step 5.3: done
This commit is contained in:
+16
-14
@@ -4,8 +4,8 @@
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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:** 5.2 (inventory/equipment services + routes — list, equip, unequip)
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- **Next step:** 5.3 — stackable consumables: POST /api/inventory/use (health potion heals; energy tonic restores energy, capped)
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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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- **Updated:** 2026-10-20
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- **Was the last session cut off mid-task?** No
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@@ -14,7 +14,7 @@
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|---|---|
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| `npm install` | succeeds |
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| `npm run migrate` | applies 001–004 and 006 / "nothing to do" |
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| `npm test` | **111 passing, 0 failing** (87 unit + 24 integration) |
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| `npm test` | **118 passing, 0 failing** (87 unit + 31 integration) |
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## 3. What exists now (files that matter)
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- `src/game/stats.js` — `calcDerived()` is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp.
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@@ -23,21 +23,21 @@
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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`. Uses WeakMap stmt cache. Derived stats recalculated on list.
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- **NEW:** `src/routes/inventory.js` — `GET /api/inventory`, `POST /api/inventory/equip`, `POST /api/inventory/unequip`. Zod-validated.
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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/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` — 13 integration tests for inventory service.
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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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## 4. Half-finished / fragile things
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- No consumable use endpoint yet (Phase 5 step 5.3).
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- No UI for inventory/equipment (Phase 5 step 5.4).
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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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- 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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@@ -47,6 +47,8 @@
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- D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock).
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- Zod query param parsing uses `zod.coerce.number()` because Express query params are strings.
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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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## 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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@@ -57,13 +59,13 @@
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- Express query params are strings, not numbers — use `zod.coerce.number()` for numeric query params.
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- SQL `SELECT id` from inventory returns the auto-increment row id; rename with `AS inventory_id` when you also need `item_id`.
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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 (5.3)
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- **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).
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- **Docs:** DATABASE.md (§004_inventory), GAME_DESIGN.md §Items, BALANCE.md (effect format: 'heal:50', 'energy:25').
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- **Files to create/modify:** extend `inventoryService.js` with `useConsumable(characterId, itemId)`, extend `inventory.js` route.
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- **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.
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- **Tests:** happy-path heal, happy-path energy, use on non-consumable rejected, insufficient quantity, effect capped at maxHp/energyMax.
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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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## 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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@@ -8,9 +8,9 @@
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## Current Focus
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- **Phase:** 5
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- **Step:** 5.3
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- **Step:** 5.4
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- **Blocked?** No
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- **Last verified working command:** `npm test` — 111/111 passing (87 unit + 24 integration), 2026-10-20 step 5.2
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- **Last verified working command:** `npm test` — 118/118 passing (87 unit + 31 integration), 2026-10-20 step 5.3
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## Project Health
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| Item | State |
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@@ -76,7 +76,8 @@
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*Acceptance:* migration creates inventory table with FK constraints and indexes.
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- [x] **5.2** Services + routes: list inventory, equip, unequip (slots: weapon, armor, trinket). Equipment modifies derived stats via `calcDerived()`.
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*Acceptance:* list returns items with derived stats; equip moves previous item; unequip clears slot; wrong-type/level/missing-item rejected.
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- [ ] **5.3** Stackable consumables: `POST /api/inventory/use` (health potion heals; energy tonic restores energy, capped).
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- [x] **5.3** Stackable consumables: `POST /api/inventory/use` (health potion heals; energy tonic restores energy, capped).
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*Acceptance:* heal effect caps at maxHp; energy effect caps at ENERGY_MAX; quantity decrements; row removed at qty 0; non-consumable rejected.
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- [ ] **5.4** UI: inventory grid, equipment panel, tooltips with stats.
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## Phase 6 — Shop & Economy (docs: GAME_DESIGN §Economy)
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@@ -147,6 +148,7 @@ Severity: `blocker` / `major` / `minor` / `cosmetic`. Status: `open` / `fixing`
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## Session Log
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_Format:_ `YYYY-MM-DD | step | what changed | result`
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- 2026-10-20 | 5.3 | Added `useConsumable()` to inventoryService (heal/energy effects, qty decrement, row removal at 0) + `POST /api/inventory/use` route; 7 integration tests covering heal, energy, cap, non-consumable rejection, missing item, qty-0 removal | 118/118 tests pass
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- 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
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- 2026-10-20 | 5.1 | Verified 004_inventory.sql migration (inventory table, FK constraints, indexes) applies clean; all tests pass | 98/98 tests pass
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- 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
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@@ -57,6 +57,7 @@ function createApp() {
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app.get('/api/inventory', requireAuth, inventoryRoutes.getInventory);
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app.post('/api/inventory/equip', requireAuth, inventoryRoutes.postEquip);
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app.post('/api/inventory/unequip', requireAuth, inventoryRoutes.postUnequip);
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app.post('/api/inventory/use', requireAuth, inventoryRoutes.postUse);
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// Central error handler
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app.use((err, _req, res, _next) => {
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+20
-2
@@ -1,9 +1,9 @@
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// Inventory routes: list, equip, unequip.
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// Inventory routes: list, equip, unequip, use consumables.
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const zod = require('zod');
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const { AppError } = require('../utils/errors');
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const { requireAuth } = require('../middleware/session');
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const { getCharacterIdForUser } = require('../services/characterService');
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const { listInventory, equipItem, unequipItem } = require('../services/inventoryService');
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const { listInventory, equipItem, unequipItem, useConsumable } = require('../services/inventoryService');
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// Validation schemas
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const slotSchema = zod.enum(['weapon', 'armor', 'trinket']);
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@@ -56,10 +56,28 @@ async function handleUnequip(req, res) {
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res.json({ ok: true, data: result });
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}
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/**
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* POST /api/inventory/use — use a stackable consumable (heal/energy).
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*/
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async function handleUse(req, res) {
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const parsed = zod.strictObject({
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itemId: zod.number().int().positive(),
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}).safeParse(req.body);
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if (!parsed.success) {
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throw new AppError('VALIDATION_ERROR', 'Request validation failed.', 400);
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}
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const { itemId } = parsed.data;
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const characterId = getCharacterIdForUser(req.session.userId);
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const result = useConsumable(characterId, itemId);
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res.json({ ok: true, data: result });
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}
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module.exports = {
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routes: {
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getInventory: wrap(handleListInventory),
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postEquip: wrap(handleEquip),
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postUnequip: wrap(handleUnequip),
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postUse: wrap(handleUse),
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},
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};
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@@ -1,7 +1,8 @@
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// Inventory service: list, equip, unequip items.
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// Inventory service: list, equip, unequip, and use consumables.
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// Equipment bonuses feed into calcDerived() for stat updates.
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const { getDb } = require('../db');
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const { AppError } = require('../utils/errors');
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const { calcDerived, ENERGY_MAX } = require('../game/stats');
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const VALID_SLOTS = new Set(['weapon', 'armor', 'trinket']);
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@@ -54,6 +55,31 @@ function getStmts(db) {
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character: db.prepare(
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'SELECT * FROM characters WHERE id = ?'
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),
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// Get inventory row for a specific (character, item) — including quantity.
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inventoryRowForUse: db.prepare(
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'SELECT * FROM inventory WHERE character_id = ? AND item_id = ? AND quantity >= 1'
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),
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// Decrement quantity by 1 (only when qty > 1 to avoid CHECK violation).
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decrementQty: db.prepare(
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'UPDATE inventory SET quantity = quantity - 1 WHERE id = ? AND quantity > 1'
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),
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// Delete row when it's the last item (qty == 1).
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deleteLast: db.prepare(
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'DELETE FROM inventory WHERE id = ? AND quantity = 1'
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),
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// Update character hp_current.
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updateHp: db.prepare(
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'UPDATE characters SET hp_current = ? WHERE id = ?'
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),
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// Update character energy.
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updateEnergy: db.prepare(
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'UPDATE characters SET energy = ?, energy_updated_at = ? WHERE id = ?'
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),
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};
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stmtCache.set(db, s);
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}
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@@ -209,4 +235,74 @@ function unequipItem(characterId, slot) {
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return listInventory(characterId);
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}
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module.exports = { listInventory, equipItem, unequipItem };
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/**
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* Use a stackable consumable item. Applies its effect (heal or energy),
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* decrements quantity, removes the row when quantity reaches 0.
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* @param {number} characterId
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* @param {number} itemId
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* @returns {object} updated inventory listing
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*/
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function useConsumable(characterId, itemId) {
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const db = getDb();
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const s = getStmts(db);
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const ch = s.character.get(characterId);
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if (!ch) throw new AppError('NOT_FOUND', 'Character not found.', 404);
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const item = s.itemById.get(itemId);
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if (!item) throw new AppError('NOT_FOUND', 'Item not found.', 404);
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if (item.type !== 'consumable') {
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throw new AppError('VALIDATION_ERROR', `${item.name} is not a consumable.`, 400);
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}
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if (!item.effect) {
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throw new AppError('VALIDATION_ERROR', `${item.name} has no effect.`, 400);
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}
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// Parse effect: 'heal:N' or 'energy:N'
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const match = item.effect.match(/^(heal|energy):(\d+)$/);
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if (!match) {
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throw new AppError('VALIDATION_ERROR', `${item.name} has an invalid effect format.`, 400);
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}
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const [_full, effectType, effectValueStr] = match;
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const effectValue = parseInt(effectValueStr, 10);
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// Find the inventory row (must have quantity >= 1).
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const invRow = s.inventoryRowForUse.get(characterId, item.id);
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if (!invRow) throw new AppError('NOT_FOUND', 'Item not in inventory or depleted.', 404);
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// Apply effect inside a transaction.
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const applyEffect = db.transaction((rowId, qty, etype, evalue, charId, c) => {
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// Apply the effect.
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if (etype === 'heal') {
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const maxHp = calcDerived(
|
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{ str: c.str, agi: c.agi, int: c.int, vit: c.vit },
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c.level, c.class
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).maxHp;
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const newHp = Math.min(c.hp_current + evalue, maxHp);
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s.updateHp.run(newHp, charId);
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} else if (etype === 'energy') {
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const { computeEnergy } = require('../game/stats');
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const now = require('../utils/time').now();
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const energy = computeEnergy(c.energy, c.energy_updated_at, now);
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const newEnergy = Math.min(energy.energy + evalue, ENERGY_MAX);
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const newUpdatedAt = newEnergy >= ENERGY_MAX ? now : energy.updatedAtMs;
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s.updateEnergy.run(newEnergy, newUpdatedAt, charId);
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}
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// Delete directly when qty==1; otherwise decrement.
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if (qty === 1) {
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s.deleteLast.run(rowId);
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} else {
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s.decrementQty.run(rowId);
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}
|
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});
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applyEffect(invRow.id, invRow.quantity, effectType, effectValue, characterId, ch);
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// Return updated listing.
|
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return listInventory(characterId);
|
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}
|
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|
||||
module.exports = { listInventory, equipItem, unequipItem, useConsumable };
|
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|
||||
@@ -12,7 +12,7 @@ describe('inventoryService', () => {
|
||||
before(async () => {
|
||||
await setup();
|
||||
db = require('../../src/db').getDb();
|
||||
({ listInventory, equipItem, unequipItem } = require('../../src/services/inventoryService'));
|
||||
({ listInventory, equipItem, unequipItem, useConsumable } = require('../../src/services/inventoryService'));
|
||||
({ createCharacter } = require('../../src/services/characterService'));
|
||||
});
|
||||
|
||||
@@ -163,4 +163,111 @@ describe('inventoryService', () => {
|
||||
assert.ok(result.derived.maxHp > baseMaxHp,
|
||||
`maxHp should increase with vit bonus (was ${baseMaxHp}, now ${result.derived.maxHp})`);
|
||||
});
|
||||
|
||||
it('uses a healing potion and increases HP (capped at maxHp)', () => {
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const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
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||||
// Grant 3 Minor Healing Potions (item 14, heal:50)
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grantItem(id, 14, 3);
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||||
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||||
// Set HP to 60 (out of ~145 maxHp for warrior with vit=8: 50+80+5=135)
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db.prepare('UPDATE characters SET hp_current = 60 WHERE id = ?').run(id);
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const before = listInventory(id);
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const beforeHp = db.prepare('SELECT hp_current FROM characters WHERE id = ?').get(id).hp_current;
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const maxHp = before.derived.maxHp;
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|
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// Use one potion: should heal to min(60+50, maxHp)
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const result = useConsumable(id, 14);
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const afterHp = db.prepare('SELECT hp_current FROM characters WHERE id = ?').get(id).hp_current;
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||||
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assert.equal(afterHp, Math.min(beforeHp + 50, maxHp));
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// Quantity should be 3 → 2 (still in inventory)
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const potion = result.items.find((i) => i.itemId === 14);
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assert.equal(potion.quantity, 2);
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||||
});
|
||||
|
||||
it('uses an energy tonic and restores energy (capped at 100)', () => {
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const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
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// Grant 2 Energy Tonics (item 16, energy:25)
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grantItem(id, 16, 2);
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|
||||
// Set energy to 40
|
||||
db.prepare('UPDATE characters SET energy = 40 WHERE id = ?').run(id);
|
||||
|
||||
const before = listInventory(id);
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const beforeEnergy = db.prepare('SELECT energy FROM characters WHERE id = ?').get(id).energy;
|
||||
|
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// Use one tonic: should restore to min(40+25, 100) = 65
|
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const result = useConsumable(id, 16);
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||||
const afterEnergy = db.prepare('SELECT energy FROM characters WHERE id = ?').get(id).energy;
|
||||
|
||||
assert.equal(afterEnergy, Math.min(beforeEnergy + 25, 100));
|
||||
// Quantity should be 2 → 1
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||||
const tonic = result.items.find((i) => i.itemId === 16);
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||||
assert.equal(tonic.quantity, 1);
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||||
});
|
||||
|
||||
it('rejects using a non-consumable item', () => {
|
||||
const id = makeHero();
|
||||
grantItem(id, 1); // Rusty Sword (weapon)
|
||||
assert.throws(() => useConsumable(id, 1), (e) => e.code === 'VALIDATION_ERROR');
|
||||
});
|
||||
|
||||
it('rejects using an item not in inventory', () => {
|
||||
const id = makeHero();
|
||||
// Item 14 exists but not granted to this character
|
||||
assert.throws(() => useConsumable(id, 14), (e) => e.code === 'NOT_FOUND');
|
||||
});
|
||||
|
||||
it('removes inventory row when quantity reaches 0 (single-item stack)', () => {
|
||||
const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
|
||||
// Grant 1 Greater Healing Potion (item 15, heal:150)
|
||||
grantItem(id, 15, 1);
|
||||
|
||||
// Set HP low
|
||||
db.prepare('UPDATE characters SET hp_current = 20 WHERE id = ?').run(id);
|
||||
|
||||
const before = listInventory(id);
|
||||
assert.equal(before.items.find((i) => i.itemId === 15).quantity, 1);
|
||||
|
||||
useConsumable(id, 15);
|
||||
|
||||
const after = listInventory(id);
|
||||
const potion = after.items.find((i) => i.itemId === 15);
|
||||
assert.equal(potion, undefined, 'consumable row should be removed when quantity hits 0');
|
||||
});
|
||||
|
||||
it('caps heal effect at maxHp', () => {
|
||||
const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
|
||||
grantItem(id, 14, 5); // Minor Healing Potion (heal:50)
|
||||
|
||||
// Set HP already at max
|
||||
const before = listInventory(id);
|
||||
const maxHp = before.derived.maxHp;
|
||||
db.prepare('UPDATE characters SET hp_current = ? WHERE id = ?').run(maxHp, id);
|
||||
|
||||
useConsumable(id, 14);
|
||||
|
||||
const after = listInventory(id);
|
||||
const hp = db.prepare('SELECT hp_current FROM characters WHERE id = ?').get(id).hp_current;
|
||||
assert.equal(hp, maxHp, 'HP should not exceed maxHp');
|
||||
// Quantity should decrease
|
||||
assert.equal(after.items.find((i) => i.itemId === 14).quantity, 4);
|
||||
});
|
||||
|
||||
it('caps energy effect at ENERGY_MAX (100)', () => {
|
||||
const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
|
||||
grantItem(id, 16, 5); // Energy Tonic (energy:25)
|
||||
|
||||
// Set energy to 90
|
||||
db.prepare('UPDATE characters SET energy = 90 WHERE id = ?').run(id);
|
||||
|
||||
useConsumable(id, 16);
|
||||
|
||||
const after = listInventory(id);
|
||||
const energy = db.prepare('SELECT energy FROM characters WHERE id = ?').get(id).energy;
|
||||
assert.equal(energy, 100, 'Energy should not exceed 100');
|
||||
// Quantity should decrease
|
||||
assert.equal(after.items.find((i) => i.itemId === 16).quantity, 4);
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user