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Author SHA1 Message Date
kamilkrzywda b5a072c9aa test(e2e): mission test — match dotted ACTIVE badge, idempotent across retries
CI / build + unit + e2e (pull_request) Successful in 2m25s
CI run 358: the ACTIVE assertion used exact text but badge.tsx renders a
'●' dot prefix for ACTIVE variants (text is '●ACTIVE'), so it could never
match. And attempt 1's accept persisted an ACTIVE mission, leaving every
ACCEPT button disabled on retry. Drop exact matching and, when a leftover
active mission exists, assert the UI state and complete that one instead of
re-accepting.
2026-09-29 02:18:14 +00:00
kamilkrzywda 85eeeecc4a release v0.8.0
CI / build + unit + e2e (pull_request) Failing after 2m53s
2026-09-29 01:56:24 +00:00
kamilkrzywda 70f95145ae test(e2e): mission accept -> complete + board survives restart
smoke: pick an AVAILABLE contract (non-DELIVER preferred), accept it through
the UI (card flips ACTIVE, button disables), complete via API — scan loop for
EXPLORE/FIND, BFS jump path for DELIVER — assert DONE and the reward landed in
the hold. state: mission board deep-equal across the mid-run container restart.
2026-09-29 01:55:49 +00:00
kamilkrzywda 684a126a5b feat(ui): MISSIONS tab renders the live mission board
Self-fetching MissionPanel (world-map pattern — refetches on each tab open,
accept responses applied directly). One card per contract: type title + state
badge, CONTRACT // #id line, objective, reward line, EXPLORE progress line.
ACCEPT enabled only when AVAILABLE and nothing else is ACTIVE. Placeholder
encounter content removed.
2026-09-29 01:55:49 +00:00
kamilkrzywda 786a5ec001 feat(api): GET /api/missions + POST /api/missions/{id}/accept
Routes call ensureSave first (mission functions assume an initialized save),
map MissionError to 404/409 and non-integer path ids to 400. OpenAPI spec in
code gains both paths + the Mission schema (12 -> 14 paths); openapi.test.ts
covers the new shapes.
2026-09-29 01:55:41 +00:00
kamilkrzywda f356ffbe93 feat(missions): mission board — schema, deterministic generation, top-up + v6 backfill
New missions table (schema + DDL). Pure model in lib/game/missions.ts:
DELIVER / EXPLORE / FIND contracts generated from missionRng(seed, turn),
board always topped up to >=3 AVAILABLE after every action. save.ts wires
SCHEMA_VERSION 5 -> 6 with a v6 backfill step and completion hooks inside
jumpToSystem/explorePlanet (one atomic persist). Unit tests cover generation
determinism, top-up idempotency, backfill, accept validation and per-type
completion incl. reward accumulation.
2026-09-29 01:55:34 +00:00
kamilkrzywda 5657e8938a Merge pull request 'v0.7.0 — SKILL TREE: technology research unlocks (#9)' (#16) from skill-tree into master
CI / build + unit + e2e (push) Successful in 2m52s
2026-09-29 02:59:32 +02:00
15 changed files with 930 additions and 63 deletions
+9
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@@ -1,5 +1,14 @@
# Changelog
## v0.8.0 — 2026-09-29 01:56
- MISSIONS tab — contract generation, acceptance and completion (issue #10): the first objective loop on top of issue #9's research. The board is generated deterministically from the save seed; one mission is ACTIVE at a time; completion is checked after every jump and scan and grants its reward into the cargo hold.
- New table (`lib/db/schema.ts` + DDL): `missions` (id/save_id/type/description/target_system_id/condition_kind/progress_target/progress/reward_kind/reward_qty/state). Seeded on new game AND as backfill step v6 — same pattern as tech; saves created by older code get their board on first read. `SCHEMA_VERSION` 5 → 6.
- Pure mission model (`lib/game/missions.ts`, no save.ts import — the completion hooks are called FROM save.ts, one-way): three types — DELIVER (jump to a target system), EXPLORE (scan N = 2–4 bodies), FIND (haul in an item of one kind). `missionRng(seed, turn)` anchors generation exactly like world expansion does; every action costs exactly one turn, so the stream never repeats. The board is always topped up to ≥3 AVAILABLE after every action (`topUpMissionBoard`, idempotent); DELIVER targets only discovered non-current systems (none on a fresh game → initial contracts are EXPLORE/FIND).
- Acceptance & completion: `acceptMission` — 409 while another mission is ACTIVE or the contract isn't AVAILABLE, costs one turn like every other action and writes an event. `checkMissionCompletion` runs inside jumpToSystem/explorePlanet before persist (one atomic write): DELIVER completes on arrival at its target system, EXPLORE counts scans (capped), FIND completes when a haul contains its kind; completion marks DONE, grants the reward as one neutral 'MISSION REWARD' row of the mission's kind (spenders consume by kind only) and writes an event.
- New endpoints: `GET /api/missions` → `[{id,type,description,targetSystemId,conditionKind,progressTarget,progress,rewardKind,rewardQty,state}]`; `POST /api/missions/{id}/accept` → fresh board (400 non-integer id, 404 unknown, 409 wrong state / active conflict). OpenAPI spec in code updated (12 → 14 paths) with the Mission schema.
- MISSIONS tab now renders REAL data: one card per contract — type title + state badge (AVAILABLE/ACTIVE/DONE), CONTRACT // #id line, objective, reward line and an EXPLORE-only progress line; ACCEPT is enabled only when the contract is AVAILABLE and nothing else is ACTIVE, each response applied directly (no polling). Placeholder encounter content removed.
- Tests: unit — deterministic generation per type + reward range over 200 draws, same-stream determinism, DELIVER target selection / null on a fresh game, top-up idempotency + MIN_AVAILABLE floor, v6 backfill on pre-mission saves (idempotent), accept validation (404/409) + turn + event + re-top-up, per-type completion through real jump/explore actions incl. wrong-system non-completion and reward accumulation into one row; e2e — MISSIONS tab accepts a contract via the UI (card flips ACTIVE, button disables), completes it via API (scan loop for EXPLORE/FIND, BFS jump path for DELIVER) and asserts DONE + the reward landed in the hold, plus the mission board survives the mid-run container restart.
## v0.7.0 — 2026-09-29 00:38
- SKILL TREE tab — technology research unlocks (issue #9): the second spend-side loop on top of issue #8's ship systems. Researching a tech costs inventory items + a turn and its unlock effect then gates or raises ship actions, so the two tabs interlock: researching WEAPONS SYSTEMS is what makes building WEAPONS possible at all.
- New table (`lib/db/schema.ts` + DDL): `tech` (id/save_id/slug/name/cost_kind/cost_qty/prerequisites/effect/researched, UNIQUE(save_id,slug)). Definitions are seeded from the pure module on new game AND as backfill step v5 — same pattern as ship_systems; saves created by older code get the tree on first read. `SCHEMA_VERSION` 4 → 5.
+24
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@@ -0,0 +1,24 @@
import { getGameDb } from '@/lib/db/client'
import { ensureSave } from '@/lib/game/save'
import { acceptMission, MissionError } from '@/lib/game/missions'
// Accept an AVAILABLE mission — it becomes the single active one. Costs a turn; returns the fresh board.
export async function POST(_req: Request, ctx: { params: Promise<{ id: string }> }) {
const db = await getGameDb()
await ensureSave(db) // acceptMission assumes a save exists
const { id } = await ctx.params
const missionId = Number(id)
if (!Number.isInteger(missionId)) {
return Response.json({ error: 'mission id must be an integer' }, { status: 400 })
}
try {
return Response.json(await acceptMission(db, missionId))
} catch (err) {
if (err instanceof MissionError) {
return Response.json({ error: err.message }, { status: err.status })
}
throw err
}
}
+10
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@@ -0,0 +1,10 @@
import { getGameDb } from '@/lib/db/client'
import { ensureSave } from '@/lib/game/save'
import { getMissions } from '@/lib/game/missions'
// The full mission board for the single active save; auto-initializes on first hit.
export async function GET() {
const db = await getGameDb()
await ensureSave(db) // top-up inside getMissions assumes a save exists
return Response.json(await getMissions(db))
}
+6 -59
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@@ -2,7 +2,6 @@
import { useEffect, useState } from 'react'
import { Badge } from '@/components/ui/badge'
import { Alert, AlertDescription, AlertTitle } from '@/components/ui/alert'
import { Panel, PanelContent, PanelHeader, PanelTitle } from '@/components/ui/panel'
import { Progress } from '@/components/ui/progress'
import { StatCard } from '@/components/ui/stat-card'
@@ -11,6 +10,7 @@ import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs'
import { Terminal, type TerminalLine } from '@/components/ui/terminal'
import { CrewPanel } from '@/components/crew-panel'
import { LocalSystemPanel } from '@/components/local-system'
import { MissionPanel } from '@/components/missions'
import { ShipSystemsPanel } from '@/components/ship-systems'
import { SkillTreePanel } from '@/components/skill-tree'
import { WorldMapPanel } from '@/components/world-map'
@@ -21,9 +21,9 @@ import type { TechDto } from '@/lib/game/tech'
// Interface base: layout + visual treatment rebuilt from the scificn-ui Mission Control
// showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). The
// WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS and SKILL TREE tabs render live data (/api/world,
// /api/system, /api/crew, /api/ship, /api/tech); the other tabs keep placeholder content until
// their own issues land. Single player, no auth, by design.
// WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS, SKILL TREE and MISSIONS tabs render live data
// (/api/world, /api/system, /api/crew, /api/ship, /api/tech, /api/missions); the EVENT LOG tab
// keeps placeholder content until its own issue lands. Single player, no auth, by design.
function useNarrow(threshold = 900): boolean {
const [narrow, setNarrow] = useState(
@@ -386,62 +386,9 @@ export function MissionControl() {
<SkillTreePanel techs={techs} ship={ship} narrow={narrow} onResearched={setTechs} />
</TabsContent>
{/* MISSIONS TAB */}
{/* MISSIONS TAB — live data from /api/missions */}
<TabsContent value="missions" style={{ margin: 0, padding: '1rem' }}>
<div
style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}
>
<Alert variant="STATUS">
<AlertTitle>ENCOUNTER #E-102 — DERELICT FREIGHTER</AlertTitle>
<AlertDescription>
Placeholder briefing. Real encounter resolution lands with the turn engine.
</AlertDescription>
</Alert>
<div
style={{
display: 'grid',
gridTemplateColumns: narrow ? '1fr' : '1fr 1fr',
gap: '0.625rem',
}}
>
{[
{ label: 'DESTINATION', value: 'SECTOR 7G // DRIFT LANE' },
{ label: 'ETA', value: 'T-07:14 (PLACEHOLDER)' },
{ label: 'THREAT LEVEL', value: 'LOW — UNMANNED' },
{ label: 'CARGO MANIFEST', value: 'UNKNOWN' },
].map((item) => (
<div
key={item.label}
style={{
padding: '0.75rem',
background: 'var(--surface)',
border: '1px solid var(--border)',
}}
>
<div
style={{
fontSize: '0.55rem',
color: 'var(--text-muted)',
letterSpacing: '0.12em',
marginBottom: '0.35rem',
}}
>
{item.label}
</div>
<div
style={{
fontSize: '0.8rem',
color: 'var(--text-secondary)',
letterSpacing: '0.04em',
}}
>
{item.value}
</div>
</div>
))}
</div>
</div>
<MissionPanel />
</TabsContent>
{/* EVENT LOG TAB */}
+120
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@@ -0,0 +1,120 @@
'use client'
import { useCallback, useEffect, useState } from 'react'
import { Badge } from '@/components/ui/badge'
import { Button } from '@/components/ui/button'
import { Card, CardContent, CardFooter, CardHeader, CardTitle } from '@/components/ui/card'
import type { MissionDto } from '@/lib/game/missions'
// MISSIONS tab — live data. Fetches /api/missions on mount (Radix Tabs unmounts inactive tabs, so it
// refetches whenever the tab is opened); accept responses are applied directly (no polling). ACCEPT is
// enabled only when the contract is AVAILABLE and no other mission is ACTIVE — mirroring what
// POST /api/missions/{id}/accept enforces.
export function MissionPanel() {
const [missions, setMissions] = useState<MissionDto[] | null>(null)
const [error, setError] = useState<string | null>(null)
const [busyId, setBusyId] = useState<number | null>(null) // one action at a time — turn-based game
useEffect(() => {
let cancelled = false
fetch('/api/missions')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as MissionDto[]
})
.then((m) => {
if (!cancelled) setMissions(m)
})
.catch((err: unknown) => {
if (!cancelled) setError(err instanceof Error ? err.message : String(err))
})
return () => {
cancelled = true
}
}, [])
const accept = useCallback(async (mission: MissionDto) => {
setBusyId(mission.id)
setError(null)
try {
const res = await fetch(`/api/missions/${mission.id}/accept`, { method: 'POST' })
const data = (await res.json()) as MissionDto[] & { error?: string }
if (!res.ok) throw new Error(data.error ?? `HTTP ${res.status}`)
setMissions(data) // response is the fresh board — apply directly
} catch (err: unknown) {
setError(err instanceof Error ? err.message : String(err))
} finally {
setBusyId(null)
}
}, [])
if (!missions && !error) {
return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING MISSIONS…</span>
</div>
)
}
const active = (missions ?? []).find((m) => m.state === 'ACTIVE')
return (
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}>
{error && (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>{error.toUpperCase()}</span>
</div>
)}
<div style={{ display: 'grid', gridTemplateColumns: 'repeat(3, 1fr)', gap: '0.75rem' }}>
{(missions ?? []).map((mission) => (
<MissionCard key={mission.id} mission={mission} busy={busyId === mission.id} blockedByActive={!!active && active.id !== mission.id} onAccept={accept} />
))}
</div>
</div>
)
}
function MissionCard({
mission,
busy,
blockedByActive,
onAccept,
}: {
mission: MissionDto
busy: boolean
blockedByActive: boolean
onAccept: (mission: MissionDto) => void
}) {
const acceptDisabled = busy || mission.state !== 'AVAILABLE' || blockedByActive
return (
<Card>
<CardHeader>
<div style={{ display: 'flex', alignItems: 'center' }}>
<CardTitle>{mission.type}</CardTitle>
<Badge variant={mission.state === 'ACTIVE' ? 'ACTIVE' : mission.state === 'AVAILABLE' ? 'SCANNING' : 'OFFLINE'} className="ml-auto">
{mission.state}
</Badge>
</div>
</CardHeader>
<CardContent>
<p style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>CONTRACT // #{mission.id}</p>
<p style={{ fontSize: '0.65rem', color: 'var(--text-secondary)', letterSpacing: '0.08em' }}>{mission.description.toUpperCase()}</p>
<p style={{ fontSize: '0.62rem', color: 'var(--color-green)', letterSpacing: '0.08em' }}>
REWARD {mission.rewardQty}× {mission.rewardKind === 'resource' ? 'RESOURCES' : 'PARTS'}
</p>
{mission.type === 'EXPLORE' && (
<p style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>
PROGRESS // {mission.progress}/{mission.progressTarget}
</p>
)}
</CardContent>
<CardFooter>
<Button variant="OUTLINE" size="SM" disabled={acceptDisabled} onClick={() => onAccept(mission)}>
ACCEPT
</Button>
</CardFooter>
</Card>
)
}
+107
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@@ -12,9 +12,40 @@ interface ExploreResult extends SystemState { outcome: FoundItem[]; crewFound: u
interface CrewDto { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string }
interface ShipSystemDto { id: number; type: string; level: number; capacity: number; built: boolean }
interface ShipState { systems: ShipSystemDto[]; inventory: InventoryItemDto[]; turn: number }
interface MissionDto { id: number; type: string; description: string; targetSystemId: number | null; conditionKind: string | null; progressTarget: number; progress: number; rewardKind: string; rewardQty: number; state: string }
const totalQty = (items: InventoryItemDto[], kind: string) => items.filter((i) => i.kind === kind).reduce((sum, i) => sum + i.qty, 0);
// BFS over the undirected jump routes — [next, ..., target], empty when already there.
const shortestJumpPath = (fromId: number, toId: number, edges: [number, number][]): number[] => {
const adj = new Map<number, number[]>();
for (const [a, b] of edges) {
if (!adj.has(a)) adj.set(a, []);
if (!adj.has(b)) adj.set(b, []);
adj.get(a)!.push(b);
adj.get(b)!.push(a);
}
const prev = new Map<number, number>();
const seen = new Set([fromId]);
const queue = [fromId];
while (queue.length > 0 && !seen.has(toId)) {
const cur = queue.shift()!;
for (const next of adj.get(cur) ?? []) {
if (!seen.has(next)) {
seen.add(next);
prev.set(next, cur);
queue.push(next);
}
}
}
expect(seen.has(toId)).toBe(true); // the world graph is connected by construction
const path: number[] = [];
for (let cur = toId; cur !== fromId; cur = prev.get(cur)!) {
path.unshift(cur);
}
return path;
};
test('landing page loads with the SpaceWanderer title', async ({ page }) => {
await page.goto('/');
await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible();
@@ -255,6 +286,82 @@ test('SKILL TREE tab researches WEAPONS SYSTEMS and unlocks the gated WEAPONS bu
await expect(weaponsCard.getByText('LV 1')).toBeVisible();
});
test('MISSIONS tab accepts a contract and completing it grants the reward', async ({ page }) => {
const board = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
expect(board.filter((m) => m.state === 'AVAILABLE').length).toBeGreaterThanOrEqual(3); // the board is always topped up
await page.goto('/');
await page.getByRole('tab', { name: 'MISSIONS' }).click();
const acceptButtons = page.getByRole('button', { name: 'ACCEPT' });
const panel = page.getByRole('tabpanel');
// Idempotent across retries sharing a DB: if a previous attempt already accepted a mission, it's still
// ACTIVE and every ACCEPT button is disabled — complete that one instead of accepting again.
const leftover = board.find((m) => m.state === 'ACTIVE');
let picked: MissionDto;
if (leftover) {
picked = leftover;
// No exact match — ACTIVE badges render a "●" dot prefix (components/ui/badge.tsx), so their text is "●ACTIVE".
await expect(panel.getByText('ACTIVE')).toBeVisible();
for (const button of await acceptButtons.all()) {
await expect(button).toBeDisabled();
}
} else {
// Prefer a scan-completable contract — fresh boards are all EXPLORE/FIND (DELIVER only appears once systems are discovered).
picked = board.find((m) => m.state === 'AVAILABLE' && m.type !== 'DELIVER') ?? board.find((m) => m.state === 'AVAILABLE')!;
const idx = board.indexOf(picked);
// One ACCEPT button per card, in board order — the picked contract's is enabled (AVAILABLE, nothing active).
await expect(acceptButtons.nth(idx)).toBeEnabled();
await acceptButtons.nth(idx).click();
// UI flipped: exactly one ACTIVE badge on the board and the accepted card's button is now disabled.
// No exact match — ACTIVE badges render a "●" dot prefix (components/ui/badge.tsx), so their text is "●ACTIVE".
await expect(panel.getByText('ACTIVE')).toBeVisible();
await expect(acceptButtons.nth(idx)).toBeDisabled();
// API confirms it: exactly one ACTIVE mission, the picked one (accepting cost a turn).
const boardAfterAccept = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
expect(boardAfterAccept.filter((m) => m.state === 'ACTIVE')).toEqual([boardAfterAccept.find((m) => m.id === picked.id)!]);
}
// Baseline of the reward kind in the hold — scans during completion may add more, so assert >=.
const shipBefore = (await (await page.request.get('/api/ship')).json()) as ShipState;
const baseline = totalQty(shipBefore.inventory, picked.rewardKind);
// Complete it. EXPLORE/FIND: scan until done, jumping when a system exhausts (parts drop on ~30% of
// scans, so P(a FIND-part misses in 80 scans) ≈ 0.7^80 — negligible). DELIVER: follow the shortest
// jump path to its target (edges only ever get added, so the precomputed path stays valid).
let deliverPath: number[] = [];
if (picked.type === 'DELIVER') {
const worldNow = (await (await page.request.get('/api/world')).json()) as WorldState;
deliverPath = shortestJumpPath(worldNow.systems.find((s) => s.current)!.id, picked.targetSystemId!, worldNow.edges);
}
let state = 'ACTIVE';
let iterations = 0;
while (state !== 'DONE' && iterations < 80) {
iterations++;
if (deliverPath.length > 0) {
expect((await page.request.post('/api/jump', { data: { systemId: deliverPath.shift()! } })).status()).toBe(200);
} else {
const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
const unexplored = sys.planets.filter((p) => !p.explored);
if (unexplored.length > 0) {
expect((await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } })).status()).toBe(200);
} else {
await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems
}
}
state = ((await (await page.request.get('/api/missions')).json()) as MissionDto[]).find((m) => m.id === picked.id)?.state ?? 'ACTIVE';
}
expect(state).toBe('DONE'); // the bounded loop always completes: scans are plentiful, jump paths finite
const shipAfter = (await (await page.request.get('/api/ship')).json()) as ShipState;
expect(totalQty(shipAfter.inventory, picked.rewardKind)).toBeGreaterThanOrEqual(baseline + picked.rewardQty);
});
test('GET /api/version reports the app version as JSON', async ({ page }) => {
const res = await page.request.get('/api/version');
expect(res.status()).toBe(200);
+10
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@@ -16,6 +16,7 @@ interface CrewDto { id: number; name: string; role: string; traitGood: string; t
interface ShipSystemDto { id: number; type: string; level: number; capacity: number; built: boolean }
interface ShipState { systems: ShipSystemDto[]; inventory: { kind: string; name: string; qty: number }[]; turn: number }
interface TechDto { id: number; slug: string; name: string; costKind: string; costQty: number; prereqs: string[]; effect: string; state: string; missingPrereqs: string[] }
interface MissionDto { id: number; type: string; description: string; targetSystemId: number | null; conditionKind: string | null; progressTarget: number; progress: number; rewardKind: string; rewardQty: number; state: string }
test('app survives a container restart (stack + volume persistence)', async ({ page }) => {
test.setTimeout(180_000);
@@ -53,6 +54,11 @@ test('app survives a container restart (stack + volume persistence)', async ({ p
const techBefore = (await (await page.request.get('/api/tech')).json()) as TechDto[];
expect(techBefore.length).toBeGreaterThan(0); // the tech tree is always seeded
// Mission board baseline: contracts, states and progress must survive too. The GET tops the board
// up first — a no-op here because every action leaves at least MIN_AVAILABLE AVAILABLE contracts.
const missionsBefore = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
expect(missionsBefore.length).toBeGreaterThan(0); // the board is always seeded on new game
// Restart the app container mid-run — the named DB volume must survive it.
execSync(`docker compose ${composeArgs} restart space-wanderer`, { cwd: repoRoot, stdio: 'pipe' });
@@ -95,6 +101,10 @@ test('app survives a container restart (stack + volume persistence)', async ({ p
const techAfter = (await (await page.request.get('/api/tech')).json()) as TechDto[];
expect(techAfter).toEqual(techBefore);
// Mission board survived too: same contracts, states and progress (no re-seed or re-top-up on restart).
const missionsAfter = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
expect(missionsAfter).toEqual(missionsBefore);
// The page itself serves again with the landing title.
await page.goto('/');
await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible();
+14
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@@ -94,6 +94,20 @@ CREATE TABLE IF NOT EXISTS tech (
UNIQUE (save_id, slug)
);
CREATE TABLE IF NOT EXISTS missions (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
type TEXT NOT NULL, -- 'DELIVER' | 'EXPLORE' | 'FIND'
description TEXT NOT NULL, -- human-readable objective, e.g. "Jump to Kepler Drift"
target_system_id INTEGER, -- DELIVER only — destination system (NULL otherwise)
condition_kind TEXT, -- FIND only — 'resource' | 'part' (NULL otherwise)
progress_target INTEGER NOT NULL DEFAULT 1, -- EXPLORE: scans required; 1 for the others
progress INTEGER NOT NULL DEFAULT 0, -- scans counted since acceptance; 0/1 for DELIVER/FIND
reward_kind TEXT NOT NULL, -- 'resource' | 'part'
reward_qty INTEGER NOT NULL DEFAULT 1,
state TEXT NOT NULL DEFAULT 'AVAILABLE' -- 'AVAILABLE' | 'ACTIVE' | 'DONE'
);
CREATE TABLE IF NOT EXISTS events (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
+18
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@@ -108,6 +108,24 @@ export const tech = sqliteTable(
(t) => [uniqueIndex('tech_save_slug_unique').on(t.saveId, t.slug)],
)
// The mission board (#10): contracts generated deterministically from the save seed, one ACTIVE
// at a time. `type` drives completion semantics (see advanceMission in lib/game/missions.ts):
// DELIVER jumps to target_system_id, EXPLORE counts scans up to progress_target, FIND completes
// when a scan's haul contains condition_kind. The reward lands in inventory_items on completion.
export const missions = sqliteTable('missions', {
id: integer('id').primaryKey({ autoIncrement: true }),
saveId: integer('save_id').notNull().references(() => saves.id),
type: text('type').notNull(), // 'DELIVER' | 'EXPLORE' | 'FIND'
description: text('description').notNull(), // human-readable objective, e.g. "Jump to Kepler Drift"
targetSystemId: integer('target_system_id'), // DELIVER only — destination system (NULL otherwise)
conditionKind: text('condition_kind'), // FIND only — 'resource' | 'part' (NULL otherwise)
progressTarget: integer('progress_target').notNull().default(1), // EXPLORE: scans required; 1 for the others
progress: integer('progress').notNull().default(0), // scans counted since acceptance; 0/1 for DELIVER/FIND
rewardKind: text('reward_kind').notNull(), // 'resource' | 'part'
rewardQty: integer('reward_qty').notNull().default(1),
state: text('state').notNull().default('AVAILABLE'), // 'AVAILABLE' | 'ACTIVE' | 'DONE'
})
// Append-only game log. Writers so far: new-game + jump events; later issues add more
// writers and a read endpoint.
export const events = sqliteTable('events', {
+294
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@@ -0,0 +1,294 @@
import { mkdtemp, rm } from 'node:fs/promises'
import { tmpdir } from 'node:os'
import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest'
import { eq } from 'drizzle-orm'
import { openGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { explorationRng, mulberry32, rollExploration } from './world'
import { SCHEMA_VERSION, explorePlanet, getWorldState, jumpToSystem } from './save'
import { acceptMission, MIN_AVAILABLE, REWARD_ITEM_NAME, generateMission, missionRng, pickMissionType, topUpMissionBoard, type MissionDef, type MissionSystem } from './missions'
const dirs: string[] = []
async function freshFile(): Promise<{ db: GameDb; file: string }> {
const dir = await mkdtemp(path.join(tmpdir(), 'sw-missions-test-'))
dirs.push(dir)
const file = path.join(dir, 'test.db')
return { db: await openGameDb(file), file }
}
afterAll(async () => {
for (const d of dirs) await rm(d, { recursive: true, force: true })
})
// A snapshot with one discovered non-current system to deliver to.
const SYSTEMS: MissionSystem[] = [
{ id: 1, name: 'Start', discovered: true, isCurrent: true },
{ id: 2, name: 'Alpha', discovered: true, isCurrent: false },
{ id: 3, name: 'Beta', discovered: false, isCurrent: false },
]
describe('generateMission (pure)', () => {
it('DELIVER targets a discovered non-current system and returns null when none exists', () => {
const def = generateMission('DELIVER', mulberry32(7), SYSTEMS)!
expect(def.type).toBe('DELIVER')
expect(def.targetSystemId).toBe(2) // the only candidate
expect(def.description).toContain('Alpha')
expect(generateMission('DELIVER', mulberry32(7), [SYSTEMS[0]])).toBeNull() // only the current system is discovered
})
it('EXPLORE targets 2–4 scans, FIND one item kind; rewards are always 1–3', () => {
for (let i = 0; i < 200; i++) {
const e = generateMission('EXPLORE', mulberry32(i), SYSTEMS)!
expect(e.progressTarget).toBeGreaterThanOrEqual(2)
expect(e.progressTarget).toBeLessThanOrEqual(4)
expect(e.description).toMatch(/^Scan [2-4] bodies$/)
const f = generateMission('FIND', mulberry32(i), SYSTEMS)!
expect(['resource', 'part']).toContain(f.conditionKind)
expect(f.description).toContain(f.conditionKind!)
for (const d of [e, f]) {
expect(d.rewardQty).toBeGreaterThanOrEqual(1)
expect(d.rewardQty).toBeLessThanOrEqual(3)
}
}
})
it('is deterministic — the same (seed, turn) stream generates identical missions', () => {
const a = generateMission('DELIVER', missionRng('42', 5), SYSTEMS)
const b = generateMission('DELIVER', missionRng('42', 5), SYSTEMS)
expect(a).toEqual(b)
})
})
describe('pickMissionType (pure)', () => {
it('never picks DELIVER without a target, and does pick it when one exists', () => {
for (let i = 0; i < 200; i++) expect(pickMissionType(mulberry32(i), false)).not.toBe('DELIVER')
const types = new Set(Array.from({ length: 200 }, (_, i) => pickMissionType(mulberry32(i), true)))
expect(types.has('DELIVER')).toBe(true)
for (const t of types) expect(['DELIVER', 'EXPLORE', 'FIND']).toContain(t)
})
})
describe('topUpMissionBoard', () => {
it('seeds a fresh game with MIN_AVAILABLE AVAILABLE non-DELIVER missions and is idempotent', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game — createNewGame already topped the board up
const rows = await db.db.select().from(schema.missions)
expect(rows).toHaveLength(MIN_AVAILABLE)
for (const r of rows) {
expect(r.state).toBe('AVAILABLE')
expect(r.type).not.toBe('DELIVER') // only the start system is discovered yet — no targets exist
}
await topUpMissionBoard(db) // a second pass inserts nothing
expect((await db.db.select().from(schema.missions)).length).toBe(MIN_AVAILABLE)
})
it('generates deterministically from (seed, turn) on a hand-crafted save', async () => {
const { db } = await freshFile()
// A v6 save with start (current), one discovered neighbour and one undiscovered.
await db.db.insert(schema.saves).values({ seed: '42', turn: 5, createdAt: new Date().toISOString(), schemaVersion: SCHEMA_VERSION })
const [start] = await db.db.insert(schema.solarSystems).values({ saveId: 1, name: 'Start', x: 50, y: 50, discovered: true, isCurrent: true }).returning()
const [alpha] = await db.db.insert(schema.solarSystems).values({ saveId: 1, name: 'Alpha', x: 60, y: 50, discovered: true, isCurrent: false }).returning()
const [beta] = await db.db.insert(schema.solarSystems).values({ saveId: 1, name: 'Beta', x: 40, y: 50 }).returning()
await topUpMissionBoard(db)
// Replay the same pure pipeline with the same (seed, turn) stream — must match row for row.
const snapshot: MissionSystem[] = [
{ id: start.id, name: 'Start', discovered: true, isCurrent: true },
{ id: alpha.id, name: 'Alpha', discovered: true, isCurrent: false },
{ id: beta.id, name: 'Beta', discovered: false, isCurrent: false },
]
const rng = missionRng('42', 5)
const expected: MissionDef[] = []
while (expected.length < MIN_AVAILABLE) {
const type = pickMissionType(rng, snapshot.some((s) => s.discovered && !s.isCurrent))
expected.push(generateMission(type, rng, snapshot)!)
}
const rows = await db.db.select().from(schema.missions)
expect(rows.map((r) => ({ type: r.type, description: r.description, targetSystemId: r.targetSystemId, conditionKind: r.conditionKind, progressTarget: r.progressTarget, rewardKind: r.rewardKind, rewardQty: r.rewardQty }))).toEqual(expected)
})
})
// Inserts a mission row directly so tests can control exactly what the board holds.
async function insertMission(db: GameDb, fields: { type: string; description: string; targetSystemId?: number | null; conditionKind?: string | null; progressTarget?: number; rewardKind?: string; rewardQty?: number }): Promise<number> {
const [save] = await db.db.select().from(schema.saves).limit(1)
const [row] = await db.db.insert(schema.missions).values({ saveId: save.id, type: fields.type, description: fields.description, targetSystemId: fields.targetSystemId ?? null, conditionKind: fields.conditionKind ?? null, progressTarget: fields.progressTarget ?? 1, rewardKind: fields.rewardKind ?? 'resource', rewardQty: fields.rewardQty ?? 1 }).returning()
return row.id
}
describe('acceptMission', () => {
it('rejects unknown ids with 404 and a second accept while one is active with 409 naming the active mission', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game — board seeded
await expect(acceptMission(db, 999)).rejects.toMatchObject({ status: 404 })
const [a, b] = (await db.db.select().from(schema.missions))
await acceptMission(db, a.id)
await expect(acceptMission(db, a.id)).rejects.toMatchObject({ status: 409, message: /already active/i }) // re-accepting the active one
await expect(acceptMission(db, b.id)).rejects.toMatchObject({ status: 409, message: /One mission at a time/ })
})
it('activates an AVAILABLE contract, costs a turn, writes an event and keeps the board topped up', async () => {
const { db } = await freshFile()
await getWorldState(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const [a] = await db.db.select().from(schema.missions)
const board = await acceptMission(db, a.id)
expect(board.find((m) => m.id === a.id)!.state).toBe('ACTIVE')
expect(board.filter((m) => m.state === 'AVAILABLE').length).toBeGreaterThanOrEqual(MIN_AVAILABLE) // topped back up
const [after] = await db.db.select().from(schema.saves).limit(1)
expect(after.turn).toBe(save.turn + 1)
const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'mission')!
expect(event.message).toContain('Accepted mission')
expect(event.turn).toBe(save.turn + 1)
})
})
describe('completion', () => {
it('EXPLORE counts scans, completes at the target and grants the reward into the hold', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game — empty inventory, all bodies unexplored
const id = await insertMission(db, { type: 'EXPLORE', description: 'Scan 3 bodies', progressTarget: 3, rewardKind: 'part', rewardQty: 2 })
await acceptMission(db, id)
const planets = (await db.db.select().from(schema.planets)).filter((p) => p.parentId === null)
await explorePlanet(db, planets[0].id)
let mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('ACTIVE')
expect(mission.progress).toBe(1)
await explorePlanet(db, planets[1].id)
mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('ACTIVE')
expect(mission.progress).toBe(2)
await explorePlanet(db, planets[2].id) // third scan — completes
mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('DONE')
expect(mission.progress).toBe(3)
const reward = (await db.db.select().from(schema.inventoryItems)).find((i) => i.name === REWARD_ITEM_NAME)!
expect(reward.kind).toBe('part')
expect(reward.qty).toBe(2)
const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'mission' && /complete/i.test(e.message))!
expect(event.message).toContain('Scan 3 bodies')
})
it('FIND completes when a haul contains its kind and ignores scans that do not', async () => {
const { db } = await freshFile()
await getWorldState(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const id = await insertMission(db, { type: 'FIND', description: 'Find at least one part while scanning', conditionKind: 'part', rewardKind: 'resource', rewardQty: 3 })
// Pick bodies by their deterministic per-planet rolls — one without parts first (no progress),
// then one with (completes).
const planets = await db.db.select().from(schema.planets)
const haulOf = (p: { id: number }) => rollExploration(explorationRng(save.seed, p.id))
const noPart = planets.find((p) => !haulOf(p).some((i) => i.kind === 'part'))!
expect(noPart).toBeDefined()
const withPart = planets.find((p) => haulOf(p).some((i) => i.kind === 'part'))!
expect(withPart).toBeDefined()
await acceptMission(db, id)
await explorePlanet(db, noPart.id) // haul has no parts — the mission does not advance
let mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('ACTIVE')
expect(mission.progress).toBe(0)
await explorePlanet(db, withPart.id) // haul has parts — completes
mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('DONE')
const reward = (await db.db.select().from(schema.inventoryItems)).find((i) => i.name === REWARD_ITEM_NAME)!
expect(reward.kind).toBe('resource')
expect(reward.qty).toBe(3)
})
it('DELIVER completes on arrival at its target system', async () => {
const { db } = await freshFile()
const world = await getWorldState(db) // new game — start is current, six undiscovered neighbours
const [start] = await db.db.select().from(schema.solarSystems).where(eq(schema.solarSystems.isCurrent, true))
const neighbor = world.systems.find((s) => !s.discovered)!
await jumpToSystem(db, neighbor.id) // start is now discovered + non-current — a valid target
const id = await insertMission(db, { type: 'DELIVER', description: `Jump to ${start.name}`, targetSystemId: start.id, rewardKind: 'resource', rewardQty: 1 })
await acceptMission(db, id)
// Wrong destination: one of the ring neighbours generated around `neighbor` on the first jump.
const world2 = await getWorldState(db)
const wrongEdge = world2.edges.find(([a, b]) => (a === neighbor.id || b === neighbor.id) && a !== start.id && b !== start.id)!
const wrongId = wrongEdge[0] === neighbor.id ? wrongEdge[1] : wrongEdge[0]
await jumpToSystem(db, wrongId) // not the target — no completion
expect((await db.db.select().from(schema.missions)).find((m) => m.id === id)!.state).toBe('ACTIVE')
await jumpToSystem(db, neighbor.id) // back through `neighbor`…
const result = await jumpToSystem(db, start.id) // …to the target — completes
const mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('DONE')
expect(result.systems.find((s) => s.current)?.id).toBe(start.id)
const reward = (await db.db.select().from(schema.inventoryItems)).find((i) => i.name === REWARD_ITEM_NAME)!
expect(reward.kind).toBe('resource')
expect(reward.qty).toBe(1)
})
it('rewards of the same kind accumulate into one hold row across missions', async () => {
const { db } = await freshFile()
await getWorldState(db)
const a = await insertMission(db, { type: 'EXPLORE', description: 'Scan 2 bodies', progressTarget: 2, rewardKind: 'resource', rewardQty: 2 })
const b = await insertMission(db, { type: 'EXPLORE', description: 'Scan 2 more bodies', progressTarget: 2, rewardKind: 'resource', rewardQty: 3 })
const planets = (await db.db.select().from(schema.planets)).filter((p) => p.parentId === null)
await acceptMission(db, a)
await explorePlanet(db, planets[0].id)
await explorePlanet(db, planets[1].id) // completes A — 2× resource reward
expect((await db.db.select().from(schema.missions)).find((m) => m.id === a)!.state).toBe('DONE')
await acceptMission(db, b)
await explorePlanet(db, planets[2].id)
await explorePlanet(db, planets[3].id) // completes B — 3× more of the same kind+name
expect((await db.db.select().from(schema.missions)).find((m) => m.id === b)!.state).toBe('DONE')
const rewards = (await db.db.select().from(schema.inventoryItems)).filter((i) => i.name === REWARD_ITEM_NAME)
expect(rewards).toHaveLength(1) // accumulated, not a second row
expect(rewards[0].qty).toBe(5)
})
})
describe('backfill v6', () => {
it('seeds the board on a pre-#10 save when it opens — deterministic and idempotent', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game at the current version
// Simulate a save created by pre-v6 code: no mission rows, stamped v5.
await db.db.delete(schema.missions)
await db.db.update(schema.saves).set({ schemaVersion: 5 })
await getWorldState(db) // ensureSave → backfill runs the v6 step
const rows = await db.db.select().from(schema.missions)
expect(rows).toHaveLength(MIN_AVAILABLE)
for (const r of rows) expect(r.state).toBe('AVAILABLE')
const [save] = await db.db.select().from(schema.saves)
expect(save.schemaVersion).toBe(SCHEMA_VERSION)
// Idempotent — a second pass changes nothing.
await getWorldState(db)
expect((await db.db.select().from(schema.missions)).length).toBe(MIN_AVAILABLE)
})
})
+201
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@@ -0,0 +1,201 @@
import { eq } from 'drizzle-orm'
import * as schema from '@/lib/db/schema'
import { persist, type GameDb } from '@/lib/db/client'
import { mulberry32, type FoundItem } from './world'
// Mission board (#10): contracts generated deterministically from the save seed. Three types —
// DELIVER (jump to a target system), EXPLORE (scan N bodies), FIND (haul in an item of one kind).
// One mission is ACTIVE at a time; the board always holds MIN_AVAILABLE AVAILABLE contracts.
// The pure helpers below are DB-free so generation/completion rules stay unit-testable alone.
export type MissionType = 'DELIVER' | 'EXPLORE' | 'FIND'
export type ItemKind = 'resource' | 'part'
export type MissionStateName = 'AVAILABLE' | 'ACTIVE' | 'DONE'
// The board never drops below this many AVAILABLE contracts (topped up after every action).
export const MIN_AVAILABLE = 3
// What generation produces and the DB stores — one row per mission.
export interface MissionDef {
type: MissionType
description: string
targetSystemId: number | null // DELIVER only
conditionKind: ItemKind | null // FIND only
progressTarget: number // EXPLORE: scans required; 1 for the others
rewardKind: ItemKind
rewardQty: number // 1–3, consistent with exploration hauls
}
// A system as far as generation cares about.
export interface MissionSystem {
id: number
name: string
discovered: boolean
isCurrent: boolean
}
// Deterministic per (seed, turn) — same anchoring style as world expansion in save.ts. Every
// action costs exactly one turn, so the stream never repeats for two different top-ups.
export function missionRng(seed: string, turn: number): () => number {
return mulberry32((Number(seed) + Math.imul(turn, 0x9e3779b1)) >>> 0)
}
// Which type to generate next: DELIVER when a target exists and the coin says so, else EXPLORE/FIND.
export function pickMissionType(rng: () => number, canDeliver: boolean): MissionType {
if (canDeliver && rng() < 0.5) return 'DELIVER'
return rng() < 0.5 ? 'EXPLORE' : 'FIND'
}
// One mission of the given type from the current world snapshot. DELIVER returns null when no
// discovered non-current system exists to target (e.g. a brand-new game).
export function generateMission(type: MissionType, rng: () => number, systems: MissionSystem[]): MissionDef | null {
const rewardKind: ItemKind = rng() < 0.5 ? 'resource' : 'part'
const rewardQty = 1 + Math.floor(rng() * 3) // 1–3
if (type === 'DELIVER') {
const candidates = systems.filter((s) => s.discovered && !s.isCurrent)
if (candidates.length === 0) return null
const target = candidates[Math.floor(rng() * candidates.length)]
return { type, description: `Jump to ${target.name}`, targetSystemId: target.id, conditionKind: null, progressTarget: 1, rewardKind, rewardQty }
}
if (type === 'EXPLORE') {
const scans = 2 + Math.floor(rng() * 3) // 2–4
return { type, description: `Scan ${scans} bodies`, targetSystemId: null, conditionKind: null, progressTarget: scans, rewardKind, rewardQty }
}
const kind: ItemKind = rng() < 0.5 ? 'resource' : 'part'
return { type, description: `Find at least one ${kind} while scanning`, targetSystemId: null, conditionKind: kind, progressTarget: 1, rewardKind, rewardQty }
}
// What an action did to the world — what completion checks run against.
export interface MissionAction {
jumpedTo?: number // system id reached by a jump
outcome?: FoundItem[] // haul from a scan
}
// How far an action advances a mission: new progress, or null when the action doesn't touch it.
// DELIVER completes on arrival at its target; EXPLORE counts every scan (capped); FIND completes
// when a haul contains its kind.
export function advanceMission(
mission: { type: MissionType; targetSystemId: number | null; conditionKind: ItemKind | null; progressTarget: number; progress: number },
action: MissionAction,
): number | null {
if (action.jumpedTo !== undefined) {
return mission.type === 'DELIVER' && mission.targetSystemId === action.jumpedTo ? 1 : null
}
if (mission.type === 'EXPLORE') return Math.min(mission.progressTarget, mission.progress + 1)
if (mission.type === 'FIND' && mission.conditionKind !== null && (action.outcome ?? []).some((i) => i.kind === mission.conditionKind)) return 1
return null
}
// --- DB layer -----------------------------------------------------------------
export interface MissionDto extends MissionDef {
id: number
progress: number
state: MissionStateName
}
// Carries an HTTP status so route handlers can map failures to responses without re-parsing.
export class MissionError extends Error {
constructor(
public readonly status: number,
message: string,
) {
super(message)
}
}
async function readMissions(db: GameDb): Promise<MissionDto[]> {
return (await db.db.select().from(schema.missions)).map((m) => ({
id: m.id,
type: m.type as MissionType,
description: m.description,
targetSystemId: m.targetSystemId,
conditionKind: m.conditionKind as ItemKind | null,
progressTarget: m.progressTarget,
progress: m.progress,
rewardKind: m.rewardKind as ItemKind,
rewardQty: m.rewardQty,
state: m.state as MissionStateName,
}))
}
// The board for the MISSIONS tab. Assumes a save exists (routes call ensureSave first) and tops
// the AVAILABLE list up before reading so the tab always has contracts to offer.
export async function getMissions(db: GameDb): Promise<MissionDto[]> {
await topUpMissionBoard(db)
return readMissions(db)
}
// Keeps at least MIN_AVAILABLE AVAILABLE missions on the board, generating deterministically from
// (seed, turn). Idempotent — a second call with a full list inserts nothing.
export async function topUpMissionBoard(db: GameDb): Promise<void> {
const [save] = await db.db.select().from(schema.saves).limit(1)
if (!save) return
const systems = (await db.db.select().from(schema.solarSystems)).map((s) => ({ id: s.id, name: s.name, discovered: s.discovered, isCurrent: s.isCurrent }))
let available = (await db.db.select({ state: schema.missions.state }).from(schema.missions)).filter((m) => m.state === 'AVAILABLE').length
if (available >= MIN_AVAILABLE) return
const rng = missionRng(save.seed, save.turn)
while (available < MIN_AVAILABLE) {
const type = pickMissionType(rng, systems.some((s) => s.discovered && !s.isCurrent))
const def = generateMission(type, rng, systems)
if (!def) break // no DELIVER target — the other types always generate
await db.db.insert(schema.missions).values({ saveId: save.id, type: def.type, description: def.description, targetSystemId: def.targetSystemId, conditionKind: def.conditionKind, progressTarget: def.progressTarget, rewardKind: def.rewardKind, rewardQty: def.rewardQty })
available += 1
}
}
// Mission rewards are granted under one neutral name — spenders (ship actions, research) consume by kind only.
export const REWARD_ITEM_NAME = 'MISSION REWARD'
const kindLabel = (kind: ItemKind): string => (kind === 'resource' ? 'RESOURCES' : 'PARTS')
// Accepts an AVAILABLE contract: it becomes THE active mission (one at a time), costs a turn like
// every other action and writes an event. Returns the fresh board.
export async function acceptMission(db: GameDb, missionId: number): Promise<MissionDto[]> {
const [save] = await db.db.select().from(schema.saves).limit(1)
if (!save) throw new MissionError(404, 'No save yet')
const rows = await readMissions(db)
const target = rows.find((m) => m.id === missionId)
if (!target) throw new MissionError(404, `Unknown mission ${missionId}`)
if (target.state !== 'AVAILABLE') throw new MissionError(409, `${target.description} is already ${target.state.toLowerCase()}`)
const active = rows.find((m) => m.state === 'ACTIVE')
if (active) throw new MissionError(409, `One mission at a time — finish "${active.description}" first`)
const turn = save.turn + 1
await db.db.update(schema.missions).set({ state: 'ACTIVE' }).where(eq(schema.missions.id, target.id))
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'mission', message: `Accepted mission — ${target.description}`, createdAt: new Date().toISOString() })
await topUpMissionBoard(db) // one contract left the AVAILABLE list — keep the board topped up
await persist(db)
return readMissions(db)
}
// Runs after a jump or scan: advances the ACTIVE mission (if any) and, on completion, marks it
// DONE, grants its reward into the cargo hold and writes an event. Called from save.ts inside the
// action that triggered it, before persist — so everything lands in one atomic write.
export async function checkMissionCompletion(db: GameDb, saveId: number, turn: number, action: MissionAction): Promise<void> {
const row = (await db.db.select().from(schema.missions)).find((m) => m.state === 'ACTIVE')
if (!row) return
const active = { type: row.type as MissionType, targetSystemId: row.targetSystemId, conditionKind: row.conditionKind as ItemKind | null, progressTarget: row.progressTarget, progress: row.progress }
const newProgress = advanceMission(active, action)
if (newProgress === null) return
if (newProgress >= active.progressTarget) {
await db.db.update(schema.missions).set({ state: 'DONE', progress: newProgress }).where(eq(schema.missions.id, row.id))
// The reward lands in the hold like any haul — same kind+name accumulates into one row.
const existing = (await db.db.select().from(schema.inventoryItems)).find((i) => i.kind === row.rewardKind && i.name === REWARD_ITEM_NAME)
if (existing) {
await db.db.update(schema.inventoryItems).set({ qty: existing.qty + row.rewardQty }).where(eq(schema.inventoryItems.id, existing.id))
} else {
await db.db.insert(schema.inventoryItems).values({ saveId, kind: row.rewardKind, name: REWARD_ITEM_NAME, qty: row.rewardQty })
}
await db.db.insert(schema.events).values({ saveId, turn, type: 'mission', message: `Mission complete — ${row.description} (+${row.rewardQty}× ${kindLabel(row.rewardKind as ItemKind)})`, createdAt: new Date().toISOString() })
} else {
await db.db.update(schema.missions).set({ progress: newProgress }).where(eq(schema.missions.id, row.id))
}
}
+12 -3
View File
@@ -4,6 +4,7 @@ import { persist } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { generateStartingCrew, rollCrewMember, startingCrewRng, type CrewMember } from './crew'
import { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
import { checkMissionCompletion, topUpMissionBoard } from './missions'
import { TECHS } from './tech'
import { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, mulberry32, rollExploration, type FoundItem } from './world'
@@ -95,9 +96,8 @@ async function seedStartingCrew(db: GameDb, saveId: number, seed: string): Promi
// What each schema version added to a save. Saves created by older code lack the data newer
// versions seed at new-game time, so ensureSave runs these steps in order for anything below
// current — each step is idempotent (a no-op when its data already exists). When #10 adds
// seeding, bump SCHEMA_VERSION and append a step here.
export const SCHEMA_VERSION = 5 // v1: save + start region only · v2: bodies for every system · v3: starting crew · v4: starting ship · v5: tech tree
// current — each step is idempotent (a no-op when its data already exists).
export const SCHEMA_VERSION = 6 // v1: save + start region only · v2: bodies for every system · v3: starting crew · v4: starting ship · v5: tech tree · v6: mission board
// Seeds the starting ship: one row per known type — core types built at base values, the rest
// unbuilt (level/capacity 0) until a BUILD action.
@@ -142,6 +142,7 @@ async function createNewGame(db: GameDb): Promise<void> {
await seedStartingCrew(db, save.id, seed)
await seedStartingShip(db, save.id)
await seedStartingTech(db, save.id)
await topUpMissionBoard(db) // only the start system is discovered yet — no DELIVER targets on a fresh game
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 })
await persist(db)
@@ -168,6 +169,10 @@ async function backfillSave(db: GameDb, save: { id: number; seed: string; schema
if ((await db.db.select().from(schema.tech)).length === 0) await seedStartingTech(db, save.id)
version = 5
}
if (version < 6) {
await topUpMissionBoard(db) // idempotent — only inserts when fewer than MIN_AVAILABLE AVAILABLE contracts exist
version = 6
}
if (from !== SCHEMA_VERSION) {
await db.db.update(schema.saves).set({ schemaVersion: version }).where(eq(schema.saves.id, save.id))
@@ -233,6 +238,8 @@ export async function jumpToSystem(db: GameDb, systemId: number): Promise<WorldS
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'jump', message: `Jumped to ${target.name}`, createdAt: new Date().toISOString() })
await checkMissionCompletion(db, save.id, turn, { jumpedTo: target.id }) // an ACTIVE DELIVER may have arrived at its destination
await topUpMissionBoard(db)
await persist(db)
return getWorldState(db)
@@ -357,6 +364,8 @@ export async function explorePlanet(db: GameDb, planetId: number): Promise<Explo
const crewText = crewFound ? ` — ${crewFound.name} joined the crew` : ''
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'explore', message: `Explored ${target.name} — found ${foundText}${crewText}`, createdAt: new Date().toISOString() })
await checkMissionCompletion(db, save.id, turn, { outcome }) // an ACTIVE EXPLORE/FIND may have advanced or completed
await topUpMissionBoard(db)
await persist(db)
return { ...(await readSystemState(db)), outcome, crewFound }
+19
View File
@@ -8,6 +8,8 @@ describe('OpenAPI spec', () => {
'/api/crew',
'/api/explore',
'/api/jump',
'/api/missions',
'/api/missions/{id}/accept',
'/api/research',
'/api/ship',
'/api/ship/build',
@@ -58,6 +60,23 @@ describe('OpenAPI spec', () => {
}
});
it('describes the mission endpoints: GET /api/missions → Mission[], POST accept with error responses', () => {
const missions = openApiSpec.paths['/api/missions'].get.responses[200].content['application/json'].schema;
expect(missions.type).toBe('array');
expect((missions.items as { $ref: string }).$ref).toBe('#/components/schemas/Mission');
const props = openApiSpec.components.schemas.Mission.properties;
expect(Object.keys(props)).toEqual(['id', 'type', 'description', 'targetSystemId', 'conditionKind', 'progressTarget', 'progress', 'rewardKind', 'rewardQty', 'state']);
expect((props.type as { enum: string[] }).enum).toEqual(['DELIVER', 'EXPLORE', 'FIND']);
expect((props.state as { enum: string[] }).enum).toEqual(['AVAILABLE', 'ACTIVE', 'DONE']);
const post = openApiSpec.paths['/api/missions/{id}/accept'].post;
expect(post.responses[200].content['application/json'].schema.items.$ref).toBe('#/components/schemas/Mission');
for (const status of ['400', '404', '409'] as const) {
expect(post.responses[status].content['application/json'].schema.$ref).toBe('#/components/schemas/Error');
}
});
it('describes /api/crew as an array of CrewMember and crewFound on ExploreResult', () => {
const crew = openApiSpec.paths['/api/crew'].get.responses[200].content['application/json'].schema;
expect(crew.type).toBe('array');
+85
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@@ -454,6 +454,75 @@ export const openApiSpec = {
},
},
},
'/api/missions': {
get: {
summary: 'Mission board',
description:
"The save's mission contracts — generated deterministically from the seed, always topped up to at least three AVAILABLE. One mission is ACTIVE at a time; completion is checked after jumps and scans (DELIVER on arrival at its target system, EXPLORE after N scans, FIND when a haul contains its kind) and grants the reward into the cargo hold. Auto-initializes a new game when no save exists yet.",
operationId: 'getMissions',
responses: {
200: {
description: 'The mission board',
content: {
'application/json': {
schema: { type: 'array', items: { $ref: '#/components/schemas/Mission' } },
},
},
},
},
},
},
'/api/missions/{id}/accept': {
post: {
summary: 'Accept a mission',
description:
"Makes an AVAILABLE contract the single ACTIVE one (409 while another is active, or when it isn't AVAILABLE). Costs a turn and writes a mission event. Returns the fresh board.",
operationId: 'acceptMission',
parameters: [
{
name: 'id',
in: 'path',
required: true,
schema: { type: 'integer' },
description: 'missions.id of the contract to accept',
},
],
responses: {
200: {
description: 'Fresh mission board after the acceptance',
content: {
'application/json': {
schema: { type: 'array', items: { $ref: '#/components/schemas/Mission' } },
},
},
},
400: {
description: 'Non-integer id in the path',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
404: {
description: 'Unknown mission id',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
409: {
description: "Mission isn't AVAILABLE, or another mission is already ACTIVE (one at a time)",
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
},
},
},
},
components: {
schemas: {
@@ -597,6 +666,22 @@ export const openApiSpec = {
},
required: ['techId'],
},
Mission: {
type: 'object',
properties: {
id: { type: 'integer' },
type: { type: 'string', enum: ['DELIVER', 'EXPLORE', 'FIND'] },
description: { type: 'string', description: "Human-readable objective, e.g. 'Jump to Kepler Drift'" },
targetSystemId: { type: ['integer', 'null'], nullable: true, description: 'DELIVER only — destination system (NULL otherwise)' },
conditionKind: { type: ['string', 'null'], enum: ['resource', 'part', null], description: 'FIND only — item kind to haul in (NULL otherwise)' },
progressTarget: { type: 'integer', description: 'EXPLORE: scans required; 1 for the others' },
progress: { type: 'integer', description: 'Scans counted since acceptance; 0/1 for DELIVER/FIND' },
rewardKind: { type: 'string', enum: ['resource', 'part'] },
rewardQty: { type: 'integer', description: 'Reward quantity (1–3), granted into the cargo hold on completion' },
state: { type: 'string', enum: ['AVAILABLE', 'ACTIVE', 'DONE'] },
},
required: ['id', 'type', 'description', 'targetSystemId', 'conditionKind', 'progressTarget', 'progress', 'rewardKind', 'rewardQty', 'state'],
},
UpgradeRequest: {
type: 'object',
properties: {
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "space-wanderer",
"version": "0.7.0",
"version": "0.8.0",
"private": true,
"scripts": {
"dev": "next dev -p 3000",