feat(rewards): remove classical XP from the combat reward pipeline
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@@ -120,12 +120,11 @@ function combat(overrides: Partial<Combat> = {}): Combat {
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function createState(overrides: Partial<State> = {}): State {
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return {
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characters: [{ id: CHARACTER_ID, experience: 12, silver: 3 } as Character],
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characters: [{ id: CHARACTER_ID, silver: 3 } as Character],
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monsters: [
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{
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id: ASH_RAT_ID,
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key: 'ash-rat',
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experienceReward: 8,
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silverMin: 4,
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silverMax: 7,
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lootTableId: ASH_RAT_TABLE,
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@@ -133,7 +132,6 @@ function createState(overrides: Partial<State> = {}): State {
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{
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id: ROAD_BANDIT_ID,
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key: 'road-bandit',
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experienceReward: 16,
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silverMin: 9,
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silverMax: 15,
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lootTableId: ROAD_BANDIT_TABLE,
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@@ -189,7 +187,6 @@ describe('CombatRewardService', () => {
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service(state).grantVictoryRewards(fakeManager(state), combat({ status: CombatStatus.ACTIVE })),
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).rejects.toMatchObject({ code: 'COMBAT_NOT_WON' });
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expect(state.combatRewards).toHaveLength(0);
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expect(state.characters[0].experience).toBe(12);
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expect(state.characters[0].silver).toBe(3);
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});
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@@ -207,13 +204,13 @@ describe('CombatRewardService', () => {
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const reward = await service(state).grantVictoryRewards(fakeManager(state), combat());
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expect(reward).toEqual({ experience: 8, silver: 6, items: [] });
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expect(reward).toEqual({ silver: 6, items: [] });
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expect(state.combatRewards).toHaveLength(1);
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});
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});
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describe('Aschenratte', () => {
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it('grants 8 XP and a silver roll inside 4-7, persisted on the character', async () => {
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it('grants a silver roll inside 4-7, persisted on the character', async () => {
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const state = createState();
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const reward = await service(state, fakeLoot(), fixedRandom(0)).grantVictoryRewards(
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@@ -221,9 +218,7 @@ describe('CombatRewardService', () => {
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combat(),
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);
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expect(reward.experience).toBe(8);
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expect(reward.silver).toBe(4);
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expect(state.characters[0].experience).toBe(20);
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expect(state.characters[0].silver).toBe(7);
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});
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@@ -242,7 +237,7 @@ describe('CombatRewardService', () => {
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describe('Straßenräuber', () => {
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const banditCombat = combat({ monsterDefinitionId: ROAD_BANDIT_ID });
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it('grants 16 XP and a silver roll inside 9-15', async () => {
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it('grants a silver roll inside 9-15', async () => {
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const state = createState();
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const reward = await service(state, fakeLoot(), fixedRandom(0)).grantVictoryRewards(
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@@ -250,7 +245,6 @@ describe('CombatRewardService', () => {
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banditCombat,
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);
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expect(reward.experience).toBe(16);
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expect(reward.silver).toBe(9);
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});
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@@ -336,7 +330,6 @@ describe('CombatRewardService', () => {
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expect(state.combatRewardItems).toHaveLength(1);
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expect(state.characterItems).toHaveLength(1);
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expect(state.characterItems[0].quantity).toBe(1);
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expect(state.characters[0].experience).toBe(20);
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expect(state.characters[0].silver).toBe(7);
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expect(loot.rollLoot).toHaveBeenCalledTimes(1);
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});
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@@ -395,7 +388,6 @@ describe('CombatRewardService', () => {
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// Every rolled item definition is resolved before any mutation, so a
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// missing one must leave no reward row and no character grant behind.
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expect(state.combatRewards).toHaveLength(0);
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expect(state.characters[0].experience).toBe(12);
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expect(state.characters[0].silver).toBe(3);
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});
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});
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@@ -27,7 +27,6 @@ export interface CombatRewardItemDto {
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}
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export interface CombatRewardDto {
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experience: number;
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silver: number;
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items: CombatRewardItemDto[];
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}
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@@ -76,7 +75,6 @@ export class CombatRewardService {
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throw rewardStateInvalid();
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}
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const experience = monster.experienceReward;
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const silver = rollInclusive(
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this.randomSource,
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monster.silverMin,
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@@ -111,7 +109,6 @@ export class CombatRewardService {
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if (!character) {
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throw rewardStateInvalid();
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}
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character.experience += experience;
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character.silver += silver;
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await characters.save(character);
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@@ -119,7 +116,6 @@ export class CombatRewardService {
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rewards.create({
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combatId: combat.id,
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characterId: combat.characterId,
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experienceGranted: experience,
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silverGranted: silver,
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}),
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);
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@@ -171,7 +167,7 @@ export class CombatRewardService {
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granted.sort((a, b) => a.itemDefinitionId.localeCompare(b.itemDefinitionId));
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const items = granted.map((entry) => entry.dto);
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return { experience, silver, items };
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return { silver, items };
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}
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/** Reads a persisted reward so a refresh replays it (spec §25, §48). */
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@@ -217,7 +213,6 @@ export class CombatRewardService {
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}
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return {
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experience: reward.experienceGranted,
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silver: reward.silverGranted,
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items,
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};
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