# DECISIONS.md — Architecture Decision Log Record any choice that deviates from or fills a gap in the docs. Newest at the bottom. Format: ``` ## D-NNN: Title - Date: - Context: (what problem / ambiguity) - Decision: (what you chose) - Alternatives considered: - Consequences: ``` ## D-001: SQLite + better-sqlite3 as the datastore - Date: (project start) - Context: Needs persistent accounts and game state with zero setup for a local build. - Decision: SQLite file in `data/`, synchronous driver, WAL mode. - Alternatives considered: Postgres (heavier setup), JSON files (no integrity/transactions). - Consequences: Single-process deployment; synchronous transactions give simple double-spend protection. Migrate to Postgres only if scaling beyond one server. ## D-002: Lazy time evaluation instead of tick loops - Date: (project start) - Context: Game must progress while players are offline. - Decision: Store timestamps; compute energy/timers on demand. - Consequences: No background workers, trivially testable with injected clocks. ## D-003: Vanilla frontend, no build step - Date: (project start) - Context: Reduce tooling surface area for a local-model build. - Decision: Static HTML/CSS/JS served by Express. - Consequences: Slightly more DOM boilerplate; far fewer moving parts. ## D-004: Both combatants attack every round - Date: 2026-10-20 (review) - Context: Combat treated "higher speed acts first" as "only the faster side acts", so the slower side never attacked. - Decision: Each round, both attack; faster first; hero wins speed ties; a kill ends the round. - Consequences: Round log has up to 2 entries per round (max 40). Win rates need re-tuning (see STATUS issue 1). ## D-005: Equipment stats are counted once in derived stats - Context: maxHp added equipment VIT twice (once in totalVit, once as a separate term). - Decision: `calcDerived` in `src/game/stats.js` is the ONLY derived-stat formula; combat and services call it. ## D-006: Real SQLite session store everywhere; unref its cleanup timer - Context: better-sqlite3-session-store ignores `expired.clear:false` (`clear || true`), so its setInterval kept tests alive; the project had used a memory store in tests, so the real store was never exercised. - Decision: Wrap store creation so its interval is unref'd. Tests now use the real store. ## D-007: `src/utils/time.js` is the only clock - Decision: Services call `time.now()`; tests use `time.setNow()`. Game functions take `nowMs`/`rng` as parameters.