Files
Space-Game/services/spacetimedb/AGENTS.md
francy51 a1717e12db Replace TS game shell with Bevy/Rust client, add auth service, purge legacy archive
- Replace apps/game (TypeScript/Vite/R3F) with a Bevy 0.16 Rust client
  featuring main menu, star map, and flight states
- Add services/auth: Express + better-auth server with SpacetimeDB
  token exchange endpoint
- Delete archive/legacy-static/ (old JS demos, CSS, assets)
- Update docs pages (architecture, gameplay, roadmap, social, overview)
  to reflect Bevy pivot
- Clean up workspace config: remove apps/game from pnpm workspace,
  update dev scripts, tsconfig, and AGENTS.md files
- Add .vscode/settings.json for Rust tooling
2026-06-04 01:10:02 -04:00

68 lines
3.1 KiB
Markdown

# services/spacetimedb — Authoritative Game Backend
Package: `@void-nav/spacetimedb`
Single file: `src/index.ts` (~595 lines)
This is the **entire server-side game logic** — all tables, all reducers, all validation. SpacetimeDB runs this as a hosted module; clients subscribe to tables and call reducers. Designed for single-player local use first, with the architecture supporting optional co-op servers later.
## Tables (9)
| Table | PK | Purpose |
|-------|-----|---------|
| `player` | identity | Player identity, connection state, display name |
| `ship` | ship_id (u64) | Ship position, flight mode, docking state, cargo capacity |
| `system` | system_id | Star system (currently only "solace") |
| `station` | station_id | Station within a system |
| `point_of_interest` | poi_id | Navigable locations: stations, asteroid belts |
| `cargo_item` | cargo_item_id (u64) | Ship cargo: item type, category, quantity, unit price |
| `wallet` | owner_identity | ISK balance |
| `ship_operation` | ship_id | Active timed operation (approach/mining) with start time and duration |
| `server_event` | event_id (u64) | Server-side event log |
## Reducers (12)
| Reducer | Purpose |
|---------|---------|
| `seedWorld` | Creates starter system, station, POIs |
| `connectPlayer` | Player onboarding: creates player + ship + wallet |
| `renamePlayer` | Updates display name |
| `ping` | Connection test |
| `undock` | Transitions ship from docked to flight |
| `selectTarget` | Sets ship's selected POI target |
| `startApproach` | Begins 5s approach operation to selected target |
| `completeApproach` | Finalizes approach, updates ship position |
| `dock` | Transitions ship to docked at current station |
| `startMining` | Begins 6s mining cycle at asteroid belt |
| `completeMiningCycle` | Finalizes mining, adds 1000 Veldspar to cargo |
| `sellOreToNpcMarket` | Sells ore from cargo, credits ISK wallet |
## Constants (all hardcoded, top of file)
| Constant | Value | Should become |
|----------|-------|---------------|
| `STARTER_SYSTEM_ID` | `"solace"` | Procedurally generated |
| `APPROACH_DURATION_MS` | `5000n` | Ship-class dependent |
| `MINING_DURATION_MS` | `6000n` | Module + skill dependent |
| `STARTER_WALLET_ISK` | `25000n` | Tunable |
| `STARTER_CARGO_CAPACITY` | `2500n` | Ship-class dependent |
| `MINING_YIELD_QUANTITY` | `1000n` | Module + skill dependent |
| Veldspar price | `12n` ISK | Dynamic NPC pricing |
## Validation
Every reducer has guard clauses that throw on invalid state (wrong flight mode, missing target, already operating, etc.). Timing is server-authoritative — `completeApproach` and `completeMiningCycle` check `ctx.timestamp` against `completes_at_ms`.
## What's Not Here Yet
The design docs describe 56+ tables. This module implements 9. Missing systems:
- Combat (NPC entities, damage, power allocation, bounties, loot)
- Ship fitting (module catalog, CPU/PG, slot types)
- Multiple ship classes
- Refining and manufacturing
- Missions / NPC agents / faction standing
- Dynamic NPC pricing (EMA, demand pressure)
- Multi-system travel (stargates, warp)
- Skills / XP progression
- Insurance, CONCORD, world events
- Zora ship AI