feat(api): jump + explore endpoints queue tasks with lead + helpers instead of resolving instantly (#44)
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+8
-35
@@ -10,6 +10,7 @@ import { MIN_AVAILABLE } from './missions'
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import { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
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import { TECHS } from './tech'
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import { SCHEMA_VERSION, getCrewState, getSystemState, explorePlanet, getWorldState, jumpToSystem, resolveJumpTask, resolveExploreTask, runTurn, type WorldState } from './save'
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import { addCrew, buildWorldFixture, insertTaskRow } from './test-fixtures'
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import type { Task } from './tasks'
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import { bodyRng, explorationRng, generatePlanets, rollExploration } from './world'
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@@ -308,25 +309,14 @@ describe('explorePlanet crew finds', () => {
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// --- A/B: resolvers vs the legacy immediate actions (Task 4a) -------------------------
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//
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// Each test builds the identical deterministic fixture in two fresh files (seed '42',
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// stamped save → no backfill; ids line up across worlds) and compares their full state:
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// Each test builds the identical deterministic fixture (buildWorldFixture — the shared
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// fixture suite in ./test-fixtures: seed '42', stamped save → no backfill; ids line up
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// across worlds) in two fresh files and compares their full state:
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// A = the legacy immediate action (validates, costs a turn, applies the effect);
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// B = the queued shape — the tick has advanced the turn (Task 4b) and the resolver
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// applies the effect (ship/research rows deduct the cost up front, as queueTask did at
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// queue time — Task 3). snapshot() normalizes every game table (wall-clock columns
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// excluded), so the two end states must be byte-identical.
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const T0 = '2026-10-01T00:00:00.000Z'
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async function buildWorldFixture(db: GameDb, outpostDiscovered = false): Promise<{ sys1: number; p0: number; p1: number }> {
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const [save] = await db.db.insert(schema.saves).values({ seed: '42', turn: 0, createdAt: T0, schemaVersion: SCHEMA_VERSION }).returning()
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const [s0] = await db.db.insert(schema.solarSystems).values({ saveId: save.id, name: 'Origin', x: 50, y: 50, discovered: true, isCurrent: true }).returning({ id: schema.solarSystems.id })
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const [s1] = await db.db.insert(schema.solarSystems).values({ saveId: save.id, name: 'Outpost', x: 55, y: 50, discovered: outpostDiscovered }).returning({ id: schema.solarSystems.id })
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await db.db.insert(schema.jumpRoutes).values({ fromSystem: s0.id, toSystem: s1.id })
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await db.db.insert(schema.jumpRoutes).values({ fromSystem: s1.id, toSystem: s0.id })
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const [p0] = await db.db.insert(schema.planets).values({ systemId: s0.id, parentId: null, name: 'Alder', type: 'ROCKY', hazard: false }).returning({ id: schema.planets.id })
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const [p1] = await db.db.insert(schema.planets).values({ systemId: s1.id, parentId: null, name: 'Basalt', type: 'GAS', hazard: false }).returning({ id: schema.planets.id })
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return { sys1: s1.id, p0: p0.id, p1: p1.id }
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}
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// The resolvers only read `type` + `payload` — tests mint stand-in rows with zeroed
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// identity fields, the same way the public functions' delegation does.
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@@ -374,7 +364,7 @@ describe('resolveJumpTask (A/B against jumpToSystem)', () => {
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await resolveJumpTask(b, task('JUMP', { systemId: fb.sys1, hops: 1 }))
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expect(await snapshot(b)).toEqual(await snapshot(a))
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expect(await b.db.select().from(schema.solarSystems)).toHaveLength(2) // no ring added
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expect(await b.db.select().from(schema.solarSystems)).toHaveLength(3) // the fixture's three systems, no ring added
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})
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it('guards: 404 unknown system, 409 already-current', async () => {
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@@ -447,26 +437,9 @@ describe('resolveExploreTask (A/B against explorePlanet)', () => {
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// effects and the mission hooks (their contract — invoked here, at the tick's new turn,
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// before the final persist); this function owns the table writes.
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describe('runTurn (tick on the DB)', () => {
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// buildWorldFixture (the 4a block above) seeds the save (seed '42', stamped — no
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// backfill) + Origin (s0, id 1, current) / Outpost (s1) + Alder (p0, in s0) /
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// Basalt (p1, in s1) + the route pair — but no crew or tasks; the tick needs both, so
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// this block adds its own rows.
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async function addCrew(db: GameDb, count: number): Promise<number[]> {
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const [save] = await db.db.select().from(schema.saves).limit(1)
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const ids: number[] = []
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for (let i = 0; i < count; i++) {
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const [row] = await db.db.insert(schema.crew).values({ saveId: save.id, name: `CREW ${i + 1}`, role: 'PILOT', traitGood: 'QUICK HANDS', traitBad: 'OVERCAUTIOUS', origin: 'STARTING CREW' }).returning({ id: schema.crew.id })
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ids.push(row.id)
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}
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return ids
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}
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async function insertTaskRow(db: GameDb, over: { type: string; payload: object; leadCrewId: number; helpers: number[]; duration: number; remaining: number; status: string; queuedAtTurn: number }): Promise<number> {
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const [save] = await db.db.select().from(schema.saves).limit(1)
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const [row] = await db.db.insert(schema.tasks).values({ saveId: save.id, type: over.type, payload: JSON.stringify(over.payload), leadCrewId: over.leadCrewId, helpers: JSON.stringify(over.helpers), duration: over.duration, remaining: over.remaining, status: over.status, queuedAtTurn: over.queuedAtTurn }).returning({ id: schema.tasks.id })
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return row.id
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}
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// buildWorldFixture (the shared suite in ./test-fixtures) seeds the save + Origin /
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// Outpost / Farpoint + Alder / Basalt + the route chain — but no crew or tasks; the tick
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// needs both, so each test here mints its own rows via addCrew / insertTaskRow.
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it('free skip: an empty queue costs exactly one turn and touches nothing else (Review Focus 4)', async () => {
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const { db } = await freshFile()
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await buildWorldFixture(db)
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