From 7f074e4decc41d76844ae1596dbb2ce914a28200 Mon Sep 17 00:00:00 2001 From: bepis Date: Wed, 21 Oct 2026 06:32:47 +1100 Subject: [PATCH] step 7.1: done --- HANDOFF.md | 51 ++++++++++++--------------- STATUS.md | 11 +++--- src/db/migrations/005_expeditions.sql | 36 +++++++++++++++++++ 3 files changed, 65 insertions(+), 33 deletions(-) create mode 100644 src/db/migrations/005_expeditions.sql diff --git a/HANDOFF.md b/HANDOFF.md index fb1a743..c346250 100644 --- a/HANDOFF.md +++ b/HANDOFF.md @@ -4,8 +4,8 @@ > If this file disagrees with the code, trust the code and fix this file. ## 1. Where we are -- **Last completed step:** 6.3 (Shop tests: sell equipped item rejection + concurrent double-buy safety) — TICKED in STATUS.md -- **Next step:** 7.1 — Migration `005_expeditions.sql`. Expedition definitions in seed data. +- **Last completed step:** 7.1 (Migration `005_expeditions.sql` with seed data) — TICKED in STATUS.md +- **Next step:** 7.2 — `POST /api/expeditions/start`, `GET /api/expeditions/active`, `POST /api/expeditions/claim`. Only one active expedition per hero. Claim rejected before `ends_at`. - **Updated:** 2026-10-21 - **Was the last session cut off mid-task?** No @@ -13,10 +13,11 @@ | Command | Expected | |---|---| | `npm install` | succeeds | -| `npm run migrate` | applies 001–004 and 006 / "nothing to do" | +| `npm run migrate` | applies 001–006 / "nothing to do" | | `npm test` | **139 passing, 0 failing** (85 unit + 54 integration) | ## 3. What exists now (files that matter) +- `src/db/migrations/005_expeditions.sql` — NEW: `expedition_defs` + `expeditions` tables, unique active-expedition index, 3 seed definitions (Scout 10min, Raid 1h, Delve 4h). - `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. @@ -24,7 +25,7 @@ - `src/services/combatLogService.js` — `getCombatLog(characterId, limit)` → recent fights. - `src/services/characterService.js` — `createCharacter`, `getCharacterProfile`, `getCharacterIdForUser`. - `src/services/inventoryService.js` — `listInventory`, `equipItem`, `unequipItem`, `useConsumable`. Uses WeakMap stmt cache. -- `src/services/shopService.js` — `getStock`, `buyItem`, `sellItem`. Uses WeakMap stmt cache. Sell value = 40% of buy_price (materials use rarity default). **Equipped items rejected in sellItem (check moved before material type check).** +- `src/services/shopService.js` — `getStock`, `buyItem`, `sellItem`. Uses WeakMap stmt cache. Sell value = 40% of buy_price. - `src/routes/shop.js` — `GET /api/shop`, `POST /api/shop/buy`, `POST /api/shop/sell`. - `src/routes/inventory.js` — `GET /api/inventory`, `POST /api/inventory/equip`, `POST /api/inventory/unequip`, `POST /api/inventory/use`. - `src/utils/time.js` — `now()/setNow()/resetNow()`; never call `Date.now()` in services. @@ -32,24 +33,22 @@ - `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/shop.test.js` — 16 integration tests (stock, level gating, buy, sell, equipped rejection, concurrent double-buy, round-trip). -- `tests/integration/shop-page.test.js` — 5 integration tests (stock listing, levelOk, sell pricing, buy/sell round-trip). -- `tests/integration/inventory.test.js` — 20 integration tests (13 equip/unequip + 7 consumable). +- `tests/integration/shop.test.js` — 16 integration tests. +- `tests/integration/shop-page.test.js` — 5 integration tests. +- `tests/integration/inventory.test.js` — 20 integration tests. - `public/shop.html` — dedicated shop page with buy/sell tabs. -- `public/js/shop.js` — shop page JS: render stock, render materials, buy/sell handlers, tab switching, auth guard. -- `public/game.html` — dashboard with stats panel, tabbed action panel (Hunt/Inventory), equipment panel, inventory grid. +- `public/js/shop.js` — shop page JS. +- `public/game.html` — dashboard with stats panel, tabbed action panel (Hunt/Inventory). - `public/js/game.js` — full hunt UI + inventory UI. -- `public/css/main.css` — zone cards, combat log, result panel, toast styles, tabs, equipment panel, inventory grid, tooltips, rarity colors. ## 4. Half-finished / fragile things -- No shop link in game.html top-bar navigation (users must navigate manually to /shop.html). -- No expedition UI yet (Phase 7). +- No shop link in game.html top-bar navigation. +- No expedition service/routes yet (step 7.2). - No leaderboard UI yet (Phase 8). - 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). -- Step 7.1: need migration `005_expeditions.sql` with expedition table + seed data. ## 5. Decisions & deviations from the docs - D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock). @@ -57,29 +56,25 @@ - Inventory response uses `itemId` (item.id) and `inventoryId` (inventory row id) to avoid confusion. - Consumable effect parsing: regex `^(heal|energy):(\d+)$` on items.effect field. - Qty decrement avoids CHECK constraint violation: delete directly when qty==1, decrement when qty>1. -- UI uses emoji icons (⚔️🛡️💍🧪📦) for item types per UI_GUIDE recommendation. -- Rarity colors match UI_GUIDE spec (common #b8b0a3, uncommon #5fb36b, rare #4a8fe0, epic #a45ee0, legendary #f2a23a). -- **D-008:** Shop materials with buy_price=0 sell at `floor(default_rate * character_level / item_min_level)` where default_rate is common=2, uncommon=4, rare=8, epic=16, legendary=32 (min 1). -- **D-009:** `sellItem` checks equipped_slot before material type, so equipped items are always rejected regardless of item type. +- **D-008:** Shop materials with buy_price=0 sell at `floor(default_rate * character_level / item_min_level)`. +- **D-009:** `sellItem` checks equipped_slot before material type. +- Expedition seed data: 3 definitions (Scout 10min/10energy/1min, Raid 1h/30energy/3min, Delve 4h/60energy/5min) with XP 30-300 and gold 5-150. ## 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. +- `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`. - better-sqlite3-session-store ignores `clear:false`; that's why the timer is unref'd. - Statement caches are per-DB-handle (WeakMap) in huntService; copy that pattern for new services. - 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. -- Transaction callback args must match the call order exactly — passing `qty` as the second arg when the callback expects `etype` silently misapplies the effect. -- Error responses from route-level `AppError`s do NOT include `data` field — only `{ ok: false, error: { code, message } }`. +- Transaction callback args must match the call order exactly. +- Error responses from route-level `AppError`s do NOT include `data` field. -## 7. Next-step briefing (7.1) -- **Goal:** Migration `005_expeditions.sql` — create expeditions table and seed expedition definitions. -- **Docs:** GAME_DESIGN.md §Expeditions, DATABASE.md. -- **Files to create:** `src/db/migrations/005_expeditions.sql`. -- **Key schema:** expeditions table (id, character_id, expedition_id, started_at, ends_at, claimed boolean FK constraints). Only one active expedition per hero at a time. -- **Seed data:** expedition definitions in the same migration (INSERT OR IGNORE). +## 7. Next-step briefing (7.2) +- **Goal:** Expedition API: start, active, claim endpoints. +- **Docs:** GAME_DESIGN.md §Expeditions, DATABASE.md (005_expeditions.sql schema already created). +- **Files to create:** `src/services/expeditionService.js`, `src/routes/expeditions.js`. +- **Key logic:** `startExpedition(characterId, defId)` — checks no active expedition, checks energy, deducts energy, inserts row with started_at/ends_at. `getActive(characterId)` — returns unclaimed expedition. `claimExpedition(characterId, expeditionId)` — checks ends_at <= now, checks claimed_at IS NULL, sets claimed_at, grants XP+gold(+loot for 1h+). All in transactions. ## 8. Open Known Issues STATUS.md issues 1–6 (balance, dangling `seed` script, restart test, equipment-in-combat, HP regen, zone min_level balance). diff --git a/STATUS.md b/STATUS.md index 90b5d67..9c599c4 100644 --- a/STATUS.md +++ b/STATUS.md @@ -8,9 +8,9 @@ ## Current Focus - **Phase:** 7 -- **Step:** 7.1 +- **Step:** 7.2 - **Blocked?** No -- **Last verified working command:** `npm test` — 139/139 passing (85 unit + 54 integration), 2026-10-21 step 6.3 +- **Last verified working command:** `npm test` — 139/139 passing (85 unit + 54 integration), 2026-10-21 step 7.1 ## Project Health | Item | State | @@ -91,7 +91,7 @@ *Acceptance:* sell equipped item → 400 VALIDATION_ERROR; concurrent double-buy → exactly one succeeds with INSUFFICIENT_GOLD for the other; insufficient gold already covered. *Verified:* 2 new integration tests added to shop.test.js; `sellItem` check moved before material type check so equipped items are rejected regardless of type. ## Phase 7 — Expeditions (Offline Progress) (docs: GAME_DESIGN §Time, §Expeditions) -- [ ] **7.1** Migration `005_expeditions.sql`. Expedition definitions in seed data. +- [x] **7.1** Migration `005_expeditions.sql`. Expedition definitions in seed data. - [ ] **7.2** `POST /api/expeditions/start`, `GET /api/expeditions/active`, `POST /api/expeditions/claim`. Only one active expedition per hero. Claim rejected before `ends_at`. - [ ] **7.3** UI: start panel, progress bar, claim button. *Acceptance:* start → close browser → return after duration → claim → rewards granted exactly once. @@ -148,11 +148,12 @@ Severity: `blocker` / `major` / `minor` / `cosmetic`. Status: `open` / `fixing` ## Test Summary | Suite | Passing | Failing | Last run | |---|---|---|---| -| unit | 85 | 0 | 2026-10-21 step 6.1 | -| integration | 54 | 0 | 2026-10-21 step 6.3 | +| unit | 85 | 0 | 2026-10-21 step 7.1 | +| integration | 54 | 0 | 2026-10-21 step 7.1 | ## Session Log _Format:_ `YYYY-MM-DD | step | what changed | result` +- 2026-10-21 | 7.1 | Created migration `005_expeditions.sql` (expedition_defs + expeditions tables, unique active-expedition index, 3 seed definitions); migration applies clean, all tests pass | 139/139 tests pass - 2026-10-21 | 6.3 | Added 2 integration tests to shop.test.js (sell equipped item rejection, concurrent double-buy safety); moved equipped check before material type check in sellItem so equipped items are rejected regardless of type | 139/139 tests pass - 2026-10-21 | 6.2 | Created shop UI: `public/shop.html` + `public/js/shop.js` (buy/sell tabs, level-gated stock display, material sell list, toast notifications); 5 integration tests for shop page API coverage | 137/137 tests pass - 2026-10-21 | 6.1 | Ticked step 6.1 — acceptance criteria verified: GET /api/shop, POST /api/shop/buy, POST /api/shop/sell all implemented with 40% sell value and gold-negative protection; 14 integration tests all passing | 132/132 tests pass diff --git a/src/db/migrations/005_expeditions.sql b/src/db/migrations/005_expeditions.sql new file mode 100644 index 0000000..fb1df22 --- /dev/null +++ b/src/db/migrations/005_expeditions.sql @@ -0,0 +1,36 @@ +-- 005_expeditions.sql — Expedition system: definitions and player expedition records. + +CREATE TABLE IF NOT EXISTS expedition_defs ( + id INTEGER PRIMARY KEY, + slug TEXT NOT NULL UNIQUE, + name TEXT NOT NULL, + description TEXT NOT NULL, + min_level INTEGER NOT NULL, + duration_sec INTEGER NOT NULL, + energy_cost INTEGER NOT NULL, + xp_reward INTEGER NOT NULL, + gold_min INTEGER NOT NULL, + gold_max INTEGER NOT NULL +); + +CREATE TABLE IF NOT EXISTS expeditions ( + id INTEGER PRIMARY KEY AUTOINCREMENT, + character_id INTEGER NOT NULL REFERENCES characters(id) ON DELETE CASCADE, + def_id INTEGER NOT NULL REFERENCES expedition_defs(id), + started_at INTEGER NOT NULL, + ends_at INTEGER NOT NULL, + claimed_at INTEGER -- NULL until claimed +); + +-- At most one unclaimed (active) expedition per character. +CREATE UNIQUE INDEX IF NOT EXISTS idx_one_active_expedition + ON expeditions(character_id) WHERE claimed_at IS NULL; + +-- ===== EXPEDITION DEFINITIONS ===== +-- "Scout the Old Road" — 10 min, low risk/reward +INSERT OR IGNORE INTO expedition_defs (id, slug, name, description, min_level, duration_sec, energy_cost, xp_reward, gold_min, gold_max) VALUES + (1, 'scout-old-road', 'Scout the Old Road', 'Patrol the abandoned trade route north of Cindergate.', 1, 600, 10, 30, 5, 15), + -- "Raid the Bandit Camp" — 1 hour, medium risk/reward (+ loot roll) + (2, 'raid-bandit-camp', 'Raid the Bandit Camp', 'Launch a coordinated strike on the bandit encampment in Gloomroot.', 3, 3600, 30, 100, 20, 60), + -- "Delve the Hollow" — 4 hours, high risk/reward (+ loot roll) + (3, 'delve-the-hollow', 'Delve the Hollow', 'Explore the ancient ruins beneath the Ashfang Crags.', 5, 14400, 60, 300, 50, 150);