feat(minigames): implement dual durability system for tools and weapons

- Introduced separation between `tool` (for gathering) and `weaponTool` (for combat) in minigames.
- Adjusted durability reduction logic to apply a 50% reduction for weapons used in combat to prevent instant breakage.
- Updated `RunResult` type to include `weaponTool` information.
- Enhanced `runMinigame` logic to handle weapon degradation during combat scenarios.
- Updated user commands to reflect both tool and weapon durability in outputs.
- Modified scheduled mob attacks to respect the new durability system.
- Added comprehensive documentation on the new dual durability feature and its implications for gameplay balance.
This commit is contained in:
2025-10-09 02:23:51 -05:00
parent 3a311c8bb6
commit 646f62d2e9
9 changed files with 916 additions and 102 deletions

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@@ -0,0 +1,220 @@
# 🔧⚔️ Doble Degradación de Herramientas en Minijuegos
**Contexto**: Antes existía confusión: al minar, se mostraba que sólo se usaba la espada, cuando el jugador esperaba ver reflejado el pico usado + la espada degradándose por defenderse.
---
## ✅ Cambios Implementados
### 1. Separación de Herramientas (tool vs weaponTool)
- **`tool`**: Herramienta requerida para la actividad (pico para minar, caña para pescar, espada para pelear).
- **`weaponTool`**: Arma equipada que se degrada en **combate** (si hubo mobs y el jugador tenía espada equipada).
**Beneficio**: Ahora minar usa el pico para recolectar minerales **y** la espada equipada para defenderse de mobs, cada una con su propia degradación.
---
### 2. Balanceo de Durabilidad en Combate (50%)
**Problema original**: Las armas caras se rompían al instante tras combate (desgaste completo configurado en `durabilityPerUse`).
**Solución**:
- `reduceToolDurability()` ahora acepta parámetro `usage`:
- `"gather"` (default): desgaste completo (actividades de recolección/minería).
- `"combat"`: desgaste **reducido al 50%** (arma usada en combate).
**Implementación**:
```typescript
async function reduceToolDurability(
userId: string,
guildId: string,
toolKey: string,
usage: "gather" | "combat" = "gather"
) {
let perUse = Math.max(1, breakable.durabilityPerUse ?? 1);
if (usage === "combat") {
perUse = Math.max(1, Math.ceil(perUse * 0.5)); // Reduce a la mitad, mínimo 1
}
// ... resto de lógica
}
```
**Resultado**: Armas ahora duran el doble en combate, mejorando economía sin eliminar costo operativo.
---
### 3. Extensión del Tipo `RunResult`
Añadido campo opcional `weaponTool` al resultado de minijuegos:
```typescript
export type RunResult = {
// ... campos existentes (tool, combat, rewards, etc.)
weaponTool?: {
key?: string;
durabilityDelta?: number;
broken?: boolean;
remaining?: number;
max?: number;
brokenInstance?: boolean;
instancesRemaining?: number;
toolSource?: "equipped";
};
};
```
---
### 4. Lógica de Degradación en `runMinigame`
Tras ejecutar combate, si hay mobs y el jugador tiene arma equipada:
1. Obtener `weapon` del slot equipment.
2. Validar que sea tipo `sword` y **no sea la misma herramienta principal** (evitar doble degradación en pelear).
3. Degradarla con `usage: "combat"`.
4. Adjuntar info a `weaponTool` en el resultado.
**Código clave** (en `service.ts`):
```typescript
if (combatSummary && combatSummary.mobs.length > 0) {
const { weapon } = await getEquipment(userId, guildId);
if (weapon && weaponProps?.tool?.type === "sword") {
const alreadyMain = toolInfo?.key === weapon.key;
if (!alreadyMain) {
const wt = await reduceToolDurability(userId, guildId, weapon.key, "combat");
weaponToolInfo = { ...wt, toolSource: "equipped" };
}
}
}
```
---
### 5. Actualización de Comandos (UX)
**Antes**:
```
Herramienta: Espada de Hierro (50/150) [⚔️ Equipado]
```
(El usuario pensaba que se estaba usando solo la espada para minar.)
**Ahora** (comando `!mina` o `!pescar`):
```
Pico: Pico Básico (95/100) [🔧 Auto]
Arma (defensa): Espada de Hierro (50/150) [⚔️ Equipado]
```
**Comando `!pelear`** (sin cambio visual, pues la espada es la herramienta principal):
```
Arma: Espada de Hierro (50/150) [⚔️ Equipado]
```
**Implementación**:
- En `mina.ts`, `pescar.ts`, `pelear.ts` ahora se lee `result.weaponTool` adicional.
- Se construye `weaponInfo` con `formatToolLabel` y se incluye en el bloque de visualización.
---
### 6. Ataques Programados (ScheduledMobAttack)
Actualizado `attacksWorker.ts` para degradar arma equipada con `usage: "combat"` al recibir ataque de mobs.
**Cambio**:
```typescript
await reduceToolDurability(job.userId, job.guildId, full.key, "combat");
```
Asegura que ataques programados en background también respeten el balance del 50%.
---
## 🎯 Resultados
1. **Claridad**: Jugadores ven explícitamente qué herramienta se usó para recolectar y cuál para combate.
2. **Balance económico**: Armas duran el doble en combate, reduciendo costo operativo sin eliminar totalmente el desgaste.
3. **Consistencia**: El mismo sistema de doble degradación aplica para ataques programados, minijuegos activos y combate.
---
## 📊 Ejemplos de Uso
### Minar con Pico y Espada Equipada
```
!mina 2
Área: mine.cavern • Nivel: 2
Pico: Pico Básico (90/100) [-5 usos] [🔧 Auto]
Arma (defensa): Espada de Hierro (149/150) [-1 uso] [⚔️ Equipado]
Recompensas:
• 🪙 +50
• Mineral de Hierro x3
Mobs:
• slime
• goblin
Combate: ⚔️ 2 mobs → 2 derrotados | 💀 Daño infligido: 45 | 🩹 Daño recibido: 8
HP: ❤️❤️❤️❤️🤍 (85/100)
```
### Pescar con Caña y Arma
```
!pescar 1
Área: lagoon.shore • Nivel: 1
Caña: Caña Básica (77/80) [-3 usos] [🎣 Auto]
Arma (defensa): Espada de Hierro (148/150) [-1 uso] [⚔️ Equipado]
Recompensas:
• Pez Común x2
• 🪙 +10
Mobs: —
```
### Pelear (Espada como Tool Principal)
```
!pelear 1
Área: fight.arena • Nivel: 1
Arma: Espada de Hierro (148/150) [-2 usos] [⚔️ Equipado]
Recompensas:
• 🪙 +25
Enemigos:
• slime
Combate: ⚔️ 1 mob → 1 derrotado | 💀 Daño infligido: 18 | 🩹 Daño recibido: 3
Victoria ✅
HP: ❤️❤️❤️❤️❤️ (97/100)
```
---
## ⚙️ Configuración Recomendada
Para ajustar desgaste según dificultad de tu servidor:
1. **Herramientas de recolección** (picos, cañas):
- `durabilityPerUse`: 3-5 (se aplica completo en gather).
2. **Armas** (espadas):
- `durabilityPerUse`: 2-4 (se reduce a 1-2 en combate por factor 0.5).
3. **Eventos extremos**:
- Puedes crear ítems especiales con `durabilityPerUse: 1` para mayor longevidad o eventos sin desgaste (`enabled: false`).
---
## 🔮 Próximos Pasos
- [ ] Extender sistema a herramientas agrícolas (`hoe`, `watering_can`) con `usage: "farming"` y factor ajustable.
- [ ] Añadir mutaciones de ítems que reduzcan `durabilityPerUse` (ej: encantamiento "Durabilidad+" reduce desgaste en 25%).
- [ ] Implementar `ToolBreakLog` (migración propuesta en `PROPUESTA_MIGRACIONES_RPG.md`) para auditoría completa.
---
**Fecha**: Octubre 2025
**Autor**: Sistema RPG Integrado v2
**Archivo**: `README/DOBLE_DURABILIDAD_MINIJUEGOS.md`

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@@ -17,7 +17,7 @@
"start:prod-optimized": "NODE_ENV=production ENABLE_MEMORY_OPTIMIZER=true NODE_OPTIONS='--max-old-space-size=512 --expose-gc' npx tsx src/main.ts",
"tsc": "tsc",
"typecheck": "tsc --noEmit",
"seed:minigames": "tsx src/game/minigames/seed.ts",
"seed:minigames": "npx tsx src/game/minigames/seed.ts",
"start:optimize-relic": "NODE_ENV=production ENABLE_MEMORY_OPTIMIZER=true NEW_RELIC_APP_NAME=amayo NEW_RELIC_LICENSE_KEY=85ef833e676ed6ea726e23b3e373397dFFFFNRAL NODE_OPTIONS='--max-old-space-size=512 --expose-gc' npx tsx --experimental-loader=newrelic/esm-loader.mjs src/main.ts"
},
"keywords": [],

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@@ -76,6 +76,7 @@ export const command: CommandMessage = {
)
.map((r) => r.itemKey!);
if (result.tool?.key) rewardKeys.push(result.tool.key);
if (result.weaponTool?.key) rewardKeys.push(result.weaponTool.key);
const rewardItems = await fetchItemBasics(guildId, rewardKeys);
// Actualizar stats
@@ -141,6 +142,27 @@ export const command: CommandMessage = {
})
: "—";
const weaponInfo = result.weaponTool?.key
? formatToolLabel({
key: result.weaponTool.key,
displayName: formatItemLabel(
rewardItems.get(result.weaponTool.key) ?? {
key: result.weaponTool.key,
name: null,
icon: null,
},
{ fallbackIcon: "⚔️" }
),
instancesRemaining: result.weaponTool.instancesRemaining,
broken: result.weaponTool.broken,
brokenInstance: result.weaponTool.brokenInstance,
durabilityDelta: result.weaponTool.durabilityDelta,
remaining: result.weaponTool.remaining,
max: result.weaponTool.max,
source: result.weaponTool.toolSource,
})
: null;
const combatSummary = result.combat
? combatSummaryRPG({
mobs: result.mobs.length,
@@ -165,9 +187,12 @@ export const command: CommandMessage = {
source === "global"
? "🌐 Configuración global"
: "📍 Configuración local";
const toolsLine = weaponInfo
? `**Pico:** ${toolInfo}\n**Arma (defensa):** ${weaponInfo}`
: `**Herramienta:** ${toolInfo}`;
blocks.push(
textBlock(
`**Área:** \`${area.key}\`${areaScope}\n**Nivel:** ${level}\n**Herramienta:** ${toolInfo}`
`**Área:** \`${area.key}\`${areaScope}\n**Nivel:** ${level}\n${toolsLine}`
)
);
blocks.push(dividerBlock({ divider: false, spacing: 1 }));

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@@ -77,6 +77,7 @@ export const command: CommandMessage = {
)
.map((r) => r.itemKey!);
if (result.tool?.key) rewardKeys.push(result.tool.key);
if (result.weaponTool?.key) rewardKeys.push(result.weaponTool.key);
const rewardItems = await fetchItemBasics(guildId, rewardKeys);
// Actualizar stats y misiones

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@@ -76,6 +76,7 @@ export const command: CommandMessage = {
)
.map((r) => r.itemKey!);
if (result.tool?.key) rewardKeys.push(result.tool.key);
if (result.weaponTool?.key) rewardKeys.push(result.weaponTool.key);
const rewardItems = await fetchItemBasics(guildId, rewardKeys);
// Actualizar stats y misiones
@@ -135,6 +136,27 @@ export const command: CommandMessage = {
source: result.tool.toolSource,
})
: "—";
const weaponInfo = result.weaponTool?.key
? formatToolLabel({
key: result.weaponTool.key,
displayName: formatItemLabel(
rewardItems.get(result.weaponTool.key) ?? {
key: result.weaponTool.key,
name: null,
icon: null,
},
{ fallbackIcon: "⚔️" }
),
instancesRemaining: result.weaponTool.instancesRemaining,
broken: result.weaponTool.broken,
brokenInstance: result.weaponTool.brokenInstance,
durabilityDelta: result.weaponTool.durabilityDelta,
remaining: result.weaponTool.remaining,
max: result.weaponTool.max,
source: result.weaponTool.toolSource,
})
: null;
const combatSummary = result.combat
? combatSummaryRPG({
mobs: result.mobs.length,
@@ -159,9 +181,12 @@ export const command: CommandMessage = {
source === "global"
? "🌐 Configuración global"
: "📍 Configuración local";
const toolsLine = weaponInfo
? `**Caña:** ${toolInfo}\n**Arma (defensa):** ${weaponInfo}`
: `**Herramienta:** ${toolInfo}`;
blocks.push(
textBlock(
`**Área:** \`${area.key}\`${areaScope}\n**Nivel:** ${level}\n**Herramienta:** ${toolInfo}`
`**Área:** \`${area.key}\`${areaScope}\n**Nivel:** ${level}\n${toolsLine}`
)
);
blocks.push(dividerBlock({ divider: false, spacing: 1 }));

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@@ -1,25 +1,35 @@
import { prisma } from '../../core/database/prisma';
import { ensurePlayerState, getEquipment, getEffectiveStats, adjustHP } from './equipmentService';
import { reduceToolDurability } from '../minigames/service';
import { prisma } from "../../core/database/prisma";
import {
ensurePlayerState,
getEquipment,
getEffectiveStats,
adjustHP,
} from "./equipmentService";
import { reduceToolDurability } from "../minigames/service";
function getNumber(v: any, fallback = 0) { return typeof v === 'number' ? v : fallback; }
function getNumber(v: any, fallback = 0) {
return typeof v === "number" ? v : fallback;
}
export async function processScheduledAttacks(limit = 25) {
const now = new Date();
const jobs = await prisma.scheduledMobAttack.findMany({
where: { status: 'scheduled', scheduleAt: { lte: now } },
orderBy: { scheduleAt: 'asc' },
where: { status: "scheduled", scheduleAt: { lte: now } },
orderBy: { scheduleAt: "asc" },
take: limit,
});
for (const job of jobs) {
try {
await prisma.$transaction(async (tx) => {
// marcar processing
await tx.scheduledMobAttack.update({ where: { id: job.id }, data: { status: 'processing' } });
await tx.scheduledMobAttack.update({
where: { id: job.id },
data: { status: "processing" },
});
const mob = await tx.mob.findUnique({ where: { id: job.mobId } });
if (!mob) throw new Error('Mob inexistente');
const stats = mob.stats as any || {};
if (!mob) throw new Error("Mob inexistente");
const stats = (mob.stats as any) || {};
const mobAttack = Math.max(0, getNumber(stats.attack, 5));
await ensurePlayerState(job.userId, job.guildId);
@@ -32,25 +42,49 @@ export async function processScheduledAttacks(limit = 25) {
// desgastar arma equipada si existe
const { eq, weapon } = await getEquipment(job.userId, job.guildId);
if (weapon) {
// buscar por key para reducir durabilidad
// buscar por key para reducir durabilidad con multiplicador de combate (50%)
// weapon tiene id; buscamos para traer key
const full = await tx.economyItem.findUnique({ where: { id: weapon.id } });
const full = await tx.economyItem.findUnique({
where: { id: weapon.id },
});
if (full) {
await reduceToolDurability(job.userId, job.guildId, full.key);
await reduceToolDurability(
job.userId,
job.guildId,
full.key,
"combat"
);
}
}
// finalizar
await tx.scheduledMobAttack.update({ where: { id: job.id }, data: { status: 'done', processedAt: new Date() } });
await tx.scheduledMobAttack.update({
where: { id: job.id },
data: { status: "done", processedAt: new Date() },
});
});
} catch (e) {
await prisma.scheduledMobAttack.update({ where: { id: job.id }, data: { status: 'failed', processedAt: new Date(), metadata: { error: String(e) } as any } });
await prisma.scheduledMobAttack.update({
where: { id: job.id },
data: {
status: "failed",
processedAt: new Date(),
metadata: { error: String(e) } as any,
},
});
}
}
return { processed: jobs.length } as const;
}
if (require.main === module) {
processScheduledAttacks().then((r) => { console.log('[attacksWorker] processed', r.processed); process.exit(0); }).catch((e) => { console.error(e); process.exit(1); });
processScheduledAttacks()
.then((r) => {
console.log("[attacksWorker] processed", r.processed);
process.exit(0);
})
.catch((e) => {
console.error(e);
process.exit(1);
});
}

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@@ -1,134 +1,186 @@
import { prisma } from '../../core/database/prisma';
import { Prisma } from '@prisma/client';
import { prisma } from "../../core/database/prisma";
import { Prisma } from "@prisma/client";
async function upsertEconomyItem(guildId: string | null, key: string, data: Omit<Prisma.EconomyItemUncheckedCreateInput, 'key' | 'guildId'>) {
async function upsertEconomyItem(
guildId: string | null,
key: string,
data: Omit<Prisma.EconomyItemUncheckedCreateInput, "key" | "guildId">
) {
if (guildId) {
return prisma.economyItem.upsert({ where: { guildId_key: { guildId, key } }, update: {}, create: { ...data, key, guildId } });
return prisma.economyItem.upsert({
where: { guildId_key: { guildId, key } },
update: {},
create: { ...data, key, guildId },
});
}
const existing = await prisma.economyItem.findFirst({ where: { key, guildId: null } });
if (existing) return prisma.economyItem.update({ where: { id: existing.id }, data: {} });
const existing = await prisma.economyItem.findFirst({
where: { key, guildId: null },
});
if (existing)
return prisma.economyItem.update({ where: { id: existing.id }, data: {} });
return prisma.economyItem.create({ data: { ...data, key, guildId: null } });
}
async function upsertGameArea(guildId: string | null, key: string, data: Omit<Prisma.GameAreaUncheckedCreateInput, 'key' | 'guildId'>) {
async function upsertGameArea(
guildId: string | null,
key: string,
data: Omit<Prisma.GameAreaUncheckedCreateInput, "key" | "guildId">
) {
if (guildId) {
return prisma.gameArea.upsert({ where: { guildId_key: { guildId, key } }, update: {}, create: { ...data, key, guildId } });
return prisma.gameArea.upsert({
where: { guildId_key: { guildId, key } },
update: {},
create: { ...data, key, guildId },
});
}
const existing = await prisma.gameArea.findFirst({ where: { key, guildId: null } });
if (existing) return prisma.gameArea.update({ where: { id: existing.id }, data: {} });
const existing = await prisma.gameArea.findFirst({
where: { key, guildId: null },
});
if (existing)
return prisma.gameArea.update({ where: { id: existing.id }, data: {} });
return prisma.gameArea.create({ data: { ...data, key, guildId: null } });
}
async function upsertMob(guildId: string | null, key: string, data: Omit<Prisma.MobUncheckedCreateInput, 'key' | 'guildId'>) {
async function upsertMob(
guildId: string | null,
key: string,
data: Omit<Prisma.MobUncheckedCreateInput, "key" | "guildId">
) {
if (guildId) {
return prisma.mob.upsert({ where: { guildId_key: { guildId, key } }, update: { stats: (data as any).stats, drops: (data as any).drops, name: (data as any).name }, create: { ...data, key, guildId } });
return prisma.mob.upsert({
where: { guildId_key: { guildId, key } },
update: {
stats: (data as any).stats,
drops: (data as any).drops,
name: (data as any).name,
},
create: { ...data, key, guildId },
});
}
const existing = await prisma.mob.findFirst({ where: { key, guildId: null } });
if (existing) return prisma.mob.update({ where: { id: existing.id }, data: { stats: (data as any).stats, drops: (data as any).drops, name: (data as any).name } });
const existing = await prisma.mob.findFirst({
where: { key, guildId: null },
});
if (existing)
return prisma.mob.update({
where: { id: existing.id },
data: {
stats: (data as any).stats,
drops: (data as any).drops,
name: (data as any).name,
},
});
return prisma.mob.create({ data: { ...data, key, guildId: null } });
}
async function main() {
const guildId = process.env.TEST_GUILD_ID ?? null; // null => global
const guildId = "1316592320954630144"; // null => global
// Items base: herramientas y minerales
const pickKey = 'tool.pickaxe.basic';
const rodKey = 'tool.rod.basic';
const swordKey = 'weapon.sword.iron';
const armorKey = 'armor.leather.basic';
const capeKey = 'cape.life.minor';
const pickKey = "tool.pickaxe.basic";
const rodKey = "tool.rod.basic";
const swordKey = "weapon.sword.iron";
const armorKey = "armor.leather.basic";
const capeKey = "cape.life.minor";
const ironKey = 'ore.iron';
const goldKey = 'ore.gold';
const ironIngotKey = 'ingot.iron';
const ironKey = "ore.iron";
const goldKey = "ore.gold";
const ironIngotKey = "ingot.iron";
const fishCommonKey = 'fish.common';
const fishRareKey = 'fish.rare';
const fishCommonKey = "fish.common";
const fishRareKey = "fish.rare";
// Herramientas
await upsertEconomyItem(guildId, pickKey, {
name: 'Pico Básico',
name: "Pico Básico",
stackable: false,
props: {
tool: { type: 'pickaxe', tier: 1 },
tool: { type: "pickaxe", tier: 1 },
breakable: { enabled: true, maxDurability: 100, durabilityPerUse: 5 },
} as unknown as Prisma.InputJsonValue,
tags: ['tool', 'mine'],
tags: ["tool", "mine"],
});
await upsertEconomyItem(guildId, rodKey, {
name: 'Caña Básica',
name: "Caña Básica",
stackable: false,
props: {
tool: { type: 'rod', tier: 1 },
tool: { type: "rod", tier: 1 },
breakable: { enabled: true, maxDurability: 80, durabilityPerUse: 3 },
} as unknown as Prisma.InputJsonValue,
tags: ['tool', 'fish'],
tags: ["tool", "fish"],
});
// Arma, armadura y capa
await upsertEconomyItem(guildId, swordKey, {
name: 'Espada de Hierro',
name: "Espada de Hierro",
stackable: false,
props: { damage: 10, tool: { type: 'sword', tier: 1 }, breakable: { enabled: true, maxDurability: 150, durabilityPerUse: 2 } } as unknown as Prisma.InputJsonValue,
tags: ['weapon'],
props: {
damage: 10,
tool: { type: "sword", tier: 1 },
breakable: { enabled: true, maxDurability: 150, durabilityPerUse: 2 },
} as unknown as Prisma.InputJsonValue,
tags: ["weapon"],
});
await upsertEconomyItem(guildId, armorKey, {
name: 'Armadura de Cuero',
name: "Armadura de Cuero",
stackable: false,
props: { defense: 3 } as unknown as Prisma.InputJsonValue,
tags: ['armor'],
tags: ["armor"],
});
await upsertEconomyItem(guildId, capeKey, {
name: 'Capa de Vida Menor',
name: "Capa de Vida Menor",
stackable: false,
props: { maxHpBonus: 20 } as unknown as Prisma.InputJsonValue,
tags: ['cape'],
tags: ["cape"],
});
// Materiales
await upsertEconomyItem(guildId, ironKey, {
name: 'Mineral de Hierro',
name: "Mineral de Hierro",
stackable: true,
props: { craftingOnly: true } as unknown as Prisma.InputJsonValue,
tags: ['ore', 'common'],
tags: ["ore", "common"],
});
await upsertEconomyItem(guildId, goldKey, {
name: 'Mineral de Oro',
name: "Mineral de Oro",
stackable: true,
props: { craftingOnly: true } as unknown as Prisma.InputJsonValue,
tags: ['ore', 'rare'],
tags: ["ore", "rare"],
});
await upsertEconomyItem(guildId, ironIngotKey, {
name: 'Lingote de Hierro',
name: "Lingote de Hierro",
stackable: true,
props: {} as unknown as Prisma.InputJsonValue,
tags: ['ingot', 'metal'],
tags: ["ingot", "metal"],
});
// Comida (pesca) que cura con cooldown
await upsertEconomyItem(guildId, fishCommonKey, {
name: 'Pez Común',
name: "Pez Común",
stackable: true,
props: { food: { healHp: 10, cooldownSeconds: 30 } } as unknown as Prisma.InputJsonValue,
tags: ['fish', 'food', 'common'],
props: {
food: { healHp: 10, cooldownSeconds: 30 },
} as unknown as Prisma.InputJsonValue,
tags: ["fish", "food", "common"],
});
await upsertEconomyItem(guildId, fishRareKey, {
name: 'Pez Raro',
name: "Pez Raro",
stackable: true,
props: { food: { healHp: 20, healPercent: 5, cooldownSeconds: 45 } } as unknown as Prisma.InputJsonValue,
tags: ['fish', 'food', 'rare'],
props: {
food: { healHp: 20, healPercent: 5, cooldownSeconds: 45 },
} as unknown as Prisma.InputJsonValue,
tags: ["fish", "food", "rare"],
});
// Área de mina con niveles
const mineArea = await upsertGameArea(guildId, 'mine.cavern', {
name: 'Mina: Caverna',
type: 'MINE',
const mineArea = await upsertGameArea(guildId, "mine.cavern", {
name: "Mina: Caverna",
type: "MINE",
config: { cooldownSeconds: 10 } as unknown as Prisma.InputJsonValue,
});
@@ -138,9 +190,24 @@ async function main() {
create: {
areaId: mineArea.id,
level: 1,
requirements: { tool: { required: true, toolType: 'pickaxe', minTier: 1 } } as unknown as Prisma.InputJsonValue,
rewards: { draws: 2, table: [ { type: 'item', itemKey: ironKey, qty: 2, weight: 70 }, { type: 'item', itemKey: ironKey, qty: 3, weight: 20 }, { type: 'item', itemKey: goldKey, qty: 1, weight: 10 } ] } as unknown as Prisma.InputJsonValue,
mobs: { draws: 1, table: [ { mobKey: 'bat', weight: 20 }, { mobKey: 'slime', weight: 10 } ] } as unknown as Prisma.InputJsonValue,
requirements: {
tool: { required: true, toolType: "pickaxe", minTier: 1 },
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 2,
table: [
{ type: "item", itemKey: ironKey, qty: 2, weight: 70 },
{ type: "item", itemKey: ironKey, qty: 3, weight: 20 },
{ type: "item", itemKey: goldKey, qty: 1, weight: 10 },
],
} as unknown as Prisma.InputJsonValue,
mobs: {
draws: 1,
table: [
{ mobKey: "bat", weight: 20 },
{ mobKey: "slime", weight: 10 },
],
} as unknown as Prisma.InputJsonValue,
},
});
@@ -150,16 +217,32 @@ async function main() {
create: {
areaId: mineArea.id,
level: 2,
requirements: { tool: { required: true, toolType: 'pickaxe', minTier: 2 } } as unknown as Prisma.InputJsonValue,
rewards: { draws: 3, table: [ { type: 'item', itemKey: ironKey, qty: 3, weight: 60 }, { type: 'item', itemKey: goldKey, qty: 1, weight: 30 }, { type: 'coins', amount: 50, weight: 10 } ] } as unknown as Prisma.InputJsonValue,
mobs: { draws: 2, table: [ { mobKey: 'bat', weight: 20 }, { mobKey: 'slime', weight: 20 }, { mobKey: 'goblin', weight: 10 } ] } as unknown as Prisma.InputJsonValue,
requirements: {
tool: { required: true, toolType: "pickaxe", minTier: 2 },
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 3,
table: [
{ type: "item", itemKey: ironKey, qty: 3, weight: 60 },
{ type: "item", itemKey: goldKey, qty: 1, weight: 30 },
{ type: "coins", amount: 50, weight: 10 },
],
} as unknown as Prisma.InputJsonValue,
mobs: {
draws: 2,
table: [
{ mobKey: "bat", weight: 20 },
{ mobKey: "slime", weight: 20 },
{ mobKey: "goblin", weight: 10 },
],
} as unknown as Prisma.InputJsonValue,
},
});
// Área de laguna (pesca)
const lagoon = await upsertGameArea(guildId, 'lagoon.shore', {
name: 'Laguna: Orilla',
type: 'LAGOON',
const lagoon = await upsertGameArea(guildId, "lagoon.shore", {
name: "Laguna: Orilla",
type: "LAGOON",
config: { cooldownSeconds: 12 } as unknown as Prisma.InputJsonValue,
});
@@ -169,16 +252,25 @@ async function main() {
create: {
areaId: lagoon.id,
level: 1,
requirements: { tool: { required: true, toolType: 'rod', minTier: 1 } } as unknown as Prisma.InputJsonValue,
rewards: { draws: 2, table: [ { type: 'item', itemKey: fishCommonKey, qty: 1, weight: 70 }, { type: 'item', itemKey: fishRareKey, qty: 1, weight: 10 }, { type: 'coins', amount: 10, weight: 20 } ] } as unknown as Prisma.InputJsonValue,
requirements: {
tool: { required: true, toolType: "rod", minTier: 1 },
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 2,
table: [
{ type: "item", itemKey: fishCommonKey, qty: 1, weight: 70 },
{ type: "item", itemKey: fishRareKey, qty: 1, weight: 10 },
{ type: "coins", amount: 10, weight: 20 },
],
} as unknown as Prisma.InputJsonValue,
mobs: { draws: 0, table: [] } as unknown as Prisma.InputJsonValue,
},
});
// Área de pelea (arena)
const arena = await upsertGameArea(guildId, 'fight.arena', {
name: 'Arena de Combate',
type: 'FIGHT',
const arena = await upsertGameArea(guildId, "fight.arena", {
name: "Arena de Combate",
type: "FIGHT",
config: { cooldownSeconds: 15 } as unknown as Prisma.InputJsonValue,
});
@@ -188,36 +280,395 @@ async function main() {
create: {
areaId: arena.id,
level: 1,
requirements: { tool: { required: true, toolType: 'sword', minTier: 1, allowedKeys: [swordKey] } } as unknown as Prisma.InputJsonValue,
rewards: { draws: 1, table: [ { type: 'coins', amount: 25, weight: 100 } ] } as unknown as Prisma.InputJsonValue,
mobs: { draws: 1, table: [ { mobKey: 'slime', weight: 50 }, { mobKey: 'goblin', weight: 50 } ] } as unknown as Prisma.InputJsonValue,
requirements: {
tool: {
required: true,
toolType: "sword",
minTier: 1,
allowedKeys: [swordKey],
},
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 1,
table: [{ type: "coins", amount: 25, weight: 100 }],
} as unknown as Prisma.InputJsonValue,
mobs: {
draws: 1,
table: [
{ mobKey: "slime", weight: 50 },
{ mobKey: "goblin", weight: 50 },
],
} as unknown as Prisma.InputJsonValue,
},
});
// Mobs básicos
const mobs = [
{ key: 'bat', name: 'Murciélago', stats: { attack: 4 } },
{ key: 'slime', name: 'Slime', stats: { attack: 6 } },
{ key: 'goblin', name: 'Duende', stats: { attack: 8 } },
{ key: "bat", name: "Murciélago", stats: { attack: 4 } },
{ key: "slime", name: "Slime", stats: { attack: 6 } },
{ key: "goblin", name: "Duende", stats: { attack: 8 } },
];
for (const m of mobs) {
await upsertMob(guildId, m.key, { name: m.name, stats: m.stats as unknown as Prisma.InputJsonValue, drops: Prisma.DbNull });
await upsertMob(guildId, m.key, {
name: m.name,
stats: m.stats as unknown as Prisma.InputJsonValue,
drops: Prisma.DbNull,
});
}
// Programar un par de ataques de mobs (demostración)
const targetUser = process.env.TEST_USER_ID;
const targetUser = "327207082203938818";
if (targetUser) {
const slime = await prisma.mob.findFirst({ where: { key: 'slime', OR: [{ guildId }, { guildId: null }] }, orderBy: [{ guildId: 'desc' }] });
const slime = await prisma.mob.findFirst({
where: { key: "slime", OR: [{ guildId }, { guildId: null }] },
orderBy: [{ guildId: "desc" }],
});
if (slime) {
const now = Date.now();
await prisma.scheduledMobAttack.createMany({ data: [
{ userId: targetUser, guildId: (guildId ?? 'global'), mobId: slime.id, scheduleAt: new Date(now + 5_000) },
{ userId: targetUser, guildId: (guildId ?? 'global'), mobId: slime.id, scheduleAt: new Date(now + 15_000) },
] });
await prisma.scheduledMobAttack.createMany({
data: [
{
userId: targetUser,
guildId: guildId ?? "global",
mobId: slime.id,
scheduleAt: new Date(now + 5_000),
},
{
userId: targetUser,
guildId: guildId ?? "global",
mobId: slime.id,
scheduleAt: new Date(now + 15_000),
},
],
});
}
}
console.log('[seed:minigames] done');
// ---------------------------------------------------------------------------
// NUEVO CONTENIDO PARA PROBAR SISTEMAS AVANZADOS (tiers, riskFactor, fatiga)
// ---------------------------------------------------------------------------
// Herramientas / equipo Tier 2
const pickKeyT2 = "tool.pickaxe.iron";
const rodKeyT2 = "tool.rod.oak";
const swordKeyT2 = "weapon.sword.steel";
const armorKeyT2 = "armor.chain.basic";
const capeKeyT2 = "cape.life.moderate";
await upsertEconomyItem(guildId, pickKeyT2, {
name: "Pico de Hierro",
stackable: false,
props: {
tool: { type: "pickaxe", tier: 2 },
breakable: { enabled: true, maxDurability: 180, durabilityPerUse: 4 },
} as unknown as Prisma.InputJsonValue,
tags: ["tool", "mine", "tier2"],
});
await upsertEconomyItem(guildId, rodKeyT2, {
name: "Caña Robusta",
stackable: false,
props: {
tool: { type: "rod", tier: 2 },
breakable: { enabled: true, maxDurability: 140, durabilityPerUse: 3 },
} as unknown as Prisma.InputJsonValue,
tags: ["tool", "fish", "tier2"],
});
await upsertEconomyItem(guildId, swordKeyT2, {
name: "Espada de Acero",
stackable: false,
props: {
damage: 18,
tool: { type: "sword", tier: 2 },
breakable: { enabled: true, maxDurability: 220, durabilityPerUse: 2 },
} as unknown as Prisma.InputJsonValue,
tags: ["weapon", "tier2"],
});
await upsertEconomyItem(guildId, armorKeyT2, {
name: "Armadura de Cota de Malla",
stackable: false,
props: { defense: 6 } as unknown as Prisma.InputJsonValue,
tags: ["armor", "tier2"],
});
await upsertEconomyItem(guildId, capeKeyT2, {
name: "Capa de Vida Moderada",
stackable: false,
props: { maxHpBonus: 40 } as unknown as Prisma.InputJsonValue,
tags: ["cape", "tier2"],
});
// Consumibles / pruebas de curación y limpieza de efectos
const bigFoodKey = "food.meat.large";
const fatigueClearPotionKey = "potion.fatigue.clear";
await upsertEconomyItem(guildId, bigFoodKey, {
name: "Carne Asada Grande",
stackable: true,
props: {
food: { healHp: 40, healPercent: 10, cooldownSeconds: 60 },
} as unknown as Prisma.InputJsonValue,
tags: ["food", "healing"],
});
await upsertEconomyItem(guildId, fatigueClearPotionKey, {
name: "Poción Energética",
stackable: true,
props: {
potion: { removeEffects: ["FATIGUE"], cooldownSeconds: 90 },
} as unknown as Prisma.InputJsonValue,
tags: ["potion", "utility"],
});
// ÁREA NUEVA: Mina de Fisura (más riesgo => probar penalización muerte)
const riftMine = await upsertGameArea(guildId, "mine.rift", {
name: "Mina: Fisura Cristalina",
type: "MINE",
config: { cooldownSeconds: 14 } as unknown as Prisma.InputJsonValue,
metadata: { riskFactor: 1.6 } as unknown as Prisma.InputJsonValue,
});
await prisma.gameAreaLevel.upsert({
where: { areaId_level: { areaId: riftMine.id, level: 1 } },
update: {},
create: {
areaId: riftMine.id,
level: 1,
requirements: {
tool: { required: true, toolType: "pickaxe", minTier: 2 },
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 3,
table: [
{ type: "item", itemKey: ironKey, qty: 4, weight: 55 },
{ type: "item", itemKey: goldKey, qty: 2, weight: 20 },
{ type: "coins", amount: 60, weight: 25 },
],
} as unknown as Prisma.InputJsonValue,
mobs: {
draws: 2,
table: [
{ mobKey: "goblin", weight: 25 },
{ mobKey: "orc", weight: 15 },
],
} as unknown as Prisma.InputJsonValue,
metadata: { suggestedHp: 120 } as unknown as Prisma.InputJsonValue,
},
});
// Extensión de la mina existente: nivel 3
await prisma.gameAreaLevel.upsert({
where: { areaId_level: { areaId: mineArea.id, level: 3 } },
update: {},
create: {
areaId: mineArea.id,
level: 3,
requirements: {
tool: { required: true, toolType: "pickaxe", minTier: 2 },
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 4,
table: [
{ type: "item", itemKey: ironKey, qty: 4, weight: 50 },
{ type: "item", itemKey: goldKey, qty: 2, weight: 25 },
{ type: "coins", amount: 80, weight: 15 },
{ type: "coins", amount: 120, weight: 10 },
],
} as unknown as Prisma.InputJsonValue,
mobs: {
draws: 2,
table: [
{ mobKey: "slime", weight: 20 },
{ mobKey: "goblin", weight: 20 },
{ mobKey: "orc", weight: 10 },
],
} as unknown as Prisma.InputJsonValue,
},
});
// Laguna nivel 2
await prisma.gameAreaLevel.upsert({
where: { areaId_level: { areaId: lagoon.id, level: 2 } },
update: {},
create: {
areaId: lagoon.id,
level: 2,
requirements: {
tool: { required: true, toolType: "rod", minTier: 2 },
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 3,
table: [
{ type: "item", itemKey: fishCommonKey, qty: 2, weight: 60 },
{ type: "item", itemKey: fishRareKey, qty: 1, weight: 20 },
{ type: "coins", amount: 30, weight: 20 },
],
} as unknown as Prisma.InputJsonValue,
mobs: { draws: 0, table: [] } as unknown as Prisma.InputJsonValue,
},
});
// Arena existente: nivel 2
await prisma.gameAreaLevel.upsert({
where: { areaId_level: { areaId: arena.id, level: 2 } },
update: {},
create: {
areaId: arena.id,
level: 2,
requirements: {
tool: { required: true, toolType: "sword", minTier: 2 },
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 1,
table: [
{ type: "coins", amount: 60, weight: 70 },
{ type: "coins", amount: 90, weight: 30 },
],
} as unknown as Prisma.InputJsonValue,
mobs: {
draws: 1,
table: [
{ mobKey: "goblin", weight: 40 },
{ mobKey: "orc", weight: 40 },
{ mobKey: "troll", weight: 20 },
],
} as unknown as Prisma.InputJsonValue,
},
});
// Arena élite separada para probar riskFactor de muerte
const eliteArena = await upsertGameArea(guildId, "fight.arena.elite", {
name: "Arena de Combate Élite",
type: "FIGHT",
config: { cooldownSeconds: 25 } as unknown as Prisma.InputJsonValue,
metadata: { riskFactor: 1.4 } as unknown as Prisma.InputJsonValue,
});
await prisma.gameAreaLevel.upsert({
where: { areaId_level: { areaId: eliteArena.id, level: 1 } },
update: {},
create: {
areaId: eliteArena.id,
level: 1,
requirements: {
tool: { required: true, toolType: "sword", minTier: 2 },
} as unknown as Prisma.InputJsonValue,
rewards: {
draws: 1,
table: [
{ type: "coins", amount: 120, weight: 70 },
{ type: "coins", amount: 180, weight: 30 },
],
} as unknown as Prisma.InputJsonValue,
mobs: {
draws: 1,
table: [
{ mobKey: "orc", weight: 40 },
{ mobKey: "troll", weight: 35 },
{ mobKey: "dragonling", weight: 25 },
],
} as unknown as Prisma.InputJsonValue,
metadata: { suggestedHp: 150 } as unknown as Prisma.InputJsonValue,
},
});
// Nuevos mobs avanzados
const extraMobs = [
{ key: "orc", name: "Orco", stats: { attack: 12, defense: 2 } },
{ key: "troll", name: "Trol", stats: { attack: 20, defense: 4 } },
{
key: "dragonling",
name: "Dragoncito",
stats: { attack: 35, defense: 6 },
},
];
for (const m of extraMobs) {
await upsertMob(guildId, m.key, {
name: m.name,
stats: m.stats as unknown as Prisma.InputJsonValue,
drops: Prisma.DbNull,
});
}
// Programar ataques extra de mobs nuevos para pruebas (si existe user objetivo)
if (targetUser) {
const orc = await prisma.mob.findFirst({
where: { key: "orc", OR: [{ guildId }, { guildId: null }] },
orderBy: [{ guildId: "desc" }],
});
const dragon = await prisma.mob.findFirst({
where: { key: "dragonling", OR: [{ guildId }, { guildId: null }] },
orderBy: [{ guildId: "desc" }],
});
const now = Date.now();
const extraAttacks: Prisma.ScheduledMobAttackCreateManyInput[] = [];
if (orc) {
extraAttacks.push({
userId: targetUser,
guildId: guildId ?? "global",
mobId: orc.id,
scheduleAt: new Date(now + 25_000),
});
}
if (dragon) {
extraAttacks.push({
userId: targetUser,
guildId: guildId ?? "global",
mobId: dragon.id,
scheduleAt: new Date(now + 40_000),
});
}
if (extraAttacks.length) {
await prisma.scheduledMobAttack.createMany({ data: extraAttacks });
}
}
// Insertar un efecto FATIGUE de prueba (15% por 30 min) para validar penalización de monedas y reducción de stats
if (targetUser) {
const expires = new Date(Date.now() + 30 * 60 * 1000);
await prisma.playerStatusEffect.upsert({
where: {
userId_guildId_type: {
userId: targetUser,
guildId: guildId ?? "global",
type: "FATIGUE",
},
},
update: { magnitude: 0.15, expiresAt: expires },
create: {
userId: targetUser,
guildId: guildId ?? "global",
type: "FATIGUE",
magnitude: 0.15,
expiresAt: expires,
},
});
}
// Asegurar PlayerState base para el usuario de prueba
if (targetUser) {
await prisma.playerState.upsert({
where: {
userId_guildId: { userId: targetUser, guildId: guildId ?? "global" },
},
update: {},
create: {
userId: targetUser,
guildId: guildId ?? "global",
hp: 100,
maxHp: 100,
},
});
}
console.log("[seed:minigames] done");
}
main().then(() => process.exit(0)).catch((e) => { console.error(e); process.exit(1); });
main()
.then(() => process.exit(0))
.catch((e) => {
console.error(e);
process.exit(1);
});

View File

@@ -14,6 +14,7 @@ import {
getEffectiveStats,
adjustHP,
ensurePlayerState,
getEquipment,
} from "../combat/equipmentService"; // 🟩 local authoritative
import { logToolBreak } from "../lib/toolBreakLog";
import { updateStats } from "../stats/service"; // 🟩 local authoritative
@@ -269,7 +270,8 @@ async function sampleMobs(mobs?: MobsTable): Promise<string[]> {
async function reduceToolDurability(
userId: string,
guildId: string,
toolKey: string
toolKey: string,
usage: "gather" | "combat" = "gather"
) {
const { item, entry } = await getInventoryEntry(userId, guildId, toolKey);
if (!entry)
@@ -298,6 +300,11 @@ async function reduceToolDurability(
// Valores base
const maxConfigured = Math.max(1, breakable.maxDurability ?? 1);
let perUse = Math.max(1, breakable.durabilityPerUse ?? 1);
// Ajuste: en combate degradamos menos para evitar roturas instantáneas de armas caras
if (usage === "combat") {
// Reducimos a la mitad (redondeo hacia arriba mínimo 1)
perUse = Math.max(1, Math.ceil(perUse * 0.5));
}
// Protección: si perUse > maxDurability asumimos configuración errónea y lo reducimos a 1
// (en lugar de romper inmediatamente el ítem). Si quieres que se rompa de un uso, define maxDurability igual a 1.
@@ -758,10 +765,49 @@ export async function runMinigame(
}
// Registrar la ejecución
let weaponToolInfo: RunResult["weaponTool"] | undefined;
// Si hubo combate y el jugador tenía un arma equipada distinta de la herramienta de recolección, degradarla.
if (combatSummary && combatSummary.mobs.length > 0) {
try {
const { weapon } = await getEquipment(userId, guildId);
if (weapon) {
const weaponProps = parseItemProps(weapon.props);
if (weaponProps?.tool?.type === "sword") {
// Evitar degradar dos veces si la herramienta principal ya era la espada usada para recoger (no aplica en mina/pesca normalmente)
const alreadyMain = toolInfo?.key === weapon.key;
if (!alreadyMain) {
const wt = await reduceToolDurability(
userId,
guildId,
weapon.key,
"combat"
);
weaponToolInfo = {
key: weapon.key,
durabilityDelta: wt.delta,
broken: wt.broken,
remaining: wt.remaining,
max: wt.max,
brokenInstance: wt.brokenInstance,
instancesRemaining: wt.instancesRemaining,
toolSource: "equipped",
};
} else {
// Si la espada era también la herramienta (pelear) ya se degradó en la fase de tool principal
weaponToolInfo = undefined;
}
}
}
} catch {
// silencioso
}
}
const resultJson: Prisma.InputJsonValue = {
rewards: delivered,
mobs: mobsSpawned,
tool: toolInfo,
weaponTool: weaponToolInfo,
combat: combatSummary,
rewardModifiers,
notes: "auto",
@@ -810,6 +856,7 @@ export async function runMinigame(
rewards: delivered,
mobs: mobsSpawned,
tool: toolInfo,
weaponTool: weaponToolInfo,
combat: combatSummary,
rewardModifiers,
};

View File

@@ -61,6 +61,17 @@ export type RunResult = {
instancesRemaining?: number; // instancias que quedan después del uso
toolSource?: "provided" | "equipped" | "auto"; // origen de la selección
};
// Nueva: arma usada en combate (se degrada con un multiplicador menor para evitar roturas instantáneas)
weaponTool?: {
key?: string;
durabilityDelta?: number;
broken?: boolean;
remaining?: number;
max?: number;
brokenInstance?: boolean;
instancesRemaining?: number;
toolSource?: "equipped"; // siempre proviene del slot de arma
};
combat?: CombatSummary; // resumen de combate si hubo mobs y se procesó
// Modificadores aplicados a las recompensas (ej: penalización por FATIGUE sobre monedas)
rewardModifiers?: {