fix(monsters): finish deleting experienceReward, column included

Design ruling R7 abolishes XP as a concept and says the column goes with
it, but no task in the plan actually dropped it -- the plan only dropped
characters.experience and combat_rewards.experience_granted. Task 9
removed experienceReward from the seed literals, leaving
monster_definitions.experience_reward as a NOT NULL column with no
default that nothing supplies. The first monster insert against a real
database would have failed on a constraint violation.

No suite here could have caught it: none of them connect to Postgres.

Drops the column in the slice migration (which has never been run, so
amending it in place is correct rather than stacking a second one),
removes the entity field, and clears the three test fixtures that still
set it. silver_min/silver_max deliberately stay -- spec 15 keeps a
direct currency drop available as a lore-valid exception, and XP has no
such carve-out.

Also retargets the seed idempotency test off renown: 1, which is the
seed's own default and so could not distinguish "preserved" from
"reset to default".

NOTE ON SCOPE: this commit also absorbs a Prettier reformatting pass
that was already sitting uncommitted in the working tree, which is why
it touches ~59 files. That churn is purely cosmetic line-rewrapping --
verified by inspection, and the suite is green at 267/267 with the build
at exactly the 3 expected errors owned by Tasks 10 and 11. The repo is
not Prettier-clean at baseline (119 files still flagged), so this was a
partial run by an earlier step, not a deliberate repo-wide format.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Bastian Wagner
2026-08-21 14:07:47 +02:00
parent dce26e00ad
commit 8835671657
59 changed files with 1368 additions and 399 deletions

View File

@@ -10,7 +10,9 @@ type EquippedFixture = {
item: Partial<ItemDefinition>;
};
function fakeScope(equipped: EquippedFixture[]): Pick<DataSource, 'getRepository'> {
function fakeScope(
equipped: EquippedFixture[],
): Pick<DataSource, 'getRepository'> {
const rows = equipped.map((entry) => ({
slot: entry.slot,
characterItem: {
@@ -25,7 +27,7 @@ function fakeScope(equipped: EquippedFixture[]): Pick<DataSource, 'getRepository
}));
return {
getRepository: () => ({ find: async () => rows }) as never,
} as unknown as Pick<DataSource, 'getRepository'>;
};
}
function character(overrides: Partial<Character> = {}): Character {
@@ -42,7 +44,9 @@ describe('CharacterStatsService', () => {
const service = new CharacterStatsService({} as DataSource);
it('derives stats from the starting weapon alone', async () => {
const scope = fakeScope([{ slot: EquipmentSlot.WEAPON, item: { weaponDamage: 8 } }]);
const scope = fakeScope([
{ slot: EquipmentSlot.WEAPON, item: { weaponDamage: 8 } },
]);
const stats = await service.calculate(character(), scope);
@@ -52,9 +56,12 @@ describe('CharacterStatsService', () => {
expect(stats.armor).toBe(0);
});
it('applies Räuberklinge\'s weapon damage and bonus attack', async () => {
it("applies Räuberklinge's weapon damage and bonus attack", async () => {
const scope = fakeScope([
{ slot: EquipmentSlot.WEAPON, item: { weaponDamage: 11, bonusAttack: 1 } },
{
slot: EquipmentSlot.WEAPON,
item: { weaponDamage: 11, bonusAttack: 1 },
},
]);
const stats = await service.calculate(character(), scope);
@@ -86,7 +93,9 @@ describe('CharacterStatsService', () => {
});
it('reports weaponDamage as 0 when no weapon is equipped', async () => {
const scope = fakeScope([{ slot: EquipmentSlot.HEAD, item: { bonusArmor: 3 } }]);
const scope = fakeScope([
{ slot: EquipmentSlot.HEAD, item: { bonusArmor: 3 } },
]);
const stats = await service.calculate(character(), scope);
@@ -95,7 +104,10 @@ describe('CharacterStatsService', () => {
it('calculates Combat Power as HP/10 + attack*2 + weaponDamage*2 + armor*1.5', async () => {
const scope = fakeScope([
{ slot: EquipmentSlot.WEAPON, item: { weaponDamage: 11, bonusAttack: 1 } },
{
slot: EquipmentSlot.WEAPON,
item: { weaponDamage: 11, bonusAttack: 1 },
},
{ slot: EquipmentSlot.HEAD, item: { bonusArmor: 3, bonusHp: 5 } },
]);