Kord/Docs/Plans/MiniGame_Refinement_Plan.md

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Refinement Mini-Game Implementation Plan

This document outlines the design and implementation details of the 'Refinement' (재련) mini-game system for Kord.

Overview

The Refinement mini-game allows users to strengthen their virtual weapons, participate in simple battles, and earn gold. It features a high-risk, high-reward progression system with a community-wide 'Fever Time' bonus.

Core Features

1. Weapon Refinement

  • Progression: Level- 재련 비용: floor(10 × 1.6^level)G (레벨별 기하급수적 증가)
  • 판매 가격: floor(현재_단계_비용 × 2)G
  • 재련 성공 확률:
    • 0→4강: 100% ~ 90% (비교적 안전)
    • 4→5강: 5% (급락)
    • 5→10강: 4% ~ 0.5% (사실상 불가)
    • 10강 이상: 0.1% (신화의 영역)
  • 전투 보상: floor(승리자_현재_강화_비용 × 2.0) + (레벨_차이 × 5000)G
  • 판매 가격: floor(현재_단계_비용 × 2)G
  • 전투 규칙:
    • 0강 무기 소유자는 전투를 걸 수 없으며, 공격 대상으로 지정될 수도 없습니다.
    • 전투 참여 시(공격/방어 모두) 내구도 -1.
  • 파괴 조건:
    • 재련 실패 시 낮은 확률로 파괴 (0단계 회귀).
    • 내구도가 0인 상태에서 전투 시도(공격) 시 전투 후 무기 파괴. as the level increases.
  • Risk: Failure at higher levels can lead to weapon destruction (reset to level 0).
  • Durability: Each battle reduces durability. Success and Level Up fully restores durability.

2. Battle System

  • One-way Attack: Users can attack others without a formal acceptance process.
  • Outcome: Calculated based on weapon levels.
  • Rewards: The winner receives gold based on both participants' levels.
  • Weapon Destruction: If a user attacks while their durability is 0, their weapon is permanently destroyed.

3. Fever System

  • Dynamic Analysis: The bot tracks server message activity per hour.
  • Activation: Fever mode activates during the server's peak activity hour (determined by historical data).
  • Bonus: +10% success rate for all refinement attempts during Fever Time.

4. Economy & Management

  • Gold Sources: Daily check-ins, winning battles, and selling weapons.
  • Check-in: /refine checkin grants a set amount of gold once per day.
  • Selling: Max level weapons must be sold to restart the progression.
  • Registry: Server admins can enable/disable mini-games and restrict them to specific channels via /minigame.

Technical Architecture

  • Prisma: Persists user profiles, server configs, activity logs, and fever states.
  • ActivityTrackerService: Buffers and saves message counts to avoid DB bottleneck.
  • FeverService: Analyzes activity and manages the 1-hour fever window.
  • RefinementService: Contains the core game logic (probabilities, rewards).

Implementation Progress

  • Database Schema updates
  • Infrastructure (Registry, Activity Tracking)
  • Game Logic (Refinement, Battle, Economy)
  • Commands and Interaction Handlers
  • Fever System Integration