Files
Flight-Ops/lib/game/state.ts
T
2026-09-26 17:03:15 +00:00

221 lines
10 KiB
TypeScript

import { loadAirportsGeoJson } from '@/lib/airports';
import { haversineKm, initialBearingDeg } from '@/lib/geo';
import { weatherFor } from '@/lib/weather';
import { getGameDb } from '@/lib/db/client';
import { getPlayer } from '@/lib/db/localPlayer';
import * as schema from '@/lib/db/schema';
import { catalogEntries, FUEL_PRICE_PER_L, PLANE_TYPES, SELL_FRACTION, type CatalogEntry } from './catalog';
import { fuelAtWeighted, progressAt, positionAt, windBurnFactor } from '@/lib/sim/movement';
import { JOB_LIFETIME_MS } from './seed';
// Read-only game-state snapshot for client polling (GET /api/state).
export interface PlaneState {
id: string;
model: string;
// v0.39.0 (ISS-069): 'repairing' = grounded in the shop until repairUntilSimTime passes.
status: 'available' | 'flying' | 'repairing';
fuel: number;
maxFuel: number;
locationIcao: string;
locationName: string;
// Current flight destination (v0.12.0) — set by fly, null when grounded. The
// origin of the current leg is always locationIcao while flying.
destIcao: string | null;
destName: string | null;
// Sim-clock departure time of the current flight (v0.8.0) — null when grounded,
// set by fly while flying so clients can compute progress/ETA from the clock.
departureSimTime: number | null;
lat: number;
lon: number;
// Upcoming legs NOT yet started (v0.25.0, ISS-043) — ordered ICAOs; the active
// leg is destIcao. The engine auto-chains queue[0] on landing when fuel covers it.
queue: string[];
// Structural health in [0, 100] (v0.39.0, ISS-069) — wears down with distance flown; at 0 the
// plane is broken and cannot fly until repaired (v0.45.0, ISS-089). While 'repairing' this is
// also the repair progress: it climbs back to 100 over REPAIR_DURATION_MS of sim time.
health: number;
// Sim-clock epoch ms when an active repair finishes (v0.39.0, ISS-069); null when not in repair.
repairUntilSimTime: number | null;
}
// Parse the planes.queue JSON column into an ICAO list (v0.25.0). Guards against
// null/empty/malformed values so a corrupt cell can never break a snapshot or tick.
export function parseIcaoQueue(raw: string | null): string[] {
if (!raw) return [];
try {
const v: unknown = JSON.parse(raw);
return Array.isArray(v) ? v.filter((x): x is string => typeof x === 'string') : [];
} catch {
return [];
}
}
// v0.65.0: the airports where a plane can take work — grounded there, flying TO it (its destination
// joins the pool while airborne), or queued for it (queued legs count even while their plane is in
// the shop — the work will be waiting at its next stop). A fleet fully repairing with empty queues
// has no pools until one frees up. Shared by the snapshot's visibility filter and the engine's
// pool spawner so both agree on exactly which airports keep open jobs.
export function poolAirports(planes: Array<{ status: string; locationIcao: string; destIcao: string | null; queue: string | null }>): Set<string> {
const set = new Set<string>();
for (const p of planes) {
if (p.status === 'available') set.add(p.locationIcao);
else if (p.status === 'flying' && p.destIcao) set.add(p.destIcao);
for (const icao of parseIcaoQueue(p.queue)) set.add(icao);
}
return set;
}
export interface PackageState {
id: string;
originIcao: string;
originName: string;
destIcao: string;
destName: string;
reward: number;
cargoType: string;
cargoCount: number;
// Package weight in kg (v0.27.0, ISS-045) — drives load validation + per-kg payout.
weightKg: number;
// Special status (v0.37.0, ISS-073) — key into lib/game/specials.ts SPECIALS; null = none.
special: string | null;
// Great-circle leg distance in km (v0.48.0, ISS-095) — computed from airport coords, not stored.
distanceKm: number;
deadlineSimTime: number;
status: 'open' | 'loaded' | 'delivered' | 'expired' | 'abandoned';
planeId: string | null;
createdSimTime: number;
// Wall-clock expiry of an OPEN job (v0.65.0) — createdRealMs + JOB_LIFETIME_MS, shown as a live
// countdown in the right pane; null for every non-open status (loaded cargo still uses deadlineSimTime).
expiresRealMs: number | null;
}
export interface StateSnapshot {
account: { cash: number; reputation: number };
// ISS-117 (v0.52.0): the world rate is a fixed constant (WORLD_TIME_SCALE), not per-save state —
// only the clock itself is reported here.
simState: { clockMs: number };
planes: PlaneState[];
packages: PackageState[];
// Market reference data (v0.10.0) — static per build, sent with every snapshot so
// the client can compute buy/sell previews without a separate endpoint.
catalog: CatalogEntry[];
fuelPricePerL: number;
sellFraction: number;
}
// ISS-133 (v0.59.0): the SSE projection of a snapshot — only the package statuses any component
// renders: open (market list), loaded + expired (on-board cargo, which keeps its payload slot).
// Terminal history (delivered/abandoned) is unbounded in the DB and never read by the
// client, so it stays out of every pushed frame; /api/state and action responses keep the full set.
export const SSE_PACKAGE_STATUSES = ['open', 'loaded', 'expired'] as const;
export function sseFrame(snapshot: StateSnapshot): StateSnapshot {
return { ...snapshot, packages: snapshot.packages.filter((p) => (SSE_PACKAGE_STATUSES as readonly string[]).includes(p.status)) };
}
// v1.3.0 (ISS-110): the snapshot's `account` field is the ACTING SESSION player's row — same
// shape as before ({cash, reputation}), sourced per-player. Callers without a session context
// (the shared SSE broadcast) pass LOCAL_PLAYER.id until per-player frames land (#112).
export async function getStateSnapshot(playerId: string): Promise<StateSnapshot> {
const inst = await getGameDb();
const { db } = inst;
// NOTE: use plain select(), not the relational db.query.* API — in drizzle-orm
// 0.45.x the sql-js driver drops the result mapper for relational queries and
// returns raw rows keyed by SQL column names (snake_case, no type decoding).
const [player, simRows, planeRows, packageRows] = await Promise.all([
getPlayer(inst, playerId),
db.select().from(schema.simState),
db.select().from(schema.planes),
db.select().from(schema.packages),
]);
const simRow = simRows[0];
if (!simRow) throw new Error('game state missing sim_state row');
const fc = await loadAirportsGeoJson();
const nameByIcao = new Map(fc.features.map((f) => [f.properties.icao, f.properties.name]));
const nameOf = (icao: string) => nameByIcao.get(icao) ?? icao;
const coordsByIcao = new Map(fc.features.map((f) => [f.properties.icao, f.properties]));
// v0.48.0 (ISS-095): leg distance for the UI — same haversine as live-plane math; 0 if a coord is missing.
const legDistanceKm = (originIcao: string, destIcao: string) => {
const from = coordsByIcao.get(originIcao);
const to = coordsByIcao.get(destIcao);
return from && to ? haversineKm(from.lat, from.lon, to.lat, to.lon) : 0;
};
// v0.65.0: pool visibility — open packages appear only where a plane can take work (poolAirports);
// every other status is always visible (on-board cargo, history). Filtered rows are absent from the
// body entirely, so clients never see jobs they could not dispatch.
const pool = poolAirports(planeRows);
// Analytic movement (v0.7.0): a flying plane's stored lat/lon/fuel are its
// departure values — live position and fuel are pure functions of the clock.
const livePlane = (p: schema.PlaneRow) => {
if (p.status !== 'flying' || p.departureSimTime == null || !p.destIcao) return null;
const type = PLANE_TYPES[p.model];
const from = coordsByIcao.get(p.locationIcao);
const to = coordsByIcao.get(p.destIcao);
if (!type || !from || !to) return null;
const distanceKm = haversineKm(from.lat, from.lon, to.lat, to.lon);
const progress = progressAt(p.departureSimTime, distanceKm, type.speedKmh, simRow.clockMs);
const pos = positionAt(from.lat, from.lon, to.lat, to.lon, progress);
// Wind-adjusted burn (v0.36.0) — weather is a pure function of the departure ICAO, so this
// recomputes exactly the factor the engine used for the leg; no stored state needed.
const w = weatherFor(p.locationIcao);
return { ...pos, fuel: fuelAtWeighted(
p.fuel,
type.burnPerKm * windBurnFactor(w.windKt, w.windDirDeg, initialBearingDeg(from.lat, from.lon, to.lat, to.lon)),
type.emptyWeightKg,
type.maxFuel,
distanceKm,
progress,
) };
};
return {
account: { cash: player.cash, reputation: player.reputation },
simState: { clockMs: simRow.clockMs },
catalog: catalogEntries(),
fuelPricePerL: FUEL_PRICE_PER_L,
sellFraction: SELL_FRACTION,
planes: planeRows.map((p) => {
const live = livePlane(p);
return {
id: p.id,
model: p.model,
status: p.status,
fuel: live?.fuel ?? p.fuel,
maxFuel: p.maxFuel,
locationIcao: p.locationIcao,
locationName: nameOf(p.locationIcao),
destIcao: p.destIcao,
destName: p.destIcao ? nameOf(p.destIcao) : null,
departureSimTime: p.departureSimTime,
lat: live?.lat ?? p.lat,
lon: live?.lon ?? p.lon,
queue: parseIcaoQueue(p.queue),
health: p.health, // v0.39.0 (ISS-069) — stored value; wear accumulates at landing only
repairUntilSimTime: p.repairUntilSimTime,
};
}),
packages: packageRows.filter((p) => p.status !== 'open' || pool.has(p.originIcao)).map((p) => ({
id: p.id,
originIcao: p.originIcao,
originName: nameOf(p.originIcao),
destIcao: p.destIcao,
destName: nameOf(p.destIcao),
reward: p.reward,
cargoType: p.cargoType,
cargoCount: p.cargoCount,
weightKg: p.weightKg,
special: p.special,
distanceKm: legDistanceKm(p.originIcao, p.destIcao), // v0.48.0 (ISS-095)
deadlineSimTime: p.deadlineSimTime,
status: p.status,
planeId: p.planeId,
createdSimTime: p.createdSimTime,
expiresRealMs: p.status === 'open' ? p.createdRealMs + JOB_LIFETIME_MS : null,
})),
};
}