85 lines
5.3 KiB
Markdown
85 lines
5.3 KiB
Markdown
# HANDOFF.md — Session Handoff (OVERWRITE at the end of every phase or when context is getting long)
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> **Read order for a new session:** `NOTES.md` → `STATUS.md` → this file → then work.
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> If this file disagrees with the code, trust the code and fix this file.
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## 1. Where we are
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- **Last completed step:** 8.3 (Public profile UI page) — TICKED in STATUS.md
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- **Next step:** Phase 9 — Hardening & Polish (9.1 first)
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- **Updated:** 2026-10-21
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- **Was the last session cut off mid-task?** No
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## 2. Verified state (run these first)
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| Command | Expected |
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|---|---|
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| `npm install` | succeeds |
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| `npm run migrate` | applies 001–006 / "nothing to do" |
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| `npm test` | **172 passing, 0 failing** (85 unit + 87 integration) |
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## 3. What exists now (files that matter)
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- `public/profile.html` — Public hero profile page (reads ?name=, displays stats/equipment).
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- `public/js/profile.js` — Fetches GET /api/heroes/:name, renders profile, handles 404.
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- `src/services/heroProfileService.js` — `getHeroProfile(heroName)`: case-insensitive lookup, returns name/class/level/xp/gold/str/agi/int/vit/kills/deaths/equipment.
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- `src/routes/heroProfile.js` — `GET /api/heroes/:name` (public, no auth).
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- `src/services/leaderboardService.js` — `getLeaderboard(type, page, limit)`.
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- `src/routes/leaderboard.js` — `GET /api/leaderboard?type=level|gold|kills&page=1`.
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- `src/services/expeditionService.js` — start, getActive, claim, listDefinitions.
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- `src/routes/expeditions.js` — 4 expedition endpoints.
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- `src/services/shopService.js` — getStock, buyItem, sellItem.
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- `src/routes/shop.js` — GET/POST shop endpoints.
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- `src/services/inventoryService.js` — listInventory, equipItem, unequipItem, useConsumable.
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- `src/services/huntService.js` — hunt (one transaction).
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- `src/services/characterService.js` — createCharacter, getCharacterProfile, getCharacterIdForUser.
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- `src/services/authService.js` — register, verifyLogin.
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- `src/game/combat.js` — resolveCombat.
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- `src/game/stats.js` — calcDerived, xpToNext, checkLevelUp.
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- `src/game/energy.js` — computeEnergy.
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- `src/utils/time.js` — now()/setNow()/resetNow().
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- `public/game.html` — dashboard with stats panel, tabbed action panel (Hunt/Inventory/Expedition).
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- `public/js/game.js` — hunt UI + inventory UI + expedition UI.
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- `public/shop.html` — dedicated shop page.
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- `public/login.html`, `public/register.html`, `public/create-hero.html` — auth & hero creation.
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- `tests/integration/profile.test.js` — 5 integration tests.
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## 4. Half-finished / fragile things
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- No leaderboard UI yet (Phase 8, but 8.1/8.2 API done — could add UI if desired).
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- HP never regenerates naturally; only level-up restores it.
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- No restart-persistence test for sessions.
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- `npm run seed` script in package.json points to nonexistent `scripts/seed.js`.
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- Equipment bonuses not yet passed into combat (Issue #5 in STATUS.md).
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- Starter gear (GAME_DESIGN.md §Items) documented but not auto-created on character creation.
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- `GET /api/zones` documented in API.md but not implemented (Issue #2).
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- Phase 9 (hardening) not started.
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## 5. Decisions & deviations from the docs
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- D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock).
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- Zod query param parsing uses `zod.coerce.number()` because Express query params are strings.
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- Inventory response uses `itemId` (item.id) and `inventoryId` (inventory row id) to avoid confusion.
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- Consumable effect parsing: regex `^(heal|energy):(\d+)$` on items.effect field.
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- Qty decrement avoids CHECK constraint violation: delete directly when qty==1, decrement when qty>1.
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- **D-008:** Shop materials with buy_price=0 sell at `floor(default_rate * character_level / item_min_level)`.
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- **D-009:** `sellItem` checks equipped_slot before material type.
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- **D-010:** `startExpedition` checks active-expedition before energy.
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- **D-011:** `computeEnergy` uses `now()` from utils/time.
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## 6. Gotchas learned
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- `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`.
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- better-sqlite3-session-store ignores `clear:false`; that's why the timer is unref'd.
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- Statement caches are per-DB-handle (WeakMap) in huntService; copy that pattern for new services.
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- Verify test COUNT, not just "all passing".
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- Node.js `fetch` doesn't persist cookies across calls — extract `Set-Cookie` header and pass manually in integration tests.
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- SQL `SELECT id` from inventory returns the auto-increment row id; rename with `AS inventory_id` when you also need `item_id`.
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- Transaction callback args must match the call order exactly.
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- Error responses from route-level `AppError`s do NOT include `data` field.
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- `setNow` affects ALL `now()` calls including those in service logic.
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- Shop API returns `{ ok: true, data: { stock: [...], character: {...} } }` — field is `stock`, not `stocks`.
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- Shop stock items have flat fields (`itemId`, `buyPrice`), not nested (`item.id`).
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- New characters have NO inventory items (starter gear not auto-created yet).
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- Hero profile endpoint is PUBLIC — no `requireAuth` middleware.
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- Profile page is public: no auth.js guard needed; uses ?name= query param for lookup.
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## 7. Next-step briefing (9.1)
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- **Goal:** Walk the SECURITY.md checklist; fix gaps.
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- **Docs:** SECURITY.md, CODING_STANDARDS.
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- Phase 9 is hardening & polish — review security, add error pages, loading states, mobile responsive pass, final playable run.
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