step 5.4: done
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> If this file disagrees with the code, trust the code and fix this file.
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## 1. Where we are
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- **Last completed step:** 5.3 (stackable consumables: POST /api/inventory/use)
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- **Next step:** 5.4 — UI: inventory grid, equipment panel, tooltips with stats
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- **Last completed step:** 5.4 (inventory UI: tabs, equipment panel, inventory grid, tooltips)
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- **Next step:** 6.1 — Shop: `GET /api/shop`, `POST /api/shop/buy`, `POST /api/shop/sell`
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- **Updated:** 2026-10-20
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- **Was the last session cut off mid-task?** No
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@@ -23,21 +23,22 @@
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- `src/services/zoneService.js` — `listZones(characterLevel)` → zones with `unlocked` flag.
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- `src/services/combatLogService.js` — `getCombatLog(characterId, limit)` → recent fights.
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- `src/services/characterService.js` — `createCharacter`, `getCharacterProfile`, `getCharacterIdForUser`.
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- **NEW:** `src/services/inventoryService.js` — `listInventory`, `equipItem`, `unequipItem`, `useConsumable`. Uses WeakMap stmt cache. Derived stats recalculated on list. Consumables: heal (capped at maxHp) and energy (capped at ENERGY_MAX), qty decrement, row removal at 0.
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- **NEW:** `src/routes/inventory.js` — `GET /api/inventory`, `POST /api/inventory/equip`, `POST /api/inventory/unequip`, `POST /api/inventory/use`. Zod-validated.
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- `src/services/inventoryService.js` — `listInventory`, `equipItem`, `unequipItem`, `useConsumable`. Uses WeakMap stmt cache.
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- `src/routes/inventory.js` — `GET /api/inventory`, `POST /api/inventory/equip`, `POST /api/inventory/unequip`, `POST /api/inventory/use`.
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- `src/utils/time.js` — `now()/setNow()/resetNow()`; never call `Date.now()` in services.
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- `src/routes/zones.js` — `GET /api/zones`.
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- `src/routes/combatLog.js` — `GET /api/combat-log`.
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- `src/db/migrations/003_content.sql` — also SEEDS zones/monsters/items/loot (INSERT OR IGNORE).
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- `src/db/migrations/004_inventory.sql` — inventory table, FK constraints, partial unique index for equipped slots.
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- `tests/integration/inventory.test.js` — 20 integration tests (13 equip/unequip + 7 consumable).
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- `public/game.html` — dashboard with stats panel, zone list, combat log, result panel.
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- `public/js/game.js` — full hunt UI: load zones, hunt handler, result display, combat log replay, toast notifications, energy sync.
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- `public/css/main.css` — zone cards, combat log entries, result panel, toast styles.
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- `public/game.html` — dashboard with stats panel, tabbed action panel (Hunt/Inventory), equipment panel, inventory grid.
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- `public/js/game.js` — full hunt UI + inventory UI: load zones, hunt handler, result display, combat log, tab switching, loadInventory, renderEquipmentPanel, renderInventoryGrid, equip/unequip/use handlers, tooltips.
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- `public/css/main.css` — zone cards, combat log, result panel, toast styles, tabs, equipment panel, inventory grid, tooltips, rarity colors.
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## 4. Half-finished / fragile things
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- No consumable UI yet (Phase 5 step 5.4).
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- No inventory grid/equipment panel/tooltips in game.html.
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- No shop UI yet (Phase 6).
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- No expedition UI yet (Phase 7).
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- No leaderboard UI yet (Phase 8).
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- HP never regenerates naturally; only level-up restores it.
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- No restart-persistence test for sessions.
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- `npm run seed` script in package.json points to nonexistent `scripts/seed.js`.
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@@ -49,6 +50,8 @@
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- Inventory response uses `itemId` (item.id) and `inventoryId` (inventory row id) to avoid confusion.
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- Consumable effect parsing: regex `^(heal|energy):(\d+)$` on items.effect field.
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- Qty decrement avoids CHECK constraint violation: delete directly when qty==1, decrement when qty>1.
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- UI uses emoji icons (⚔️🛡️💍🧪📦) for item types per UI_GUIDE recommendation.
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- Rarity colors match UI_GUIDE spec (common #b8b0a3, uncommon #5fb36b, rare #4a8fe0, epic #a45ee0, legendary #f2a23a).
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## 6. Gotchas learned
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- `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`. A shell glob once skipped 17 tests.
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@@ -61,11 +64,11 @@
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- `itemInSlot` query must alias `id AS inventory_id` so `existing.inventory_id` works in unequip logic.
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- Transaction callback args must match the call order exactly — passing `qty` as the second arg when the callback expects `etype` silently misapplies the effect.
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## 7. Next-step briefing (5.4)
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- **Goal:** UI for inventory — grid display of items (equipment + consumables), equipment panel showing current gear with stats, tooltips with stat bonuses.
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- **Docs:** GAME_DESIGN.md §Items, UI_GUIDE.md, API.md.
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- **Files to modify:** `public/game.html` (add inventory/equipment panels), `public/js/game.js` (load inventory, render grid, equip/unequip/use handlers, tooltips), `public/css/main.css` (inventory grid, tooltips, equipment panel styles).
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- **Key rules:** Use `GET /api/inventory` for data; render equipment slots + consumable list; show stat bonuses on hover; click to equip/unequip; click consumable to use.
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## 7. Next-step briefing (6.1)
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- **Goal:** Shop API endpoints — `GET /api/shop` (list stock), `POST /api/shop/buy` (buy items), `POST /api/shop/sell` (sell items). Sell value = 40% of base price. Gold never goes negative.
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- **Docs:** GAME_DESIGN.md §Economy, API.md, BALANCE.md.
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- **Files to create/modify:** `src/services/shopService.js`, `src/routes/shop.js`, register in `app.js`.
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- **Key rules:** Shop stock determined by character level (level-gated). Sell = 40% of buy_price. Use transactions for buy. Item slug → buy_price from items table.
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## 8. Open Known Issues
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STATUS.md issues 1–6 (balance, dangling `seed` script, restart test, equipment-in-combat, HP regen, zone min_level balance).
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