feat(api): mirror HP onto the character each round and resume regen at combat end
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@@ -225,7 +225,7 @@ export class CombatService {
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// no-op re-lock — but locking it first here keeps both code paths
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// consistent and avoids a lock-order inversion that could deadlock two
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// concurrent requests against the same character. Do not reorder this.
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await this.lockCharacter(characters, characterId);
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const character = await this.lockCharacter(characters, characterId);
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const combat = await combats.findOne({
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where: { id: combatId, characterId },
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@@ -253,12 +253,16 @@ export class CombatService {
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combat.monsterState = result.state.monster.stats;
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if (combat.status !== CombatStatus.ACTIVE) {
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combat.completedAt = new Date();
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this.characterVitals.resume(character, combat.playerCurrentHp);
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await this.settleEncounter(
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manager.getRepository(HuntEncounter),
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combat.huntEncounterId,
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combat.status,
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);
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} else {
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this.characterVitals.pause(character, combat.playerCurrentHp);
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}
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await characters.save(character);
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await combats.save(combat);
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const startingSequence = await combatEvents.count({
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@@ -286,7 +290,7 @@ export class CombatService {
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? await this.combatRewards.grantVictoryRewards(manager, combat)
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: null;
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const [character, monster, events] = await Promise.all([
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const [reloadedCharacter, monster, events] = await Promise.all([
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this.loadCharacter(
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combat.characterId,
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manager.getRepository(Character),
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@@ -298,7 +302,7 @@ export class CombatService {
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this.loadEvents(combat.id, combatEvents),
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]);
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return this.toCombatDto(combat, character.name, monster, events, rewards);
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return this.toCombatDto(combat, reloadedCharacter.name, monster, events, rewards);
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});
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}
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