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>
This commit is contained in:
Bastian Wagner
2026-08-20 10:34:30 +02:00
parent 67237f5ad8
commit 3c59603efb
26 changed files with 869 additions and 66 deletions

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import { TestBed } from '@angular/core/testing';
import { Router, provideRouter } from '@angular/router';
import { vi } from 'vitest';
import type { Combat } from './api/game-api.models';
import { App } from '../app';
import { CombatStore } from '../features/combat/combat.store';
const runningCombat: Combat = {
id: 'combat-running',
status: 'ACTIVE',
round: 4,
player: { name: 'Aric Duskwalker', maxHp: 100, currentHp: 62 },
monster: {
key: 'road-bandit',
name: 'Straßenräuber',
level: 3,
maxHp: 75,
currentHp: 30,
artworkPath: '/images/enemies/RoadBandit.png',
},
events: [],
};
describe('resuming an interrupted combat', () => {
let combatStore: { loadActiveCombat: ReturnType<typeof vi.fn> };
let router: Router;
async function bootstrap() {
await TestBed.configureTestingModule({
imports: [App],
providers: [
provideRouter([
{ path: 'world', children: [] },
{ path: 'combat/:combatId', children: [] },
]),
{ provide: CombatStore, useValue: combatStore },
],
}).compileComponents();
router = TestBed.inject(Router);
vi.spyOn(router, 'navigate').mockResolvedValue(true);
const fixture = TestBed.createComponent(App);
fixture.detectChanges();
await fixture.whenStable();
return fixture;
}
it('drops the player straight back into the fight they left running', async () => {
combatStore = { loadActiveCombat: vi.fn(() => Promise.resolve(runningCombat)) };
await bootstrap();
expect(combatStore.loadActiveCombat).toHaveBeenCalledOnce();
expect(router.navigate).toHaveBeenCalledWith(['/combat', 'combat-running']);
});
it('leaves navigation alone when no fight is running', async () => {
combatStore = { loadActiveCombat: vi.fn(() => Promise.resolve(null)) };
await bootstrap();
expect(combatStore.loadActiveCombat).toHaveBeenCalledOnce();
expect(router.navigate).not.toHaveBeenCalled();
});
});