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>
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>
Design ruling R16: the victory screen removes the data-reward-experience
element and its "Erfahrung" line outright rather than hiding them behind
a conditional. CombatReward is now { silver, items }.
The surviving spec assertion checks that [data-reward-experience] is
absent, so it would genuinely fail if the block came back -- rather than
merely observing that some text changed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The API can no longer emit ITEM_LEVEL_REQUIREMENT_NOT_MET (Task 8 removed
the level gate server-side) and InventoryItem.item no longer carries
requiredLevel (Task 12). Drop the characterLevel input, the
meetsLevelRequirement computed, the associated template branch and copy,
and the dead German error-message mapping. Update fixtures across the
inventory specs to the real InventoryItem/CharacterResponse shapes.
The Topbar rendered the English word "Renown", replacing the German
"Stufe" it showed before. That contradicted the slice's own global
constraint that all user-facing copy is German, and it was the single
English string in a component visible on every screen -- next to
"Silber", "Lebenspunkte" and "Charakterdaten werden geladen".
This was a spec defect, not an implementation one: the design doc and
the task brief both prescribed "Renown" literally. The document's
working language leaked into a copy-locked line.
"Ruf" is not available as the German term -- this project already uses
it for the separate per-faction Reputation system, and the two are
deliberately kept distinct. "Ansehen" (standing/prestige) is unclaimed
and matches the spec's own definition of Renown as the character's
overall significance in the world.
Records the decision as R17 in the design doc so later Renown UI does
not reintroduce the English term, and renames the now-inaccurate
top-bar__level class to top-bar__renown (nothing else referenced it).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fixes 4 Important findings from the final whole-branch review:
- /inventory never called WorldStore.load(), leaving the TopBar stuck on
"loading" and characterLevel() silently defaulting to 1 for any character
above level 1. Mirrors the same guard already used in HuntPageComponent.
- The combat/equipment snapshot-immutability integration test asserted only
status/round, never the actual playerState snapshot the whole test claims
to prove is untouched after a post-fight equip.
- Documented (comment only, no behavior change) that the demo character's
armor dropping from the old hardcoded 6 to 0 is an intentional,
spec-sanctioned tradeoff (Slice 0.5 spec Section19), not a bug.
- inventory.store.spec.ts's equip test used an identical inventory fixture
before and after equip(), so a regression dropping the post-equip
inventory re-fetch would still have passed. Now asserts the refetched
fixture is actually reflected.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The equippedItemInSelectedSlot computed is the riskiest logic this
component owns, but every existing test mocked selectedItem() as null,
so the slot-matching branch never ran and a regression to "any equipped
item" would have gone unnoticed. Adds a test with three items across two
slots that asserts the detail panel receives the same-slot equipped item,
not just any equipped item.
Reorders the Verbrannte Straße POIs to plan §8's authored sequence
(hunt, investigate, search, then the scout) — purely a keyboard tab-order
fix, since hotspots are placed by percentage, not list order.
Rewrites the location page's viewport-height reserve as a calc() over the
same rem values the top bar and footer already declare as their own
min-block-size, with file:line pointers to both, instead of an opaque
191px constant. Doesn't remove the underlying coupling (still no
ResizeObserver / shared token), but a future edit to either component's
minimum height now has a documented, unit-matching term to update instead
of an unexplained magic number.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Brings in the encounter-status feature (cleared/resumed hunt encounters)
and its own independent Verwilderter Straßenhund / Verkohlter Plünderer
assets. Both branches added the same two monsters at the same time;
resolved by keeping master's asset set as canonical (images/combat/icons/,
images/combat/sprites/) rather than maintaining a parallel copy under
images/monsters/icons/ — dropped that directory and pointed the seed's
MonsterDefinition.iconPath, the local-view test fixtures and the frontend
icon lookup at the existing combat/icons paths instead. Kept this
branch's COMBAT_MONSTER_SCALE entries for the two monsters, since master
never added them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The shell sizes itself with min-block-size everywhere, which is a floor,
not a ceiling. Against that indefinite ancestor, the location page's
minmax(0, 1fr) scene row fell back to content-based sizing instead of
being bounded, so the artwork could grow tall enough to push the action
bar off screen — confirmed visually at 1920 and 1024px widths, where the
bar was fully or partially clipped.
Gives the location page its own definite, viewport-bounded height
(reserve = stable top bar + footer + own padding) instead of touching the
shared shell, which other screens still size freely. The narrow/tablet
breakpoint had a second instance of the same class of bug: the sidebar's
auto-sized row claimed its full content height before the 1fr main row
saw any space at all, collapsing the action bar to 0px height. Swapping
which row is auto vs. 1fr — main first — fixes it the same way.
Also re-anchors the four Verbrannte Straße hotspots to painted detail in
the real artwork (cart, roadside grave, road, cracked stones) rather than
the composition-reference coordinates, and lets primary-action labels
stay on one line via clamp() instead of wrapping unevenly across widths.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A finished journey now opens the location view instead of leaving the
player on the map, and backing out of the hunt returns to the place the
hunt happens in. The victory and defeat screens gain "Zum Ort" alongside
"Weiter jagen", so the location is always reachable without costing the
hunt loop its one-click rhythm.
The store raises the arrival only after the server-owned current location
has been re-read, and does not navigate itself — timers, arrival times and
the server-side completion are untouched; only the screen that shows the
result changed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The screen a player stands on between activities: name, region, scene
artwork with hotspots pinned by percentage, a four-button action bar and
a context sidebar covering identity, danger, encounters, interactions and
rewards.
It owns no knowledge of any particular place. Hotspots and actions are
routed by interaction type: HUNT and MAP hand off to the existing hunt
and map screens, and everything that reveals text goes through the
server-authoritative interaction endpoint. A second location therefore
renders by supplying different content, which the Südtor case in the page
spec exercises.
The shell drops its generic area rail on /location, where the screen's
own sidebar says the same thing better, and Ort joins the navigation as
its first entry. Root and unknown routes now land on the location rather
than the map: arriving somewhere should mean arriving at a place.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Brings in the First Loot slice. Resolved additively:
- MonsterDefinition keeps both the new iconPath and master's lootTableId.
- The seed keeps the four-monster pool and the local view content, and
gives the two new monsters existing loot tables — the road dog shares
the beast table, the charred looter the raider table.
- The local location view migration moves to 1788700000000 so it orders
deterministically after the loot migration, which claimed the same
timestamp.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>