# 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:** 6.3 (Shop tests: sell equipped item rejection + concurrent double-buy safety) — TICKED in STATUS.md - **Next step:** 7.1 — Migration `005_expeditions.sql`. Expedition definitions in seed data. - **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 001–004 and 006 / "nothing to do" | | `npm test` | **139 passing, 0 failing** (85 unit + 54 integration) | ## 3. What exists now (files that matter) - `src/game/stats.js` — `calcDerived()` is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp. - `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/services/inventoryService.js` — `listInventory`, `equipItem`, `unequipItem`, `useConsumable`. Uses WeakMap stmt cache. - `src/services/shopService.js` — `getStock`, `buyItem`, `sellItem`. Uses WeakMap stmt cache. Sell value = 40% of buy_price (materials use rarity default). **Equipped items rejected in sellItem (check moved before material type check).** - `src/routes/shop.js` — `GET /api/shop`, `POST /api/shop/buy`, `POST /api/shop/sell`. - `src/routes/inventory.js` — `GET /api/inventory`, `POST /api/inventory/equip`, `POST /api/inventory/unequip`, `POST /api/inventory/use`. - `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/shop.test.js` — 16 integration tests (stock, level gating, buy, sell, equipped rejection, concurrent double-buy, round-trip). - `tests/integration/shop-page.test.js` — 5 integration tests (stock listing, levelOk, sell pricing, buy/sell round-trip). - `tests/integration/inventory.test.js` — 20 integration tests (13 equip/unequip + 7 consumable). - `public/shop.html` — dedicated shop page with buy/sell tabs. - `public/js/shop.js` — shop page JS: render stock, render materials, buy/sell handlers, tab switching, auth guard. - `public/game.html` — dashboard with stats panel, tabbed action panel (Hunt/Inventory), equipment panel, inventory grid. - `public/js/game.js` — full hunt UI + inventory UI. - `public/css/main.css` — zone cards, combat log, result panel, toast styles, tabs, equipment panel, inventory grid, tooltips, rarity colors. ## 4. Half-finished / fragile things - No shop link in game.html top-bar navigation (users must navigate manually to /shop.html). - No expedition UI yet (Phase 7). - 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). - Step 7.1: need migration `005_expeditions.sql` with expedition table + seed data. ## 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. - UI uses emoji icons (⚔️🛡️💍🧪📦) for item types per UI_GUIDE recommendation. - Rarity colors match UI_GUIDE spec (common #b8b0a3, uncommon #5fb36b, rare #4a8fe0, epic #a45ee0, legendary #f2a23a). - **D-008:** Shop materials with buy_price=0 sell at `floor(default_rate * character_level / item_min_level)` where default_rate is common=2, uncommon=4, rare=8, epic=16, legendary=32 (min 1). - **D-009:** `sellItem` checks equipped_slot before material type, so equipped items are always rejected regardless of item type. ## 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. - SQL `SELECT id` from inventory returns the auto-increment row id; rename with `AS inventory_id` when you also need `item_id`. - `itemInSlot` query must alias `id AS inventory_id` so `existing.inventory_id` works in unequip logic. - Transaction callback args must match the call order exactly — passing `qty` as the second arg when the callback expects `etype` silently misapplies the effect. - Error responses from route-level `AppError`s do NOT include `data` field — only `{ ok: false, error: { code, message } }`. ## 7. Next-step briefing (7.1) - **Goal:** Migration `005_expeditions.sql` — create expeditions table and seed expedition definitions. - **Docs:** GAME_DESIGN.md §Expeditions, DATABASE.md. - **Files to create:** `src/db/migrations/005_expeditions.sql`. - **Key schema:** expeditions table (id, character_id, expedition_id, started_at, ends_at, claimed boolean FK constraints). Only one active expedition per hero at a time. - **Seed data:** expedition definitions in the same migration (INSERT OR IGNORE). ## 8. Open Known Issues STATUS.md issues 1–6 (balance, dangling `seed` script, restart test, equipment-in-combat, HP regen, zone min_level balance).