db: game save schema — saves, solar_systems, jump_routes, events (single-player, one save)
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+35
-4
@@ -14,12 +14,43 @@ export interface GameDb {
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file: string;
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}
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// CREATE TABLE statements mirroring lib/db/schema.ts — keep in sync. Game tables land with
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// the turn engine; _meta is DB plumbing (not game state): a brand-new sql.js database exports
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// as ZERO bytes, so without at least one real table there would be nothing valid to persist
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// on the ./db volume from first boot.
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// CREATE TABLE statements mirroring lib/db/schema.ts — keep in sync. _meta is DB plumbing
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// (not game state): a brand-new sql.js database exports as ZERO bytes, so without at least
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// one real table there would be nothing valid to persist on the ./db volume from first boot.
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const DDL = `
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CREATE TABLE IF NOT EXISTS _meta (key TEXT PRIMARY KEY, value TEXT);
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CREATE TABLE IF NOT EXISTS saves (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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seed TEXT NOT NULL,
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turn INTEGER NOT NULL DEFAULT 0,
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created_at TEXT NOT NULL
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);
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CREATE TABLE IF NOT EXISTS solar_systems (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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save_id INTEGER NOT NULL REFERENCES saves(id),
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name TEXT NOT NULL,
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x REAL NOT NULL,
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y REAL NOT NULL,
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discovered INTEGER NOT NULL DEFAULT 0,
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is_current INTEGER NOT NULL DEFAULT 0
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);
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CREATE TABLE IF NOT EXISTS jump_routes (
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from_system INTEGER NOT NULL REFERENCES solar_systems(id),
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to_system INTEGER NOT NULL REFERENCES solar_systems(id),
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PRIMARY KEY (from_system, to_system)
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);
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CREATE TABLE IF NOT EXISTS events (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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save_id INTEGER NOT NULL REFERENCES saves(id),
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turn INTEGER NOT NULL,
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type TEXT NOT NULL,
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message TEXT NOT NULL,
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created_at TEXT NOT NULL
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);
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`;
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// SPACE_WANDERER_DB_PATH override exists so unit tests can point at a temp file instead
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+44
-3
@@ -1,6 +1,47 @@
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// Drizzle schema for game state. EMPTY on purpose at scaffold stage (v0.1.0) — no game
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// tables yet; the first turn-engine/ship/crew tables land with the first game systems.
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import { integer, primaryKey, real, sqliteTable, text } from 'drizzle-orm/sqlite-core'
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// Drizzle schema for game state. Single-player by design: exactly ONE save row ever exists
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// (no auth/accounts), so every table hangs off saves.id but only one save is in play.
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// Column names/types here are the source of truth; matching CREATE TABLE statements live
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// in lib/db/client.ts (DDL) and must stay in sync with this file.
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export {};
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export const saves = sqliteTable('saves', {
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id: integer('id').primaryKey({ autoIncrement: true }),
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// Seed for the deterministic world generator — same seed always regenerates the same world.
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seed: text('seed').notNull(),
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turn: integer('turn').notNull().default(0),
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createdAt: text('created_at').notNull(),
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})
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export const solarSystems = sqliteTable('solar_systems', {
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id: integer('id').primaryKey({ autoIncrement: true }),
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saveId: integer('save_id').notNull().references(() => saves.id),
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name: text('name').notNull(),
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// 0–100 coordinate space, rendered directly by the NodeGraph component.
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x: real('x').notNull(),
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y: real('y').notNull(),
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discovered: integer('discovered', { mode: 'boolean' }).notNull().default(false),
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isCurrent: integer('is_current', { mode: 'boolean' }).notNull().default(false),
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})
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// Jump routes, stored as directed pairs (both directions of each route) so adjacency and
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// "reachable from current" are single-row lookups. Read side dedupes for display.
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export const jumpRoutes = sqliteTable(
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'jump_routes',
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{
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fromSystem: integer('from_system').notNull().references(() => solarSystems.id),
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toSystem: integer('to_system').notNull().references(() => solarSystems.id),
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},
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(t) => [primaryKey({ columns: [t.fromSystem, t.toSystem] })],
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)
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// Append-only game log. Writers so far: new-game + jump events; later issues add more
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// writers and a read endpoint.
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export const events = sqliteTable('events', {
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id: integer('id').primaryKey({ autoIncrement: true }),
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saveId: integer('save_id').notNull().references(() => saves.id),
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turn: integer('turn').notNull(),
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type: text('type').notNull(),
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message: text('message').notNull(),
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createdAt: text('created_at').notNull(),
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})
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