Step 10A.8: add accepting the deal
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -533,3 +533,10 @@ Implementation decisions not spelled out in `memory-bank/implementation-plan.md`
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- **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.
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- **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.
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- **`tutorialRunsBeforeDeal = 3` is tested by mocking content** in its own file, like the earlier `cannot-land` test.
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## Step 10A.8
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- **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.
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- **The endpoint returns the full new `PlayerState`** so the client can switch straight to the post-tutorial UI.
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- **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.
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- **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 @@
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import { randomUUID } from "node:crypto";
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import { content } from "@deadhead/content";
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import type { players } from "../db/schema";
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import type { RealTime } from "@deadhead/sim";
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import { and, count, eq } from "drizzle-orm";
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import type { Queryable } from "../db/client";
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import { bays, companies, dispatches, pilots, players, ships } from "../db/schema";
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import { gameError } from "../http/errors";
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import { shipName } from "./names";
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/** The ship model and bay location the deal hands over (decision 0.5.30). */
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export const DEAL_SHIP_MODEL_ID = "courier";
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export const DEAL_BAY_LOCATION_ID = "earth";
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/**
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* The deal can be accepted now (decision 0.5.30): tutorial on, enough runs
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@ -17,3 +27,56 @@ export function isDealAvailable(
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!tutorialRunInFlight
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);
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}
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/**
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* Accepts the deal (Step 10A.8): the loaner goes back to the company; the
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* player gets the old Courier at Earth crewed by the avatar, the Earth bay, and
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* the loan; the tutorial ends. Run inside the player lock, so two simultaneous
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* accepts produce one deal.
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*/
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export async function acceptDeal(tx: Queryable, playerId: string, now: RealTime): Promise<void> {
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const [player] = await tx.select().from(players).where(eq(players.id, playerId));
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if (!player) throw new Error(`Player ${playerId} not found`);
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const [running] = await tx
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.select({ id: dispatches.id })
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.from(dispatches)
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.where(
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and(
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eq(dispatches.playerId, playerId),
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eq(dispatches.tutorial, true),
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eq(dispatches.status, "in_flight"),
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),
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);
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if (!isDealAvailable(player, running !== undefined)) {
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throw gameError("deal-not-available", "There is no deal on the table right now.");
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}
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const [owned] = await tx.select({ n: count() }).from(ships).where(eq(ships.playerId, playerId));
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const shipId = randomUUID();
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await tx.insert(ships).values({
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id: shipId,
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playerId,
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modelId: DEAL_SHIP_MODEL_ID,
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name: shipName(player.worldSeed, owned!.n),
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locationId: DEAL_BAY_LOCATION_ID,
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createdAt: now,
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});
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await tx.insert(bays).values({
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id: randomUUID(),
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playerId,
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locationId: DEAL_BAY_LOCATION_ID,
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createdAt: now,
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});
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await tx
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.update(pilots)
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.set({ assignedShipId: shipId, locationId: null, status: "idle" })
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.where(and(eq(pilots.playerId, playerId), eq(pilots.isAvatar, true)));
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await tx
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.update(companies)
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.set({ loanBalance: content.config.dealLoanAmount })
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.where(eq(companies.playerId, playerId));
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await tx
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.update(players)
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.set({ tutorialActive: false, loanerLocationId: null, dealAccepted: true })
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.where(eq(players.id, playerId));
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}
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@ -3,15 +3,13 @@ import { resolveDispatch, type RealTime } from "@deadhead/sim";
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import { and, asc, eq, lte, sql } from "drizzle-orm";
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import type { Queryable } from "../db/client";
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import { companies, discoveredLocations, dispatches, pilots, players, ships } from "../db/schema";
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import { maybeEndTutorial } from "./tutorial";
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/**
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* Resolves every in-flight dispatch of a player that has arrived by `now`, in
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* arrival order, applying credits, XP, ship/pilot location and discovery. Run
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* it inside `withPlayerLock`. Each dispatch moves from in_flight to resolved
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* exactly once: the status update is conditional, and effects are applied only
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* when it changed a row. Ends the tutorial if its last run just landed
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* (Step 6.7). Returns how many dispatches were resolved.
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* when it changed a row. Returns how many dispatches were resolved.
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*/
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export async function resolveArrivedDispatches(
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tx: Queryable,
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@ -102,6 +100,5 @@ export async function resolveArrivedDispatches(
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discoveredIds.add(dispatch.record.destinationId);
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}
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}
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if (resolvedCount > 0) await maybeEndTutorial(tx, playerId);
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return resolvedCount;
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}
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@ -1,49 +0,0 @@
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import { and, eq } from "drizzle-orm";
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import type { Queryable } from "../db/client";
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import { bays, dispatches, pilots, players, ships } from "../db/schema";
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/** Where the avatar ends up when the tutorial ends (decision 0.5.4). */
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export const TUTORIAL_END_LOCATION_ID = "earth";
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/**
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* Ends the tutorial once the player owns a ship, has an Earth bay, and has no
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* tutorial run in flight (decision 0.5.4): the loaner is removed and the avatar
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* becomes a normal, unassigned pilot at Earth. Returns whether it ended now.
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*/
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export async function maybeEndTutorial(tx: Queryable, playerId: string): Promise<boolean> {
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const [player] = await tx.select().from(players).where(eq(players.id, playerId));
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if (!player?.tutorialActive) return false;
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const [ship] = await tx
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.select({ id: ships.id })
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.from(ships)
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.where(eq(ships.playerId, playerId))
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.limit(1);
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if (!ship) return false;
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const [earthBay] = await tx
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.select({ id: bays.id })
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.from(bays)
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.where(and(eq(bays.playerId, playerId), eq(bays.locationId, TUTORIAL_END_LOCATION_ID)));
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if (!earthBay) return false;
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const [running] = await tx
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.select({ id: dispatches.id })
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.from(dispatches)
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.where(
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and(
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eq(dispatches.playerId, playerId),
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eq(dispatches.tutorial, true),
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eq(dispatches.status, "in_flight"),
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),
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);
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if (running) return false;
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await tx
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.update(players)
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.set({ tutorialActive: false, loanerLocationId: null })
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.where(eq(players.id, playerId));
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await tx
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.update(pilots)
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.set({ locationId: TUTORIAL_END_LOCATION_ID, assignedShipId: null, status: "idle" })
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.where(and(eq(pilots.playerId, playerId), eq(pilots.isAvatar, true)));
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return true;
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}
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@ -4,6 +4,7 @@ import { routes } from "@deadhead/schema";
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import { realToGame } from "@deadhead/sim";
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import { fromNodeHeaders } from "better-auth/node";
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import type { FastifyInstance } from "fastify";
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import { acceptDeal } from "../game/deal";
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import { createPlayer } from "../game/new-player";
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import { loadPlayerState } from "../game/player-state";
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import { acknowledgeSummaries } from "../game/summaries";
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@ -49,4 +50,11 @@ export function registerPlayerRoutes(app: FastifyInstance, ctx: AppContext): voi
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acknowledged: await acknowledgeSummaries(tx, playerId, input.dispatchIds, now),
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})),
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);
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registerRoute(app, routes.acceptDeal, options, async (_input, { playerId }) =>
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withPlayer(ctx, playerId, async (tx, now) => {
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await acceptDeal(tx, playerId, now);
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return loadPlayerState(tx, playerId);
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}),
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);
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}
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@ -1,13 +1,11 @@
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import type { Queryable } from "../db/client";
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import { withPlayerLock } from "../game/lock";
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import { resolveArrivedDispatches } from "../game/resolve";
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import { maybeEndTutorial } from "../game/tutorial";
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import type { AppContext } from "./context";
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/**
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* Runs a game action for a player: takes the player lock, applies any arrivals
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* that are due (so the action sees current state), runs `fn`, then ends the
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* tutorial if the action completed its conditions (Step 6.7).
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* that are due (so the action sees current state), then runs `fn`.
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*/
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export function withPlayer<T>(
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ctx: AppContext,
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@ -17,8 +15,6 @@ export function withPlayer<T>(
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const now = ctx.clock();
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return withPlayerLock(ctx.db, playerId, async (tx) => {
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await resolveArrivedDispatches(tx, playerId, now);
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const result = await fn(tx, now);
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await maybeEndTutorial(tx, playerId);
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return result;
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return fn(tx, now);
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});
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}
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@ -0,0 +1,111 @@
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import { content } from "@deadhead/content";
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import { errorResponseSchema, playerStateSchema } from "@deadhead/schema";
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import { eq } from "drizzle-orm";
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import { describe, expect, it } from "vitest";
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import { bays, companies, pilots, players, ships } from "../src/db/schema";
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import { useTestDatabase } from "./db";
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import { call, getState, signUp, useTestApp, type Guest } from "./game";
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const database = useTestDatabase();
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const testApp = useTestApp(database);
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/** Fast-forwards a new guest to "four runs done, loaner back at Earth". */
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async function readyForDeal(guest: Guest) {
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await database()
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.db.update(players)
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.set({
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tutorialRunsCompleted: content.config.tutorialRunsBeforeDeal,
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loanerLocationId: "earth",
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})
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.where(eq(players.id, guest.playerId));
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}
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const accept = (guest: Guest) => call(testApp().app, guest, "POST", "/api/deal/accept");
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/** Everything the deal touches, read straight from the database. */
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async function snapshot(guest: Guest) {
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const { db } = database();
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return {
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player: (await db.select().from(players).where(eq(players.id, guest.playerId)))[0],
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company: (await db.select().from(companies).where(eq(companies.playerId, guest.playerId)))[0],
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ships: await db.select().from(ships).where(eq(ships.playerId, guest.playerId)),
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bays: await db.select().from(bays).where(eq(bays.playerId, guest.playerId)),
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pilots: await db.select().from(pilots).where(eq(pilots.playerId, guest.playerId)),
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};
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}
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describe("accepting the deal", () => {
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it("hands over a crewed Courier at Earth, an Earth bay and the loan, and ends the tutorial", async () => {
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const guest = await signUp(testApp().app);
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await readyForDeal(guest);
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expect((await getState(testApp().app, guest)).tutorial?.dealAvailable).toBe(true);
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const response = await accept(guest);
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expect(response.statusCode).toBe(200);
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const state = playerStateSchema.parse(response.json());
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expect(state.tutorial).toBeNull();
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expect(state.ships).toHaveLength(1);
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const [ship] = state.ships;
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expect(ship).toMatchObject({
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modelId: "courier",
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status: "idle",
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locationId: "earth",
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pilotId: guest.avatarId,
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});
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expect(state.bays.map((b) => b.locationId)).toEqual(["earth"]);
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expect(state.pilots[0]).toMatchObject({
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isAvatar: true,
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assignedShipId: ship!.id,
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locationId: "earth",
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});
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expect(state.company.loanBalance).toBe(content.config.dealLoanAmount);
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const after = await snapshot(guest);
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expect(after.player).toMatchObject({
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tutorialActive: false,
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dealAccepted: true,
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loanerLocationId: null,
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});
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});
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it("fails with no changes when the deal is not available", async () => {
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const guest = await signUp(testApp().app);
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const before = await snapshot(guest);
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const response = await accept(guest);
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expect(response.statusCode).toBe(409);
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expect(errorResponseSchema.parse(response.json()).error.code).toBe("deal-not-available");
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expect(await snapshot(guest)).toEqual(before);
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});
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it("fails while the loaner is at the Moon", async () => {
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const guest = await signUp(testApp().app);
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await readyForDeal(guest);
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await database()
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.db.update(players)
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.set({ loanerLocationId: "moon" })
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.where(eq(players.id, guest.playerId));
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expect((await accept(guest)).statusCode).toBe(409);
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});
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it("fails the second time", async () => {
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const guest = await signUp(testApp().app);
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await readyForDeal(guest);
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expect((await accept(guest)).statusCode).toBe(200);
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const before = await snapshot(guest);
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const again = await accept(guest);
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expect(errorResponseSchema.parse(again.json()).error.code).toBe("deal-not-available");
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expect(await snapshot(guest)).toEqual(before);
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});
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it("produces exactly one deal from two simultaneous accepts", async () => {
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const guest = await signUp(testApp().app);
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await readyForDeal(guest);
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const responses = await Promise.all([accept(guest), accept(guest)]);
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expect(responses.map((r) => r.statusCode).sort()).toEqual([200, 409]);
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const after = await snapshot(guest);
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expect(after.ships).toHaveLength(1);
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expect(after.bays).toHaveLength(1);
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expect(after.company!.loanBalance).toBe(content.config.dealLoanAmount);
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});
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});
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@ -113,7 +113,7 @@ Spec: `memory-bank/change-requests/CR-001-faster-start.md`. Decisions recorded a
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- [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%.
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- [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.
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- [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).
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- [ ] Step 10A.8 — Server: accept the deal
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- [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).
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- [ ] Step 10A.9 — Server: loan repayment
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- [ ] Step 10A.10 — Server: goals
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- [ ] Step 10A.11 — Client: first launch goes straight to work
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