Files
ashen-realms/apps/web/src/app/features/hunting/hunt-page/hunt-page.component.ts
Bastian Wagner 3c59603efb 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>
2026-08-20 10:34:46 +02:00

73 lines
2.2 KiB
TypeScript

import { Component, OnInit, inject } from '@angular/core';
import { Router } from '@angular/router';
import { CombatStore } from '../../combat/combat.store';
import { WorldStore } from '../../world/world.store';
import { EncounterCardComponent } from '../encounter-card/encounter-card.component';
import { HuntingStore } from '../hunting.store';
@Component({
selector: 'app-hunt-page',
imports: [EncounterCardComponent],
templateUrl: './hunt-page.component.html',
styleUrl: './hunt-page.component.scss',
})
export class HuntPageComponent implements OnInit {
protected readonly worldStore = inject(WorldStore);
protected readonly huntingStore = inject(HuntingStore);
protected readonly combatStore = inject(CombatStore);
private readonly router = inject(Router);
ngOnInit(): void {
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 {
void this.huntingStore.startHunt();
}
protected refreshHunt(): void {
void this.huntingStore.refreshHunt();
}
protected retry(): void {
if (this.huntingStore.currentHunt() === null) {
void this.huntingStore.startHunt();
} else {
void this.huntingStore.refreshHunt();
}
}
protected goToWorld(): void {
void this.router.navigate(['/world']);
}
protected async onAttack(encounterId: string): Promise<void> {
await this.combatStore.startCombat(encounterId);
const combat = this.combatStore.combat();
if (combat) {
void this.router.navigate(['/combat', combat.id]);
return;
}
// A fight already running is not a dead end: rejoin it rather than
// leaving the player stuck behind an error they cannot act on.
if (this.combatStore.errorCode() === 'COMBAT_ALREADY_ACTIVE') {
const active = await this.combatStore.loadActiveCombat();
if (active) {
void this.router.navigate(['/combat', active.id]);
}
}
}
protected dismissCombatError(): void {
this.combatStore.clearError();
}
}