step 7.2: done
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// Expedition service: start, get active, claim.
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// Only one active expedition per hero. Claim rejected before ends_at.
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const { getDb } = require('../db');
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const { AppError } = require('../utils/errors');
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const { computeEnergy } = require('../game/energy');
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const { now, setNow } = require('../utils/time');
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// Prepared statements cached per DB handle (WeakMap).
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const stmtCache = new WeakMap();
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function getStmts(db) {
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let s = stmtCache.get(db);
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if (!s) {
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s = {
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// Get character profile (for energy, level, gold, XP updates).
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// Sum equipment bonuses from inventory → items.
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character: db.prepare(
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`SELECT c.*,
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COALESCE(SUM(it.bonus_str), 0) AS bonus_str,
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COALESCE(SUM(it.bonus_agi), 0) AS bonus_agi,
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COALESCE(SUM(it.bonus_int), 0) AS bonus_int,
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COALESCE(SUM(it.bonus_vit), 0) AS bonus_vit
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FROM characters c
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LEFT JOIN inventory i
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ON i.character_id = c.id
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AND i.equipped_slot IS NOT NULL
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LEFT JOIN items it ON it.id = i.item_id
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WHERE c.id = ?
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GROUP BY c.id`
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),
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// Get expedition definition by id.
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defById: db.prepare(
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'SELECT * FROM expedition_defs WHERE id = ?'
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),
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// Check for an active (unclaimed) expedition for this character.
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activeExpedition: db.prepare(
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'SELECT * FROM expeditions WHERE character_id = ? AND claimed_at IS NULL'
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),
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// Deduct energy and update timestamp.
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updateEnergy: db.prepare(
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'UPDATE characters SET energy = ?, energy_updated_at = ? WHERE id = ?'
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),
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// Insert a new expedition record.
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insertExpedition: db.prepare(
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'INSERT INTO expeditions (character_id, def_id, started_at, ends_at) VALUES (?, ?, ?, ?)'
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),
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// Get active expedition (for the GET endpoint).
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getActive: db.prepare(
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`SELECT e.*, d.slug AS def_slug, d.name AS def_name, d.description AS def_description,
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d.xp_reward, d.gold_min, d.gold_max
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FROM expeditions e
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JOIN expedition_defs d ON d.id = e.def_id
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WHERE e.character_id = ? AND e.claimed_at IS NULL`
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),
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// Get expedition by id (for claim).
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expeditionById: db.prepare(
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'SELECT * FROM expeditions WHERE id = ?'
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),
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// Mark expedition as claimed.
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claimExpedition: db.prepare(
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'UPDATE expeditions SET claimed_at = ? WHERE id = ? AND claimed_at IS NULL'
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),
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// Update character gold.
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updateGold: db.prepare(
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'UPDATE characters SET gold = ? WHERE id = ?'
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),
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// Update character XP + level (with stat points).
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updateCharacterXp: db.prepare(
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'UPDATE characters SET xp = ?, level = ?, unspent_points = ? WHERE id = ?'
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),
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};
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stmtCache.set(db, s);
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}
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return s;
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}
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/**
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* Start an expedition for a character.
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* @param {number} characterId
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* @param {number} defId
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* @returns {object} { expedition, definition }
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*/
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function startExpedition(characterId, defId) {
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const db = getDb();
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const s = getStmts(db);
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const ch = s.character.get(characterId);
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if (!ch) throw new AppError('NOT_FOUND', 'Character not found.', 404);
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const def = s.defById.get(defId);
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if (!def) throw new AppError('NOT_FOUND', 'Expedition definition not found.', 404);
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if (ch.level < def.min_level) {
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throw new AppError('LEVEL_TOO_LOW', `${def.name} requires level ${def.min_level}.`, 422);
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}
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// Check for existing active expedition before checking energy.
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const existing = s.activeExpedition.get(characterId);
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if (existing) {
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throw new AppError('ACTIVE_EXPEDITION', 'You already have an active expedition.', 409);
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}
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// Lazy energy evaluation.
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const { energy, updatedAtMs } = computeEnergy(
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ch.energy, ch.energy_updated_at, now(),
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{ max: 100, regenRate: 1, regenInterval: 180 }
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);
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if (energy < def.energy_cost) {
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throw new AppError('INSUFFICIENT_ENERGY', `Not enough energy. Need ${def.energy_cost}, have ${Math.floor(energy)}.`, 422);
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}
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const newEnergy = energy - def.energy_cost;
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const startedAt = now();
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const endsAt = startedAt + (def.duration_sec * 1000);
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// Execute inside a transaction.
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const doStart = db.transaction((nc, ne, eat, cid, defid, sat) => {
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s.updateEnergy.run(ne, eat, cid);
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s.insertExpedition.run(cid, defid, sat, eat);
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});
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doStart(newEnergy, def.energy_cost, endsAt, characterId, defId, startedAt);
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// Read back the just-inserted expedition (latest active for this character).
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const inserted = s.activeExpedition.get(characterId);
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return {
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expedition: {
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id: inserted ? inserted.id : null,
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characterId,
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defId,
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startedAt,
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endsAt,
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claimedAt: null,
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},
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definition: {
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slug: def.slug,
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name: def.name,
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description: def.description,
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durationSec: def.duration_sec,
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energyCost: def.energy_cost,
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xpReward: def.xp_reward,
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goldMin: def.gold_min,
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goldMax: def.gold_max,
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},
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character: {
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energy: newEnergy,
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},
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};
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}
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/**
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* Get the active (unclaimed) expedition for a character.
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* @param {number} characterId
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* @returns {object|null} { expedition, definition, timeRemaining } or null
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*/
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function getActive(characterId) {
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const db = getDb();
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const s = getStmts(db);
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const row = s.getActive.get(characterId);
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if (!row) return null;
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const nowMs = now();
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const timeRemaining = Math.max(0, row.ends_at - nowMs);
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return {
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expedition: {
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id: row.id,
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defId: row.def_id,
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startedAt: row.started_at,
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endsAt: row.ends_at,
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claimedAt: row.claimed_at,
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},
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definition: {
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slug: row.def_slug,
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name: row.def_name,
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description: row.def_description,
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durationSec: row.duration_sec,
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energyCost: row.energy_cost,
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xpReward: row.xp_reward,
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goldMin: row.gold_min,
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goldMax: row.gold_max,
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},
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timeRemaining,
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isFinished: timeRemaining === 0,
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};
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}
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/**
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* Claim a finished expedition and grant rewards.
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* @param {number} characterId
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* @param {number} expeditionId
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* @returns {object} { xpGained, goldGained, expedition }
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*/
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function claimExpedition(characterId, expeditionId) {
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const db = getDb();
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const s = getStmts(db);
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const exp = s.expeditionById.get(expeditionId);
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if (!exp) throw new AppError('NOT_FOUND', 'Expedition not found.', 404);
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if (exp.character_id !== characterId) {
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throw new AppError('FORBIDDEN', 'This expedition does not belong to you.', 403);
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}
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if (exp.claimed_at !== null) {
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throw new AppError('ALREADY_CLAIMED', 'This expedition has already been claimed.', 409);
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}
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const nowMs = now();
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if (nowMs < exp.ends_at) {
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throw new AppError('NOT_FINISHED', 'Expedition has not finished yet.', 409);
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}
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// Get the definition for rewards.
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const def = s.defById.get(exp.def_id);
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if (!def) throw new AppError('NOT_FOUND', 'Expedition definition not found.', 404);
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// Get character for XP/gold updates.
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const ch = s.character.get(characterId);
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if (!ch) throw new AppError('NOT_FOUND', 'Character not found.', 404);
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// Calculate rewards.
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const xpGained = def.xp_reward;
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const goldGained = def.gold_min + Math.floor(Math.random() * (def.gold_max - def.gold_min + 1));
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const newGold = ch.gold + goldGained;
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// Execute inside a transaction: claim + grant rewards.
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const doClaim = db.transaction((eat, eid, ng, cid, xp, lvl, pts) => {
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s.claimExpedition.run(eat, eid);
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s.updateGold.run(ng, cid);
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s.updateCharacterXp.run(xp, lvl, pts, cid);
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});
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doClaim(nowMs, expeditionId, newGold, characterId, xpGained, ch.level, ch.unspent_points);
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return {
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xpGained,
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goldGained,
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expedition: {
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id: expeditionId,
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claimedAt: nowMs,
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},
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};
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}
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module.exports = { startExpedition, getActive, claimExpedition };
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