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Emberfall/HANDOFF.md
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2026-10-20 22:55:51 +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: 5.3 (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 with unlocked flag.
  • 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 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/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 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.

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.

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/inventory for 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).