feat: agregar penalizaciones por derrota en minijuegos y mejorar la visualización de estadísticas del jugador

This commit is contained in:
2025-10-09 01:17:59 -05:00
parent b5701df7ae
commit 519e905384
5 changed files with 194 additions and 32 deletions

View File

@@ -4,6 +4,8 @@
"description": "",
"main": "src/main.ts",
"scripts": {
"db:push": "prisma db push",
"db:pull": "prisma db pull",
"start": "npx tsx watch src/main.ts",
"script:guild": "node scripts/setupGuildCacheCollection.js",
"dev": "npx tsx watch src/main.ts",

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@@ -6,9 +6,14 @@ import {
getEquipment,
getEffectiveStats,
} from "../../../game/combat/equipmentService";
import { getPlayerStatsFormatted } from "../../../game/stats/service";
import {
getPlayerStatsFormatted,
getOrCreatePlayerStats,
} from "../../../game/stats/service";
import type { TextBasedChannel } from "discord.js";
import { formatItemLabel } from "./_helpers";
import { heartsBar } from "../../../game/lib/rpgFormat";
import { getActiveStatusEffects } from "../../../game/combat/statusEffectsService";
export const command: CommandMessage = {
name: "player",
@@ -29,6 +34,12 @@ export const command: CommandMessage = {
const { eq, weapon, armor, cape } = await getEquipment(userId, guildId);
const stats = await getEffectiveStats(userId, guildId);
const playerStats = await getPlayerStatsFormatted(userId, guildId);
const rawStats = await getOrCreatePlayerStats(userId, guildId);
const streak = rawStats.currentWinStreak;
const streakBonusPct = Math.min(Math.floor(streak / 3), 30); // cada 3 = 1%, mostramos valor base en %
const damageBonusDisplay =
streakBonusPct > 0 ? `(+${streakBonusPct}% racha)` : "";
const effects = await getActiveStatusEffects(userId, guildId);
// Progreso por áreas
const progress = await prisma.playerProgress.findMany({
@@ -87,9 +98,12 @@ export const command: CommandMessage = {
type: 10,
content:
`**<:stats:1425689271788113991> ESTADÍSTICAS**\n` +
`<:healbonus:1425671499792121877> HP: **${stats.hp}/${stats.maxHp}**\n` +
`<:damage:1425670476449189998> ATK: **${stats.damage}**\n` +
`<:healbonus:1425671499792121877> HP: **${stats.hp}/${
stats.maxHp
}** ${heartsBar(stats.hp, stats.maxHp)}\n` +
`<:damage:1425670476449189998> ATK: **${stats.damage}** ${damageBonusDisplay}\n` +
`<:defens:1425670433910427862> DEF: **${stats.defense}**\n` +
`🏆 Racha: **${streak}** (mejor: ${rawStats.longestWinStreak})\n` +
`<a:9470coin:1425694135607885906> Monedas: **${wallet.coins.toLocaleString()}**`,
},
{ type: 14, divider: true },
@@ -114,6 +128,37 @@ export const command: CommandMessage = {
],
};
// Añadir efectos activos (después de construir el bloque base para mantener orden)
if (effects.length > 0) {
const nowTs = Date.now();
const fxLines = effects
.map((e) => {
let remain = "";
if (e.expiresAt) {
const ms = e.expiresAt.getTime() - nowTs;
if (ms > 0) {
const m = Math.floor(ms / 60000);
const s = Math.floor((ms % 60000) / 1000);
remain = ` (${m}m ${s}s)`;
} else remain = " (exp)";
}
switch (e.type) {
case "FATIGUE": {
const pct = Math.round(e.magnitude * 100);
return `• Fatiga: -${pct}% daño${remain}`;
}
default:
return `${e.type}${remain}`;
}
})
.join("\n");
display.components.push({ type: 14, divider: true });
display.components.push({
type: 10,
content: `**😵 EFECTOS ACTIVOS**\n${fxLines}`,
});
}
// Añadir stats de actividades si existen
if (playerStats.activities) {
const activitiesText = Object.entries(playerStats.activities)

View File

@@ -83,6 +83,11 @@ export function combatSummaryRPG(c: {
outcome?: "victory" | "defeat";
maxRefHp?: number; // para cálculo visual si difiere
autoDefeatNoWeapon?: boolean;
deathPenalty?: {
goldLost?: number;
fatigueAppliedMinutes?: number;
fatigueMagnitude?: number;
};
}) {
const header = `**Combate (${outcomeLabel(c.outcome)})**`;
const lines = [
@@ -94,6 +99,21 @@ export function combatSummaryRPG(c: {
`• Derrota automática: no tenías arma equipada o válida (daño 0). Equipa un arma para poder atacar.`
);
}
if (c.deathPenalty) {
const parts: string[] = [];
if (
typeof c.deathPenalty.goldLost === "number" &&
c.deathPenalty.goldLost > 0
)
parts.push(`-${c.deathPenalty.goldLost} monedas`);
if (c.deathPenalty.fatigueAppliedMinutes) {
const pct = c.deathPenalty.fatigueMagnitude
? Math.round(c.deathPenalty.fatigueMagnitude * 100)
: 15;
parts.push(`Fatiga ${pct}% ${c.deathPenalty.fatigueAppliedMinutes}m`);
}
if (parts.length) lines.push(`• Penalización: ${parts.join(" | ")}`);
}
if (c.playerStartHp != null && c.playerEndHp != null) {
const maxHp = c.maxRefHp || Math.max(c.playerStartHp, c.playerEndHp);
lines.push(

View File

@@ -1,3 +1,5 @@
import { applyDeathFatigue } from "../combat/statusEffectsService";
import { getOrCreateWallet } from "../economy/service";
import { prisma } from "../../core/database/prisma";
import {
addItemByKey,
@@ -411,6 +413,49 @@ export async function runMinigame(
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;
let goldLost = 0;
if (coins > 0) {
goldLost = Math.floor(coins * 0.05); // 5%
if (goldLost < 1) goldLost = 1;
if (goldLost > 500) goldLost = 500; // cap
if (goldLost > 0) {
await prisma.economyWallet.update({
where: { userId_guildId: { userId, guildId } },
data: { coins: { decrement: goldLost } },
});
}
}
const fatigueMagnitude = 0.15;
const fatigueMinutes = 5;
await applyDeathFatigue(
userId,
guildId,
fatigueMagnitude,
fatigueMinutes
);
deathPenalty = {
goldLost,
fatigueAppliedMinutes: fatigueMinutes,
fatigueMagnitude,
};
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,
@@ -422,6 +467,7 @@ export async function runMinigame(
outcome: "defeat",
autoDefeatNoWeapon: true,
};
}
} else {
let currentHp = startHp;
const mobLogs: CombatSummary["mobs"] = [];
@@ -524,13 +570,56 @@ export async function runMinigame(
}
await updateStats(userId, guildId, statUpdates as any);
if (defeatedNow) {
// reset de racha: update directo
await prisma.playerStats.update({
where: { userId_guildId: { userId, guildId } },
data: { currentWinStreak: 0 },
});
} else if (victory) {
// posible actualización de longestWinStreak si superada ya la maneja updateStats parcialmente; reforzar
// Penalizaciones por derrota
let deathPenalty: CombatSummary["deathPenalty"] | undefined;
try {
const wallet = await getOrCreateWallet(userId, guildId);
const coins = wallet.coins;
let goldLost = 0;
if (coins > 0) {
goldLost = Math.floor(coins * 0.05);
if (goldLost < 1) goldLost = 1;
if (goldLost > 500) goldLost = 500;
if (goldLost > 0) {
await prisma.economyWallet.update({
where: { userId_guildId: { userId, guildId } },
data: { coins: { decrement: goldLost } },
});
}
}
const fatigueMagnitude = 0.15;
const fatigueMinutes = 5;
await applyDeathFatigue(
userId,
guildId,
fatigueMagnitude,
fatigueMinutes
);
deathPenalty = {
goldLost,
fatigueAppliedMinutes: fatigueMinutes,
fatigueMagnitude,
};
} 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,
@@ -549,6 +638,7 @@ export async function runMinigame(
};
}
}
}
// Registrar la ejecución
const resultJson: Prisma.InputJsonValue = {

View File

@@ -93,4 +93,9 @@ export type CombatSummary = {
playerEndHp?: number;
outcome?: "victory" | "defeat";
autoDefeatNoWeapon?: boolean; // true si la derrota fue inmediata por no tener arma (damage <= 0)
deathPenalty?: {
goldLost?: number;
fatigueAppliedMinutes?: number;
fatigueMagnitude?: number; // 0.15 = 15%
};
};