The demo character no longer starts with a free Basic Hide Bag: the
bagless HIDE capacity of 1 is what the quest chain exists to teach.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Converts all German player-facing content in the API's seed files to
English per the English Game Content Foundation glossary: item
name/description, monster name, location name/description, all
local-location POI/action content, and the border-guard reputation
faction. Technical keys are unchanged.
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>
Fixes 4 Important findings from the final whole-branch review:
- /inventory never called WorldStore.load(), leaving the TopBar stuck on
"loading" and characterLevel() silently defaulting to 1 for any character
above level 1. Mirrors the same guard already used in HuntPageComponent.
- The combat/equipment snapshot-immutability integration test asserted only
status/round, never the actual playerState snapshot the whole test claims
to prove is untouched after a post-fight equip.
- Documented (comment only, no behavior change) that the demo character's
armor dropping from the old hardcoded 6 to 0 is an intentional,
spec-sanctioned tradeoff (Slice 0.5 spec Section19), not a bug.
- inventory.store.spec.ts's equip test used an identical inventory fixture
before and after equip(), so a regression dropping the post-equip
inventory re-fetch would still have passed. Now asserts the refetched
fixture is actually reflected.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The CharacterItem idempotency check was looking up by the seed's own
literal id instead of the (characterId, itemDefinitionId) unique index
that CharacterItem actually enforces. If the demo character had already
looted a worn-short-sword naturally, re-running the seed would miss
that row and try to insert a colliding duplicate, breaking seeding
instead of being a safe no-op. Look up by the real domain key and reuse
whatever id is found when wiring up the CharacterEquipment row.
Brings in the encounter-status feature (cleared/resumed hunt encounters)
and its own independent Verwilderter Straßenhund / Verkohlter Plünderer
assets. Both branches added the same two monsters at the same time;
resolved by keeping master's asset set as canonical (images/combat/icons/,
images/combat/sprites/) rather than maintaining a parallel copy under
images/monsters/icons/ — dropped that directory and pointed the seed's
MonsterDefinition.iconPath, the local-view test fixtures and the frontend
icon lookup at the existing combat/icons paths instead. Kept this
branch's COMBAT_MONSTER_SCALE entries for the two monsters, since master
never added them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Brings in the First Loot slice. Resolved additively:
- MonsterDefinition keeps both the new iconPath and master's lootTableId.
- The seed keeps the four-monster pool and the local view content, and
gives the two new monsters existing loot tables — the road dog shares
the beast table, the charred looter the raider table.
- The local location view migration moves to 1788700000000 so it orders
deterministically after the loot migration, which claimed the same
timestamp.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Adds the server side of the local location view: location_definitions
carries region naming, a location type, a scene-level description and
artwork, plus JSONB points of interest, primary actions and a reward
preview. Locations become content, so a second location renders through
the same components with different data.
GET /api/world/current-location gains those fields, a recommendation
label and a danger rating derived from the weighted average of the
location's own monster pool — a rare elite no longer makes a beginner
road read as lethal. The encounter preview is derived from that same
pool rather than duplicating it.
POST /api/world/current-location/interactions/:key reveals a hotspot's
authored result. The location is resolved from the character, never from
the request, and result text never ships with the location payload, so a
caller cannot read or trigger a hotspot it has not travelled to.
Seeds the Verbrannte Straße with its four hotspots and the Südtor with
its own transition content. Adds Verwilderter Straßenhund and Verkohlter
Plünderer to the road's pool, including combat sprites, so the preview
shows encounters the hunt can actually roll. Medallion icons move to
images/monsters/icons, where both combat and the location view read them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
vertical-slice.seed.ts and danger-rating.spec.ts had line-wrapping
that no longer matched prettier's output, which a CI prettier --check
would flag. Formatting only, no logic change.
Adds the two starter monster definitions and their location-monster
mapping (weights 70/30) to the vertical-slice seed, following the
same findOneBy/update-or-insert pattern used for locations, plus an
upsert on (locationId, monsterId) for the mapping. Copies the source
artwork into the served images/monsters directory and extends the
seed spec harness to cover both idempotent inserts.
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>