# 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:** 5.1 (inventory migration verified — already existed from step 4.4 review, applies clean) - **Next step:** 5.2 — inventory/equipment services + routes (list, equip, unequip, slots) - **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` | **98 passing, 0 failing** (74 unit + 29 integration) | ## 3. What exists now (files that matter) - `src/game/stats.js` — `calcDerived()` is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp (implemented in `leveling.js`). - `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`. - `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/zones-log.test.js` — 5 integration tests for zones + combat-log endpoints. - `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 inventory/equipment system yet (Phase 5 steps 5.2–5.4). - 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`. ## 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. ## 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. ## 7. Next-step briefing (5.2) - **Goal:** Services + routes for inventory management: list inventory, equip, unequip. Slots: weapon, armor, trinket. Equipment modifies derived stats via `calcDerived()`. - **Docs:** DATABASE.md (§004_inventory), GAME_DESIGN.md §Items, BALANCE.md. - **Files to create:** `src/services/inventoryService.js`, `src/routes/inventory.js`. - **Key rules:** one equipped item per slot (enforced by partial unique index in DB); equipping an item moves the previous one in that slot to unequipped; stackable items merge (quantity); non-stackable get one row per drop. - **Tests:** at least one happy-path + one failure-path test. ## 8. Open Known Issues STATUS.md issues 1–6 (balance, dangling `seed` script, restart test, equipment-in-combat, HP regen, zone min_level balance).