6.6 KiB
6.6 KiB
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: 6.2 (Shop UI:
shop.html+shop.jswith buy/sell tabs, level-gated stock display, material sell list) — TICKED in STATUS.md - Next step: 6.3 — Additional tests: buy with insufficient gold (already covered in shop.test.js), sell equipped item (must be rejected), concurrent double-buy safety (transaction)
- 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 |
137 passing, 0 failing (85 unit + 52 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 withunlockedflag.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).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 callDate.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— 14 integration tests (stock listing, level gating, buy, sell, error paths, round-trip spread).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 seedscript in package.json points to nonexistentscripts/seed.js.- Equipment bonuses not yet passed into combat (Issue #5 in STATUS.md).
- Step 6.3 needs: sell equipped item rejection test, concurrent double-buy safety test.
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) andinventoryId(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).
6. Gotchas learned
npm testmust benode --testwith 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
fetchdoesn't persist cookies across calls — extractSet-Cookieheader and pass manually in integration tests. - Express query params are strings, not numbers — use
zod.coerce.number()for numeric query params. - SQL
SELECT idfrom inventory returns the auto-increment row id; rename withAS inventory_idwhen you also needitem_id. itemInSlotquery must aliasid AS inventory_idsoexisting.inventory_idworks in unequip logic.- Transaction callback args must match the call order exactly — passing
qtyas the second arg when the callback expectsetypesilently misapplies the effect. - Error responses from route-level
AppErrors do NOT includedatafield — only{ ok: false, error: { code, message } }.
7. Next-step briefing (6.3)
- Goal: Additional shop tests — buy with insufficient gold (already covered in shop.test.js), sell equipped item (must be rejected), concurrent double-buy safety (transaction).
- Docs: GAME_DESIGN.md §Economy, API.md.
- Files to modify:
tests/integration/shop.test.jsortests/integration/shop-page.test.js. - Key rules: Sell equipped item → should reject (item is in slot, still in inventory but equipped). Concurrent double-buy → two requests for same item simultaneously, only one should succeed if gold is insufficient for both.
8. Open Known Issues
STATUS.md issues 1–6 (balance, dangling seed script, restart test, equipment-in-combat, HP regen, zone min_level balance).