feat(minigames): implement runMinigame function with cooldown, rewards, and tool durability management
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208
src/game/minigames/service.ts
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208
src/game/minigames/service.ts
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import { prisma } from '../../core/database/prisma'
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import { addItemByKey, adjustCoins, findItemByKey, getInventoryEntry } from '../economy/service';
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import type { ItemProps, InventoryState } from '../economy/types';
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import type { LevelRequirements, RunMinigameOptions, RunResult, RewardsTable, MobsTable } from './types';
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import type { Prisma } from '@prisma/client';
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function parseJSON<T>(v: unknown): T | null {
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if (!v || (typeof v !== 'object' && typeof v !== 'string')) return null;
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return v as T;
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}
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function pickWeighted<T extends { weight: number }>(arr: T[]): T | null {
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const total = arr.reduce((s, a) => s + Math.max(0, a.weight || 0), 0);
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if (total <= 0) return null;
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const r = Math.random() * total;
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let acc = 0;
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for (const a of arr) {
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acc += Math.max(0, a.weight || 0);
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if (r <= acc) return a;
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}
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return arr[arr.length - 1] ?? null;
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}
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async function ensureAreaAndLevel(guildId: string, areaKey: string, level: number) {
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const area = await prisma.gameArea.findFirst({ where: { key: areaKey, OR: [{ guildId }, { guildId: null }] }, orderBy: [{ guildId: 'desc' }] });
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if (!area) throw new Error('Área no encontrada');
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const lvl = await prisma.gameAreaLevel.findFirst({ where: { areaId: area.id, level } });
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if (!lvl) throw new Error('Nivel no encontrado');
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return { area, lvl } as const;
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}
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function parseItemProps(json: unknown): ItemProps {
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if (!json || typeof json !== 'object') return {};
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return json as ItemProps;
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}
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function parseInvState(json: unknown): InventoryState {
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if (!json || typeof json !== 'object') return {};
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return json as InventoryState;
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}
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async function validateRequirements(userId: string, guildId: string, req?: LevelRequirements, toolKey?: string) {
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if (!req) return { toolKeyUsed: undefined as string | undefined };
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const toolReq = req.tool;
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if (!toolReq) return { toolKeyUsed: undefined as string | undefined };
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// herramienta requerida
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if (toolReq.required && !toolKey) throw new Error('Se requiere una herramienta');
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if (!toolKey) return { toolKeyUsed: undefined };
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// verificar herramienta
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const toolItem = await findItemByKey(guildId, toolKey);
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if (!toolItem) throw new Error('Herramienta no encontrada');
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const { entry } = await getInventoryEntry(userId, guildId, toolKey);
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if (!entry || (entry.quantity ?? 0) <= 0) throw new Error('No tienes la herramienta');
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const props = parseItemProps(toolItem.props);
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const tool = props.tool;
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if (toolReq.toolType && tool?.type !== toolReq.toolType) throw new Error('Tipo de herramienta incorrecto');
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if (toolReq.minTier != null && (tool?.tier ?? 0) < toolReq.minTier) throw new Error('Tier de herramienta insuficiente');
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if (toolReq.allowedKeys && !toolReq.allowedKeys.includes(toolKey)) throw new Error('Esta herramienta no es válida para esta área');
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return { toolKeyUsed: toolKey };
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}
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async function applyRewards(userId: string, guildId: string, rewards?: RewardsTable): Promise<RunResult['rewards']> {
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const results: RunResult['rewards'] = [];
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if (!rewards || !Array.isArray(rewards.table) || rewards.table.length === 0) return results;
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const draws = Math.max(1, rewards.draws ?? 1);
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for (let i = 0; i < draws; i++) {
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const pick = pickWeighted(rewards.table);
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if (!pick) continue;
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if (pick.type === 'coins') {
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const amt = Math.max(0, pick.amount);
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if (amt > 0) {
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await adjustCoins(userId, guildId, amt);
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results.push({ type: 'coins', amount: amt });
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}
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} else if (pick.type === 'item') {
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const qty = Math.max(1, pick.qty);
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await addItemByKey(userId, guildId, pick.itemKey, qty);
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results.push({ type: 'item', itemKey: pick.itemKey, qty });
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}
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}
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return results;
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}
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async function sampleMobs(mobs?: MobsTable): Promise<string[]> {
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const out: string[] = [];
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if (!mobs || !Array.isArray(mobs.table) || mobs.table.length === 0) return out;
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const draws = Math.max(0, mobs.draws ?? 0);
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for (let i = 0; i < draws; i++) {
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const pick = pickWeighted(mobs.table);
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if (pick) out.push(pick.mobKey);
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}
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return out;
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}
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async function reduceToolDurability(userId: string, guildId: string, toolKey: string) {
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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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const props = parseItemProps(item.props);
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const breakable = props.breakable;
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const delta = Math.max(1, breakable?.durabilityPerUse ?? 1);
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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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if (consumed > 0) {
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await prisma.inventoryEntry.update({ where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } }, data: { quantity: { decrement: consumed } } });
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}
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return { broken: consumed > 0, delta } 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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const inst = state.instances[0];
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const max = Math.max(1, breakable?.maxDurability ?? 1);
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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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if (next <= 0) {
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// romper: eliminar instancia
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state.instances.shift();
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broken = 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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await prisma.inventoryEntry.update({
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where: { userId_guildId_itemId: { userId, guildId, itemId: item.id } },
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data: { state: state as unknown as Prisma.InputJsonValue, quantity: state.instances.length },
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});
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return { broken, delta } as const;
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}
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export { reduceToolDurability };
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export async function runMinigame(userId: string, guildId: string, areaKey: string, level: number, opts?: RunMinigameOptions): Promise<RunResult> {
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const { area, lvl } = await ensureAreaAndLevel(guildId, areaKey, level);
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// Cooldown por área
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const areaConf = (area.config as any) ?? {};
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const cdSeconds = Math.max(0, Number(areaConf.cooldownSeconds ?? 0));
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const cdKey = `minigame:${area.key}`;
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if (cdSeconds > 0) {
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const existing = await prisma.actionCooldown.findUnique({ where: { userId_guildId_key: { userId, guildId, key: cdKey } } });
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if (existing && existing.until > new Date()) {
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throw new Error('Cooldown activo para esta actividad');
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}
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}
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// Leer configuración de nivel (requirements, rewards, mobs)
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const requirements = parseJSON<LevelRequirements>(lvl.requirements) ?? {};
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const rewards = parseJSON<RewardsTable>(lvl.rewards) ?? { table: [] };
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const mobs = parseJSON<MobsTable>(lvl.mobs) ?? { table: [] };
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// Validar herramienta si aplica
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const reqRes = await validateRequirements(userId, guildId, requirements, opts?.toolKey);
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// Aplicar recompensas y samplear mobs
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const delivered = await applyRewards(userId, guildId, rewards);
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const mobsSpawned = await sampleMobs(mobs);
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// Reducir durabilidad de herramienta si se usó
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let toolInfo: RunResult['tool'] | undefined;
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if (reqRes.toolKeyUsed) {
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const t = await reduceToolDurability(userId, guildId, reqRes.toolKeyUsed);
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toolInfo = { key: reqRes.toolKeyUsed, durabilityDelta: t.delta, broken: t.broken };
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}
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// Registrar la ejecución
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const resultJson: Prisma.InputJsonValue = {
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rewards: delivered,
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mobs: mobsSpawned,
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tool: toolInfo,
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notes: 'auto',
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} as unknown as Prisma.InputJsonValue;
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await prisma.minigameRun.create({
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data: {
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userId,
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guildId,
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areaId: area.id,
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level,
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toolItemId: null, // opcional si decides guardar id del item herramienta
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success: true,
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result: resultJson,
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},
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});
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// Progreso del jugador
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await prisma.playerProgress.upsert({
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where: { userId_guildId_areaId: { userId, guildId, areaId: area.id } },
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create: { userId, guildId, areaId: area.id, highestLevel: Math.max(1, level) },
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update: { highestLevel: { set: level } },
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});
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// Setear cooldown
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if (cdSeconds > 0) {
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await prisma.actionCooldown.upsert({
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where: { userId_guildId_key: { userId, guildId, key: cdKey } },
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update: { until: new Date(Date.now() + cdSeconds * 1000) },
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create: { userId, guildId, key: cdKey, until: new Date(Date.now() + cdSeconds * 1000) },
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});
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}
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return { success: true, rewards: delivered, mobs: mobsSpawned, tool: toolInfo };
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}
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