Design ruling R7 abolishes XP as a concept and says the column goes with
it, but no task in the plan actually dropped it -- the plan only dropped
characters.experience and combat_rewards.experience_granted. Task 9
removed experienceReward from the seed literals, leaving
monster_definitions.experience_reward as a NOT NULL column with no
default that nothing supplies. The first monster insert against a real
database would have failed on a constraint violation.
No suite here could have caught it: none of them connect to Postgres.
Drops the column in the slice migration (which has never been run, so
amending it in place is correct rather than stacking a second one),
removes the entity field, and clears the three test fixtures that still
set it. silver_min/silver_max deliberately stay -- spec 15 keeps a
direct currency drop available as a lore-valid exception, and XP has no
such carve-out.
Also retargets the seed idempotency test off renown: 1, which is the
seed's own default and so could not distinguish "preserved" from
"reset to default".
NOTE ON SCOPE: this commit also absorbs a Prettier reformatting pass
that was already sitting uncommitted in the working tree, which is why
it touches ~59 files. That churn is purely cosmetic line-rewrapping --
verified by inspection, and the suite is green at 267/267 with the build
at exactly the 3 expected errors owned by Tasks 10 and 11. The repo is
not Prettier-clean at baseline (119 files still flagged), so this was a
partial run by an earlier step, not a deliberate repo-wide format.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Also updates the pre-existing exact-equality playerState assertion in
combat-equipment-integration.spec.ts, which broke from the new
potionsRemaining field but wasn't listed in the task brief's file scope.
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>
Fix a lock-order inversion Task 8 introduced: performAction locked the
combat row first and, inside grantVictoryRewards, the character row
second -- the opposite order to startCombat (character, then combat),
creating a deadlock cycle for two concurrent requests on the same
character. performAction now locks the character first via the
existing lockCharacter helper, matching startCombat; the later re-lock
inside grantVictoryRewards is a no-op within the same transaction.
Also strengthen the test that guards the transaction contract for
grantVictoryRewards: expect.anything() would have passed even if the
data source were handed over instead of the transaction manager, since
CombatRewardService has no runtime guard against that substitution.
The test now asserts on the captured argument's identity. Verified
this is load-bearing by temporarily passing the data source in place
of the manager and confirming the test fails.
Finally, make the rollback test's unchanged-XP/silver assertions real:
the fake grantVictoryRewards now writes through the transaction
manager before throwing, so the assertions prove the rollback
discarded those writes instead of passing vacuously.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Declares every new TypeORM entity Slice 0.4 needs (ItemDefinition,
CharacterItem, LootTable, LootTableEntry, CombatReward, CombatRewardItem)
plus the ItemType/EquipmentSlot/ItemRarity enums, and adds the two columns
existing entities gain: Character.silver and MonsterDefinition.lootTableId.
No migration SQL or service logic yet - just schema declarations backed by
a metadata-driven schema spec.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Attacking while a combat is already active returned COMBAT_ALREADY_ACTIVE
and left the hunt page showing an error the player could not act on, with
no way back into the fight they were already in.
Add GET /api/combats/active so the client can resolve that combat, and
have the hunt page navigate into it when an attack is rejected for this
reason. CombatStore now also exposes the error code so callers can tell
this case apart from a genuinely failed attack.
CombatService only had engine-level coverage of the LOST transition.
Add service-level tests that force a loss (character.baseHp: 1) and
assert the persisted status, completedAt, further-action rejection,
and getCombat refresh behavior for a LOST combat.
Wires the pure combat engine, character combat stats, and domain errors
into a transactional service that validates the HuntEncounter boundary,
snapshots stats into a new Combat row, and persists engine results.