feat: agregar registro de muertes y penalizaciones dinámicas en minijuegos; implementar comandos para gestionar efectos de estado

This commit is contained in:
2025-10-09 01:26:29 -05:00
parent 519e905384
commit ae12b50aa1
7 changed files with 251 additions and 16 deletions

View File

@@ -0,0 +1,104 @@
import type { CommandMessage } from "../../../core/types/commands";
import type Amayo from "../../../core/client";
import {
getActiveStatusEffects,
removeStatusEffect,
clearAllStatusEffects,
} from "../../../game/combat/statusEffectsService";
import { consumeItemByKey } from "../../../game/economy/service";
// Item key que permite purgar efectos. Configurable más adelante.
const PURGE_ITEM_KEY = "potion.purga"; // placeholder
export const command: CommandMessage = {
name: "efectos",
aliases: ["effects"],
type: "message",
cooldown: 5,
category: "Economía",
description:
"Lista tus efectos de estado activos y permite purgarlos con un ítem de purga.",
usage: "efectos [purgar|remover <TIPO>|todo]",
run: async (message, args, _client: Amayo) => {
const userId = message.author.id;
const guildId = message.guild!.id;
const sub = (args[0] || "").toLowerCase();
if (
sub === "purgar" ||
sub === "purga" ||
sub === "remover" ||
sub === "remove" ||
sub === "todo"
) {
// Requiere el item de purga
try {
const consume = await consumeItemByKey(
userId,
guildId,
PURGE_ITEM_KEY,
1
);
if (!consume.consumed) {
await message.reply(
`Necesitas 1 **${PURGE_ITEM_KEY}** en tu inventario para purgar efectos.`
);
return;
}
} catch {
await message.reply(
`No se pudo consumir el ítem de purga (${PURGE_ITEM_KEY}). Asegúrate de que existe.`
);
return;
}
// Modo remover tipo específico: efectos remover <TIPO>
if (sub === "remover" || sub === "remove") {
const typeArg = args[1];
if (!typeArg) {
await message.reply("Debes indicar el tipo: efectos remover FATIGUE");
return;
}
await removeStatusEffect(userId, guildId, typeArg.toUpperCase());
await message.reply(`Efecto **${typeArg.toUpperCase()}** eliminado.`);
return;
}
// Modo todo
if (sub === "todo" || sub === "purgar" || sub === "purga") {
await clearAllStatusEffects(userId, guildId);
await message.reply("Todos los efectos han sido purgados.");
return;
}
}
// Listar efectos
const effects = await getActiveStatusEffects(userId, guildId);
if (!effects.length) {
await message.reply("No tienes efectos activos.");
return;
}
const now = Date.now();
const lines = effects.map((e) => {
let remain = "permanente";
if (e.expiresAt) {
const ms = e.expiresAt.getTime() - now;
if (ms > 0) {
const m = Math.floor(ms / 60000);
const s = Math.floor((ms % 60000) / 1000);
remain = `${m}m ${s}s`;
} else remain = "exp";
}
const pct = e.magnitude ? ` (${Math.round(e.magnitude * 100)}%)` : "";
return `${e.type}${pct} - ${remain}`;
});
await message.reply(
`**Efectos Activos:**\n${lines.join(
"\n"
)}\n\nUsa: efectos purgar | efectos remover <TIPO> | efectos todo (requiere ${PURGE_ITEM_KEY}).`
);
return;
},
};

View File

@@ -33,6 +33,14 @@ export const command: CommandMessage = {
const wallet = await getOrCreateWallet(userId, guildId);
const { eq, weapon, armor, cape } = await getEquipment(userId, guildId);
const stats = await getEffectiveStats(userId, guildId);
const showDefense =
stats.baseDefense != null && stats.baseDefense !== stats.defense
? `${stats.defense} (_${stats.baseDefense}_ base)`
: `${stats.defense}`;
const showDamage =
stats.baseDamage != null && stats.baseDamage !== stats.damage
? `${stats.damage} (_${stats.baseDamage}_ base)`
: `${stats.damage}`;
const playerStats = await getPlayerStatsFormatted(userId, guildId);
const rawStats = await getOrCreatePlayerStats(userId, guildId);
const streak = rawStats.currentWinStreak;
@@ -101,8 +109,8 @@ export const command: CommandMessage = {
`<: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` +
`<:damage:1425670476449189998> ATK: **${showDamage}** ${damageBonusDisplay}\n` +
`<:defens:1425670433910427862> DEF: **${showDefense}**\n` +
`🏆 Racha: **${streak}** (mejor: ${rawStats.longestWinStreak})\n` +
`<a:9470coin:1425694135607885906> Monedas: **${wallet.coins.toLocaleString()}**`,
},

View File

@@ -66,10 +66,12 @@ export async function setEquipmentSlot(
}
export type EffectiveStats = {
damage: number;
defense: number;
damage: number; // daño efectivo (con racha + efectos)
defense: number; // defensa efectiva (con efectos)
maxHp: number;
hp: number;
baseDamage?: number; // daño base antes de status effects
baseDefense?: number; // defensa base antes de status effects
};
async function getMutationBonuses(
@@ -113,7 +115,7 @@ export async function getEffectiveStats(
const mutC = await getMutationBonuses(userId, guildId, cape?.id ?? null);
let damage = Math.max(0, (w.damage ?? 0) + mutW.damageBonus);
const defense = Math.max(0, (a.defense ?? 0) + mutA.defenseBonus);
const defenseBase = Math.max(0, (a.defense ?? 0) + mutA.defenseBonus);
const maxHp = Math.max(
1,
state.maxHp + (c.maxHpBonus ?? 0) + mutC.maxHpBonus
@@ -141,18 +143,33 @@ export async function getEffectiveStats(
const { damageMultiplier, defenseMultiplier } = computeDerivedModifiers(
effects.map((e) => ({ type: e.type, magnitude: e.magnitude }))
);
const baseDamage = damage;
const baseDefense = defenseBase;
damage = Math.max(0, Math.round(damage * damageMultiplier));
// defensa se recalcula localmente (no mutamos const original para claridad)
const adjustedDefense = Math.max(
0,
Math.round(defense * defenseMultiplier)
Math.round(defenseBase * defenseMultiplier)
);
return { damage, defense: adjustedDefense, maxHp, hp };
return {
damage,
defense: adjustedDefense,
maxHp,
hp,
baseDamage,
baseDefense,
};
}
} catch {
// silencioso
}
return { damage, defense, maxHp, hp };
return {
damage,
defense: defenseBase,
maxHp,
hp,
baseDamage: damage,
baseDefense: defenseBase,
};
}
export async function adjustHP(userId: string, guildId: string, delta: number) {

View File

@@ -75,3 +75,17 @@ export async function applyDeathFatigue(
data: { reason: "death" },
});
}
export async function removeStatusEffect(
userId: string,
guildId: string,
type: StatusEffectType
) {
await prisma.playerStatusEffect.deleteMany({
where: { userId, guildId, type },
});
}
export async function clearAllStatusEffects(userId: string, guildId: string) {
await prisma.playerStatusEffect.deleteMany({ where: { userId, guildId } });
}

View File

@@ -25,6 +25,25 @@ import type {
} from "./types";
import type { Prisma } from "@prisma/client";
// Escalado dinámico de penalización por derrota según área/nivel y riesgo.
// Se puede ampliar leyendo area.metadata.riskFactor (0-3) y level.
function computeDeathPenaltyPercent(
area: { key: string; metadata: any },
level: number
): number {
const meta = (area.metadata as any) || {};
const base = 0.05; // 5% base
const risk =
typeof meta.riskFactor === "number"
? Math.max(0, Math.min(3, meta.riskFactor))
: 0;
const levelBoost = Math.min(0.1, Math.max(0, (level - 1) * 0.005)); // +0.5% por nivel adicional hasta +10%
const riskBoost = risk * 0.02; // cada punto riesgo +2%
let pct = base + levelBoost + riskBoost;
if (pct > 0.25) pct = 0.25; // cap 25%
return pct; // ej: 0.08 = 8%
}
// Auto-select best tool from inventory by type and constraints
async function findBestToolKey(
userId: string,
@@ -418,11 +437,13 @@ export async function runMinigame(
try {
const wallet = await getOrCreateWallet(userId, guildId);
const coins = wallet.coins;
const percent = computeDeathPenaltyPercent(area, level);
let goldLost = 0;
if (coins > 0) {
goldLost = Math.floor(coins * 0.05); // 5%
goldLost = Math.floor(coins * percent);
if (goldLost < 1) goldLost = 1;
if (goldLost > 500) goldLost = 500; // cap
if (goldLost > 5000) goldLost = 5000; // nuevo cap más alto por riesgo escalado
if (goldLost > coins) goldLost = coins; // no perder más de lo que tienes
if (goldLost > 0) {
await prisma.economyWallet.update({
where: { userId_guildId: { userId, guildId } },
@@ -442,7 +463,25 @@ export async function runMinigame(
goldLost,
fatigueAppliedMinutes: fatigueMinutes,
fatigueMagnitude,
percentApplied: percent,
};
try {
await prisma.deathLog.create({
data: {
userId,
guildId,
areaId: area.id,
areaKey: area.key,
level,
goldLost: goldLost || 0,
percentApplied: percent,
autoDefeatNoWeapon: true,
fatigueMagnitude,
fatigueMinutes,
metadata: {},
},
});
} catch {}
combatSummary = {
mobs: mobLogs,
totalDamageDealt: 0,
@@ -579,11 +618,13 @@ export async function runMinigame(
try {
const wallet = await getOrCreateWallet(userId, guildId);
const coins = wallet.coins;
const percent = computeDeathPenaltyPercent(area, level);
let goldLost = 0;
if (coins > 0) {
goldLost = Math.floor(coins * 0.05);
goldLost = Math.floor(coins * percent);
if (goldLost < 1) goldLost = 1;
if (goldLost > 500) goldLost = 500;
if (goldLost > 5000) goldLost = 5000;
if (goldLost > coins) goldLost = coins;
if (goldLost > 0) {
await prisma.economyWallet.update({
where: { userId_guildId: { userId, guildId } },
@@ -603,7 +644,25 @@ export async function runMinigame(
goldLost,
fatigueAppliedMinutes: fatigueMinutes,
fatigueMagnitude,
percentApplied: percent,
};
try {
await prisma.deathLog.create({
data: {
userId,
guildId,
areaId: area.id,
areaKey: area.key,
level,
goldLost: goldLost || 0,
percentApplied: percent,
autoDefeatNoWeapon: false,
fatigueMagnitude,
fatigueMinutes,
metadata: { mobs: totalMobsDefeated },
},
});
} catch {}
} catch {
// silencioso
}

View File

@@ -97,5 +97,6 @@ export type CombatSummary = {
goldLost?: number;
fatigueAppliedMinutes?: number;
fatigueMagnitude?: number; // 0.15 = 15%
percentApplied?: number; // porcentaje calculado dinámicamente según área/nivel
};
};