feat: v0.8.0 — player-actions API: accept/dispatch/buy/sell/refuel endpoints (tick-first, full-snapshot responses), spawn coverage rule, test create-contract hook
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import { randomUUID } from 'node:crypto';
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import { eq } from 'drizzle-orm';
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import * as schema from '@/lib/db/schema';
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import { persist, type GameDb } from '@/lib/db/client';
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import { loadAirportsGeoJson } from '@/lib/airports';
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import { haversineKm } from '@/lib/geo';
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import { runAction } from '@/lib/sim/engine';
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import { getStateSnapshot } from './state';
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import { FUEL_PRICE_PER_L, PLANE_TYPES, SELL_FRACTION } from './catalog';
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import { HUB_ICAO } from './seed';
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// Player actions (v0.8.0) — the core loop, server-side: accept a contract,
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// dispatch a plane on it, buy/sell planes, refuel. Each function validates and
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// mutates ONE throwaway-safe GameDb instance (persisted at the end); routes wrap
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// them in engine.runAction() so tick + validate + mutate are atomic under the sim
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// lock. Validation failures throw GameActionError carrying the HTTP status:
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// 404 — unknown entity id
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// 409 — valid ids but the current state forbids the action (wrong contract/plane
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// status, plane not at origin, insufficient fuel/funds, last plane)
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// 400 — bad input that isn't an existence problem (unknown catalog model)
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export class GameActionError extends Error {
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constructor(
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public readonly status: number,
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message: string,
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) {
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super(message);
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this.name = 'GameActionError';
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}
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}
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async function airportByIcao(icao: string): Promise<{ icao: string; lat: number; lon: number }> {
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const fc = await loadAirportsGeoJson();
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const f = fc.features.find((x) => x.properties.icao === icao);
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if (!f) throw new Error(`airport ${icao} missing from dataset`); // → 500, cannot happen for seeded data
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return { icao: f.properties.icao, lat: f.properties.lat, lon: f.properties.lon };
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}
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// --- Accept (POST /api/contracts/:id/accept) ---
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// open → accepted. Single-player, so no ownership tracking beyond the status flip;
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// an accepted contract is claimed by whoever dispatched it first (dispatch checks
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// 'accepted' and binds the plane).
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export async function acceptContract(inst: GameDb, contractId: string): Promise<void> {
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const rows = await inst.db.select().from(schema.contracts).where(eq(schema.contracts.id, contractId));
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const contract = rows[0];
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if (!contract) throw new GameActionError(404, `contract ${contractId} not found`);
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if (contract.status !== 'open') {
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throw new GameActionError(409, `contract is ${contract.status}, only open contracts can be accepted`);
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}
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await inst.db.update(schema.contracts).set({ status: 'accepted' }).where(eq(schema.contracts.id, contractId));
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await persist(inst);
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}
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// --- Dispatch (POST /api/planes/:planeId/dispatch {contractId}) ---
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// Bind an accepted contract to a grounded plane at its origin. The v0.7.0
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// finalize path then handles the flight: position/fuel are pure functions of the
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// clock from departureSimTime, and arrival awards cash + reputation automatically.
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export async function dispatchPlane(inst: GameDb, planeId: string, contractId: string): Promise<void> {
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const [planeRows, contractRows] = await Promise.all([
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inst.db.select().from(schema.planes).where(eq(schema.planes.id, planeId)),
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inst.db.select().from(schema.contracts).where(eq(schema.contracts.id, contractId)),
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]);
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const contract = contractRows[0];
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if (!contract) throw new GameActionError(404, `contract ${contractId} not found`);
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if (contract.status !== 'accepted') {
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throw new GameActionError(409, `contract is ${contract.status}, it must be accepted before dispatching`);
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}
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const plane = planeRows[0];
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if (!plane) throw new GameActionError(404, `plane ${planeId} not found`);
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if (plane.status !== 'available') {
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throw new GameActionError(409, `plane is ${plane.status}, only available planes can be dispatched`);
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}
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if (plane.locationIcao !== contract.originIcao) {
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throw new GameActionError(
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409,
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`plane is at ${plane.locationIcao} but the contract originates at ${contract.originIcao}`,
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);
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}
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const type = PLANE_TYPES[plane.model];
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if (!type) throw new Error(`unknown plane model ${plane.model}`); // → 500, cannot happen for seeded data
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const origin = await airportByIcao(contract.originIcao);
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const dest = await airportByIcao(contract.destIcao);
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const distanceKm = haversineKm(origin.lat, origin.lon, dest.lat, dest.lon);
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const burnL = type.burnPerKm * distanceKm;
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if (burnL > plane.fuel) {
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throw new GameActionError(409, `insufficient fuel: the leg needs ${Math.round(burnL)} L but the plane has ${Math.round(plane.fuel)} L`);
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}
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// runAction() ticked first, so this is current game time.
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const sim = (await inst.db.select().from(schema.simState))[0];
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if (!sim) throw new Error('sim_state row missing');
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await inst.db.update(schema.planes)
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.set({
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status: 'flying',
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contractId,
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departureSimTime: sim.clockMs,
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lat: origin.lat,
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lon: origin.lon,
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})
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.where(eq(schema.planes.id, planeId));
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await inst.db.update(schema.contracts).set({ planeId }).where(eq(schema.contracts.id, contractId));
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await persist(inst);
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}
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// --- Market (POST /api/market/buy-plane {model}) ---
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// Buy a catalog model at full price; it arrives 'available' with a full tank at
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// the home base (EDDF).
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export async function buyPlane(inst: GameDb, model: string): Promise<{ planeId: string }> {
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const type = PLANE_TYPES[model];
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if (!type) throw new GameActionError(400, `unknown plane model "${model}"`);
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const account = (await inst.db.select().from(schema.account))[0];
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if (!account) throw new Error('account row missing');
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if (account.cash < type.price) {
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throw new GameActionError(409, `insufficient funds: a ${type.name} costs ${type.price}, you have ${Math.round(account.cash)}`);
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}
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const fc = await loadAirportsGeoJson();
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// Same hub fallback as the seed (HUB_ICAO, else first airport).
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const home = fc.features.find((f) => f.properties.icao === HUB_ICAO)?.properties ?? fc.features[0].properties;
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const planeId = randomUUID();
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await inst.db.insert(schema.planes).values({
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id: planeId,
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model,
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status: 'available',
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fuel: type.maxFuel, // full tank on delivery
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maxFuel: type.maxFuel,
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locationIcao: home.icao,
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contractId: null,
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lat: home.lat,
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lon: home.lon,
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departureSimTime: null,
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});
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await inst.db.update(schema.account).set({ cash: account.cash - type.price });
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await persist(inst);
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return { planeId };
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}
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// --- Market (POST /api/market/sell-plane {planeId}) ---
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// Sell a grounded plane for SELL_FRACTION of its catalog price. The last
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// remaining plane can never be sold — the company needs at least one aircraft.
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export async function sellPlane(inst: GameDb, planeId: string): Promise<{ payout: number }> {
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const rows = await inst.db.select().from(schema.planes).where(eq(schema.planes.id, planeId));
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const plane = rows[0];
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if (!plane) throw new GameActionError(404, `plane ${planeId} not found`);
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if (plane.status !== 'available') {
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throw new GameActionError(409, `plane is ${plane.status}, only grounded planes can be sold`);
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}
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const all = await inst.db.select().from(schema.planes);
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if (all.length <= 1) throw new GameActionError(409, 'cannot sell the last remaining plane');
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const type = PLANE_TYPES[plane.model];
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if (!type) throw new Error(`unknown plane model ${plane.model}`); // → 500, cannot happen for seeded data
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const payout = Math.round(type.price * SELL_FRACTION * 100) / 100;
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await inst.db.delete(schema.planes).where(eq(schema.planes.id, planeId));
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const account = (await inst.db.select().from(schema.account))[0];
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if (!account) throw new Error('account row missing');
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await inst.db.update(schema.account).set({ cash: Math.round((account.cash + payout) * 100) / 100 });
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await persist(inst);
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return { payout };
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}
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// --- Refuel (POST /api/planes/:planeId/refuel) ---
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// Fill a grounded plane to maxFuel at FUEL_PRICE_PER_L per missing liter.
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export async function refuelPlane(inst: GameDb, planeId: string): Promise<{ cost: number }> {
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const rows = await inst.db.select().from(schema.planes).where(eq(schema.planes.id, planeId));
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const plane = rows[0];
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if (!plane) throw new GameActionError(404, `plane ${planeId} not found`);
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if (plane.status !== 'available') {
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throw new GameActionError(409, `plane is ${plane.status}, only grounded planes can be refueled`);
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}
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const cost = Math.round((plane.maxFuel - plane.fuel) * FUEL_PRICE_PER_L * 100) / 100;
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const account = (await inst.db.select().from(schema.account))[0];
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if (!account) throw new Error('account row missing');
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if (cost > 0 && account.cash < cost) {
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throw new GameActionError(409, `insufficient funds: refueling costs ${cost}, you have ${Math.round(account.cash)}`);
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}
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await inst.db.update(schema.planes).set({ fuel: plane.maxFuel }).where(eq(schema.planes.id, planeId));
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if (cost > 0) {
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await inst.db.update(schema.account).set({ cash: Math.round((account.cash - cost) * 100) / 100 });
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}
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await persist(inst);
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return { cost };
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}
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// --- Route helper (response convention, v0.8.0) ---
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// Run an action under the sim lock — tick FIRST so validation/mutation see current
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// game time — then respond with the FULL current state snapshot (same shape as
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// GET /api/state), so clients never need a follow-up poll. GameActionError maps to
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// its own status + {error}; anything unexpected is a 500.
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export async function performAction(fn: (inst: GameDb) => Promise<unknown>): Promise<Response> {
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try {
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await runAction(fn);
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return Response.json(await getStateSnapshot());
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} catch (err) {
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if (err instanceof GameActionError) {
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return Response.json({ error: err.message }, { status: err.status });
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}
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console.error('action failed', err);
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return Response.json({ error: 'action failed' }, { status: 500 });
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}
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}
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