feat: agregar barra de durabilidad y resumen de combate en comandos de mina, pelear y pescar; implementar comando para inspeccionar herramientas

This commit is contained in:
2025-10-09 00:12:56 -05:00
parent 44aad43df6
commit 1c086ec025
7 changed files with 393 additions and 50 deletions

View File

@@ -161,7 +161,17 @@ export async function addItemByKey(
0,
Math.min(qty, Math.max(0, max - state.instances.length))
);
for (let i = 0; i < canAdd; i++) state.instances.push({});
// Inicializar durabilidad si corresponde
const props = parseItemProps(item.props);
const breakable = props.breakable;
const maxDurability = breakable?.enabled !== false ? breakable?.maxDurability : undefined;
for (let i = 0; i < canAdd; i++) {
if (maxDurability && maxDurability > 0) {
state.instances.push({ durability: maxDurability });
} else {
state.instances.push({});
}
}
const updated = await prisma.inventoryEntry.update({
where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } },
data: {

View File

@@ -12,6 +12,7 @@ import type {
RunResult,
RewardsTable,
MobsTable,
CombatSummary,
} from "./types";
import type { Prisma } from "@prisma/client";
@@ -178,12 +179,27 @@ async function reduceToolDurability(
toolKey: string
) {
const { item, entry } = await getInventoryEntry(userId, guildId, toolKey);
if (!entry) return { broken: false, delta: 0 } as const;
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, delta: 0 } as const;
return {
broken: false,
brokenInstance: false,
delta: 0,
remaining: undefined,
max: undefined,
instancesRemaining: entry.quantity ?? 0,
} as const;
}
// Valores base
@@ -197,30 +213,38 @@ async function reduceToolDurability(
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) {
await prisma.inventoryEntry.update({
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: consumed > 0, delta } as const;
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 broken = false;
let brokenInstance = false;
if (next <= 0) {
// romper: eliminar instancia
// romper sólo esta instancia
state.instances.shift();
broken = true;
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: {
@@ -228,7 +252,14 @@ async function reduceToolDurability(
quantity: state.instances.length,
},
});
return { broken, delta } as const;
// Placeholder: logging de ruptura (migrar a ToolBreakLog futuro)
if (brokenInstance) {
// eslint-disable-next-line no-console
console.log(
`[tool-break] user=${userId} guild=${guildId} toolKey=${toolKey}`
);
}
return { broken, brokenInstance, delta, remaining: broken ? 0 : next, max, instancesRemaining } as const;
}
export { reduceToolDurability };
@@ -280,6 +311,80 @@ export async function runMinigame(
key: reqRes.toolKeyUsed,
durabilityDelta: t.delta,
broken: t.broken,
remaining: t.remaining,
max: t.max,
brokenInstance: t.brokenInstance,
instancesRemaining: t.instancesRemaining,
};
}
// --- Combate Básico (placeholder) ---
// Objetivo: procesar mobs spawneados y generar resumen estadístico simple.
// Futuro: stats jugador, equipo, habilidades. Ahora: valores fijos pseudo-aleatorios.
let combatSummary: CombatSummary | undefined;
if (mobsSpawned.length > 0) {
const mobLogs: CombatSummary["mobs"] = [];
let totalDealt = 0;
let totalTaken = 0;
let defeated = 0;
const basePlayerAtk = 5 + Math.random() * 3; // placeholder
const basePlayerDef = 1 + Math.random() * 2; // placeholder
for (const mobKey of mobsSpawned) {
// Se podría leer tabla real de mobs (stats json en prisma.mob) en futuro.
// Por ahora HP aleatorio controlado.
const maxHp = 8 + Math.floor(Math.random() * 8); // 8-15
let hp = maxHp;
const rounds = [] as any[];
let roundIndex = 1;
let mobTotalDealt = 0;
let mobTotalTaken = 0;
while (hp > 0 && roundIndex <= 10) {
// limite de 10 rondas por mob
const playerDamage = Math.max(
1,
Math.round(basePlayerAtk + Math.random() * 2)
);
hp -= playerDamage;
mobTotalDealt += playerDamage;
totalDealt += playerDamage;
let playerTaken = 0;
if (hp > 0) {
// Mob sólo pega si sigue vivo
const mobAtk = 2 + Math.random() * 3; // 2-5
const mitigated = Math.max(0, mobAtk - basePlayerDef * 0.5);
playerTaken = Math.round(mitigated);
totalTaken += playerTaken;
mobTotalTaken += playerTaken;
}
rounds.push({
mobKey,
round: roundIndex,
playerDamageDealt: playerDamage,
playerDamageTaken: playerTaken,
mobRemainingHp: Math.max(0, hp),
mobDefeated: hp <= 0,
});
if (hp <= 0) {
defeated++;
break;
}
roundIndex++;
}
mobLogs.push({
mobKey,
maxHp,
defeated: hp <= 0,
totalDamageDealt: mobTotalDealt,
totalDamageTakenFromMob: mobTotalTaken,
rounds,
});
}
combatSummary = {
mobs: mobLogs,
totalDamageDealt: totalDealt,
totalDamageTaken: totalTaken,
mobsDefeated: defeated,
victory: defeated === mobsSpawned.length,
};
}
@@ -288,6 +393,7 @@ export async function runMinigame(
rewards: delivered,
mobs: mobsSpawned,
tool: toolInfo,
combat: combatSummary,
notes: "auto",
} as unknown as Prisma.InputJsonValue;
@@ -334,6 +440,7 @@ export async function runMinigame(
rewards: delivered,
mobs: mobsSpawned,
tool: toolInfo,
combat: combatSummary,
};
}

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@@ -4,7 +4,7 @@
export type ToolRequirement = {
required?: boolean; // si se requiere herramienta
toolType?: string; // 'pickaxe' | 'rod' | 'sword' | ...
minTier?: number; // nivel mínimo de herramienta
minTier?: number; // nivel mínimo de herramienta
allowedKeys?: string[]; // lista blanca de item keys específicos
};
@@ -15,8 +15,8 @@ export type LevelRequirements = {
};
export type WeightedReward =
| { type: 'coins'; amount: number; weight: number }
| { type: 'item'; itemKey: string; qty: number; weight: number };
| { type: "coins"; amount: number; weight: number }
| { type: "item"; itemKey: string; qty: number; weight: number };
export type RewardsTable = {
draws?: number; // cuántas extracciones realizar (default 1)
@@ -44,8 +44,48 @@ export type RunMinigameOptions = {
export type RunResult = {
success: boolean;
rewards: Array<{ type: 'coins' | 'item'; amount?: number; itemKey?: string; qty?: number }>;
rewards: Array<{
type: "coins" | "item";
amount?: number;
itemKey?: string;
qty?: number;
}>;
mobs: string[]; // keys de mobs spawneados
tool?: { key?: string; durabilityDelta?: number; broken?: boolean };
tool?: {
key?: string;
durabilityDelta?: number; // cuanto se redujo en esta ejecución
broken?: boolean; // si se rompió en este uso
remaining?: number; // durabilidad restante después de aplicar delta (si aplica)
max?: number; // durabilidad máxima configurada
brokenInstance?: boolean; // true si solo se rompió una instancia
instancesRemaining?: number; // instancias que quedan después del uso
};
combat?: CombatSummary; // resumen de combate si hubo mobs y se procesó
};
// --- Combate Básico ---
export type CombatRound = {
mobKey: string;
round: number;
playerDamageDealt: number; // daño infligido al mob en esta ronda
playerDamageTaken: number; // daño recibido del mob en esta ronda
mobRemainingHp: number; // hp restante del mob tras la ronda
mobDefeated?: boolean;
};
export type CombatMobLog = {
mobKey: string;
maxHp: number;
defeated: boolean;
totalDamageDealt: number;
totalDamageTakenFromMob: number; // daño que el jugador recibió de este mob
rounds: CombatRound[];
};
export type CombatSummary = {
mobs: CombatMobLog[];
totalDamageDealt: number;
totalDamageTaken: number;
mobsDefeated: number;
victory: boolean; // true si el jugador sobrevivió a todos los mobs
};