feat: agregar penalizaciones por derrota en minijuegos y mejorar la visualización de estadísticas del jugador
This commit is contained in:
@@ -6,9 +6,14 @@ import {
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getEquipment,
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getEffectiveStats,
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} from "../../../game/combat/equipmentService";
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import { getPlayerStatsFormatted } from "../../../game/stats/service";
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import {
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getPlayerStatsFormatted,
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getOrCreatePlayerStats,
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} from "../../../game/stats/service";
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import type { TextBasedChannel } from "discord.js";
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import { formatItemLabel } from "./_helpers";
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import { heartsBar } from "../../../game/lib/rpgFormat";
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import { getActiveStatusEffects } from "../../../game/combat/statusEffectsService";
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export const command: CommandMessage = {
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name: "player",
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@@ -29,6 +34,12 @@ export const command: CommandMessage = {
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const { eq, weapon, armor, cape } = await getEquipment(userId, guildId);
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const stats = await getEffectiveStats(userId, guildId);
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const playerStats = await getPlayerStatsFormatted(userId, guildId);
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const rawStats = await getOrCreatePlayerStats(userId, guildId);
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const streak = rawStats.currentWinStreak;
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const streakBonusPct = Math.min(Math.floor(streak / 3), 30); // cada 3 = 1%, mostramos valor base en %
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const damageBonusDisplay =
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streakBonusPct > 0 ? `(+${streakBonusPct}% racha)` : "";
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const effects = await getActiveStatusEffects(userId, guildId);
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// Progreso por áreas
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const progress = await prisma.playerProgress.findMany({
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@@ -87,9 +98,12 @@ export const command: CommandMessage = {
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type: 10,
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content:
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`**<:stats:1425689271788113991> ESTADÍSTICAS**\n` +
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`<:healbonus:1425671499792121877> HP: **${stats.hp}/${stats.maxHp}**\n` +
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`<:damage:1425670476449189998> ATK: **${stats.damage}**\n` +
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`<:healbonus:1425671499792121877> HP: **${stats.hp}/${
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stats.maxHp
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}** ${heartsBar(stats.hp, stats.maxHp)}\n` +
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`<:damage:1425670476449189998> ATK: **${stats.damage}** ${damageBonusDisplay}\n` +
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`<:defens:1425670433910427862> DEF: **${stats.defense}**\n` +
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`🏆 Racha: **${streak}** (mejor: ${rawStats.longestWinStreak})\n` +
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`<a:9470coin:1425694135607885906> Monedas: **${wallet.coins.toLocaleString()}**`,
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},
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{ type: 14, divider: true },
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@@ -114,6 +128,37 @@ export const command: CommandMessage = {
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],
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};
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// Añadir efectos activos (después de construir el bloque base para mantener orden)
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if (effects.length > 0) {
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const nowTs = Date.now();
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const fxLines = effects
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.map((e) => {
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let remain = "";
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if (e.expiresAt) {
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const ms = e.expiresAt.getTime() - nowTs;
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if (ms > 0) {
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const m = Math.floor(ms / 60000);
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const s = Math.floor((ms % 60000) / 1000);
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remain = ` (${m}m ${s}s)`;
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} else remain = " (exp)";
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}
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switch (e.type) {
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case "FATIGUE": {
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const pct = Math.round(e.magnitude * 100);
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return `• Fatiga: -${pct}% daño${remain}`;
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}
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default:
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return `• ${e.type}${remain}`;
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}
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})
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.join("\n");
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display.components.push({ type: 14, divider: true });
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display.components.push({
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type: 10,
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content: `**😵 EFECTOS ACTIVOS**\n${fxLines}`,
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});
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}
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// Añadir stats de actividades si existen
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if (playerStats.activities) {
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const activitiesText = Object.entries(playerStats.activities)
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@@ -83,6 +83,11 @@ export function combatSummaryRPG(c: {
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outcome?: "victory" | "defeat";
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maxRefHp?: number; // para cálculo visual si difiere
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autoDefeatNoWeapon?: boolean;
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deathPenalty?: {
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goldLost?: number;
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fatigueAppliedMinutes?: number;
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fatigueMagnitude?: number;
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};
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}) {
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const header = `**Combate (${outcomeLabel(c.outcome)})**`;
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const lines = [
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@@ -94,6 +99,21 @@ export function combatSummaryRPG(c: {
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`• Derrota automática: no tenías arma equipada o válida (daño 0). Equipa un arma para poder atacar.`
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);
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}
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if (c.deathPenalty) {
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const parts: string[] = [];
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if (
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typeof c.deathPenalty.goldLost === "number" &&
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c.deathPenalty.goldLost > 0
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)
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parts.push(`-${c.deathPenalty.goldLost} monedas`);
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if (c.deathPenalty.fatigueAppliedMinutes) {
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const pct = c.deathPenalty.fatigueMagnitude
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? Math.round(c.deathPenalty.fatigueMagnitude * 100)
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: 15;
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parts.push(`Fatiga ${pct}% ${c.deathPenalty.fatigueAppliedMinutes}m`);
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}
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if (parts.length) lines.push(`• Penalización: ${parts.join(" | ")}`);
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}
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if (c.playerStartHp != null && c.playerEndHp != null) {
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const maxHp = c.maxRefHp || Math.max(c.playerStartHp, c.playerEndHp);
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lines.push(
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@@ -1,3 +1,5 @@
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import { applyDeathFatigue } from "../combat/statusEffectsService";
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import { getOrCreateWallet } from "../economy/service";
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import { prisma } from "../../core/database/prisma";
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import {
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addItemByKey,
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@@ -411,17 +413,61 @@ export async function runMinigame(
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where: { userId_guildId: { userId, guildId } },
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data: { currentWinStreak: 0 },
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});
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combatSummary = {
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mobs: mobLogs,
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totalDamageDealt: 0,
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totalDamageTaken: 0,
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mobsDefeated: 0,
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victory: false,
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playerStartHp: startHp,
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playerEndHp: endHp,
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outcome: "defeat",
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autoDefeatNoWeapon: true,
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};
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// Penalizaciones por derrota: pérdida de oro + fatiga
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let deathPenalty: CombatSummary["deathPenalty"] | undefined;
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try {
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const wallet = await getOrCreateWallet(userId, guildId);
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const coins = wallet.coins;
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let goldLost = 0;
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if (coins > 0) {
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goldLost = Math.floor(coins * 0.05); // 5%
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if (goldLost < 1) goldLost = 1;
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if (goldLost > 500) goldLost = 500; // cap
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if (goldLost > 0) {
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await prisma.economyWallet.update({
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where: { userId_guildId: { userId, guildId } },
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data: { coins: { decrement: goldLost } },
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});
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}
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}
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const fatigueMagnitude = 0.15;
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const fatigueMinutes = 5;
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await applyDeathFatigue(
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userId,
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guildId,
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fatigueMagnitude,
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fatigueMinutes
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);
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deathPenalty = {
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goldLost,
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fatigueAppliedMinutes: fatigueMinutes,
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fatigueMagnitude,
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};
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combatSummary = {
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mobs: mobLogs,
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totalDamageDealt: 0,
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totalDamageTaken: 0,
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mobsDefeated: 0,
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victory: false,
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playerStartHp: startHp,
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playerEndHp: endHp,
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outcome: "defeat",
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autoDefeatNoWeapon: true,
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deathPenalty,
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};
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} catch {
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combatSummary = {
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mobs: mobLogs,
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totalDamageDealt: 0,
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totalDamageTaken: 0,
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mobsDefeated: 0,
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victory: false,
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playerStartHp: startHp,
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playerEndHp: endHp,
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outcome: "defeat",
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autoDefeatNoWeapon: true,
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};
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}
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} else {
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let currentHp = startHp;
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const mobLogs: CombatSummary["mobs"] = [];
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@@ -524,29 +570,73 @@ export async function runMinigame(
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}
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await updateStats(userId, guildId, statUpdates as any);
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if (defeatedNow) {
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// reset de racha: update directo
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await prisma.playerStats.update({
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where: { userId_guildId: { userId, guildId } },
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data: { currentWinStreak: 0 },
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});
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} else if (victory) {
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// posible actualización de longestWinStreak si superada ya la maneja updateStats parcialmente; reforzar
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await prisma.$executeRawUnsafe(
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`UPDATE "PlayerStats" SET "longestWinStreak" = GREATEST("longestWinStreak", "currentWinStreak") WHERE "userId" = $1 AND "guildId" = $2`,
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userId,
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guildId
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);
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// Penalizaciones por derrota
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let deathPenalty: CombatSummary["deathPenalty"] | undefined;
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try {
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const wallet = await getOrCreateWallet(userId, guildId);
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const coins = wallet.coins;
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let goldLost = 0;
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if (coins > 0) {
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goldLost = Math.floor(coins * 0.05);
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if (goldLost < 1) goldLost = 1;
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if (goldLost > 500) goldLost = 500;
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if (goldLost > 0) {
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await prisma.economyWallet.update({
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where: { userId_guildId: { userId, guildId } },
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data: { coins: { decrement: goldLost } },
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});
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}
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}
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const fatigueMagnitude = 0.15;
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const fatigueMinutes = 5;
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await applyDeathFatigue(
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userId,
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guildId,
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fatigueMagnitude,
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fatigueMinutes
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);
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deathPenalty = {
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goldLost,
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fatigueAppliedMinutes: fatigueMinutes,
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fatigueMagnitude,
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};
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} catch {
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// silencioso
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}
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combatSummary = {
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mobs: mobLogs,
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totalDamageDealt: totalDealt,
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totalDamageTaken: totalTaken,
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mobsDefeated: totalMobsDefeated,
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victory,
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playerStartHp: startHp,
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playerEndHp: endHp,
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outcome: "defeat",
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deathPenalty,
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};
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} else {
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if (victory) {
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await prisma.$executeRawUnsafe(
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`UPDATE "PlayerStats" SET "longestWinStreak" = GREATEST("longestWinStreak", "currentWinStreak") WHERE "userId" = $1 AND "guildId" = $2`,
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userId,
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guildId
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);
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}
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combatSummary = {
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mobs: mobLogs,
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totalDamageDealt: totalDealt,
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totalDamageTaken: totalTaken,
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mobsDefeated: totalMobsDefeated,
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victory,
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playerStartHp: startHp,
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playerEndHp: endHp,
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outcome: victory ? "victory" : "defeat",
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};
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}
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combatSummary = {
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mobs: mobLogs,
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totalDamageDealt: totalDealt,
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totalDamageTaken: totalTaken,
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mobsDefeated: totalMobsDefeated,
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victory,
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playerStartHp: startHp,
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playerEndHp: endHp,
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outcome: victory ? "victory" : "defeat",
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};
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}
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}
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@@ -93,4 +93,9 @@ export type CombatSummary = {
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playerEndHp?: number;
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outcome?: "victory" | "defeat";
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autoDefeatNoWeapon?: boolean; // true si la derrota fue inmediata por no tener arma (damage <= 0)
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deathPenalty?: {
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goldLost?: number;
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fatigueAppliedMinutes?: number;
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fatigueMagnitude?: number; // 0.15 = 15%
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};
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};
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