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51 Commits

Author SHA1 Message Date
Bastian Wagner
d31d064d36 images 2026-08-20 13:23:55 +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
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
624c47e5a6 Merge branch 'worktree-slice-0.4-first-loot' 2026-08-20 10:33:39 +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
1a7a766f2b docs(slice-0.4): record First Loot verification results
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 10:04:26 +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
f008e53cc6 docs(slice-0.4): add the First Loot implementation plan
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 23:14:25 +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
c390a61594 sprites 2026-08-19 22:16:17 +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
Bastian Wagner
498349b5eb feat(combat): add CombatService orchestration and persistence
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.
2026-08-19 16:01:17 +02:00
Bastian Wagner
90f6a8cd78 feat(combat): add combat domain errors 2026-08-19 15:50:52 +02:00
Bastian Wagner
bd8a00227f feat(characters): add temporary combat-stats stand-in for equipment 2026-08-19 15:48:11 +02:00
Bastian Wagner
edae1af39a feat(combat): add deterministic combat engine for ATTACK resolution 2026-08-19 15:43:24 +02:00
Bastian Wagner
6cb4d02613 feat(combat): add deterministic damage formula 2026-08-19 15:39:17 +02:00
Bastian Wagner
47931ff717 feat(combat): add CreateCombatSystem migration 2026-08-19 15:34:46 +02:00
Bastian Wagner
68edc04ed6 feat(combat): add combat domain enums, entities, and encounter consumption field 2026-08-19 15:27:05 +02:00
173 changed files with 21104 additions and 246 deletions

17
.claude/launch.json Normal file
View File

@@ -0,0 +1,17 @@
{
"version": "0.0.1",
"configurations": [
{
"name": "api",
"runtimeExecutable": "npm",
"runtimeArgs": ["run", "dev:api"],
"port": 3000
},
{
"name": "web",
"runtimeExecutable": "npm",
"runtimeArgs": ["run", "dev:web"],
"port": 4200
}
]
}

View File

@@ -1,5 +1,6 @@
import { Module } from '@nestjs/common';
import { CharactersModule } from './characters/characters.module';
import { CombatModule } from './combat/combat.module';
import { DatabaseModule } from './database/database.module';
import { HealthModule } from './health/health.module';
import { HuntingModule } from './hunting/hunting.module';
@@ -14,6 +15,7 @@ import { WorldModule } from './world/world.module';
TravelModule,
WorldModule,
HuntingModule,
CombatModule,
],
})
export class AppModule {}

View File

@@ -0,0 +1,16 @@
import { CharacterCombatStatsService } from './character-combat-stats.service';
import { Character } from './entities/character.entity';
describe('CharacterCombatStatsService', () => {
it('derives combat stats from the character, with a temporary fixed weapon/armor stand-in', () => {
const service = new CharacterCombatStatsService();
const character = { baseHp: 100, baseAttack: 6 } as Character;
expect(service.getStats(character)).toEqual({
maxHp: 100,
attack: 6,
weaponDamage: 8,
armor: 6,
});
});
});

View File

@@ -0,0 +1,28 @@
import { Injectable } from '@nestjs/common';
import { Character } from './entities/character.entity';
export interface CharacterCombatStats {
maxHp: number;
attack: number;
weaponDamage: number;
armor: number;
}
// TEMPORARY (Slice 0.3): there is no equipment system yet. These constants
// stand in for the starting weapon/armor until Slice 0.5 introduces real
// equipment. Replacing them there must not change this method's signature
// or the combat API it feeds (spec §10).
const TEMPORARY_WEAPON_DAMAGE = 8;
const TEMPORARY_ARMOR = 6;
@Injectable()
export class CharacterCombatStatsService {
getStats(character: Character): CharacterCombatStats {
return {
maxHp: character.baseHp,
attack: character.baseAttack,
weaponDamage: TEMPORARY_WEAPON_DAMAGE,
armor: TEMPORARY_ARMOR,
};
}
}

View File

@@ -1,5 +1,6 @@
import { Module } from '@nestjs/common';
import { TypeOrmModule } from '@nestjs/typeorm';
import { CharacterCombatStatsService } from './character-combat-stats.service';
import { CharactersController } from './characters.controller';
import { CharactersService } from './characters.service';
import { Character } from './entities/character.entity';
@@ -7,6 +8,7 @@ import { Character } from './entities/character.entity';
@Module({
imports: [TypeOrmModule.forFeature([Character])],
controllers: [CharactersController],
providers: [CharactersService],
providers: [CharactersService, CharacterCombatStatsService],
exports: [CharacterCombatStatsService],
})
export class CharactersModule {}

View File

@@ -13,6 +13,7 @@ describe('CharactersService', () => {
name: 'Aric Duskwalker',
level: 1,
experience: 0,
silver: 0,
currentHp: 100,
baseHp: 100,
baseAttack: 6,
@@ -30,6 +31,7 @@ describe('CharactersService', () => {
name: 'Aric Duskwalker',
level: 1,
experience: 0,
silver: 0,
currentHp: 100,
maxHp: 100,
attack: 6,
@@ -45,6 +47,31 @@ describe('CharactersService', () => {
});
});
it('exposes the persisted silver so the HUD never has to guess', async () => {
const repository = {
findOne: jest.fn().mockResolvedValue({
id: DEMO_CHARACTER_ID,
name: 'Aric Duskwalker',
level: 1,
experience: 24,
silver: 18,
currentHp: 100,
baseHp: 100,
baseAttack: 6,
currentLocation: {
id: SOUTH_GATE_ID,
key: 'south-gate',
name: 'Südtor von Graufurt',
},
}),
} as unknown as Repository<Character>;
const service = new CharactersService(repository);
await expect(service.getDemoCharacter()).resolves.toEqual(
expect.objectContaining({ experience: 24, silver: 18 }),
);
});
it('reports a missing demo seed as not found', async () => {
const repository = {
findOne: jest.fn().mockResolvedValue(null),

View File

@@ -26,6 +26,7 @@ export class CharactersService {
name: character.name,
level: character.level,
experience: character.experience,
silver: character.silver,
currentHp: character.currentHp,
maxHp: character.baseHp,
attack: character.baseAttack,

View File

@@ -23,6 +23,9 @@ export class Character {
@Column({ name: 'experience', type: 'integer' })
experience!: number;
@Column({ name: 'silver', type: 'integer' })
silver!: number;
@Column({ name: 'base_hp', type: 'integer' })
baseHp!: number;

View File

@@ -0,0 +1,6 @@
// Only ATTACK is implemented in Slice 0.3. Future slices add HEAVY_STRIKE,
// SHIELD_BASH, DEFEND, POTION, FLEE as real members with their own
// CombatEngineService cases — do not add them here until their behavior ships.
export enum CombatAction {
ATTACK = 'ATTACK',
}

View File

@@ -0,0 +1,17 @@
import { calculateDamage } from './combat-damage';
describe('calculateDamage', () => {
it('applies the established armor mitigation formula', () => {
// raw = 12 + 15 = 27; 27 * 60 / (60 + 20) = 20.25 -> rounds to 20
expect(calculateDamage({ attack: 12, weaponDamage: 15 }, 20)).toBe(20);
});
it('never returns less than 1 damage, even against extreme armor', () => {
expect(calculateDamage({ attack: 1, weaponDamage: 0 }, 100_000)).toBe(1);
});
it('treats an attacker with no weaponDamage as having attack alone as its raw damage', () => {
// raw = 9; 9 * 60 / (60 + 5) = 8.307... -> rounds to 8
expect(calculateDamage({ attack: 9 }, 5)).toBe(8);
});
});

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@@ -0,0 +1,13 @@
export interface DamageAttacker {
attack: number;
weaponDamage?: number;
}
const ARMOR_MITIGATION_CONSTANT = 60;
export function calculateDamage(attacker: DamageAttacker, targetArmor: number): number {
const rawDamage = attacker.attack + (attacker.weaponDamage ?? 0);
const mitigatedDamage =
(rawDamage * ARMOR_MITIGATION_CONSTANT) / (ARMOR_MITIGATION_CONSTANT + targetArmor);
return Math.max(1, Math.round(mitigatedDamage));
}

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@@ -0,0 +1,107 @@
import { CombatAction } from './combat-action.enum';
import { CombatEngineService, UnsupportedCombatActionError } from './combat-engine.service';
import { CombatEngineState } from './combat-engine.types';
import { CombatEventType } from './combat-event-type.enum';
import { CombatStatus } from './combat-status.enum';
import { Combatant } from './combatant.enum';
function baseState(overrides: Partial<CombatEngineState> = {}): CombatEngineState {
return {
status: CombatStatus.ACTIVE,
round: 1,
player: {
currentHp: 100,
maxHp: 100,
stats: { attack: 6, weaponDamage: 8, armor: 6 },
},
monster: {
currentHp: 45,
maxHp: 45,
stats: { attack: 5, armor: 0 },
},
...overrides,
};
}
describe('CombatEngineService', () => {
let engine: CombatEngineService;
beforeEach(() => {
engine = new CombatEngineService();
});
it('reduces monster HP by the calculated damage and emits a DAMAGE event', () => {
const result = engine.resolveAction(baseState(), { action: CombatAction.ATTACK });
// raw = 6 + 8 = 14; armor 0 -> 14 mitigated
expect(result.state.monster.currentHp).toBe(45 - 14);
expect(result.events[0]).toEqual({
source: Combatant.PLAYER,
target: Combatant.MONSTER,
type: CombatEventType.DAMAGE,
amount: 14,
});
});
it('lets the monster retaliate when it survives the player attack, and advances the round', () => {
const result = engine.resolveAction(baseState(), { action: CombatAction.ATTACK });
// raw = 5; armor 6 -> 5*60/66 = 4.545 -> rounds to 5
expect(result.state.player.currentHp).toBe(100 - 5);
expect(result.events[1]).toEqual({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.DAMAGE,
amount: 5,
});
expect(result.state.status).toBe(CombatStatus.ACTIVE);
expect(result.state.round).toBe(2);
});
it('does not let the monster attack once it is reduced to 0 HP, and ends the combat as WON', () => {
const state = baseState({
monster: { currentHp: 10, maxHp: 45, stats: { attack: 5, armor: 0 } },
});
const result = engine.resolveAction(state, { action: CombatAction.ATTACK });
expect(result.state.monster.currentHp).toBe(0);
expect(result.state.status).toBe(CombatStatus.WON);
expect(result.state.round).toBe(1);
expect(result.events).toEqual([
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.DAMAGE, amount: 14 },
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.COMBAT_WON },
]);
});
it('ends the combat as LOST when the monster attack reduces the player to 0 HP', () => {
const state = baseState({
player: { currentHp: 3, maxHp: 100, stats: { attack: 6, weaponDamage: 8, armor: 6 } },
});
const result = engine.resolveAction(state, { action: CombatAction.ATTACK });
expect(result.state.player.currentHp).toBe(0);
expect(result.state.status).toBe(CombatStatus.LOST);
expect(result.events).toEqual([
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.DAMAGE, amount: 14 },
{ source: Combatant.MONSTER, target: Combatant.PLAYER, type: CombatEventType.DAMAGE, amount: 5 },
{ source: Combatant.MONSTER, target: Combatant.PLAYER, type: CombatEventType.COMBAT_LOST },
]);
});
it('produces the exact same result for the same state and action (determinism)', () => {
const state = baseState();
const first = engine.resolveAction(state, { action: CombatAction.ATTACK });
const second = engine.resolveAction(state, { action: CombatAction.ATTACK });
expect(first).toEqual(second);
});
it('throws UnsupportedCombatActionError for an action it does not implement', () => {
expect(() =>
engine.resolveAction(baseState(), { action: 'HEAVY_STRIKE' as CombatAction }),
).toThrow(UnsupportedCombatActionError);
});
});

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@@ -0,0 +1,83 @@
import { Injectable } from '@nestjs/common';
import { CombatAction } from './combat-action.enum';
import { calculateDamage } from './combat-damage';
import { Combatant } from './combatant.enum';
import {
CombatActionInput,
CombatEngineEvent,
CombatEngineResult,
CombatEngineState,
} from './combat-engine.types';
import { CombatEventType } from './combat-event-type.enum';
import { CombatStatus } from './combat-status.enum';
export class UnsupportedCombatActionError extends Error {
constructor(action: string) {
super(`Unsupported combat action: ${action}`);
}
}
@Injectable()
export class CombatEngineService {
resolveAction(state: CombatEngineState, input: CombatActionInput): CombatEngineResult {
switch (input.action) {
case CombatAction.ATTACK:
return this.resolveAttack(state);
default:
throw new UnsupportedCombatActionError(input.action);
}
}
private resolveAttack(state: CombatEngineState): CombatEngineResult {
const events: CombatEngineEvent[] = [];
const player = { ...state.player };
const monster = { ...state.monster };
const playerDamage = calculateDamage(player.stats, monster.stats.armor);
monster.currentHp = Math.max(0, monster.currentHp - playerDamage);
events.push({
source: Combatant.PLAYER,
target: Combatant.MONSTER,
type: CombatEventType.DAMAGE,
amount: playerDamage,
});
if (monster.currentHp <= 0) {
events.push({
source: Combatant.PLAYER,
target: Combatant.MONSTER,
type: CombatEventType.COMBAT_WON,
});
return {
state: { ...state, player, monster, status: CombatStatus.WON },
events,
};
}
const monsterDamage = calculateDamage(monster.stats, player.stats.armor);
player.currentHp = Math.max(0, player.currentHp - monsterDamage);
events.push({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.DAMAGE,
amount: monsterDamage,
});
if (player.currentHp <= 0) {
events.push({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.COMBAT_LOST,
});
return {
state: { ...state, player, monster, status: CombatStatus.LOST },
events,
};
}
return {
state: { ...state, player, monster, status: CombatStatus.ACTIVE, round: state.round + 1 },
events,
};
}
}

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import { Combatant } from './combatant.enum';
import { CombatAction } from './combat-action.enum';
import { CombatEventType } from './combat-event-type.enum';
import { CombatStatus } from './combat-status.enum';
export interface CombatEngineCombatantStats {
attack: number;
weaponDamage?: number;
armor: number;
}
export interface CombatEngineCombatant {
currentHp: number;
maxHp: number;
stats: CombatEngineCombatantStats;
}
export interface CombatEngineState {
status: CombatStatus;
round: number;
player: CombatEngineCombatant;
monster: CombatEngineCombatant;
}
export interface CombatActionInput {
action: CombatAction;
}
export interface CombatEngineEvent {
source: Combatant;
target: Combatant;
type: CombatEventType;
amount?: number;
}
export interface CombatEngineResult {
state: CombatEngineState;
events: CombatEngineEvent[];
}

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export enum CombatEventType {
DAMAGE = 'DAMAGE',
COMBAT_WON = 'COMBAT_WON',
COMBAT_LOST = 'COMBAT_LOST',
}

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export enum CombatStatus {
ACTIVE = 'ACTIVE',
WON = 'WON',
LOST = 'LOST',
}

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import { INestApplication } from '@nestjs/common';
import { Test } from '@nestjs/testing';
import request from 'supertest';
import { App } from 'supertest/types';
import { configureApplication } from '../app.config';
import { DEMO_CHARACTER_ID } from '../demo/demo-character.constants';
import { CombatController } from './combat.controller';
import { CombatService } from './combat.service';
describe('CombatController', () => {
let app: INestApplication<App>;
const getCombat = jest.fn();
const getActiveCombat = jest.fn();
const performAction = jest.fn();
beforeEach(async () => {
getCombat.mockReset();
getActiveCombat.mockReset();
performAction.mockReset();
const module = await Test.createTestingModule({
controllers: [CombatController],
providers: [
{ provide: CombatService, useValue: { getCombat, getActiveCombat, performAction } },
],
}).compile();
app = module.createNestApplication<App>();
configureApplication(app);
await app.init();
});
afterEach(async () => {
await app.close();
});
it('delegates GET /api/combats/:combatId to combatService.getCombat', async () => {
const combat = { id: 'combat-1', status: 'ACTIVE', round: 1, player: {}, monster: {}, events: [], rewards: null };
getCombat.mockResolvedValue(combat);
const response = await request(app.getHttpServer()).get('/api/combats/combat-1').expect(200);
expect(getCombat).toHaveBeenCalledWith(DEMO_CHARACTER_ID, 'combat-1');
expect(response.body).toEqual(combat);
});
it('delegates GET /api/combats/active to combatService.getActiveCombat', async () => {
const combat = { id: 'combat-1', status: 'ACTIVE', round: 3, player: {}, monster: {}, events: [], rewards: null };
getActiveCombat.mockResolvedValue(combat);
const response = await request(app.getHttpServer()).get('/api/combats/active').expect(200);
expect(getActiveCombat).toHaveBeenCalledWith(DEMO_CHARACTER_ID);
expect(getCombat).not.toHaveBeenCalled();
expect(response.body).toEqual(combat);
});
it('returns an empty body from GET /api/combats/active when no combat is running', async () => {
getActiveCombat.mockResolvedValue(null);
const response = await request(app.getHttpServer()).get('/api/combats/active').expect(200);
expect(getActiveCombat).toHaveBeenCalledWith(DEMO_CHARACTER_ID);
expect(response.body).toEqual({});
expect(getCombat).not.toHaveBeenCalled();
});
it('delegates POST /api/combats/:combatId/actions with only the action field', async () => {
const combat = { id: 'combat-1', status: 'ACTIVE', round: 2, player: {}, monster: {}, events: [], rewards: null };
performAction.mockResolvedValue(combat);
const response = await request(app.getHttpServer())
.post('/api/combats/combat-1/actions')
.send({ action: 'ATTACK' })
.expect(201);
expect(performAction).toHaveBeenCalledWith(DEMO_CHARACTER_ID, 'combat-1', 'ATTACK');
expect(response.body).toEqual(combat);
});
it('rejects an unknown action value', async () => {
await request(app.getHttpServer())
.post('/api/combats/combat-1/actions')
.send({ action: 'HEAVY_STRIKE' })
.expect(400);
expect(performAction).not.toHaveBeenCalled();
});
it('rejects server-owned combat fields the client must never send', async () => {
await request(app.getHttpServer())
.post('/api/combats/combat-1/actions')
.send({ action: 'ATTACK', damage: 999, playerHp: 1, monsterHp: 1, round: 99 })
.expect(400);
expect(performAction).not.toHaveBeenCalled();
});
});

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import { Body, Controller, Get, Param, Post } from '@nestjs/common';
import { DEMO_CHARACTER_ID } from '../demo/demo-character.constants';
import { CombatActionDto } from './dto/combat-action.dto';
import { CombatService } from './combat.service';
@Controller('combats')
export class CombatController {
constructor(private readonly combatService: CombatService) {}
// Declared before ':combatId' so the literal segment wins the route match.
@Get('active')
getActiveCombat() {
return this.combatService.getActiveCombat(DEMO_CHARACTER_ID);
}
@Get(':combatId')
getCombat(@Param('combatId') combatId: string) {
return this.combatService.getCombat(DEMO_CHARACTER_ID, combatId);
}
@Post(':combatId/actions')
performAction(@Param('combatId') combatId: string, @Body() dto: CombatActionDto) {
return this.combatService.performAction(DEMO_CHARACTER_ID, combatId, dto.action);
}
}

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import { HttpException, HttpStatus } from '@nestjs/common';
export type CombatErrorCode =
| 'HUNT_ENCOUNTER_NOT_FOUND'
| 'HUNT_ENCOUNTER_ALREADY_CONSUMED'
| 'INVALID_HUNT_ENCOUNTER'
| 'CHARACTER_TRAVELLING'
| 'COMBAT_ALREADY_ACTIVE'
| 'COMBAT_NOT_FOUND'
| 'COMBAT_ALREADY_FINISHED'
| 'COMBAT_STATE_INVALID';
export class CombatDomainError extends HttpException {
constructor(
public readonly code: CombatErrorCode,
status: HttpStatus,
message: string,
) {
super({ statusCode: status, code, message }, status);
}
}
export function huntEncounterNotFound(): CombatDomainError {
return new CombatDomainError(
'HUNT_ENCOUNTER_NOT_FOUND',
HttpStatus.NOT_FOUND,
'This encounter could not be found.',
);
}
export function huntEncounterAlreadyConsumed(): CombatDomainError {
return new CombatDomainError(
'HUNT_ENCOUNTER_ALREADY_CONSUMED',
HttpStatus.CONFLICT,
'This encounter has already been used to start a combat.',
);
}
export function invalidHuntEncounter(): CombatDomainError {
return new CombatDomainError(
'INVALID_HUNT_ENCOUNTER',
HttpStatus.BAD_REQUEST,
'This encounter is not valid for the current character.',
);
}
export function characterTravelling(): CombatDomainError {
return new CombatDomainError(
'CHARACTER_TRAVELLING',
HttpStatus.CONFLICT,
'The character cannot fight while travelling.',
);
}
export function combatAlreadyActive(): CombatDomainError {
return new CombatDomainError(
'COMBAT_ALREADY_ACTIVE',
HttpStatus.CONFLICT,
'The character already has an active combat.',
);
}
export function combatNotFound(): CombatDomainError {
return new CombatDomainError(
'COMBAT_NOT_FOUND',
HttpStatus.NOT_FOUND,
'This combat could not be found.',
);
}
export function combatAlreadyFinished(): CombatDomainError {
return new CombatDomainError(
'COMBAT_ALREADY_FINISHED',
HttpStatus.CONFLICT,
'This combat has already finished.',
);
}
export function combatStateInvalid(): CombatDomainError {
return new CombatDomainError(
'COMBAT_STATE_INVALID',
HttpStatus.INTERNAL_SERVER_ERROR,
'The persisted combat references unavailable data.',
);
}
export { characterNotFound } from '../travel/travel.errors';

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import { Module } from '@nestjs/common';
import { TypeOrmModule } from '@nestjs/typeorm';
import { CharactersModule } from '../characters/characters.module';
import { Character } from '../characters/entities/character.entity';
import { Hunt } from '../hunting/entities/hunt.entity';
import { HuntEncounter } from '../hunting/entities/hunt-encounter.entity';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { RewardsModule } from '../rewards/rewards.module';
import { TravelModule } from '../travel/travel.module';
import { CombatEngineService } from './combat-engine.service';
import { CombatController } from './combat.controller';
import { CombatService } from './combat.service';
import { Combat } from './entities/combat.entity';
import { CombatEvent } from './entities/combat-event.entity';
import { HuntEncounterAttackController } from './hunt-encounter-attack.controller';
@Module({
imports: [
TypeOrmModule.forFeature([Character, Hunt, HuntEncounter, MonsterDefinition, Combat, CombatEvent]),
TravelModule,
CharactersModule,
RewardsModule,
],
controllers: [CombatController, HuntEncounterAttackController],
providers: [CombatService, CombatEngineService],
})
export class CombatModule {}

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import { DataSource, EntityManager, EntityTarget } from 'typeorm';
import { CharacterCombatStatsService } from '../characters/character-combat-stats.service';
import { Character } from '../characters/entities/character.entity';
import { Hunt } from '../hunting/entities/hunt.entity';
import { HuntEncounter } from '../hunting/entities/hunt-encounter.entity';
import { HuntEncounterStatus } from '../hunting/hunt-encounter-status.enum';
import { HuntStatus } from '../hunting/hunt-status.enum';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { CombatRewardService } from '../rewards/combat-reward.service';
import { TravelService } from '../travel/travel.service';
import { CombatAction } from './combat-action.enum';
import { CombatEngineService } from './combat-engine.service';
import { CombatDomainError } from './combat.errors';
import { CombatService } from './combat.service';
import { CombatStatus } from './combat-status.enum';
import { CombatEvent } from './entities/combat-event.entity';
import { Combat } from './entities/combat.entity';
const CHARACTER_ID = '10000000-0000-4000-8000-000000000001';
const OTHER_CHARACTER_ID = '10000000-0000-4000-8000-000000000002';
const HUNT_ID = '20000000-0000-4000-8000-000000000001';
const ENCOUNTER_ID = '30000000-0000-4000-8000-000000000001';
const MONSTER_ID = '40000000-0000-4000-8000-000000000001';
interface FakeState {
characters: Character[];
hunts: Hunt[];
huntEncounters: HuntEncounter[];
monsters: MonsterDefinition[];
combats: Combat[];
combatEvents: CombatEvent[];
}
class FakeRepository<T extends { id: string }> {
constructor(
private readonly state: FakeState,
private readonly target: EntityTarget<T>,
private readonly inTransaction: boolean,
private readonly dataSource: FakeDataSource,
) {}
findOne(options: {
where: Partial<T>;
lock?: { mode: string };
}): Promise<T | null> {
if (options.lock) {
if (!this.inTransaction) {
throw new Error('Pessimistic locks require a transaction');
}
this.dataSource.locks.push({
target: this.target,
mode: options.lock.mode,
});
}
return Promise.resolve(
this.rows().find((row) => this.matches(row, options.where)) ?? null,
);
}
findOneBy(where: Partial<T>): Promise<T | null> {
return Promise.resolve(
this.rows().find((row) => this.matches(row, where)) ?? null,
);
}
find(options: {
where: Partial<T>;
order?: Partial<Record<keyof T, 'ASC' | 'DESC'>>;
}): Promise<T[]> {
const matched = this.rows().filter((row) =>
this.matches(row, options.where),
);
const orderKey = options.order
? (Object.keys(options.order)[0] as keyof T)
: undefined;
if (orderKey) {
const direction = options.order![orderKey] === 'DESC' ? -1 : 1;
matched.sort((a, b) => {
if (a[orderKey] === b[orderKey]) return 0;
return a[orderKey] > b[orderKey] ? direction : -direction;
});
}
return Promise.resolve(matched);
}
count(options: { where: Partial<T> }): Promise<number> {
return Promise.resolve(
this.rows().filter((row) => this.matches(row, options.where)).length,
);
}
create(values: Partial<T>): T {
return { ...values } as T;
}
save(entity: T): Promise<T> {
if (!entity.id) {
entity.id = this.dataSource.nextId(this.targetName());
}
const rows = this.rows();
const index = rows.findIndex((row) => row.id === entity.id);
if (index === -1) {
rows.push(entity);
} else {
rows[index] = entity;
}
return Promise.resolve(entity);
}
private rows(): T[] {
if (this.target === Character) return this.state.characters as T[];
if (this.target === Hunt) return this.state.hunts as T[];
if (this.target === HuntEncounter) return this.state.huntEncounters as T[];
if (this.target === MonsterDefinition) return this.state.monsters as T[];
if (this.target === Combat) return this.state.combats as T[];
if (this.target === CombatEvent) return this.state.combatEvents as T[];
throw new Error(`Unsupported repository ${this.targetName()}`);
}
private matches(row: T, where: Partial<T>): boolean {
return Object.entries(where).every(
([key, value]) => row[key as keyof T] === value,
);
}
private targetName(): string {
return typeof this.target === 'function'
? this.target.name
: 'EntitySchema';
}
}
class FakeEntityManager {
constructor(
private readonly state: FakeState,
private readonly dataSource: FakeDataSource,
) {}
getRepository<T extends { id: string }>(target: EntityTarget<T>) {
return new FakeRepository(this.state, target, true, this.dataSource);
}
}
class FakeDataSource {
readonly locks: Array<{ target: EntityTarget<unknown>; mode: string }> = [];
private readonly idCounters = new Map<string, number>();
constructor(public state: FakeState) {}
getRepository<T extends { id: string }>(target: EntityTarget<T>) {
return new FakeRepository(this.state, target, false, this);
}
async transaction<T>(
work: (manager: EntityManager) => Promise<T>,
): Promise<T> {
const draft = structuredClone(this.state);
const result = await work(
new FakeEntityManager(draft, this) as unknown as EntityManager,
);
this.state = draft;
return result;
}
nextId(targetName: string): string {
const next = (this.idCounters.get(targetName) ?? 0) + 1;
this.idCounters.set(targetName, next);
return `${targetName.toLowerCase()}-generated-${next}`;
}
}
function character(overrides: Partial<Character> = {}): Character {
return {
id: CHARACTER_ID,
name: 'Aric Duskwalker',
level: 1,
experience: 0,
silver: 0,
baseHp: 100,
baseAttack: 6,
currentHp: 100,
currentLocationId: 'location-1',
createdAt: new Date('2026-08-18T09:00:00.000Z'),
updatedAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as Character;
}
function monster(
overrides: Partial<MonsterDefinition> = {},
): MonsterDefinition {
return {
id: MONSTER_ID,
key: 'ash-rat',
name: 'Aschenratte',
level: 1,
maxHp: 45,
attack: 5,
armor: 0,
experienceReward: 8,
silverMin: 4,
silverMax: 7,
artworkPath: '/images/monsters/ash-rat.png',
createdAt: new Date('2026-08-18T09:00:00.000Z'),
updatedAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
};
}
function hunt(overrides: Partial<Hunt> = {}): Hunt {
return {
id: HUNT_ID,
characterId: CHARACTER_ID,
locationId: 'location-1',
status: HuntStatus.ACTIVE,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as Hunt;
}
function huntEncounter(overrides: Partial<HuntEncounter> = {}): HuntEncounter {
return {
id: ENCOUNTER_ID,
huntId: HUNT_ID,
monsterDefinitionId: MONSTER_ID,
position: 0,
status: HuntEncounterStatus.AVAILABLE,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as HuntEncounter;
}
function createState(overrides: Partial<FakeState> = {}): FakeState {
return {
characters: [character()],
hunts: [hunt()],
huntEncounters: [huntEncounter()],
monsters: [monster()],
combats: [],
combatEvents: [],
...overrides,
};
}
function fakeTravelService(
status: 'IDLE' | 'TRAVELLING' = 'IDLE',
): TravelService {
return {
completeTravelIfDue: jest.fn().mockResolvedValue({ status }),
} as unknown as TravelService;
}
function fakeRewardService(
overrides: Partial<{
grantVictoryRewards: jest.Mock;
loadRewards: jest.Mock;
}> = {},
): CombatRewardService {
return {
grantVictoryRewards:
overrides.grantVictoryRewards ??
jest.fn().mockResolvedValue({ experience: 8, silver: 6, items: [] }),
loadRewards: overrides.loadRewards ?? jest.fn().mockResolvedValue(null),
} as unknown as CombatRewardService;
}
function createService(
options: { state?: FakeState; travelService?: TravelService } = {},
) {
const state = options.state ?? createState();
const dataSource = new FakeDataSource(state);
const travelService = options.travelService ?? fakeTravelService();
const combatEngine = new CombatEngineService();
const characterCombatStats = new CharacterCombatStatsService();
const service = new CombatService(
dataSource as unknown as DataSource,
travelService,
combatEngine,
characterCombatStats,
fakeRewardService(),
);
return { dataSource, service, travelService };
}
async function expectCombatDomainError(
promise: Promise<unknown>,
code: string,
): Promise<void> {
let error: unknown;
try {
await promise;
} catch (cause) {
error = cause;
}
expect(error).toBeInstanceOf(CombatDomainError);
if (!(error instanceof CombatDomainError)) {
throw new Error('Expected CombatDomainError');
}
expect(error.code).toBe(code);
}
describe('CombatService', () => {
describe('startCombat', () => {
it('starts an ACTIVE combat with snapshotted stats and full HP', async () => {
const { dataSource, service } = createService();
const combat = await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(combat.status).toBe('ACTIVE');
expect(combat.round).toBe(1);
expect(combat.player).toEqual({
name: 'Aric Duskwalker',
maxHp: 100,
currentHp: 100,
});
expect(combat.monster).toEqual({
key: 'ash-rat',
name: 'Aschenratte',
level: 1,
maxHp: 45,
currentHp: 45,
artworkPath: '/images/monsters/ash-rat.png',
});
expect(combat.events).toEqual([]);
expect(dataSource.state.combats).toHaveLength(1);
expect(dataSource.state.combats[0]).toMatchObject({
characterId: CHARACTER_ID,
huntEncounterId: ENCOUNTER_ID,
monsterDefinitionId: MONSTER_ID,
status: CombatStatus.ACTIVE,
playerState: { attack: 6, weaponDamage: 8, armor: 6 },
monsterState: { attack: 5, armor: 0 },
});
});
it('marks the encounter as IN_PROGRESS', async () => {
const { dataSource, service } = createService();
await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.IN_PROGRESS,
);
});
it('rejects an unknown encounter id', async () => {
const { service } = createService();
await expectCombatDomainError(
service.startCombat(CHARACTER_ID, 'unknown-id'),
'HUNT_ENCOUNTER_NOT_FOUND',
);
});
it('rejects an already-defeated encounter, and does not create a second combat', async () => {
const state = createState({
huntEncounters: [
huntEncounter({ status: HuntEncounterStatus.DEFEATED }),
],
});
const { dataSource, service } = createService({ state });
await expectCombatDomainError(
service.startCombat(CHARACTER_ID, ENCOUNTER_ID),
'HUNT_ENCOUNTER_ALREADY_CONSUMED',
);
expect(dataSource.state.combats).toHaveLength(0);
});
it('rejects an encounter whose fight is still IN_PROGRESS', async () => {
const state = createState({
huntEncounters: [
huntEncounter({ status: HuntEncounterStatus.IN_PROGRESS }),
],
});
const { dataSource, service } = createService({ state });
await expectCombatDomainError(
service.startCombat(CHARACTER_ID, ENCOUNTER_ID),
'HUNT_ENCOUNTER_ALREADY_CONSUMED',
);
expect(dataSource.state.combats).toHaveLength(0);
});
it('rejects an encounter belonging to a different character', async () => {
const state = createState({
characters: [character(), character({ id: OTHER_CHARACTER_ID })],
});
const { service } = createService({ state });
await expectCombatDomainError(
service.startCombat(OTHER_CHARACTER_ID, ENCOUNTER_ID),
'INVALID_HUNT_ENCOUNTER',
);
});
it('rejects an encounter whose hunt is no longer ACTIVE', async () => {
const state = createState({
hunts: [hunt({ status: HuntStatus.SUPERSEDED })],
});
const { service } = createService({ state });
await expectCombatDomainError(
service.startCombat(CHARACTER_ID, ENCOUNTER_ID),
'INVALID_HUNT_ENCOUNTER',
);
});
it('rejects starting combat while the character is travelling', async () => {
const { service } = createService({
travelService: fakeTravelService('TRAVELLING'),
});
await expectCombatDomainError(
service.startCombat(CHARACTER_ID, ENCOUNTER_ID),
'CHARACTER_TRAVELLING',
);
});
it('rejects starting a second combat while one is already ACTIVE', async () => {
const state = createState({
combats: [
{
id: 'combat-existing',
characterId: CHARACTER_ID,
huntEncounterId: 'other-encounter',
monsterDefinitionId: MONSTER_ID,
status: CombatStatus.ACTIVE,
round: 1,
playerMaxHp: 100,
playerCurrentHp: 100,
monsterMaxHp: 45,
monsterCurrentHp: 45,
playerState: { attack: 6, weaponDamage: 8, armor: 6 },
monsterState: { attack: 5, armor: 0 },
createdAt: new Date(),
updatedAt: new Date(),
completedAt: null,
} as Combat,
],
});
const { service } = createService({ state });
await expectCombatDomainError(
service.startCombat(CHARACTER_ID, ENCOUNTER_ID),
'COMBAT_ALREADY_ACTIVE',
);
});
it('locks the character and the active-combat lookup', async () => {
const { dataSource, service } = createService();
await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(dataSource.locks).toEqual(
expect.arrayContaining([
{ target: Character, mode: 'pessimistic_write' },
{ target: Combat, mode: 'pessimistic_write' },
]),
);
});
});
describe('performAction', () => {
async function startedCombat(state = createState()) {
const context = createService({ state });
const combat = await context.service.startCombat(
CHARACTER_ID,
ENCOUNTER_ID,
);
return { ...context, combatId: combat.id };
}
it('resolves ATTACK, persists HP/round changes, and returns them', async () => {
const { dataSource, service, combatId } = await startedCombat();
const result = await service.performAction(
CHARACTER_ID,
combatId,
CombatAction.ATTACK,
);
expect(result.status).toBe('ACTIVE');
expect(result.round).toBe(2);
expect(result.monster.currentHp).toBe(45 - 14);
expect(result.player.currentHp).toBe(100 - 5);
expect(dataSource.state.combats[0].round).toBe(2);
expect(dataSource.state.combats[0].monsterCurrentHp).toBe(31);
expect(dataSource.state.combats[0].playerCurrentHp).toBe(95);
});
it('persists ordered, sequential CombatEvents across multiple rounds', async () => {
const { dataSource, service, combatId } = await startedCombat();
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
const events = dataSource.state.combatEvents
.filter((event) => event.combatId === combatId)
.sort((a, b) => a.sequence - b.sequence);
expect(events.map((event) => event.sequence)).toEqual([1, 2, 3, 4]);
expect(events.map((event) => event.round)).toEqual([1, 1, 2, 2]);
expect(events[0]).toMatchObject({
source: 'PLAYER',
target: 'MONSTER',
type: 'DAMAGE',
amount: 14,
});
expect(events[1]).toMatchObject({
source: 'MONSTER',
target: 'PLAYER',
type: 'DAMAGE',
amount: 5,
});
});
it('ends the combat as WON, stops persisting new rounds, and rejects further actions', async () => {
const state = createState({ monsters: [monster({ maxHp: 10 })] });
const { dataSource, service, combatId } = await startedCombat(state);
const result = await service.performAction(
CHARACTER_ID,
combatId,
CombatAction.ATTACK,
);
expect(result.status).toBe('WON');
expect(dataSource.state.combats[0].completedAt).not.toBeNull();
await expectCombatDomainError(
service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK),
'COMBAT_ALREADY_FINISHED',
);
});
it('ends the combat as LOST, stops persisting new rounds, and rejects further actions', async () => {
const state = createState({
characters: [character({ baseHp: 1 })],
});
const { dataSource, service, combatId } = await startedCombat(state);
const result = await service.performAction(
CHARACTER_ID,
combatId,
CombatAction.ATTACK,
);
expect(result.status).toBe('LOST');
expect(dataSource.state.combats[0].status).toBe(CombatStatus.LOST);
expect(dataSource.state.combats[0].completedAt).not.toBeNull();
await expectCombatDomainError(
service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK),
'COMBAT_ALREADY_FINISHED',
);
});
it('marks the encounter DEFEATED when the fight is won', async () => {
const state = createState({ monsters: [monster({ maxHp: 10 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.DEFEATED,
);
});
it('frees the encounter for another attempt when the fight is lost', async () => {
const state = createState({ characters: [character({ baseHp: 1 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.AVAILABLE,
);
});
it('leaves the encounter IN_PROGRESS while the fight continues', async () => {
const { dataSource, service, combatId } = await startedCombat();
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.IN_PROGRESS,
);
});
it('lets a lost encounter be fought again as a fresh combat', async () => {
const state = createState({ characters: [character({ baseHp: 1 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
const retry = await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(retry.id).not.toBe(combatId);
expect(retry.status).toBe('ACTIVE');
expect(retry.round).toBe(1);
expect(retry.player.currentHp).toBe(retry.player.maxHp);
expect(dataSource.state.combats).toHaveLength(2);
expect(dataSource.state.huntEncounters[0].status).toBe(
HuntEncounterStatus.IN_PROGRESS,
);
});
it('rejects actions on an unknown combat id', async () => {
const { service } = createService();
await expectCombatDomainError(
service.performAction(
CHARACTER_ID,
'unknown-combat',
CombatAction.ATTACK,
),
'COMBAT_NOT_FOUND',
);
});
it('rejects actions from a character who does not own the combat', async () => {
const state = createState({
characters: [character(), character({ id: OTHER_CHARACTER_ID })],
});
const { service, combatId } = await startedCombat(state);
await expectCombatDomainError(
service.performAction(
OTHER_CHARACTER_ID,
combatId,
CombatAction.ATTACK,
),
'COMBAT_NOT_FOUND',
);
});
it('locks the combat row for the duration of the action', async () => {
const { dataSource, service, combatId } = await startedCombat();
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.locks).toEqual(
expect.arrayContaining([{ target: Combat, mode: 'pessimistic_write' }]),
);
});
});
describe('getCombat', () => {
it('returns the persisted state and ordered events after a refresh', async () => {
const context = createService();
const started = await context.service.startCombat(
CHARACTER_ID,
ENCOUNTER_ID,
);
await context.service.performAction(
CHARACTER_ID,
started.id,
CombatAction.ATTACK,
);
const reloaded = await context.service.getCombat(
CHARACTER_ID,
started.id,
);
expect(reloaded.round).toBe(2);
expect(reloaded.monster.currentHp).toBe(31);
expect(reloaded.events.map((event) => event.sequence)).toEqual([1, 2]);
});
it('rejects an unknown combat id', async () => {
const { service } = createService();
await expectCombatDomainError(
service.getCombat(CHARACTER_ID, 'unknown'),
'COMBAT_NOT_FOUND',
);
});
it('resolves the character ACTIVE combat so the hunt page can rejoin it', async () => {
const context = createService();
const started = await context.service.startCombat(
CHARACTER_ID,
ENCOUNTER_ID,
);
await context.service.performAction(
CHARACTER_ID,
started.id,
CombatAction.ATTACK,
);
const active = await context.service.getActiveCombat(CHARACTER_ID);
expect(active?.id).toBe(started.id);
expect(active?.status).toBe('ACTIVE');
expect(active?.round).toBe(2);
});
it('resolves null when the character has no ACTIVE combat', async () => {
const { service } = createService();
await expect(service.getActiveCombat(CHARACTER_ID)).resolves.toBeNull();
});
it('resolves null once the only combat has finished', async () => {
const state = createState({ monsters: [monster({ maxHp: 10 })] });
const context = createService({ state });
const started = await context.service.startCombat(
CHARACTER_ID,
ENCOUNTER_ID,
);
await context.service.performAction(
CHARACTER_ID,
started.id,
CombatAction.ATTACK,
);
await expect(
context.service.getActiveCombat(CHARACTER_ID),
).resolves.toBeNull();
});
it('does not resolve another character ACTIVE combat', async () => {
const context = createService();
await context.service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
await expect(
context.service.getActiveCombat(OTHER_CHARACTER_ID),
).resolves.toBeNull();
});
it('keeps returning LOST after the combat has ended', async () => {
const state = createState({
characters: [character({ baseHp: 1 })],
});
const context = createService({ state });
const started = await context.service.startCombat(
CHARACTER_ID,
ENCOUNTER_ID,
);
await context.service.performAction(
CHARACTER_ID,
started.id,
CombatAction.ATTACK,
);
const reloaded = await context.service.getCombat(
CHARACTER_ID,
started.id,
);
expect(reloaded.status).toBe('LOST');
expect(reloaded.player.currentHp).toBe(0);
});
});
describe('rewards', () => {
it('grants rewards inside the same transaction when the round ends in victory', async () => {
const dataSource = new FakeDataSource(
createState({
combats: [
{
id: 'combat-1',
characterId: CHARACTER_ID,
huntEncounterId: ENCOUNTER_ID,
monsterDefinitionId: MONSTER_ID,
status: CombatStatus.ACTIVE,
round: 3,
playerMaxHp: 100,
playerCurrentHp: 80,
monsterMaxHp: 45,
monsterCurrentHp: 1,
playerState: { attack: 6, weaponDamage: 8, armor: 6 },
monsterState: { attack: 5, armor: 0 },
completedAt: null,
} as Combat,
],
}),
);
const rewards = fakeRewardService({
grantVictoryRewards: jest.fn().mockResolvedValue({
experience: 8,
silver: 6,
items: [],
}),
});
const service = new CombatService(
dataSource as unknown as DataSource,
fakeTravelService(),
new CombatEngineService(),
new CharacterCombatStatsService(),
rewards,
);
const result = await service.performAction(CHARACTER_ID, 'combat-1', CombatAction.ATTACK);
expect(result.status).toBe(CombatStatus.WON);
expect(result.rewards).toEqual({ experience: 8, silver: 6, items: [] });
expect(rewards.grantVictoryRewards).toHaveBeenCalledTimes(1);
// The reward service must receive the transaction manager, not the data
// source: `expect.anything()` would pass even if the code handed over
// `this.dataSource`, so assert on the captured argument's identity.
const passedManager = (rewards.grantVictoryRewards as jest.Mock).mock
.calls[0][0];
expect(passedManager).not.toBe(dataSource);
expect(rewards.grantVictoryRewards).toHaveBeenCalledWith(
passedManager,
expect.objectContaining({ id: 'combat-1', status: CombatStatus.WON }),
);
});
it('grants no rewards when the round ends in defeat', async () => {
const dataSource = new FakeDataSource(
createState({
combats: [
{
id: 'combat-1',
characterId: CHARACTER_ID,
huntEncounterId: ENCOUNTER_ID,
monsterDefinitionId: MONSTER_ID,
status: CombatStatus.ACTIVE,
round: 3,
playerMaxHp: 100,
playerCurrentHp: 1,
monsterMaxHp: 45,
monsterCurrentHp: 45,
playerState: { attack: 1, weaponDamage: 1, armor: 0 },
monsterState: { attack: 99, armor: 99 },
completedAt: null,
} as Combat,
],
}),
);
const rewards = fakeRewardService();
const service = new CombatService(
dataSource as unknown as DataSource,
fakeTravelService(),
new CombatEngineService(),
new CharacterCombatStatsService(),
rewards,
);
const result = await service.performAction(CHARACTER_ID, 'combat-1', CombatAction.ATTACK);
expect(result.status).toBe(CombatStatus.LOST);
expect(result.rewards).toBeNull();
expect(rewards.grantVictoryRewards).not.toHaveBeenCalled();
});
it('replays the persisted reward when a finished combat is read again', async () => {
const persisted = {
experience: 16,
silver: 12,
items: [
{
characterItemId: 'character-item-1',
item: {
key: 'bandit-blade',
name: 'Räuberklinge',
rarity: 'COMMON',
iconPath: '/images/items/bandit-blade.png',
},
quantity: 1,
},
],
};
const dataSource = new FakeDataSource(
createState({
combats: [
{
id: 'combat-1',
characterId: CHARACTER_ID,
huntEncounterId: ENCOUNTER_ID,
monsterDefinitionId: MONSTER_ID,
status: CombatStatus.WON,
round: 5,
playerMaxHp: 100,
playerCurrentHp: 62,
monsterMaxHp: 45,
monsterCurrentHp: 0,
playerState: { attack: 6, weaponDamage: 8, armor: 6 },
monsterState: { attack: 5, armor: 0 },
completedAt: new Date('2026-08-19T09:00:00.000Z'),
} as Combat,
],
}),
);
const rewards = fakeRewardService({
loadRewards: jest.fn().mockResolvedValue(persisted),
grantVictoryRewards: jest.fn(),
});
const service = new CombatService(
dataSource as unknown as DataSource,
fakeTravelService(),
new CombatEngineService(),
new CharacterCombatStatsService(),
rewards,
);
const result = await service.getCombat(CHARACTER_ID, 'combat-1');
expect(result.rewards).toEqual(persisted);
// Reading must never grant: only the ACTIVE -> WON transition does.
expect(rewards.grantVictoryRewards).not.toHaveBeenCalled();
});
it('persists nothing at all when reward resolution fails mid-transaction', async () => {
const dataSource = new FakeDataSource(
createState({
combats: [
{
id: 'combat-1',
characterId: CHARACTER_ID,
huntEncounterId: ENCOUNTER_ID,
monsterDefinitionId: MONSTER_ID,
status: CombatStatus.ACTIVE,
round: 3,
playerMaxHp: 100,
playerCurrentHp: 80,
monsterMaxHp: 45,
monsterCurrentHp: 1,
playerState: { attack: 6, weaponDamage: 8, armor: 6 },
monsterState: { attack: 5, armor: 0 },
completedAt: null,
} as Combat,
],
}),
);
const service = new CombatService(
dataSource as unknown as DataSource,
fakeTravelService(),
new CombatEngineService(),
new CharacterCombatStatsService(),
fakeRewardService({
// Genuinely write XP/silver through the transaction's manager
// before failing, so the assertions below prove the rollback
// discards those writes rather than passing vacuously because
// nothing was ever written.
grantVictoryRewards: jest.fn().mockImplementation(async (manager: EntityManager) => {
const characters = manager.getRepository(Character);
const combatCharacter = await characters.findOneBy({
id: CHARACTER_ID,
});
if (combatCharacter) {
combatCharacter.experience += 8;
combatCharacter.silver += 6;
await characters.save(combatCharacter);
}
throw new Error('reward persistence failed');
}),
}),
);
await expect(
service.performAction(CHARACTER_ID, 'combat-1', CombatAction.ATTACK),
).rejects.toThrow('reward persistence failed');
// The whole round rolled back: the combat is still ACTIVE and unmodified,
// so no half-granted state can survive.
expect(dataSource.state.combats[0].status).toBe(CombatStatus.ACTIVE);
expect(dataSource.state.combats[0].monsterCurrentHp).toBe(1);
expect(dataSource.state.combatEvents).toHaveLength(0);
expect(dataSource.state.characters[0].experience).toBe(0);
expect(dataSource.state.characters[0].silver).toBe(0);
});
});
});

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import { Injectable } from '@nestjs/common';
import { DataSource, Repository } from 'typeorm';
import { CharacterCombatStatsService } from '../characters/character-combat-stats.service';
import { Character } from '../characters/entities/character.entity';
import { Hunt } from '../hunting/entities/hunt.entity';
import { HuntEncounter } from '../hunting/entities/hunt-encounter.entity';
import { HuntEncounterStatus } from '../hunting/hunt-encounter-status.enum';
import { HuntStatus } from '../hunting/hunt-status.enum';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { CombatRewardService } from '../rewards/combat-reward.service';
import type { CombatRewardDto } from '../rewards/combat-reward.service';
import { TravelService } from '../travel/travel.service';
import { TravelStatus } from '../travel/travel-status.enum';
import { CombatAction } from './combat-action.enum';
import { CombatEngineService } from './combat-engine.service';
import { CombatEngineState } from './combat-engine.types';
import {
characterNotFound,
characterTravelling,
combatAlreadyActive,
combatAlreadyFinished,
combatNotFound,
combatStateInvalid,
huntEncounterAlreadyConsumed,
huntEncounterNotFound,
invalidHuntEncounter,
} from './combat.errors';
import { CombatStatus } from './combat-status.enum';
import { CombatEvent } from './entities/combat-event.entity';
import { Combat } from './entities/combat.entity';
export interface CombatPlayerDto {
name: string;
maxHp: number;
currentHp: number;
}
export interface CombatMonsterDto {
key: string;
name: string;
level: number;
maxHp: number;
currentHp: number;
artworkPath: string;
}
export interface CombatEventDto {
round: number;
sequence: number;
type: string;
source: string;
target: string;
amount?: number;
}
export interface CombatDto {
id: string;
status: CombatStatus;
round: number;
player: CombatPlayerDto;
monster: CombatMonsterDto;
events: CombatEventDto[];
rewards: CombatRewardDto | null;
}
@Injectable()
export class CombatService {
constructor(
private readonly dataSource: DataSource,
private readonly travelService: TravelService,
private readonly combatEngine: CombatEngineService,
private readonly characterCombatStats: CharacterCombatStatsService,
private readonly combatRewards: CombatRewardService,
) {}
async startCombat(
characterId: string,
encounterId: string,
): Promise<CombatDto> {
const travel = await this.travelService.completeTravelIfDue(characterId);
if (travel.status === TravelStatus.TRAVELLING) {
throw characterTravelling();
}
return this.dataSource.transaction(async (manager) => {
const characters = manager.getRepository(Character);
const encounters = manager.getRepository(HuntEncounter);
const hunts = manager.getRepository(Hunt);
const monsters = manager.getRepository(MonsterDefinition);
const combats = manager.getRepository(Combat);
const character = await this.lockCharacter(characters, characterId);
const encounter = await encounters.findOne({
where: { id: encounterId },
lock: { mode: 'pessimistic_write' },
});
if (!encounter) {
throw huntEncounterNotFound();
}
if (encounter.status !== HuntEncounterStatus.AVAILABLE) {
throw huntEncounterAlreadyConsumed();
}
const hunt = await hunts.findOneBy({ id: encounter.huntId });
if (
!hunt ||
hunt.characterId !== characterId ||
hunt.status !== HuntStatus.ACTIVE
) {
throw invalidHuntEncounter();
}
const existingActiveCombat = await combats.findOne({
where: { characterId, status: CombatStatus.ACTIVE },
lock: { mode: 'pessimistic_write' },
});
if (existingActiveCombat) {
throw combatAlreadyActive();
}
const monster = await monsters.findOneBy({
id: encounter.monsterDefinitionId,
});
if (!monster) {
throw invalidHuntEncounter();
}
const playerStats = this.characterCombatStats.getStats(character);
const combat = combats.create({
characterId,
huntEncounterId: encounter.id,
monsterDefinitionId: monster.id,
status: CombatStatus.ACTIVE,
round: 1,
playerMaxHp: playerStats.maxHp,
playerCurrentHp: playerStats.maxHp,
monsterMaxHp: monster.maxHp,
monsterCurrentHp: monster.maxHp,
playerState: {
attack: playerStats.attack,
weaponDamage: playerStats.weaponDamage,
armor: playerStats.armor,
},
monsterState: { attack: monster.attack, armor: monster.armor },
completedAt: null,
});
await combats.save(combat);
encounter.status = HuntEncounterStatus.IN_PROGRESS;
await encounters.save(encounter);
return this.toCombatDto(combat, character.name, monster, [], null);
});
}
async getCombat(characterId: string, combatId: string): Promise<CombatDto> {
const combats = this.dataSource.getRepository(Combat);
const combat = await combats.findOne({
where: { id: combatId, characterId },
});
if (!combat) {
throw combatNotFound();
}
const [character, monster, events, rewards] = await Promise.all([
this.loadCharacter(combat.characterId),
this.loadMonster(combat.monsterDefinitionId),
this.loadEvents(combat.id),
this.combatRewards.loadRewards(combat.id),
]);
return this.toCombatDto(combat, character.name, monster, events, rewards);
}
async getActiveCombat(characterId: string): Promise<CombatDto | null> {
const combats = this.dataSource.getRepository(Combat);
const combat = await combats.findOne({
where: { characterId, status: CombatStatus.ACTIVE },
});
if (!combat) {
return null;
}
const [character, monster, events] = await Promise.all([
this.loadCharacter(combat.characterId),
this.loadMonster(combat.monsterDefinitionId),
this.loadEvents(combat.id),
]);
return this.toCombatDto(combat, character.name, monster, events, null);
}
async performAction(
characterId: string,
combatId: string,
action: CombatAction,
): Promise<CombatDto> {
return this.dataSource.transaction(async (manager) => {
const characters = manager.getRepository(Character);
const combats = manager.getRepository(Combat);
const combatEvents = manager.getRepository(CombatEvent);
// Lock the character before the combat row here, matching the order
// startCombat already uses (character, then combat). grantVictoryRewards
// locks the character again later in this same transaction, which is a
// no-op re-lock — but locking it first here keeps both code paths
// consistent and avoids a lock-order inversion that could deadlock two
// concurrent requests against the same character. Do not reorder this.
await this.lockCharacter(characters, characterId);
const combat = await combats.findOne({
where: { id: combatId, characterId },
lock: { mode: 'pessimistic_write' },
});
if (!combat) {
throw combatNotFound();
}
if (combat.status !== CombatStatus.ACTIVE) {
throw combatAlreadyFinished();
}
const actionRound = combat.round;
const engineState = this.toEngineState(combat);
const result = this.combatEngine.resolveAction(engineState, { action });
combat.round = result.state.round;
combat.status = result.state.status;
combat.playerCurrentHp = result.state.player.currentHp;
combat.monsterCurrentHp = result.state.monster.currentHp;
if (combat.status !== CombatStatus.ACTIVE) {
combat.completedAt = new Date();
await this.settleEncounter(
manager.getRepository(HuntEncounter),
combat.huntEncounterId,
combat.status,
);
}
await combats.save(combat);
const startingSequence = await combatEvents.count({
where: { combatId: combat.id },
});
for (let index = 0; index < result.events.length; index += 1) {
const event = result.events[index];
const entity = combatEvents.create({
combatId: combat.id,
round: actionRound,
sequence: startingSequence + index + 1,
type: event.type,
source: event.source,
target: event.target,
amount: event.amount ?? null,
});
await combatEvents.save(entity);
}
// The engine decided the outcome; rewards are resolved here, outside it
// (spec §30). Running inside this transaction means a reward failure
// rolls the whole round back rather than leaving a half-granted victory.
const rewards =
combat.status === CombatStatus.WON
? await this.combatRewards.grantVictoryRewards(manager, combat)
: null;
const [character, monster, events] = await Promise.all([
this.loadCharacter(
combat.characterId,
manager.getRepository(Character),
),
this.loadMonster(
combat.monsterDefinitionId,
manager.getRepository(MonsterDefinition),
),
this.loadEvents(combat.id, combatEvents),
]);
return this.toCombatDto(combat, character.name, monster, events, rewards);
});
}
/**
* Records the fight's outcome on the encounter that spawned it. A win
* retires the encounter; a loss hands it back so the player can try again.
*/
private async settleEncounter(
encounters: Repository<HuntEncounter>,
encounterId: string,
outcome: CombatStatus,
): Promise<void> {
const encounter = await encounters.findOneBy({ id: encounterId });
if (!encounter) {
// combats.hunt_encounter_id is a RESTRICT FK; guaranteed to exist.
throw combatStateInvalid();
}
encounter.status =
outcome === CombatStatus.WON
? HuntEncounterStatus.DEFEATED
: HuntEncounterStatus.AVAILABLE;
await encounters.save(encounter);
}
private async lockCharacter(
characters: Repository<Character>,
characterId: string,
): Promise<Character> {
const character = await characters.findOne({
where: { id: characterId },
lock: { mode: 'pessimistic_write' },
});
if (!character) {
throw characterNotFound();
}
return character;
}
private async loadCharacter(
characterId: string,
repo?: Repository<Character>,
): Promise<Character> {
const characters = repo ?? this.dataSource.getRepository(Character);
const character = await characters.findOneBy({ id: characterId });
if (!character) {
// combats.character_id is a RESTRICT FK; a persisted combat's
// character is guaranteed to exist.
throw combatStateInvalid();
}
return character;
}
private async loadMonster(
monsterId: string,
repo?: Repository<MonsterDefinition>,
): Promise<MonsterDefinition> {
const monsters = repo ?? this.dataSource.getRepository(MonsterDefinition);
const monster = await monsters.findOneBy({ id: monsterId });
if (!monster) {
// combats.monster_definition_id is a RESTRICT FK; guaranteed to exist.
throw combatStateInvalid();
}
return monster;
}
private loadEvents(
combatId: string,
repo?: Repository<CombatEvent>,
): Promise<CombatEvent[]> {
const combatEvents = repo ?? this.dataSource.getRepository(CombatEvent);
return combatEvents.find({
where: { combatId },
order: { sequence: 'ASC' },
});
}
private toEngineState(combat: Combat): CombatEngineState {
return {
status: combat.status,
round: combat.round,
player: {
currentHp: combat.playerCurrentHp,
maxHp: combat.playerMaxHp,
stats: combat.playerState,
},
monster: {
currentHp: combat.monsterCurrentHp,
maxHp: combat.monsterMaxHp,
stats: combat.monsterState,
},
};
}
private toCombatDto(
combat: Combat,
playerName: string,
monster: MonsterDefinition,
events: CombatEvent[],
rewards: CombatRewardDto | null,
): CombatDto {
return {
id: combat.id,
status: combat.status,
round: combat.round,
player: {
name: playerName,
maxHp: combat.playerMaxHp,
currentHp: combat.playerCurrentHp,
},
monster: {
key: monster.key,
name: monster.name,
level: monster.level,
maxHp: combat.monsterMaxHp,
currentHp: combat.monsterCurrentHp,
artworkPath: monster.artworkPath,
},
events: events.map((event) => ({
round: event.round,
sequence: event.sequence,
type: event.type,
source: event.source,
target: event.target,
amount: event.amount ?? undefined,
})),
rewards,
};
}
}

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export enum Combatant {
PLAYER = 'PLAYER',
MONSTER = 'MONSTER',
}

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import { IsEnum } from 'class-validator';
import { CombatAction } from '../combat-action.enum';
export class CombatActionDto {
@IsEnum(CombatAction)
action!: CombatAction;
}

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import {
Column,
CreateDateColumn,
Entity,
Index,
JoinColumn,
ManyToOne,
PrimaryGeneratedColumn,
} from 'typeorm';
import { Combatant } from '../combatant.enum';
import { CombatEventType } from '../combat-event-type.enum';
import { Combat } from './combat.entity';
@Entity({ name: 'combat_events' })
@Index('IDX_combat_events_combat_sequence', ['combatId', 'sequence'], { unique: true })
export class CombatEvent {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;
@Column({ name: 'combat_id', type: 'uuid' })
combatId!: string;
@Column({ name: 'round', type: 'integer' })
round!: number;
@Column({ name: 'sequence', type: 'integer' })
sequence!: number;
@Column({
name: 'type',
type: 'enum',
enum: CombatEventType,
enumName: 'combat_event_type_enum',
})
type!: CombatEventType;
@Column({
name: 'source',
type: 'enum',
enum: Combatant,
enumName: 'combatant_enum',
})
source!: Combatant;
@Column({
name: 'target',
type: 'enum',
enum: Combatant,
enumName: 'combatant_enum',
})
target!: Combatant;
@Column({ name: 'amount', type: 'integer', nullable: true })
amount!: number | null;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@ManyToOne(() => Combat, { onDelete: 'CASCADE' })
@JoinColumn({ name: 'combat_id' })
combat!: Combat;
}

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import {
Column,
CreateDateColumn,
Entity,
Index,
JoinColumn,
ManyToOne,
PrimaryGeneratedColumn,
UpdateDateColumn,
} from 'typeorm';
import { Character } from '../../characters/entities/character.entity';
import { HuntEncounter } from '../../hunting/entities/hunt-encounter.entity';
import { MonsterDefinition } from '../../monsters/entities/monster-definition.entity';
import { CombatStatus } from '../combat-status.enum';
export interface CombatCombatantState {
attack: number;
armor: number;
}
export interface CombatPlayerState extends CombatCombatantState {
weaponDamage: number;
}
@Entity({ name: 'combats' })
// Deliberately not unique: a lost fight frees the encounter to be retried,
// which creates a second combat row for the same encounter.
@Index('IDX_combats_hunt_encounter', ['huntEncounterId'])
export class Combat {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;
@Column({ name: 'character_id', type: 'uuid' })
characterId!: string;
@Column({ name: 'hunt_encounter_id', type: 'uuid' })
huntEncounterId!: string;
@Column({ name: 'monster_definition_id', type: 'uuid' })
monsterDefinitionId!: string;
@Column({
name: 'status',
type: 'enum',
enum: CombatStatus,
enumName: 'combat_status_enum',
})
status!: CombatStatus;
@Column({ name: 'round', type: 'integer' })
round!: number;
@Column({ name: 'player_max_hp', type: 'integer' })
playerMaxHp!: number;
@Column({ name: 'player_current_hp', type: 'integer' })
playerCurrentHp!: number;
@Column({ name: 'monster_max_hp', type: 'integer' })
monsterMaxHp!: number;
@Column({ name: 'monster_current_hp', type: 'integer' })
monsterCurrentHp!: number;
@Column({ name: 'player_state', type: 'jsonb' })
playerState!: CombatPlayerState;
@Column({ name: 'monster_state', type: 'jsonb' })
monsterState!: CombatCombatantState;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@UpdateDateColumn({ name: 'updated_at', type: 'timestamptz' })
updatedAt!: Date;
@Column({ name: 'completed_at', type: 'timestamptz', nullable: true })
completedAt!: Date | null;
@ManyToOne(() => Character, { onDelete: 'RESTRICT' })
@JoinColumn({ name: 'character_id' })
character!: Character;
@ManyToOne(() => HuntEncounter, { onDelete: 'RESTRICT' })
@JoinColumn({ name: 'hunt_encounter_id' })
huntEncounter!: HuntEncounter;
@ManyToOne(() => MonsterDefinition, { onDelete: 'RESTRICT' })
@JoinColumn({ name: 'monster_definition_id' })
monster!: MonsterDefinition;
}

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import { INestApplication } from '@nestjs/common';
import { Test } from '@nestjs/testing';
import request from 'supertest';
import { App } from 'supertest/types';
import { configureApplication } from '../app.config';
import { DEMO_CHARACTER_ID } from '../demo/demo-character.constants';
import { CombatService } from './combat.service';
import { HuntEncounterAttackController } from './hunt-encounter-attack.controller';
describe('HuntEncounterAttackController', () => {
let app: INestApplication<App>;
const startCombat = jest.fn();
beforeEach(async () => {
startCombat.mockReset();
const module = await Test.createTestingModule({
controllers: [HuntEncounterAttackController],
providers: [{ provide: CombatService, useValue: { startCombat } }],
}).compile();
app = module.createNestApplication<App>();
configureApplication(app);
await app.init();
});
afterEach(async () => {
await app.close();
});
it('delegates to combatService.startCombat with the demo character id and the encounter id', async () => {
const combat = { id: 'combat-1', status: 'ACTIVE', round: 1, player: {}, monster: {}, events: [], rewards: null };
startCombat.mockResolvedValue(combat);
const response = await request(app.getHttpServer())
.post('/api/hunt-encounters/encounter-1/attack')
.expect(201);
expect(startCombat).toHaveBeenCalledWith(DEMO_CHARACTER_ID, 'encounter-1');
expect(response.body).toEqual(combat);
});
});

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import { Controller, Param, Post } from '@nestjs/common';
import { DEMO_CHARACTER_ID } from '../demo/demo-character.constants';
import { CombatService } from './combat.service';
@Controller('hunt-encounters')
export class HuntEncounterAttackController {
constructor(private readonly combatService: CombatService) {}
@Post(':encounterId/attack')
attack(@Param('encounterId') encounterId: string) {
return this.combatService.startCombat(DEMO_CHARACTER_ID, encounterId);
}
}

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import { MigrationInterface, QueryRunner } from 'typeorm';
export class CreateCombatSystem1788100000000 implements MigrationInterface {
public async up(queryRunner: QueryRunner): Promise<void> {
await queryRunner.query(
'ALTER TABLE "hunt_encounters" ADD COLUMN "consumed_at" TIMESTAMP WITH TIME ZONE',
);
await queryRunner.query(
"CREATE TYPE \"combat_status_enum\" AS ENUM ('ACTIVE', 'WON', 'LOST')",
);
await queryRunner.query(
"CREATE TYPE \"combat_event_type_enum\" AS ENUM ('DAMAGE', 'COMBAT_WON', 'COMBAT_LOST')",
);
await queryRunner.query(
"CREATE TYPE \"combatant_enum\" AS ENUM ('PLAYER', 'MONSTER')",
);
await queryRunner.query(`CREATE TABLE "combats" (
"id" uuid NOT NULL DEFAULT gen_random_uuid(),
"character_id" uuid NOT NULL,
"hunt_encounter_id" uuid NOT NULL,
"monster_definition_id" uuid NOT NULL,
"status" "combat_status_enum" NOT NULL,
"round" integer NOT NULL,
"player_max_hp" integer NOT NULL,
"player_current_hp" integer NOT NULL,
"monster_max_hp" integer NOT NULL,
"monster_current_hp" integer NOT NULL,
"player_state" jsonb NOT NULL,
"monster_state" jsonb NOT NULL,
"created_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
"updated_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
"completed_at" TIMESTAMP WITH TIME ZONE,
CONSTRAINT "PK_combats" PRIMARY KEY ("id"),
CONSTRAINT "FK_combats_character" FOREIGN KEY ("character_id") REFERENCES "characters"("id") ON DELETE RESTRICT ON UPDATE NO ACTION,
CONSTRAINT "FK_combats_hunt_encounter" FOREIGN KEY ("hunt_encounter_id") REFERENCES "hunt_encounters"("id") ON DELETE RESTRICT ON UPDATE NO ACTION,
CONSTRAINT "FK_combats_monster_definition" FOREIGN KEY ("monster_definition_id") REFERENCES "monster_definitions"("id") ON DELETE RESTRICT ON UPDATE NO ACTION
)`);
await queryRunner.query(
'CREATE INDEX "IDX_combats_character" ON "combats" ("character_id")',
);
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_combats_hunt_encounter" ON "combats" ("hunt_encounter_id")',
);
await queryRunner.query(
'CREATE INDEX "IDX_combats_monster_definition" ON "combats" ("monster_definition_id")',
);
await queryRunner.query(`CREATE UNIQUE INDEX "IDX_active_combat_per_character"
ON "combats" ("character_id")
WHERE "status" = 'ACTIVE'`);
await queryRunner.query(`CREATE TABLE "combat_events" (
"id" uuid NOT NULL DEFAULT gen_random_uuid(),
"combat_id" uuid NOT NULL,
"round" integer NOT NULL,
"sequence" integer NOT NULL,
"type" "combat_event_type_enum" NOT NULL,
"source" "combatant_enum" NOT NULL,
"target" "combatant_enum" NOT NULL,
"amount" integer,
"created_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
CONSTRAINT "PK_combat_events" PRIMARY KEY ("id"),
CONSTRAINT "FK_combat_events_combat" FOREIGN KEY ("combat_id") REFERENCES "combats"("id") ON DELETE CASCADE ON UPDATE NO ACTION
)`);
await queryRunner.query(
'CREATE INDEX "IDX_combat_events_combat" ON "combat_events" ("combat_id")',
);
await queryRunner.query(`CREATE UNIQUE INDEX "IDX_combat_events_combat_sequence"
ON "combat_events" ("combat_id", "sequence")`);
}
public async down(queryRunner: QueryRunner): Promise<void> {
await queryRunner.query('DROP INDEX "IDX_combat_events_combat_sequence"');
await queryRunner.query('DROP INDEX "IDX_combat_events_combat"');
await queryRunner.query('DROP TABLE "combat_events"');
await queryRunner.query('DROP INDEX "IDX_active_combat_per_character"');
await queryRunner.query('DROP INDEX "IDX_combats_monster_definition"');
await queryRunner.query('DROP INDEX "IDX_combats_hunt_encounter"');
await queryRunner.query('DROP INDEX "IDX_combats_character"');
await queryRunner.query('DROP TABLE "combats"');
await queryRunner.query('DROP TYPE "combatant_enum"');
await queryRunner.query('DROP TYPE "combat_event_type_enum"');
await queryRunner.query('DROP TYPE "combat_status_enum"');
await queryRunner.query(
'ALTER TABLE "hunt_encounters" DROP COLUMN "consumed_at"',
);
}
}

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import { MigrationInterface, QueryRunner } from 'typeorm';
export class AddHuntEncounterStatus1788200000000 implements MigrationInterface {
public async up(queryRunner: QueryRunner): Promise<void> {
await queryRunner.query(
"CREATE TYPE \"hunt_encounter_status_enum\" AS ENUM ('AVAILABLE', 'IN_PROGRESS', 'DEFEATED')",
);
await queryRunner.query(`ALTER TABLE "hunt_encounters"
ADD COLUMN "status" "hunt_encounter_status_enum" NOT NULL DEFAULT 'AVAILABLE'`);
// consumed_at only recorded that a fight had started, so the outcome has
// to be read off the combat it spawned. The unique index this migration
// drops guarantees at most one such combat per encounter.
await queryRunner.query(`UPDATE "hunt_encounters" AS "encounter"
SET "status" = CASE "combat"."status"
WHEN 'WON' THEN 'DEFEATED'::"hunt_encounter_status_enum"
WHEN 'ACTIVE' THEN 'IN_PROGRESS'::"hunt_encounter_status_enum"
ELSE 'AVAILABLE'::"hunt_encounter_status_enum"
END
FROM "combats" AS "combat"
WHERE "combat"."hunt_encounter_id" = "encounter"."id"`);
await queryRunner.query(
'ALTER TABLE "hunt_encounters" DROP COLUMN "consumed_at"',
);
// A retried encounter gets a second combat row, so the index that kept
// them one-to-one has to go; one ACTIVE combat per character is still
// enforced by IDX_active_combat_per_character.
await queryRunner.query('DROP INDEX "IDX_combats_hunt_encounter"');
await queryRunner.query(
'CREATE INDEX "IDX_combats_hunt_encounter" ON "combats" ("hunt_encounter_id")',
);
}
public async down(queryRunner: QueryRunner): Promise<void> {
await queryRunner.query('DROP INDEX "IDX_combats_hunt_encounter"');
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_combats_hunt_encounter" ON "combats" ("hunt_encounter_id")',
);
await queryRunner.query(
'ALTER TABLE "hunt_encounters" ADD COLUMN "consumed_at" TIMESTAMP WITH TIME ZONE',
);
await queryRunner.query(`UPDATE "hunt_encounters"
SET "consumed_at" = now()
WHERE "status" <> 'AVAILABLE'`);
await queryRunner.query(
'ALTER TABLE "hunt_encounters" DROP COLUMN "status"',
);
await queryRunner.query('DROP TYPE "hunt_encounter_status_enum"');
}
}

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import { MigrationInterface, QueryRunner } from 'typeorm';
export class CreateLootAndRewards1788600000000 implements MigrationInterface {
public async up(queryRunner: QueryRunner): Promise<void> {
// Existing characters keep their progression; silver simply starts at 0.
await queryRunner.query(
'ALTER TABLE "characters" ADD COLUMN "silver" integer NOT NULL DEFAULT 0',
);
await queryRunner.query(
"CREATE TYPE \"item_type_enum\" AS ENUM ('WEAPON', 'ARMOR', 'MATERIAL', 'CONSUMABLE')",
);
await queryRunner.query(
"CREATE TYPE \"equipment_slot_enum\" AS ENUM ('WEAPON', 'HEAD', 'CHEST', 'HANDS', 'LEGS', 'FEET', 'AMULET')",
);
await queryRunner.query(
"CREATE TYPE \"item_rarity_enum\" AS ENUM ('COMMON', 'RARE', 'EPIC')",
);
await queryRunner.query(`CREATE TABLE "item_definitions" (
"id" uuid NOT NULL DEFAULT gen_random_uuid(),
"key" character varying(100) NOT NULL,
"name" character varying(150) NOT NULL,
"description" text NOT NULL,
"type" "item_type_enum" NOT NULL,
"equipment_slot" "equipment_slot_enum",
"rarity" "item_rarity_enum" NOT NULL,
"tier" integer NOT NULL,
"required_level" integer NOT NULL,
"weapon_damage" integer NOT NULL DEFAULT 0,
"bonus_hp" integer NOT NULL DEFAULT 0,
"bonus_attack" integer NOT NULL DEFAULT 0,
"bonus_armor" integer NOT NULL DEFAULT 0,
"sell_price" integer NOT NULL DEFAULT 0,
"icon_path" character varying(255) NOT NULL,
"created_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
"updated_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
CONSTRAINT "PK_item_definitions" PRIMARY KEY ("id")
)`);
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_item_definitions_key" ON "item_definitions" ("key")',
);
await queryRunner.query(`CREATE TABLE "loot_tables" (
"id" uuid NOT NULL DEFAULT gen_random_uuid(),
"key" character varying(100) NOT NULL,
"name" character varying(150) NOT NULL,
"created_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
"updated_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
CONSTRAINT "PK_loot_tables" PRIMARY KEY ("id")
)`);
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_loot_tables_key" ON "loot_tables" ("key")',
);
await queryRunner.query(`CREATE TABLE "loot_table_entries" (
"id" uuid NOT NULL DEFAULT gen_random_uuid(),
"loot_table_id" uuid NOT NULL,
"item_definition_id" uuid NOT NULL,
"position" integer NOT NULL,
"drop_chance" numeric(5,4) NOT NULL,
"min_quantity" integer NOT NULL DEFAULT 1,
"max_quantity" integer NOT NULL DEFAULT 1,
"enabled" boolean NOT NULL DEFAULT true,
"created_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
"updated_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
CONSTRAINT "PK_loot_table_entries" PRIMARY KEY ("id"),
CONSTRAINT "CHK_loot_table_entries_drop_chance" CHECK ("drop_chance" >= 0 AND "drop_chance" <= 1),
CONSTRAINT "CHK_loot_table_entries_quantity" CHECK ("min_quantity" >= 1 AND "max_quantity" >= "min_quantity"),
CONSTRAINT "FK_loot_table_entries_loot_table" FOREIGN KEY ("loot_table_id") REFERENCES "loot_tables"("id") ON DELETE CASCADE ON UPDATE NO ACTION,
CONSTRAINT "FK_loot_table_entries_item_definition" FOREIGN KEY ("item_definition_id") REFERENCES "item_definitions"("id") ON DELETE RESTRICT ON UPDATE NO ACTION
)`);
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_loot_table_entries_table_position" ON "loot_table_entries" ("loot_table_id", "position")',
);
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_loot_table_entries_table_item" ON "loot_table_entries" ("loot_table_id", "item_definition_id")',
);
await queryRunner.query(
'ALTER TABLE "monster_definitions" ADD COLUMN "loot_table_id" uuid',
);
await queryRunner.query(
'ALTER TABLE "monster_definitions" ADD CONSTRAINT "FK_monster_definitions_loot_table" FOREIGN KEY ("loot_table_id") REFERENCES "loot_tables"("id") ON DELETE RESTRICT ON UPDATE NO ACTION',
);
await queryRunner.query(
'CREATE INDEX "IDX_monster_definitions_loot_table" ON "monster_definitions" ("loot_table_id")',
);
await queryRunner.query(`CREATE TABLE "character_items" (
"id" uuid NOT NULL DEFAULT gen_random_uuid(),
"character_id" uuid NOT NULL,
"item_definition_id" uuid NOT NULL,
"quantity" integer NOT NULL,
"created_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
"updated_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
CONSTRAINT "PK_character_items" PRIMARY KEY ("id"),
CONSTRAINT "CHK_character_items_quantity" CHECK ("quantity" >= 1),
CONSTRAINT "FK_character_items_character" FOREIGN KEY ("character_id") REFERENCES "characters"("id") ON DELETE CASCADE ON UPDATE NO ACTION,
CONSTRAINT "FK_character_items_item_definition" FOREIGN KEY ("item_definition_id") REFERENCES "item_definitions"("id") ON DELETE RESTRICT ON UPDATE NO ACTION
)`);
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_character_items_character_item" ON "character_items" ("character_id", "item_definition_id")',
);
await queryRunner.query(`CREATE TABLE "combat_rewards" (
"id" uuid NOT NULL DEFAULT gen_random_uuid(),
"combat_id" uuid NOT NULL,
"character_id" uuid NOT NULL,
"experience_granted" integer NOT NULL,
"silver_granted" integer NOT NULL,
"created_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
CONSTRAINT "PK_combat_rewards" PRIMARY KEY ("id"),
CONSTRAINT "FK_combat_rewards_combat" FOREIGN KEY ("combat_id") REFERENCES "combats"("id") ON DELETE CASCADE ON UPDATE NO ACTION,
CONSTRAINT "FK_combat_rewards_character" FOREIGN KEY ("character_id") REFERENCES "characters"("id") ON DELETE RESTRICT ON UPDATE NO ACTION
)`);
// The database half of the "one reward per combat" invariant (spec §7).
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_combat_rewards_combat" ON "combat_rewards" ("combat_id")',
);
await queryRunner.query(
'CREATE INDEX "IDX_combat_rewards_character" ON "combat_rewards" ("character_id")',
);
await queryRunner.query(`CREATE TABLE "combat_reward_items" (
"id" uuid NOT NULL DEFAULT gen_random_uuid(),
"combat_reward_id" uuid NOT NULL,
"character_item_id" uuid NOT NULL,
"item_definition_id" uuid NOT NULL,
"quantity" integer NOT NULL,
"created_at" TIMESTAMP WITH TIME ZONE NOT NULL DEFAULT now(),
CONSTRAINT "PK_combat_reward_items" PRIMARY KEY ("id"),
CONSTRAINT "CHK_combat_reward_items_quantity" CHECK ("quantity" >= 1),
CONSTRAINT "FK_combat_reward_items_reward" FOREIGN KEY ("combat_reward_id") REFERENCES "combat_rewards"("id") ON DELETE CASCADE ON UPDATE NO ACTION,
CONSTRAINT "FK_combat_reward_items_character_item" FOREIGN KEY ("character_item_id") REFERENCES "character_items"("id") ON DELETE RESTRICT ON UPDATE NO ACTION,
CONSTRAINT "FK_combat_reward_items_item_definition" FOREIGN KEY ("item_definition_id") REFERENCES "item_definitions"("id") ON DELETE RESTRICT ON UPDATE NO ACTION
)`);
await queryRunner.query(
'CREATE INDEX "IDX_combat_reward_items_reward" ON "combat_reward_items" ("combat_reward_id")',
);
await queryRunner.query(
'CREATE UNIQUE INDEX "IDX_combat_reward_items_reward_item" ON "combat_reward_items" ("combat_reward_id", "item_definition_id")',
);
}
public async down(queryRunner: QueryRunner): Promise<void> {
await queryRunner.query('DROP INDEX "IDX_combat_reward_items_reward_item"');
await queryRunner.query('DROP INDEX "IDX_combat_reward_items_reward"');
await queryRunner.query('DROP TABLE "combat_reward_items"');
await queryRunner.query('DROP INDEX "IDX_combat_rewards_character"');
await queryRunner.query('DROP INDEX "IDX_combat_rewards_combat"');
await queryRunner.query('DROP TABLE "combat_rewards"');
await queryRunner.query('DROP INDEX "IDX_character_items_character_item"');
await queryRunner.query('DROP TABLE "character_items"');
await queryRunner.query('DROP INDEX "IDX_monster_definitions_loot_table"');
await queryRunner.query(
'ALTER TABLE "monster_definitions" DROP CONSTRAINT "FK_monster_definitions_loot_table"',
);
await queryRunner.query(
'ALTER TABLE "monster_definitions" DROP COLUMN "loot_table_id"',
);
await queryRunner.query('DROP INDEX "IDX_loot_table_entries_table_item"');
await queryRunner.query('DROP INDEX "IDX_loot_table_entries_table_position"');
await queryRunner.query('DROP TABLE "loot_table_entries"');
await queryRunner.query('DROP INDEX "IDX_loot_tables_key"');
await queryRunner.query('DROP TABLE "loot_tables"');
await queryRunner.query('DROP INDEX "IDX_item_definitions_key"');
await queryRunner.query('DROP TABLE "item_definitions"');
await queryRunner.query('DROP TYPE "item_rarity_enum"');
await queryRunner.query('DROP TYPE "equipment_slot_enum"');
await queryRunner.query('DROP TYPE "item_type_enum"');
await queryRunner.query('ALTER TABLE "characters" DROP COLUMN "silver"');
}
}

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import 'reflect-metadata';
import { getMetadataArgsStorage } from 'typeorm';
import { Combat } from '../../combat/entities/combat.entity';
import { CombatEvent } from '../../combat/entities/combat-event.entity';
describe('combat system schema', () => {
it('maps Combat and CombatEvent relations with the documented onDelete behavior', () => {
const metadata = getMetadataArgsStorage();
const relations = metadata.relations.filter(
(relation) => relation.target === Combat || relation.target === CombatEvent,
);
expect(
relations.map((relation) => ({
onDelete: relation.options.onDelete,
propertyName: relation.propertyName,
target: relation.target,
})),
).toEqual(
expect.arrayContaining([
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'character', target: Combat }),
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'huntEncounter', target: Combat }),
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'monster', target: Combat }),
expect.objectContaining({ onDelete: 'CASCADE', propertyName: 'combat', target: CombatEvent }),
]),
);
});
it('enforces ordered, unique event sequencing per combat', () => {
const metadata = getMetadataArgsStorage();
const index = metadata.indices.find(
(candidate) =>
candidate.target === CombatEvent &&
candidate.columns?.includes('combatId') &&
candidate.columns?.includes('sequence'),
);
expect(index).toBeDefined();
const indexMetadata = index as typeof index & { options?: { unique?: boolean }; unique?: boolean };
expect(indexMetadata?.options?.unique ?? indexMetadata?.unique).toBe(true);
});
});

View File

@@ -0,0 +1,49 @@
import 'reflect-metadata';
import { getMetadataArgsStorage } from 'typeorm';
import { Combat } from '../../combat/entities/combat.entity';
import { HuntEncounter } from '../../hunting/entities/hunt-encounter.entity';
import { HuntEncounterStatus } from '../../hunting/hunt-encounter-status.enum';
describe('encounter status schema', () => {
it('stores the encounter status as a non-nullable enum on hunt_encounters', () => {
const metadata = getMetadataArgsStorage();
const column = metadata.columns.find(
(candidate) =>
candidate.target === HuntEncounter &&
candidate.propertyName === 'status',
);
expect(column).toBeDefined();
expect(column?.options.type).toBe('enum');
expect(column?.options.enum).toBe(HuntEncounterStatus);
expect(column?.options.enumName).toBe('hunt_encounter_status_enum');
expect(column?.options.nullable).toBeFalsy();
});
it('drops consumedAt, whose gate the encounter status replaces', () => {
const metadata = getMetadataArgsStorage();
const column = metadata.columns.find(
(candidate) =>
candidate.target === HuntEncounter &&
candidate.propertyName === 'consumedAt',
);
expect(column).toBeUndefined();
});
it('allows repeated combats per encounter so a lost fight can be retried', () => {
const metadata = getMetadataArgsStorage();
const index = metadata.indices.find(
(candidate) =>
candidate.target === Combat &&
candidate.columns?.includes('huntEncounterId'),
);
expect(index).toBeDefined();
const indexMetadata = index as typeof index & {
options?: { unique?: boolean };
unique?: boolean;
};
expect(indexMetadata?.options?.unique ?? indexMetadata?.unique).toBeFalsy();
});
});

View File

@@ -0,0 +1,147 @@
import 'reflect-metadata';
import { getMetadataArgsStorage, QueryRunner } from 'typeorm';
import { CreateLootAndRewards1788600000000 } from './1788600000000-CreateLootAndRewards';
import { Character } from '../../characters/entities/character.entity';
import { CharacterItem } from '../../items/entities/character-item.entity';
import { ItemDefinition } from '../../items/entities/item-definition.entity';
import { LootTable } from '../../loot/entities/loot-table.entity';
import { LootTableEntry } from '../../loot/entities/loot-table-entry.entity';
import { MonsterDefinition } from '../../monsters/entities/monster-definition.entity';
import { CombatReward } from '../../rewards/entities/combat-reward.entity';
import { CombatRewardItem } from '../../rewards/entities/combat-reward-item.entity';
function uniqueIndexFor(target: unknown, columns: string[]) {
const index = getMetadataArgsStorage().indices.find(
(candidate) =>
candidate.target === target &&
columns.every((column) => candidate.columns?.includes(column)),
);
const indexMetadata = index as typeof index & {
options?: { unique?: boolean };
unique?: boolean;
};
return indexMetadata?.options?.unique ?? indexMetadata?.unique;
}
describe('loot and rewards schema', () => {
it('gives every combat at most one reward record', () => {
expect(uniqueIndexFor(CombatReward, ['combatId'])).toBe(true);
});
it('keeps one stack per character per item definition', () => {
expect(uniqueIndexFor(CharacterItem, ['characterId', 'itemDefinitionId'])).toBe(true);
});
it('keeps loot-table content keys and entry positions unique', () => {
expect(uniqueIndexFor(ItemDefinition, ['key'])).toBe(true);
expect(uniqueIndexFor(LootTable, ['key'])).toBe(true);
expect(uniqueIndexFor(LootTableEntry, ['lootTableId', 'position'])).toBe(true);
expect(uniqueIndexFor(LootTableEntry, ['lootTableId', 'itemDefinitionId'])).toBe(true);
});
it('maps reward and loot relations with the documented onDelete behavior', () => {
const relations = getMetadataArgsStorage().relations.filter((relation) =>
[CombatReward, CombatRewardItem, CharacterItem, LootTableEntry, MonsterDefinition].includes(
relation.target as never,
),
);
expect(
relations.map((relation) => ({
onDelete: relation.options.onDelete,
propertyName: relation.propertyName,
target: relation.target,
})),
).toEqual(
expect.arrayContaining([
expect.objectContaining({ onDelete: 'CASCADE', propertyName: 'combat', target: CombatReward }),
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'character', target: CombatReward }),
expect.objectContaining({ onDelete: 'CASCADE', propertyName: 'combatReward', target: CombatRewardItem }),
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'characterItem', target: CombatRewardItem }),
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'itemDefinition', target: CombatRewardItem }),
expect.objectContaining({ onDelete: 'CASCADE', propertyName: 'character', target: CharacterItem }),
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'itemDefinition', target: CharacterItem }),
expect.objectContaining({ onDelete: 'CASCADE', propertyName: 'lootTable', target: LootTableEntry }),
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'itemDefinition', target: LootTableEntry }),
expect.objectContaining({ onDelete: 'RESTRICT', propertyName: 'lootTable', target: MonsterDefinition }),
]),
);
});
it('adds the character silver column and the nullable monster loot table link', () => {
const columns = getMetadataArgsStorage().columns;
const silver = columns.find(
(candidate) => candidate.target === Character && candidate.propertyName === 'silver',
);
expect(silver).toBeDefined();
expect(silver?.options.type).toBe('integer');
const lootTableId = columns.find(
(candidate) =>
candidate.target === MonsterDefinition && candidate.propertyName === 'lootTableId',
);
expect(lootTableId).toBeDefined();
expect(lootTableId?.options.nullable).toBe(true);
});
it('stores drop chance as a numeric column so probabilities stay data-driven', () => {
const dropChance = getMetadataArgsStorage().columns.find(
(candidate) =>
candidate.target === LootTableEntry && candidate.propertyName === 'dropChance',
);
expect(dropChance?.options.type).toBe('numeric');
expect(dropChance?.options.precision).toBe(5);
expect(dropChance?.options.scale).toBe(4);
});
it('emits the real SQL that enforces the schema invariants, not just entity decorators', async () => {
// synchronize: false means entity decorators never touch the real database -
// only the raw SQL emitted by the migration itself does. Assert on that SQL
// directly so deleting a constraint here would fail this test.
const query = jest.fn().mockResolvedValue(undefined);
const queryRunner = { query } as unknown as QueryRunner;
const migration = new CreateLootAndRewards1788600000000();
await migration.up(queryRunner);
const upQueries = query.mock.calls.map(([sql]) => sql as string);
expect(upQueries).toEqual(
expect.arrayContaining([
// The database half of the "one reward per combat" invariant (spec §7, §37).
expect.stringContaining('CREATE UNIQUE INDEX "IDX_combat_rewards_combat"'),
expect.stringContaining('CREATE UNIQUE INDEX "IDX_character_items_character_item"'),
expect.stringContaining('CREATE UNIQUE INDEX "IDX_combat_reward_items_reward_item"'),
expect.stringContaining('ALTER TABLE "characters" ADD COLUMN "silver"'),
expect.stringContaining('ALTER TABLE "monster_definitions" ADD COLUMN "loot_table_id"'),
]),
);
const checkConstraints = upQueries.filter((sql) => sql.includes('CHECK ('));
expect(checkConstraints.length).toBeGreaterThan(0);
expect(
checkConstraints.some(
(sql) =>
sql.includes('CHK_loot_table_entries_drop_chance') ||
sql.includes('CHK_character_items_quantity'),
),
).toBe(true);
await migration.down(queryRunner);
const downQueries = query.mock.calls
.slice(upQueries.length)
.map(([sql]) => sql as string);
// Proves down() is real and reverses the up() migration, not a no-op.
expect(downQueries).toEqual(
expect.arrayContaining([
expect.stringContaining('DROP TABLE "combat_rewards"'),
expect.stringContaining('DROP TABLE "character_items"'),
'ALTER TABLE "characters" DROP COLUMN "silver"',
]),
);
});
});

View File

@@ -0,0 +1,216 @@
import { EquipmentSlot } from '../../items/equipment-slot.enum';
import { ItemRarity } from '../../items/item-rarity.enum';
import { ItemType } from '../../items/item-type.enum';
import {
ASH_RAT_LOOT_TABLE_ID,
ITEM_IDS,
ItemKey,
ROAD_BANDIT_LOOT_TABLE_ID,
} from './item.constants';
export interface SeedItemDefinition {
id: string;
key: ItemKey;
name: string;
description: string;
type: ItemType;
equipmentSlot: EquipmentSlot | null;
rarity: ItemRarity;
tier: number;
requiredLevel: number;
weaponDamage: number;
bonusHp: number;
bonusAttack: number;
bonusArmor: number;
sellPrice: number;
iconPath: string;
}
function item(
key: ItemKey,
name: string,
description: string,
type: ItemType,
equipmentSlot: EquipmentSlot | null,
rarity: ItemRarity,
stats: Partial<Pick<SeedItemDefinition, 'weaponDamage' | 'bonusHp' | 'bonusAttack' | 'bonusArmor'>> = {},
): SeedItemDefinition {
return {
id: ITEM_IDS[key],
key,
name,
description,
type,
equipmentSlot,
rarity,
tier: 1,
requiredLevel: 1,
weaponDamage: stats.weaponDamage ?? 0,
bonusHp: stats.bonusHp ?? 0,
bonusAttack: stats.bonusAttack ?? 0,
bonusArmor: stats.bonusArmor ?? 0,
// Always 0: no merchants exist in Slice 0.4, and the balancing doc's
// Grenzmarken table lists purchase prices, not sell prices.
sellPrice: 0,
iconPath: `/images/items/${key}.png`,
};
}
// Stats from docs/Ashen_Realms_Balancing_Items_Loot_Design_V1.md §19.
export const ITEM_DEFINITIONS: SeedItemDefinition[] = [
item(
'worn-short-sword',
'Abgenutztes Kurzschwert',
'Die Klinge eines Rekruten, öfter geschliffen als geführt.',
ItemType.WEAPON,
EquipmentSlot.WEAPON,
ItemRarity.COMMON,
{ weaponDamage: 8 },
),
item(
'bandit-blade',
'Räuberklinge',
'Eine grob gezahnte Klinge, geschmiedet für schnelle Überfälle.',
ItemType.WEAPON,
EquipmentSlot.WEAPON,
ItemRarity.COMMON,
{ weaponDamage: 11, bonusAttack: 1 },
),
item(
'ash-blade',
'Aschenklinge',
'In der Glut der Aschenfelder gehärtet; die Schneide glimmt noch.',
ItemType.WEAPON,
EquipmentSlot.WEAPON,
ItemRarity.RARE,
{ weaponDamage: 15, bonusAttack: 2 },
),
item(
'bandit-hood',
'Räuberhaube',
'Vernarbtes Leder, das Gesicht und Absicht des Trägers verbirgt.',
ItemType.ARMOR,
EquipmentSlot.HEAD,
ItemRarity.COMMON,
{ bonusArmor: 3, bonusHp: 5 },
),
item(
'reinforced-leather-jacket',
'Verstärkte Lederjacke',
'Mit Eisenplatten benähtes Leder, schwer und verlässlich.',
ItemType.ARMOR,
EquipmentSlot.CHEST,
ItemRarity.RARE,
{ bonusArmor: 7, bonusHp: 10 },
),
item(
'raider-gloves',
'Plündererhandschuhe',
'Beschlagene Handschuhe, abgegriffen von fremdem Gut.',
ItemType.ARMOR,
EquipmentSlot.HANDS,
ItemRarity.COMMON,
{ bonusArmor: 3, bonusAttack: 1 },
),
item(
'guardsman-legs',
'Wachmannsbeinkleid',
'Beinzeug der Grenzwacht, an den Knien geflickt.',
ItemType.ARMOR,
EquipmentSlot.LEGS,
ItemRarity.RARE,
{ bonusArmor: 5, bonusHp: 5 },
),
item(
'ash-boots',
'Aschenstiefel',
'Stiefel, die durch glimmende Felder getragen wurden und blieben.',
ItemType.ARMOR,
EquipmentSlot.FEET,
ItemRarity.RARE,
{ bonusArmor: 4, bonusHp: 5 },
),
item(
'borderwatch-sigil',
'Zeichen der Grenzwacht',
'Das Wappen eines Turms, den es nicht mehr gibt.',
ItemType.ARMOR,
EquipmentSlot.AMULET,
ItemRarity.RARE,
{ bonusAttack: 3, bonusHp: 10 },
),
item(
'burned-captain-pendant',
'Anhänger des verbrannten Hauptmanns',
'Ein Schädel aus Schlacke, in dem die Glut nie erlosch.',
ItemType.ARMOR,
EquipmentSlot.AMULET,
ItemRarity.EPIC,
{ bonusAttack: 3, bonusHp: 15, bonusArmor: 2 },
),
// Seeded as content only. Slice 0.4 implements no consumable use, and the
// Straßenräuber loot entry for it is deliberately deferred (spec §16).
item(
'small-healing-potion',
'Kleiner Heiltrank',
'Ein bitterer Sud, der Wunden für einen Atemzug vergessen lässt.',
ItemType.CONSUMABLE,
null,
ItemRarity.COMMON,
),
item(
'ash-pelt',
'Aschenfell',
'Versengtes Fell, zäh wie Leder und grau von Ascheflug.',
ItemType.MATERIAL,
null,
ItemRarity.COMMON,
),
];
export const LOOT_TABLES = [
{ id: ASH_RAT_LOOT_TABLE_ID, key: 'ash-rat-loot', name: 'Aschenratte Beute' },
{ id: ROAD_BANDIT_LOOT_TABLE_ID, key: 'road-bandit-loot', name: 'Straßenräuber Beute' },
];
export interface SeedLootTableEntry {
lootTableId: string;
itemDefinitionId: string;
position: number;
dropChance: string;
minQuantity: number;
maxQuantity: number;
enabled: boolean;
}
function entry(
lootTableId: string,
key: ItemKey,
position: number,
dropChance: string,
): SeedLootTableEntry {
return {
lootTableId,
itemDefinitionId: ITEM_IDS[key],
position,
dropChance,
minQuantity: 1,
maxQuantity: 1,
enabled: true,
};
}
/**
* Drop chances from docs/Ashen_Realms_Balancing_Items_Loot_Design_V1.md §2728.
* Every entry is an independent roll (spec §17), rolled in `position` order.
*
* DEFERRED: the Straßenräuber table also lists 10 % Kleiner Heiltrank. It is
* omitted here because Slice 0.4 implements no consumables (spec §16).
*/
export const LOOT_TABLE_ENTRIES: SeedLootTableEntry[] = [
entry(ASH_RAT_LOOT_TABLE_ID, 'ash-pelt', 1, '0.6000'),
entry(ASH_RAT_LOOT_TABLE_ID, 'worn-short-sword', 2, '0.0800'),
entry(ROAD_BANDIT_LOOT_TABLE_ID, 'bandit-blade', 1, '0.1800'),
entry(ROAD_BANDIT_LOOT_TABLE_ID, 'bandit-hood', 2, '0.1200'),
entry(ROAD_BANDIT_LOOT_TABLE_ID, 'raider-gloves', 3, '0.0800'),
];

View File

@@ -0,0 +1,20 @@
// Stable content ids, in art-sheet order. Aschenfell (no sheet entry) is last.
export const ITEM_IDS = {
'worn-short-sword': '50000000-0000-4000-8000-000000000001',
'bandit-blade': '50000000-0000-4000-8000-000000000002',
'ash-blade': '50000000-0000-4000-8000-000000000003',
'bandit-hood': '50000000-0000-4000-8000-000000000004',
'reinforced-leather-jacket': '50000000-0000-4000-8000-000000000005',
'raider-gloves': '50000000-0000-4000-8000-000000000006',
'guardsman-legs': '50000000-0000-4000-8000-000000000007',
'ash-boots': '50000000-0000-4000-8000-000000000008',
'borderwatch-sigil': '50000000-0000-4000-8000-000000000009',
'burned-captain-pendant': '50000000-0000-4000-8000-00000000000a',
'small-healing-potion': '50000000-0000-4000-8000-00000000000b',
'ash-pelt': '50000000-0000-4000-8000-00000000000c',
} as const;
export type ItemKey = keyof typeof ITEM_IDS;
export const ASH_RAT_LOOT_TABLE_ID = '60000000-0000-4000-8000-000000000001';
export const ROAD_BANDIT_LOOT_TABLE_ID = '60000000-0000-4000-8000-000000000002';

View File

@@ -1,9 +1,13 @@
import { DataSource } from 'typeorm';
import { Character } from '../../characters/entities/character.entity';
import { ItemDefinition } from '../../items/entities/item-definition.entity';
import { LootTableEntry } from '../../loot/entities/loot-table-entry.entity';
import { LootTable } from '../../loot/entities/loot-table.entity';
import { LocationMonster } from '../../monsters/entities/location-monster.entity';
import { MonsterDefinition } from '../../monsters/entities/monster-definition.entity';
import { LocationConnection } from '../../world/entities/location-connection.entity';
import { LocationDefinition } from '../../world/entities/location-definition.entity';
import { ASH_RAT_LOOT_TABLE_ID, ITEM_IDS, ROAD_BANDIT_LOOT_TABLE_ID } from './item.constants';
import { seedVisibleVerticalSlice } from './vertical-slice.seed';
type Row = Record<string, unknown>;
@@ -67,24 +71,20 @@ function createDataSource(
characterRepository: InMemoryRepository,
monsterRepository: InMemoryRepository,
locationMonsterRepository: InMemoryRepository,
itemRepository: InMemoryRepository = new InMemoryRepository(),
lootTableRepository: InMemoryRepository = new InMemoryRepository(),
lootEntryRepository: InMemoryRepository = new InMemoryRepository(),
): DataSource {
return {
getRepository: jest.fn((entity: unknown) => {
if (entity === LocationDefinition) {
return locationRepository;
}
if (entity === LocationConnection) {
return connectionRepository;
}
if (entity === Character) {
return characterRepository;
}
if (entity === MonsterDefinition) {
return monsterRepository;
}
if (entity === LocationMonster) {
return locationMonsterRepository;
}
if (entity === LocationDefinition) return locationRepository;
if (entity === LocationConnection) return connectionRepository;
if (entity === Character) return characterRepository;
if (entity === MonsterDefinition) return monsterRepository;
if (entity === LocationMonster) return locationMonsterRepository;
if (entity === ItemDefinition) return itemRepository;
if (entity === LootTable) return lootTableRepository;
if (entity === LootTableEntry) return lootEntryRepository;
throw new Error('Unexpected repository');
}),
@@ -256,4 +256,84 @@ describe('seedVisibleVerticalSlice', () => {
}),
]);
});
it('seeds the tier-1 items and both loot tables idempotently and wires them to the monsters', async () => {
const locationRepository = new InMemoryRepository();
const connectionRepository = new InMemoryRepository();
const characterRepository = new InMemoryRepository();
const monsterRepository = new InMemoryRepository();
const locationMonsterRepository = new InMemoryRepository();
const itemRepository = new InMemoryRepository();
const lootTableRepository = new InMemoryRepository();
const lootEntryRepository = new InMemoryRepository();
const dataSource = createDataSource(
locationRepository,
connectionRepository,
characterRepository,
monsterRepository,
locationMonsterRepository,
itemRepository,
lootTableRepository,
lootEntryRepository,
);
await seedVisibleVerticalSlice(dataSource);
await seedVisibleVerticalSlice(dataSource);
expect(itemRepository.rows).toHaveLength(12);
expect(itemRepository.rows).toEqual(
expect.arrayContaining([
expect.objectContaining({
key: 'bandit-blade',
name: 'Räuberklinge',
type: 'WEAPON',
equipmentSlot: 'WEAPON',
rarity: 'COMMON',
weaponDamage: 11,
bonusAttack: 1,
sellPrice: 0,
iconPath: '/images/items/bandit-blade.png',
}),
expect.objectContaining({
key: 'ash-pelt',
name: 'Aschenfell',
type: 'MATERIAL',
equipmentSlot: null,
}),
]),
);
expect(lootTableRepository.rows).toHaveLength(2);
expect(lootEntryRepository.rows).toHaveLength(5);
expect(lootEntryRepository.rows).toEqual(
expect.arrayContaining([
expect.objectContaining({
lootTableId: ASH_RAT_LOOT_TABLE_ID,
itemDefinitionId: ITEM_IDS['ash-pelt'],
position: 1,
dropChance: '0.6000',
}),
expect.objectContaining({
lootTableId: ROAD_BANDIT_LOOT_TABLE_ID,
itemDefinitionId: ITEM_IDS['bandit-blade'],
position: 1,
dropChance: '0.1800',
}),
]),
);
// The Kleiner Heiltrank entry is deliberately deferred (spec §16).
expect(
lootEntryRepository.rows.some(
(row) => row.itemDefinitionId === ITEM_IDS['small-healing-potion'],
),
).toBe(false);
expect(monsterRepository.rows).toEqual(
expect.arrayContaining([
expect.objectContaining({ key: 'ash-rat', lootTableId: ASH_RAT_LOOT_TABLE_ID }),
expect.objectContaining({ key: 'road-bandit', lootTableId: ROAD_BANDIT_LOOT_TABLE_ID }),
]),
);
});
});

View File

@@ -1,11 +1,19 @@
import { DataSource } from 'typeorm';
import { DEMO_CHARACTER_ID } from '../../demo/demo-character.constants';
import { Character } from '../../characters/entities/character.entity';
import { ItemDefinition } from '../../items/entities/item-definition.entity';
import { LootTableEntry } from '../../loot/entities/loot-table-entry.entity';
import { LootTable } from '../../loot/entities/loot-table.entity';
import { EncounterType } from '../../monsters/entities/encounter-type.enum';
import { LocationMonster } from '../../monsters/entities/location-monster.entity';
import { MonsterDefinition } from '../../monsters/entities/monster-definition.entity';
import { LocationConnection } from '../../world/entities/location-connection.entity';
import { LocationDefinition } from '../../world/entities/location-definition.entity';
import {
ASH_RAT_LOOT_TABLE_ID,
ROAD_BANDIT_LOOT_TABLE_ID,
} from './item.constants';
import { ITEM_DEFINITIONS, LOOT_TABLES, LOOT_TABLE_ENTRIES } from './item-content';
import {
ASH_RAT_MONSTER_ID,
BURNED_ROAD_ID,
@@ -21,6 +29,9 @@ export async function seedVisibleVerticalSlice(
const characterRepository = dataSource.getRepository(Character);
const monsterRepository = dataSource.getRepository(MonsterDefinition);
const locationMonsterRepository = dataSource.getRepository(LocationMonster);
const itemRepository = dataSource.getRepository(ItemDefinition);
const lootTableRepository = dataSource.getRepository(LootTable);
const lootEntryRepository = dataSource.getRepository(LootTableEntry);
const locations = [
{
@@ -95,6 +106,15 @@ export async function seedVisibleVerticalSlice(
['fromLocationId', 'toLocationId'],
);
// Content is upserted by its stable key so re-running never duplicates rows
// and never touches player-owned character_items or combat_rewards.
await itemRepository.upsert(ITEM_DEFINITIONS, ['key']);
await lootTableRepository.upsert(LOOT_TABLES, ['key']);
await lootEntryRepository.upsert(LOOT_TABLE_ENTRIES, [
'lootTableId',
'itemDefinitionId',
]);
const monsters = [
{
id: ASH_RAT_MONSTER_ID,
@@ -108,6 +128,7 @@ export async function seedVisibleVerticalSlice(
silverMin: 4,
silverMax: 7,
artworkPath: '/images/monsters/ash-rat.png',
lootTableId: ASH_RAT_LOOT_TABLE_ID,
},
{
id: ROAD_BANDIT_MONSTER_ID,
@@ -121,6 +142,7 @@ export async function seedVisibleVerticalSlice(
silverMin: 9,
silverMax: 15,
artworkPath: '/images/monsters/road-bandit.png',
lootTableId: ROAD_BANDIT_LOOT_TABLE_ID,
},
];
let ashRatId = ASH_RAT_MONSTER_ID;
@@ -176,6 +198,7 @@ export async function seedVisibleVerticalSlice(
name: 'Aric Duskwalker',
level: 1,
experience: 0,
silver: 0,
baseHp: 100,
baseAttack: 6,
currentHp: 100,

View File

@@ -7,6 +7,7 @@ import {
PrimaryGeneratedColumn,
} from 'typeorm';
import { MonsterDefinition } from '../../monsters/entities/monster-definition.entity';
import { HuntEncounterStatus } from '../hunt-encounter-status.enum';
import { Hunt } from './hunt.entity';
@Entity({ name: 'hunt_encounters' })
@@ -23,6 +24,17 @@ export class HuntEncounter {
@Column({ name: 'position', type: 'integer' })
position!: number;
// Owned by the combat module, which advances it as fights start and end.
// DEFEATED and IN_PROGRESS both bar a new fight; a lost fight resets the
// encounter to AVAILABLE so the player can try again.
@Column({
name: 'status',
type: 'enum',
enum: HuntEncounterStatus,
enumName: 'hunt_encounter_status_enum',
})
status!: HuntEncounterStatus;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;

View File

@@ -0,0 +1,5 @@
export enum HuntEncounterStatus {
AVAILABLE = 'AVAILABLE',
IN_PROGRESS = 'IN_PROGRESS',
DEFEATED = 'DEFEATED',
}

View File

@@ -10,15 +10,17 @@ import { HuntingService } from './hunting.service';
describe('HuntingController', () => {
let app: INestApplication<App>;
const startHunt = jest.fn();
const getActiveHunt = jest.fn();
beforeEach(async () => {
startHunt.mockReset();
getActiveHunt.mockReset();
const module = await Test.createTestingModule({
controllers: [HuntingController],
providers: [
{
provide: HuntingService,
useValue: { startHunt },
useValue: { startHunt, getActiveHunt },
},
],
}).compile();
@@ -47,4 +49,42 @@ describe('HuntingController', () => {
expect(startHunt).toHaveBeenCalledWith(DEMO_CHARACTER_ID);
expect(response.body).toEqual(huntResult);
});
it('serves the resumable hunt with its encounter statuses', async () => {
const huntResult = {
id: 'hunt-1',
location: { id: 'loc-1', key: 'burned-road', name: 'Verbrannte Strasse' },
encounters: [
{
id: 'encounter-1',
monster: {
key: 'ash-rat',
name: 'Aschenratte',
level: 1,
artworkPath: '/images/monsters/ash-rat.png',
},
dangerRating: 'WEAK',
status: 'DEFEATED',
},
],
};
getActiveHunt.mockResolvedValue(huntResult);
const response = await request(app.getHttpServer())
.get('/api/hunts/active')
.expect(200);
expect(getActiveHunt).toHaveBeenCalledWith(DEMO_CHARACTER_ID);
expect(response.body).toEqual(huntResult);
});
it('serves an empty body when there is no resumable hunt', async () => {
getActiveHunt.mockResolvedValue(null);
const response = await request(app.getHttpServer())
.get('/api/hunts/active')
.expect(200);
expect(response.body).toEqual({});
});
});

View File

@@ -1,4 +1,4 @@
import { Controller, Post } from '@nestjs/common';
import { Controller, Get, Post } from '@nestjs/common';
import { DEMO_CHARACTER_ID } from '../demo/demo-character.constants';
import { HuntResultDto, HuntingService } from './hunting.service';
@@ -10,4 +10,9 @@ export class HuntingController {
startHunt(): Promise<HuntResultDto> {
return this.huntingService.startHunt(DEMO_CHARACTER_ID);
}
@Get('active')
getActiveHunt(): Promise<HuntResultDto | null> {
return this.huntingService.getActiveHunt(DEMO_CHARACTER_ID);
}
}

View File

@@ -8,7 +8,7 @@ import { Hunt } from './entities/hunt.entity';
import { HuntEncounter } from './entities/hunt-encounter.entity';
import { HuntingController } from './hunting.controller';
import { HuntingService } from './hunting.service';
import { RANDOM_SOURCE, systemRandomSource } from './random-source';
import { RANDOM_SOURCE, systemRandomSource } from '../shared/random-source';
@Module({
imports: [

View File

@@ -9,10 +9,11 @@ import { LocationDefinition } from '../world/entities/location-definition.entity
import { DangerRating } from './danger-rating';
import { Hunt } from './entities/hunt.entity';
import { HuntEncounter } from './entities/hunt-encounter.entity';
import { HuntEncounterStatus } from './hunt-encounter-status.enum';
import { HuntStatus } from './hunt-status.enum';
import { HuntingDomainError } from './hunting.errors';
import { HuntingService } from './hunting.service';
import type { RandomSource } from './random-source';
import type { RandomSource } from '../shared/random-source';
const CHARACTER_ID = '10000000-0000-4000-8000-000000000001';
const HUNTING_LOCATION_ID = '20000000-0000-4000-8000-000000000001';
@@ -29,6 +30,15 @@ interface FakeState {
huntEncounters: HuntEncounter[];
}
// `find` in the fake ignores `relations`, so fixtures attach the joined
// monster the way TypeORM would have hydrated it.
function withMonster(
encounter: HuntEncounter,
monster: MonsterDefinition,
): HuntEncounter {
return { ...encounter, monster } as HuntEncounter;
}
class FakeRepository<T extends { id: string }> {
constructor(
private readonly state: FakeState,
@@ -56,10 +66,24 @@ class FakeRepository<T extends { id: string }> {
);
}
find(options: { where: Partial<T> }): Promise<T[]> {
return Promise.resolve(
this.rows().filter((row) => this.matches(row, options.where)),
find(options: {
where: Partial<T>;
order?: Partial<Record<keyof T, 'ASC' | 'DESC'>>;
}): Promise<T[]> {
const matched = this.rows().filter((row) =>
this.matches(row, options.where),
);
const orderKey = options.order
? (Object.keys(options.order)[0] as keyof T)
: undefined;
if (orderKey) {
const direction = options.order![orderKey] === 'DESC' ? -1 : 1;
matched.sort((a, b) => {
if (a[orderKey] === b[orderKey]) return 0;
return a[orderKey] > b[orderKey] ? direction : -direction;
});
}
return Promise.resolve(matched);
}
create(values: Partial<T>): T {
@@ -211,6 +235,7 @@ function character(currentLocation: LocationDefinition): Character {
name: 'Aric Duskwalker',
level: 1,
experience: 0,
silver: 0,
baseHp: 100,
baseAttack: 6,
currentHp: 100,
@@ -567,4 +592,135 @@ describe('HuntingService', () => {
expect(encounter.dangerRating).toBe(DangerRating.WEAK);
}
});
it('marks every freshly rolled encounter as AVAILABLE', async () => {
const monsterA = monsterDefinition(
MONSTER_A_ID,
'aschenratte',
'Aschenratte',
);
const state = createState();
state.characters[0].currentLocationId = HUNTING_LOCATION_ID;
state.characters[0].currentLocation = huntingLocation();
state.locationMonsters = [
locationMonster(
LOCATION_MONSTER_A_ID,
HUNTING_LOCATION_ID,
monsterA,
100,
),
];
const { dataSource, service } = createService({
state,
randomSource: fakeRandomSource([0.1, 0.1, 0.1]),
});
const result = await service.startHunt(CHARACTER_ID);
expect(result.encounters.map((encounter) => encounter.status)).toEqual([
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.AVAILABLE,
]);
expect(
dataSource.state.huntEncounters.map((encounter) => encounter.status),
).toEqual([
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.AVAILABLE,
]);
});
describe('getActiveHunt', () => {
function activeHuntState(
statuses: HuntEncounterStatus[],
overrides: { huntStatus?: HuntStatus; huntLocationId?: string } = {},
) {
const monsterA = monsterDefinition(
MONSTER_A_ID,
'aschenratte',
'Aschenratte',
);
const state = createState();
state.characters[0].currentLocationId = HUNTING_LOCATION_ID;
state.characters[0].currentLocation = huntingLocation();
state.hunts = [
{
id: 'hunt-1',
characterId: CHARACTER_ID,
locationId: overrides.huntLocationId ?? HUNTING_LOCATION_ID,
status: overrides.huntStatus ?? HuntStatus.ACTIVE,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
} as Hunt,
];
state.huntEncounters = statuses.map((status, position) =>
withMonster(
{
id: `encounter-${position}`,
huntId: 'hunt-1',
monsterDefinitionId: MONSTER_A_ID,
position,
status,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
} as HuntEncounter,
monsterA,
),
);
return state;
}
it('returns null when the character has no active hunt', async () => {
const { service } = createService();
await expect(service.getActiveHunt(CHARACTER_ID)).resolves.toBeNull();
});
it('returns null when the only hunt has been superseded', async () => {
const state = activeHuntState([HuntEncounterStatus.AVAILABLE], {
huntStatus: HuntStatus.SUPERSEDED,
});
const { service } = createService({ state });
await expect(service.getActiveHunt(CHARACTER_ID)).resolves.toBeNull();
});
it('returns the active hunt with the persisted status of each encounter', async () => {
const state = activeHuntState([
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.DEFEATED,
HuntEncounterStatus.IN_PROGRESS,
]);
const { service } = createService({ state });
const result = await service.getActiveHunt(CHARACTER_ID);
expect(result?.id).toBe('hunt-1');
expect(result?.location).toEqual({
id: HUNTING_LOCATION_ID,
key: 'burned-road',
name: 'Verbrannte Strasse',
});
expect(result?.encounters.map((encounter) => encounter.status)).toEqual([
HuntEncounterStatus.AVAILABLE,
HuntEncounterStatus.DEFEATED,
HuntEncounterStatus.IN_PROGRESS,
]);
expect(result?.encounters.map((encounter) => encounter.id)).toEqual([
'encounter-0',
'encounter-1',
'encounter-2',
]);
expect(result?.encounters[0].monster.key).toBe('aschenratte');
expect(result?.encounters[0].dangerRating).toBeDefined();
});
it('returns null once the character has left the hunt location', async () => {
const state = activeHuntState([HuntEncounterStatus.AVAILABLE], {
huntLocationId: SAFE_LOCATION_ID,
});
const { service } = createService({ state });
await expect(service.getActiveHunt(CHARACTER_ID)).resolves.toBeNull();
});
});
});

View File

@@ -9,6 +9,7 @@ import { TravelStatus } from '../travel/travel-status.enum';
import { calculateDangerRating, DangerRating } from './danger-rating';
import { Hunt } from './entities/hunt.entity';
import { HuntEncounter } from './entities/hunt-encounter.entity';
import { HuntEncounterStatus } from './hunt-encounter-status.enum';
import { HuntStatus } from './hunt-status.enum';
import {
characterNotFound,
@@ -16,8 +17,8 @@ import {
huntingNotAvailable,
noHuntEncountersAvailable,
} from './hunting.errors';
import { RANDOM_SOURCE } from './random-source';
import type { RandomSource } from './random-source';
import { RANDOM_SOURCE } from '../shared/random-source';
import type { RandomSource } from '../shared/random-source';
export interface MonsterSummary {
key: string;
@@ -30,6 +31,7 @@ export interface HuntEncounterDto {
id: string;
monster: MonsterSummary;
dangerRating: DangerRating;
status: HuntEncounterStatus;
}
export interface HuntResultDto {
@@ -110,28 +112,11 @@ export class HuntingService {
huntId: hunt.id,
monsterDefinitionId: monster.id,
position,
status: HuntEncounterStatus.AVAILABLE,
});
await txEncounters.save(encounter);
const dangerRating = calculateDangerRating(
{ attack: character.baseAttack, armor: 0, hp: character.baseHp },
{
attack: monster.attack,
armor: monster.armor,
hp: monster.maxHp,
},
);
encounterDtos.push({
id: encounter.id,
monster: {
key: monster.key,
name: monster.name,
level: monster.level,
artworkPath: monster.artworkPath,
},
dangerRating,
});
encounterDtos.push(this.toEncounterDto(encounter, monster, character));
}
return {
@@ -142,6 +127,70 @@ export class HuntingService {
});
}
/**
* The hunt the player can still act on, or null if there is none. A hunt
* is only resumable where it was rolled, so travelling away retires it and
* the player has to search the new area instead.
*/
async getActiveHunt(characterId: string): Promise<HuntResultDto | null> {
const characters = this.dataSource.getRepository(Character);
const character = await characters.findOne({
where: { id: characterId },
relations: { currentLocation: true },
});
if (!character) {
throw characterNotFound();
}
const hunts = this.dataSource.getRepository(Hunt);
const hunt = await hunts.findOne({
where: {
characterId,
status: HuntStatus.ACTIVE,
locationId: character.currentLocationId,
},
});
if (!hunt) {
return null;
}
const huntEncounters = this.dataSource.getRepository(HuntEncounter);
const encounters = await huntEncounters.find({
where: { huntId: hunt.id },
relations: { monster: true },
order: { position: 'ASC' },
});
return {
id: hunt.id,
location: this.toLocationSummary(character.currentLocation),
encounters: encounters.map((encounter) =>
this.toEncounterDto(encounter, encounter.monster, character),
),
};
}
private toEncounterDto(
encounter: HuntEncounter,
monster: MonsterDefinition,
character: Character,
): HuntEncounterDto {
return {
id: encounter.id,
monster: {
key: monster.key,
name: monster.name,
level: monster.level,
artworkPath: monster.artworkPath,
},
dangerRating: calculateDangerRating(
{ attack: character.baseAttack, armor: 0, hp: character.baseHp },
{ attack: monster.attack, armor: monster.armor, hp: monster.maxHp },
),
status: encounter.status,
};
}
/**
* Rolls `count` independent weighted picks from `pool`. Each slot walks
* the pool in the order it was supplied, accumulating weight, and picks

View File

@@ -0,0 +1,51 @@
import {
Column,
CreateDateColumn,
Entity,
Index,
JoinColumn,
ManyToOne,
PrimaryGeneratedColumn,
UpdateDateColumn,
} from 'typeorm';
import { Character } from '../../characters/entities/character.entity';
import { ItemDefinition } from './item-definition.entity';
/**
* One stack of one item definition owned by one character.
*
* Duplicate drops increment `quantity` (spec §28 allows duplicates and forbids
* duplicate protection). Slice 0.5 equips a `CharacterItem.id`, never an
* `ItemDefinition.id`.
*/
@Entity({ name: 'character_items' })
@Index('IDX_character_items_character_item', ['characterId', 'itemDefinitionId'], {
unique: true,
})
export class CharacterItem {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;
@Column({ name: 'character_id', type: 'uuid' })
characterId!: string;
@Column({ name: 'item_definition_id', type: 'uuid' })
itemDefinitionId!: string;
@Column({ name: 'quantity', type: 'integer' })
quantity!: number;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@UpdateDateColumn({ name: 'updated_at', type: 'timestamptz' })
updatedAt!: Date;
@ManyToOne(() => Character, { onDelete: 'CASCADE' })
@JoinColumn({ name: 'character_id' })
character!: Character;
@ManyToOne(() => ItemDefinition, { onDelete: 'RESTRICT' })
@JoinColumn({ name: 'item_definition_id' })
itemDefinition!: ItemDefinition;
}

View File

@@ -0,0 +1,74 @@
import {
Column,
CreateDateColumn,
Entity,
Index,
PrimaryGeneratedColumn,
UpdateDateColumn,
} from 'typeorm';
import { EquipmentSlot } from '../equipment-slot.enum';
import { ItemRarity } from '../item-rarity.enum';
import { ItemType } from '../item-type.enum';
@Entity({ name: 'item_definitions' })
@Index('IDX_item_definitions_key', ['key'], { unique: true })
export class ItemDefinition {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;
@Column({ name: 'key', type: 'varchar', length: 100 })
key!: string;
@Column({ name: 'name', type: 'varchar', length: 150 })
name!: string;
@Column({ name: 'description', type: 'text' })
description!: string;
@Column({ name: 'type', type: 'enum', enum: ItemType, enumName: 'item_type_enum' })
type!: ItemType;
@Column({
name: 'equipment_slot',
type: 'enum',
enum: EquipmentSlot,
enumName: 'equipment_slot_enum',
nullable: true,
})
equipmentSlot!: EquipmentSlot | null;
@Column({ name: 'rarity', type: 'enum', enum: ItemRarity, enumName: 'item_rarity_enum' })
rarity!: ItemRarity;
@Column({ name: 'tier', type: 'integer' })
tier!: number;
@Column({ name: 'required_level', type: 'integer' })
requiredLevel!: number;
@Column({ name: 'weapon_damage', type: 'integer' })
weaponDamage!: number;
@Column({ name: 'bonus_hp', type: 'integer' })
bonusHp!: number;
@Column({ name: 'bonus_attack', type: 'integer' })
bonusAttack!: number;
@Column({ name: 'bonus_armor', type: 'integer' })
bonusArmor!: number;
// Always 0 in Slice 0.4: there are no merchants, and the balancing doc's
// Grenzmarken table lists purchase prices, not sell prices.
@Column({ name: 'sell_price', type: 'integer' })
sellPrice!: number;
@Column({ name: 'icon_path', type: 'varchar', length: 255 })
iconPath!: string;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@UpdateDateColumn({ name: 'updated_at', type: 'timestamptz' })
updatedAt!: Date;
}

View File

@@ -0,0 +1,10 @@
// Slice 0.4 only stores the slot as content data. Slice 0.5 makes it functional.
export enum EquipmentSlot {
WEAPON = 'WEAPON',
HEAD = 'HEAD',
CHEST = 'CHEST',
HANDS = 'HANDS',
LEGS = 'LEGS',
FEET = 'FEET',
AMULET = 'AMULET',
}

View File

@@ -0,0 +1,7 @@
// Mirrors docs/Ashen_Realms_Balancing_Items_Loot_Design_V1.md §19:
// Gewöhnlich / Selten / Episch. German labels live in the frontend.
export enum ItemRarity {
COMMON = 'COMMON',
RARE = 'RARE',
EPIC = 'EPIC',
}

View File

@@ -0,0 +1,6 @@
export enum ItemType {
WEAPON = 'WEAPON',
ARMOR = 'ARMOR',
MATERIAL = 'MATERIAL',
CONSUMABLE = 'CONSUMABLE',
}

View File

@@ -0,0 +1,63 @@
import {
Column,
CreateDateColumn,
Entity,
Index,
JoinColumn,
ManyToOne,
PrimaryGeneratedColumn,
UpdateDateColumn,
} from 'typeorm';
import { ItemDefinition } from '../../items/entities/item-definition.entity';
import { LootTable } from './loot-table.entity';
/**
* One independently rolled drop (spec §17).
*
* `position` fixes the roll order so injected randoms are predictable in tests;
* it is content ordering, not priority. A guaranteed drop is simply
* `dropChance = 1.0000` — no extra mechanism needed (spec §14).
*/
@Entity({ name: 'loot_table_entries' })
@Index('IDX_loot_table_entries_table_position', ['lootTableId', 'position'], { unique: true })
@Index('IDX_loot_table_entries_table_item', ['lootTableId', 'itemDefinitionId'], { unique: true })
export class LootTableEntry {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;
@Column({ name: 'loot_table_id', type: 'uuid' })
lootTableId!: string;
@Column({ name: 'item_definition_id', type: 'uuid' })
itemDefinitionId!: string;
@Column({ name: 'position', type: 'integer' })
position!: number;
// PostgreSQL numeric arrives as a string, like LocationConnection.ambushChance.
@Column({ name: 'drop_chance', type: 'numeric', precision: 5, scale: 4 })
dropChance!: string;
@Column({ name: 'min_quantity', type: 'integer' })
minQuantity!: number;
@Column({ name: 'max_quantity', type: 'integer' })
maxQuantity!: number;
@Column({ name: 'enabled', type: 'boolean' })
enabled!: boolean;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@UpdateDateColumn({ name: 'updated_at', type: 'timestamptz' })
updatedAt!: Date;
@ManyToOne(() => LootTable, { onDelete: 'CASCADE' })
@JoinColumn({ name: 'loot_table_id' })
lootTable!: LootTable;
@ManyToOne(() => ItemDefinition, { onDelete: 'RESTRICT' })
@JoinColumn({ name: 'item_definition_id' })
itemDefinition!: ItemDefinition;
}

View File

@@ -0,0 +1,27 @@
import {
Column,
CreateDateColumn,
Entity,
Index,
PrimaryGeneratedColumn,
UpdateDateColumn,
} from 'typeorm';
@Entity({ name: 'loot_tables' })
@Index('IDX_loot_tables_key', ['key'], { unique: true })
export class LootTable {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;
@Column({ name: 'key', type: 'varchar', length: 100 })
key!: string;
@Column({ name: 'name', type: 'varchar', length: 150 })
name!: string;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@UpdateDateColumn({ name: 'updated_at', type: 'timestamptz' })
updatedAt!: Date;
}

View File

@@ -0,0 +1,13 @@
import { Module } from '@nestjs/common';
import { TypeOrmModule } from '@nestjs/typeorm';
import { RANDOM_SOURCE, systemRandomSource } from '../shared/random-source';
import { LootTable } from './entities/loot-table.entity';
import { LootTableEntry } from './entities/loot-table-entry.entity';
import { LootService } from './loot.service';
@Module({
imports: [TypeOrmModule.forFeature([LootTable, LootTableEntry])],
providers: [LootService, { provide: RANDOM_SOURCE, useValue: systemRandomSource }],
exports: [LootService],
})
export class LootModule {}

View File

@@ -0,0 +1,128 @@
import { DataSource } from 'typeorm';
import type { RandomSource } from '../shared/random-source';
import { LootTableEntry } from './entities/loot-table-entry.entity';
import { LootService } from './loot.service';
const ASH_RAT_TABLE = '60000000-0000-4000-8000-000000000001';
const ASH_PELT = '50000000-0000-4000-8000-00000000000c';
const WORN_SHORT_SWORD = '50000000-0000-4000-8000-000000000001';
function entry(overrides: Partial<LootTableEntry>): LootTableEntry {
return {
id: 'entry-1',
lootTableId: ASH_RAT_TABLE,
itemDefinitionId: ASH_PELT,
position: 1,
dropChance: '0.6000',
minQuantity: 1,
maxQuantity: 1,
enabled: true,
createdAt: new Date('2026-08-19T09:00:00.000Z'),
updatedAt: new Date('2026-08-19T09:00:00.000Z'),
...overrides,
} as LootTableEntry;
}
// Hands out the queued values in order, so a test states exactly which roll
// each value answers.
function queuedRandom(...values: number[]): RandomSource {
let index = 0;
return {
next: () => {
if (index >= values.length) {
throw new Error('LootService consumed more random values than the test queued');
}
return values[index++];
},
};
}
function dataSourceWith(entries: LootTableEntry[]): DataSource {
return {
getRepository: jest.fn(() => ({
find: jest.fn(async (options: { where: { lootTableId: string; enabled: boolean } }) =>
entries
.filter(
(candidate) =>
candidate.lootTableId === options.where.lootTableId &&
candidate.enabled === options.where.enabled,
)
.sort((a, b) => a.position - b.position),
),
})),
} as unknown as DataSource;
}
describe('LootService', () => {
const ashRatEntries = [
entry({ id: 'entry-pelt', itemDefinitionId: ASH_PELT, position: 1, dropChance: '0.6000' }),
entry({
id: 'entry-sword',
itemDefinitionId: WORN_SHORT_SWORD,
position: 2,
dropChance: '0.0800',
}),
];
it('drops an entry when the roll falls under its chance', async () => {
const service = new LootService(dataSourceWith(ashRatEntries), queuedRandom(0.59, 0.07));
await expect(service.rollLoot(ASH_RAT_TABLE)).resolves.toEqual({
items: [
{ itemDefinitionId: ASH_PELT, quantity: 1 },
{ itemDefinitionId: WORN_SHORT_SWORD, quantity: 1 },
],
});
});
it('skips an entry when the roll lands on or above its chance', async () => {
const service = new LootService(dataSourceWith(ashRatEntries), queuedRandom(0.6, 0.08));
await expect(service.rollLoot(ASH_RAT_TABLE)).resolves.toEqual({ items: [] });
});
it('rolls each entry independently, so one combat can drop only the second item', async () => {
const service = new LootService(dataSourceWith(ashRatEntries), queuedRandom(0.9, 0.01));
await expect(service.rollLoot(ASH_RAT_TABLE)).resolves.toEqual({
items: [{ itemDefinitionId: WORN_SHORT_SWORD, quantity: 1 }],
});
});
it('rolls entries in position order so injected values stay predictable', async () => {
const outOfOrder = [
entry({ id: 'entry-sword', itemDefinitionId: WORN_SHORT_SWORD, position: 2, dropChance: '1.0000' }),
entry({ id: 'entry-pelt', itemDefinitionId: ASH_PELT, position: 1, dropChance: '0.0000' }),
];
const service = new LootService(dataSourceWith(outOfOrder), queuedRandom(0.5, 0.5));
await expect(service.rollLoot(ASH_RAT_TABLE)).resolves.toEqual({
items: [{ itemDefinitionId: WORN_SHORT_SWORD, quantity: 1 }],
});
});
it('ignores disabled entries', async () => {
const service = new LootService(
dataSourceWith([entry({ dropChance: '1.0000', enabled: false })]),
queuedRandom(),
);
await expect(service.rollLoot(ASH_RAT_TABLE)).resolves.toEqual({ items: [] });
});
it('consumes no quantity roll when min and max match, and one when they differ', async () => {
const stackable = [entry({ dropChance: '1.0000', minQuantity: 2, maxQuantity: 4 })];
// First value drops the entry, second picks the quantity (0.5 -> 3).
const service = new LootService(dataSourceWith(stackable), queuedRandom(0.1, 0.5));
await expect(service.rollLoot(ASH_RAT_TABLE)).resolves.toEqual({
items: [{ itemDefinitionId: ASH_PELT, quantity: 3 }],
});
});
it('returns nothing for a monster without a loot table', async () => {
const service = new LootService(dataSourceWith(ashRatEntries), queuedRandom());
await expect(service.rollLoot(null)).resolves.toEqual({ items: [] });
});
});

View File

@@ -0,0 +1,66 @@
import { Inject, Injectable } from '@nestjs/common';
import { DataSource, EntityManager } from 'typeorm';
import { RANDOM_SOURCE } from '../shared/random-source';
import type { RandomSource } from '../shared/random-source';
import { rollInclusive } from '../shared/roll-range';
import { LootTableEntry } from './entities/loot-table-entry.entity';
export interface LootRollItem {
itemDefinitionId: string;
quantity: number;
}
export interface LootRollResult {
items: LootRollItem[];
}
@Injectable()
export class LootService {
constructor(
private readonly dataSource: DataSource,
@Inject(RANDOM_SOURCE) private readonly randomSource: RandomSource,
) {}
/**
* Rolls a loot table without persisting anything (spec §20).
*
* Every enabled entry is one independent roll in `position` order, so a
* single combat may yield nothing, one item, or several (spec §17). The
* quantity roll is skipped entirely when `minQuantity === maxQuantity`,
* which keeps the random sequence stable for the seeded content.
*/
async rollLoot(
lootTableId: string | null,
manager?: EntityManager,
): Promise<LootRollResult> {
if (!lootTableId) {
return { items: [] };
}
const entries = await (
manager?.getRepository(LootTableEntry) ??
this.dataSource.getRepository(LootTableEntry)
).find({
where: { lootTableId, enabled: true },
order: { position: 'ASC' },
});
const items: LootRollItem[] = [];
for (const entry of entries) {
if (this.randomSource.next() >= Number(entry.dropChance)) {
continue;
}
items.push({
itemDefinitionId: entry.itemDefinitionId,
quantity: rollInclusive(
this.randomSource,
entry.minQuantity,
entry.maxQuantity,
),
});
}
return { items };
}
}

View File

@@ -3,9 +3,12 @@ import {
CreateDateColumn,
Entity,
Index,
JoinColumn,
ManyToOne,
PrimaryGeneratedColumn,
UpdateDateColumn,
} from 'typeorm';
import { LootTable } from '../../loot/entities/loot-table.entity';
@Entity({ name: 'monster_definitions' })
@Index('IDX_monster_definitions_key', ['key'], { unique: true })
@@ -43,9 +46,16 @@ export class MonsterDefinition {
@Column({ name: 'artwork_path', type: 'varchar', length: 255 })
artworkPath!: string;
@Column({ name: 'loot_table_id', type: 'uuid', nullable: true })
lootTableId!: string | null;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@UpdateDateColumn({ name: 'updated_at', type: 'timestamptz' })
updatedAt!: Date;
@ManyToOne(() => LootTable, { onDelete: 'RESTRICT', nullable: true })
@JoinColumn({ name: 'loot_table_id' })
lootTable!: LootTable | null;
}

View File

@@ -0,0 +1,445 @@
import { EntityManager, EntityTarget } from 'typeorm';
import { Character } from '../characters/entities/character.entity';
import { CombatStatus } from '../combat/combat-status.enum';
import { Combat } from '../combat/entities/combat.entity';
import { CharacterItem } from '../items/entities/character-item.entity';
import { ItemDefinition } from '../items/entities/item-definition.entity';
import { ItemRarity } from '../items/item-rarity.enum';
import { ItemType } from '../items/item-type.enum';
import { LootService } from '../loot/loot.service';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import type { RandomSource } from '../shared/random-source';
import { CombatRewardService } from './combat-reward.service';
import { CombatReward } from './entities/combat-reward.entity';
import { CombatRewardItem } from './entities/combat-reward-item.entity';
import { RewardDomainError } from './rewards.errors';
const CHARACTER_ID = '10000000-0000-4000-8000-000000000001';
const COMBAT_ID = '20000000-0000-4000-8000-000000000001';
const ASH_RAT_ID = '30000000-0000-4000-8000-000000000001';
const ROAD_BANDIT_ID = '30000000-0000-4000-8000-000000000002';
const ASH_RAT_TABLE = '60000000-0000-4000-8000-000000000001';
const ROAD_BANDIT_TABLE = '60000000-0000-4000-8000-000000000002';
const BANDIT_BLADE = '50000000-0000-4000-8000-000000000002';
const BANDIT_HOOD = '50000000-0000-4000-8000-000000000001';
interface State {
characters: Character[];
monsters: MonsterDefinition[];
itemDefinitions: ItemDefinition[];
characterItems: CharacterItem[];
combatRewards: CombatReward[];
combatRewardItems: CombatRewardItem[];
}
class FakeRepository<T extends { id: string }> {
constructor(
private readonly rows: T[],
private readonly prefix: string,
) {}
findOne(options: { where: Partial<T> }): Promise<T | null> {
return Promise.resolve(this.rows.find((row) => this.matches(row, options.where)) ?? null);
}
findOneBy(where: Partial<T>): Promise<T | null> {
return Promise.resolve(this.rows.find((row) => this.matches(row, where)) ?? null);
}
find(options: {
where: Partial<T>;
order?: Partial<Record<keyof T, 'ASC' | 'DESC'>>;
}): Promise<T[]> {
const matched = this.rows.filter((row) => this.matches(row, options.where));
if (!options.order) {
return Promise.resolve(matched);
}
// Mirrors TypeORM's `order` clause so tests can prove ordering comes from
// the query, not from insertion order happening to line up.
const [key, direction] = Object.entries(options.order)[0] as [keyof T, 'ASC' | 'DESC'];
const sorted = [...matched].sort((a, b) => {
const left = a[key];
const right = b[key];
const comparison = left < right ? -1 : left > right ? 1 : 0;
return direction === 'DESC' ? -comparison : comparison;
});
return Promise.resolve(sorted);
}
create(values: Partial<T>): T {
return { ...values } as T;
}
save(entity: T): Promise<T> {
if (!entity.id) {
entity.id = `${this.prefix}-${this.rows.length + 1}`;
}
const index = this.rows.findIndex((row) => row.id === entity.id);
if (index === -1) {
this.rows.push(entity);
} else {
this.rows[index] = entity;
}
return Promise.resolve(entity);
}
private matches(row: T, where: Partial<T>): boolean {
return Object.entries(where).every(([key, value]) => row[key as keyof T] === value);
}
}
function fakeManager(state: State): EntityManager {
return {
getRepository: <T extends { id: string }>(target: EntityTarget<T>) => {
if (target === Character) return new FakeRepository(state.characters, 'character') as never;
if (target === MonsterDefinition) return new FakeRepository(state.monsters, 'monster') as never;
if (target === ItemDefinition)
return new FakeRepository(state.itemDefinitions, 'definition') as never;
if (target === CharacterItem)
return new FakeRepository(state.characterItems, 'character-item') as never;
if (target === CombatReward)
return new FakeRepository(state.combatRewards, 'reward') as never;
if (target === CombatRewardItem)
return new FakeRepository(state.combatRewardItems, 'reward-item') as never;
throw new Error('Unsupported repository');
},
} as unknown as EntityManager;
}
function combat(overrides: Partial<Combat> = {}): Combat {
return {
id: COMBAT_ID,
characterId: CHARACTER_ID,
monsterDefinitionId: ASH_RAT_ID,
status: CombatStatus.WON,
round: 4,
...overrides,
} as Combat;
}
function createState(overrides: Partial<State> = {}): State {
return {
characters: [{ id: CHARACTER_ID, experience: 12, silver: 3 } as Character],
monsters: [
{
id: ASH_RAT_ID,
key: 'ash-rat',
experienceReward: 8,
silverMin: 4,
silverMax: 7,
lootTableId: ASH_RAT_TABLE,
} as MonsterDefinition,
{
id: ROAD_BANDIT_ID,
key: 'road-bandit',
experienceReward: 16,
silverMin: 9,
silverMax: 15,
lootTableId: ROAD_BANDIT_TABLE,
} as MonsterDefinition,
],
itemDefinitions: [
{
id: BANDIT_BLADE,
key: 'bandit-blade',
name: 'Räuberklinge',
type: ItemType.WEAPON,
rarity: ItemRarity.COMMON,
iconPath: '/images/items/bandit-blade.png',
} as ItemDefinition,
],
characterItems: [],
combatRewards: [],
combatRewardItems: [],
...overrides,
};
}
function fakeDataSource(state: State): EntityManager {
// `loadRewards`'s no-manager branch only calls `getRepository`, which
// `fakeManager` already implements identically for `DataSource`; reusing
// it (rather than duplicating the repository-resolution switch) keeps this
// fake backed by the exact same `state` rows as the transactional path.
return fakeManager(state);
}
function fakeLoot(...items: Array<{ itemDefinitionId: string; quantity: number }>): LootService {
return { rollLoot: jest.fn().mockResolvedValue({ items }) } as unknown as LootService;
}
function fixedRandom(value: number): RandomSource {
return { next: () => value };
}
function service(
state: State,
loot: LootService = fakeLoot(),
random: RandomSource = fixedRandom(0.5),
): CombatRewardService {
return new CombatRewardService({} as never, loot, random);
}
describe('CombatRewardService', () => {
describe('eligibility', () => {
it('rejects an ACTIVE combat', async () => {
const state = createState();
await expect(
service(state).grantVictoryRewards(fakeManager(state), combat({ status: CombatStatus.ACTIVE })),
).rejects.toMatchObject({ code: 'COMBAT_NOT_WON' });
expect(state.combatRewards).toHaveLength(0);
expect(state.characters[0].experience).toBe(12);
expect(state.characters[0].silver).toBe(3);
});
it('rejects a LOST combat', async () => {
const state = createState();
await expect(
service(state).grantVictoryRewards(fakeManager(state), combat({ status: CombatStatus.LOST })),
).rejects.toBeInstanceOf(RewardDomainError);
expect(state.combatRewards).toHaveLength(0);
});
it('grants rewards for a WON combat', async () => {
const state = createState();
const reward = await service(state).grantVictoryRewards(fakeManager(state), combat());
expect(reward).toEqual({ experience: 8, silver: 6, items: [] });
expect(state.combatRewards).toHaveLength(1);
});
});
describe('Aschenratte', () => {
it('grants 8 XP and a silver roll inside 4-7, persisted on the character', async () => {
const state = createState();
const reward = await service(state, fakeLoot(), fixedRandom(0)).grantVictoryRewards(
fakeManager(state),
combat(),
);
expect(reward.experience).toBe(8);
expect(reward.silver).toBe(4);
expect(state.characters[0].experience).toBe(20);
expect(state.characters[0].silver).toBe(7);
});
it('rolls the top of the silver range from the top of the random range', async () => {
const state = createState();
const reward = await service(state, fakeLoot(), fixedRandom(0.99)).grantVictoryRewards(
fakeManager(state),
combat(),
);
expect(reward.silver).toBe(7);
});
});
describe('Straßenräuber', () => {
const banditCombat = combat({ monsterDefinitionId: ROAD_BANDIT_ID });
it('grants 16 XP and a silver roll inside 9-15', async () => {
const state = createState();
const reward = await service(state, fakeLoot(), fixedRandom(0)).grantVictoryRewards(
fakeManager(state),
banditCombat,
);
expect(reward.experience).toBe(16);
expect(reward.silver).toBe(9);
});
it('persists a dropped Räuberklinge as a CharacterItem and references it in the reward', async () => {
const state = createState();
const reward = await service(
state,
fakeLoot({ itemDefinitionId: BANDIT_BLADE, quantity: 1 }),
).grantVictoryRewards(fakeManager(state), banditCombat);
expect(state.characterItems).toEqual([
expect.objectContaining({
characterId: CHARACTER_ID,
itemDefinitionId: BANDIT_BLADE,
quantity: 1,
}),
]);
expect(reward.items).toEqual([
{
characterItemId: state.characterItems[0].id,
item: {
key: 'bandit-blade',
name: 'Räuberklinge',
rarity: ItemRarity.COMMON,
iconPath: '/images/items/bandit-blade.png',
},
quantity: 1,
},
]);
expect(state.combatRewardItems).toHaveLength(1);
});
it('reports no items when the Räuberklinge does not drop', async () => {
const state = createState();
const reward = await service(state, fakeLoot()).grantVictoryRewards(
fakeManager(state),
banditCombat,
);
expect(reward.items).toEqual([]);
expect(state.characterItems).toHaveLength(0);
expect(state.combatRewardItems).toHaveLength(0);
});
it('stacks a duplicate drop onto the existing CharacterItem without duplicate protection', async () => {
const state = createState({
characterItems: [
{
id: 'character-item-existing',
characterId: CHARACTER_ID,
itemDefinitionId: BANDIT_BLADE,
quantity: 1,
} as CharacterItem,
],
});
const reward = await service(
state,
fakeLoot({ itemDefinitionId: BANDIT_BLADE, quantity: 1 }),
).grantVictoryRewards(fakeManager(state), banditCombat);
expect(state.characterItems).toHaveLength(1);
expect(state.characterItems[0].quantity).toBe(2);
// The reward reports what THIS combat granted, not the stack total.
expect(reward.items[0].quantity).toBe(1);
});
});
describe('idempotency', () => {
it('grants once and returns the same persisted reward on a repeat call', async () => {
const state = createState();
const loot = fakeLoot({ itemDefinitionId: BANDIT_BLADE, quantity: 1 });
const subject = service(state, loot, fixedRandom(0));
const manager = fakeManager(state);
const first = await subject.grantVictoryRewards(manager, combat());
const second = await subject.grantVictoryRewards(manager, combat());
expect(second).toEqual(first);
expect(state.combatRewards).toHaveLength(1);
expect(state.combatRewardItems).toHaveLength(1);
expect(state.characterItems).toHaveLength(1);
expect(state.characterItems[0].quantity).toBe(1);
expect(state.characters[0].experience).toBe(20);
expect(state.characters[0].silver).toBe(7);
expect(loot.rollLoot).toHaveBeenCalledTimes(1);
});
});
describe('loadRewards', () => {
it('returns null for a combat that was never rewarded', async () => {
const state = createState();
await expect(
service(state).loadRewards(COMBAT_ID, fakeManager(state)),
).resolves.toBeNull();
});
it('replays the persisted reward without rerolling', async () => {
const state = createState();
const loot = fakeLoot({ itemDefinitionId: BANDIT_BLADE, quantity: 1 });
const subject = service(state, loot, fixedRandom(0));
const manager = fakeManager(state);
const granted = await subject.grantVictoryRewards(manager, combat());
const replayed = await subject.loadRewards(COMBAT_ID, manager);
expect(replayed).toEqual(granted);
expect(loot.rollLoot).toHaveBeenCalledTimes(1);
});
it('reads a persisted reward through the injected DataSource when no manager is passed', async () => {
const state = createState();
const loot = fakeLoot({ itemDefinitionId: BANDIT_BLADE, quantity: 1 });
const dataSource = fakeDataSource(state);
const subject = new CombatRewardService(dataSource as never, loot, fixedRandom(0));
const manager = fakeManager(state);
const granted = await subject.grantVictoryRewards(manager, combat());
// No manager argument: this is the non-transactional read the next
// task uses to render a reward screen.
const replayed = await subject.loadRewards(COMBAT_ID);
expect(replayed).toEqual(granted);
});
});
describe('failure handling', () => {
it('throws instead of half-granting when a rolled item definition is missing', async () => {
const state = createState();
await expect(
service(state, fakeLoot({ itemDefinitionId: 'missing-item', quantity: 1 })).grantVictoryRewards(
fakeManager(state),
combat(),
),
).rejects.toMatchObject({ code: 'REWARD_STATE_INVALID' });
expect(state.combatRewardItems).toHaveLength(0);
// Every rolled item definition is resolved before any mutation, so a
// missing one must leave no reward row and no character grant behind.
expect(state.combatRewards).toHaveLength(0);
expect(state.characters[0].experience).toBe(12);
expect(state.characters[0].silver).toBe(3);
});
});
describe('item order', () => {
it('orders items by itemDefinitionId in the immediate grant and the replayed reward, regardless of roll order', async () => {
const state = createState({
itemDefinitions: [
{
id: BANDIT_BLADE,
key: 'bandit-blade',
name: 'Räuberklinge',
type: ItemType.WEAPON,
rarity: ItemRarity.COMMON,
iconPath: '/images/items/bandit-blade.png',
} as ItemDefinition,
{
id: BANDIT_HOOD,
key: 'bandit-hood',
name: 'Räuberkapuze',
type: ItemType.ARMOR,
rarity: ItemRarity.COMMON,
iconPath: '/images/items/bandit-hood.png',
} as ItemDefinition,
],
});
const banditCombat = combat({ monsterDefinitionId: ROAD_BANDIT_ID });
// Roll order is blade-then-hood, but BANDIT_HOOD's id sorts before
// BANDIT_BLADE's, so this only passes if both response paths sort by
// itemDefinitionId rather than returning rows in roll/insertion order.
const loot = fakeLoot(
{ itemDefinitionId: BANDIT_BLADE, quantity: 1 },
{ itemDefinitionId: BANDIT_HOOD, quantity: 1 },
);
const subject = service(state, loot, fixedRandom(0));
const manager = fakeManager(state);
const granted = await subject.grantVictoryRewards(manager, banditCombat);
const replayed = await subject.loadRewards(banditCombat.id, manager);
const expectedKeys = ['bandit-hood', 'bandit-blade'];
expect(granted.items.map((item) => item.item.key)).toEqual(expectedKeys);
expect(replayed?.items.map((item) => item.item.key)).toEqual(expectedKeys);
expect(replayed).toEqual(granted);
});
});
});

View File

@@ -0,0 +1,244 @@
import { Inject, Injectable } from '@nestjs/common';
import { DataSource, EntityManager } from 'typeorm';
import { Character } from '../characters/entities/character.entity';
import { CombatStatus } from '../combat/combat-status.enum';
import { Combat } from '../combat/entities/combat.entity';
import { CharacterItem } from '../items/entities/character-item.entity';
import { ItemDefinition } from '../items/entities/item-definition.entity';
import { ItemRarity } from '../items/item-rarity.enum';
import { LootService } from '../loot/loot.service';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { RANDOM_SOURCE } from '../shared/random-source';
import type { RandomSource } from '../shared/random-source';
import { rollInclusive } from '../shared/roll-range';
import { CombatReward } from './entities/combat-reward.entity';
import { CombatRewardItem } from './entities/combat-reward-item.entity';
import { combatNotWon, rewardStateInvalid } from './rewards.errors';
export interface CombatRewardItemDto {
characterItemId: string;
item: {
key: string;
name: string;
rarity: ItemRarity;
iconPath: string;
};
quantity: number;
}
export interface CombatRewardDto {
experience: number;
silver: number;
items: CombatRewardItemDto[];
}
// Both DataSource and EntityManager expose this; naming it keeps the read path
// usable inside and outside a transaction without a union type.
type RepositoryScope = Pick<DataSource, 'getRepository'>;
@Injectable()
export class CombatRewardService {
constructor(
private readonly dataSource: DataSource,
private readonly lootService: LootService,
@Inject(RANDOM_SOURCE) private readonly randomSource: RandomSource,
) {}
/**
* Grants a won combat's rewards exactly once (spec §7, §21).
*
* Runs inside the caller's transaction — `CombatService.performAction`
* already holds a pessimistic write lock on the combat row — so either
* everything below commits or nothing does.
*
* Roll order is fixed: silver first, then the loot table in `position`
* order. Tests depend on it.
*/
async grantVictoryRewards(
manager: EntityManager,
combat: Combat,
): Promise<CombatRewardDto> {
if (combat.status !== CombatStatus.WON) {
throw combatNotWon();
}
const rewards = manager.getRepository(CombatReward);
const existing = await rewards.findOne({ where: { combatId: combat.id } });
if (existing) {
// Already rewarded: replay rather than roll again.
return this.toDto(manager, existing);
}
const monster = await manager
.getRepository(MonsterDefinition)
.findOneBy({ id: combat.monsterDefinitionId });
if (!monster) {
throw rewardStateInvalid();
}
const experience = monster.experienceReward;
const silver = rollInclusive(
this.randomSource,
monster.silverMin,
monster.silverMax,
);
const roll = await this.lootService.rollLoot(monster.lootTableId, manager);
// Resolve every rolled item definition up front, before any mutation, so
// a missing definition throws `rewardStateInvalid()` before the
// character's XP/silver are touched or a `CombatReward` row is created.
// This keeps a failed grant from leaving partial writes behind.
const definitions = manager.getRepository(ItemDefinition);
const resolvedDefinitions = new Map<string, ItemDefinition>();
for (const rolled of roll.items) {
if (resolvedDefinitions.has(rolled.itemDefinitionId)) {
continue;
}
const definition = await definitions.findOneBy({
id: rolled.itemDefinitionId,
});
if (!definition) {
throw rewardStateInvalid();
}
resolvedDefinitions.set(rolled.itemDefinitionId, definition);
}
const characters = manager.getRepository(Character);
const character = await characters.findOne({
where: { id: combat.characterId },
lock: { mode: 'pessimistic_write' },
});
if (!character) {
throw rewardStateInvalid();
}
character.experience += experience;
character.silver += silver;
await characters.save(character);
const reward = await rewards.save(
rewards.create({
combatId: combat.id,
characterId: combat.characterId,
experienceGranted: experience,
silverGranted: silver,
}),
);
const characterItems = manager.getRepository(CharacterItem);
const rewardItems = manager.getRepository(CombatRewardItem);
const granted: Array<{ itemDefinitionId: string; dto: CombatRewardItemDto }> = [];
for (const rolled of roll.items) {
const definition = resolvedDefinitions.get(rolled.itemDefinitionId)!;
const existingStack = await characterItems.findOne({
where: {
characterId: combat.characterId,
itemDefinitionId: rolled.itemDefinitionId,
},
lock: { mode: 'pessimistic_write' },
});
// Duplicates stack; Slice 0.4 adds no duplicate protection (spec §28).
const characterItem = existingStack
? Object.assign(existingStack, {
quantity: existingStack.quantity + rolled.quantity,
})
: characterItems.create({
characterId: combat.characterId,
itemDefinitionId: rolled.itemDefinitionId,
quantity: rolled.quantity,
});
await characterItems.save(characterItem);
await rewardItems.save(
rewardItems.create({
combatRewardId: reward.id,
characterItemId: characterItem.id,
itemDefinitionId: definition.id,
quantity: rolled.quantity,
}),
);
granted.push({
itemDefinitionId: rolled.itemDefinitionId,
dto: this.toItemDto(characterItem.id, definition, rolled.quantity),
});
}
// The immediate response and a later `loadRewards` replay must agree on
// item order; both sort on the same stable key (itemDefinitionId, which
// `toDto`'s query also orders by) rather than roll order.
granted.sort((a, b) => a.itemDefinitionId.localeCompare(b.itemDefinitionId));
const items = granted.map((entry) => entry.dto);
return { experience, silver, items };
}
/** Reads a persisted reward so a refresh replays it (spec §25, §48). */
async loadRewards(
combatId: string,
manager?: EntityManager,
): Promise<CombatRewardDto | null> {
const scope: RepositoryScope = manager ?? this.dataSource;
const reward = await scope
.getRepository(CombatReward)
.findOne({ where: { combatId } });
return reward ? this.toDto(scope, reward) : null;
}
private async toDto(
scope: RepositoryScope,
reward: CombatReward,
): Promise<CombatRewardDto> {
// Ordered by itemDefinitionId to agree with the sort `grantVictoryRewards`
// applies to its own response — the immediate grant and a later replay
// must list items identically.
const rewardItems = await scope
.getRepository(CombatRewardItem)
.find({
where: { combatRewardId: reward.id },
order: { itemDefinitionId: 'ASC' },
});
const definitions = scope.getRepository(ItemDefinition);
const items: CombatRewardItemDto[] = [];
for (const rewardItem of rewardItems) {
const definition = await definitions.findOneBy({
id: rewardItem.itemDefinitionId,
});
if (!definition) {
// combat_reward_items.item_definition_id is a RESTRICT FK.
throw rewardStateInvalid();
}
items.push(
this.toItemDto(rewardItem.characterItemId, definition, rewardItem.quantity),
);
}
return {
experience: reward.experienceGranted,
silver: reward.silverGranted,
items,
};
}
private toItemDto(
characterItemId: string,
definition: ItemDefinition,
quantity: number,
): CombatRewardItemDto {
// Drop chance, roll results, and loot-table ids never leave the server
// (spec §26).
return {
characterItemId,
item: {
key: definition.key,
name: definition.name,
rarity: definition.rarity,
iconPath: definition.iconPath,
},
quantity,
};
}
}

View File

@@ -0,0 +1,56 @@
import {
Column,
CreateDateColumn,
Entity,
Index,
JoinColumn,
ManyToOne,
PrimaryGeneratedColumn,
} from 'typeorm';
import { CharacterItem } from '../../items/entities/character-item.entity';
import { ItemDefinition } from '../../items/entities/item-definition.entity';
import { CombatReward } from './combat-reward.entity';
/**
* What this specific combat dropped.
*
* Needed because `CharacterItem.quantity` is a running stack total: after a
* duplicate drop it no longer says how much *this* victory granted, and a
* refreshed reward screen must replay the original result (spec §25, §48).
*/
@Entity({ name: 'combat_reward_items' })
@Index('IDX_combat_reward_items_reward', ['combatRewardId'])
@Index('IDX_combat_reward_items_reward_item', ['combatRewardId', 'itemDefinitionId'], {
unique: true,
})
export class CombatRewardItem {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;
@Column({ name: 'combat_reward_id', type: 'uuid' })
combatRewardId!: string;
@Column({ name: 'character_item_id', type: 'uuid' })
characterItemId!: string;
@Column({ name: 'item_definition_id', type: 'uuid' })
itemDefinitionId!: string;
@Column({ name: 'quantity', type: 'integer' })
quantity!: number;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@ManyToOne(() => CombatReward, { onDelete: 'CASCADE' })
@JoinColumn({ name: 'combat_reward_id' })
combatReward!: CombatReward;
@ManyToOne(() => CharacterItem, { onDelete: 'RESTRICT' })
@JoinColumn({ name: 'character_item_id' })
characterItem!: CharacterItem;
@ManyToOne(() => ItemDefinition, { onDelete: 'RESTRICT' })
@JoinColumn({ name: 'item_definition_id' })
itemDefinition!: ItemDefinition;
}

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@@ -0,0 +1,48 @@
import {
Column,
CreateDateColumn,
Entity,
Index,
JoinColumn,
ManyToOne,
PrimaryGeneratedColumn,
} from 'typeorm';
import { Character } from '../../characters/entities/character.entity';
import { Combat } from '../../combat/entities/combat.entity';
/**
* Proof that one combat has already been rewarded (spec §8).
*
* The unique index on `combatId` is the database half of the idempotency
* invariant; `CombatRewardService` is the service half.
*/
@Entity({ name: 'combat_rewards' })
@Index('IDX_combat_rewards_combat', ['combatId'], { unique: true })
@Index('IDX_combat_rewards_character', ['characterId'])
export class CombatReward {
@PrimaryGeneratedColumn('uuid', { name: 'id' })
id!: string;
@Column({ name: 'combat_id', type: 'uuid' })
combatId!: string;
@Column({ name: 'character_id', type: 'uuid' })
characterId!: string;
@Column({ name: 'experience_granted', type: 'integer' })
experienceGranted!: number;
@Column({ name: 'silver_granted', type: 'integer' })
silverGranted!: number;
@CreateDateColumn({ name: 'created_at', type: 'timestamptz' })
createdAt!: Date;
@ManyToOne(() => Combat, { onDelete: 'CASCADE' })
@JoinColumn({ name: 'combat_id' })
combat!: Combat;
@ManyToOne(() => Character, { onDelete: 'RESTRICT' })
@JoinColumn({ name: 'character_id' })
character!: Character;
}

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@@ -0,0 +1,29 @@
import { HttpException, HttpStatus } from '@nestjs/common';
export type RewardErrorCode = 'COMBAT_NOT_WON' | 'REWARD_STATE_INVALID';
export class RewardDomainError extends HttpException {
constructor(
public readonly code: RewardErrorCode,
status: HttpStatus,
message: string,
) {
super({ statusCode: status, code, message }, status);
}
}
export function combatNotWon(): RewardDomainError {
return new RewardDomainError(
'COMBAT_NOT_WON',
HttpStatus.CONFLICT,
'Only a won combat can grant victory rewards.',
);
}
export function rewardStateInvalid(): RewardDomainError {
return new RewardDomainError(
'REWARD_STATE_INVALID',
HttpStatus.INTERNAL_SERVER_ERROR,
'The reward references unavailable data.',
);
}

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@@ -0,0 +1,31 @@
import { Module } from '@nestjs/common';
import { TypeOrmModule } from '@nestjs/typeorm';
import { Character } from '../characters/entities/character.entity';
import { CharacterItem } from '../items/entities/character-item.entity';
import { ItemDefinition } from '../items/entities/item-definition.entity';
import { LootModule } from '../loot/loot.module';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { RANDOM_SOURCE, systemRandomSource } from '../shared/random-source';
import { CombatRewardService } from './combat-reward.service';
import { CombatReward } from './entities/combat-reward.entity';
import { CombatRewardItem } from './entities/combat-reward-item.entity';
@Module({
imports: [
TypeOrmModule.forFeature([
Character,
CharacterItem,
ItemDefinition,
MonsterDefinition,
CombatReward,
CombatRewardItem,
]),
LootModule,
],
providers: [
CombatRewardService,
{ provide: RANDOM_SOURCE, useValue: systemRandomSource },
],
exports: [CombatRewardService],
})
export class RewardsModule {}

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@@ -0,0 +1,28 @@
import type { RandomSource } from './random-source';
import { rollInclusive } from './roll-range';
function fixed(...values: number[]): RandomSource {
let index = 0;
return { next: () => values[index++] };
}
describe('rollInclusive', () => {
it('maps the bottom of the random range to min and the top to max', () => {
expect(rollInclusive(fixed(0), 4, 7)).toBe(4);
expect(rollInclusive(fixed(0.999), 4, 7)).toBe(7);
});
it('spreads the random range evenly across every value in between', () => {
expect(rollInclusive(fixed(0.25), 4, 7)).toBe(5);
expect(rollInclusive(fixed(0.5), 4, 7)).toBe(6);
expect(rollInclusive(fixed(0.5), 9, 15)).toBe(12);
});
it('never exceeds max even if the source yields exactly 1', () => {
expect(rollInclusive(fixed(1), 9, 15)).toBe(15);
});
it('returns the single value when min equals max', () => {
expect(rollInclusive(fixed(0.7), 1, 1)).toBe(1);
});
});

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@@ -0,0 +1,19 @@
import type { RandomSource } from './random-source';
/**
* Rolls an inclusive integer in [min, max] from one value of `random`.
*
* `RandomSource.next()` is documented as [0, 1), but the clamp keeps a
* misbehaving or hand-stubbed source from ever exceeding `max`.
*/
export function rollInclusive(
random: RandomSource,
min: number,
max: number,
): number {
if (max <= min) {
return min;
}
return Math.min(max, min + Math.floor(random.next() * (max - min + 1)));
}

View File

@@ -179,6 +179,7 @@ function createState(): FakeState {
name: 'Aric Duskwalker',
level: 1,
experience: 0,
silver: 0,
baseHp: 100,
baseAttack: 6,
currentHp: 100,

View File

@@ -45,7 +45,7 @@
{
"type": "anyComponentStyle",
"maximumWarning": "4kB",
"maximumError": "8kB"
"maximumError": "12kB"
}
],
"outputHashing": "all"

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