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:
@@ -105,21 +105,52 @@ export const command: CommandMessage = {
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const mobsLines = result.mobs.length
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? result.mobs.map((m) => `• ${m}`).join("\n")
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: "• —";
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const durabilityBar = () => {
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if (
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!result.tool ||
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result.tool.remaining == null ||
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result.tool.max == null
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)
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return "";
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const rem = Math.max(0, result.tool.remaining);
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const max = Math.max(1, result.tool.max);
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const ratio = rem / max;
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const totalSegs = 10;
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const filled = Math.round(ratio * totalSegs);
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const bar = Array.from({ length: totalSegs })
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.map((_, i) => (i < filled ? "█" : "░"))
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.join("");
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return `\nDurabilidad: [${bar}] ${rem}/${max}`;
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};
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const toolInfo = result.tool?.key
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? `${formatItemLabel(
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? (() => {
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const base = formatItemLabel(
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rewardItems.get(result.tool.key) ?? {
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key: result.tool.key,
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name: null,
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icon: null,
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},
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{ fallbackIcon: "🔧" }
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)}${
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result.tool.broken
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? " (rota)"
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: ` (-${result.tool.durabilityDelta ?? 0} dur.)`
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}`
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);
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if (result.tool.broken) {
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return `${base} (agotada)${durabilityBar()}`;
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}
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if (result.tool.brokenInstance) {
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return `${base} (se rompió una instancia, quedan ${result.tool.instancesRemaining}) (-${result.tool.durabilityDelta ?? 0} dur.)${durabilityBar()}`;
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}
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const multi = result.tool.instancesRemaining && result.tool.instancesRemaining > 1 ? ` (x${result.tool.instancesRemaining})` : "";
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return `${base}${multi} (-${result.tool.durabilityDelta ?? 0} dur.)${durabilityBar()}`;
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})()
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: "—";
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const combatSummary = (() => {
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if (!result.combat) return null;
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const c = result.combat;
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return `**Combate**\n• Mobs: ${c.mobs.length} | Derrotados: ${c.mobsDefeated}/${result.mobs.length}\n• Daño hecho: ${c.totalDamageDealt} | Daño recibido: ${c.totalDamageTaken}`;
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})();
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const blocks = [textBlock("# ⛏️ Mina")];
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if (globalNotice) {
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@@ -141,6 +172,10 @@ export const command: CommandMessage = {
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blocks.push(textBlock(`**Recompensas**\n${rewardLines}`));
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blocks.push(dividerBlock({ divider: false, spacing: 1 }));
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blocks.push(textBlock(`**Mobs**\n${mobsLines}`));
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if (combatSummary) {
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blocks.push(dividerBlock({ divider: false, spacing: 1 }));
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blocks.push(textBlock(combatSummary));
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}
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// Añadir metadata del área (imagen/descripcion) si existe
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const metaBlocks = buildAreaMetadataBlocks(area);
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@@ -115,20 +115,45 @@ export const command: CommandMessage = {
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const mobsLines = result.mobs.length
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? result.mobs.map((m) => `• ${m}`).join("\n")
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: "• —";
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const durabilityBar = () => {
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if (
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!result.tool ||
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result.tool.remaining == null ||
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result.tool.max == null
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)
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return "";
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const rem = Math.max(0, result.tool.remaining);
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const max = Math.max(1, result.tool.max);
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const ratio = rem / max;
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const totalSegs = 10;
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const filled = Math.round(ratio * totalSegs);
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const bar = Array.from({ length: totalSegs })
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.map((_, i) => (i < filled ? "█" : "░"))
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.join("");
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return `\nDurabilidad: [${bar}] ${rem}/${max}`;
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};
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const toolInfo = result.tool?.key
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? `${formatItemLabel(
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? (() => {
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const base = formatItemLabel(
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rewardItems.get(result.tool.key) ?? {
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key: result.tool.key,
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name: null,
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icon: null,
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},
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{ fallbackIcon: "🗡️" }
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)}${
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result.tool.broken
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? " (rota)"
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: ` (-${result.tool.durabilityDelta ?? 0} dur.)`
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}`
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);
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if (result.tool.broken) return `${base} (agotada)${durabilityBar()}`;
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if (result.tool.brokenInstance)
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return `${base} (se rompió una instancia, quedan ${result.tool.instancesRemaining}) (-${result.tool.durabilityDelta ?? 0} dur.)${durabilityBar()}`;
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const multi = result.tool.instancesRemaining && result.tool.instancesRemaining > 1 ? ` (x${result.tool.instancesRemaining})` : "";
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return `${base}${multi} (-${result.tool.durabilityDelta ?? 0} dur.)${durabilityBar()}`;
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})()
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: "—";
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const combatSummary = (() => {
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if (!result.combat) return null;
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const c = result.combat;
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return `**Combate**\n• Mobs: ${c.mobs.length} | Derrotados: ${c.mobsDefeated}/${result.mobs.length}\n• Daño hecho: ${c.totalDamageDealt} | Daño recibido: ${c.totalDamageTaken}`;
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})();
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const blocks = [textBlock("# ⚔️ Arena")];
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@@ -151,6 +176,10 @@ export const command: CommandMessage = {
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blocks.push(textBlock(`**Recompensas**\n${rewardLines}`));
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blocks.push(dividerBlock({ divider: false, spacing: 1 }));
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blocks.push(textBlock(`**Enemigos**\n${mobsLines}`));
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if (combatSummary) {
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blocks.push(dividerBlock({ divider: false, spacing: 1 }));
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blocks.push(textBlock(combatSummary));
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}
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// Añadir metadata del área
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const metaBlocks = buildAreaMetadataBlocks(area);
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@@ -101,20 +101,45 @@ export const command: CommandMessage = {
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const mobsLines = result.mobs.length
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? result.mobs.map((m) => `• ${m}`).join("\n")
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: "• —";
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const durabilityBar = () => {
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if (
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!result.tool ||
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result.tool.remaining == null ||
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result.tool.max == null
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)
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return "";
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const rem = Math.max(0, result.tool.remaining);
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const max = Math.max(1, result.tool.max);
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const ratio = rem / max;
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const totalSegs = 10;
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const filled = Math.round(ratio * totalSegs);
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const bar = Array.from({ length: totalSegs })
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.map((_, i) => (i < filled ? "█" : "░"))
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.join("");
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return `\nDurabilidad: [${bar}] ${rem}/${max}`;
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};
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const toolInfo = result.tool?.key
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? `${formatItemLabel(
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? (() => {
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const base = formatItemLabel(
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rewardItems.get(result.tool.key) ?? {
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key: result.tool.key,
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name: null,
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icon: null,
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},
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{ fallbackIcon: "🎣" }
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)}${
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result.tool.broken
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? " (rota)"
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: ` (-${result.tool.durabilityDelta ?? 0} dur.)`
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}`
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);
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if (result.tool.broken) return `${base} (agotada)${durabilityBar()}`;
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if (result.tool.brokenInstance)
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return `${base} (se rompió una instancia, quedan ${result.tool.instancesRemaining}) (-${result.tool.durabilityDelta ?? 0} dur.)${durabilityBar()}`;
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const multi = result.tool.instancesRemaining && result.tool.instancesRemaining > 1 ? ` (x${result.tool.instancesRemaining})` : "";
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return `${base}${multi} (-${result.tool.durabilityDelta ?? 0} dur.)${durabilityBar()}`;
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})()
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: "—";
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const combatSummary = (() => {
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if (!result.combat) return null;
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const c = result.combat;
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return `**Combate**\n• Mobs: ${c.mobs.length} | Derrotados: ${c.mobsDefeated}/${result.mobs.length}\n• Daño hecho: ${c.totalDamageDealt} | Daño recibido: ${c.totalDamageTaken}`;
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})();
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const blocks = [textBlock("# 🎣 Pesca")];
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@@ -137,6 +162,10 @@ export const command: CommandMessage = {
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blocks.push(textBlock(`**Recompensas**\n${rewardLines}`));
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blocks.push(dividerBlock({ divider: false, spacing: 1 }));
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blocks.push(textBlock(`**Mobs**\n${mobsLines}`));
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if (combatSummary) {
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blocks.push(dividerBlock({ divider: false, spacing: 1 }));
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blocks.push(textBlock(combatSummary));
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}
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// Añadir metadata del área
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const metaBlocks = buildAreaMetadataBlocks(area);
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93
src/commands/messages/game/toolinfo.ts
Normal file
93
src/commands/messages/game/toolinfo.ts
Normal file
@@ -0,0 +1,93 @@
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import type { CommandMessage } from "../../../core/types/commands";
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import type Amayo from "../../../core/client";
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import { getInventoryEntry } from "../../../game/economy/service";
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import {
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buildDisplay,
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textBlock,
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dividerBlock,
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} from "../../../core/lib/componentsV2";
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import { formatItemLabel, sendDisplayReply } from "./_helpers";
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// Inspecciona la durabilidad de una herramienta (no apilable) mostrando barra.
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function parseJSON<T>(v: unknown): T | null {
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if (!v || typeof v !== "object") return null;
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return v as T;
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}
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export const command: CommandMessage = {
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name: "tool-info",
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type: "message",
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aliases: ["toolinfo", "herramienta", "inspectar", "inspeccionar"],
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cooldown: 3,
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description: "Muestra la durabilidad restante de una herramienta por su key.",
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usage: "tool-info <itemKey>",
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run: async (message, args, _client: Amayo) => {
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const userId = message.author.id;
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const guildId = message.guild!.id;
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const key = args[0];
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if (!key) {
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await message.reply(
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"⚠️ Debes indicar la key del item. Ej: `tool-info tool.pickaxe.basic`"
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);
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return;
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}
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try {
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const { item, entry } = await getInventoryEntry(userId, guildId, key);
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if (!entry || !item) {
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await message.reply("❌ No tienes este ítem en tu inventario.");
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return;
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}
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const props = parseJSON<any>(item.props) ?? {};
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const breakable = props.breakable;
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if (!breakable || breakable.enabled === false) {
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await message.reply("ℹ️ Este ítem no tiene durabilidad activa.");
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return;
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}
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if (item.stackable) {
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await message.reply(`ℹ️ Ítem apilable. Cantidad: ${entry.quantity}`);
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return;
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}
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const state = parseJSON<any>(entry.state) ?? {};
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const instances: any[] = Array.isArray(state.instances)
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? state.instances
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: [];
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const max = Math.max(1, breakable.maxDurability ?? 1);
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const label = formatItemLabel(
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{ key: item.key, name: item.name, icon: item.icon },
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{ fallbackIcon: "🛠️" }
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);
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const renderBar = (cur: number) => {
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const ratio = cur / max;
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const totalSegs = 20;
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const filled = Math.round(ratio * totalSegs);
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return Array.from({ length: totalSegs })
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.map((_, i) => (i < filled ? "█" : "░"))
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.join("");
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};
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const durLines = instances.length
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? instances
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.map((inst, idx) => {
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const cur = Math.min(
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Math.max(0, inst?.durability ?? max),
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max
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);
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return `#${idx + 1} [${renderBar(cur)}] ${cur}/${max}`;
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})
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.join("\n")
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: "(sin instancias)";
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const blocks = [
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textBlock("# 🔍 Herramienta"),
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dividerBlock(),
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textBlock(`**Item:** ${label}`),
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textBlock(`Instancias: ${instances.length}`),
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textBlock(durLines),
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];
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const accent = 0x95a5a6;
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const display = buildDisplay(accent, blocks);
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await sendDisplayReply(message, display);
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} catch (e: any) {
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await message.reply(`❌ No se pudo inspeccionar: ${e?.message ?? e}`);
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}
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},
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};
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@@ -161,7 +161,17 @@ export async function addItemByKey(
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0,
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Math.min(qty, Math.max(0, max - state.instances.length))
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);
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for (let i = 0; i < canAdd; i++) state.instances.push({});
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// Inicializar durabilidad si corresponde
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const props = parseItemProps(item.props);
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const breakable = props.breakable;
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const maxDurability = breakable?.enabled !== false ? breakable?.maxDurability : undefined;
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for (let i = 0; i < canAdd; i++) {
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if (maxDurability && maxDurability > 0) {
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state.instances.push({ durability: maxDurability });
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} else {
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state.instances.push({});
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}
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}
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const updated = await prisma.inventoryEntry.update({
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where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } },
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data: {
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@@ -12,6 +12,7 @@ import type {
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RunResult,
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RewardsTable,
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MobsTable,
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CombatSummary,
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} from "./types";
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import type { Prisma } from "@prisma/client";
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@@ -178,12 +179,27 @@ async function reduceToolDurability(
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toolKey: string
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) {
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const { item, entry } = await getInventoryEntry(userId, guildId, toolKey);
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if (!entry) return { broken: false, delta: 0 } as const;
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if (!entry)
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return {
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broken: false,
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brokenInstance: false,
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delta: 0,
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remaining: undefined,
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max: undefined,
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instancesRemaining: 0,
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} as const;
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const props = parseItemProps(item.props);
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const breakable = props.breakable;
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// Si el item no es breakable o la durabilidad está deshabilitada, no hacemos nada
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if (!breakable || breakable.enabled === false) {
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return { broken: false, delta: 0 } as const;
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return {
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broken: false,
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brokenInstance: false,
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delta: 0,
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remaining: undefined,
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max: undefined,
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instancesRemaining: entry.quantity ?? 0,
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} as const;
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}
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// Valores base
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@@ -197,30 +213,38 @@ async function reduceToolDurability(
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if (item.stackable) {
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// Herramientas deberían ser no apilables; si lo son, solo decrementamos cantidad como fallback
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const consumed = Math.min(1, entry.quantity);
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let broken = false;
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if (consumed > 0) {
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await prisma.inventoryEntry.update({
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const updated = await prisma.inventoryEntry.update({
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where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } },
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data: { quantity: { decrement: consumed } },
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});
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// Consideramos "rota" sólo si después de consumir ya no queda ninguna unidad
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broken = (updated.quantity ?? 0) <= 0;
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}
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return { broken: consumed > 0, delta } as const;
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return { broken, brokenInstance: broken, delta, remaining: undefined, max: maxConfigured, instancesRemaining: broken ? 0 : (entry.quantity ?? 1) - 1 } as const;
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}
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const state = parseInvState(entry.state);
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state.instances ??= [{}];
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if (state.instances.length === 0) state.instances.push({});
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// Seleccionar instancia: ahora usamos la primera, en futuro se puede elegir la de mayor durabilidad restante
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const inst = state.instances[0];
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const max = maxConfigured; // ya calculado arriba
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// Si la instancia no tiene durabilidad inicial, la inicializamos
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if (inst.durability == null) (inst as any).durability = max;
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const current = Math.min(Math.max(0, inst.durability ?? max), max);
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const next = current - delta;
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let broken = false;
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let brokenInstance = false;
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if (next <= 0) {
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// romper: eliminar instancia
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// romper sólo esta instancia
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state.instances.shift();
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broken = true;
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brokenInstance = true;
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} else {
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(inst as any).durability = next;
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state.instances[0] = inst;
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}
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const instancesRemaining = state.instances.length;
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const broken = instancesRemaining === 0; // Ítem totalmente agotado
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await prisma.inventoryEntry.update({
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where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } },
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data: {
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@@ -228,7 +252,14 @@ async function reduceToolDurability(
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quantity: state.instances.length,
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},
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});
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return { broken, delta } as const;
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// Placeholder: logging de ruptura (migrar a ToolBreakLog futuro)
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if (brokenInstance) {
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// eslint-disable-next-line no-console
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console.log(
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`[tool-break] user=${userId} guild=${guildId} toolKey=${toolKey}`
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);
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}
|
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return { broken, brokenInstance, delta, remaining: broken ? 0 : next, max, instancesRemaining } as const;
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}
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export { reduceToolDurability };
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@@ -280,6 +311,80 @@ export async function runMinigame(
|
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key: reqRes.toolKeyUsed,
|
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durabilityDelta: t.delta,
|
||||
broken: t.broken,
|
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remaining: t.remaining,
|
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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,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user