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Emberfall/HANDOFF.md
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2026-10-21 00:48:47 +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: 6.1 (Shop API: GET /api/shop, POST /api/shop/buy, POST /api/shop/sell) — TICKED in STATUS.md
  • Next step: 6.2 — Level-gated shop stock (ensure stock query properly filters by level) + UI shop page
  • 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 132 passing, 0 failing (85 unit + 47 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 with unlocked flag.
  • 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 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/shop.test.js — 14 integration tests (stock listing, level gating, buy, sell, error paths, round-trip spread).
  • tests/integration/inventory.test.js — 20 integration tests (13 equip/unequip + 7 consumable).
  • 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 UI yet (Phase 6.2).
  • 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 seed script in package.json points to nonexistent scripts/seed.js.
  • Equipment bonuses not yet passed into combat (Issue #5 in STATUS.md).

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) and inventoryId (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 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.
  • SQL SELECT id from inventory returns the auto-increment row id; rename with AS inventory_id when you also need item_id.
  • itemInSlot query must alias id AS inventory_id so existing.inventory_id works in unequip logic.
  • Transaction callback args must match the call order exactly — passing qty as the second arg when the callback expects etype silently misapplies the effect.
  • Error responses from route-level AppErrors do NOT include data field — only { ok: false, error: { code, message } }.

7. Next-step briefing (6.2)

  • Goal: Level-gated shop stock (already partially done — levelOk flag exists and stock query filters by level; verify completeness) + UI shop page.
  • Docs: GAME_DESIGN.md §Economy, API.md, UI_GUIDE.
  • Files to create/modify: public/shop.html, public/js/shop.js, verify shopService stock filtering is complete.
  • Key rules: Shop stock should only show items where character level >= item min_level. Materials always visible for selling.

8. Open Known Issues

STATUS.md issues 1–6 (balance, dangling seed script, restart test, equipment-in-combat, HP regen, zone min_level balance).