5.9 KiB
5.9 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: 7.2 (Expedition API: start, active, claim endpoints) — TICKED in STATUS.md
- Next step: 7.3 — UI: start panel, progress bar, claim button. Acceptance: start → close browser → return after duration → claim → rewards granted exactly once.
- 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 001–006 / "nothing to do" |
npm test |
151 passing, 0 failing (85 unit + 66 integration) |
3. What exists now (files that matter)
src/db/migrations/005_expeditions.sql—expedition_defs+expeditionstables, unique active-expedition index, 3 seed definitions.src/services/expeditionService.js— NEW:startExpedition,getActive,claimExpedition. Uses WeakMap stmt cache.src/routes/expeditions.js— NEW:POST /api/expeditions/start,GET /api/expeditions/active,POST /api/expeditions/claim.src/game/energy.js— Modified:computeEnergynow usesnow()from utils/time (for test time override compatibility).src/services/characterService.js—createCharacter,getCharacterProfile,getCharacterIdForUser.src/services/huntService.js—hunt(characterId, zoneId, {rng, now}); ONE transaction; test-injectable.src/services/inventoryService.js—listInventory,equipItem,unequipItem,useConsumable. Uses WeakMap stmt cache.src/services/shopService.js—getStock,buyItem,sellItem. Uses WeakMap stmt cache.src/game/combat.js—resolveCombat(hero, monster, rng); both sides attack each round, faster first.src/game/stats.js—calcDerived()is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp.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/expeditions.test.js— NEW: 11 integration tests.tests/integration/shop.test.js— 16 integration tests.tests/integration/shop-page.test.js— 5 integration tests.tests/integration/inventory.test.js— 20 integration tests.public/shop.html— dedicated shop page with buy/sell tabs.public/game.html— dashboard with stats panel, tabbed action panel (Hunt/Inventory).public/js/game.js— full hunt UI + inventory UI.
4. Half-finished / fragile things
- No expedition UI yet (step 7.3).
- 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).
- No shop link in game.html top-bar navigation.
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.
- D-008: Shop materials with buy_price=0 sell at
floor(default_rate * character_level / item_min_level). - D-009:
sellItemchecks equipped_slot before material type. - D-010:
startExpeditionchecks active-expedition before energy (so 409 ACTIVE_EXPEDITION takes priority over 422 INSUFFICIENT_ENERGY). - D-011:
computeEnergyusesnow()from utils/time instead ofDate.now()directly, so test time overrides work.
6. Gotchas learned
npm testmust benode --testwith NO path/glob; files must be named*.test.js.- 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. - SQL
SELECT idfrom inventory returns the auto-increment row id; rename withAS inventory_idwhen you also needitem_id. - Transaction callback args must match the call order exactly.
- Error responses from route-level
AppErrors do NOT includedatafield. setNowaffects ALLnow()calls including those in service logic — for tests that need to verify time-based behavior, manipulate the DB directly instead.
7. Next-step briefing (7.3)
- Goal: Expedition UI — start panel, progress bar, claim button.
- Docs: GAME_DESIGN.md §Expeditions, UI_GUIDE.md.
- Files to modify:
public/game.html(add expedition tab/panel),public/js/game.js(expedition UI logic). - APIs to use:
GET /api/expeditions/active(check for active expedition),POST /api/expeditions/start { defId }(start expedition),POST /api/expeditions/claim { expeditionId }(claim finished expedition). - UI elements: expedition definitions list with level gating, energy cost display, progress bar with countdown, claim button when finished.
8. Open Known Issues
STATUS.md issues 1–6 (balance, dangling seed script, restart test, equipment-in-combat, HP regen, zone min_level balance).