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

@@ -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