feat(hunting): show cleared encounters and resume interrupted fights

The hunt screen kept whatever roll was last in memory, so a player coming
back from a fight saw every encounter as fresh. Encounters now carry their
own status, which the combat module advances as fights start and end.

- hunt_encounters.status replaces consumed_at, which only recorded that a
  fight had begun and could not distinguish a win from a loss
- a lost fight hands the encounter back as AVAILABLE, so it can be retried;
  the unique index tying one combat to one encounter goes with it
- GET /hunts/active serves the resumable hunt, which the hunt page adopts on
  entry rather than trusting its in-memory roll
- defeated encounters are crossed out and lose their hover and attack action
- a fresh page load rejoins a combat the server still holds open

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Bastian Wagner
2026-08-20 10:34:30 +02:00
parent 67237f5ad8
commit 3c59603efb
26 changed files with 869 additions and 66 deletions

View File

@@ -3,6 +3,7 @@ import { CharacterCombatStatsService } from '../characters/character-combat-stat
import { Character } from '../characters/entities/character.entity';
import { Hunt } from '../hunting/entities/hunt.entity';
import { HuntEncounter } from '../hunting/entities/hunt-encounter.entity';
import { HuntEncounterStatus } from '../hunting/hunt-encounter-status.enum';
import { HuntStatus } from '../hunting/hunt-status.enum';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { TravelService } from '../travel/travel.service';
@@ -221,7 +222,7 @@ function huntEncounter(overrides: Partial<HuntEncounter> = {}): HuntEncounter {
huntId: HUNT_ID,
monsterDefinitionId: MONSTER_ID,
position: 0,
consumedAt: null,
status: HuntEncounterStatus.AVAILABLE,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as HuntEncounter;
@@ -315,12 +316,14 @@ describe('CombatService', () => {
});
});
it('marks the encounter as consumed', async () => {
it('marks the encounter as IN_PROGRESS', async () => {
const { dataSource, service } = createService();
await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(dataSource.state.huntEncounters[0].consumedAt).not.toBeNull();
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.IN_PROGRESS,
);
});
it('rejects an unknown encounter id', async () => {
@@ -332,10 +335,25 @@ describe('CombatService', () => {
);
});
it('rejects an already-consumed encounter, and does not create a second combat', async () => {
it('rejects an already-defeated encounter, and does not create a second combat', async () => {
const state = createState({
huntEncounters: [
huntEncounter({ consumedAt: new Date('2026-08-18T09:05:00.000Z') }),
huntEncounter({ status: HuntEncounterStatus.DEFEATED }),
],
});
const { dataSource, service } = createService({ state });
await expectCombatDomainError(
service.startCombat(CHARACTER_ID, ENCOUNTER_ID),
'HUNT_ENCOUNTER_ALREADY_CONSUMED',
);
expect(dataSource.state.combats).toHaveLength(0);
});
it('rejects an encounter whose fight is still IN_PROGRESS', async () => {
const state = createState({
huntEncounters: [
huntEncounter({ status: HuntEncounterStatus.IN_PROGRESS }),
],
});
const { dataSource, service } = createService({ state });
@@ -518,6 +536,55 @@ describe('CombatService', () => {
);
});
it('marks the encounter DEFEATED when the fight is won', async () => {
const state = createState({ monsters: [monster({ maxHp: 10 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.DEFEATED,
);
});
it('frees the encounter for another attempt when the fight is lost', async () => {
const state = createState({ characters: [character({ baseHp: 1 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.AVAILABLE,
);
});
it('leaves the encounter IN_PROGRESS while the fight continues', async () => {
const { dataSource, service, combatId } = await startedCombat();
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.IN_PROGRESS,
);
});
it('lets a lost encounter be fought again as a fresh combat', async () => {
const state = createState({ characters: [character({ baseHp: 1 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
const retry = await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(retry.id).not.toBe(combatId);
expect(retry.status).toBe('ACTIVE');
expect(retry.round).toBe(1);
expect(retry.player.currentHp).toBe(retry.player.maxHp);
expect(dataSource.state.combats).toHaveLength(2);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.IN_PROGRESS,
);
});
it('rejects actions on an unknown combat id', async () => {
const { service } = createService();

View File

@@ -4,6 +4,7 @@ import { CharacterCombatStatsService } from '../characters/character-combat-stat
import { Character } from '../characters/entities/character.entity';
import { Hunt } from '../hunting/entities/hunt.entity';
import { HuntEncounter } from '../hunting/entities/hunt-encounter.entity';
import { HuntEncounterStatus } from '../hunting/hunt-encounter-status.enum';
import { HuntStatus } from '../hunting/hunt-status.enum';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { TravelService } from '../travel/travel.service';
@@ -93,7 +94,7 @@ export class CombatService {
if (!encounter) {
throw huntEncounterNotFound();
}
if (encounter.consumedAt) {
if (encounter.status !== HuntEncounterStatus.AVAILABLE) {
throw huntEncounterAlreadyConsumed();
}
@@ -143,7 +144,7 @@ export class CombatService {
});
await combats.save(combat);
encounter.consumedAt = new Date();
encounter.status = HuntEncounterStatus.IN_PROGRESS;
await encounters.save(encounter);
return this.toCombatDto(combat, character.name, monster, []);
@@ -216,6 +217,11 @@ export class CombatService {
combat.monsterCurrentHp = result.state.monster.currentHp;
if (combat.status !== CombatStatus.ACTIVE) {
combat.completedAt = new Date();
await this.settleEncounter(
manager.getRepository(HuntEncounter),
combat.huntEncounterId,
combat.status,
);
}
await combats.save(combat);
@@ -252,6 +258,28 @@ export class CombatService {
});
}
/**
* Records the fight's outcome on the encounter that spawned it. A win
* retires the encounter; a loss hands it back so the player can try again.
*/
private async settleEncounter(
encounters: Repository<HuntEncounter>,
encounterId: string,
outcome: CombatStatus,
): Promise<void> {
const encounter = await encounters.findOneBy({ id: encounterId });
if (!encounter) {
// combats.hunt_encounter_id is a RESTRICT FK; guaranteed to exist.
throw combatStateInvalid();
}
encounter.status =
outcome === CombatStatus.WON
? HuntEncounterStatus.DEFEATED
: HuntEncounterStatus.AVAILABLE;
await encounters.save(encounter);
}
private async lockCharacter(
characters: Repository<Character>,
characterId: string,

View File

@@ -23,7 +23,9 @@ export interface CombatPlayerState extends CombatCombatantState {
}
@Entity({ name: 'combats' })
@Index('IDX_combats_hunt_encounter', ['huntEncounterId'], { unique: true })
// Deliberately not unique: a lost fight frees the encounter to be retried,
// which creates a second combat row for the same encounter.
@Index('IDX_combats_hunt_encounter', ['huntEncounterId'])
export class Combat {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;

View File

@@ -0,0 +1,54 @@
import { MigrationInterface, QueryRunner } from 'typeorm';
export class AddHuntEncounterStatus1788200000000 implements MigrationInterface {
public async up(queryRunner: QueryRunner): Promise<void> {
await queryRunner.query(
"CREATE TYPE \"hunt_encounter_status_enum\" AS ENUM ('AVAILABLE', 'IN_PROGRESS', 'DEFEATED')",
);
await queryRunner.query(`ALTER TABLE "hunt_encounters"
ADD COLUMN "status" "hunt_encounter_status_enum" NOT NULL DEFAULT 'AVAILABLE'`);
// consumed_at only recorded that a fight had started, so the outcome has
// to be read off the combat it spawned. The unique index this migration
// drops guarantees at most one such combat per encounter.
await queryRunner.query(`UPDATE "hunt_encounters" AS "encounter"
SET "status" = CASE "combat"."status"
WHEN 'WON' THEN 'DEFEATED'::"hunt_encounter_status_enum"
WHEN 'ACTIVE' THEN 'IN_PROGRESS'::"hunt_encounter_status_enum"
ELSE 'AVAILABLE'::"hunt_encounter_status_enum"
END
FROM "combats" AS "combat"
WHERE "combat"."hunt_encounter_id" = "encounter"."id"`);
await queryRunner.query(
'ALTER TABLE "hunt_encounters" DROP COLUMN "consumed_at"',
);
// A retried encounter gets a second combat row, so the index that kept
// them one-to-one has to go; one ACTIVE combat per character is still
// enforced by IDX_active_combat_per_character.
await queryRunner.query('DROP INDEX "IDX_combats_hunt_encounter"');
await queryRunner.query(
'CREATE INDEX "IDX_combats_hunt_encounter" ON "combats" ("hunt_encounter_id")',
);
}
public async down(queryRunner: QueryRunner): Promise<void> {
await queryRunner.query('DROP INDEX "IDX_combats_hunt_encounter"');
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_combats_hunt_encounter" ON "combats" ("hunt_encounter_id")',
);
await queryRunner.query(
'ALTER TABLE "hunt_encounters" ADD COLUMN "consumed_at" TIMESTAMP WITH TIME ZONE',
);
await queryRunner.query(`UPDATE "hunt_encounters"
SET "consumed_at" = now()
WHERE "status" <> 'AVAILABLE'`);
await queryRunner.query(
'ALTER TABLE "hunt_encounters" DROP COLUMN "status"',
);
await queryRunner.query('DROP TYPE "hunt_encounter_status_enum"');
}
}

View File

@@ -2,7 +2,6 @@ import 'reflect-metadata';
import { getMetadataArgsStorage } from 'typeorm';
import { Combat } from '../../combat/entities/combat.entity';
import { CombatEvent } from '../../combat/entities/combat-event.entity';
import { HuntEncounter } from '../../hunting/entities/hunt-encounter.entity';
describe('combat system schema', () => {
it('maps Combat and CombatEvent relations with the documented onDelete behavior', () => {
@@ -28,17 +27,6 @@ describe('combat system schema', () => {
);
});
it('enforces one combat per hunt encounter via a unique index', () => {
const metadata = getMetadataArgsStorage();
const index = metadata.indices.find(
(candidate) => candidate.target === Combat && candidate.columns?.includes('huntEncounterId'),
);
expect(index).toBeDefined();
const indexMetadata = index as typeof index & { options?: { unique?: boolean }; unique?: boolean };
expect(indexMetadata?.options?.unique ?? indexMetadata?.unique).toBe(true);
});
it('enforces ordered, unique event sequencing per combat', () => {
const metadata = getMetadataArgsStorage();
const index = metadata.indices.find(
@@ -52,14 +40,4 @@ describe('combat system schema', () => {
const indexMetadata = index as typeof index & { options?: { unique?: boolean }; unique?: boolean };
expect(indexMetadata?.options?.unique ?? indexMetadata?.unique).toBe(true);
});
it('adds a nullable consumedAt column to hunt_encounters to prevent reuse', () => {
const metadata = getMetadataArgsStorage();
const column = metadata.columns.find(
(candidate) => candidate.target === HuntEncounter && candidate.propertyName === 'consumedAt',
);
expect(column).toBeDefined();
expect(column?.options.nullable).toBe(true);
});
});

View File

@@ -0,0 +1,49 @@
import 'reflect-metadata';
import { getMetadataArgsStorage } from 'typeorm';
import { Combat } from '../../combat/entities/combat.entity';
import { HuntEncounter } from '../../hunting/entities/hunt-encounter.entity';
import { HuntEncounterStatus } from '../../hunting/hunt-encounter-status.enum';
describe('encounter status schema', () => {
it('stores the encounter status as a non-nullable enum on hunt_encounters', () => {
const metadata = getMetadataArgsStorage();
const column = metadata.columns.find(
(candidate) =>
candidate.target === HuntEncounter &&
candidate.propertyName === 'status',
);
expect(column).toBeDefined();
expect(column?.options.type).toBe('enum');
expect(column?.options.enum).toBe(HuntEncounterStatus);
expect(column?.options.enumName).toBe('hunt_encounter_status_enum');
expect(column?.options.nullable).toBeFalsy();
});
it('drops consumedAt, whose gate the encounter status replaces', () => {
const metadata = getMetadataArgsStorage();
const column = metadata.columns.find(
(candidate) =>
candidate.target === HuntEncounter &&
candidate.propertyName === 'consumedAt',
);
expect(column).toBeUndefined();
});
it('allows repeated combats per encounter so a lost fight can be retried', () => {
const metadata = getMetadataArgsStorage();
const index = metadata.indices.find(
(candidate) =>
candidate.target === Combat &&
candidate.columns?.includes('huntEncounterId'),
);
expect(index).toBeDefined();
const indexMetadata = index as typeof index & {
options?: { unique?: boolean };
unique?: boolean;
};
expect(indexMetadata?.options?.unique ?? indexMetadata?.unique).toBeFalsy();
});
});

View File

@@ -7,6 +7,7 @@ import {
PrimaryGeneratedColumn,
} from 'typeorm';
import { MonsterDefinition } from '../../monsters/entities/monster-definition.entity';
import { HuntEncounterStatus } from '../hunt-encounter-status.enum';
import { Hunt } from './hunt.entity';
@Entity({ name: 'hunt_encounters' })
@@ -23,10 +24,16 @@ export class HuntEncounter {
@Column({ name: 'position', type: 'integer' })
position!: number;
// Set when a Combat is successfully created from this encounter. Prevents
// one HuntEncounter from spawning more than one Combat (spec §7).
@Column({ name: 'consumed_at', type: 'timestamptz', nullable: true })
consumedAt!: Date | null;
// Owned by the combat module, which advances it as fights start and end.
// DEFEATED and IN_PROGRESS both bar a new fight; a lost fight resets the
// encounter to AVAILABLE so the player can try again.
@Column({
name: 'status',
type: 'enum',
enum: HuntEncounterStatus,
enumName: 'hunt_encounter_status_enum',
})
status!: HuntEncounterStatus;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;

View File

@@ -0,0 +1,5 @@
export enum HuntEncounterStatus {
AVAILABLE = 'AVAILABLE',
IN_PROGRESS = 'IN_PROGRESS',
DEFEATED = 'DEFEATED',
}

View File

@@ -10,15 +10,17 @@ import { HuntingService } from './hunting.service';
describe('HuntingController', () => {
let app: INestApplication<App>;
const startHunt = jest.fn();
const getActiveHunt = jest.fn();
beforeEach(async () => {
startHunt.mockReset();
getActiveHunt.mockReset();
const module = await Test.createTestingModule({
controllers: [HuntingController],
providers: [
{
provide: HuntingService,
useValue: { startHunt },
useValue: { startHunt, getActiveHunt },
},
],
}).compile();
@@ -47,4 +49,42 @@ describe('HuntingController', () => {
expect(startHunt).toHaveBeenCalledWith(DEMO_CHARACTER_ID);
expect(response.body).toEqual(huntResult);
});
it('serves the resumable hunt with its encounter statuses', async () => {
const huntResult = {
id: 'hunt-1',
location: { id: 'loc-1', key: 'burned-road', name: 'Verbrannte Strasse' },
encounters: [
{
id: 'encounter-1',
monster: {
key: 'ash-rat',
name: 'Aschenratte',
level: 1,
artworkPath: '/images/monsters/ash-rat.png',
},
dangerRating: 'WEAK',
status: 'DEFEATED',
},
],
};
getActiveHunt.mockResolvedValue(huntResult);
const response = await request(app.getHttpServer())
.get('/api/hunts/active')
.expect(200);
expect(getActiveHunt).toHaveBeenCalledWith(DEMO_CHARACTER_ID);
expect(response.body).toEqual(huntResult);
});
it('serves an empty body when there is no resumable hunt', async () => {
getActiveHunt.mockResolvedValue(null);
const response = await request(app.getHttpServer())
.get('/api/hunts/active')
.expect(200);
expect(response.body).toEqual({});
});
});

View File

@@ -1,4 +1,4 @@
import { Controller, Post } from '@nestjs/common';
import { Controller, Get, Post } from '@nestjs/common';
import { DEMO_CHARACTER_ID } from '../demo/demo-character.constants';
import { HuntResultDto, HuntingService } from './hunting.service';
@@ -10,4 +10,9 @@ export class HuntingController {
startHunt(): Promise<HuntResultDto> {
return this.huntingService.startHunt(DEMO_CHARACTER_ID);
}
@Get('active')
getActiveHunt(): Promise<HuntResultDto | null> {
return this.huntingService.getActiveHunt(DEMO_CHARACTER_ID);
}
}

View File

@@ -9,6 +9,7 @@ import { LocationDefinition } from '../world/entities/location-definition.entity
import { DangerRating } from './danger-rating';
import { Hunt } from './entities/hunt.entity';
import { HuntEncounter } from './entities/hunt-encounter.entity';
import { HuntEncounterStatus } from './hunt-encounter-status.enum';
import { HuntStatus } from './hunt-status.enum';
import { HuntingDomainError } from './hunting.errors';
import { HuntingService } from './hunting.service';
@@ -29,6 +30,15 @@ interface FakeState {
huntEncounters: HuntEncounter[];
}
// `find` in the fake ignores `relations`, so fixtures attach the joined
// monster the way TypeORM would have hydrated it.
function withMonster(
encounter: HuntEncounter,
monster: MonsterDefinition,
): HuntEncounter {
return { ...encounter, monster } as HuntEncounter;
}
class FakeRepository<T extends { id: string }> {
constructor(
private readonly state: FakeState,
@@ -56,10 +66,24 @@ class FakeRepository<T extends { id: string }> {
);
}
find(options: { where: Partial<T> }): Promise<T[]> {
return Promise.resolve(
this.rows().filter((row) => this.matches(row, options.where)),
find(options: {
where: Partial<T>;
order?: Partial<Record<keyof T, 'ASC' | 'DESC'>>;
}): Promise<T[]> {
const matched = this.rows().filter((row) =>
this.matches(row, options.where),
);
const orderKey = options.order
? (Object.keys(options.order)[0] as keyof T)
: undefined;
if (orderKey) {
const direction = options.order![orderKey] === 'DESC' ? -1 : 1;
matched.sort((a, b) => {
if (a[orderKey] === b[orderKey]) return 0;
return a[orderKey] > b[orderKey] ? direction : -direction;
});
}
return Promise.resolve(matched);
}
create(values: Partial<T>): T {
@@ -567,4 +591,135 @@ describe('HuntingService', () => {
expect(encounter.dangerRating).toBe(DangerRating.WEAK);
}
});
it('marks every freshly rolled encounter as AVAILABLE', async () => {
const monsterA = monsterDefinition(
MONSTER_A_ID,
'aschenratte',
'Aschenratte',
);
const state = createState();
state.characters[0].currentLocationId = HUNTING_LOCATION_ID;
state.characters[0].currentLocation = huntingLocation();
state.locationMonsters = [
locationMonster(
LOCATION_MONSTER_A_ID,
HUNTING_LOCATION_ID,
monsterA,
100,
),
];
const { dataSource, service } = createService({
state,
randomSource: fakeRandomSource([0.1, 0.1, 0.1]),
});
const result = await service.startHunt(CHARACTER_ID);
expect(result.encounters.map((encounter) => encounter.status)).toEqual([
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.AVAILABLE,
]);
expect(
dataSource.state.huntEncounters.map((encounter) => encounter.status),
).toEqual([
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.AVAILABLE,
]);
});
describe('getActiveHunt', () => {
function activeHuntState(
statuses: HuntEncounterStatus[],
overrides: { huntStatus?: HuntStatus; huntLocationId?: string } = {},
) {
const monsterA = monsterDefinition(
MONSTER_A_ID,
'aschenratte',
'Aschenratte',
);
const state = createState();
state.characters[0].currentLocationId = HUNTING_LOCATION_ID;
state.characters[0].currentLocation = huntingLocation();
state.hunts = [
{
id: 'hunt-1',
characterId: CHARACTER_ID,
locationId: overrides.huntLocationId ?? HUNTING_LOCATION_ID,
status: overrides.huntStatus ?? HuntStatus.ACTIVE,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
} as Hunt,
];
state.huntEncounters = statuses.map((status, position) =>
withMonster(
{
id: `encounter-${position}`,
huntId: 'hunt-1',
monsterDefinitionId: MONSTER_A_ID,
position,
status,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
} as HuntEncounter,
monsterA,
),
);
return state;
}
it('returns null when the character has no active hunt', async () => {
const { service } = createService();
await expect(service.getActiveHunt(CHARACTER_ID)).resolves.toBeNull();
});
it('returns null when the only hunt has been superseded', async () => {
const state = activeHuntState([HuntEncounterStatus.AVAILABLE], {
huntStatus: HuntStatus.SUPERSEDED,
});
const { service } = createService({ state });
await expect(service.getActiveHunt(CHARACTER_ID)).resolves.toBeNull();
});
it('returns the active hunt with the persisted status of each encounter', async () => {
const state = activeHuntState([
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.DEFEATED,
HuntEncounterStatus.IN_PROGRESS,
]);
const { service } = createService({ state });
const result = await service.getActiveHunt(CHARACTER_ID);
expect(result?.id).toBe('hunt-1');
expect(result?.location).toEqual({
id: HUNTING_LOCATION_ID,
key: 'burned-road',
name: 'Verbrannte Strasse',
});
expect(result?.encounters.map((encounter) => encounter.status)).toEqual([
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.DEFEATED,
HuntEncounterStatus.IN_PROGRESS,
]);
expect(result?.encounters.map((encounter) => encounter.id)).toEqual([
'encounter-0',
'encounter-1',
'encounter-2',
]);
expect(result?.encounters[0].monster.key).toBe('aschenratte');
expect(result?.encounters[0].dangerRating).toBeDefined();
});
it('returns null once the character has left the hunt location', async () => {
const state = activeHuntState([HuntEncounterStatus.AVAILABLE], {
huntLocationId: SAFE_LOCATION_ID,
});
const { service } = createService({ state });
await expect(service.getActiveHunt(CHARACTER_ID)).resolves.toBeNull();
});
});
});

View File

@@ -9,6 +9,7 @@ import { TravelStatus } from '../travel/travel-status.enum';
import { calculateDangerRating, DangerRating } from './danger-rating';
import { Hunt } from './entities/hunt.entity';
import { HuntEncounter } from './entities/hunt-encounter.entity';
import { HuntEncounterStatus } from './hunt-encounter-status.enum';
import { HuntStatus } from './hunt-status.enum';
import {
characterNotFound,
@@ -30,6 +31,7 @@ export interface HuntEncounterDto {
id: string;
monster: MonsterSummary;
dangerRating: DangerRating;
status: HuntEncounterStatus;
}
export interface HuntResultDto {
@@ -110,28 +112,11 @@ export class HuntingService {
huntId: hunt.id,
monsterDefinitionId: monster.id,
position,
status: HuntEncounterStatus.AVAILABLE,
});
await txEncounters.save(encounter);
const dangerRating = calculateDangerRating(
{ attack: character.baseAttack, armor: 0, hp: character.baseHp },
{
attack: monster.attack,
armor: monster.armor,
hp: monster.maxHp,
},
);
encounterDtos.push({
id: encounter.id,
monster: {
key: monster.key,
name: monster.name,
level: monster.level,
artworkPath: monster.artworkPath,
},
dangerRating,
});
encounterDtos.push(this.toEncounterDto(encounter, monster, character));
}
return {
@@ -142,6 +127,70 @@ export class HuntingService {
});
}
/**
* The hunt the player can still act on, or null if there is none. A hunt
* is only resumable where it was rolled, so travelling away retires it and
* the player has to search the new area instead.
*/
async getActiveHunt(characterId: string): Promise<HuntResultDto | null> {
const characters = this.dataSource.getRepository(Character);
const character = await characters.findOne({
where: { id: characterId },
relations: { currentLocation: true },
});
if (!character) {
throw characterNotFound();
}
const hunts = this.dataSource.getRepository(Hunt);
const hunt = await hunts.findOne({
where: {
characterId,
status: HuntStatus.ACTIVE,
locationId: character.currentLocationId,
},
});
if (!hunt) {
return null;
}
const huntEncounters = this.dataSource.getRepository(HuntEncounter);
const encounters = await huntEncounters.find({
where: { huntId: hunt.id },
relations: { monster: true },
order: { position: 'ASC' },
});
return {
id: hunt.id,
location: this.toLocationSummary(character.currentLocation),
encounters: encounters.map((encounter) =>
this.toEncounterDto(encounter, encounter.monster, character),
),
};
}
private toEncounterDto(
encounter: HuntEncounter,
monster: MonsterDefinition,
character: Character,
): HuntEncounterDto {
return {
id: encounter.id,
monster: {
key: monster.key,
name: monster.name,
level: monster.level,
artworkPath: monster.artworkPath,
},
dangerRating: calculateDangerRating(
{ attack: character.baseAttack, armor: 0, hp: character.baseHp },
{ attack: monster.attack, armor: monster.armor, hp: monster.maxHp },
),
status: encounter.status,
};
}
/**
* Rolls `count` independent weighted picks from `pool`. Each slot walks
* the pool in the order it was supplied, accumulating weight, and picks

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@@ -1,5 +1,6 @@
import { Component } from '@angular/core';
import { RouterOutlet } from '@angular/router';
import { Component, OnInit, inject } from '@angular/core';
import { Router, RouterOutlet } from '@angular/router';
import { CombatStore } from './features/combat/combat.store';
@Component({
selector: 'app-root',
@@ -7,4 +8,21 @@ import { RouterOutlet } from '@angular/router';
templateUrl: './app.html',
styleUrl: './app.scss',
})
export class App {}
export class App implements OnInit {
private readonly combatStore = inject(CombatStore);
private readonly router = inject(Router);
// A fight the server still holds open outlives the browser session, and
// leaving it is not something the player can do from anywhere else, so a
// fresh load resumes it rather than stranding them on the world map.
ngOnInit(): void {
void this.resumeRunningCombat();
}
private async resumeRunningCombat(): Promise<void> {
const combat = await this.combatStore.loadActiveCombat();
if (combat) {
void this.router.navigate(['/combat', combat.id]);
}
}
}

View File

@@ -57,10 +57,13 @@ export interface MonsterSummary {
artworkPath: string;
}
export type HuntEncounterStatus = 'AVAILABLE' | 'IN_PROGRESS' | 'DEFEATED';
export interface HuntEncounter {
id: string;
monster: MonsterSummary;
dangerRating: DangerRating;
status: HuntEncounterStatus;
}
export interface HuntResult {

View File

@@ -34,6 +34,10 @@ export class GameApiService {
return this.http.post<HuntResult>('/api/hunts', {});
}
getActiveHunt(): Observable<HuntResult | null> {
return this.http.get<HuntResult | null>('/api/hunts/active');
}
startCombat(encounterId: string): Observable<Combat> {
return this.http.post<Combat>(`/api/hunt-encounters/${encounterId}/attack`, {});
}

View File

@@ -0,0 +1,66 @@
import { TestBed } from '@angular/core/testing';
import { Router, provideRouter } from '@angular/router';
import { vi } from 'vitest';
import type { Combat } from './api/game-api.models';
import { App } from '../app';
import { CombatStore } from '../features/combat/combat.store';
const runningCombat: Combat = {
id: 'combat-running',
status: 'ACTIVE',
round: 4,
player: { name: 'Aric Duskwalker', maxHp: 100, currentHp: 62 },
monster: {
key: 'road-bandit',
name: 'Straßenräuber',
level: 3,
maxHp: 75,
currentHp: 30,
artworkPath: '/images/enemies/RoadBandit.png',
},
events: [],
};
describe('resuming an interrupted combat', () => {
let combatStore: { loadActiveCombat: ReturnType<typeof vi.fn> };
let router: Router;
async function bootstrap() {
await TestBed.configureTestingModule({
imports: [App],
providers: [
provideRouter([
{ path: 'world', children: [] },
{ path: 'combat/:combatId', children: [] },
]),
{ provide: CombatStore, useValue: combatStore },
],
}).compileComponents();
router = TestBed.inject(Router);
vi.spyOn(router, 'navigate').mockResolvedValue(true);
const fixture = TestBed.createComponent(App);
fixture.detectChanges();
await fixture.whenStable();
return fixture;
}
it('drops the player straight back into the fight they left running', async () => {
combatStore = { loadActiveCombat: vi.fn(() => Promise.resolve(runningCombat)) };
await bootstrap();
expect(combatStore.loadActiveCombat).toHaveBeenCalledOnce();
expect(router.navigate).toHaveBeenCalledWith(['/combat', 'combat-running']);
});
it('leaves navigation alone when no fight is running', async () => {
combatStore = { loadActiveCombat: vi.fn(() => Promise.resolve(null)) };
await bootstrap();
expect(combatStore.loadActiveCombat).toHaveBeenCalledOnce();
expect(router.navigate).not.toHaveBeenCalled();
});
});

View File

@@ -1,4 +1,4 @@
<article class="encounter-card">
<article class="encounter-card" [class.encounter-card--settled]="settled">
<div class="encounter-card__crest">
@if (iconPath(); as icon) {
<img class="encounter-card__crest-icon" [src]="icon" alt="" loading="lazy" decoding="async" />
@@ -13,6 +13,16 @@
loading="lazy"
decoding="async"
/>
@if (defeated) {
<img
class="encounter-card__defeated-mark"
[src]="defeatedMark"
alt="Besiegt"
loading="lazy"
decoding="async"
/>
}
</div>
<h3 class="encounter-card__name">{{ encounter.monster.name }}</h3>
@@ -22,5 +32,12 @@
<app-danger-badge class="encounter-card__danger" [rating]="encounter.dangerRating" />
</div>
<button type="button" class="encounter-card__attack" (click)="onAttack()">Angreifen</button>
<button
type="button"
class="encounter-card__attack"
[disabled]="settled"
(click)="onAttack()"
>
{{ actionLabel }}
</button>
</article>

View File

@@ -21,6 +21,16 @@
background-size: 100% 100%;
}
/* A settled encounter is out of play, so the card recedes: the artwork loses
its colour and the whole frame dims. */
.encounter-card--settled .encounter-card__artwork {
filter: grayscale(0.85) brightness(0.6);
}
.encounter-card--settled {
opacity: 0.78;
}
/* ---------- crest ---------- */
.encounter-card__crest {
@@ -54,6 +64,17 @@
place-items: end center;
}
/* Sits over the artwork panel rather than the whole card, so the name and
the danger badge stay readable under it. */
.encounter-card__defeated-mark {
position: absolute;
inset: 6%;
inline-size: 88%;
block-size: 88%;
object-fit: contain;
pointer-events: none;
}
.encounter-card__artwork {
inline-size: 100%;
block-size: 100%;
@@ -126,15 +147,20 @@
text-shadow: 0 0.1rem 0.35rem rgb(0 0 0 / 0.85);
}
.encounter-card__attack:hover {
.encounter-card__attack:enabled:hover {
color: #f4ecda;
box-shadow: inset 0 0 1.1rem rgb(150 200 245 / 0.5);
}
.encounter-card__attack:active {
.encounter-card__attack:enabled:active {
box-shadow: inset 0 0.15rem 0.7rem rgb(0 0 0 / 0.6);
}
.encounter-card__attack:disabled {
color: rgb(214 206 190 / 0.45);
cursor: default;
}
.encounter-card__attack:focus-visible {
outline: 2px solid var(--ar-blue);
outline-offset: -3px;
@@ -145,7 +171,7 @@
transition: filter var(--ar-motion-base);
}
.encounter-card:hover {
.encounter-card:not(.encounter-card--settled):hover {
filter: drop-shadow(0 0 0.9rem rgb(214 178 107 / 0.3));
}

View File

@@ -12,6 +12,7 @@ const dawnwolfEncounter: HuntEncounter = {
artworkPath: '/images/enemies/Dawnwolf.png',
},
dangerRating: 'MATCH',
status: 'AVAILABLE',
};
const ashRatEncounter: HuntEncounter = {
@@ -23,6 +24,7 @@ const ashRatEncounter: HuntEncounter = {
artworkPath: '/images/monsters/ash-rat.png',
},
dangerRating: 'WEAK',
status: 'AVAILABLE',
};
function render(encounter: HuntEncounter): HTMLElement {
@@ -89,4 +91,62 @@ describe('EncounterCardComponent', () => {
expect(emitted).not.toHaveBeenCalledWith(dawnwolfEncounter.monster.key);
expect(dawnwolfEncounter.id).not.toBe(dawnwolfEncounter.monster.key);
});
it('leaves an available encounter unmarked and interactive', () => {
const element = render(dawnwolfEncounter);
expect(element.querySelector('.encounter-card__defeated-mark')).toBeNull();
expect(element.querySelector('.encounter-card')?.classList).not.toContain(
'encounter-card--settled',
);
expect(
element.querySelector<HTMLButtonElement>('.encounter-card__attack')?.disabled,
).toBe(false);
});
it('crosses out a defeated encounter and disables its attack', () => {
const element = render({ ...dawnwolfEncounter, status: 'DEFEATED' });
const mark = element.querySelector('.encounter-card__defeated-mark');
expect(mark).not.toBeNull();
expect(mark?.getAttribute('alt')).toBe('Besiegt');
expect(
element.querySelector<HTMLButtonElement>('.encounter-card__attack')?.disabled,
).toBe(true);
});
it('drops the hover treatment once an encounter is settled', () => {
const defeated = render({ ...dawnwolfEncounter, status: 'DEFEATED' });
const inProgress = render({ ...dawnwolfEncounter, status: 'IN_PROGRESS' });
expect(defeated.querySelector('.encounter-card')?.classList).toContain(
'encounter-card--settled',
);
expect(inProgress.querySelector('.encounter-card')?.classList).toContain(
'encounter-card--settled',
);
});
it('locks an in-progress encounter without crossing it out', () => {
const element = render({ ...dawnwolfEncounter, status: 'IN_PROGRESS' });
expect(element.querySelector('.encounter-card__defeated-mark')).toBeNull();
expect(
element.querySelector<HTMLButtonElement>('.encounter-card__attack')?.disabled,
).toBe(true);
});
it('does not emit an attack for a defeated encounter', () => {
const fixture = TestBed.createComponent(EncounterCardComponent);
fixture.componentRef.setInput('encounter', { ...dawnwolfEncounter, status: 'DEFEATED' });
fixture.detectChanges();
const emitted = vi.fn();
fixture.componentInstance.attack.subscribe(emitted);
const element = fixture.nativeElement as HTMLElement;
element.querySelector<HTMLButtonElement>('.encounter-card__attack')?.click();
expect(emitted).not.toHaveBeenCalled();
});
});

View File

@@ -3,6 +3,8 @@ import { HuntEncounter } from '../../../core/api/game-api.models';
import { monsterCutoutPath, monsterIconPath } from '../../../shared/monster-artwork';
import { DangerBadgeComponent } from '../../../shared/danger-badge/danger-badge.component';
const DEFEATED_MARK = '/images/hud/runtime/defeated-mark-256.png';
@Component({
selector: 'app-encounter-card',
imports: [DangerBadgeComponent],
@@ -13,7 +15,31 @@ export class EncounterCardComponent {
@Input({ required: true }) encounter!: HuntEncounter;
@Output() readonly attack = new EventEmitter<string>();
protected readonly defeatedMark = DEFEATED_MARK;
protected get defeated(): boolean {
return this.encounter.status === 'DEFEATED';
}
// A cleared or already-running encounter cannot be attacked, so the card
// drops its hover invitation as well as the button.
protected get settled(): boolean {
return this.encounter.status !== 'AVAILABLE';
}
protected get actionLabel(): string {
if (this.defeated) {
return 'Besiegt';
}
return this.encounter.status === 'IN_PROGRESS' ? 'Im Kampf' : 'Angreifen';
}
protected onAttack(): void {
if (this.settled) {
return;
}
this.attack.emit(this.encounter.id);
}

View File

@@ -46,6 +46,7 @@ const threeEncounterHunt: HuntResult = {
id: 'encounter-1',
monster: { key: 'ash-rat', name: 'Aschenratte', level: 1, artworkPath: '/images/enemies/AshRat.png' },
dangerRating: 'WEAK',
status: 'AVAILABLE',
},
{
id: 'encounter-2',
@@ -56,11 +57,13 @@ const threeEncounterHunt: HuntResult = {
artworkPath: '/images/enemies/RoadBandit.png',
},
dangerRating: 'MATCH',
status: 'AVAILABLE',
},
{
id: 'encounter-3',
monster: { key: 'ash-rat', name: 'Aschenratte', level: 1, artworkPath: '/images/enemies/AshRat.png' },
dangerRating: 'WEAK',
status: 'AVAILABLE',
},
],
};
@@ -93,6 +96,7 @@ describe('HuntPageComponent', () => {
encounters: () => HuntResult['encounters'];
startHunt: ReturnType<typeof vi.fn>;
refreshHunt: ReturnType<typeof vi.fn>;
loadActiveHunt: ReturnType<typeof vi.fn>;
selectEncounter: ReturnType<typeof vi.fn>;
};
let combatStore: {
@@ -115,6 +119,7 @@ describe('HuntPageComponent', () => {
encounters: () => currentHunt()?.encounters ?? [],
startHunt: vi.fn(() => Promise.resolve()),
refreshHunt: vi.fn(() => Promise.resolve()),
loadActiveHunt: vi.fn(() => Promise.resolve()),
selectEncounter: vi.fn(),
};
combatStore = {
@@ -301,6 +306,75 @@ describe('HuntPageComponent', () => {
expect(huntingStore.startHunt).not.toHaveBeenCalled();
});
it('adopts the resumable hunt on page entry so cleared encounters stay marked', async () => {
await setup(burnedRoad);
expect(huntingStore.loadActiveHunt).toHaveBeenCalledOnce();
expect(huntingStore.startHunt).not.toHaveBeenCalled();
});
it('marks a defeated encounter and takes away its attack action', async () => {
const clearedHunt: HuntResult = {
...threeEncounterHunt,
encounters: [
{ ...threeEncounterHunt.encounters[0], status: 'DEFEATED' },
threeEncounterHunt.encounters[1],
threeEncounterHunt.encounters[2],
],
};
const fixture = await setup(burnedRoad, clearedHunt);
const element = fixture.nativeElement as HTMLElement;
const cards = element.querySelectorAll('app-encounter-card');
expect(cards[0].querySelector('.encounter-card__defeated-mark')).not.toBeNull();
expect(cards[1].querySelector('.encounter-card__defeated-mark')).toBeNull();
const attackButtons = Array.from(
element.querySelectorAll<HTMLButtonElement>('.encounter-card__attack'),
);
expect(attackButtons[0].disabled).toBe(true);
expect(attackButtons[1].disabled).toBe(false);
});
it('keeps an in-progress encounter unmarked but locked', async () => {
const fightingHunt: HuntResult = {
...threeEncounterHunt,
encounters: [
{ ...threeEncounterHunt.encounters[0], status: 'IN_PROGRESS' },
threeEncounterHunt.encounters[1],
threeEncounterHunt.encounters[2],
],
};
const fixture = await setup(burnedRoad, fightingHunt);
const element = fixture.nativeElement as HTMLElement;
const cards = element.querySelectorAll('app-encounter-card');
expect(cards[0].querySelector('.encounter-card__defeated-mark')).toBeNull();
const attackButtons = Array.from(
element.querySelectorAll<HTMLButtonElement>('.encounter-card__attack'),
);
expect(attackButtons[0].disabled).toBe(true);
});
it('does not start a combat from a defeated encounter card', async () => {
const clearedHunt: HuntResult = {
...threeEncounterHunt,
encounters: [
{ ...threeEncounterHunt.encounters[0], status: 'DEFEATED' },
threeEncounterHunt.encounters[1],
threeEncounterHunt.encounters[2],
],
};
const fixture = await setup(burnedRoad, clearedHunt);
const element = fixture.nativeElement as HTMLElement;
element.querySelectorAll<HTMLButtonElement>('.encounter-card__attack')[0].click();
await Promise.resolve();
expect(combatStore.startCombat).not.toHaveBeenCalled();
});
it('loads the world state on init when no location has been loaded yet (direct navigation/hard refresh)', async () => {
await setup(null);

View File

@@ -21,6 +21,11 @@ export class HuntPageComponent implements OnInit {
if (this.worldStore.currentLocation() === null) {
void this.worldStore.load();
}
// The server owns which encounters are still open, so entering the page --
// including on the way back from a fight -- takes its word over whatever
// roll is still in memory.
void this.huntingStore.loadActiveHunt();
}
protected startHunt(): void {

View File

@@ -14,11 +14,13 @@ const huntResult: HuntResult = {
id: 'encounter-1',
monster: { key: 'wolf', name: 'Wolf', level: 1, artworkPath: '/images/enemies/Wolf.png' },
dangerRating: 'MATCH',
status: 'AVAILABLE',
},
{
id: 'encounter-2',
monster: { key: 'bear', name: 'Bär', level: 3, artworkPath: '/images/enemies/Bear.png' },
dangerRating: 'STRONG',
status: 'DEFEATED',
},
],
};
@@ -31,6 +33,7 @@ const refreshedHuntResult: HuntResult = {
id: 'encounter-3',
monster: { key: 'rat', name: 'Ratte', level: 1, artworkPath: '/images/enemies/Rat.png' },
dangerRating: 'WEAK',
status: 'AVAILABLE',
},
],
};
@@ -38,12 +41,14 @@ const refreshedHuntResult: HuntResult = {
describe('HuntingStore', () => {
let api: {
startHunt: ReturnType<typeof vi.fn>;
getActiveHunt: ReturnType<typeof vi.fn>;
};
let store: HuntingStore;
beforeEach(() => {
api = {
startHunt: vi.fn(() => of(huntResult)),
getActiveHunt: vi.fn(() => of(huntResult)),
};
TestBed.configureTestingModule({
@@ -206,4 +211,44 @@ describe('HuntingStore', () => {
expect(store.error()).toBe('Netzwerkfehler');
});
describe('loadActiveHunt', () => {
it('adopts the resumable hunt so returning players see the encounter statuses', async () => {
await store.loadActiveHunt();
expect(api.getActiveHunt).toHaveBeenCalledOnce();
expect(api.startHunt).not.toHaveBeenCalled();
expect(store.currentHunt()).toEqual(huntResult);
expect(store.encounters()[1].status).toBe('DEFEATED');
expect(store.loading()).toBe(false);
expect(store.error()).toBeNull();
});
it('leaves the page on its start screen when there is no resumable hunt', async () => {
api.getActiveHunt.mockReturnValue(of(null));
await store.loadActiveHunt();
expect(store.currentHunt()).toBeNull();
expect(store.error()).toBeNull();
});
it('replaces a stale hunt with the current server state', async () => {
await store.startHunt();
api.getActiveHunt.mockReturnValue(of(refreshedHuntResult));
await store.loadActiveHunt();
expect(store.currentHunt()).toEqual(refreshedHuntResult);
});
it('surfaces a failed reload as an error and clears loading', async () => {
api.getActiveHunt.mockReturnValue(throwError(() => new Error('Netzwerkfehler')));
await store.loadActiveHunt();
expect(store.error()).toBe('Netzwerkfehler');
expect(store.loading()).toBe(false);
});
});
});

View File

@@ -50,6 +50,26 @@ export class HuntingStore {
await this.startHunt();
}
/**
* Adopts the hunt the server still considers open, so a player coming back
* from a fight (or a fresh page load) sees which encounters they have
* already cleared instead of a stale in-memory roll.
*/
async loadActiveHunt(): Promise<void> {
this.loadingState.set(true);
this.errorState.set(null);
try {
const hunt = await firstValueFrom(this.api.getActiveHunt());
this.currentHuntState.set(hunt);
this.selectedEncounterIdState.set(null);
} catch (error) {
this.errorState.set(this.toErrorMessage(error));
} finally {
this.loadingState.set(false);
}
}
selectEncounter(encounterId: string): void {
this.selectedEncounterIdState.set(encounterId);
}