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:
@@ -21,6 +21,11 @@ export class HuntPageComponent implements OnInit {
|
||||
if (this.worldStore.currentLocation() === null) {
|
||||
void this.worldStore.load();
|
||||
}
|
||||
|
||||
// The server owns which encounters are still open, so entering the page --
|
||||
// including on the way back from a fight -- takes its word over whatever
|
||||
// roll is still in memory.
|
||||
void this.huntingStore.loadActiveHunt();
|
||||
}
|
||||
|
||||
protected startHunt(): void {
|
||||
|
||||
Reference in New Issue
Block a user