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SpaceWanderer/lib/game/ship.ts
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import { eq } from 'drizzle-orm'
import * as schema from '@/lib/db/schema'
import { persist, type GameDb } from '@/lib/db/client'
import { BUILD_PART_COST, BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES, expandCost, upgradeCost } from './ship-costs'
import { buildGate, effectiveCapacityCap, effectiveLevelCap } from './tech'
import { ensureSave, type InventoryItemDto } from './save'
import type { Task, TaskType } from './tasks'
export interface ShipSystemDto {
id: number
type: string
level: number
capacity: number
built: boolean // derived — level > 0 (unbuilt rows sit at level/capacity 0)
}
// The ship's full state for the SHIP SYSTEMS tab and left column.
export interface ShipState {
systems: ShipSystemDto[] // display order follows SHIP_TYPES
inventory: InventoryItemDto[]
turn: number
}
// Carries an HTTP status so route handlers can map failures to responses without re-parsing.
export class ShipError extends Error {
constructor(
public readonly status: number,
message: string,
) {
super(message)
}
}
async function readShipState(db: GameDb): Promise<ShipState> {
const [save] = await db.db.select().from(schema.saves).limit(1)
const rows = await db.db.select().from(schema.shipSystems)
const orderOf = (type: string) => {
const i = SHIP_TYPES.findIndex((t) => t.type === type)
return i === -1 ? 99 : i // unknown types (shouldn't exist) sort last
}
const systems = [...rows]
.sort((a, b) => orderOf(a.type) - orderOf(b.type))
.map((r) => ({ id: r.id, type: r.type, level: r.level, capacity: r.capacity, built: r.level > 0 }))
const inventory = (await db.db.select().from(schema.inventoryItems)).map((i) => ({ kind: i.kind as 'resource' | 'part', name: i.name, qty: i.qty }))
return { systems, inventory, turn: save.turn }
}
// The ship's systems + cargo hold + turn. Auto-initializes like the other reads.
export async function getShipState(db: GameDb): Promise<ShipState> {
await ensureSave(db)
return readShipState(db)
}
// Consume `amount` units of one kind from the oldest cargo rows first (id order); rows that hit
// zero are deleted. The total is checked up front, so an insufficient hold mutates nothing.
// Exported: research.ts spends tech costs through the same path.
export async function spendItems(db: GameDb, saveId: number, kind: 'resource' | 'part', amount: number): Promise<void> {
const rows = (await db.db.select().from(schema.inventoryItems)).filter((i) => i.kind === kind).sort((a, b) => a.id - b.id)
if (rows.reduce((sum, r) => sum + r.qty, 0) < amount) {
throw new ShipError(422, `Insufficient ${kind === 'resource' ? 'resources' : 'parts'} in the cargo hold — need ${amount}`)
}
let remaining = amount
for (const row of rows) {
if (remaining <= 0) break
const take = Math.min(row.qty, remaining)
remaining -= take
if (take >= row.qty) await db.db.delete(schema.inventoryItems).where(eq(schema.inventoryItems.id, row.id))
else await db.db.update(schema.inventoryItems).set({ qty: row.qty - take }).where(eq(schema.inventoryItems.id, row.id))
}
}
// Slugs of the researched techs on this save — drives the effective caps and build gates below.
async function researchedTechSlugs(db: GameDb): Promise<Set<string>> {
return new Set((await db.db.select().from(schema.tech)).filter((t) => t.researched).map((t) => t.slug))
}
function syntheticTask(type: TaskType, payload: object): Task {
return { id: 0, saveId: 0, type, payload: JSON.stringify(payload), leadCrewId: 0, helpers: [], duration: 0, remaining: 0, status: 'ACTIVE', queuedAtTurn: 0 }
}
// SHIP_UPGRADE — level a built system by one, at whatever level it sits at resolution
// time. No cost here (deducted at queue time — Task 3 — or by upgradeSystem before
// delegating); no mission hooks (the current action has none).
export async function resolveShipUpgradeTask(db: GameDb, task: Task): Promise<void> {
await ensureSave(db)
const { systemId } = JSON.parse(task.payload) as { systemId: number }
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
const maxLevel = effectiveLevelCap(target.type, await researchedTechSlugs(db))
if (target.level >= maxLevel) throw new ShipError(409, `${target.type} is at max level (${maxLevel})`)
const cost = upgradeCost(target.level)
await db.db.update(schema.shipSystems).set({ level: target.level + 1 }).where(eq(schema.shipSystems.id, target.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn: save.turn, type: 'upgrade', message: `Upgraded ${target.type} to level ${target.level + 1} (cost: ${cost}× resources)`, createdAt: new Date().toISOString() })
await persist(db)
}
// SHIP_EXPAND — same shape for capacity (cost: `capacity` units of any resource, deducted).
export async function resolveShipExpandTask(db: GameDb, task: Task): Promise<void> {
await ensureSave(db)
const { systemId } = JSON.parse(task.payload) as { systemId: number }
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
const maxCapacity = effectiveCapacityCap(target.type, await researchedTechSlugs(db))
if (target.capacity >= maxCapacity) throw new ShipError(409, `${target.type} is at max capacity (${maxCapacity})`)
const cost = expandCost(target.capacity)
await db.db.update(schema.shipSystems).set({ capacity: target.capacity + 1 }).where(eq(schema.shipSystems.id, target.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn: save.turn, type: 'expand', message: `Expanded ${target.type} capacity to ${target.capacity + 1} (cost: ${cost}× resources)`, createdAt: new Date().toISOString() })
await persist(db)
}
// SHIP_BUILD — build an unbuilt type at base values. The flat parts cost is already
// deducted; some types are gated behind a researched tech (see EFFECTS in lib/game/tech.ts).
export async function resolveShipBuildTask(db: GameDb, task: Task): Promise<void> {
await ensureSave(db)
const { type } = JSON.parse(task.payload) as { type: string }
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.type === type)
if (!target) throw new ShipError(404, `Unknown ship system type ${type}`)
if (target.level > 0) throw new ShipError(409, `${target.type} is already built`)
const gate = buildGate(type, await researchedTechSlugs(db))
if (gate) throw new ShipError(409, `Building ${type} requires the ${gate} tech`)
await db.db.update(schema.shipSystems).set({ level: BASE_LEVEL, capacity: BASE_CAPACITY }).where(eq(schema.shipSystems.id, target.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn: save.turn, type: 'build', message: `Built ${target.type} at base values (cost: ${BUILD_PART_COST}× parts)`, createdAt: new Date().toISOString() })
await persist(db)
}
// The upgrade pre-checks, extracted for the queueing route (5a(ii)): the same codes and
// messages as upgradeSystem — unknown system (404), not built (409), at max level (409).
// Cost, turn and the level-up effect stay out: the queueing path deducts at queue time
// (queueTask) and the effect lands when the task completes on the tick.
export async function checkUpgradePreconditions(db: GameDb, systemId: number): Promise<void> {
await ensureSave(db)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
const maxLevel = effectiveLevelCap(target.type, await researchedTechSlugs(db))
if (target.level >= maxLevel) throw new ShipError(409, `${target.type} is at max level (${maxLevel})`)
}
// UPGRADE — level up a built system by one (capped at the effective max level, raised by techs).
export async function upgradeSystem(db: GameDb, systemId: number): Promise<ShipState> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
const maxLevel = effectiveLevelCap(target.type, await researchedTechSlugs(db))
if (target.level >= maxLevel) throw new ShipError(409, `${target.type} is at max level (${maxLevel})`)
await spendItems(db, save.id, 'resource', upgradeCost(target.level))
const turn = save.turn + 1
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await resolveShipUpgradeTask(db, syntheticTask('SHIP_UPGRADE', { systemId }))
return readShipState(db)
}
// The expand pre-checks, extracted for the queueing route (5a(ii)): the same codes and
// messages as expandSystem — unknown system (404), not built (409), at max capacity (409).
export async function checkExpandPreconditions(db: GameDb, systemId: number): Promise<void> {
await ensureSave(db)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
const maxCapacity = effectiveCapacityCap(target.type, await researchedTechSlugs(db))
if (target.capacity >= maxCapacity) throw new ShipError(409, `${target.type} is at max capacity (${maxCapacity})`)
}
// EXPAND — raise a built system's capacity by one (capped at the effective max capacity, raised by techs).
export async function expandSystem(db: GameDb, systemId: number): Promise<ShipState> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
const maxCapacity = effectiveCapacityCap(target.type, await researchedTechSlugs(db))
if (target.capacity >= maxCapacity) throw new ShipError(409, `${target.type} is at max capacity (${maxCapacity})`)
await spendItems(db, save.id, 'resource', expandCost(target.capacity))
const turn = save.turn + 1
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await resolveShipExpandTask(db, syntheticTask('SHIP_EXPAND', { systemId }))
return readShipState(db)
}
// The build pre-checks, extracted for the queueing route (5a(ii)): the same codes and
// messages as buildSystem — unknown type (404), already built (409), build-gate tech
// missing (409). The parts cost stays out: the queueing path deducts it at queue time.
export async function checkBuildPreconditions(db: GameDb, type: string): Promise<void> {
await ensureSave(db)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.type === type)
if (!target) throw new ShipError(404, `Unknown ship system type ${type}`)
if (target.level > 0) throw new ShipError(409, `${target.type} is already built`)
const gate = buildGate(type, await researchedTechSlugs(db))
if (gate) throw new ShipError(409, `Building ${type} requires the ${gate} tech`)
}
// BUILD — build an unbuilt type at base values. Cost: a flat amount of parts.
export async function buildSystem(db: GameDb, type: string): Promise<ShipState> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.type === type)
if (!target) throw new ShipError(404, `Unknown ship system type ${type}`)
if (target.level > 0) throw new ShipError(409, `${target.type} is already built`)
const gate = buildGate(type, await researchedTechSlugs(db))
if (gate) throw new ShipError(409, `Building ${type} requires the ${gate} tech`)
await spendItems(db, save.id, 'part', BUILD_PART_COST)
const turn = save.turn + 1
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await resolveShipBuildTask(db, syntheticTask('SHIP_BUILD', { type }))
return readShipState(db)
}