# 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:** 7.2 (Expedition API: start, active, claim endpoints) — TICKED in STATUS.md - **Next step:** 7.3 — UI: start panel, progress bar, claim button. *Acceptance:* start → close browser → return after duration → claim → rewards granted exactly once. - **Updated:** 2026-10-21 - **Was the last session cut off mid-task?** No ## 2. Verified state (run these first) | Command | Expected | |---|---| | `npm install` | succeeds | | `npm run migrate` | applies 001–006 / "nothing to do" | | `npm test` | **151 passing, 0 failing** (85 unit + 66 integration) | ## 3. What exists now (files that matter) - `src/db/migrations/005_expeditions.sql` — `expedition_defs` + `expeditions` tables, unique active-expedition index, 3 seed definitions. - `src/services/expeditionService.js` — NEW: `startExpedition`, `getActive`, `claimExpedition`. Uses WeakMap stmt cache. - `src/routes/expeditions.js` — NEW: `POST /api/expeditions/start`, `GET /api/expeditions/active`, `POST /api/expeditions/claim`. - `src/game/energy.js` — Modified: `computeEnergy` now uses `now()` from utils/time (for test time override compatibility). - `src/services/characterService.js` — `createCharacter`, `getCharacterProfile`, `getCharacterIdForUser`. - `src/services/huntService.js` — `hunt(characterId, zoneId, {rng, now})`; ONE transaction; test-injectable. - `src/services/inventoryService.js` — `listInventory`, `equipItem`, `unequipItem`, `useConsumable`. Uses WeakMap stmt cache. - `src/services/shopService.js` — `getStock`, `buyItem`, `sellItem`. Uses WeakMap stmt cache. - `src/game/combat.js` — `resolveCombat(hero, monster, rng)`; both sides attack each round, faster first. - `src/game/stats.js` — `calcDerived()` is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp. - `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/expeditions.test.js` — NEW: 11 integration tests. - `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/game.html` — dashboard with stats panel, tabbed action panel (Hunt/Inventory). - `public/js/game.js` — full hunt UI + inventory UI. ## 4. Half-finished / fragile things - No expedition UI yet (step 7.3). - 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). - No shop link in game.html top-bar navigation. ## 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. - 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. - **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. - **D-010:** `startExpedition` checks active-expedition before energy (so 409 ACTIVE_EXPEDITION takes priority over 422 INSUFFICIENT_ENERGY). - **D-011:** `computeEnergy` uses `now()` from utils/time instead of `Date.now()` directly, so test time overrides work. ## 6. Gotchas learned - `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. - SQL `SELECT id` from inventory returns the auto-increment row id; rename with `AS inventory_id` when you also need `item_id`. - Transaction callback args must match the call order exactly. - Error responses from route-level `AppError`s do NOT include `data` field. - `setNow` affects ALL `now()` calls including those in service logic — for tests that need to verify time-based behavior, manipulate the DB directly instead. ## 7. Next-step briefing (7.3) - **Goal:** Expedition UI — start panel, progress bar, claim button. - **Docs:** GAME_DESIGN.md §Expeditions, UI_GUIDE.md. - **Files to modify:** `public/game.html` (add expedition tab/panel), `public/js/game.js` (expedition UI logic). - **APIs to use:** `GET /api/expeditions/active` (check for active expedition), `POST /api/expeditions/start { defId }` (start expedition), `POST /api/expeditions/claim { expeditionId }` (claim finished expedition). - **UI elements:** expedition definitions list with level gating, energy cost display, progress bar with countdown, claim button when finished. ## 8. Open Known Issues STATUS.md issues 1–6 (balance, dangling `seed` script, restart test, equipment-in-combat, HP regen, zone min_level balance).