feat: add logical game clock
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@@ -56,8 +56,17 @@ export const zWorldStateMeta = z.object({
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});
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export type WorldStateMeta = z.infer<typeof zWorldStateMeta>;
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export type WorldStateRow = GamePrisma.WorldStateGetPayload<Record<string, never>>;
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export type GeneralRow = GamePrisma.GeneralGetPayload<Record<string, never>>;
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type PrismaWorldStateRow = GamePrisma.WorldStateGetPayload<Record<string, never>>;
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type PrismaGeneralRow = GamePrisma.GeneralGetPayload<Record<string, never>>;
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type WorldClockFields = 'clockBaseTime' | 'clockTick' | 'clockMode' | 'clockWallAnchor' | 'lastTurnTick';
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type GeneralClockFields = 'turnTick' | 'recentWarTick';
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// Transitional API fixtures may still model the pre-clock row. Runtime Prisma
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// rows always include these nullable columns after migration.
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export type WorldStateRow = Omit<PrismaWorldStateRow, WorldClockFields> &
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Partial<Pick<PrismaWorldStateRow, WorldClockFields>>;
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export type GeneralRow = Omit<PrismaGeneralRow, GeneralClockFields> &
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Partial<Pick<PrismaGeneralRow, GeneralClockFields>>;
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export type GeneralTurnRow = GamePrisma.GeneralTurnGetPayload<Record<string, never>>;
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export type NationTurnRow = GamePrisma.NationTurnGetPayload<Record<string, never>>;
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export type CityRow = GamePrisma.CityGetPayload<Record<string, never>>;
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