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Emberfall/HANDOFF.md
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2026-10-20 22:01:27 +11:00

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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 in leveling.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 with unlocked flag.
  • src/services/combatLogService.js — getCombatLog(characterId, limit) → recent fights.
  • src/services/characterService.js — createCharacter, getCharacterProfile, getCharacterIdForUser.
  • src/utils/time.js — now()/setNow()/resetNow(); never call Date.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 seed script in package.json points to nonexistent scripts/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 test must be node --test with 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 fetch doesn't persist cookies across calls — extract Set-Cookie header 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).