# 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:** 10.2 (Fix expedition CLAIM overwriting XP) — TICKED in STATUS.md - **Next step:** Phase 10.3 — Make expeditions testable (inject time/rng) - **Updated:** 2026-10-22 - **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` | **182 passing, 0 failing** (85 unit + 97 integration incl. 4 new 10.2 tests) | | `npm run seed:dev` | creates demo user "demo"/"demo123", hero "Aldric" (warrior), starter gear | | `npm start` + `curl localhost:3000/api/health` | `{"ok":true}` | ## 3. What exists now (files that matter) - `public/game.html` — Dashboard with 3-col grid (stats | action | combat), mobile bottom nav (⚔️ Hunt / 🏕️ Trip / 🎒 Items), tabbed action area. - `public/js/game.js` — hunt UI + inventory UI + expedition UI + mobile nav init (DOMContentLoaded); uses shared toast.js. - `public/css/main.css` — All styles including 3-col desktop grid, mobile bottom nav (< 700px), stacked panels on mobile, spinner, toast, button loading states. - `public/404.html` — Custom 404 error page. - `public/500.html` — Custom 500 error page. - `public/js/toast.js` — Shared toast notification system. - `public/shop.html` / `public/js/shop.js` — Shop page (buy/sell). - `public/login.html`, `public/register.html`, `public/create-hero.html` — Auth & hero creation. - `public/profile.html` / `public/js/profile.js` — Public hero profile page. - `public/js/auth.js` — Shared API wrapper + showError. - `scripts/seed-dev.js` — Creates demo account + hero + starter gear. - `src/app.js` — Express app with helmet, rate limiters, catch-all 404, 500 HTML serving. - `src/services/expeditionService.js` — Fixed in 10.1 (energy tx params) + 10.2 (uses `applyXpGain`). - `src/services/huntService.js` — Refactored in 10.2 to use `applyXpGain` instead of inline `checkLevelUp`. - `src/game/leveling.js` — Added `applyXpGain` shared function (used by huntService + expeditionService). - `src/services/*` — All game services. - `src/routes/*` — All route handlers. - `src/game/*` — Pure game logic. - `tests/integration/expeditions.test.js` — 20 expedition tests (incl. 4 new 10.2 tests). - `tests/integration/*.test.js` — 97 integration tests (incl. 1 e2e). - `tests/unit/*.test.js` — 85 unit tests. - `README.md` — Updated with real run instructions, play-through steps, project structure, known issues. ## 4. Half-finished / fragile things - No leaderboard UI yet (Phase 8 API done but no UI). - 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). - Starter gear documented but not auto-created on character creation. - `GET /api/zones` documented in API.md but not implemented (Issue #2). - Mobile nav uses emoji icons (⚔️ 🏕️ 🎒) — verify they render acceptably on all platforms. - **10.3 next:** expeditionService uses `Math.random()` for gold and `Date.now()` for time — needs injectable `rng` and `time.now()` so tests can control them. ## 5. Decisions & deviations from the docs - D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock). - **D-014:** Mobile bottom nav uses emoji icons (⚔️ Hunt / 🏕️ Trip / 🎒 Items) instead of full text labels to save horizontal space on narrow screens. - **D-015:** Desktop tabs hidden via CSS (`display: none`) below 700px; mobile nav shown via CSS; JS `syncMobileNav()` keeps active state in sync. - 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-016:** `applyXpGain` in `src/game/leveling.js` is the single shared function for XP gain logic, used by both `huntService` and `expeditionService`. Encapsulates `checkLevelUp` + stat point accumulation. ## 6. Gotchas learned - `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`. - better-sqlite3-session-store ignores `expired.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. (This is the 10.1 bug — double-check param/call order in every new transaction.) - Error responses from route-level `AppError`s do NOT include `data` field. - `setNow` affects ALL `now()` calls including those in service logic. - Shop API returns `{ ok: true, data: { stock: [...], character: {...} } }` — field is `stock`, not `stocks`. - Shop stock items have flat fields (`itemId`, `buyPrice`), not nested (`item.id`). - New characters have NO inventory items (starter gear not auto-created yet). - Hero profile endpoint is PUBLIC — no `requireAuth` middleware. - Profile page is public: no auth.js guard needed; uses ?name= query param for lookup. - Rate limiters in tests: set `NODE_ENV=test` to get 1000 req/window limit; otherwise tests fail with 429. - `seed-dev.js` must check `NODE_ENV=production` before any `require()` that loads config (config throws on placeholder SECRET). - Express `sendFile` rejects `../` path segments — use `path.resolve()` + `path.join()` for absolute paths. - `express.static` sends its own 404 responses; catch-all must be placed BEFORE static middleware. - Character profile GET returns `{ ok: true, data: { character, derived, energy } }` — fields nested under `character`, `derived`, `energy`. - Register returns 201 (Created), not 200. - Character creation returns 201 (Created), not 200. - Expedition start uses `defId` in request body (not `expeditionId`). - Expedition claim uses `expeditionId` in request body. - Expedition start response returns `data.expedition.id` — capture this for claim. - `src/utils/time` exports `{ now, setNow, resetNow }` directly — `const time = require(...)`, not `const { time }`. - Inventory sell endpoint (`POST /api/shop/sell`) only accepts `material`-type items. - `handleListInventory` in `src/routes/inventory.js` — parameter name must be `res`, not `_res`. - Character profile response has `energy` at `data.energy.current`, NOT `data.character.energy`. ## 7. Next-step briefing - **Next step: 10.3** — Make expeditions testable. `claimExpedition` uses `Math.random()` for gold calculation and `now()` (which delegates to `Date.now()`) for time checks. Needs injectable `rng` and `time.now()` so tests can assert exact gold values and control time for ends_at checks. The route handler already passes `opts` to `startExpedition`; add the same pattern to `claimExpedition`.