The five offer tests this branch added all read the SHOP_OFFERS constant; none
ran the seed, so the one guarantee the stable-id design exists to provide --
re-seeding does not duplicate content -- was covered by nothing. This runs
`seedVisibleVerticalSlice` twice against an in-memory shop-offer repository and
asserts the five stable ids survive.
Confirmed catchable: reverting the conflict target to
['shopId', 'itemDefinitionId'] leaves 4 rows under the fake, because both bag
offers carry `itemDefinitionId: null` and collapse into one. On Postgres it
would fail outright.
The prices (12/30/40/35/60) and thresholds (reputation 25 and 40, renown 3) are
pinned in the same test: AGENTS.md §39 forbids silent rebalancing, and the
structural tests never looked at a number.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Case 7 ("price is still required even when the reputation condition is met")
and case 3 ("sufficient regional reputation allows purchase") both built
fixtures with `conditions: []`. With no requirement present, none can be met,
so neither test touched the gate it was named after. Both now carry a
satisfied REGION_REPUTATION condition.
Case 4 ("insufficient World Renown blocks purchase") had no test at all. It
matters because a renown block must surface as SHOP_OFFER_LOCKED rather than
MERCHANT_REPUTATION_TOO_LOW -- renown is not the merchant's regard, and
telling the player to go and earn reputation would point at the wrong bar.
Verified by widening the reputation-blame check to include WORLD_RENOWN, which
fails the new test alone.
Also pins a bag offer's description to empty, so the duplicate capacity line
cannot come back through the API side.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`purchase` listed a shop's offers with no ordering while `getShopView` orders
by `sortOrder`, so the two paths answered "which offer does this key mean" by
different rules, one of them at the database's discretion. Harmless today
because item and bag keys are disjoint, but not a difference worth keeping.
The faction lookup behind requirement labels also read every faction while the
condition engine only matches enabled ones, so a gate on a disabled faction
would have shown that faction's name next to a requirement the engine treats
as unmeetable.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`resolveTarget` gave a bag target the same string for `description` and
`effectSummary`, and the shop row renders both, so the slice's two flagship
offers showed "Capacity: 5 Raider Trophies" on consecutive lines. Spec §5's
worked example shows it once.
A bag definition carries no flavour text of its own, so the description is now
empty and the row omits the span entirely rather than emitting an empty one.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ticks Slice 0.8.5's acceptance criteria against the implemented
behavior, verified against the seed and service code rather than
assumed, and notes that the Bandit Blade's World Renown 3 gate is
deliberately unreachable until Slice 0.11 adds the milestones to
reach it.
Points Slice 0.9 at the concrete bypass mechanism that now exists
(BORIN_OFFER_IDS.hideBag's bypassConditions flag) instead of the
placeholder reference to "the quest/referral exception".
Also commits the slice's plan and research-notes documents, which
were untracked.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Lint was intentionally deferred through tasks 1-7 to keep each task's
diff scoped. Running it now only reformats line-wrapping in the four
shop/seed files this slice already modified; the ~86 pre-existing
problems in npcs, travel, the e2e spec and elsewhere are untouched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The server always sends both fields; an optional frontend type only
dodged a transient gap in merchant.store.spec.ts's shopView() fixture
and risked a requirement line silently failing to render if a future
fixture omitted the fields. Add the two fields to that single fixture
instead (an open offer, so null/[] are the honest values) and drop the
now-unnecessary `?? []` tolerance in the template.
The migration spec only asserted SQL substrings against a mocked
QueryRunner and had no getMetadataArgsStorage() check that ShopOffer's
column options and partial unique indexes actually match the new
schema. Since ts-jest does not type-check in this package
(isolatedModules: true), this is the only automated guard against
entity/migration drift -- matches the house convention in
npc-system.migration.spec.ts and loot-bags.migration.spec.ts.
Adds a second, mutually exclusive target column (loot_bag_definition_id)
and a bypass_conditions column to shop_offers, so a later slice's quest
referral can open one offer that reputation alone would not. Keeps
shop.service.ts compiling against the now-nullable itemDefinition with
temporary non-null assertions; Task 4 replaces them with a real branch
on offer kind.
Fixes 5 residual findings from the re-review of Playable Slice 0.6.6's
whole-branch review: two twice-hit spec files still carried invented
or seeded German fixture values (reputation-display faction name,
inventory-detail-panel item description and item name), a world store
fixture still used a German location description, and a dev comment
in reputation-content.ts referenced a faction name that no longer
exists in the code. All are literal string substitutions using
already-translated canon English text; no keys, ids, or logic changed.
- TRAVELLING spelling: fix TRAVELING -> TRAVELLING in travel-panel.component.html
to match UK spelling used everywhere else (world/hunting/combat stores + API
error messages)
- Grenzwacht -> Border Watch: fix stale German faction display name in
reputation-display, reputation.service/controller, turn-in.service specs,
and the vertical-slice seed spec test title
- Suedtor von Graufurt -> Graufurt South Gate: fix stale ASCII-transliterated
German location name in hunting.service.spec.ts
- Aschenfelder(n) -> Ashen Fields: fix stale German location name/description
in top-bar.component.spec.ts and context-panel.component.spec.ts (key
identifiers left untouched)
- Fix 7 test titles still describing translated error messages as "German"
across world/hunting/inventory/combat store specs
- README: update demo location names from German to their current English
names (Graufurt South Gate, Burned Road)
- item-rarity.enum.ts: fix now-false comment claiming rarity labels are
German; the frontend RARITY_LABELS map is English
Pure literal-string/comment substitutions; no keys, ids, or logic changed.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ACkMEDYiwtcfchqKkiUJNX
visible-slice.e2e-spec.ts still asserted the German monster names
'Aschenratte'/'Straßenräuber' that Task 1 already translated in the
seed data. Update the assertion to the actual English seeded values
'Ash Rat'/'Road Bandit'. This file lives outside the *.spec.ts glob
(it's matched by jest-e2e.json's *.e2e-spec.ts pattern instead), so it
was missed by prior sweeps scoped to the unit-test glob.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ACkMEDYiwtcfchqKkiUJNX
Task 10 review sweep found two German strings the closing sweep missed:
'Abgenutztes Kurzschwert' (8 occurrences across 5 spec files, the real
seeded worn-short-sword item) and 'Gepolsterter Helm' (1 occurrence, a
synthetic test-only bonus-hp-helm fixture). Translated both to their
English equivalents per the item-content.ts glossary and slice style.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ACkMEDYiwtcfchqKkiUJNX
Repo-wide grep sweep (apps/web/src, apps/api/src) for leftover German
content strings missed by Tasks 1-9, mostly in spec fixtures/assertions
that mirror already-translated seed content (monster/item names, POI
titles and action labels, location names/descriptions) plus a few real
source-file gaps:
- inventory-detail-panel.component.ts: STAT_LABELS (Waffenschaden,
Angriff, Leben, Rüstung) were never translated by Task 6; now match
the identical English labels already used in inventory-page.component.html.
- app-shell.component.html: aria-label="Spielinhalt" -> "Game content"
(this file was outside every prior task's file list).
- location-interaction-panel.component.spec.ts: dead NPC-quote fixture
translated to match the real wounded-scout POI text.
Code comments referencing German source-spec section titles or
not-yet-seeded faction names, and inline calculation-documentation
comments, are left as-is per the source spec's scope (dev-facing
comments may stay German).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ACkMEDYiwtcfchqKkiUJNX
current-location.fixture.ts was the one shared test fixture deliberately
left German through the slice. Updates location name/description,
monster names, and POI/reward-preview labels to match local-location.content.ts
and vertical-slice.seed.ts verbatim (no keys touched).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ACkMEDYiwtcfchqKkiUJNX
Translates the remaining German static copy in the layout/shared components
per the design doc glossary: top-bar (World Renown, Silver, loading text),
side-navigation (nav labels and aria-labels), context-panel (area info,
safety/hunt facts, encounters), game-footer (connection status, Ashen Fields),
and reputation-display (aria-label, highest-rank text). Also fixes stale
German rank-label fixtures in reputation-display.component.spec.ts flagged
by Task 2's reviewer, and updates app.spec.ts assertions that exercised the
now-translated side-navigation/top-bar output via the app shell.
Translates every static German string in hunt-page.component.html and
encounter-card.component.html/ts: headings, buttons, aria-labels,
loading/error text, the monster level label, and the encounter
action-label logic (Defeated/In Combat/Attack).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ACkMEDYiwtcfchqKkiUJNX
Closes a task-5 review finding: the fighter__level badge on the combat
page still read "Stufe {{ level }}"; the design doc gap that excluded
it has since been fixed. Changed to "Level {{ level }}" to match
encounter-card.component.html's pending equivalent (out of scope here).
combat-page.component.html's "Stufe {{ combat.monster.level }}" fighter
badge was found by the original content survey but never made it into
the design doc's Combat glossary section, so Task 5's brief never
carried it. Task 5's implementer correctly left the string untouched
rather than inventing a translation without direction -- exactly the
right call.
Adds the missing row now: "Level {{ combat.monster.level }}", the same
treatment as the identical monster-level display already specified for
encounter-card.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Translates the five client-side error-message maps (world, hunting, combat,
inventory, local-location stores) that re-translate already-English API
error codes back to display text, per design doc §4. Also fixes four
component specs that hard-coded the same German strings when asserting
rendered error text (combat-page, hunt-page, location-interaction-panel,
location-page).
Translates the four static Angular label maps (SLOT_LABELS, RARITY_LABELS,
DANGER_LABELS, LOCATION_TYPE_LABELS) and the inventory detail panel's
hardcoded item-type fallback per the English Game Content Foundation
design doc glossary. Updates every spec assertion across the web app that
checks rendered text sourced from these maps, including specs owned by
later tasks (combat-page, encounter-card, inventory-page) where they
render one of these labels.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Translates the six REPUTATION_RANKS labels in reputation-rank.ts
(Geachtet/Vertraut/Anerkannt/Bekannt/Geduldet/Fremder -> Esteemed/
Trusted/Recognized/Known/Tolerated/Stranger), per the glossary in
docs/superpowers/specs/2026-08-21-english-game-content-foundation-design.md
section 4. Keys and thresholds are unchanged.
Also updates reputation.service.spec.ts and reputation.controller.spec.ts,
which asserted the German rankLabel value returned by
resolveReputationRank() via the service/controller layer.
Converts all German player-facing content in the API's seed files to
English per the English Game Content Foundation glossary: item
name/description, monster name, location name/description, all
local-location POI/action content, and the border-guard reputation
faction. Technical keys are unchanged.
10 tasks, batched by layer (per subagent-driven-development's batching
guidance -- this is same-shape content/copy work across ~40 files, not
one task per file): API seed content, API reputation rank labels, web
static label maps, web error-message maps, then five feature-area
template sweeps (combat, inventory, world/travel, hunting,
layout/shared), closing with the shared test fixture and a repo-wide
grep sweep as the Definition-of-Done gate.
Unlike Slice 0.6.5, this plan has no designed red-build window: every
task changes string VALUES only, never a field/interface a sibling
task still reads, so both the API build and the Angular bundle compile
stay green throughout.
All test-filter commands in every task were run and verified against
this worktree before being written into the plan, rather than assumed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Full-repo survey of every player-facing German string (seed content,
API-computed reputation rank labels, five client-side error-message
translation maps, six static Angular label maps, all combat-log
generation, ~30 component templates), plus rulings on everything the
source spec leaves open: monster keys stay unchanged (only name
changes), no migration is needed (content lives in seed-file values,
not schema), reputation rank labels move on the API side, combat log
templates are freely composed rather than translated 1:1, and the
Renown/Reputation German-only "Ansehen"/"Ruf" split carries over as
"World Renown"/"Reputation" without the German-specific collision
problem that motivated it.
A complete glossary gives every implementer the exact English value to
use verbatim -- no translation judgment calls left to task execution.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reconciles Slice 0.6.5 (Renown & Reputation Foundation) against master's
persistent-HP-and-regeneration slice, which landed independently and
touches several of the same files (Character entity, CombatService,
EquipmentService, the inventory detail panel).
Conflict resolutions:
- CharacterStatsService/EquipmentService constructor wiring: kept
master's CharacterVitalsService injection, which this branch's
version of the same files didn't have yet.
- CombatService.performAction: kept master's HP-guard logic
(characterTooWounded, vitals pause-on-enter) alongside this branch's
multi-line calculate() call style.
- Inventory detail panel (.html/.ts/.scss/.spec.ts): master had
redesigned the panel (wrapping section, rarity styling, flavour
text, a shared inventory.labels.ts) on top of the OLD level-gated
component, since this branch's removal of the level gate (R4, Task
8/14) hadn't reached master yet. Kept master's visual redesign in
full, but with the level-gate concept removed throughout: no
requiredLevel stat block, no meetsLevelRequirement() branch in the
equip button, no now-dead .detail__value--unmet SCSS rule. Kept both
branches' independent tests (non-equippable-item, flavour-text).
- inventory-page.component.ts: dropped master's dead characterLevel
computed (nothing in the template read it, and the level concept is
gone); kept its independent bagCells/bagUsed/bagCapacity grid
feature, which has nothing to do with renown or level.
Post-merge fixture repairs (three files failed the Angular bundle
compile because they predate master's hpRegenPerSecond/hpRegenSince
fields or master's item description field, neither conflict-marked
since git considered them non-overlapping edits):
- app.spec.ts: a 'renders loaded character values' test added on
master after this branch forked still used the abolished level/
experience fields on its decoy fixture -- retargeted to renown.
- inventory-detail-panel.component.spec.ts: the ashPelt fixture added
by this branch's final-review follow-up predates master's required
description field.
- top-bar.component.spec.ts: this branch's fixture predates master's
required hpRegenPerSecond/hpRegenSince fields.
No database migration touches the same column: master's
1792000000000-AddHpRegeneration only adds characters.hp_regen_since,
independent of this slice's 1791000000000-CreateRenownAndReputation.
Timestamp ordering between the two was already correct with no rename
needed.
Verified: API 288/288 (267 from this slice + 21 from master), API
build zero errors, web 237/237 (230 from this slice + 7 from master).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The branch review approved the slice with no blocking findings. These
are the substantive non-blocking ones.
N1, the one no per-task review could see: every seeded monster rolls
silverMin/silverMax = 0 (R7), so the victory screen showed "Silber +0"
after every fight in the shipped game. Three tasks were each correct in
isolation -- the mechanism stays, the values are zero, the field still
exists -- and the composite was wrong. Now conditional, with a test.
This does not contradict R16: R16 deleted the XP block because the
field ceased to exist, leaving nothing to hide. Silver still exists and
can be non-zero, so a conditional is the right tool.
N2: world.store.ts still said a combat "granted XP and silver". Same
false-fact-in-a-comment defect fixed in b5bcd50, one file over.
N4: resolveReputationRank threw a TypeError on negative input, since
findIndex returns -1 and REPUTATION_RANKS[-1] is undefined. Unreachable
today, but grantReputation is public and accepts any number.
N5/N6: grantReputation resolved factions without the enabled filter the
read path applies, so a disabled faction could accumulate invisible
reputation -- "disabled" was not actually a kill switch. The dense read
also had no ORDER BY, so the list could reorder between requests.
N8: design 13 requires silver stay 0 for every seeded monster; only two
of four were pinned. Re-adding silver to the others would have shipped
silently.
N9: spec 36's "a normal kill grants no Renown" had no test. It was
structurally guaranteed but unasserted -- now locked down against a
later slice wiring renown into combat.
N10: an impossible renown: 0 fixture, and RENOWN_MIN exported but never
used to clamp the floor.
API 268/268, web 230/230, API build zero errors.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
When I dropped Silber and Erfahrung from the burned road's seeded
reward preview (e5752c7, because R7 zeroed every monster's silver on
that road), I updated the server content but not the web fixture that
mirrors it. burnedRoadFixture() still advertised Silber, and the
sidebar spec still asserted it rendered -- so the web tests were
proving the UI shows a category the API no longer sends.
Also clears dead level/experience fixture fields and an experience key
in a reward-service mock from combat-equipment-integration.spec.ts.
They were inert (nothing read them) but they date from after the
API-side sweep and describe fields the entity and DTO no longer have.
API 267/267, web 229/229.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The panel's three-way actions block had no test for its middle branch:
an item with equipmentSlot null should show "Nicht ausrüstbar" and no
equip button. The gap predates this slice -- Task 14's review found it
while confirming the removed level gate had not cost coverage.
Deferred until now on purpose: the web bundle could not compile for the
whole slice, so committing this earlier would have meant shipping a test
I had never executed.
Load-bearing: dropping the !isEquippable() guard would fall through to
the else branch and render the button, failing the assertion.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two location panels still labelled their recommended range "Empfohlene
Stufe". The player no longer has a Stufe -- this slice replaced the
1-7 level scale with Ansehen 1-15, so the UI was recommending a scale
the character cannot be measured on.
Source slice doc section 3 defines this concept as Recommended Renown
per region (Aschenfelder 1-5). The seeded values already sit inside
that range (south-gate 1-1, burned-road 1-2), so only the label was
wrong -- no data change needed.
The min_recommended_level / max_recommended_level column and property
names are left as-is: internal naming, no user-visible effect, and
renaming them would reach across the API, the entity, the DTO and the
seed for no behavioural gain.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Task 17 (final task) of Renown & Reputation Foundation. Fixes the last 3
compile errors blocking the web suite (app.spec.ts, world.store.spec.ts)
by aligning CharacterResponse fixtures to the real renown-only shape, and
removes the two remaining dead 'experience' reward-preview leftovers
(current-location fixture entry, location-icon glyph) now that the API
no longer seeds them. Full web suite: 24 files / 228 tests, all green,
for the first time this entire slice.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The comment claimed the server had granted "silver and renown" on a
combat win. It does not: grantVictoryRewards adds silver and item drops,
and nothing in apps/api/src/combat or apps/api/src/rewards touches
renown at all. Renown comes from milestones only.
Introduced when I committed Task 15's staged work after its agent was
cut off mid-step; caught by the task review.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Add hpRegenPerSecond and hpRegenSince fields to CharacterResponse
- Update inventory-page.component.spec.ts fixture with new fields
- Add CHARACTER_TOO_WOUNDED error mapping to combat.store
- Add test for CHARACTER_TOO_WOUNDED error mapping
- Update app.spec.ts and world.store.spec.ts fixtures for compilation
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>