Step 10A.8: add accepting the deal

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
fireshaper 2026-10-03 11:15:20 -04:00
parent 64fb944e8d
commit 63e52ea4aa
8 changed files with 194 additions and 61 deletions

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@ -533,3 +533,10 @@ Implementation decisions not spelled out in `memory-bank/implementation-plan.md`
- **The Step 6.7 tests were removed one step early.** They bought a ship and leased an Earth bay during the tutorial, which this step forbids, so they could no longer run. CR-001 §6 replaces Step 6.7 with Step 10A.8, which also removes the old automatic rule.
- **Tests for purchases, races and pilot assignment now start from an owner** (`signUpOwner`), since only owners can buy. The "avatar can't be assigned during the tutorial" test puts a ship in the database directly.
- **`tutorialRunsBeforeDeal = 3` is tested by mocking content** in its own file, like the earlier `cannot-land` test.
## Step 10A.8
- **The deal hands over a content `courier` model at Earth and an Earth bay.** Constants `DEAL_SHIP_MODEL_ID` and `DEAL_BAY_LOCATION_ID` are server code, since they describe the story beat ("his old Courier and his Earth bay"), not tuning.
- **The endpoint returns the full new `PlayerState`** so the client can switch straight to the post-tutorial UI.
- **Exactly once:** the player lock serializes accepts, and `isDealAvailable` requires `deal_accepted` to be false, so a second or simultaneous accept fails with `deal-not-available` and changes nothing.
- **The old automatic tutorial end (`maybeEndTutorial`, Step 6.7) is deleted;** accepting the deal is now the only way the tutorial ends (decision 0.5.4 as replaced).

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@ -1,5 +1,15 @@
import { randomUUID } from "node:crypto";
import { content } from "@deadhead/content";
import type { players } from "../db/schema";
import type { RealTime } from "@deadhead/sim";
import { and, count, eq } from "drizzle-orm";
import type { Queryable } from "../db/client";
import { bays, companies, dispatches, pilots, players, ships } from "../db/schema";
import { gameError } from "../http/errors";
import { shipName } from "./names";
/** The ship model and bay location the deal hands over (decision 0.5.30). */
export const DEAL_SHIP_MODEL_ID = "courier";
export const DEAL_BAY_LOCATION_ID = "earth";
/**
* The deal can be accepted now (decision 0.5.30): tutorial on, enough runs
@ -17,3 +27,56 @@ export function isDealAvailable(
!tutorialRunInFlight
);
}
/**
* Accepts the deal (Step 10A.8): the loaner goes back to the company; the
* player gets the old Courier at Earth crewed by the avatar, the Earth bay, and
* the loan; the tutorial ends. Run inside the player lock, so two simultaneous
* accepts produce one deal.
*/
export async function acceptDeal(tx: Queryable, playerId: string, now: RealTime): Promise<void> {
const [player] = await tx.select().from(players).where(eq(players.id, playerId));
if (!player) throw new Error(`Player ${playerId} not found`);
const [running] = await tx
.select({ id: dispatches.id })
.from(dispatches)
.where(
and(
eq(dispatches.playerId, playerId),
eq(dispatches.tutorial, true),
eq(dispatches.status, "in_flight"),
),
);
if (!isDealAvailable(player, running !== undefined)) {
throw gameError("deal-not-available", "There is no deal on the table right now.");
}
const [owned] = await tx.select({ n: count() }).from(ships).where(eq(ships.playerId, playerId));
const shipId = randomUUID();
await tx.insert(ships).values({
id: shipId,
playerId,
modelId: DEAL_SHIP_MODEL_ID,
name: shipName(player.worldSeed, owned!.n),
locationId: DEAL_BAY_LOCATION_ID,
createdAt: now,
});
await tx.insert(bays).values({
id: randomUUID(),
playerId,
locationId: DEAL_BAY_LOCATION_ID,
createdAt: now,
});
await tx
.update(pilots)
.set({ assignedShipId: shipId, locationId: null, status: "idle" })
.where(and(eq(pilots.playerId, playerId), eq(pilots.isAvatar, true)));
await tx
.update(companies)
.set({ loanBalance: content.config.dealLoanAmount })
.where(eq(companies.playerId, playerId));
await tx
.update(players)
.set({ tutorialActive: false, loanerLocationId: null, dealAccepted: true })
.where(eq(players.id, playerId));
}

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@ -3,15 +3,13 @@ import { resolveDispatch, type RealTime } from "@deadhead/sim";
import { and, asc, eq, lte, sql } from "drizzle-orm";
import type { Queryable } from "../db/client";
import { companies, discoveredLocations, dispatches, pilots, players, ships } from "../db/schema";
import { maybeEndTutorial } from "./tutorial";
/**
* Resolves every in-flight dispatch of a player that has arrived by `now`, in
* arrival order, applying credits, XP, ship/pilot location and discovery. Run
* it inside `withPlayerLock`. Each dispatch moves from in_flight to resolved
* exactly once: the status update is conditional, and effects are applied only
* when it changed a row. Ends the tutorial if its last run just landed
* (Step 6.7). Returns how many dispatches were resolved.
* when it changed a row. Returns how many dispatches were resolved.
*/
export async function resolveArrivedDispatches(
tx: Queryable,
@ -102,6 +100,5 @@ export async function resolveArrivedDispatches(
discoveredIds.add(dispatch.record.destinationId);
}
}
if (resolvedCount > 0) await maybeEndTutorial(tx, playerId);
return resolvedCount;
}

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@ -1,49 +0,0 @@
import { and, eq } from "drizzle-orm";
import type { Queryable } from "../db/client";
import { bays, dispatches, pilots, players, ships } from "../db/schema";
/** Where the avatar ends up when the tutorial ends (decision 0.5.4). */
export const TUTORIAL_END_LOCATION_ID = "earth";
/**
* Ends the tutorial once the player owns a ship, has an Earth bay, and has no
* tutorial run in flight (decision 0.5.4): the loaner is removed and the avatar
* becomes a normal, unassigned pilot at Earth. Returns whether it ended now.
*/
export async function maybeEndTutorial(tx: Queryable, playerId: string): Promise<boolean> {
const [player] = await tx.select().from(players).where(eq(players.id, playerId));
if (!player?.tutorialActive) return false;
const [ship] = await tx
.select({ id: ships.id })
.from(ships)
.where(eq(ships.playerId, playerId))
.limit(1);
if (!ship) return false;
const [earthBay] = await tx
.select({ id: bays.id })
.from(bays)
.where(and(eq(bays.playerId, playerId), eq(bays.locationId, TUTORIAL_END_LOCATION_ID)));
if (!earthBay) return false;
const [running] = await tx
.select({ id: dispatches.id })
.from(dispatches)
.where(
and(
eq(dispatches.playerId, playerId),
eq(dispatches.tutorial, true),
eq(dispatches.status, "in_flight"),
),
);
if (running) return false;
await tx
.update(players)
.set({ tutorialActive: false, loanerLocationId: null })
.where(eq(players.id, playerId));
await tx
.update(pilots)
.set({ locationId: TUTORIAL_END_LOCATION_ID, assignedShipId: null, status: "idle" })
.where(and(eq(pilots.playerId, playerId), eq(pilots.isAvatar, true)));
return true;
}

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@ -4,6 +4,7 @@ import { routes } from "@deadhead/schema";
import { realToGame } from "@deadhead/sim";
import { fromNodeHeaders } from "better-auth/node";
import type { FastifyInstance } from "fastify";
import { acceptDeal } from "../game/deal";
import { createPlayer } from "../game/new-player";
import { loadPlayerState } from "../game/player-state";
import { acknowledgeSummaries } from "../game/summaries";
@ -49,4 +50,11 @@ export function registerPlayerRoutes(app: FastifyInstance, ctx: AppContext): voi
acknowledged: await acknowledgeSummaries(tx, playerId, input.dispatchIds, now),
})),
);
registerRoute(app, routes.acceptDeal, options, async (_input, { playerId }) =>
withPlayer(ctx, playerId, async (tx, now) => {
await acceptDeal(tx, playerId, now);
return loadPlayerState(tx, playerId);
}),
);
}

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@ -1,13 +1,11 @@
import type { Queryable } from "../db/client";
import { withPlayerLock } from "../game/lock";
import { resolveArrivedDispatches } from "../game/resolve";
import { maybeEndTutorial } from "../game/tutorial";
import type { AppContext } from "./context";
/**
* Runs a game action for a player: takes the player lock, applies any arrivals
* that are due (so the action sees current state), runs `fn`, then ends the
* tutorial if the action completed its conditions (Step 6.7).
* that are due (so the action sees current state), then runs `fn`.
*/
export function withPlayer<T>(
ctx: AppContext,
@ -17,8 +15,6 @@ export function withPlayer<T>(
const now = ctx.clock();
return withPlayerLock(ctx.db, playerId, async (tx) => {
await resolveArrivedDispatches(tx, playerId, now);
const result = await fn(tx, now);
await maybeEndTutorial(tx, playerId);
return result;
return fn(tx, now);
});
}

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@ -0,0 +1,111 @@
import { content } from "@deadhead/content";
import { errorResponseSchema, playerStateSchema } from "@deadhead/schema";
import { eq } from "drizzle-orm";
import { describe, expect, it } from "vitest";
import { bays, companies, pilots, players, ships } from "../src/db/schema";
import { useTestDatabase } from "./db";
import { call, getState, signUp, useTestApp, type Guest } from "./game";
const database = useTestDatabase();
const testApp = useTestApp(database);
/** Fast-forwards a new guest to "four runs done, loaner back at Earth". */
async function readyForDeal(guest: Guest) {
await database()
.db.update(players)
.set({
tutorialRunsCompleted: content.config.tutorialRunsBeforeDeal,
loanerLocationId: "earth",
})
.where(eq(players.id, guest.playerId));
}
const accept = (guest: Guest) => call(testApp().app, guest, "POST", "/api/deal/accept");
/** Everything the deal touches, read straight from the database. */
async function snapshot(guest: Guest) {
const { db } = database();
return {
player: (await db.select().from(players).where(eq(players.id, guest.playerId)))[0],
company: (await db.select().from(companies).where(eq(companies.playerId, guest.playerId)))[0],
ships: await db.select().from(ships).where(eq(ships.playerId, guest.playerId)),
bays: await db.select().from(bays).where(eq(bays.playerId, guest.playerId)),
pilots: await db.select().from(pilots).where(eq(pilots.playerId, guest.playerId)),
};
}
describe("accepting the deal", () => {
it("hands over a crewed Courier at Earth, an Earth bay and the loan, and ends the tutorial", async () => {
const guest = await signUp(testApp().app);
await readyForDeal(guest);
expect((await getState(testApp().app, guest)).tutorial?.dealAvailable).toBe(true);
const response = await accept(guest);
expect(response.statusCode).toBe(200);
const state = playerStateSchema.parse(response.json());
expect(state.tutorial).toBeNull();
expect(state.ships).toHaveLength(1);
const [ship] = state.ships;
expect(ship).toMatchObject({
modelId: "courier",
status: "idle",
locationId: "earth",
pilotId: guest.avatarId,
});
expect(state.bays.map((b) => b.locationId)).toEqual(["earth"]);
expect(state.pilots[0]).toMatchObject({
isAvatar: true,
assignedShipId: ship!.id,
locationId: "earth",
});
expect(state.company.loanBalance).toBe(content.config.dealLoanAmount);
const after = await snapshot(guest);
expect(after.player).toMatchObject({
tutorialActive: false,
dealAccepted: true,
loanerLocationId: null,
});
});
it("fails with no changes when the deal is not available", async () => {
const guest = await signUp(testApp().app);
const before = await snapshot(guest);
const response = await accept(guest);
expect(response.statusCode).toBe(409);
expect(errorResponseSchema.parse(response.json()).error.code).toBe("deal-not-available");
expect(await snapshot(guest)).toEqual(before);
});
it("fails while the loaner is at the Moon", async () => {
const guest = await signUp(testApp().app);
await readyForDeal(guest);
await database()
.db.update(players)
.set({ loanerLocationId: "moon" })
.where(eq(players.id, guest.playerId));
expect((await accept(guest)).statusCode).toBe(409);
});
it("fails the second time", async () => {
const guest = await signUp(testApp().app);
await readyForDeal(guest);
expect((await accept(guest)).statusCode).toBe(200);
const before = await snapshot(guest);
const again = await accept(guest);
expect(errorResponseSchema.parse(again.json()).error.code).toBe("deal-not-available");
expect(await snapshot(guest)).toEqual(before);
});
it("produces exactly one deal from two simultaneous accepts", async () => {
const guest = await signUp(testApp().app);
await readyForDeal(guest);
const responses = await Promise.all([accept(guest), accept(guest)]);
expect(responses.map((r) => r.statusCode).sort()).toEqual([200, 409]);
const after = await snapshot(guest);
expect(after.ships).toHaveLength(1);
expect(after.bays).toHaveLength(1);
expect(after.company!.loanBalance).toBe(content.config.dealLoanAmount);
});
});

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@ -113,7 +113,7 @@ Spec: `memory-bank/change-requests/CR-001-faster-start.md`. Decisions recorded a
- [x] **Step 10A.5 — Sim: onboarding goal evaluation.** `completedGoals(goals, progress)` / `isGoalConditionMet` (`src/goals.ts`) over a `GoalProgress` summary; tests check each goal just short of and at its condition. Sim line coverage still 100%.
- [x] **Step 10A.6 — Schema and database.** Migration `0002_cr001_faster_start`: `companies.loan_balance`, `players.tutorial_runs_completed` / `deal_accepted`, `contract_boards.tutorial_run` (in the unique key), table `claimed_goals`; repayment stored in each dispatch's resolution JSON. API: `company.loanBalance`, `tutorial.runsCompleted` / `dealAvailable`, `goals`, summary `loanRepayment` / `scriptedId`; routes `acceptDeal`, `repayLoan`, `claimGoal`; error codes `tutorial-active`, `deal-not-available`, `unknown-goal`, `goal-not-ready`, `goal-already-claimed`. `architecture.md` updated.
- [x] **Step 10A.7 — Server: tutorial flow v2.** Tutorial boards come from the v2 generator, stored per run and period; each resolved tutorial run increments `tutorial_runs_completed`; `dealAvailable` in state; buying ships, leasing bays and hiring pilots return `409 tutorial-active` during the tutorial. Tests for 6.5/6.6/6.8/6.14 now start from an owner; old Step 6.7 tests removed (their trigger is now impossible; the rule itself goes in 10A.8).
- [ ] Step 10A.8 — Server: accept the deal
- [x] **Step 10A.8 — Server: accept the deal.** `POST /api/deal/accept` (`acceptDeal` in `src/game/deal.ts`) in one locked transaction: Courier at Earth (named from the seed) crewed by the avatar, Earth bay, loan = `dealLoanAmount`, tutorial off, loaner removed, deal accepted; returns the new player state. `409 deal-not-available` otherwise. Old `maybeEndTutorial` removed (replaces Step 6.7).
- [ ] Step 10A.9 — Server: loan repayment
- [ ] Step 10A.10 — Server: goals
- [ ] Step 10A.11 — Client: first launch goes straight to work