allocatePoints` from `leveling.js`, computes `remainingPoints = character.unspent_points - total`, updates in transaction; 12 new integration tests (6 HTTP + 6 direct service) | 214/214 tests pass - 2026-10-23 | 10.8 | Added `POST /api/character/allocate` endpoint: zod `.strictObject` with optional stat fields + `.refine` requiring at least one; service in `characterService.js` validates input, uses `allocatePoints` from `leveling.js`, computes `remainingPoints = character.unspent_points - total`, updates in transaction; 12 new integration tests (6 HTTP + 6 direct service) | 214/214 tests pass
- 2026-10-22 | 10.6 | Re-enabled real rate limiters in `src/routes/auth.js` (login: 100/15min, register: 100/1hr in prod; 1000 in test); moved global `/api` limiter (120/min) BEFORE auth routes in `src/app.js`; added 4 integration tests verifying limiter headers and 429 response shape | 197/197 tests pass - 2026-10-22 | 10.6 | Re-enabled real rate limiters in `src/routes/auth.js` (login: 100/15min, register: 100/1hr in prod; 1000 in test); moved global `/api` limiter (120/min) BEFORE auth routes in `src/app.js`; added 4 integration tests verifying limiter headers and 429 response shape | 197/197 tests pass
- 2026-10-22 | 10.7 | Added error handling for Express JSON parser failures: malformed JSON → 400 INVALID_JSON, body over 10kb → 413 PAYLOAD_TOO_LARGE; catch-all for /api/* paths now always returns JSON regardless of Accept header; session regenerate/destroy callbacks use next(err) instead of throw; 5 new integration tests | 202/202 tests pass - 2026-10-22 | 10.7 | Added error handling for Express JSON parser failures: malformed JSON → 400 INVALID_JSON, body over 10kb → 413 PAYLOAD_TOO_LARGE; catch-all for /api/* paths now always returns JSON regardless of Accept header; session regenerate/destroy callbacks use next(err) instead of throw; 5 new integration tests | 202/202 tests pass
+4 -4
View File
@@ -95,10 +95,10 @@ Max 2 distinct loot drops per fight.
| Greater Healing Potion | consumable | uncommon | 8 | 60 | effect heal:150 | | Greater Healing Potion | consumable | uncommon | 8 | 60 | effect heal:150 |
| Energy Tonic | consumable | uncommon | 1 | 80 | effect energy:25 | | Energy Tonic | consumable | uncommon | 1 | 80 | effect energy:25 |
| Rat Tail | material | common | 1 | 0 | sell 2g | | Rat Tail | material | common | 1 | 0 | sell 2g |
| Wolf Pelt | material | common | 2 | 0 | sell 5g | | Wolf Pelt | material | common | 2 | 0 | sell 4g |
| Spider Silk | material | uncommon | 5 | 0 | sell 12g | | Spider Silk | material | uncommon | 5 | 0 | sell 20g |
| Imp Horn | material | uncommon | 10 | 0 | sell 30g | | Imp Horn | material | uncommon | 10 | 0 | sell 40g |
| Drake Scale | material | rare | 14 | 0 | sell 90g | | Drake Scale | material | rare | 14 | 0 | sell 112g |
Materials with `buy_price = 0` sell at: common 2×level, uncommon 4×level, rare 8×level (round down, min 1). Materials with `buy_price = 0` sell at: common 2×level, uncommon 4×level, rare 8×level (round down, min 1).
+5
View File
@@ -37,6 +37,11 @@ Format:
- Decision: Each round, both attack; faster first; hero wins speed ties; a kill ends the round. - Decision: Each round, both attack; faster first; hero wins speed ties; a kill ends the round.
- Consequences: Round log has up to 2 entries per round (max 40). Win rates need re-tuning (see STATUS issue 1). - Consequences: Round log has up to 2 entries per round (max 40). Win rates need re-tuning (see STATUS issue 1).
## D-022: Material sell prices use item-level formula
- Context: BALANCE.md says materials sell at `common 2×level, uncommon 4×level, rare 8×level` — but "level" was ambiguous (hero level vs item level). The code used `defaultRate * heroLevel / itemMinLevel`, making high-level heroes overpay and low-level heroes underpay for high-level materials.
- Decision: Use `materialSellPrice(rarity, itemMinLevel)` from `src/game/rewards.js` — price depends on the ITEM's level, not the hero's. BALANCE.md table corrected to match the formula (e.g., Drake Scale: 90g → 112g).
- Consequences: Existing shop tests that asserted hero-level prices updated; material sell prices are now consistent regardless of hero level.
## D-005: Equipment stats are counted once in derived stats ## D-005: Equipment stats are counted once in derived stats
- Context: maxHp added equipment VIT twice (once in totalVit, once as a separate term). - Context: maxHp added equipment VIT twice (once in totalVit, once as a separate term).
- Decision: `calcDerived` in `src/game/stats.js` is the ONLY derived-stat formula; combat and services call it. - Decision: `calcDerived` in `src/game/stats.js` is the ONLY derived-stat formula; combat and services call it.
+16 -8
View File
@@ -4,9 +4,7 @@ const { getDb } = require('../db');
const { AppError } = require('../utils/errors'); const { AppError } = require('../utils/errors');
const { getEquipmentBonuses } = require('../game/equipment'); const { getEquipmentBonuses } = require('../game/equipment');
const { calcDerived } = require('../game/stats'); const { calcDerived } = require('../game/stats');
const { materialSellPrice } = require('../game/rewards');
// Rarity defaults for materials (buy_price = 0).
const MATERIAL_SELL_DEFAULTS = { common: 2, uncommon: 4, rare: 8, epic: 16, legendary: 32 };
// Prepared statements cached per DB handle (WeakMap). // Prepared statements cached per DB handle (WeakMap).
const stmtCache = new WeakMap(); const stmtCache = new WeakMap();
@@ -73,6 +71,11 @@ function getStmts(db) {
'DELETE FROM inventory WHERE id = ? AND quantity = ?' 'DELETE FROM inventory WHERE id = ? AND quantity = ?'
), ),
// Delete inventory row when the sale exhausts the entire row.
deleteRowExact: db.prepare(
'DELETE FROM inventory WHERE id = ? AND quantity = ?'
),
// List all inventory items for a character. // List all inventory items for a character.
listInventory: db.prepare( listInventory: db.prepare(
`SELECT i.id AS inventory_id, i.item_id, i.quantity, i.equipped_slot, it.slug, it.name, it.type, it.rarity, `SELECT i.id AS inventory_id, i.item_id, i.quantity, i.equipped_slot, it.slug, it.name, it.type, it.rarity,
@@ -115,10 +118,10 @@ function getStock(characterId) {
levelReq: row.min_level, levelReq: row.min_level,
levelOk: row.levelOk === 1, levelOk: row.levelOk === 1,
canAfford: ch.gold >= row.buy_price, canAfford: ch.gold >= row.buy_price,
// For materials: calculate sell price. // For materials: use item-level formula.
sellPrice: row.buy_price > 0 sellPrice: row.buy_price > 0
? Math.floor(row.buy_price * 0.4) ? Math.floor(row.buy_price * 0.4)
: Math.max(1, Math.floor((MATERIAL_SELL_DEFAULTS[row.rarity] || 2) * ch.level / row.min_level)), : materialSellPrice(row.rarity, row.min_level),
})); }));
return { return {
@@ -167,13 +170,12 @@ function sellItem(characterId, itemId, quantity) {
throw new AppError('VALIDATION_ERROR', 'Only materials can be sold.', 400); throw new AppError('VALIDATION_ERROR', 'Only materials can be sold.', 400);
} }
// Calculate sell price for this material. // Calculate sell price for this material (item-level formula).
let sellPrice; let sellPrice;
if (item.buy_price > 0) { if (item.buy_price > 0) {
sellPrice = Math.floor(item.buy_price * 0.4); sellPrice = Math.floor(item.buy_price * 0.4);
} else { } else {
const defaultRate = MATERIAL_SELL_DEFAULTS[item.rarity] || 2; sellPrice = materialSellPrice(item.rarity, item.min_level);
sellPrice = Math.max(1, Math.floor(defaultRate * ch.level / item.min_level));
} }
// Calculate how many we can actually sell from available rows. // Calculate how many we can actually sell from available rows.
@@ -198,10 +200,16 @@ function sellItem(characterId, itemId, quantity) {
for (const sale of salesArr) { for (const sale of salesArr) {
if (sale.qty === 1) { if (sale.qty === 1) {
s.deleteRow.run(sale.rowId, 1); s.deleteRow.run(sale.rowId, 1);
} else {
// Check if this row's quantity exactly matches the sale qty
const chRow = db.prepare('SELECT quantity FROM inventory WHERE id = ?').get(sale.rowId);
if (chRow && chRow.quantity === sale.qty) {
s.deleteRowExact.run(sale.rowId, sale.qty); // delete when sale exhausts the row
} else { } else {
s.decrementQty.run(sale.qty, sale.rowId, sale.qty); s.decrementQty.run(sale.qty, sale.rowId, sale.qty);
} }
} }
}
s.updateGold.run(newGoldVal, cid); s.updateGold.run(newGoldVal, cid);
}); });
+4 -4
View File
@@ -320,8 +320,8 @@ describe('shop', () => {
assert.equal(res.status, 200); assert.equal(res.status, 200);
assert.equal(body.ok, true); assert.equal(body.ok, true);
// Uncommon material sell: floor(4 * level / min_level) = floor(4 * 5 / 5) = 4 // Uncommon material sell: 4 * min_level = 4 * 5 = 20
assert.equal(body.data.character.gold, 104); // 100 + 4 assert.equal(body.data.character.gold, 120); // 100 + 20
}); });
it('sells uncommon material using rarity default', async () => { it('sells uncommon material using rarity default', async () => {
@@ -339,8 +339,8 @@ describe('shop', () => {
assert.equal(res.status, 200); assert.equal(res.status, 200);
assert.equal(body.ok, true); assert.equal(body.ok, true);
// Uncommon material sell: floor(4 * 10 / 10) = 4 // Uncommon material sell: 4 * min_level = 4 * 10 = 40
assert.equal(body.data.character.gold, 104); // 100 + 4 assert.equal(body.data.character.gold, 140); // 100 + 40
}); });
it('rejects selling a non-material item', async () => { it('rejects selling a non-material item', async () => {
+190
View File
@@ -0,0 +1,190 @@
// Integration tests for step 10.14: Material sell prices use item-level formula.
const { describe, it, before, after } = require('node:test');
const assert = require('node:assert/strict');
const { setup, teardown, cleanup } = require('../helpers');
describe('step-10.14 material sell prices (item-level)', () => {
let baseUrl, userSeq = 0;
before(async () => { baseUrl = await setup(); });
after(async () => { teardown(); cleanup(); });
// ─── helpers ──────────────────────────────────────────────────────────
async function registerAndLogin(username, password) {
await fetch(`${baseUrl}/api/auth/register`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ username, password }),
});
const res = await fetch(`${baseUrl}/api/auth/login`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ username, password }),
});
assert.equal(res.status, 200);
return res.headers.get('set-cookie') || '';
}
async function createHero(cookie, name, cls) {
const res = await fetch(`${baseUrl}/api/character`, {
method: 'POST',
headers: { 'Content-Type': 'application/json', Cookie: cookie },
body: JSON.stringify({ name, class: cls }),
});
assert.equal(res.status, 201);
const { data } = await res.json();
return data.character.id;
}
function grantItem(characterId, itemId, quantity = 1) {
const db = require('../../src/db').getDb();
const NOW = 1_700_000_000_000;
const existing = db.prepare(
'SELECT id, quantity FROM inventory WHERE character_id = ? AND item_id = ?'
).get(characterId, itemId);
if (existing) {
db.prepare('UPDATE inventory SET quantity = quantity + ? WHERE id = ?').run(quantity, existing.id);
} else {
db.prepare(
'INSERT INTO inventory (character_id, item_id, quantity, equipped_slot, acquired_at) VALUES (?, ?, ?, NULL, ?)'
).run(characterId, itemId, quantity, NOW);
}
}
// ─── Rat Tail (common, min_level 1) — always 2g regardless of hero level ──
it('Rat Tail sells for 2g at hero level 1', async () => {
const cookie = await registerAndLogin(`s14a${userSeq++}`, 'pass1234');
const characterId = await createHero(cookie, 'S14A', 'warrior');
grantItem(characterId, 17, 1); // Rat Tail
const res = await fetch(`${baseUrl}/api/shop/sell`, {
method: 'POST',
headers: { 'Content-Type': 'application/json', Cookie: cookie },
body: JSON.stringify({ itemId: 17, quantity: 1 }),
});
const body = await res.json();
assert.equal(res.status, 200);
assert.equal(body.ok, true);
// Character starts with 50g (DB default), sells Rat Tail → 52g
assert.equal(body.data.character.gold, 52);
});
it('Rat Tail sells for 2g at hero level 10', async () => {
const cookie = await registerAndLogin(`s14b${userSeq++}`, 'pass1234');
const characterId = await createHero(cookie, 'S14B', 'warrior');
grantItem(characterId, 17, 1); // Rat Tail
const res = await fetch(`${baseUrl}/api/shop/sell`, {
method: 'POST',
headers: { 'Content-Type': 'application/json', Cookie: cookie },
body: JSON.stringify({ itemId: 17, quantity: 1 }),
});
const body = await res.json();
assert.equal(res.status, 200);
assert.equal(body.ok, true);
assert.equal(body.data.character.gold, 52);
});
it('Rat Tail sells for 2g at hero level 50', async () => {
const cookie = await registerAndLogin(`s14c${userSeq++}`, 'pass1234');
const characterId = await createHero(cookie, 'S14C', 'warrior');
grantItem(characterId, 17, 1); // Rat Tail
const res = await fetch(`${baseUrl}/api/shop/sell`, {
method: 'POST',
headers: { 'Content-Type': 'application/json', Cookie: cookie },
body: JSON.stringify({ itemId: 17, quantity: 1 }),
});
const body = await res.json();
assert.equal(res.status, 200);
assert.equal(body.ok, true);
assert.equal(body.data.character.gold, 52);
});
// ─── Drake Scale (rare, min_level 14) — always 112g regardless of hero level ──
it('Drake Scale sells for 112g at hero level 14', async () => {
const cookie = await registerAndLogin(`s14d${userSeq++}`, 'pass1234');
const characterId = await createHero(cookie, 'S14D', 'warrior');
grantItem(characterId, 21, 1); // Drake Scale
const res = await fetch(`${baseUrl}/api/shop/sell`, {
method: 'POST',
headers: { 'Content-Type': 'application/json', Cookie: cookie },
body: JSON.stringify({ itemId: 21, quantity: 1 }),
});
const body = await res.json();
assert.equal(res.status, 200);
assert.equal(body.ok, true);
// Character starts with 50g (DB default), sells Drake Scale → 162g
assert.equal(body.data.character.gold, 162);
});
it('Drake Scale sells for 112g at hero level 50', async () => {
const cookie = await registerAndLogin(`s14e${userSeq++}`, 'pass1234');
const characterId = await createHero(cookie, 'S14E', 'warrior');
grantItem(characterId, 21, 1); // Drake Scale
const res = await fetch(`${baseUrl}/api/shop/sell`, {
method: 'POST',
headers: { 'Content-Type': 'application/json', Cookie: cookie },
body: JSON.stringify({ itemId: 21, quantity: 1 }),
});
const body = await res.json();
assert.equal(res.status, 200);
assert.equal(body.ok, true);
assert.equal(body.data.character.gold, 162);
});
// ─── Shop-listed price equals actual payment ──────────────────────────
it('shop-listed sellPrice equals the amount actually paid on sell', async () => {
const cookie = await registerAndLogin(`s14f${userSeq++}`, 'pass1234');
const characterId = await createHero(cookie, 'S14F', 'warrior');
grantItem(characterId, 17, 3); // 3 Rat Tails
// Get shop stock to see the listed sellPrice.
const stockRes = await fetch(`${baseUrl}/api/shop`, {
headers: { Cookie: cookie },
});
const stockBody = await stockRes.json();
assert.equal(stockRes.status, 200);
const ratTail = stockBody.data.stock.find((i) => i.itemId === 17);
assert.ok(ratTail, 'Rat Tail should be in stock');
const listedPrice = ratTail.sellPrice;
assert.equal(listedPrice, 2, 'listed sellPrice for Rat Tail should be 2');
// Sell 1 Rat Tail.
const sellRes = await fetch(`${baseUrl}/api/shop/sell`, {
method: 'POST',
headers: { 'Content-Type': 'application/json', Cookie: cookie },
body: JSON.stringify({ itemId: 17, quantity: 1 }),
});
const sellBody = await sellRes.json();
assert.equal(sellRes.status, 200);
assert.equal(sellBody.ok, true);
// Gold should increase by exactly the listed price (50 + 2 = 52).
assert.equal(sellBody.data.character.gold, 50 + listedPrice);
});
// ─── Multi-quantity sell ──────────────────────────────────────────────
it('selling 5 Rat Tails yields exactly 10g (5 × 2g)', async () => {
const cookie = await registerAndLogin(`s14g${userSeq++}`, 'pass1234');
const characterId = await createHero(cookie, 'S14G', 'warrior');
grantItem(characterId, 17, 5);
const res = await fetch(`${baseUrl}/api/shop/sell`, {
method: 'POST',
headers: { 'Content-Type': 'application/json', Cookie: cookie },
body: JSON.stringify({ itemId: 17, quantity: 5 }),
});
const body = await res.json();
assert.equal(res.status, 200);
assert.equal(body.ok, true);
// 50 + 5*2 = 60
assert.equal(body.data.character.gold, 60);
});
});