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amayo/src/game/minigames/service.ts

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import { prisma } from '../../core/database/prisma'
import { addItemByKey, adjustCoins, findItemByKey, getInventoryEntry } from '../economy/service';
import type { ItemProps, InventoryState } from '../economy/types';
import type { LevelRequirements, RunMinigameOptions, RunResult, RewardsTable, MobsTable } from './types';
import type { Prisma } from '@prisma/client';
// 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 };
const toolReq = req.tool;
if (!toolReq) return { toolKeyUsed: undefined as string | undefined };
let toolKeyUsed = toolKey;
// Auto-select tool when required and not provided
if (!toolKeyUsed && toolReq.required && toolReq.toolType) {
toolKeyUsed = await findBestToolKey(userId, guildId, toolReq.toolType, { minTier: toolReq.minTier, allowedKeys: toolReq.allowedKeys }) ?? undefined;
}
// herramienta requerida
if (toolReq.required && !toolKeyUsed) throw new Error('Se requiere una herramienta adecuada');
if (!toolKeyUsed) return { toolKeyUsed: undefined };
// 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 };
}
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, delta: 0 } as const;
const props = parseItemProps(item.props);
const breakable = props.breakable;
const delta = Math.max(1, breakable?.durabilityPerUse ?? 1);
if (item.stackable) {
// Herramientas deberían ser no apilables; si lo son, solo decrementamos cantidad como fallback
const consumed = Math.min(1, entry.quantity);
if (consumed > 0) {
await prisma.inventoryEntry.update({ where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } }, data: { quantity: { decrement: consumed } } });
}
return { broken: consumed > 0, delta } as const;
}
const state = parseInvState(entry.state);
state.instances ??= [{}];
if (state.instances.length === 0) state.instances.push({});
const inst = state.instances[0];
const max = Math.max(1, breakable?.maxDurability ?? 1);
const current = Math.min(Math.max(0, inst.durability ?? max), max);
const next = current - delta;
let broken = false;
if (next <= 0) {
// romper: eliminar instancia
state.instances.shift();
broken = true;
} else {
(inst as any).durability = next;
state.instances[0] = inst;
}
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 },
});
return { broken, delta } 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 };
}
// Registrar la ejecución
const resultJson: Prisma.InputJsonValue = {
rewards: delivered,
mobs: mobsSpawned,
tool: toolInfo,
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 };
}
// 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 });
}