Stage 5: Add Prisma integration and enhance mission management

- Introduced Prisma as a dependency in package.json and updated pnpm-lock.yaml.
- Created Prisma module and service for database interactions.
- Added initial Prisma schema and migration for user, survivor, mission, and related entities.
- Implemented throttling in the API using @nestjs/throttler for rate limiting.
- Enhanced mission management logic to utilize Prisma for database transactions.
- Updated missions controller and service to handle mission state and participant management.
- Added Twitch PubSub service for real-time updates on mission states.
This commit is contained in:
Maurycy
2026-05-07 15:42:52 +00:00
parent e8523d270e
commit 21f1a5319f
22 changed files with 1676 additions and 96 deletions

View File

@@ -2,11 +2,11 @@ import seedrandom = require('seedrandom');
import type {
EncounterDefinition,
EncounterResult,
ModifierApplication,
Perk,
SurvivorState,
SurvivorStats,
} from '@fog-explorer/api-interfaces';
import { applyPerkModifiers } from './perk-math';
export interface ResolverInput {
seed: string;
@@ -23,15 +23,10 @@ export interface ResolverInput {
};
}
// Probability adjustments per stat point and per difficulty level.
const OBJECTIVES_BONUS = 0.02;
const ALTRUISM_BONUS = 0.02;
const DIFFICULTY_PENALTY = 0.12;
// Tag that enables the altruism stat bonus.
const ALTRUISM_TAG = 'altruistic';
// Injury probability floor/ceiling when active survivor fails.
const INJURY_CHANCE_BASE = 0.8;
const INJURY_CHANCE_FLOOR = 0.2;
const SURVIVAL_INJURY_REDUCTION = 0.05;
@@ -40,25 +35,28 @@ export function resolveEncounter(input: ResolverInput): EncounterResult {
const rng = seedrandom(input.seed);
let probability = input.encounter.baseProbability;
probability -= (input.difficulty - 1) * DIFFICULTY_PENALTY;
probability += input.survivor.stats.objectives * OBJECTIVES_BONUS;
if (input.encounter.tags.includes(ALTRUISM_TAG)) {
probability += input.survivor.stats.altruism * ALTRUISM_BONUS;
}
const modifiersApplied = applyPerkModifiers(probability, input);
probability = modifiersApplied.adjusted;
const appliedList = modifiersApplied.applied;
const { probability: finalProbability, applied } = applyPerkModifiers(
probability,
input.survivor.perkSlots,
input.encounter.tags
);
probability = Math.max(0, Math.min(1, probability));
const success = rng() < probability;
const success = rng() < finalProbability;
const survivorStateChange = success
? null
: computeStateChange(rng, input.survivor.state, input.survivor.stats.survival, input.survivor.hookCount);
: computeStateChange(
rng,
input.survivor.state,
input.survivor.stats.survival,
input.survivor.hookCount
);
return {
missionId: input.missionId,
@@ -68,47 +66,11 @@ export function resolveEncounter(input: ResolverInput): EncounterResult {
seed: input.seed,
success,
survivorStateChange,
modifiersApplied: appliedList,
modifiersApplied: applied,
logText: buildLogText(input.encounter.key, success, survivorStateChange),
};
}
function applyPerkModifiers(
startProbability: number,
input: ResolverInput
): { adjusted: number; applied: ModifierApplication[] } {
let probability = startProbability;
const applied: ModifierApplication[] = [];
for (const perk of input.survivor.perkSlots) {
for (const mod of perk.modifiers) {
if (mod.target !== 'successChance') continue;
if (mod.condition) {
const tagMatch = mod.condition.encounterTags.some((t) =>
input.encounter.tags.includes(t)
);
if (!tagMatch) continue;
}
if (mod.type === 'additive') {
probability += mod.amount;
} else {
probability *= 1 + mod.amount;
}
applied.push({
perkKey: perk.key,
target: mod.target,
type: mod.type,
effectiveAmount: mod.amount,
});
}
}
return { adjusted: probability, applied };
}
function computeStateChange(
rng: seedrandom.PRNG,
currentState: SurvivorState,