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