Commit Graph

147 Commits

Author SHA1 Message Date
Bastian Wagner
59e88bcf9c feat(api): add character_equipment table and entity 2026-08-20 16:13:19 +02:00
Bastian Wagner
c158260623 Merge branch 'master' into worktree-local-location-view
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>
2026-08-20 16:03:59 +02:00
Bastian Wagner
60e1734f59 fix(web): keep the primary action bar on screen at every desktop width
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>
2026-08-20 15:50:31 +02:00
Bastian Wagner
ec91f3ac7b grafiken 2026-08-20 15:11:17 +02:00
Bastian Wagner
d31d064d36 images 2026-08-20 13:23:55 +02:00
Bastian Wagner
9b839623ce feat(web): route hunt, combat and arrival back to the location
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>
2026-08-20 10:58:46 +02:00
Bastian Wagner
6f0020137b feat(web): add the local location view at /location
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>
2026-08-20 10:51:08 +02:00
Bastian Wagner
d174d46fbd fix(web): carry the combat rewards field into the resume-combat fixture
The merge brought in `CombatDto.rewards`, which the resume spec's fixture
predates.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 10:41:40 +02:00
Bastian Wagner
c7e7e97252 Merge branch 'master' into worktree-local-location-view
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>
2026-08-20 10:38:18 +02:00
Bastian Wagner
a87a13fad2 Merge branch 'master' into worktree-encounter-status 2026-08-20 10:34:52 +02:00
Bastian Wagner
3c59603efb feat(hunting): show cleared encounters and resume interrupted fights
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>
2026-08-20 10:34:46 +02:00
Bastian Wagner
2664495ef4 feat(web): add local location contracts, shared fixtures and content glyphs
Mirrors the extended current-location payload and the interaction endpoint
in the web API client. Replaces the per-spec CurrentLocationResponse
literals with one shared fixture factory, so a contract change is answered
in a single place. Adds the drawn glyph set used by hotspots, actions and
reward previews.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 10:34:41 +02:00
Bastian Wagner
624c47e5a6 Merge branch 'worktree-slice-0.4-first-loot' 2026-08-20 10:33:39 +02:00
Bastian Wagner
c85a70484f feat(world): serve local location view content from the API
Adds the server side of the local location view: location_definitions
carries region naming, a location type, a scene-level description and
artwork, plus JSONB points of interest, primary actions and a reward
preview. Locations become content, so a second location renders through
the same components with different data.

GET /api/world/current-location gains those fields, a recommendation
label and a danger rating derived from the weighted average of the
location's own monster pool — a rare elite no longer makes a beginner
road read as lethal. The encounter preview is derived from that same
pool rather than duplicating it.

POST /api/world/current-location/interactions/:key reveals a hotspot's
authored result. The location is resolved from the character, never from
the request, and result text never ships with the location payload, so a
caller cannot read or trigger a hotspot it has not travelled to.

Seeds the Verbrannte Straße with its four hotspots and the Südtor with
its own transition content. Adds Verwilderter Straßenhund and Verkohlter
Plünderer to the road's pool, including combat sprites, so the preview
shows encounters the hunt can actually roll. Medallion icons move to
images/monsters/icons, where both combat and the location view read them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 10:30:01 +02:00
Bastian Wagner
048cf80e78 test(slice-0.4): assert migration SQL and top-bar silver/XP rendering
Adds a real-SQL-inspection test for CreateLootAndRewards1788600000000
(mirroring the visible-vertical-slice pattern) so the one-reward-per-combat
unique index and other DB-level invariants can't be silently deleted
without failing a test, and asserts the TopBar renders character.silver
and character.experience values already present in the app.spec.ts fixture.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 10:25:26 +02:00
Bastian Wagner
b92aecb71a renaming 2026-08-20 10:16:51 +02:00
Bastian Wagner
b0e769d0da combat 2026-08-20 09:47:24 +02:00
Bastian Wagner
21b377f70c feat(web): show authoritative silver and XP in the top bar after victory
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:40:20 +02:00
Bastian Wagner
6711d51bcd feat(combat): replace the victory placeholder with the reward summary
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:34:21 +02:00
Bastian Wagner
cf576133ff feat(web): add reward models and the reusable item card
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:24:58 +02:00
Bastian Wagner
6448605a72 feat(characters): expose persisted silver on the character endpoint
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:13:04 +02:00
Bastian Wagner
40e830a321 fix(combat): lock character before combat row and harden reward-transaction test
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>
2026-08-20 09:06:50 +02:00
Bastian Wagner
2a8883d479 feat(combat): resolve victory rewards in the combat completion transaction
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 00:46:35 +02:00
Bastian Wagner
d9585b166a fix(rewards): resolve item definitions up front and stabilize reward item order
Resolve every rolled ItemDefinition before mutating the character or
creating the CombatReward row, so a missing definition can no longer
half-grant (XP/silver saved, reward row created, then throw). Also
make the immediate grant response and a later loadRewards replay
agree on item order by sorting both on itemDefinitionId instead of
roll/insertion order.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 00:36:54 +02:00
Bastian Wagner
af665dc677 feat(rewards): add CombatRewardService with idempotent victory rewards
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 00:13:37 +02:00
Bastian Wagner
07984110bf feat(loot): add LootService with deterministic independent rolls
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 00:05:59 +02:00
Bastian Wagner
c58a46b7d9 feat(loot): seed tier-1 items and the ash rat and road bandit loot tables
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 23:59:08 +02:00
Bastian Wagner
35559e3d2b feat(items): extract tier-1 item icons from the art sheet
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 23:47:42 +02:00
Bastian Wagner
67237f5ad8 effekte 2026-08-19 23:42:18 +02:00
Bastian Wagner
fe130c597e feat(loot): add loot and reward migration
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 23:39:17 +02:00
Bastian Wagner
af9d422e8b feat(loot): add item, loot table, and combat reward entities
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>
2026-08-19 23:29:30 +02:00
Bastian Wagner
fd9852bfbf animation 2026-08-19 23:24:36 +02:00
Bastian Wagner
a5f7772a6d refactor(api): move RandomSource to shared and add rollInclusive
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 23:19:05 +02:00
Bastian Wagner
76e8ef4320 Merge branch 'worktree-slice-0.3-first-combat' 2026-08-19 22:47:34 +02:00
Bastian Wagner
6c4b7d29d0 feat(combat): play the round a beat at a time with attack and hit frames
The server resolves a whole round in one call, so both blows used to land
at the same instant. The page now keeps its own view of the combat and
plays the round back: the swing animates, the monster's HP and log line
land, then after a beat the monster strikes and the player recoils.

Both animations are six-frame sprite sheets driven by steps(6), which is
why the phase durations mirror the stylesheet.

The status row reflows on the stage's own width via a container query —
the side rails can squeeze it narrow while the viewport is still wide,
which previously overlapped the round marker with the player's name. The
component-style budget moves to 12kB to fit this screen's stylesheet.
2026-08-19 22:46:17 +02:00
Bastian Wagner
54f9d59ef4 feat(combat): use the cut-out enemy art and scale sprites per monster
Swap the enemy body art for the background-free versions and trim every
sprite to its opaque bounds so the fighters share one ground baseline
instead of floating in a padded box.

Sprite height is now a share of the battlefield rather than a fixed
clamp, set per monster key, so a low-slung rat and a standing bandit keep
believable proportions against the player at any stage size.
2026-08-19 22:46:05 +02:00
Bastian Wagner
f33b0c0e4a feat(combat): rejoin the running combat instead of dead-ending
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.
2026-08-19 22:45:53 +02:00
Bastian Wagner
e42957d91e Merge branch 'worktree-slice-0.3-first-combat' 2026-08-19 22:40:32 +02:00
Bastian Wagner
92b9f1cd35 feat(combat): rebuild the combat screen around the reference layout
Move both health bars to a status row at the top of the scene with a
circular portrait beside each, and place full-body sprites for the
player and the monster standing on the location background instead of
square portraits. The Angriff action now uses the ornate HUD frame art,
with the keybind in the frame's own tab.

Sprite and icon derivatives are keyed by monster key so both seeded
monsters resolve; the Aschenratte body art still carries its original
backdrop until a cut-out version replaces it at the same path.
2026-08-19 22:11:07 +02:00
Bastian Wagner
dcb248bd15 statusbar 2026-08-19 22:07:19 +02:00
Bastian Wagner
6affb9eddc Merge branch 'master' into worktree-slice-0.3-first-combat 2026-08-19 21:53:29 +02:00
Bastian Wagner
18f30a1ba1 test(combat): cover CombatService LOST persistence
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.
2026-08-19 21:42:01 +02:00
Bastian Wagner
aa8c374db0 feat(combat): start real combats from the hunt page and navigate to /combat/:combatId 2026-08-19 17:03:35 +02:00
Bastian Wagner
1fd62cddde feat(combat): add CombatPageComponent and replace the combat/new placeholder route
Wires up the Slice 0.3 combat screen (player/monster HP bars, round
display, Angriff action, grouped German combat log, victory/defeat
panels) and replaces the Slice 0.2 combat/new placeholder route with
combat/:combatId loading CombatPageComponent.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 16:53:59 +02:00
Bastian Wagner
4b1e7f034c feat(combat): add CombatStore
Signal-based store wrapping GameApiService.startCombat/getCombat/
performCombatAction with loading/error/actionPending state, following
the HuntingStore/WorldStore pattern. startCombat failures clear any
previously-loaded combat; loadCombat/attack failures preserve the
last-known-good combat. attack() guards against re-entrancy and
no-loaded-combat calls.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 16:46:36 +02:00
Bastian Wagner
8cf15afaee refactor(web): extract shared runtime monster-artwork lookup
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 16:41:28 +02:00
Bastian Wagner
a6450817de feat(combat): add frontend Combat models and API methods
Adds Combat domain models (Combat, CombatPlayer, CombatMonster, CombatEvent)
and three GameApiService methods to interact with backend combat endpoints:
- startCombat(encounterId): POST /api/hunt-encounters/:id/attack
- getCombat(combatId): GET /api/combats/:id
- performCombatAction(combatId, action): POST /api/combats/:id/actions

Includes test coverage for all three methods.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 16:33:37 +02:00
Bastian Wagner
bb42195ef5 feat(combat): wire CombatModule into the application
Provide and export CharacterCombatStatsService from CharactersModule,
create CombatModule (registering the combat entities, controllers,
CombatService and CombatEngineService, and importing TravelModule and
CharactersModule), and register CombatModule in AppModule so the three
combat endpoints (attack, get combat, post action) are reachable from
the running app.
2026-08-19 16:19:06 +02:00
Bastian Wagner
4831dc20b0 feat(combat): add HTTP controllers for starting, reading, and acting on combats
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 16:09:08 +02:00
Bastian Wagner
85184e6e53 Cursor 2026-08-19 16:06:51 +02:00