db+game: tech table + starting tech list seeded on new game and v5 backfill step
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+15
-2
@@ -4,6 +4,7 @@ import { persist } from '@/lib/db/client'
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import * as schema from '@/lib/db/schema'
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import { generateStartingCrew, rollCrewMember, startingCrewRng, type CrewMember } from './crew'
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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 { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, mulberry32, rollExploration, type FoundItem } from './world'
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// Save lifecycle: auto-init on first hit, world state reads, and the jump action.
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@@ -94,9 +95,9 @@ async function seedStartingCrew(db: GameDb, saveId: number, seed: string): Promi
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// What each schema version added to a save. Saves created by older code lack the data newer
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// versions seed at new-game time, so ensureSave runs these steps in order for anything below
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// current — each step is idempotent (a no-op when its data already exists). When #9/#10 add
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// current — each step is idempotent (a no-op when its data already exists). When #10 adds
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// seeding, bump SCHEMA_VERSION and append a step here.
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export const SCHEMA_VERSION = 4 // v1: save + start region only · v2: bodies for every system · v3: starting crew · v4: starting ship
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export const SCHEMA_VERSION = 5 // v1: save + start region only · v2: bodies for every system · v3: starting crew · v4: starting ship · v5: tech tree
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// Seeds the starting ship: one row per known type — core types built at base values, the rest
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// unbuilt (level/capacity 0) until a BUILD action.
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@@ -106,6 +107,13 @@ async function seedStartingShip(db: GameDb, saveId: number): Promise<void> {
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}
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}
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// Seeds the tech tree: one row per known tech (definitions from lib/game/tech.ts), none researched.
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async function seedStartingTech(db: GameDb, saveId: number): Promise<void> {
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for (const def of TECHS) {
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await db.db.insert(schema.tech).values({ saveId, slug: def.slug, name: def.name, costKind: def.costKind, costQty: def.costQty, prerequisites: def.prereqs.join(','), effect: def.effect })
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}
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}
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// Creates the save + starting region when the DB has none; backfills older saves otherwise.
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// Safe to call on every request (single player, one process: check-then-insert cannot race).
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export async function ensureSave(db: GameDb): Promise<void> {
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@@ -133,6 +141,7 @@ async function createNewGame(db: GameDb): Promise<void> {
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await insertRoutes(db, region.edges, resolve)
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await seedStartingCrew(db, save.id, seed)
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await seedStartingShip(db, save.id)
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await seedStartingTech(db, save.id)
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await db.db.insert(schema.events).values({ saveId: save.id, turn: 0, type: 'new_game', message: `New game — seed ${seed}, starting system ${region.start.name}`, createdAt: nowIso })
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await persist(db)
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@@ -155,6 +164,10 @@ async function backfillSave(db: GameDb, save: { id: number; seed: string; schema
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if ((await db.db.select().from(schema.shipSystems)).length === 0) await seedStartingShip(db, save.id)
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version = 4
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}
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if (version < 5) {
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if ((await db.db.select().from(schema.tech)).length === 0) await seedStartingTech(db, save.id)
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version = 5
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}
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if (from !== SCHEMA_VERSION) {
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await db.db.update(schema.saves).set({ schemaVersion: version }).where(eq(schema.saves.id, save.id))
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