5.3 KiB
5.3 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: 5.3 (stackable consumables: POST /api/inventory/use)
- Next step: 5.4 — UI: inventory grid, equipment panel, tooltips with stats
- 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 |
118 passing, 0 failing (87 unit + 31 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 withunlockedflag.src/services/combatLogService.js—getCombatLog(characterId, limit)→ recent fights.src/services/characterService.js—createCharacter,getCharacterProfile,getCharacterIdForUser.- NEW:
src/services/inventoryService.js—listInventory,equipItem,unequipItem,useConsumable. Uses WeakMap stmt cache. Derived stats recalculated on list. Consumables: heal (capped at maxHp) and energy (capped at ENERGY_MAX), qty decrement, row removal at 0. - NEW:
src/routes/inventory.js—GET /api/inventory,POST /api/inventory/equip,POST /api/inventory/unequip,POST /api/inventory/use. Zod-validated. 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/inventory.test.js— 20 integration tests (13 equip/unequip + 7 consumable).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 consumable UI yet (Phase 5 step 5.4).
- No inventory grid/equipment panel/tooltips in game.html.
- 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).
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.
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. - SQL
SELECT idfrom inventory returns the auto-increment row id; rename withAS inventory_idwhen you also needitem_id. itemInSlotquery must aliasid AS inventory_idsoexisting.inventory_idworks in unequip logic.- Transaction callback args must match the call order exactly — passing
qtyas the second arg when the callback expectsetypesilently misapplies the effect.
7. Next-step briefing (5.4)
- Goal: UI for inventory — grid display of items (equipment + consumables), equipment panel showing current gear with stats, tooltips with stat bonuses.
- Docs: GAME_DESIGN.md §Items, UI_GUIDE.md, API.md.
- Files to modify:
public/game.html(add inventory/equipment panels),public/js/game.js(load inventory, render grid, equip/unequip/use handlers, tooltips),public/css/main.css(inventory grid, tooltips, equipment panel styles). - Key rules: Use
GET /api/inventoryfor data; render equipment slots + consumable list; show stat bonuses on hover; click to equip/unequip; click consumable to use.
8. Open Known Issues
STATUS.md issues 1–6 (balance, dangling seed script, restart test, equipment-in-combat, HP regen, zone min_level balance).