feat(api): CharacterStatsService reports effective (regenerated) HP
- Update CharacterStatsService constructor to accept CharacterVitalsService - Compute currentHp via CharacterVitalsService.effectiveHp() instead of raw pass-through - Add hpRegenPerSecond and hpRegenSince fields to EffectiveCharacterStats return type - Update spec with new test cases for regeneration calculation and field pass-through - Equipment and combat tests now fail as expected (separate tasks will fix constructor calls) Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -4,6 +4,7 @@ import { CharacterStatsService } from './character-stats.service';
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import { Character } from './entities/character.entity';
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import { EquipmentSlot } from '../items/equipment-slot.enum';
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import { ItemDefinition } from '../items/entities/item-definition.entity';
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import { CharacterVitalsService } from './character-vitals.service';
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type EquippedFixture = {
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slot: EquipmentSlot;
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@@ -34,12 +35,16 @@ function character(overrides: Partial<Character> = {}): Character {
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baseHp: 100,
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baseAttack: 6,
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currentHp: 90,
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hpRegenSince: null,
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...overrides,
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} as Character;
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}
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describe('CharacterStatsService', () => {
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const service = new CharacterStatsService({} as DataSource);
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const characterVitals = new CharacterVitalsService({
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now: () => new Date('2026-08-21T12:00:00.000Z'),
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});
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const service = new CharacterStatsService({} as DataSource, characterVitals);
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it('derives stats from the starting weapon alone', async () => {
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const scope = fakeScope([{ slot: EquipmentSlot.WEAPON, item: { weaponDamage: 8 } }]);
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@@ -105,11 +110,46 @@ describe('CharacterStatsService', () => {
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expect(stats.combatPower).toBe(105 / 10 + 7 * 2 + 11 * 2 + 3 * 1.5);
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});
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it('passes currentHp through unchanged from the character', async () => {
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it('returns the raw current HP unchanged while regeneration is paused', async () => {
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const scope = fakeScope([]);
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const stats = await service.calculate(character({ currentHp: 42 }), scope);
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const stats = await service.calculate(
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character({ currentHp: 42, hpRegenSince: null }),
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scope,
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);
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expect(stats.currentHp).toBe(42);
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});
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it('adds elapsed regeneration, clamped to maxHp, when a regen anchor is set', async () => {
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const scope = fakeScope([]);
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const regenerating = await service.calculate(
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character({
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currentHp: 40,
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hpRegenSince: new Date('2026-08-21T11:59:30.000Z'),
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}),
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scope,
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);
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expect(regenerating.currentHp).toBe(70);
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const clamped = await service.calculate(
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character({
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currentHp: 40,
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hpRegenSince: new Date('2026-08-21T11:40:00.000Z'),
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}),
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scope,
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);
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expect(clamped.currentHp).toBe(100);
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});
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it('reports the regeneration rate and anchor alongside the effective stats', async () => {
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const scope = fakeScope([]);
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const anchor = new Date('2026-08-21T11:59:30.000Z');
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const stats = await service.calculate(character({ hpRegenSince: anchor }), scope);
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expect(stats.hpRegenPerSecond).toBe(1);
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expect(stats.hpRegenSince).toEqual(anchor);
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});
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});
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@@ -2,6 +2,8 @@ import { Injectable } from '@nestjs/common';
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import { DataSource } from 'typeorm';
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import { CharacterEquipment } from '../equipment/entities/character-equipment.entity';
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import { EquipmentSlot } from '../items/equipment-slot.enum';
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import { HP_REGEN_PER_SECOND } from './character-vitals.constants';
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import { CharacterVitalsService } from './character-vitals.service';
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import { Character } from './entities/character.entity';
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export interface EffectiveCharacterStats {
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@@ -11,6 +13,8 @@ export interface EffectiveCharacterStats {
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weaponDamage: number;
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armor: number;
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combatPower: number;
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hpRegenPerSecond: number;
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hpRegenSince: Date | null;
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}
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type RepositoryScope = Pick<DataSource, 'getRepository'>;
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@@ -21,7 +25,10 @@ type RepositoryScope = Pick<DataSource, 'getRepository'>;
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*/
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@Injectable()
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export class CharacterStatsService {
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constructor(private readonly dataSource: DataSource) {}
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constructor(
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private readonly dataSource: DataSource,
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private readonly characterVitals: CharacterVitalsService,
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) {}
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async calculate(
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character: Character,
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@@ -54,11 +61,13 @@ export class CharacterStatsService {
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return {
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maxHp,
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currentHp: character.currentHp,
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currentHp: this.characterVitals.effectiveHp(character, maxHp),
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attack,
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weaponDamage,
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armor,
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combatPower: maxHp / 10 + attack * 2 + weaponDamage * 2 + armor * 1.5,
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hpRegenPerSecond: HP_REGEN_PER_SECOND,
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hpRegenSince: character.hpRegenSince,
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};
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}
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}
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