2.3 KiB
2.3 KiB
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 0 to Level 20.
- Cost: Increases exponentially with level (
level^2 * 100 G). - Success Rate: Decreases 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 checkingrants 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