feat(api): re-anchor HP regeneration before an equipment-driven max-HP change
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@@ -1,5 +1,6 @@
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import { DataSource, EntityManager, EntityTarget } from 'typeorm';
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import { CharacterStatsService } from '../characters/character-stats.service';
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import { CharacterVitalsService } from '../characters/character-vitals.service';
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import { Character } from '../characters/entities/character.entity';
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import { CombatStatus } from '../combat/combat-status.enum';
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import { Combat } from '../combat/entities/combat.entity';
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@@ -164,6 +165,7 @@ function character(overrides: Partial<Character> = {}): Character {
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baseHp: 100,
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baseAttack: 6,
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currentHp: 100,
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hpRegenSince: null,
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...overrides,
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} as Character;
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}
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@@ -178,8 +180,18 @@ function createHarness(state: Partial<State> = {}) {
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...state,
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};
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const dataSource = new FakeDataSource(fullState);
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const characterStats = new CharacterStatsService(dataSource as unknown as DataSource);
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const service = new EquipmentService(dataSource as unknown as DataSource, characterStats);
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const characterVitals = new CharacterVitalsService({
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now: () => new Date('2026-08-18T09:00:00.000Z'),
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});
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const characterStats = new CharacterStatsService(
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dataSource as unknown as DataSource,
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characterVitals,
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);
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const service = new EquipmentService(
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dataSource as unknown as DataSource,
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characterStats,
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characterVitals,
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);
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return { state: fullState, service };
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}
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@@ -408,6 +420,33 @@ describe('EquipmentService', () => {
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'CHARACTER_IN_COMBAT',
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);
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});
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it('re-anchors HP regeneration so a later max-HP increase does not gift accumulated overflow', async () => {
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const bonusHpHelm = itemDefinition({
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id: 'def-bonus-hp-helm',
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key: 'bonus-hp-helm',
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name: 'Gepolsterter Helm',
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equipmentSlot: EquipmentSlot.HEAD,
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bonusHp: 20,
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weaponDamage: 0,
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});
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const { state, service } = createHarness({
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characters: [character({ currentHp: 100, hpRegenSince: null })],
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itemDefinitions: [bonusHpHelm],
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characterItems: [
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{
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id: BANDIT_HOOD_ITEM_ID,
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characterId: CHARACTER_ID,
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itemDefinitionId: bonusHpHelm.id,
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quantity: 1,
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} as CharacterItem,
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],
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});
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await service.equip(CHARACTER_ID, BANDIT_HOOD_ITEM_ID);
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expect(state.characters[0].currentHp).toBe(100);
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});
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});
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describe('getEquipment', () => {
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@@ -1,6 +1,7 @@
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import { Injectable } from '@nestjs/common';
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import { DataSource } from 'typeorm';
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import { CharacterStatsService } from '../characters/character-stats.service';
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import { CharacterVitalsService } from '../characters/character-vitals.service';
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import { Character } from '../characters/entities/character.entity';
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import { CombatStatus } from '../combat/combat-status.enum';
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import { Combat } from '../combat/entities/combat.entity';
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@@ -48,6 +49,7 @@ export class EquipmentService {
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constructor(
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private readonly dataSource: DataSource,
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private readonly characterStats: CharacterStatsService,
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private readonly characterVitals: CharacterVitalsService,
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) {}
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async getEquipment(characterId: string): Promise<EquipmentResponseDto> {
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@@ -106,6 +108,10 @@ export class EquipmentService {
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throw itemLevelRequirementNotMet();
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}
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const statsBeforeChange = await this.characterStats.calculate(character, manager);
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this.characterVitals.settle(character, statsBeforeChange.maxHp);
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await characters.save(character);
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const existing = await equipmentRepo.findOne({
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where: { characterId, slot: definition.equipmentSlot },
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lock: { mode: 'pessimistic_write' },
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