game: ship actions — upgrade/expand/build with cost model, validation (404/409/422), turn + event per action
This commit is contained in:
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import { mkdtemp, rm } from 'node:fs/promises'
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import { tmpdir } from 'node:os'
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import path from 'node:path'
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import { afterAll, describe, expect, it } from 'vitest'
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import { eq } from 'drizzle-orm'
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import { openGameDb, type GameDb } from '@/lib/db/client'
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import * as schema from '@/lib/db/schema'
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import { BASE_CAPACITY, BASE_LEVEL, BUILD_PART_COST, MAX_CAPACITY, MAX_LEVEL, SHIP_TYPES } from './ship-costs'
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import { buildSystem, expandSystem, getShipState, upgradeSystem, type ShipState } from './ship'
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const dirs: string[] = []
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async function freshFile(): Promise<{ db: GameDb; file: string }> {
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const dir = await mkdtemp(path.join(tmpdir(), 'sw-ship-test-'))
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dirs.push(dir)
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const file = path.join(dir, 'test.db')
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return { db: await openGameDb(file), file }
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}
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afterAll(async () => {
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for (const d of dirs) await rm(d, { recursive: true, force: true })
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})
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async function addItem(db: GameDb, kind: 'resource' | 'part', name: string, qty: number): Promise<void> {
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const [save] = await db.db.select().from(schema.saves).limit(1)
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await db.db.insert(schema.inventoryItems).values({ saveId: save.id, kind, name, qty })
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}
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const systemOf = (state: ShipState, type: string): ShipState['systems'][number] => state.systems.find((s) => s.type === type)!
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describe('getShipState', () => {
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it('new game: starting ship in display order — core types built at base values, WEAPONS unbuilt', async () => {
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const { db } = await freshFile()
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const state = await getShipState(db)
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expect(state.systems.map((s) => s.type)).toEqual(SHIP_TYPES.map((t) => t.type)) // display order follows SHIP_TYPES
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for (const def of SHIP_TYPES) {
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const row = systemOf(state, def.type)
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if (def.builtAtStart) {
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expect(row.built).toBe(true)
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expect({ level: row.level, capacity: row.capacity }).toEqual({ level: BASE_LEVEL, capacity: BASE_CAPACITY })
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} else {
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expect(row.built).toBe(false) // unbuilt until a BUILD action
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expect(row.level).toBe(0)
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expect(row.capacity).toBe(0)
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}
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}
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expect(state.inventory).toEqual([])
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expect(state.turn).toBe(0)
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})
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})
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describe('upgradeSystem', () => {
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it('rejects with 422 and mutates nothing when the hold is empty', async () => {
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const { db } = await freshFile()
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const before = await getShipState(db)
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const reactorId = systemOf(before, 'REACTOR').id
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await expect(upgradeSystem(db, reactorId)).rejects.toMatchObject({ status: 422 })
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const after = await getShipState(db)
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expect(systemOf(after, 'REACTOR').level).toBe(BASE_LEVEL) // no level change…
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expect(after.turn).toBe(before.turn) // …and no turn spent on a failed action
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})
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it('rejects unknown systemId with 404 and unbuilt systems with 409', async () => {
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const { db } = await freshFile()
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await getShipState(db)
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await expect(upgradeSystem(db, 999)).rejects.toMatchObject({ status: 404 })
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const weaponsId = systemOf(await getShipState(db), 'WEAPONS').id
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await expect(upgradeSystem(db, weaponsId)).rejects.toMatchObject({ status: 409 })
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})
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it('consumes the cost from the oldest resource row first (deleting rows that hit zero), costs a turn and writes an event', async () => {
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const { db } = await freshFile()
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await getShipState(db)
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await addItem(db, 'resource', 'IRON ORE', 1) // oldest — fully consumed by the cost of 1
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await addItem(db, 'resource', 'CRYSTAL DUST', 5)
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const reactorId = systemOf(await getShipState(db), 'REACTOR').id
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const state = await upgradeSystem(db, reactorId) // level 1 → cost 1 resource
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expect(systemOf(state, 'REACTOR').level).toBe(BASE_LEVEL + 1)
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expect((await db.db.select().from(schema.inventoryItems)).map((i) => [i.name, i.qty])).toEqual([['CRYSTAL DUST', 5]]) // IRON ORE row deleted
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expect(state.turn).toBe(1)
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const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'upgrade')!
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expect(event.turn).toBe(1)
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expect(event.message).toContain('REACTOR')
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})
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it('caps at MAX_LEVEL with 409', async () => {
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const { db } = await freshFile()
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await getShipState(db)
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const reactorId = systemOf(await getShipState(db), 'REACTOR').id
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await db.db.update(schema.shipSystems).set({ level: MAX_LEVEL }).where(eq(schema.shipSystems.id, reactorId)) // cost path covered above
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await expect(upgradeSystem(db, reactorId)).rejects.toMatchObject({ status: 409 })
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expect((await getShipState(db)).turn).toBe(0)
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})
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})
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describe('expandSystem', () => {
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it('raises capacity by one for `capacity` resources; caps at MAX_CAPACITY with 409', async () => {
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const { db } = await freshFile()
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await getShipState(db)
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await addItem(db, 'resource', 'IRON ORE', BASE_CAPACITY + 1) // cost is the current capacity (2), one left over
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const hullId = systemOf(await getShipState(db), 'HULL').id
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const state = await expandSystem(db, hullId)
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expect(systemOf(state, 'HULL').capacity).toBe(BASE_CAPACITY + 1)
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expect((await db.db.select().from(schema.inventoryItems)).map((i) => [i.name, i.qty])).toEqual([['IRON ORE', 1]])
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await db.db.update(schema.shipSystems).set({ capacity: MAX_CAPACITY }).where(eq(schema.shipSystems.id, hullId))
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await expect(expandSystem(db, hullId)).rejects.toMatchObject({ status: 409 })
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})
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it('rejects unknown systemId with 404 and unbuilt systems with 409', async () => {
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const { db } = await freshFile()
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await getShipState(db)
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await expect(expandSystem(db, 999)).rejects.toMatchObject({ status: 404 })
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const weaponsId = systemOf(await getShipState(db), 'WEAPONS').id
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await expect(expandSystem(db, weaponsId)).rejects.toMatchObject({ status: 409 })
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})
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})
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describe('buildSystem', () => {
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it('builds an unbuilt type at base values for a flat parts cost; a second build is 409 and unknown types are 404', async () => {
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const { db } = await freshFile()
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await getShipState(db)
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await expect(buildSystem(db, 'WEAPONS')).rejects.toMatchObject({ status: 422 }) // no parts in the hold yet
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await addItem(db, 'part', 'SERVO ACTUATOR', BUILD_PART_COST)
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const state = await buildSystem(db, 'WEAPONS')
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const weapons = systemOf(state, 'WEAPONS')
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expect(weapons.built).toBe(true)
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expect({ level: weapons.level, capacity: weapons.capacity }).toEqual({ level: BASE_LEVEL, capacity: BASE_CAPACITY })
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expect(await db.db.select().from(schema.inventoryItems)).toHaveLength(0) // parts row deleted
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expect(state.turn).toBe(1)
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const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'build')!
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expect(event.message).toContain('WEAPONS')
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await expect(buildSystem(db, 'WEAPONS')).rejects.toMatchObject({ status: 409 }) // already built
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await expect(buildSystem(db, 'SHIELDS')).rejects.toMatchObject({ status: 404 }) // not a known type
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})
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})
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@@ -0,0 +1,124 @@
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import { eq } from 'drizzle-orm'
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import * as schema from '@/lib/db/schema'
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import { persist, type GameDb } from '@/lib/db/client'
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import { BUILD_PART_COST, BASE_CAPACITY, BASE_LEVEL, MAX_CAPACITY, MAX_LEVEL, SHIP_TYPES, expandCost, upgradeCost } from './ship-costs'
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import { ensureSave, type InventoryItemDto } from './save'
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export interface ShipSystemDto {
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id: number
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type: string
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level: number
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capacity: number
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built: boolean // derived — level > 0 (unbuilt rows sit at level/capacity 0)
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}
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// The ship's full state for the SHIP SYSTEMS tab and left column.
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export interface ShipState {
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systems: ShipSystemDto[] // display order follows SHIP_TYPES
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inventory: InventoryItemDto[]
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turn: number
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}
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// Carries an HTTP status so route handlers can map failures to responses without re-parsing.
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export class ShipError extends Error {
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constructor(
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public readonly status: number,
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message: string,
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) {
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super(message)
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}
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}
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async function readShipState(db: GameDb): Promise<ShipState> {
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const [save] = await db.db.select().from(schema.saves).limit(1)
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const rows = await db.db.select().from(schema.shipSystems)
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const orderOf = (type: string) => {
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const i = SHIP_TYPES.findIndex((t) => t.type === type)
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return i === -1 ? 99 : i // unknown types (shouldn't exist) sort last
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}
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const systems = [...rows]
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.sort((a, b) => orderOf(a.type) - orderOf(b.type))
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.map((r) => ({ id: r.id, type: r.type, level: r.level, capacity: r.capacity, built: r.level > 0 }))
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const inventory = (await db.db.select().from(schema.inventoryItems)).map((i) => ({ kind: i.kind as 'resource' | 'part', name: i.name, qty: i.qty }))
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return { systems, inventory, turn: save.turn }
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}
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// The ship's systems + cargo hold + turn. Auto-initializes like the other reads.
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export async function getShipState(db: GameDb): Promise<ShipState> {
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await ensureSave(db)
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return readShipState(db)
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}
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// Consume `amount` units of one kind from the oldest cargo rows first (id order); rows that hit
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// zero are deleted. The total is checked up front, so an insufficient hold mutates nothing.
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async function spendItems(db: GameDb, saveId: number, kind: 'resource' | 'part', amount: number): Promise<void> {
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const rows = (await db.db.select().from(schema.inventoryItems)).filter((i) => i.kind === kind).sort((a, b) => a.id - b.id)
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if (rows.reduce((sum, r) => sum + r.qty, 0) < amount) {
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throw new ShipError(422, `Insufficient ${kind === 'resource' ? 'resources' : 'parts'} in the cargo hold — need ${amount}`)
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}
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let remaining = amount
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for (const row of rows) {
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if (remaining <= 0) break
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const take = Math.min(row.qty, remaining)
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remaining -= take
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if (take >= row.qty) await db.db.delete(schema.inventoryItems).where(eq(schema.inventoryItems.id, row.id))
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else await db.db.update(schema.inventoryItems).set({ qty: row.qty - take }).where(eq(schema.inventoryItems.id, row.id))
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}
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}
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async function bumpTurnAndEvent(db: GameDb, saveId: number, turn: number, type: string, message: string): Promise<void> {
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await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, saveId))
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await db.db.insert(schema.events).values({ saveId, turn, type, message, createdAt: new Date().toISOString() })
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}
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// UPGRADE — level up a built system by one (capped at MAX_LEVEL). Cost: `level` units of any resource.
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export async function upgradeSystem(db: GameDb, systemId: number): Promise<ShipState> {
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await ensureSave(db)
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const [save] = await db.db.select().from(schema.saves).limit(1)
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const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
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if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
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if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
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if (target.level >= MAX_LEVEL) throw new ShipError(409, `${target.type} is at max level (${MAX_LEVEL})`)
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const cost = upgradeCost(target.level)
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await spendItems(db, save.id, 'resource', cost)
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const turn = save.turn + 1
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await db.db.update(schema.shipSystems).set({ level: target.level + 1 }).where(eq(schema.shipSystems.id, target.id))
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await bumpTurnAndEvent(db, save.id, turn, 'upgrade', `Upgraded ${target.type} to level ${target.level + 1} (cost: ${cost}× resources)`)
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await persist(db)
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return readShipState(db)
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}
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// EXPAND — raise a built system's capacity by one (capped at MAX_CAPACITY). Cost: `capacity` units of any resource.
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export async function expandSystem(db: GameDb, systemId: number): Promise<ShipState> {
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await ensureSave(db)
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const [save] = await db.db.select().from(schema.saves).limit(1)
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const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
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if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
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if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
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if (target.capacity >= MAX_CAPACITY) throw new ShipError(409, `${target.type} is at max capacity (${MAX_CAPACITY})`)
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const cost = expandCost(target.capacity)
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await spendItems(db, save.id, 'resource', cost)
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const turn = save.turn + 1
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await db.db.update(schema.shipSystems).set({ capacity: target.capacity + 1 }).where(eq(schema.shipSystems.id, target.id))
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await bumpTurnAndEvent(db, save.id, turn, 'expand', `Expanded ${target.type} capacity to ${target.capacity + 1} (cost: ${cost}× resources)`)
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await persist(db)
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return readShipState(db)
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}
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// BUILD — build an unbuilt type at base values. Cost: a flat amount of parts.
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export async function buildSystem(db: GameDb, type: string): Promise<ShipState> {
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await ensureSave(db)
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const [save] = await db.db.select().from(schema.saves).limit(1)
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const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.type === type)
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if (!target) throw new ShipError(404, `Unknown ship system type ${type}`)
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if (target.level > 0) throw new ShipError(409, `${target.type} is already built`)
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await spendItems(db, save.id, 'part', BUILD_PART_COST)
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const turn = save.turn + 1
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await db.db.update(schema.shipSystems).set({ level: BASE_LEVEL, capacity: BASE_CAPACITY }).where(eq(schema.shipSystems.id, target.id))
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await bumpTurnAndEvent(db, save.id, turn, 'build', `Built ${target.type} at base values (cost: ${BUILD_PART_COST}× parts)`)
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await persist(db)
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return readShipState(db)
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}
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