Files
Flight-Ops/lib/db/localPlayer.ts
T
2026-09-26 16:27:00 +00:00

41 lines
1.7 KiB
TypeScript

import { eq } from 'drizzle-orm';
import type { GameDb } from './client';
import * as schema from './schema';
// v1.0.0 (ISS-105): TEMPORARY single-player economy access — resolves the local player row so all
// pre-multiplayer code keeps working while `account` is replaced by `players`. A later step
// parameterizes these by playerId for real multiplayer; until then every read/write of the
// singleton economy goes through this file and nowhere else.
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): per-player variants — the actions thread the session player's id through and
// read/write THAT row instead of the local one; getLocalPlayer stays for the snapshot/engine until
// per-player views land in a later multiplayer step.
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));
}