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amayo/src/game/minigames/service.ts

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import { applyDeathFatigue } from "../combat/statusEffectsService";
import { getOrCreateWallet } from "../economy/service";
import { prisma } from "../../core/database/prisma";
import {
addItemByKey,
adjustCoins,
findItemByKey,
getInventoryEntry,
} from "../economy/service";
import {
getEffectiveStats,
adjustHP,
ensurePlayerState,
} from "../combat/equipmentService"; // 🟩 local authoritative
import { logToolBreak } from "../lib/toolBreakLog";
import { updateStats } from "../stats/service"; // 🟩 local authoritative
import type { ItemProps, InventoryState } from "../economy/types";
import type {
LevelRequirements,
RunMinigameOptions,
RunResult,
RewardsTable,
MobsTable,
CombatSummary,
} from "./types";
import type { Prisma } from "@prisma/client";
// Escalado dinámico de penalización por derrota según área/nivel y riesgo.
// Se puede ampliar leyendo area.metadata.riskFactor (0-3) y level.
function computeDeathPenaltyPercent(
area: { key: string; metadata: any },
level: number
): number {
const meta = (area.metadata as any) || {};
const base = 0.05; // 5% base
const risk =
typeof meta.riskFactor === "number"
? Math.max(0, Math.min(3, meta.riskFactor))
: 0;
const levelBoost = Math.min(0.1, Math.max(0, (level - 1) * 0.005)); // +0.5% por nivel adicional hasta +10%
const riskBoost = risk * 0.02; // cada punto riesgo +2%
let pct = base + levelBoost + riskBoost;
if (pct > 0.25) pct = 0.25; // cap 25%
return pct; // ej: 0.08 = 8%
}
// Auto-select best tool from inventory by type and constraints
async function findBestToolKey(
userId: string,
guildId: string,
toolType: string,
opts?: { minTier?: number; allowedKeys?: string[] }
) {
const entries = await prisma.inventoryEntry.findMany({
where: { userId, guildId, quantity: { gt: 0 } },
include: { item: true },
});
let best: { key: string; tier: number } | null = null;
for (const e of entries) {
const props = parseItemProps(e.item.props);
const t = props.tool;
if (!t || t.type !== toolType) continue;
const tier = Math.max(0, t.tier ?? 0);
if (opts?.minTier != null && tier < opts.minTier) continue;
if (
opts?.allowedKeys &&
opts.allowedKeys.length &&
!opts.allowedKeys.includes(e.item.key)
)
continue;
if (!best || tier > best.tier) best = { key: e.item.key, tier };
}
return best?.key ?? null;
}
function parseJSON<T>(v: unknown): T | null {
if (!v || (typeof v !== "object" && typeof v !== "string")) return null;
return v as T;
}
function pickWeighted<T extends { weight: number }>(arr: T[]): T | null {
const total = arr.reduce((s, a) => s + Math.max(0, a.weight || 0), 0);
if (total <= 0) return null;
const r = Math.random() * total;
let acc = 0;
for (const a of arr) {
acc += Math.max(0, a.weight || 0);
if (r <= acc) return a;
}
return arr[arr.length - 1] ?? null;
}
async function ensureAreaAndLevel(
guildId: string,
areaKey: string,
level: number
) {
const area = await prisma.gameArea.findFirst({
where: { key: areaKey, OR: [{ guildId }, { guildId: null }] },
orderBy: [{ guildId: "desc" }],
});
if (!area) throw new Error("Área no encontrada");
const lvl = await prisma.gameAreaLevel.findFirst({
where: { areaId: area.id, level },
});
if (!lvl) throw new Error("Nivel no encontrado");
return { area, lvl } as const;
}
function parseItemProps(json: unknown): ItemProps {
if (!json || typeof json !== "object") return {};
return json as ItemProps;
}
function parseInvState(json: unknown): InventoryState {
if (!json || typeof json !== "object") return {};
return json as InventoryState;
}
async function validateRequirements(
userId: string,
guildId: string,
req?: LevelRequirements,
toolKey?: string
) {
if (!req)
return {
toolKeyUsed: undefined as string | undefined,
toolSource: undefined as "provided" | "equipped" | "auto" | undefined,
};
const toolReq = req.tool;
if (!toolReq)
return {
toolKeyUsed: undefined as string | undefined,
toolSource: undefined,
};
let toolKeyUsed = toolKey;
let toolSource: "provided" | "equipped" | "auto" | undefined = undefined;
if (toolKeyUsed) toolSource = "provided";
// Auto-select tool when required and not provided
if (!toolKeyUsed && toolReq.required && toolReq.toolType) {
// 1. Intentar herramienta equipada en slot weapon si coincide el tipo
const equip = await prisma.playerEquipment.findUnique({
where: { userId_guildId: { userId, guildId } },
include: { weaponItem: true } as any,
});
if (equip?.weaponItemId && equip?.weaponItem) {
const wProps = parseItemProps((equip as any).weaponItem.props);
if (wProps.tool?.type === toolReq.toolType) {
const tier = Math.max(0, wProps.tool?.tier ?? 0);
if (
(toolReq.minTier == null || tier >= toolReq.minTier) &&
(!toolReq.allowedKeys ||
toolReq.allowedKeys.includes((equip as any).weaponItem.key))
) {
toolKeyUsed = (equip as any).weaponItem.key;
toolSource = "equipped";
}
}
}
// 2. Best inventory si no se obtuvo del equipo
if (!toolKeyUsed) {
const best = await findBestToolKey(userId, guildId, toolReq.toolType, {
minTier: toolReq.minTier,
allowedKeys: toolReq.allowedKeys,
});
if (best) {
toolKeyUsed = best;
toolSource = "auto";
}
}
}
// herramienta requerida
if (toolReq.required && !toolKeyUsed)
throw new Error("Se requiere una herramienta adecuada");
if (!toolKeyUsed) return { toolKeyUsed: undefined, toolSource };
// verificar herramienta
const toolItem = await findItemByKey(guildId, toolKeyUsed);
if (!toolItem) throw new Error("Herramienta no encontrada");
const { entry } = await getInventoryEntry(userId, guildId, toolKeyUsed);
if (!entry || (entry.quantity ?? 0) <= 0)
throw new Error("No tienes la herramienta");
const props = parseItemProps(toolItem.props);
const tool = props.tool;
if (toolReq.toolType && tool?.type !== toolReq.toolType)
throw new Error("Tipo de herramienta incorrecto");
if (toolReq.minTier != null && (tool?.tier ?? 0) < toolReq.minTier)
throw new Error("Tier de herramienta insuficiente");
if (toolReq.allowedKeys && !toolReq.allowedKeys.includes(toolKeyUsed))
throw new Error("Esta herramienta no es válida para esta área");
return { toolKeyUsed, toolSource };
}
async function applyRewards(
userId: string,
guildId: string,
rewards?: RewardsTable
): Promise<RunResult["rewards"]> {
const results: RunResult["rewards"] = [];
if (!rewards || !Array.isArray(rewards.table) || rewards.table.length === 0)
return results;
const draws = Math.max(1, rewards.draws ?? 1);
for (let i = 0; i < draws; i++) {
const pick = pickWeighted(rewards.table);
if (!pick) continue;
if (pick.type === "coins") {
const amt = Math.max(0, pick.amount);
if (amt > 0) {
await adjustCoins(userId, guildId, amt);
results.push({ type: "coins", amount: amt });
}
} else if (pick.type === "item") {
const qty = Math.max(1, pick.qty);
await addItemByKey(userId, guildId, pick.itemKey, qty);
results.push({ type: "item", itemKey: pick.itemKey, qty });
}
}
return results;
}
async function sampleMobs(mobs?: MobsTable): Promise<string[]> {
const out: string[] = [];
if (!mobs || !Array.isArray(mobs.table) || mobs.table.length === 0)
return out;
const draws = Math.max(0, mobs.draws ?? 0);
for (let i = 0; i < draws; i++) {
const pick = pickWeighted(mobs.table);
if (pick) out.push(pick.mobKey);
}
return out;
}
async function reduceToolDurability(
userId: string,
guildId: string,
toolKey: string
) {
const { item, entry } = await getInventoryEntry(userId, guildId, toolKey);
if (!entry)
return {
broken: false,
brokenInstance: false,
delta: 0,
remaining: undefined,
max: undefined,
instancesRemaining: 0,
} as const;
const props = parseItemProps(item.props);
const breakable = props.breakable;
// Si el item no es breakable o la durabilidad está deshabilitada, no hacemos nada
if (!breakable || breakable.enabled === false) {
return {
broken: false,
brokenInstance: false,
delta: 0,
remaining: undefined,
max: undefined,
instancesRemaining: entry.quantity ?? 0,
} as const;
}
// Valores base
const maxConfigured = Math.max(1, breakable.maxDurability ?? 1);
let perUse = Math.max(1, breakable.durabilityPerUse ?? 1);
// Protección: si perUse > maxDurability asumimos configuración errónea y lo reducimos a 1
// (en lugar de romper inmediatamente el ítem). Si quieres que se rompa de un uso, define maxDurability igual a 1.
if (perUse > maxConfigured) perUse = 1;
const delta = perUse;
if (item.stackable) {
// Herramientas deberían ser no apilables; si lo son, solo decrementamos cantidad como fallback
const consumed = Math.min(1, entry.quantity);
let broken = false;
if (consumed > 0) {
const updated = await prisma.inventoryEntry.update({
where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } },
data: { quantity: { decrement: consumed } },
});
// Consideramos "rota" sólo si después de consumir ya no queda ninguna unidad
broken = (updated.quantity ?? 0) <= 0;
}
return {
broken,
brokenInstance: broken,
delta,
remaining: undefined,
max: maxConfigured,
instancesRemaining: broken ? 0 : (entry.quantity ?? 1) - 1,
} as const;
}
const state = parseInvState(entry.state);
state.instances ??= [{}];
if (state.instances.length === 0) state.instances.push({});
// Seleccionar instancia: ahora usamos la primera, en futuro se puede elegir la de mayor durabilidad restante
const inst = state.instances[0];
const max = maxConfigured; // ya calculado arriba
// Si la instancia no tiene durabilidad inicial, la inicializamos
if (inst.durability == null) (inst as any).durability = max;
const current = Math.min(Math.max(0, inst.durability ?? max), max);
const next = current - delta;
let brokenInstance = false;
if (next <= 0) {
// romper sólo esta instancia
state.instances.shift();
brokenInstance = true;
} else {
(inst as any).durability = next;
state.instances[0] = inst;
}
const instancesRemaining = state.instances.length;
const broken = instancesRemaining === 0; // Ítem totalmente agotado
await prisma.inventoryEntry.update({
where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } },
data: {
state: state as unknown as Prisma.InputJsonValue,
quantity: state.instances.length,
},
});
// Placeholder: logging de ruptura (migrar a ToolBreakLog futuro)
if (brokenInstance) {
logToolBreak({
ts: Date.now(),
userId,
guildId,
toolKey,
brokenInstance: !broken, // true = solo una instancia
instancesRemaining,
});
}
return {
broken,
brokenInstance,
delta,
remaining: broken ? 0 : next,
max,
instancesRemaining,
} as const;
}
export { reduceToolDurability };
export async function runMinigame(
userId: string,
guildId: string,
areaKey: string,
level: number,
opts?: RunMinigameOptions
): Promise<RunResult> {
const { area, lvl } = await ensureAreaAndLevel(guildId, areaKey, level);
// Cooldown por área
const areaConf = (area.config as any) ?? {};
const cdSeconds = Math.max(0, Number(areaConf.cooldownSeconds ?? 0));
const cdKey = `minigame:${area.key}`;
if (cdSeconds > 0) {
const existing = await prisma.actionCooldown.findUnique({
where: { userId_guildId_key: { userId, guildId, key: cdKey } },
});
if (existing && existing.until > new Date()) {
throw new Error("Cooldown activo para esta actividad");
}
}
// Leer configuración de nivel (requirements, rewards, mobs)
const requirements = parseJSON<LevelRequirements>(lvl.requirements) ?? {};
const rewards = parseJSON<RewardsTable>(lvl.rewards) ?? { table: [] };
const mobs = parseJSON<MobsTable>(lvl.mobs) ?? { table: [] };
// Validar herramienta si aplica
const reqRes = await validateRequirements(
userId,
guildId,
requirements,
opts?.toolKey
);
// Aplicar recompensas y samplear mobs
const delivered = await applyRewards(userId, guildId, rewards);
const mobsSpawned = await sampleMobs(mobs);
// Reducir durabilidad de herramienta si se usó
let toolInfo: RunResult["tool"] | undefined;
if (reqRes.toolKeyUsed) {
const t = await reduceToolDurability(userId, guildId, reqRes.toolKeyUsed);
toolInfo = {
key: reqRes.toolKeyUsed,
durabilityDelta: t.delta,
broken: t.broken,
remaining: t.remaining,
max: t.max,
brokenInstance: t.brokenInstance,
instancesRemaining: t.instancesRemaining,
toolSource: reqRes.toolSource ?? (opts?.toolKey ? "provided" : "auto"),
};
}
// (Eliminado combate placeholder; sustituido por sistema integrado más abajo)
// --- Combate Integrado con Equipo y HP Persistente ---
let combatSummary: CombatSummary | undefined;
if (mobsSpawned.length > 0) {
// Obtener stats efectivos del jugador (arma = daño, armadura = defensa, capa = maxHp extra + mutaciones)
const eff = await getEffectiveStats(userId, guildId);
const playerState = await ensurePlayerState(userId, guildId);
const startHp = eff.hp; // HP actual persistente
// Regla: si el jugador no tiene arma (damage <=0) no puede infligir daño real y perderá automáticamente contra cualquier mob.
// En lugar de simular rondas irreales con daño mínimo artificial, forzamos derrota directa manteniendo coherencia.
if (!eff.damage || eff.damage <= 0) {
// Registrar derrota simple contra la lista de mobs (no se derrotan mobs).
const mobLogs: CombatSummary["mobs"] = mobsSpawned.map((mk) => ({
mobKey: mk,
maxHp: 0,
defeated: false,
totalDamageDealt: 0,
totalDamageTakenFromMob: 0,
rounds: [],
}));
// Aplicar daño simulado: mobs atacan una vez (opcional). Aquí asumimos que el jugador cae a 0 directamente para simplificar.
const endHp = Math.max(1, Math.floor(eff.maxHp * 0.5));
await adjustHP(userId, guildId, endHp - playerState.hp); // regen al 50%
await updateStats(userId, guildId, {
damageTaken: 0, // opcional: podría ponerse un valor fijo si quieres penalizar
timesDefeated: 1,
} as any);
// Reset de racha si existía
await prisma.playerStats.update({
where: { userId_guildId: { userId, guildId } },
data: { currentWinStreak: 0 },
});
// Penalizaciones por derrota: pérdida de oro + fatiga
let deathPenalty: CombatSummary["deathPenalty"] | undefined;
try {
const wallet = await getOrCreateWallet(userId, guildId);
const coins = wallet.coins;
const percent = computeDeathPenaltyPercent(area, level);
let goldLost = 0;
if (coins > 0) {
goldLost = Math.floor(coins * percent);
if (goldLost < 1) goldLost = 1;
if (goldLost > 5000) goldLost = 5000; // nuevo cap más alto por riesgo escalado
if (goldLost > coins) goldLost = coins; // no perder más de lo que tienes
if (goldLost > 0) {
await prisma.economyWallet.update({
where: { userId_guildId: { userId, guildId } },
data: { coins: { decrement: goldLost } },
});
}
}
// Fatiga escalada: base 15%, +1% cada 5 de racha previa (cap +10%)
let previousStreak = 0;
try {
const ps = await prisma.playerStats.findUnique({
where: { userId_guildId: { userId, guildId } },
});
previousStreak = ps?.currentWinStreak || 0;
} catch {}
const extraFatigue = Math.min(
0.1,
Math.floor(previousStreak / 5) * 0.01
);
const fatigueMagnitude = 0.15 + extraFatigue;
const fatigueMinutes = 5;
await applyDeathFatigue(
userId,
guildId,
fatigueMagnitude,
fatigueMinutes
);
deathPenalty = {
goldLost,
fatigueAppliedMinutes: fatigueMinutes,
fatigueMagnitude,
percentApplied: percent,
};
try {
await prisma.deathLog.create({
data: {
userId,
guildId,
areaId: area.id,
areaKey: area.key,
level,
goldLost: goldLost || 0,
percentApplied: percent,
autoDefeatNoWeapon: true,
fatigueMagnitude,
fatigueMinutes,
metadata: {},
},
});
} catch {}
combatSummary = {
mobs: mobLogs,
totalDamageDealt: 0,
totalDamageTaken: 0,
mobsDefeated: 0,
victory: false,
playerStartHp: startHp,
playerEndHp: endHp,
outcome: "defeat",
autoDefeatNoWeapon: true,
deathPenalty,
};
} catch {
combatSummary = {
mobs: mobLogs,
totalDamageDealt: 0,
totalDamageTaken: 0,
mobsDefeated: 0,
victory: false,
playerStartHp: startHp,
playerEndHp: endHp,
outcome: "defeat",
autoDefeatNoWeapon: true,
};
}
} else {
let currentHp = startHp;
const mobLogs: CombatSummary["mobs"] = [];
let totalDealt = 0;
let totalTaken = 0;
let totalMobsDefeated = 0;
// Variación de ±20%
const variance = (base: number) => {
const factor = 0.8 + Math.random() * 0.4; // 0.8 - 1.2
return base * factor;
};
for (const mobKey of mobsSpawned) {
if (currentHp <= 0) break; // jugador derrotado antes de iniciar este mob
// Stats simples del mob (placeholder mejorable con tabla real)
const mobBaseHp = 10 + Math.floor(Math.random() * 6); // 10-15
let mobHp = mobBaseHp;
const rounds: any[] = [];
let round = 1;
let mobDamageDealt = 0; // daño que jugador hace a este mob
let mobDamageTakenFromMob = 0; // daño que jugador recibe de este mob
while (mobHp > 0 && currentHp > 0 && round <= 12) {
// Daño jugador -> mob
const playerRaw = variance(eff.damage || 1) + 1; // asegurar >=1
const playerDamage = Math.max(1, Math.round(playerRaw));
mobHp -= playerDamage;
mobDamageDealt += playerDamage;
totalDealt += playerDamage;
let playerTaken = 0;
if (mobHp > 0) {
const mobAtkBase = 3 + Math.random() * 4; // 3-7
const mobAtk = variance(mobAtkBase);
// Mitigación por defensa => defensa reduce linealmente hasta 60% cap
const mitigationRatio = Math.min(0.6, (eff.defense || 0) * 0.05); // 5% por punto defensa hasta 60%
const mitigated = mobAtk * (1 - mitigationRatio);
playerTaken = Math.max(0, Math.round(mitigated));
if (playerTaken > 0) {
currentHp = Math.max(0, currentHp - playerTaken);
mobDamageTakenFromMob += playerTaken;
totalTaken += playerTaken;
}
}
rounds.push({
mobKey,
round,
playerDamageDealt: playerDamage,
playerDamageTaken: playerTaken,
mobRemainingHp: Math.max(0, mobHp),
mobDefeated: mobHp <= 0,
});
if (mobHp <= 0) {
totalMobsDefeated++;
break;
}
if (currentHp <= 0) break;
round++;
}
mobLogs.push({
mobKey,
maxHp: mobBaseHp,
defeated: mobHp <= 0,
totalDamageDealt: mobDamageDealt,
totalDamageTakenFromMob: mobDamageTakenFromMob,
rounds,
});
if (currentHp <= 0) break; // fin combate global
}
const victory = currentHp > 0 && totalMobsDefeated === mobsSpawned.length;
// Persistir HP (si derrota -> regenerar al 50% del maxHp, regla confirmada por usuario)
let endHp = currentHp;
let defeatedNow = false;
if (currentHp <= 0) {
defeatedNow = true;
const regen = Math.max(1, Math.floor(eff.maxHp * 0.5));
endHp = regen;
await adjustHP(userId, guildId, regen - playerState.hp); // set a 50% (delta relativo)
} else {
// almacenar HP restante real
await adjustHP(userId, guildId, currentHp - playerState.hp);
}
// Actualizar estadísticas
const statUpdates: Record<string, number> = {};
if (area.key.startsWith("mine")) statUpdates.minesCompleted = 1;
if (area.key.startsWith("lagoon")) statUpdates.fishingCompleted = 1;
if (
area.key.startsWith("arena") ||
area.key.startsWith("battle") ||
area.key.includes("fight")
)
statUpdates.fightsCompleted = 1;
if (totalMobsDefeated > 0) statUpdates.mobsDefeated = totalMobsDefeated;
if (totalDealt > 0) statUpdates.damageDealt = totalDealt;
if (totalTaken > 0) statUpdates.damageTaken = totalTaken;
if (defeatedNow) statUpdates.timesDefeated = 1;
// Rachas de victoria
if (victory) {
statUpdates.currentWinStreak = 1; // increment
} else if (defeatedNow) {
// reset current streak
// No podemos hacer decrement directo, así que setearemos manual luego
}
await updateStats(userId, guildId, statUpdates as any);
if (defeatedNow) {
await prisma.playerStats.update({
where: { userId_guildId: { userId, guildId } },
data: { currentWinStreak: 0 },
});
// Penalizaciones por derrota
let deathPenalty: CombatSummary["deathPenalty"] | undefined;
try {
const wallet = await getOrCreateWallet(userId, guildId);
const coins = wallet.coins;
const percent = computeDeathPenaltyPercent(area, level);
let goldLost = 0;
if (coins > 0) {
goldLost = Math.floor(coins * percent);
if (goldLost < 1) goldLost = 1;
if (goldLost > 5000) goldLost = 5000;
if (goldLost > coins) goldLost = coins;
if (goldLost > 0) {
await prisma.economyWallet.update({
where: { userId_guildId: { userId, guildId } },
data: { coins: { decrement: goldLost } },
});
}
}
// Fatiga escalada
let previousStreak = 0;
try {
const ps = await prisma.playerStats.findUnique({
where: { userId_guildId: { userId, guildId } },
});
previousStreak = ps?.currentWinStreak || 0;
} catch {}
const extraFatigue = Math.min(
0.1,
Math.floor(previousStreak / 5) * 0.01
);
const fatigueMagnitude = 0.15 + extraFatigue;
const fatigueMinutes = 5;
await applyDeathFatigue(
userId,
guildId,
fatigueMagnitude,
fatigueMinutes
);
deathPenalty = {
goldLost,
fatigueAppliedMinutes: fatigueMinutes,
fatigueMagnitude,
percentApplied: percent,
};
try {
await prisma.deathLog.create({
data: {
userId,
guildId,
areaId: area.id,
areaKey: area.key,
level,
goldLost: goldLost || 0,
percentApplied: percent,
autoDefeatNoWeapon: false,
fatigueMagnitude,
fatigueMinutes,
metadata: { mobs: totalMobsDefeated },
},
});
} catch {}
} catch {
// silencioso
}
combatSummary = {
mobs: mobLogs,
totalDamageDealt: totalDealt,
totalDamageTaken: totalTaken,
mobsDefeated: totalMobsDefeated,
victory,
playerStartHp: startHp,
playerEndHp: endHp,
outcome: "defeat",
deathPenalty,
};
} else {
if (victory) {
await prisma.$executeRawUnsafe(
`UPDATE "PlayerStats" SET "longestWinStreak" = GREATEST("longestWinStreak", "currentWinStreak") WHERE "userId" = $1 AND "guildId" = $2`,
userId,
guildId
);
}
combatSummary = {
mobs: mobLogs,
totalDamageDealt: totalDealt,
totalDamageTaken: totalTaken,
mobsDefeated: totalMobsDefeated,
victory,
playerStartHp: startHp,
playerEndHp: endHp,
outcome: victory ? "victory" : "defeat",
};
}
}
}
// Registrar la ejecución
const resultJson: Prisma.InputJsonValue = {
rewards: delivered,
mobs: mobsSpawned,
tool: toolInfo,
combat: combatSummary,
notes: "auto",
} as unknown as Prisma.InputJsonValue;
await prisma.minigameRun.create({
data: {
userId,
guildId,
areaId: area.id,
level,
toolItemId: null, // opcional si decides guardar id del item herramienta
success: true,
result: resultJson,
},
});
// Progreso del jugador
await prisma.playerProgress.upsert({
where: { userId_guildId_areaId: { userId, guildId, areaId: area.id } },
create: {
userId,
guildId,
areaId: area.id,
highestLevel: Math.max(1, level),
},
update: { highestLevel: { set: level } },
});
// Setear cooldown
if (cdSeconds > 0) {
await prisma.actionCooldown.upsert({
where: { userId_guildId_key: { userId, guildId, key: cdKey } },
update: { until: new Date(Date.now() + cdSeconds * 1000) },
create: {
userId,
guildId,
key: cdKey,
until: new Date(Date.now() + cdSeconds * 1000),
},
});
}
return {
success: true,
rewards: delivered,
mobs: mobsSpawned,
tool: toolInfo,
combat: combatSummary,
};
}
// Convenience wrappers with auto-level (from PlayerProgress) and auto-tool selection inside validateRequirements
export async function runMining(
userId: string,
guildId: string,
level?: number,
toolKey?: string
) {
const area = await prisma.gameArea.findFirst({
where: { key: "mine.cavern", OR: [{ guildId }, { guildId: null }] },
orderBy: [{ guildId: "desc" }],
});
if (!area) throw new Error("Área de mina no configurada");
const lvl =
level ??
(
await prisma.playerProgress.findUnique({
where: { userId_guildId_areaId: { userId, guildId, areaId: area.id } },
})
)?.highestLevel ??
1;
return runMinigame(userId, guildId, "mine.cavern", Math.max(1, lvl), {
toolKey,
});
}
export async function runFishing(
userId: string,
guildId: string,
level?: number,
toolKey?: string
) {
const area = await prisma.gameArea.findFirst({
where: { key: "lagoon.shore", OR: [{ guildId }, { guildId: null }] },
orderBy: [{ guildId: "desc" }],
});
if (!area) throw new Error("Área de laguna no configurada");
const lvl =
level ??
(
await prisma.playerProgress.findUnique({
where: { userId_guildId_areaId: { userId, guildId, areaId: area.id } },
})
)?.highestLevel ??
1;
return runMinigame(userId, guildId, "lagoon.shore", Math.max(1, lvl), {
toolKey,
});
}