feat: agregar registro de muertes y penalizaciones dinámicas en minijuegos; implementar comandos para gestionar efectos de estado
This commit is contained in:
@@ -63,6 +63,7 @@ model Guild {
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PlayerStreak PlayerStreak[]
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AuditLog AuditLog[]
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PlayerStatusEffect PlayerStatusEffect[]
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DeathLog DeathLog[]
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}
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/**
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@@ -99,6 +100,7 @@ model User {
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PlayerStreak PlayerStreak[]
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AuditLog AuditLog[]
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PlayerStatusEffect PlayerStatusEffect[]
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DeathLog DeathLog[]
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}
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/**
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@@ -527,9 +529,10 @@ model GameArea {
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config Json?
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metadata Json?
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levels GameAreaLevel[]
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runs MinigameRun[]
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progress PlayerProgress[]
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levels GameAreaLevel[]
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runs MinigameRun[]
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progress PlayerProgress[]
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deathLogs DeathLog[]
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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@@ -1020,3 +1023,32 @@ model AuditLog {
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@@index([action])
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@@index([createdAt])
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}
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/**
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* -----------------------------------------------------------------------------
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* Log de Muertes (DeathLog)
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* -----------------------------------------------------------------------------
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* Auditoría de penalizaciones al morir para trazabilidad y balance.
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*/
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model DeathLog {
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id String @id @default(cuid())
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userId String
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guildId String
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areaId String?
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areaKey String?
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level Int?
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goldLost Int @default(0)
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percentApplied Float @default(0) // porcentaje calculado de penalización
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autoDefeatNoWeapon Boolean @default(false)
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fatigueMagnitude Float? // 0.15 = 15%
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fatigueMinutes Int? // minutos aplicados
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metadata Json?
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createdAt DateTime @default(now())
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user User @relation(fields: [userId], references: [id])
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guild Guild @relation(fields: [guildId], references: [id])
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area GameArea? @relation(fields: [areaId], references: [id])
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@@index([userId, guildId])
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@@index([createdAt])
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}
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104
src/commands/messages/game/effects.ts
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104
src/commands/messages/game/effects.ts
Normal file
@@ -0,0 +1,104 @@
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import type { CommandMessage } from "../../../core/types/commands";
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import type Amayo from "../../../core/client";
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import {
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getActiveStatusEffects,
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removeStatusEffect,
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clearAllStatusEffects,
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} from "../../../game/combat/statusEffectsService";
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import { consumeItemByKey } from "../../../game/economy/service";
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// Item key que permite purgar efectos. Configurable más adelante.
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const PURGE_ITEM_KEY = "potion.purga"; // placeholder
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export const command: CommandMessage = {
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name: "efectos",
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aliases: ["effects"],
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type: "message",
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cooldown: 5,
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category: "Economía",
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description:
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"Lista tus efectos de estado activos y permite purgarlos con un ítem de purga.",
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usage: "efectos [purgar|remover <TIPO>|todo]",
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run: async (message, args, _client: Amayo) => {
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const userId = message.author.id;
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const guildId = message.guild!.id;
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const sub = (args[0] || "").toLowerCase();
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if (
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sub === "purgar" ||
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sub === "purga" ||
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sub === "remover" ||
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sub === "remove" ||
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sub === "todo"
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) {
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// Requiere el item de purga
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try {
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const consume = await consumeItemByKey(
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userId,
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guildId,
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PURGE_ITEM_KEY,
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1
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);
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if (!consume.consumed) {
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await message.reply(
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`Necesitas 1 **${PURGE_ITEM_KEY}** en tu inventario para purgar efectos.`
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);
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return;
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}
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} catch {
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await message.reply(
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`No se pudo consumir el ítem de purga (${PURGE_ITEM_KEY}). Asegúrate de que existe.`
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);
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return;
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}
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// Modo remover tipo específico: efectos remover <TIPO>
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if (sub === "remover" || sub === "remove") {
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const typeArg = args[1];
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if (!typeArg) {
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await message.reply("Debes indicar el tipo: efectos remover FATIGUE");
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return;
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}
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await removeStatusEffect(userId, guildId, typeArg.toUpperCase());
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await message.reply(`Efecto **${typeArg.toUpperCase()}** eliminado.`);
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return;
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}
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// Modo todo
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if (sub === "todo" || sub === "purgar" || sub === "purga") {
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await clearAllStatusEffects(userId, guildId);
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await message.reply("Todos los efectos han sido purgados.");
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return;
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}
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}
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// Listar efectos
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const effects = await getActiveStatusEffects(userId, guildId);
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if (!effects.length) {
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await message.reply("No tienes efectos activos.");
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return;
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}
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const now = Date.now();
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const lines = effects.map((e) => {
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let remain = "permanente";
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if (e.expiresAt) {
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const ms = e.expiresAt.getTime() - now;
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if (ms > 0) {
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const m = Math.floor(ms / 60000);
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const s = Math.floor((ms % 60000) / 1000);
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remain = `${m}m ${s}s`;
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} else remain = "exp";
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}
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const pct = e.magnitude ? ` (${Math.round(e.magnitude * 100)}%)` : "";
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return `• ${e.type}${pct} - ${remain}`;
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});
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await message.reply(
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`**Efectos Activos:**\n${lines.join(
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"\n"
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)}\n\nUsa: efectos purgar | efectos remover <TIPO> | efectos todo (requiere ${PURGE_ITEM_KEY}).`
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);
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return;
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},
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};
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@@ -33,6 +33,14 @@ export const command: CommandMessage = {
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const wallet = await getOrCreateWallet(userId, guildId);
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const { eq, weapon, armor, cape } = await getEquipment(userId, guildId);
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const stats = await getEffectiveStats(userId, guildId);
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const showDefense =
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stats.baseDefense != null && stats.baseDefense !== stats.defense
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? `${stats.defense} (_${stats.baseDefense}_ base)`
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: `${stats.defense}`;
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const showDamage =
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stats.baseDamage != null && stats.baseDamage !== stats.damage
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? `${stats.damage} (_${stats.baseDamage}_ base)`
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: `${stats.damage}`;
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const playerStats = await getPlayerStatsFormatted(userId, guildId);
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const rawStats = await getOrCreatePlayerStats(userId, guildId);
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const streak = rawStats.currentWinStreak;
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@@ -101,8 +109,8 @@ export const command: CommandMessage = {
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`<:healbonus:1425671499792121877> HP: **${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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`<:damage:1425670476449189998> ATK: **${showDamage}** ${damageBonusDisplay}\n` +
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`<:defens:1425670433910427862> DEF: **${showDefense}**\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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@@ -66,10 +66,12 @@ export async function setEquipmentSlot(
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}
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export type EffectiveStats = {
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damage: number;
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defense: number;
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damage: number; // daño efectivo (con racha + efectos)
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defense: number; // defensa efectiva (con efectos)
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maxHp: number;
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hp: number;
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baseDamage?: number; // daño base antes de status effects
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baseDefense?: number; // defensa base antes de status effects
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};
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async function getMutationBonuses(
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@@ -113,7 +115,7 @@ export async function getEffectiveStats(
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const mutC = await getMutationBonuses(userId, guildId, cape?.id ?? null);
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let damage = Math.max(0, (w.damage ?? 0) + mutW.damageBonus);
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const defense = Math.max(0, (a.defense ?? 0) + mutA.defenseBonus);
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const defenseBase = Math.max(0, (a.defense ?? 0) + mutA.defenseBonus);
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const maxHp = Math.max(
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1,
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state.maxHp + (c.maxHpBonus ?? 0) + mutC.maxHpBonus
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@@ -141,18 +143,33 @@ export async function getEffectiveStats(
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const { damageMultiplier, defenseMultiplier } = computeDerivedModifiers(
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effects.map((e) => ({ type: e.type, magnitude: e.magnitude }))
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);
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const baseDamage = damage;
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const baseDefense = defenseBase;
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damage = Math.max(0, Math.round(damage * damageMultiplier));
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// defensa se recalcula localmente (no mutamos const original para claridad)
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const adjustedDefense = Math.max(
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0,
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Math.round(defense * defenseMultiplier)
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Math.round(defenseBase * defenseMultiplier)
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);
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return { damage, defense: adjustedDefense, maxHp, hp };
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return {
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damage,
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defense: adjustedDefense,
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maxHp,
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hp,
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baseDamage,
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baseDefense,
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};
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}
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} catch {
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// silencioso
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}
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return { damage, defense, maxHp, hp };
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return {
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damage,
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defense: defenseBase,
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maxHp,
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hp,
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baseDamage: damage,
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baseDefense: defenseBase,
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};
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}
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export async function adjustHP(userId: string, guildId: string, delta: number) {
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@@ -75,3 +75,17 @@ export async function applyDeathFatigue(
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data: { reason: "death" },
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});
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}
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export async function removeStatusEffect(
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userId: string,
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guildId: string,
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type: StatusEffectType
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) {
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await prisma.playerStatusEffect.deleteMany({
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where: { userId, guildId, type },
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});
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}
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export async function clearAllStatusEffects(userId: string, guildId: string) {
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await prisma.playerStatusEffect.deleteMany({ where: { userId, guildId } });
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}
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@@ -25,6 +25,25 @@ import type {
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} from "./types";
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import type { Prisma } from "@prisma/client";
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// Escalado dinámico de penalización por derrota según área/nivel y riesgo.
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// Se puede ampliar leyendo area.metadata.riskFactor (0-3) y level.
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function computeDeathPenaltyPercent(
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area: { key: string; metadata: any },
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level: number
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): number {
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const meta = (area.metadata as any) || {};
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const base = 0.05; // 5% base
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const risk =
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typeof meta.riskFactor === "number"
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? Math.max(0, Math.min(3, meta.riskFactor))
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: 0;
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const levelBoost = Math.min(0.1, Math.max(0, (level - 1) * 0.005)); // +0.5% por nivel adicional hasta +10%
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const riskBoost = risk * 0.02; // cada punto riesgo +2%
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let pct = base + levelBoost + riskBoost;
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if (pct > 0.25) pct = 0.25; // cap 25%
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return pct; // ej: 0.08 = 8%
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}
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// Auto-select best tool from inventory by type and constraints
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async function findBestToolKey(
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userId: string,
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@@ -418,11 +437,13 @@ export async function runMinigame(
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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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const percent = computeDeathPenaltyPercent(area, level);
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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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goldLost = Math.floor(coins * percent);
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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 > 5000) goldLost = 5000; // nuevo cap más alto por riesgo escalado
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if (goldLost > coins) goldLost = coins; // no perder más de lo que tienes
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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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@@ -442,7 +463,25 @@ export async function runMinigame(
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goldLost,
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fatigueAppliedMinutes: fatigueMinutes,
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fatigueMagnitude,
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percentApplied: percent,
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};
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try {
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await prisma.deathLog.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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areaKey: area.key,
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level,
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goldLost: goldLost || 0,
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percentApplied: percent,
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autoDefeatNoWeapon: true,
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fatigueMagnitude,
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fatigueMinutes,
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metadata: {},
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},
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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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@@ -579,11 +618,13 @@ export async function runMinigame(
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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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const percent = computeDeathPenaltyPercent(area, level);
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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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goldLost = Math.floor(coins * percent);
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if (goldLost < 1) goldLost = 1;
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if (goldLost > 500) goldLost = 500;
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if (goldLost > 5000) goldLost = 5000;
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if (goldLost > coins) goldLost = coins;
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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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@@ -603,7 +644,25 @@ export async function runMinigame(
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goldLost,
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fatigueAppliedMinutes: fatigueMinutes,
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fatigueMagnitude,
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percentApplied: percent,
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};
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try {
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await prisma.deathLog.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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areaKey: area.key,
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level,
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goldLost: goldLost || 0,
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percentApplied: percent,
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autoDefeatNoWeapon: false,
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fatigueMagnitude,
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fatigueMinutes,
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metadata: { mobs: totalMobsDefeated },
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},
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});
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} catch {}
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} catch {
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// silencioso
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}
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@@ -97,5 +97,6 @@ export type CombatSummary = {
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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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percentApplied?: number; // porcentaje calculado dinámicamente según área/nivel
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};
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};
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Reference in New Issue
Block a user