game: tech research action + ship-action gating by researched techs (build gate, raised caps)
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+19
-7
@@ -1,7 +1,8 @@
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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 { BUILD_PART_COST, BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES, expandCost, upgradeCost } from './ship-costs'
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import { buildGate, effectiveCapacityCap, effectiveLevelCap } from './tech'
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import { ensureSave, type InventoryItemDto } from './save'
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export interface ShipSystemDto {
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@@ -51,7 +52,8 @@ export async function getShipState(db: GameDb): Promise<ShipState> {
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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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// Exported: research.ts spends tech costs through the same path.
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export 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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@@ -71,14 +73,20 @@ async function bumpTurnAndEvent(db: GameDb, saveId: number, turn: number, type:
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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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// Slugs of the researched techs on this save — drives the effective caps and build gates below.
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async function researchedTechSlugs(db: GameDb): Promise<Set<string>> {
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return new Set((await db.db.select().from(schema.tech)).filter((t) => t.researched).map((t) => t.slug))
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}
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// UPGRADE — level up a built system by one (capped at the effective max level, raised by techs). 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 maxLevel = effectiveLevelCap(target.type, await researchedTechSlugs(db))
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if (target.level >= maxLevel) throw new ShipError(409, `${target.type} is at max level (${maxLevel})`)
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const cost = upgradeCost(target.level)
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await spendItems(db, save.id, 'resource', cost)
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@@ -89,14 +97,15 @@ export async function upgradeSystem(db: GameDb, systemId: number): Promise<ShipS
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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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// EXPAND — raise a built system's capacity by one (capped at the effective max capacity, raised by techs). 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 maxCapacity = effectiveCapacityCap(target.type, await researchedTechSlugs(db))
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if (target.capacity >= maxCapacity) throw new ShipError(409, `${target.type} is at max capacity (${maxCapacity})`)
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const cost = expandCost(target.capacity)
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await spendItems(db, save.id, 'resource', cost)
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@@ -107,13 +116,16 @@ export async function expandSystem(db: GameDb, systemId: number): Promise<ShipSt
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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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// BUILD — build an unbuilt type at base values. Cost: a flat amount of parts. Some types are
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// gated behind a researched tech (see EFFECTS in lib/game/tech.ts).
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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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const gate = buildGate(type, await researchedTechSlugs(db))
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if (gate) throw new ShipError(409, `Building ${type} requires the ${gate} tech`)
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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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