Files
Flight-Ops/lib/game/actions.ts
T

216 lines
9.6 KiB
TypeScript

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