4.2 KiB
4.2 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: 5.1 (inventory migration verified — already existed from step 4.4 review, applies clean)
- Next step: 5.2 — inventory/equipment services + routes (list, equip, unequip, slots)
- Updated: 2026-10-20
- 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 |
98 passing, 0 failing (74 unit + 29 integration) |
3. What exists now (files that matter)
src/game/stats.js—calcDerived()is the ONLY derived-stat formula. Also re-exports xpToNext/checkLevelUp (implemented inleveling.js).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/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/zones-log.test.js— 5 integration tests for zones + combat-log endpoints.public/game.html— dashboard with stats panel, zone list, combat log, result panel.public/js/game.js— full hunt UI: load zones, hunt handler, result display, combat log replay, toast notifications, energy sync.public/css/main.css— zone cards, combat log entries, result panel, toast styles.
4. Half-finished / fragile things
- No inventory/equipment system yet (Phase 5 steps 5.2–5.4).
- 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.
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.
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.
7. Next-step briefing (5.2)
- Goal: Services + routes for inventory management: list inventory, equip, unequip. Slots: weapon, armor, trinket. Equipment modifies derived stats via
calcDerived(). - Docs: DATABASE.md (§004_inventory), GAME_DESIGN.md §Items, BALANCE.md.
- Files to create:
src/services/inventoryService.js,src/routes/inventory.js. - Key rules: one equipped item per slot (enforced by partial unique index in DB); equipping an item moves the previous one in that slot to unequipped; stackable items merge (quantity); non-stackable get one row per drop.
- Tests: at least one happy-path + one failure-path test.
8. Open Known Issues
STATUS.md issues 1–6 (balance, dangling seed script, restart test, equipment-in-combat, HP regen, zone min_level balance).