# 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:** 10.12 — Equipment bonuses: ONE `getEquipmentBonuses()` function integrated into huntService, characterService, inventoryService, shopService - **Next step:** Phase 10.13 — Starter kit: createCharacter grants class-appropriate weapon + 2 Minor Healing Potions - **Updated:** 2026-10-23 - **Was the last session cut off mid-task?** No ## 2. Verified state (run these first) | Command | Expected | |---|---| | `npm install` | succeeds | | `npm run migrate` | applies 001–007 / "nothing to do" | | `npm test` | **249 passing, 0 failing** (97 unit + 152 integration incl. 4 equipment bonus tests) | | `npm run seed:dev` | creates demo user "demo"/"demo123", hero "Aldric" (warrior), starter gear | | `npm start` + `curl localhost:3000/` | 200 HTML landing page | | Open `/game.html` logged in → check dashboard | Shows rest button when HP < max, hidden when at full HP | ## 3. What exists now (files that matter) - `src/game/equipment.js` — NEW: ONE `getEquipmentBonuses(characterId)` function — single source of truth for equipment bonus aggregation - `src/services/characterService.js` — `getCharacterProfile()` and `rest()` now use `getEquipmentBonuses()` for derived stats - `src/services/huntService.js` — `hunt()` now uses `getEquipmentBonuses()` and passes `bonus_*` to `resolveCombat()` - `src/services/inventoryService.js` — `useConsumable()` now uses `getEquipmentBonuses()` for potion maxHp capping - `src/services/shopService.js` — `listInventory()` now uses `getEquipmentBonuses()` (duplicate aggregation removed) - `tests/integration/step-10.12.test.js` — NEW: 4 integration tests (derived stats include bonuses, vit raises maxHp, potion caps at equipment-inclusive maxHp, unequip removes bonuses) ## 4. Half-finished / fragile things - No leaderboard UI yet (stub page exists; real UI in 10.17). - No restart-persistence test for sessions. - `npm run seed` script in package.json points to nonexistent `scripts/seed.js`. - Starter gear not auto-created on character creation (10.13 next). - `GET /api/zones` documented in API.md but not implemented. - Material sell prices use hero-level formula; BALANCE.md says item-level formula (10.14). - Mobile nav uses emoji icons (⚔️ 🏕️ 🎒) — verify they render acceptably on all platforms. ## 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. - **D-015:** Desktop tabs hidden via CSS below 700px; mobile nav shown via CSS; JS `syncMobileNav()` keeps active state in sync. - **D-016:** `applyXpGain` in `src/game/leveling.js` is the single shared function for XP gain logic, used by both `huntService` and `expeditionService`. - **D-017:** Landing page `public/index.html` uses `credentials: 'include'` in fetch to `/api/auth/me` to check session state; Play button shown only when `hasHero` is true. - **D-018:** Link-checker test skips API endpoints (`/api/...`) since they're not static files. - **D-019:** Rate limiters use `process.env.NODE_ENV === 'test' ? 100 : 100` for test env (relaxed to avoid test interference; prod limit same as test). - **D-020:** `allocatePoints` in `leveling.js` accepts non-negative integers (0 allowed for unallocated stats) — changed from "positive integer" to support partial allocation via `{str, agi, int, vit}` where unmentioned stats default to 0. - **D-021:** Allocation UI uses `container.replaceChildren()` instead of `innerHTML = ''` to avoid innerHTML entirely (per NOTES.md constraint). ## 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). - `GET /api/zones` documented in API.md but not implemented. - 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 relaxed limits; 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. - Character creation response: `{ ok: true, data: { character: { id, name, class } } }` — `id` is nested under `data.character`, NOT `data.id`. - 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`. - **10.3:** `expeditionService.js` import changed from `const { now, setNow } = require('../utils/time')` to `const time = require('../utils/time')` — the destructured `now` variable was shadowed by the local `opts.now ?? time.now()` pattern. - **10.3:** `_opts` cannot be sent via HTTP (functions don't serialize to JSON); test the rng injectable via direct service call instead. - **10.4:** `req.session.username` must be set in both `handleRegister` and `handleLogin` — register was the gap. `/me` reads it, so without it username is always empty string. - **10.5:** Link-checker test path: `__dirname` is `tests/integration/`, so `../../public` resolves correctly. API endpoints (`/api/...`) must be excluded since they're not static files. - **10.6:** Rate limiters add `X-RateLimit-Limit` and `X-RateLimit-Remaining` headers by default in express-rate-limit — use these to verify the limiter is real in tests. - **10.6:** Global `/api` limiter must be mounted BEFORE auth routes so it covers them; auth-specific limiters are stricter and will trigger first. - **10.6:** `max: 100` in test env (not 1000) to avoid interference with other tests that also login. The 429 shape test uses a mini-app with `max: 10` to validate the exact JSON body. - **10.7:** Express JSON parser throws `SyntaxError` with `status: 400` for malformed JSON and `PayloadTooLargeError` with `status: 413` for oversized body — catch these in the error handler before the ZodError check. - **10.7:** `req.path.startsWith('/api/')` is more reliable than `req.accepts('html')` for deciding JSON vs HTML on unknown paths — Node.js fetch defaults to accepting HTML. - **10.7:** Session store callbacks (regenerate, destroy) must use `next(err)` not `throw` — `throw` inside a callback is not caught by Express's error handler and can crash the process. - **10.8:** `leveling.js`'s `allocatePoints` always returns `remainingPoints: 0` — the service must compute `character.unspent_points - total` itself. - **10.8:** zod `.strictObject` with optional fields needs `.refine()` to require at least one field present. - **10.8:** For HTTP integration tests that need DB state setup, use direct service calls to set up state, then test the HTTP endpoint. - **10.9:** Allocation UI must use `textContent`, never `innerHTML` with dynamic data — use `replaceChildren()` instead of `innerHTML = ''` to clear containers. - **10.9:** `initAllocationUI` called from `loadCharacter` ensures UI stays in sync after any character data change (allocation, hunt, level-up). - **10.10:** `setupHero` helper must use `.then()` chain (not `return async () => { ... }`) — the latter returns a function that doesn't execute when awaited. - **10.10:** Warrior maxHp at level 1 = 135 (50 + 8*10 + 1*5); test setup must account for this when setting "full HP" values. - **10.12:** Register schema requires password min 8 chars; usernames must match `/^[A-Za-z0-9_]+$/` min 3 chars. - **10.12:** Character creation response shape: `{ ok: true, data: { character: { id, name, class } } }` — extract `data.character.id`, NOT `data.id`. ## 7. Next-step briefing - **Next step: 10.13** — Starter kit: `createCharacter` in `characterService.js` should grant, in the same transaction, one class-appropriate common weapon (warrior=Rusty Sword item 1, mage=Apprentice Staff item 2, ranger=Hunters Shortbow item 3) already equipped in the weapon slot, plus 2 Minor Healing Potions (item 14, quantity 2). - Tests per class: inventory has exactly the weapon (equipped) and 2 potions (one stack row, quantity 2); derived attack includes the weapon. - Need to modify `createCharacter` function and add integration tests.