46 lines
2.3 KiB
Markdown
46 lines
2.3 KiB
Markdown
# 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 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
|
|
- [x] Database Schema updates
|
|
- [x] Infrastructure (Registry, Activity Tracking)
|
|
- [x] Game Logic (Refinement, Battle, Economy)
|
|
- [x] Commands and Interaction Handlers
|
|
- [x] Fever System Integration
|