game: starting crew seeded on new game; exploration rolls for a joining crew member (same per-planet stream)
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+73
-1
@@ -4,7 +4,8 @@ import path from 'node:path'
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import { afterAll, describe, expect, it } from 'vitest'
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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 { getSystemState, explorePlanet, getWorldState, jumpToSystem, type WorldState } from './save'
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import { generateStartingCrew, rollCrewMember, startingCrewRng } from './crew'
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import { getCrewState, getSystemState, explorePlanet, getWorldState, jumpToSystem, type WorldState } from './save'
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import { bodyRng, explorationRng, generatePlanets, rollExploration } from './world'
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const dirs: string[] = []
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@@ -228,3 +229,74 @@ describe('explorePlanet', () => {
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expect(state.turn).toBe(planetIds.length) // one turn per scan
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})
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})
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describe('getCrewState', () => {
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it('seeds a starting crew of 2–3 members derived from the save seed', async () => {
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const { db } = await freshFile()
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const crew = await getCrewState(db) // ensureSave runs inside, so this also seeds the crew
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expect(crew.length).toBeGreaterThanOrEqual(2)
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expect(crew.length).toBeLessThanOrEqual(3)
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for (const member of crew) {
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expect(member.origin).toBe('STARTING CREW')
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expect(member.name.trim()).not.toBe('')
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expect(member.role.trim()).not.toBe('')
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expect(member.traitGood.trim()).not.toBe('')
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expect(member.traitBad.trim()).not.toBe('')
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}
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// The roster is exactly the pure generation for this save's seed.
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const [save] = await db.db.select().from(schema.saves)
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const expected = generateStartingCrew(startingCrewRng(save.seed))
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expect(crew.map((c) => c.name)).toEqual(expected.map((m) => m.name))
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expect(crew.map((c) => c.role)).toEqual(expected.map((m) => m.role))
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expect(crew.map((c) => [c.traitGood, c.traitBad])).toEqual(expected.map((m) => [m.traitGood, m.traitBad]))
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})
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})
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describe('explorePlanet crew finds', () => {
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it('lands a found member in the roster with the planet+system origin and never joins twice (known seed)', async () => {
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// Hand-built save with a known seed so the crew roll is recomputable offline.
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const { db } = await freshFile()
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const [save] = await db.db.insert(schema.saves).values({ seed: '42', turn: 0, createdAt: new Date().toISOString() }).returning()
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const [sys] = await db.db
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.insert(schema.solarSystems)
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.values({ saveId: save.id, name: 'Test System', x: 50, y: 50, discovered: true, isCurrent: true })
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.returning({ id: schema.solarSystems.id })
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// Find a small planet id whose exploration roll finds crew (deterministic — recomputed here,
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// mirroring save.ts: the item haul draws first, then the crew roll on the same stream).
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let crewPlanetId = -1
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for (let id = 1; id <= 50 && crewPlanetId === -1; id++) {
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const rng = explorationRng('42', id)
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rollExploration(rng)
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if (rollCrewMember(rng, new Set<string>())) crewPlanetId = id
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}
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expect(crewPlanetId).toBeGreaterThan(0)
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const planetName = `P${crewPlanetId}`
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for (let i = 1; i <= crewPlanetId; i++) {
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await db.db.insert(schema.planets).values({ systemId: sys.id, parentId: null, name: `P${i}`, type: 'ROCKY', hazard: false })
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}
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const before = await getCrewState(db) // empty — this save was hand-built, no starting crew seeded
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const result = await explorePlanet(db, crewPlanetId)
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expect(result.crewFound).not.toBeNull()
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const expectedRng = explorationRng('42', crewPlanetId)
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rollExploration(expectedRng) // consume the item haul draws first, exactly as save.ts does
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const expectedMember = rollCrewMember(expectedRng, new Set<string>())! // same save+planet → same member
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expect(result.crewFound!.name).toBe(expectedMember.name)
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expect(result.crewFound!.role).toBe(expectedMember.role)
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expect([result.crewFound!.traitGood, result.crewFound!.traitBad]).toEqual([expectedMember.traitGood, expectedMember.traitBad])
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expect(result.crewFound!.origin).toBe(`${planetName}, Test System`)
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const after = await getCrewState(db)
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expect(after.length).toBe(before.length + 1) // exactly one join
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expect(after.find((c) => c.id === result.crewFound!.id)).toMatchObject({ name: expectedMember.name, origin: `${planetName}, Test System` })
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// The body is already explored → a second scan is rejected and no duplicate joins.
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await expect(explorePlanet(db, crewPlanetId)).rejects.toMatchObject({ status: 409 })
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expect((await getCrewState(db)).length).toBe(before.length + 1)
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})
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})
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+45
-5
@@ -2,6 +2,7 @@ import { eq } from 'drizzle-orm'
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import type { GameDb } from '@/lib/db/client'
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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 { 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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@@ -67,6 +68,13 @@ async function insertRoutes(db: GameDb, edges: [number, number][], resolve: (ind
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}
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}
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// Seeds the starting crew for a fresh save: 2–3 members derived from the seed alone.
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async function seedStartingCrew(db: GameDb, saveId: number, seed: string): Promise<void> {
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for (const member of generateStartingCrew(startingCrewRng(seed))) {
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await db.db.insert(schema.crew).values({ saveId, name: member.name, role: member.role, traitGood: member.traitGood, traitBad: member.traitBad, origin: 'STARTING CREW' })
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}
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}
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// Creates the save + starting region when the DB has none. No-op otherwise — safe to call
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// on every request (single player, one process: check-then-insert cannot race in practice).
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export async function ensureSave(db: GameDb): Promise<void> {
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@@ -86,6 +94,7 @@ export async function ensureSave(db: GameDb): Promise<void> {
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const resolve = (index: number) => (index === 0 ? startId : neighborIds[index - 1])
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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 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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@@ -210,13 +219,32 @@ export async function getSystemState(db: GameDb): Promise<SystemState> {
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return readSystemState(db)
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}
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// --- Crew roster --------------------------------------------------------------
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export interface CrewDto {
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id: number
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name: string
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role: string
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traitGood: string
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traitBad: string
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origin: string // 'STARTING CREW' or '<planet>, <system>' for members found while exploring
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}
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// The full roster in join order (starting crew first, then finds). Auto-initializes like the other reads.
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export async function getCrewState(db: GameDb): Promise<CrewDto[]> {
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await ensureSave(db)
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return (await db.db.select().from(schema.crew)).map((c) => ({ id: c.id, name: c.name, role: c.role, traitGood: c.traitGood, traitBad: c.traitBad, origin: c.origin }))
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}
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export interface ExploreResult extends SystemState {
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outcome: FoundItem[] // what this scan found (may be empty — some scans find nothing)
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crewFound: CrewDto | null // a member who joined the ship on this scan (null when none)
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}
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// Scan one body of the save: deterministic haul from (seed, planet id), marks it explored,
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// costs a turn, accumulates finds into inventory and writes an event. Any existing planet
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// may be scanned (the UI only offers the current system's rows).
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// costs a turn, accumulates finds into inventory and writes an event. The same per-planet
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// rng stream also rolls for a crew member (~18% of scans) who joins the roster. Any existing
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// planet may be scanned (the UI only offers the current system's rows).
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export async function explorePlanet(db: GameDb, planetId: number): Promise<ExploreResult> {
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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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@@ -225,7 +253,10 @@ export async function explorePlanet(db: GameDb, planetId: number): Promise<Explo
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if (!target) throw new ExploreError(404, `Unknown planet ${planetId}`)
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if (target.explored) throw new ExploreError(409, `${target.name} was already explored`)
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const outcome = rollExploration(explorationRng(save.seed, target.id))
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const rng = explorationRng(save.seed, target.id)
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const outcome = rollExploration(rng) // resource/part haul first…
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const takenNames = new Set((await db.db.select().from(schema.crew)).map((c) => c.name))
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const foundMember = rollCrewMember(rng, takenNames) // …then the crew roll on the same stream
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const turn = save.turn + 1
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await db.db.update(schema.planets).set({ explored: true }).where(eq(schema.planets.id, target.id))
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@@ -239,10 +270,19 @@ export async function explorePlanet(db: GameDb, planetId: number): Promise<Explo
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}
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}
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let crewFound: CrewDto | null = null
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if (foundMember) {
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const systems = await db.db.select().from(schema.solarSystems)
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const systemName = systems.find((s) => s.id === target.systemId)?.name ?? 'unknown system'
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const [row] = await db.db.insert(schema.crew).values({ saveId: save.id, name: foundMember.name, role: foundMember.role, traitGood: foundMember.traitGood, traitBad: foundMember.traitBad, origin: `${target.name}, ${systemName}` }).returning()
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crewFound = { id: row.id, name: row.name, role: row.role, traitGood: row.traitGood, traitBad: row.traitBad, origin: row.origin }
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}
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const foundText = outcome.length > 0 ? outcome.map((i) => `${i.qty}× ${i.name}`).join(', ') : 'nothing'
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const crewText = crewFound ? ` — ${crewFound.name} joined the crew` : ''
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await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
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await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'explore', message: `Explored ${target.name} — found ${foundText}`, createdAt: new Date().toISOString() })
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await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'explore', message: `Explored ${target.name} — found ${foundText}${crewText}`, createdAt: new Date().toISOString() })
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await persist(db)
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return { ...(await readSystemState(db)), outcome }
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return { ...(await readSystemState(db)), outcome, crewFound }
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}
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