Merge branch 'master' into worktree-playable-slice-0.6.5-renown-reputation

Reconciles Slice 0.6.5 (Renown & Reputation Foundation) against master's
persistent-HP-and-regeneration slice, which landed independently and
touches several of the same files (Character entity, CombatService,
EquipmentService, the inventory detail panel).

Conflict resolutions:
- CharacterStatsService/EquipmentService constructor wiring: kept
  master's CharacterVitalsService injection, which this branch's
  version of the same files didn't have yet.
- CombatService.performAction: kept master's HP-guard logic
  (characterTooWounded, vitals pause-on-enter) alongside this branch's
  multi-line calculate() call style.
- Inventory detail panel (.html/.ts/.scss/.spec.ts): master had
  redesigned the panel (wrapping section, rarity styling, flavour
  text, a shared inventory.labels.ts) on top of the OLD level-gated
  component, since this branch's removal of the level gate (R4, Task
  8/14) hadn't reached master yet. Kept master's visual redesign in
  full, but with the level-gate concept removed throughout: no
  requiredLevel stat block, no meetsLevelRequirement() branch in the
  equip button, no now-dead .detail__value--unmet SCSS rule. Kept both
  branches' independent tests (non-equippable-item, flavour-text).
- inventory-page.component.ts: dropped master's dead characterLevel
  computed (nothing in the template read it, and the level concept is
  gone); kept its independent bagCells/bagUsed/bagCapacity grid
  feature, which has nothing to do with renown or level.

Post-merge fixture repairs (three files failed the Angular bundle
compile because they predate master's hpRegenPerSecond/hpRegenSince
fields or master's item description field, neither conflict-marked
since git considered them non-overlapping edits):
- app.spec.ts: a 'renders loaded character values' test added on
  master after this branch forked still used the abolished level/
  experience fields on its decoy fixture -- retargeted to renown.
- inventory-detail-panel.component.spec.ts: the ashPelt fixture added
  by this branch's final-review follow-up predates master's required
  description field.
- top-bar.component.spec.ts: this branch's fixture predates master's
  required hpRegenPerSecond/hpRegenSince fields.

No database migration touches the same column: master's
1792000000000-AddHpRegeneration only adds characters.hp_regen_since,
independent of this slice's 1791000000000-CreateRenownAndReputation.
Timestamp ordering between the two was already correct with no rename
needed.

Verified: API 288/288 (267 from this slice + 21 from master), API
build zero errors, web 237/237 (230 from this slice + 7 from master).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Bastian Wagner
2026-08-21 19:23:10 +02:00
75 changed files with 9250 additions and 1840 deletions

View File

@@ -1,5 +1,6 @@
import { DataSource, EntityManager, EntityTarget } from 'typeorm';
import { CharacterStatsService } from '../characters/character-stats.service';
import { CharacterVitalsService } from '../characters/character-vitals.service';
import { Character } from '../characters/entities/character.entity';
import { Hunt } from '../hunting/entities/hunt.entity';
import { HuntEncounter } from '../hunting/entities/hunt-encounter.entity';
@@ -178,6 +179,7 @@ function character(overrides: Partial<Character> = {}): Character {
baseHp: 100,
baseAttack: 6,
currentHp: 100,
hpRegenSince: null,
currentLocationId: 'location-1',
createdAt: new Date('2026-08-18T09:00:00.000Z'),
updatedAt: new Date('2026-08-18T09:00:00.000Z'),
@@ -283,11 +285,15 @@ function createService(
const travelService = options.travelService ?? fakeTravelService();
const combatEngine = new CombatEngineService();
const characterCombatStats = fakeCharacterStats();
const characterVitals = new CharacterVitalsService({
now: () => new Date('2026-08-18T09:00:00.000Z'),
});
const service = new CombatService(
dataSource as unknown as DataSource,
travelService,
combatEngine,
characterCombatStats,
characterVitals,
fakeRewardService(),
);
return { dataSource, service, travelService };
@@ -347,6 +353,49 @@ describe('CombatService', () => {
});
});
it('seeds player HP from the character, carrying HP from a previous fight rather than starting full', async () => {
const state = createState({ characters: [character({ currentHp: 63 })] });
const { dataSource, service } = createService({ state });
const combat = await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(combat.player.currentHp).toBe(63);
expect(dataSource.state.combats[0].playerCurrentHp).toBe(63);
});
it('pauses regeneration on the character once a combat starts', async () => {
const state = createState({
characters: [
character({ currentHp: 63, hpRegenSince: new Date('2026-08-18T08:00:00.000Z') }),
],
});
const { dataSource, service } = createService({ state });
await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(dataSource.state.characters[0].currentHp).toBe(63);
expect(dataSource.state.characters[0].hpRegenSince).toBeNull();
});
it('rejects starting a combat when the character has 0 effective HP', async () => {
const state = createState({ characters: [character({ currentHp: 0 })] });
const { service } = createService({ state });
await expectCombatDomainError(
service.startCombat(CHARACTER_ID, ENCOUNTER_ID),
'CHARACTER_TOO_WOUNDED',
);
});
it('allows starting a combat at exactly 1 effective HP', async () => {
const state = createState({ characters: [character({ currentHp: 1 })] });
const { service } = createService({ state });
await expect(
service.startCombat(CHARACTER_ID, ENCOUNTER_ID),
).resolves.toMatchObject({ status: 'ACTIVE' });
});
it('marks the encounter as IN_PROGRESS', async () => {
const { dataSource, service } = createService();
@@ -528,6 +577,41 @@ describe('CombatService', () => {
});
});
it('mirrors the player HP onto the character each round while the fight continues', async () => {
const { dataSource, service, combatId } = await startedCombat();
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.state.characters[0].currentHp).toBe(95);
expect(dataSource.state.characters[0].hpRegenSince).toBeNull();
});
it('restarts regeneration on the character once 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.characters[0].currentHp).toBe(
dataSource.state.combats[0].playerCurrentHp,
);
expect(dataSource.state.characters[0].hpRegenSince).toEqual(
new Date('2026-08-18T09:00:00.000Z'),
);
});
it('restarts regeneration from 0 HP once the fight is lost', async () => {
const state = createState({ characters: [character({ baseHp: 1, currentHp: 1 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
expect(dataSource.state.characters[0].currentHp).toBe(0);
expect(dataSource.state.characters[0].hpRegenSince).toEqual(
new Date('2026-08-18T09:00:00.000Z'),
);
});
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);
@@ -548,7 +632,7 @@ describe('CombatService', () => {
it('ends the combat as LOST, stops persisting new rounds, and rejects further actions', async () => {
const state = createState({
characters: [character({ baseHp: 1 })],
characters: [character({ baseHp: 1, currentHp: 1 })],
});
const { dataSource, service, combatId } = await startedCombat(state);
@@ -579,7 +663,7 @@ describe('CombatService', () => {
});
it('frees the encounter for another attempt when the fight is lost', async () => {
const state = createState({ characters: [character({ baseHp: 1 })] });
const state = createState({ characters: [character({ baseHp: 1, currentHp: 1 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
@@ -599,11 +683,19 @@ describe('CombatService', () => {
);
});
it('lets a lost encounter be fought again as a fresh combat', async () => {
const state = createState({ characters: [character({ baseHp: 1 })] });
it('lets a lost encounter be fought again once the character has recovered HP', async () => {
const state = createState({ characters: [character({ baseHp: 1, currentHp: 1 })] });
const { dataSource, service, combatId } = await startedCombat(state);
await service.performAction(CHARACTER_ID, combatId, CombatAction.ATTACK);
// The loss now mirrors 0 HP onto the character (this task); simulate
// that regeneration has since restored it before retrying. This test
// is about the encounter itself being retryable once the character
// can fight again, not about regen math (covered by
// CharacterVitalsService's own tests).
dataSource.state.characters[0].currentHp = 1;
dataSource.state.characters[0].hpRegenSince = null;
const retry = await service.startCombat(CHARACTER_ID, ENCOUNTER_ID);
expect(retry.id).not.toBe(combatId);
@@ -787,7 +879,7 @@ describe('CombatService', () => {
it('keeps returning LOST after the combat has ended', async () => {
const state = createState({
characters: [character({ baseHp: 1 })],
characters: [character({ baseHp: 1, currentHp: 1 })],
});
const context = createService({ state });
const started = await context.service.startCombat(
@@ -844,6 +936,9 @@ describe('CombatService', () => {
fakeTravelService(),
new CombatEngineService(),
fakeCharacterStats(),
new CharacterVitalsService({
now: () => new Date('2026-08-18T09:00:00.000Z'),
}),
rewards,
);
@@ -896,6 +991,9 @@ describe('CombatService', () => {
fakeTravelService(),
new CombatEngineService(),
fakeCharacterStats(),
new CharacterVitalsService({
now: () => new Date('2026-08-18T09:00:00.000Z'),
}),
rewards,
);
@@ -956,6 +1054,9 @@ describe('CombatService', () => {
fakeTravelService(),
new CombatEngineService(),
fakeCharacterStats(),
new CharacterVitalsService({
now: () => new Date('2026-08-18T09:00:00.000Z'),
}),
rewards,
);
@@ -993,6 +1094,9 @@ describe('CombatService', () => {
fakeTravelService(),
new CombatEngineService(),
fakeCharacterStats(),
new CharacterVitalsService({
now: () => new Date('2026-08-18T09:00:00.000Z'),
}),
fakeRewardService({
// Genuinely write renown/silver through the transaction's manager
// before failing, so the assertions below prove the rollback