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>
encounter-card.component rendered the raw 2.39MB ash-rat.png and
2.00MB road-bandit.png directly, up to 3 cards per hunt (~7MB/load,
re-rendered on "Neu suchen"). Add 560px-wide JPEG runtime derivatives
(generated via PowerShell System.Drawing, HighQualityBicubic, quality
82) and switch to the <picture>/<source srcset> pattern already used
by context-panel for location backgrounds, keeping the original PNGs
as the <img> fallback. Also add loading="lazy" decoding="async".
ash-rat.png: 2,506,677 B -> ash-rat-560.jpg: 35,896 B
road-bandit.png: 2,097,049 B -> road-bandit-560.jpg: 50,797 B