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# Code Farm game (`devplacepy/services/game/`, `devplacepy/routers/game/`)
This file documents the Code Farm idle game. Claude Code auto-loads it when a file under `devplacepy/services/game/` is read or edited.
## Overview
`game/` package (routers, mounted at `/game`) is the **Code Farm** idle game (`index.py` + `farm.py`): `GET /game` (page), `GET /game/state`, `GET /game/leaderboard`, `POST /game/{plant,harvest,buy-plot,upgrade,fertilize,daily,perk,prestige,legacy,quests/claim}`, plus social `GET /game/farm/{username}` and `POST /game/farm/{username}/{water,steal}`.
A cooperative-and-competitive idle game (Farmville-style) mounted at `/game`, member-only to play, public to view another farm. Cooperative loop = watering a neighbour's growing build; competitive loop = stealing a neighbour's ready build.
## Data layer
**Data layer is pure + timestamp-driven (no background tick).** `services/game/economy.py` holds every constant and formula as frozen dataclasses/functions: the `CROPS` tuple (key/name/icon/cost/grow_seconds/reward_coins/reward_xp/min_level), `CI_TIERS` (speed multiplier + upgrade cost), level thresholds (`xp_threshold`/`level_for_xp`/`level_progress`), `plot_cost` (doubles per extra plot), and watering bonus. `services/game/store.py` is the only DB access (`game_farms`, `game_plots`). **A plot's state is derived from `ready_at` vs now, never stored** - growing crops finish purely by the clock, so there is no reconciler/service. `serialize_farm(farm, viewer=, owner=)` computes plot states, remaining seconds, `can_water` (viewer is not owner, build growing, viewer not already in the per-cycle `watered_by` JSON list, under `MAX_WATERS_PER_PLOT`), `can_steal`/`steal_coins` (viewer is not owner, build ready, and `now >= ready_at + STEAL_GRACE_SECONDS` so the owner gets a protection window), level progress, and the plantable crop list. `serialize_plot` takes the owner farm's `yield_level`/`prestige` (threaded from `serialize_farm`) only to compute the steal payout. Mutations (`plant`/`harvest`/`buy_plot`/`upgrade_ci`/`water`/`steal`) raise `GameError` on any invalid op (insufficient coins, locked crop, wrong state, still-protected harvest); the routers translate that to a `400` JSON error or a redirect.
## Tables
`game_farms` (one per user, `coins`/`xp`/`level`/`ci_tier`/`plot_count`/`total_harvests`, plus `prestige`/`streak`/`last_daily_at`, the four `perk_*` columns, and the endgame `stars` + five `legacy_*` columns), `game_plots` (`farm_uid`/`slot_index`/`crop_key`/`planted_at`/`ready_at`/`watered_by`), and `game_steals` (`thief_uid`/`owner_uid`/`slot_index`/`crop_key`/`coins`/`stolen_at`, the per-pair steal-cooldown ledger) are **not** soft-deletable - they are mutable game state consumed by state transitions, not user content. Columns + indexes are ensured in `database.init_db` (unique `idx_game_farms_user`, `idx_game_farms_rank`, `idx_game_plots_farm`, `idx_game_steals_pair` on `(thief_uid, owner_uid, stolen_at)`); the `_uid_index` loop adds the uid index. `ensure_farm(user_uid)` lazily creates a farm + starting plots on first access (idempotent), so there is no signup hook.
## Routes (`routers/game/`)
`index.py` is the base router - `GET /game` (own farm page), `GET /game/state` (own farm JSON), `GET /game/leaderboard`, and the action POSTs `plant`/`harvest`/`buy-plot`/`upgrade`. `farm.py` adds `GET /game/farm/{username}` (view), `POST /game/farm/{username}/water`, and `POST /game/farm/{username}/steal`. Every action returns the **full updated farm** as JSON (so the client refreshes in one round trip) or redirects for no-JS, via the shared `_respond_action` choke (the `farm.py` water/steal handlers inline the same shape). Harvest awards site XP (`award_rewards`) and the `harvest`/`water` achievements (`track_action`). All action handlers are `require_user`; reads of other farms/the leaderboard are public.
**Leaderboard ranking is a composite `economy.farm_score(farm)`** (one integer per row, computed in memory over the already-loaded `_farms().find()` set, so it stays fast): it sums weighted contributions from every tracked factor - `xp`, `prestige` * `SCORE_PRESTIGE` (5000, dominant since a refactor is a full completed cycle), `total_harvests` * `SCORE_HARVEST`, `coins` // `SCORE_COIN_DIVISOR`, `(ci_tier-1)` * `SCORE_CI`, `(plot_count-STARTING_PLOTS)` * `SCORE_PLOT`, the summed perk levels * `SCORE_PERK`, and `min(streak, SCORE_STREAK_CAP)` * `SCORE_STREAK` - so a player who refactored (which resets xp/level/coins/ci/plots/perks) is no longer buried below a never-refactored higher-level player. The weights are module-level constants in `economy.py` for tuning; the leaderboard entry carries `score` and `prestige` (surfaced on `GameLeaderboardEntryOut`) and `GameFarm.js` renders the score next to `Lv X`.
## Live + frontend
After any mutation the handler `await`s `_shared.notify_farm(username)` which publishes a nudge to the `public.game.farm.{username}` pub/sub topic; subscribed clients re-fetch their viewer-specific state (keeps `can_water` correct without broadcasting per-viewer payloads). `static/js/GameFarm.js` (`app.gameFarm`, auto-detects `[data-game-root]`) renders the grid/HUD/leaderboard, ticks plot countdowns client-side every second, delegates the `data-game-action` forms through `Http.send`, subscribes to the farm topic, and keeps a 20s `Poller` fallback. The server renders a full no-JS fallback grid (`templates/_game_grid.html`, shared by `game.html` and `game_farm.html` with progressive-enhancement POST forms).
## Fan-out
Devii plays via the `game_*` `http` actions in `actions/catalog.py` (state/leaderboard/view public, the rest `requires_auth`); the API reference has a **Code Farm** group in `docs_api.py`; pages are `noindex,follow` (interactive, user-specific) so they are intentionally not in the sitemap; badges live in `utils.BADGE_CATALOG` under the **Code Farm** group with `harvest`/`water`/`harvest_stolen`/`got_stolen_from` `ACHIEVEMENTS` (the steal pair awards **Cat Burglar** to the thief and **Robbed** to the victim, both threshold 1).
## Stealing (competitive loop, backwards compatible)
`store.steal(thief, owner, slot)` mirrors `water`: it requires the owner plot to be `ready` AND past the protection window `economy.effective_steal_grace(owner_defense_level)` (base `STEAL_GRACE_SECONDS` 60s, +30s per owner Branch Protection level) measured from `ready_at`, AND that the thief is **off cooldown for this victim** (`steal_cooldown_remaining(thief, owner, now) == 0`, i.e. no row in `game_steals` for the pair within `STEAL_COOLDOWN_SECONDS` = 3600 - you can raid a given neighbour only once per hour); it clears the plot exactly like a harvest (owner gets nothing), credits the **thief's** farm `economy.steal_reward_coins` (the owner's yield/prestige/legacy-multiplier realized value times `effective_steal_fraction(owner_defense_level)`, base `STEAL_FRACTION` 0.5, -5% per defense level, floored at 0.1) and **coins only** - no XP, no `total_harvests`, so the leaderboard stays earned by real farming - then inserts a `game_steals` row stamping the cooldown. The route `POST /game/farm/{username}/steal` (reusing `GameSlotForm`) then `track_action`s both sides, fires `create_notification(owner, "harvest_stolen", "Someone raided your Code Farm...", thief_uid, "/game")` (the message never names the thief; `related_uid` is internal), and `await notify_farm`s **both** the owner and the thief usernames so both farms refresh live. The new `harvest_stolen` notification type rides the existing in-app relay (live toast, no new wiring). No DB migration: grace + payout are computed from existing `ready_at`/perk/legacy columns, the `game_steals` table is created by the ensure-block (absent rows -> cooldown 0 -> first steal always allowed), and the new `GamePlotOut.can_steal`/`steal_coins`/`steal_cooldown_seconds`/`steal_reason` + `GameFarmOut.steal_cooldown_seconds` + `GameFarmViewOut.stole_coins` schema fields default safe. The per-pair cooldown is computed **once per farm** in `serialize_farm` (when the viewer is not the owner) and threaded into every `serialize_plot` as `steal_locked_until`, so `can_steal` is false and `steal_reason` is `"cooldown"`/`"protected"` accordingly. Frontend: the ready/not-owner branch of `_game_grid.html` and `GameFarm.js._plotHtml` render a `btn-danger` Steal button (`data-game-action="steal"`, `data-confirm` gated like prestige) carrying `steal_coins`, or a disabled "Raid again in <countdown>" label when on cooldown; on success `GameFarm.js._submit` toasts the payout from `data.stole_coins`.
## Extended mechanics (all backwards compatible)
Five further systems layer onto the base loop, every one defaulting gracefully for pre-existing `game_farms`/`game_plots` rows: new `game_farms` columns (`prestige`, `streak`, `last_daily_at`, `perk_yield`/`perk_growth`/`perk_discount`/`perk_xp`) are added in the `init_db` ensure-block, and `store._lvl(farm, key)` reads every one as `int(farm.get(key) or 0)` so a legacy NULL row behaves as level 0 / no streak / no perks.
1. **Daily bonus** (`POST /game/daily`, `store.claim_daily`): once per UTC day, consecutive days grow `streak` (reward `economy.daily_reward`, capped at `DAILY_STREAK_CAP`).
2. **Daily quests** (`game_quests` table, `POST /game/quests/claim`): `economy.daily_quests(user_uid, day)` deterministically (sha256 of `user:day`) picks 3 of {plant, harvest, water, earn} with goals/rewards; `store.ensure_quests` lazily materializes the day's rows, `store.advance_quests(user_uid, kind, amount)` is called inside `plant`/`harvest`/`water` (wrapped in try/except so a quest write never breaks the action), `claim_quest` pays out when `progress >= goal`.
3. **Perks** (`POST /game/perk`, `store.upgrade_perk`): four permanent upgrades (`economy.PERKS`) with escalating `perk_cost`; applied in the economy formulas - `effective_plant_cost` (discount), `grow_seconds_for(crop, ci_tier, growth_level)` via `farm_speed` (growth), `effective_reward_coins` (yield + prestige), `effective_reward_xp` (xp).
4. **Fertilizer** (`POST /game/fertilize`, `store.fertilize`): cut a growing plot's `ready_at` by `FERTILIZE_FRACTION` for `economy.fertilize_click_cost(eff_reward, reduce_seconds, full_grow_seconds)` = `ceil(eff_reward * reduce/full_grow * FERTILIZE_TAX)` (TAX 1.05). **The cost is priced against the build's realized harvest value (`effective_reward_coins`, which already carries yield/prestige/legacy multipliers), not raw grow-seconds, so the prestige dependence cancels and fully fertilizing a crop always costs >= its harvest - fertilize is a pure time-skip and can NEVER be a profit at any prestige.** (This replaced the old grow-seconds-based `fertilize_cost`, which was an unbounded money pump at high prestige.)
5. **Prestige/Refactor** (`POST /game/prestige`, `store.prestige`): at `PRESTIGE_MIN_LEVEL` resets coins/xp/level/ci/perks, sets `plot_count = economy.prestige_base_plots(legacy_plots_level)` (keeps/recreates plot rows up to that base, deletes the rest), increments `prestige` for a permanent `prestige_multiplier` (+25% coins each), and awards `economy.stars_for_refactor(level, prestige)` Stars (the `legacy_*`/`stars` columns are **omitted from the reset dict** so they survive every refactor, the established pattern).
`serialize_farm` exposes all of this (`perks`, `quests`, `streak`, `daily_available`/`daily_reward`, `prestige*`, `stars`, `legacy`, `steal_cooldown_seconds`) only to the owner; the existing `crop_payload`/`serialize_plot` now carry perk- and legacy-adjusted costs/rewards and per-plot value-based `fertilize_cost`. Frontend hosts (`[data-shop-host]`/`[data-perk-host]`/`[data-legacy-host]`/`[data-daily-host]`/`[data-quest-host]`) are server-rendered from partials (`_game_shop.html`/`_game_perks.html`/`_game_legacy.html`/`_game_daily.html`/`_game_quests.html`) and fully re-rendered by `GameFarm.js` builders; the generic `data-game-action` form delegation handles the new actions, with `data-confirm` gating the prestige reset.
## Endgame: Stars, Legacy upgrades, auto-harvest, golden builds (all backwards compatible)
The infinite progression for maxed farms. Six new default-0 `game_farms` columns (`stars`, `legacy_autoharvest`, `legacy_multiplier`, `legacy_speed`, `legacy_plots`, `legacy_defense`), all read via `_lvl`.
**Stars** are a meta-currency earned only on Refactor (`stars_for_refactor`), spent via `POST /game/legacy` (`store.upgrade_legacy`, `GameLegacyForm`, Devii `game_upgrade_legacy`) on `economy.LEGACY_UPGRADES` (escalating `legacy_cost` in Stars) that **survive prestige** unlike perks: `autoharvest` (CI Bot), `multiplier` (+10% coins/lvl via `legacy_multiplier`, folded into `effective_reward_coins`), `speed` (+5% base build speed/lvl via `farm_speed`/`grow_seconds_for`/`water_bonus_seconds`), `plots` (+1 base plot after refactor via `prestige_base_plots`), `defense` (steal grace/fraction via `effective_steal_grace`/`effective_steal_fraction`).
**Auto-harvest** is lazy and tick-free: `store._auto_harvest(farm, owner_uid, now)` runs at the top of `serialize_farm` ONLY when the viewer is the owner AND `legacy_autoharvest > 0`; it **clears each ready plot first then credits** the pre-clear crop's coins/xp/`total_harvests` in one `_update_farm`, advances quests, and re-reads the farm - clear-then-credit is idempotent (a second read sees empty plots), and it never fires on a visitor's `GET /game/farm/{username}` view or the leaderboard, honouring the no-background-service invariant (both `GET /game` and `GET /game/state` go through `state_payload` with viewer=owner, so both auto-collect).
**Golden builds** are deterministic and storage-free: `economy.is_golden(plot_uid, planted_at)` (sha256, ~`GOLDEN_CHANCE`) marks a planting golden for its life; `harvest`/`_auto_harvest` multiply **coins only** by `GOLDEN_MULTIPLIER` (XP unscaled to keep level pacing), and `serialize_plot.is_golden` surfaces a sparkle badge (`.game-plot-golden`). New schema fields (`GameLegacyOut`, `GameFarmOut.stars`/`legacy`, `GamePlotOut.is_golden`) all default safe; no DB migration.