57 lines
3.2 KiB
Markdown
57 lines
3.2 KiB
Markdown
# DECISIONS.md — Architecture Decision Log
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Record any choice that deviates from or fills a gap in the docs. Newest at the bottom.
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Format:
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```
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## D-NNN: Title
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- Date:
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- Context: (what problem / ambiguity)
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- Decision: (what you chose)
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- Alternatives considered:
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- Consequences:
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```
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## D-001: SQLite + better-sqlite3 as the datastore
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- Date: (project start)
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- Context: Needs persistent accounts and game state with zero setup for a local build.
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- Decision: SQLite file in `data/`, synchronous driver, WAL mode.
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- Alternatives considered: Postgres (heavier setup), JSON files (no integrity/transactions).
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- Consequences: Single-process deployment; synchronous transactions give simple double-spend protection. Migrate to Postgres only if scaling beyond one server.
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## D-002: Lazy time evaluation instead of tick loops
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- Date: (project start)
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- Context: Game must progress while players are offline.
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- Decision: Store timestamps; compute energy/timers on demand.
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- Consequences: No background workers, trivially testable with injected clocks.
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## D-003: Vanilla frontend, no build step
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- Date: (project start)
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- Context: Reduce tooling surface area for a local-model build.
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- Decision: Static HTML/CSS/JS served by Express.
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- Consequences: Slightly more DOM boilerplate; far fewer moving parts.
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## D-004: Both combatants attack every round
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- Date: 2026-10-20 (review)
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- Context: Combat treated "higher speed acts first" as "only the faster side acts", so the slower side never attacked.
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- Decision: Each round, both attack; faster first; hero wins speed ties; a kill ends the round.
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- Consequences: Round log has up to 2 entries per round (max 40). Win rates need re-tuning (see STATUS issue 1).
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## D-022: Material sell prices use item-level formula
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- Context: BALANCE.md says materials sell at `common 2×level, uncommon 4×level, rare 8×level` — but "level" was ambiguous (hero level vs item level). The code used `defaultRate * heroLevel / itemMinLevel`, making high-level heroes overpay and low-level heroes underpay for high-level materials.
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- Decision: Use `materialSellPrice(rarity, itemMinLevel)` from `src/game/rewards.js` — price depends on the ITEM's level, not the hero's. BALANCE.md table corrected to match the formula (e.g., Drake Scale: 90g → 112g).
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- Consequences: Existing shop tests that asserted hero-level prices updated; material sell prices are now consistent regardless of hero level.
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## D-005: Equipment stats are counted once in derived stats
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- Context: maxHp added equipment VIT twice (once in totalVit, once as a separate term).
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- Decision: `calcDerived` in `src/game/stats.js` is the ONLY derived-stat formula; combat and services call it.
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## D-006: Real SQLite session store everywhere; unref its cleanup timer
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- Context: better-sqlite3-session-store ignores `expired.clear:false` (`clear || true`), so its setInterval kept tests alive; the project had used a memory store in tests, so the real store was never exercised.
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- Decision: Wrap store creation so its interval is unref'd. Tests now use the real store.
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## D-007: `src/utils/time.js` is the only clock
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- Decision: Services call `time.now()`; tests use `time.setNow()`. Game functions take `nowMs`/`rng` as parameters.
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<!-- Add D-008 onward below -->
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