step 6.3: done

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> If this file disagrees with the code, trust the code and fix this file.
## 1. Where we are
- **Last completed step:** 6.2 (Shop UI: `shop.html` + `shop.js` with buy/sell tabs, level-gated stock display, material sell list) — TICKED in STATUS.md
- **Next step:** 6.3 — Additional tests: buy with insufficient gold (already covered in shop.test.js), sell equipped item (must be rejected), concurrent double-buy safety (transaction)
- **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.
- **Updated:** 2026-10-21
- **Was the last session cut off mid-task?** No
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|---|---|
| `npm install` | succeeds |
| `npm run migrate` | applies 001–004 and 006 / "nothing to do" |
| `npm test` | **137 passing, 0 failing** (85 unit + 52 integration) |
| `npm test` | **139 passing, 0 failing** (85 unit + 54 integration) |
## 3. What exists now (files that matter)
- `src/game/stats.js` — `calcDerived()` is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp.
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- `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).
- `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/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.
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- `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` — 14 integration tests (stock listing, level gating, buy, sell, error paths, round-trip spread).
- `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).
- `public/shop.html` — dedicated shop page with buy/sell tabs.
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- 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 6.3 needs: sell equipped item rejection test, concurrent double-buy safety test.
- 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).
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- 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.
## 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.
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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.
- Error responses from route-level `AppError`s do NOT include `data` field — only `{ ok: false, error: { code, message } }`.
## 7. Next-step briefing (6.3)
- **Goal:** Additional shop tests — buy with insufficient gold (already covered in shop.test.js), sell equipped item (must be rejected), concurrent double-buy safety (transaction).
- **Docs:** GAME_DESIGN.md §Economy, API.md.
- **Files to modify:** `tests/integration/shop.test.js` or `tests/integration/shop-page.test.js`.
- **Key rules:** Sell equipped item → should reject (item is in slot, still in inventory but equipped). Concurrent double-buy → two requests for same item simultaneously, only one should succeed if gold is insufficient for both.
## 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).
## 8. Open Known Issues
STATUS.md issues 1–6 (balance, dangling `seed` script, restart test, equipment-in-combat, HP regen, zone min_level balance).