16 tasks: pure-function power curve and rank resolver, one migration
covering Character/ItemDefinition/ItemType/CombatReward changes plus
five new tables, three new domain services (Renown, Reputation,
TurnIn), XP removal from the combat reward pipeline, requiredLevel
gate removal, seed content for Grenzwacht/Räuberabzeichen/turn-ins,
a fixture sweep, and the web-side Renown/Reputation surfaces.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Records every judgment call the spec left open — Renown/Reputation
data model, service signatures, migration strategy, combat reward
pipeline changes, and API/frontend surface — as an explicit, auditable
ruling with its cost if wrong, per instruction to implement this slice
without confirmation stops.
Co-Authored-By: Claude Sonnet 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.
hunt-page.component.spec.ts and resume-combat.spec.ts each build a
direct type-annotated Combat literal that the new required
CombatPlayer/CombatMonster fields would break at compile time.
Verified with an isolated tsc --strict probe, and used the same probe
to confirm the combat.service.spec.ts `as Combat` fixtures do NOT
break (structural widening through the type assertion), so no change
needed there.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Covers the engine rewrite for HEAVY_STRIKE/SHIELD_BASH/DEFEND/POTION,
deterministic monster telegraphing/interrupt, the DB migration for the
new combat event types, and the web action bar + telegraph banner.
Co-Authored-By: Claude Sonnet 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.
The CharacterItem idempotency check was looking up by the seed's own
literal id instead of the (characterId, itemDefinitionId) unique index
that CharacterItem actually enforces. If the demo character had already
looted a worn-short-sword naturally, re-running the seed would miss
that row and try to insert a colliding duplicate, breaking seeding
instead of being a safe no-op. Look up by the real domain key and reuse
whatever id is found when wiring up the CharacterEquipment row.
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>