v1.0.0: players table + migration from singleton account (ISS-105)
CI / build + unit + e2e (pull_request) Successful in 14m25s
CI / build + unit + e2e (pull_request) Successful in 14m25s
This commit is contained in:
+19
-23
@@ -1,6 +1,7 @@
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import { randomUUID } from 'node:crypto';
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import { and, eq, inArray } from 'drizzle-orm';
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import * as schema from '@/lib/db/schema';
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import { getLocalPlayer, updateLocalPlayerEconomy } from '@/lib/db/localPlayer';
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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, initialBearingDeg } from '@/lib/geo';
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@@ -140,11 +141,10 @@ export async function flyPlane(inst: GameDb, planeId: string, destIcao: string):
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// any mutation, so a 409 leaves fuel and cash untouched.
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const target = Math.min(plane.maxFuel, Math.max(plane.fuel, requiredL * 1.5));
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const liters = Math.max(0, target - plane.fuel);
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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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const cost = Math.round(liters * FUEL_PRICE_PER_L * (1 - repRate(account.reputation, FUEL_DISCOUNT_PER_REP, MAX_FUEL_DISCOUNT)) * 100) / 100;
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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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const player = await getLocalPlayer(inst);
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const cost = Math.round(liters * FUEL_PRICE_PER_L * (1 - repRate(player.reputation, FUEL_DISCOUNT_PER_REP, MAX_FUEL_DISCOUNT)) * 100) / 100;
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if (cost > 0 && player.cash < cost) {
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throw new GameActionError(409, `insufficient funds: refueling costs ${cost}, you have ${Math.round(player.cash)}`);
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}
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// Backstop: a leg that doesn't fit even a full tank is unflyable (target caps at maxFuel).
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if (requiredL > target) {
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@@ -173,7 +173,7 @@ export async function flyPlane(inst: GameDb, planeId: string, destIcao: string):
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})
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.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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await updateLocalPlayerEconomy(inst, { cash: Math.round((player.cash - cost) * 100) / 100 });
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}
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await persist(inst);
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}
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@@ -255,9 +255,8 @@ export async function abandonPackage(inst: GameDb, packageId: string): Promise<{
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if (!sim) throw new Error('sim_state row missing');
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const penalty = abandonPenalty(pkg, sim.clockMs);
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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.max(0, Math.round((account.cash - penalty) * 100) / 100) });
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const player = await getLocalPlayer(inst);
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await updateLocalPlayerEconomy(inst, { cash: Math.max(0, Math.round((player.cash - penalty) * 100) / 100) });
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await inst.db.update(schema.packages).set({ status: 'abandoned', planeId: null }).where(eq(schema.packages.id, packageId));
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await persist(inst);
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return { penalty };
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@@ -272,12 +271,11 @@ export async function buyPlane(inst: GameDb, model: string): Promise<{ planeId:
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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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const player = await getLocalPlayer(inst);
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// v0.38.0 (ISS-072): the EFFECTIVE cost drives both the funds check and the deduction.
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const cost = Math.round(type.price * (1 - repRate(account.reputation, PLANE_DISCOUNT_PER_REP, MAX_PLANE_DISCOUNT)) * 100) / 100;
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if (account.cash < cost) {
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throw new GameActionError(409, `insufficient funds: a ${type.name} costs ${cost}, you have ${Math.round(account.cash)}`);
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const cost = Math.round(type.price * (1 - repRate(player.reputation, PLANE_DISCOUNT_PER_REP, MAX_PLANE_DISCOUNT)) * 100) / 100;
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if (player.cash < cost) {
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throw new GameActionError(409, `insufficient funds: a ${type.name} costs ${cost}, you have ${Math.round(player.cash)}`);
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}
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const fc = await loadAirportsGeoJson();
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@@ -298,7 +296,7 @@ export async function buyPlane(inst: GameDb, model: string): Promise<{ planeId:
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departureSimTime: null,
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health: 100, // new planes arrive at full health (v0.39.0, ISS-069)
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});
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await inst.db.update(schema.account).set({ cash: Math.round((account.cash - cost) * 100) / 100 });
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await updateLocalPlayerEconomy(inst, { cash: Math.round((player.cash - cost) * 100) / 100 });
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await persist(inst);
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return { planeId };
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}
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@@ -337,9 +335,8 @@ export async function sellPlane(inst: GameDb, planeId: string): Promise<{ payout
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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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const player = await getLocalPlayer(inst);
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await updateLocalPlayerEconomy(inst, { cash: Math.round((player.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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@@ -364,17 +361,16 @@ export async function repairPlane(inst: GameDb, planeId: string): Promise<{ cost
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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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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 < REPAIR_COST) {
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throw new GameActionError(409, `insufficient funds: repair costs ${REPAIR_COST}, you have ${Math.round(account.cash)}`);
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const player = await getLocalPlayer(inst);
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if (player.cash < REPAIR_COST) {
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throw new GameActionError(409, `insufficient funds: repair costs ${REPAIR_COST}, you have ${Math.round(player.cash)}`);
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}
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// Health is NOT set here — the engine's finishRepairs pass heals it gradually along the gate.
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await inst.db.update(schema.planes)
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.set({ status: 'repairing', repairUntilSimTime: sim.clockMs + REPAIR_DURATION_MS })
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.where(eq(schema.planes.id, planeId));
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await inst.db.update(schema.account).set({ cash: Math.round((account.cash - REPAIR_COST) * 100) / 100 });
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await updateLocalPlayerEconomy(inst, { cash: Math.round((player.cash - REPAIR_COST) * 100) / 100 });
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await persist(inst);
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return { cost: REPAIR_COST };
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}
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