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Flight-Ops/lib/db/localPlayer.ts
2026-09-26 19:07:50 +00:00

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import { eq, max } from 'drizzle-orm';
import type { GameDb } from './client';
import * as schema from './schema';
// v1.0.0 (ISS-105): single-player economy access — resolves the seeded local player row. As of
// v1.3.0 (ISS-110) every per-player read/write goes through getPlayer/updatePlayerEconomy below;
// these 'local' helpers remain ONLY for env-gated /api/test/* admin hooks that stage the SEEDED
// account with no acting session. Since v1.4.0 (ISS-112) even the SSE broadcast is per-player, and
// since v1.5.0 (ISS-111) shared-world job quality reads getSharedWorldReputation instead of a row.
export const LOCAL_PLAYER = { id: 'local', provider: 'local', username: 'kamilkrzywda' } as const;
export async function getLocalPlayer(inst: GameDb): Promise<schema.PlayerRow> {
const [row] = await inst.db.select().from(schema.players).where(eq(schema.players.id, LOCAL_PLAYER.id));
if (!row) throw new Error('local player row missing');
return row;
}
export async function updateLocalPlayerEconomy(
inst: GameDb,
patch: { cash?: number; reputation?: number },
): Promise<void> {
await inst.db.update(schema.players).set(patch).where(eq(schema.players.id, LOCAL_PLAYER.id));
}
// v1.2.0 (ISS-109), standard path since v1.3.0 (ISS-110): actions, engine delivery/top-up and
// session-scoped snapshots thread the acting player's id through and read/write THAT row; the
// 'local' helpers above are reserved for world-level reads with no acting session.
export async function getPlayer(inst: GameDb, id: string): Promise<schema.PlayerRow> {
const [row] = await inst.db.select().from(schema.players).where(eq(schema.players.id, id));
if (!row) throw new Error(`player ${id} missing`);
return row;
}
export async function updatePlayerEconomy(
inst: GameDb,
id: string,
patch: { cash?: number; reputation?: number },
): Promise<void> {
await inst.db.update(schema.players).set(patch).where(eq(schema.players.id, id));
}
// v1.5.0 (ISS-111), the #101 decision point resolved: shared-world job quality is the MAX
// reputation across ALL player rows — spawned pool packages scale to the best-progressed player so
// nobody is stuck on low-rep jobs. 0 when there are no players (repRate floors at ×1 either way).
export async function getSharedWorldReputation(inst: GameDb): Promise<number> {
const [row] = await inst.db.select({ m: max(schema.players.reputation) }).from(schema.players);
return row?.m ?? 0;
}