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

@@ -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);
}
}