db+game: tech table + starting tech list seeded on new game and v5 backfill step

This commit is contained in:
2026-09-29 00:20:02 +00:00
parent bd16d3fc47
commit 4ef924edd6
5 changed files with 176 additions and 3 deletions
+13
View File
@@ -81,6 +81,19 @@ CREATE TABLE IF NOT EXISTS ship_systems (
UNIQUE (save_id, type)
);
CREATE TABLE IF NOT EXISTS tech (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
slug TEXT NOT NULL, -- stable key, e.g. WEAPONS_SYSTEMS
name TEXT NOT NULL, -- display name, e.g. 'WEAPONS SYSTEMS'
cost_kind TEXT NOT NULL, -- 'resource' | 'part'
cost_qty INTEGER NOT NULL DEFAULT 1,
prerequisites TEXT NOT NULL DEFAULT '', -- comma-separated tech slugs, '' when none
effect TEXT NOT NULL, -- effect slug — semantics in EFFECTS (lib/game/tech.ts)
researched INTEGER NOT NULL DEFAULT 0,
UNIQUE (save_id, slug)
);
CREATE TABLE IF NOT EXISTS events (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
+20
View File
@@ -88,6 +88,26 @@ export const shipSystems = sqliteTable(
(t) => [uniqueIndex('ship_systems_save_type_unique').on(t.saveId, t.type)],
)
// The technology tree, one row per known tech (see TECHS in lib/game/tech.ts). Definitions are
// seeded from the pure module on new game / backfill v5 — same pattern as ship_systems.
// `researched` is the per-save progress; prerequisites/effect are stored for completeness but
// the canonical semantics live in lib/game/tech.ts (EFFECTS).
export const tech = sqliteTable(
'tech',
{
id: integer('id').primaryKey({ autoIncrement: true }),
saveId: integer('save_id').notNull().references(() => saves.id),
slug: text('slug').notNull(), // stable key, e.g. WEAPONS_SYSTEMS
name: text('name').notNull(), // display name, e.g. 'WEAPONS SYSTEMS'
costKind: text('cost_kind').notNull(), // 'resource' | 'part'
costQty: integer('cost_qty').notNull().default(1),
prerequisites: text('prerequisites').notNull().default(''), // comma-separated tech slugs, '' when none
effect: text('effect').notNull(), // effect slug — semantics in EFFECTS (lib/game/tech.ts)
researched: integer('researched', { mode: 'boolean' }).notNull().default(false),
},
(t) => [uniqueIndex('tech_save_slug_unique').on(t.saveId, t.slug)],
)
// Append-only game log. Writers so far: new-game + jump events; later issues add more
// writers and a read endpoint.
export const events = sqliteTable('events', {