# HANDOFF.md — Session Handoff (OVERWRITE at the end of every phase or when context is getting long) > **Read order for a new session:** `NOTES.md` → `STATUS.md` → this file → then work. > If this file disagrees with the code, trust the code and fix this file. ## 1. Where we are - **Last completed step:** 5.2 (inventory/equipment services + routes — list, equip, unequip) - **Next step:** 5.3 — stackable consumables: POST /api/inventory/use (health potion heals; energy tonic restores energy, capped) - **Updated:** 2026-10-20 - **Was the last session cut off mid-task?** No ## 2. Verified state (run these first) | Command | Expected | |---|---| | `npm install` | succeeds | | `npm run migrate` | applies 001–004 and 006 / "nothing to do" | | `npm test` | **111 passing, 0 failing** (87 unit + 24 integration) | ## 3. What exists now (files that matter) - `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. - `src/services/zoneService.js` — `listZones(characterLevel)` → zones with `unlocked` flag. - `src/services/combatLogService.js` — `getCombatLog(characterId, limit)` → recent fights. - `src/services/characterService.js` — `createCharacter`, `getCharacterProfile`, `getCharacterIdForUser`. - **NEW:** `src/services/inventoryService.js` — `listInventory`, `equipItem`, `unequipItem`. Uses WeakMap stmt cache. Derived stats recalculated on list. - **NEW:** `src/routes/inventory.js` — `GET /api/inventory`, `POST /api/inventory/equip`, `POST /api/inventory/unequip`. Zod-validated. - `src/utils/time.js` — `now()/setNow()/resetNow()`; never call `Date.now()` in services. - `src/routes/zones.js` — `GET /api/zones`. - `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/inventory.test.js` — 13 integration tests for inventory service. - `public/game.html` — dashboard with stats panel, zone list, combat log, result panel. - `public/js/game.js` — full hunt UI: load zones, hunt handler, result display, combat log replay, toast notifications, energy sync. - `public/css/main.css` — zone cards, combat log entries, result panel, toast styles. ## 4. Half-finished / fragile things - No consumable use endpoint yet (Phase 5 step 5.3). - No UI for inventory/equipment (Phase 5 step 5.4). - 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). ## 5. Decisions & deviations from the docs - D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock). - Zod query param parsing uses `zod.coerce.number()` because Express query params are strings. - Inventory response uses `itemId` (item.id) and `inventoryId` (inventory row id) to avoid confusion. ## 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. - 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. ## 7. Next-step briefing (5.3) - **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). - **Docs:** DATABASE.md (§004_inventory), GAME_DESIGN.md §Items, BALANCE.md (effect format: 'heal:50', 'energy:25'). - **Files to create/modify:** extend `inventoryService.js` with `useConsumable(characterId, itemId)`, extend `inventory.js` route. - **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. - **Tests:** happy-path heal, happy-path energy, use on non-consumable rejected, insufficient quantity, effect capped at maxHp/energyMax. ## 8. Open Known Issues STATUS.md issues 1–6 (balance, dangling `seed` script, restart test, equipment-in-combat, HP regen, zone min_level balance).