Files
SpaceWanderer/app/api/turn/route.ts

22 lines
1.2 KiB
TypeScript

import { getGameDb } from '@/lib/db/client'
import { getWorldState, runTurn } from '@/lib/game/save'
// The manual tick (spec §3): advance exactly one turn — every ACTIVE task ages by one, tasks
// that reach 0 resolve (the 4a resolvers + their mission hooks, 4b), and PENDING successors
// auto-start in FIFO order. An empty queue is a FREE SKIP: turn +1 with nothing else changed —
// the route never rejects a tick, so the UI's NEXT TURN button is never disabled. No request
// body. Returns the same world snapshot GET /api/world returns, composed with the tick's
// task array (the snapshot readers do not select the tasks table, so it comes from the TickResult).
export async function POST() {
try {
const db = await getGameDb()
const tick = await runTurn(db)
return Response.json({ ...(await getWorldState(db)), tasks: tick.tasks })
} catch (err) {
// No domain errors escape runTurn (4b fails the task instead) — anything reaching here is
// a non-domain rethrow, i.e. a real bug: the error-mapping pattern, 500 when no status.
const e = err as { status?: number; message: string }
return Response.json({ error: e.message }, { status: e.status ?? 500 })
}
}