import { getGameDb } from '@/lib/db/client' import * as schema from '@/lib/db/schema' import { parseCrewTeam } from '@/app/api/crew-team' import { checkJumpTarget, getWorldState, JumpError, makePowerOfFor, queueStateFromSave, saveTaskRow } from '@/lib/game/save' import { queueTask, TaskError } from '@/lib/game/tasks' // Jump to a system within range: assign the crew team (lead + helpers) and queue the JUMP // task — the move lands when the task completes on the turn tick (runTurn). Body: // { systemId, leadCrewId, helperCrewIds? }. Queueing spends no turn; returns the same fresh // world state as the instant jump did. export async function POST(req: Request) { let body: unknown try { body = await req.json() } catch { return Response.json({ error: 'Invalid JSON body' }, { status: 400 }) } const systemId = (body as { systemId?: unknown }).systemId if (typeof systemId !== 'number' || !Number.isInteger(systemId)) { return Response.json({ error: 'systemId must be an integer' }, { status: 400 }) } const team = parseCrewTeam(body) if ('error' in team) { return Response.json({ error: team.error }, { status: team.status }) } try { const db = await getGameDb() const hops = await checkJumpTarget(db, systemId) // existing pre-checks: 404 unknown · 409 already there / out of range const state = await queueStateFromSave(db) const [save] = await db.db.select().from(schema.saves).limit(1) const { task } = queueTask(state, { type: 'JUMP', payload: { systemId, hops }, leadCrewId: team.leadCrewId, helperCrewIds: team.helperCrewIds }, await makePowerOfFor(db, save, 'JUMP')) await saveTaskRow(db, task) // inventory is unchanged for a JUMP — no hold write return Response.json(await getWorldState(db)) } catch (err) { if (err instanceof JumpError || err instanceof TaskError) { return Response.json({ error: err.message }, { status: err.status }) } throw err } }