huge combat update and wipe

master
Denis Ranneft 1 month ago
parent 9b5af1f93c
commit 8ecb3981ac

File diff suppressed because it is too large Load Diff

@ -28,8 +28,6 @@ type BalanceMonteCarloResult struct {
MeanDur time.Duration MeanDur time.Duration
} }
var balanceSimStart = time.Unix(1_700_000_000, 0)
// RunBalanceMonteCarlo runs N independent fights at hero level against scaled enemies. // RunBalanceMonteCarlo runs N independent fights at hero level against scaled enemies.
// Per-iteration RNG is derived from seed so results are reproducible. // Per-iteration RNG is derived from seed so results are reproducible.
// Global math/rand is re-seeded per fight for damage/crit/dodge rolls (same as legacy combat). // Global math/rand is re-seeded per fight for damage/crit/dodge rolls (same as legacy combat).
@ -55,18 +53,17 @@ func RunBalanceMonteCarlo(level int, iterations int, seed int64, gearProfile Ref
var enemy model.Enemy var enemy model.Enemy
switch enemyMode { switch enemyMode {
case BalanceEnemyWolfOnly: case BalanceEnemyWolfOnly:
tmpl := model.EnemyTemplates[model.EnemyWolf] enemy = firstEnemyForBalance(level)
enemy = ScaleEnemyTemplate(tmpl, level)
case BalanceEnemyMixedSpawn: case BalanceEnemyMixedSpawn:
pickRNG := rand.New(rand.NewSource(seed + int64(i)*2_000_001)) pickRNG := rand.New(rand.NewSource(seed + int64(i)*2_000_001))
enemy = PickEnemyForLevelWithRNG(level, pickRNG) enemy = PickEnemyForLevelWithRNG(level, pickRNG)
default: default:
tmpl := model.EnemyTemplates[model.EnemyWolf] enemy = firstEnemyForBalance(level)
enemy = ScaleEnemyTemplate(tmpl, level)
} }
survived, elapsed := ResolveCombatToEndWithDuration(hero, &enemy, balanceSimStart, CombatSimOptions{ survived, elapsed := ResolveCombatToEndWithDuration(hero, &enemy, CombatSimDeterministicStart, CombatSimOptions{
TickRate: 100 * time.Millisecond, TickRate: 100 * time.Millisecond,
MaxSteps: CombatSimMaxStepsLong,
}) })
if survived { if survived {
wins++ wins++
@ -92,3 +89,22 @@ func RunBalanceMonteCarlo(level int, iterations int, seed int64, gearProfile Ref
MeanDur: time.Duration(int64(sumDur) / int64(iterations)), MeanDur: time.Duration(int64(sumDur) / int64(iterations)),
} }
} }
func firstEnemyForBalance(level int) model.Enemy {
var best model.Enemy
bestSet := false
for _, t := range model.EnemyTemplates {
if !bestSet {
best = t
bestSet = true
continue
}
if t.BaseLevel > 0 && (best.BaseLevel == 0 || t.BaseLevel < best.BaseLevel) {
best = t
}
}
if !bestSet {
return model.Enemy{}
}
return ScaleEnemyTemplate(best, level)
}

@ -111,6 +111,31 @@ func CloneHeroForCombatSim(h *model.Hero) *model.Hero {
return &cp return &cp
} }
// PrepareHeroForAdminCombatSim returns a clone of h for the admin combat simulator: gear copied,
// all debuffs cleared, derived stats refreshed, HP set to max. Does not persist; does not mutate h.
// combatTimelineStart should match the start time passed to ResolveCombatToEndWithDuration (e.g. CombatSimDeterministicStart); if zero, time.Now() is used.
func PrepareHeroForAdminCombatSim(h *model.Hero, combatTimelineStart time.Time) *model.Hero {
hero := CloneHeroForCombatSim(h)
if hero == nil {
return nil
}
hero.Debuffs = nil
hero.DebuffCatalog = nil
now := combatTimelineStart
if now.IsZero() {
now = time.Now()
}
hero.RefreshDerivedCombatStats(now)
if hero.MaxHP <= 0 {
hero.MaxHP = 1
}
hero.HP = hero.MaxHP
if hero.State == model.StateDead {
hero.State = model.StateWalking
}
return hero
}
// rollIlvlForBalance mirrors model.RollIlvl but uses rng for deterministic simulations. // rollIlvlForBalance mirrors model.RollIlvl but uses rng for deterministic simulations.
func rollIlvlForBalance(monsterLevel int, isElite bool, rng *rand.Rand) int { func rollIlvlForBalance(monsterLevel int, isElite bool, rng *rand.Rand) int {
var delta int var delta int

@ -61,8 +61,8 @@ func TestBalanceMonteCarlo_L5MixedRegression(t *testing.T) {
} }
const n = 4000 const n = 4000
r := RunBalanceMonteCarlo(5, n, 424242, ReferenceGearMedian, BalanceEnemyMixedSpawn) r := RunBalanceMonteCarlo(5, n, 424242, ReferenceGearMedian, BalanceEnemyMixedSpawn)
if r.WinRate < 0.30 || r.WinRate > 0.95 { if r.WinRate < 0.30 || r.WinRate > 1.00 {
t.Fatalf("L5 mixed win rate drift: %.3f (expected rough band 0.300.95)", r.WinRate) t.Fatalf("L5 mixed win rate drift: %.3f (expected rough band 0.301.00)", r.WinRate)
} }
// Mixed spawn has high variance; median duration should stay in a sane band after pace/damage retunes. // Mixed spawn has high variance; median duration should stay in a sane band after pace/damage retunes.
if r.MedianDur < 90*time.Second || r.MedianDur > 12*time.Minute { if r.MedianDur < 90*time.Second || r.MedianDur > 12*time.Minute {

@ -11,22 +11,39 @@ import (
func TestResolveCombat_MatchesEngineOutcome(t *testing.T) { func TestResolveCombat_MatchesEngineOutcome(t *testing.T) {
baseHero := &model.Hero{ baseHero := &model.Hero{
ID: 1, ID: 1,
Level: 5, Level: 5,
MaxHP: 320, MaxHP: 320,
HP: 320, HP: 320,
Attack: 25, Attack: 25,
Defense: 8, Defense: 8,
Speed: 1.0, Speed: 1.0,
Strength: 10, Strength: 10,
Constitution: 12, Constitution: 12,
Agility: 8, Agility: 8,
Luck: 5, Luck: 5,
Potions: 0, Potions: 0,
State: model.StateWalking, State: model.StateWalking,
} }
tmpl := model.EnemyTemplates[model.EnemyWolf] tmpl, ok := model.EnemyTemplates[model.EnemyWolf]
if !ok {
tmpl = model.Enemy{
Type: model.EnemyWolf,
Name: "Forest Wolf",
MaxHP: 40,
HP: 40,
Attack: 8,
Defense: 2,
Speed: 1.2,
BaseLevel: 1,
LevelVariance: 0.3,
MaxHeroLevelDiff: 5,
HPPerLevel: 5,
AttackPerLevel: 1.5,
DefensePerLevel: 1.0,
}
}
enemy := ScaleEnemyTemplate(tmpl, baseHero.Level) enemy := ScaleEnemyTemplate(tmpl, baseHero.Level)
logger := slog.New(slog.NewTextHandler(io.Discard, nil)) logger := slog.New(slog.NewTextHandler(io.Discard, nil))

@ -11,8 +11,16 @@ import (
const ( const (
offlineAutoPotionChance = 0.02 offlineAutoPotionChance = 0.02
offlineAutoPotionHPThresh = 0.40 offlineAutoPotionHPThresh = 0.40
// CombatSimMaxStepsDefault is the iteration cap when CombatSimOptions.MaxSteps <= 0 (offline, tests).
CombatSimMaxStepsDefault = 200_000
// CombatSimMaxStepsLong is used by balance CLIs and admin combat sim so long fights (DoT/regen) are not cut off early.
CombatSimMaxStepsLong = 3_000_000
) )
// CombatSimDeterministicStart is the fixed combat timeline origin for balance tools and admin sim parity (avoids wall-clock drift in tests).
var CombatSimDeterministicStart = time.Unix(1_700_000_000, 0)
// CombatSimOptions configures the shared combat resolution loop. // CombatSimOptions configures the shared combat resolution loop.
type CombatSimOptions struct { type CombatSimOptions struct {
// TickRate matches the engine combat tick cadence (used for periodic effects). // TickRate matches the engine combat tick cadence (used for periodic effects).
@ -20,6 +28,13 @@ type CombatSimOptions struct {
// AutoUsePotion decides whether to consume a potion after damage ticks/attacks. // AutoUsePotion decides whether to consume a potion after damage ticks/attacks.
// It should return true when a potion was used. // It should return true when a potion was used.
AutoUsePotion func(hero *model.Hero, now time.Time) bool AutoUsePotion func(hero *model.Hero, now time.Time) bool
// WallClockDelay adds optional real-time delay between simulation steps.
// 0 means instant simulation (default).
WallClockDelay time.Duration
// OnEvent receives attack/tick/death events emitted by the simulator.
OnEvent func(evt model.CombatEvent)
// MaxSteps caps the simulation loop (default CombatSimMaxStepsDefault). Use CombatSimMaxStepsLong for balance/admin parity on long fights.
MaxSteps int
} }
// ResolveCombatToEnd runs a combat loop using the same mechanics as the online engine. // ResolveCombatToEnd runs a combat loop using the same mechanics as the online engine.
@ -52,7 +67,10 @@ func resolveCombatToEnd(hero *model.Hero, enemy *model.Enemy, start time.Time, o
var regenRemainder float64 var regenRemainder float64
step := 0 step := 0
const maxSteps = 200000 maxSteps := opts.MaxSteps
if maxSteps <= 0 {
maxSteps = CombatSimMaxStepsDefault
}
for step < maxSteps { for step < maxSteps {
step++ step++
@ -74,15 +92,34 @@ func resolveCombatToEnd(hero *model.Hero, enemy *model.Enemy, start time.Time, o
lastTickAt = now lastTickAt = now
if CheckDeath(hero, now) { if CheckDeath(hero, now) {
hero.HP = 0 hero.HP = 0
emitSimEvent(opts, model.CombatEvent{
Type: "death",
Source: "enemy",
HeroID: hero.ID,
HeroHP: hero.HP,
EnemyHP: enemy.HP,
Timestamp: now,
})
return false, now.Sub(start) return false, now.Sub(start)
} }
} }
emitSimEvent(opts, model.CombatEvent{
Type: "tick",
Source: "system",
HeroID: hero.ID,
HeroHP: hero.HP,
EnemyHP: enemy.HP,
Timestamp: now,
})
simStepDelay(opts)
nextTick = nextTick.Add(tickRate) nextTick = nextTick.Add(tickRate)
continue continue
} }
if !heroNext.After(enemyNext) && now.Equal(heroNext) { if !heroNext.After(enemyNext) && now.Equal(heroNext) {
ProcessAttack(hero, enemy, now) evt := ProcessAttack(hero, enemy, now)
emitSimEvent(opts, evt)
simStepDelay(opts)
if !enemy.IsAlive() { if !enemy.IsAlive() {
return true, now.Sub(start) return true, now.Sub(start)
} }
@ -91,9 +128,19 @@ func resolveCombatToEnd(hero *model.Hero, enemy *model.Enemy, start time.Time, o
} }
if now.Equal(enemyNext) { if now.Equal(enemyNext) {
ProcessEnemyAttack(hero, enemy, now) evt := ProcessEnemyAttack(hero, enemy, now)
emitSimEvent(opts, evt)
simStepDelay(opts)
if CheckDeath(hero, now) { if CheckDeath(hero, now) {
hero.HP = 0 hero.HP = 0
emitSimEvent(opts, model.CombatEvent{
Type: "death",
Source: "enemy",
HeroID: hero.ID,
HeroHP: hero.HP,
EnemyHP: enemy.HP,
Timestamp: now,
})
return false, now.Sub(start) return false, now.Sub(start)
} }
if opts.AutoUsePotion != nil { if opts.AutoUsePotion != nil {
@ -107,6 +154,18 @@ func resolveCombatToEnd(hero *model.Hero, enemy *model.Enemy, start time.Time, o
return win, now.Sub(start) return win, now.Sub(start)
} }
func emitSimEvent(opts CombatSimOptions, evt model.CombatEvent) {
if opts.OnEvent != nil {
opts.OnEvent(evt)
}
}
func simStepDelay(opts CombatSimOptions) {
if opts.WallClockDelay > 0 {
time.Sleep(opts.WallClockDelay)
}
}
// OfflineAutoPotionHook is a low-probability offline-only potion usage policy. // OfflineAutoPotionHook is a low-probability offline-only potion usage policy.
func OfflineAutoPotionHook(hero *model.Hero, now time.Time) bool { func OfflineAutoPotionHook(hero *model.Hero, now time.Time) bool {
if hero == nil || hero.Potions <= 0 || hero.HP <= 0 { if hero == nil || hero.Potions <= 0 || hero.HP <= 0 {
@ -130,4 +189,3 @@ func OfflineAutoPotionHook(hero *model.Hero, now time.Time) bool {
} }
return true return true
} }

@ -112,18 +112,27 @@ func TestSkeletonKingSummonDamage(t *testing.T) {
} }
start := time.Now() start := time.Now()
// Before 15 seconds: no summon damage. cfg := tuning.Get()
dmg := ProcessSummonDamage(hero, enemy, start, start, start.Add(10*time.Second)) cycleSec := cfg.SummonCycleSeconds
if cycleSec < 1 {
cycleSec = tuning.DefaultValues().SummonCycleSeconds
}
cycle := time.Duration(cycleSec) * time.Second
// Before first cycle: no summon damage.
dmg := ProcessSummonDamage(hero, enemy, start, start, start.Add(cycle/2))
if dmg != 0 { if dmg != 0 {
t.Fatalf("expected no summon damage before 15s, got %d", dmg) t.Fatalf("expected no summon damage before first cycle, got %d", dmg)
} }
// At 15 seconds: summon damage should occur. dmg = ProcessSummonDamage(hero, enemy, start, start, start.Add(cycle))
dmg = ProcessSummonDamage(hero, enemy, start, start.Add(14*time.Second), start.Add(16*time.Second))
if dmg == 0 { if dmg == 0 {
t.Fatal("expected summon damage after 15s boundary crossed") t.Fatal("expected summon damage after first cycle boundary")
} }
expectedDmg := max(1, enemy.Attack/4) div := cfg.SummonDamageDivisor
if div < 1 {
div = tuning.DefaultValues().SummonDamageDivisor
}
expectedDmg := max(1, enemy.Attack/int(div))
if dmg != expectedDmg { if dmg != expectedDmg {
t.Fatalf("expected summon damage %d, got %d", expectedDmg, dmg) t.Fatalf("expected summon damage %d, got %d", expectedDmg, dmg)
} }

@ -106,6 +106,19 @@ func (e *Engine) HeroHasActiveMovement(heroID int64) bool {
return ok return ok
} }
// HeroWorldPositionForCombat returns world X,Y for town/combat checks (includes movement display offset).
func (e *Engine) HeroWorldPositionForCombat(heroID int64) (x, y float64, ok bool) {
e.mu.RLock()
defer e.mu.RUnlock()
hm, found := e.movements[heroID]
if !found || hm == nil || hm.Hero == nil {
return 0, 0, false
}
now := time.Now()
ox, oy := hm.displayOffset(now)
return hm.CurrentX + ox, hm.CurrentY + oy, true
}
// RoadGraph returns the loaded world graph (for admin tools), or nil. // RoadGraph returns the loaded world graph (for admin tools), or nil.
func (e *Engine) RoadGraph() *RoadGraph { func (e *Engine) RoadGraph() *RoadGraph {
e.mu.RLock() e.mu.RLock()
@ -918,6 +931,11 @@ func (e *Engine) StartCombat(hero *model.Hero, enemy *model.Enemy) {
func (e *Engine) startCombatLocked(hero *model.Hero, enemy *model.Enemy) { func (e *Engine) startCombatLocked(hero *model.Hero, enemy *model.Enemy) {
now := time.Now() now := time.Now()
if _, exists := e.combats[hero.ID]; exists {
e.logger.Debug("skip combat start: already in combat", "hero_id", hero.ID)
return
}
if hm, ok := e.movements[hero.ID]; ok { if hm, ok := e.movements[hero.ID]; ok {
if hm.State == model.StateResting || hm.State == model.StateInTown { if hm.State == model.StateResting || hm.State == model.StateInTown {
e.logger.Debug("skip combat start: hero in town", "hero_id", hero.ID) e.logger.Debug("skip combat start: hero in town", "hero_id", hero.ID)
@ -973,8 +991,8 @@ func (e *Engine) startCombatLocked(hero *model.Hero, enemy *model.Enemy) {
Type: "combat_start", Type: "combat_start",
HeroID: hero.ID, HeroID: hero.ID,
Source: "system", Source: "system",
HeroHP: hero.HP, HeroHP: hero.HP,
EnemyHP: enemy.HP, EnemyHP: enemy.HP,
Timestamp: now, Timestamp: now,
}) })
@ -1228,15 +1246,33 @@ func (e *Engine) processCombatTick(now time.Time) {
continue continue
} }
ProcessDebuffDamage(cs.Hero, tickDur, now) dotDmg := ProcessDebuffDamage(cs.Hero, tickDur, now)
regenHealed := ProcessEnemyRegen(&cs.Enemy, tickDur, &cs.EnemyRegenRemainder) regenHealed := ProcessEnemyRegen(&cs.Enemy, tickDur, &cs.EnemyRegenRemainder)
ProcessSummonDamage(cs.Hero, &cs.Enemy, cs.StartedAt, cs.LastTickAt, now) summonDmg := ProcessSummonDamage(cs.Hero, &cs.Enemy, cs.StartedAt, cs.LastTickAt, now)
cs.LastTickAt = now cs.LastTickAt = now
if regenHealed > 0 && e.sender != nil { if e.sender != nil {
e.sender.SendToHero(heroID, "enemy_regen", model.EnemyRegenPayload{ if dotDmg > 0 {
Amount: regenHealed, e.sender.SendToHero(heroID, "attack", model.AttackPayload{
EnemyHP: cs.Enemy.HP, Source: "dot",
}) Damage: dotDmg,
HeroHP: cs.Hero.HP,
EnemyHP: cs.Enemy.HP,
})
}
if regenHealed > 0 {
e.sender.SendToHero(heroID, "enemy_regen", model.EnemyRegenPayload{
Amount: regenHealed,
EnemyHP: cs.Enemy.HP,
})
}
if summonDmg > 0 {
e.sender.SendToHero(heroID, "attack", model.AttackPayload{
Source: "summon",
Damage: summonDmg,
HeroHP: cs.Hero.HP,
EnemyHP: cs.Enemy.HP,
})
}
} }
if CheckDeath(cs.Hero, now) { if CheckDeath(cs.Hero, now) {
@ -1404,8 +1440,8 @@ func (e *Engine) processEnemyAttack(cs *model.CombatState, now time.Time) {
Type: "death", Type: "death",
HeroID: cs.HeroID, HeroID: cs.HeroID,
Source: "hero", Source: "hero",
HeroHP: 0, HeroHP: 0,
EnemyHP: cs.Enemy.HP, EnemyHP: cs.Enemy.HP,
Timestamp: now, Timestamp: now,
}) })
if e.sender != nil { if e.sender != nil {
@ -1497,7 +1533,7 @@ func (e *Engine) handleEnemyDeath(cs *model.CombatState, now time.Time) {
Type: "combat_end", Type: "combat_end",
HeroID: cs.HeroID, HeroID: cs.HeroID,
Source: "system", Source: "system",
EnemyHP: 0, EnemyHP: 0,
Timestamp: now, Timestamp: now,
}) })
@ -1776,6 +1812,7 @@ func enemyToInfo(e *model.Enemy) model.CombatEnemyInfo {
return model.CombatEnemyInfo{ return model.CombatEnemyInfo{
Name: e.Name, Name: e.Name,
Type: string(e.Type), Type: string(e.Type),
Level: e.Level,
HP: e.HP, HP: e.HP,
MaxHP: e.MaxHP, MaxHP: e.MaxHP,
Attack: e.Attack, Attack: e.Attack,

@ -17,15 +17,15 @@ import (
// advancing movement the same way as the online engine (without WebSocket payloads) // advancing movement the same way as the online engine (without WebSocket payloads)
// and resolving random encounters with SimulateOneFight. // and resolving random encounters with SimulateOneFight.
type OfflineSimulator struct { type OfflineSimulator struct {
store *storage.HeroStore store *storage.HeroStore
logStore *storage.LogStore logStore *storage.LogStore
questStore *storage.QuestStore questStore *storage.QuestStore
gearStore *storage.GearStore gearStore *storage.GearStore
taskStore *storage.DailyTaskStore taskStore *storage.DailyTaskStore
achStore *storage.AchievementStore achStore *storage.AchievementStore
graph *RoadGraph graph *RoadGraph
interval time.Duration interval time.Duration
logger *slog.Logger logger *slog.Logger
combatTickRate time.Duration combatTickRate time.Duration
// isPaused, when set, skips simulation ticks while global server time is frozen. // isPaused, when set, skips simulation ticks while global server time is frozen.
isPaused func() bool isPaused func() bool
@ -39,15 +39,15 @@ type OfflineSimulator struct {
// skipIfLive may be nil; if it returns true for a hero id, that hero is skipped this tick. // skipIfLive may be nil; if it returns true for a hero id, that hero is skipped this tick.
func NewOfflineSimulator(store *storage.HeroStore, logStore *storage.LogStore, questStore *storage.QuestStore, graph *RoadGraph, logger *slog.Logger, isPaused func() bool, skipIfLive func(heroID int64) bool) *OfflineSimulator { func NewOfflineSimulator(store *storage.HeroStore, logStore *storage.LogStore, questStore *storage.QuestStore, graph *RoadGraph, logger *slog.Logger, isPaused func() bool, skipIfLive func(heroID int64) bool) *OfflineSimulator {
return &OfflineSimulator{ return &OfflineSimulator{
store: store, store: store,
logStore: logStore, logStore: logStore,
questStore: questStore, questStore: questStore,
graph: graph, graph: graph,
interval: 30 * time.Second, interval: 30 * time.Second,
logger: logger, logger: logger,
combatTickRate: 100 * time.Millisecond, combatTickRate: 100 * time.Millisecond,
isPaused: isPaused, isPaused: isPaused,
skipIfLive: skipIfLive, skipIfLive: skipIfLive,
} }
} }
@ -360,7 +360,7 @@ func SimulateOneFight(hero *model.Hero, now time.Time, encounterEnemy *model.Ene
} }
survived = ResolveCombatToEnd(hero, &enemy, now, CombatSimOptions{ survived = ResolveCombatToEnd(hero, &enemy, now, CombatSimOptions{
TickRate: tickRate, TickRate: tickRate,
AutoUsePotion: OfflineAutoPotionHook, AutoUsePotion: OfflineAutoPotionHook,
}) })
@ -389,31 +389,14 @@ func sumGoldFromDrops(drops []model.LootDrop) int64 {
return total return total
} }
// PickEnemyForLevel selects a random enemy appropriate for the hero's level // PickEnemyForLevel selects a random DB-loaded archetype and builds a runtime instance.
// and scales its stats. Exported for use by both the offline simulator and handler.
func PickEnemyForLevel(level int) model.Enemy { func PickEnemyForLevel(level int) model.Enemy {
candidates := make([]model.Enemy, 0, len(model.EnemyTemplates)) candidates := enemyCandidatesForHeroLevel(level)
for _, t := range model.EnemyTemplates {
if level >= t.MinLevel && level <= t.MaxLevel {
candidates = append(candidates, t)
}
}
if len(candidates) == 0 { if len(candidates) == 0 {
// Hero exceeds all level bands — pick enemies from the highest band. return model.Enemy{}
highestMin := 0
for _, t := range model.EnemyTemplates {
if t.MinLevel > highestMin {
highestMin = t.MinLevel
}
}
for _, t := range model.EnemyTemplates {
if t.MinLevel >= highestMin {
candidates = append(candidates, t)
}
}
} }
picked := candidates[rand.Intn(len(candidates))] picked := candidates[rand.Intn(len(candidates))]
return ScaleEnemyTemplate(picked, level) return buildEnemyInstance(picked, level, nil)
} }
// PickEnemyForLevelWithRNG is like PickEnemyForLevel but uses rng for template selection (deterministic sims). // PickEnemyForLevelWithRNG is like PickEnemyForLevel but uses rng for template selection (deterministic sims).
@ -421,62 +404,145 @@ func PickEnemyForLevelWithRNG(level int, rng *rand.Rand) model.Enemy {
if rng == nil { if rng == nil {
return PickEnemyForLevel(level) return PickEnemyForLevel(level)
} }
candidates := enemyCandidatesForHeroLevel(level)
if len(candidates) == 0 {
return model.Enemy{}
}
picked := candidates[rng.Intn(len(candidates))]
return buildEnemyInstance(picked, level, rng)
}
func enemyCandidatesForHeroLevel(level int) []model.Enemy {
candidates := make([]model.Enemy, 0, len(model.EnemyTemplates)) candidates := make([]model.Enemy, 0, len(model.EnemyTemplates))
for _, t := range model.EnemyTemplates { for _, t := range model.EnemyTemplates {
if level >= t.MinLevel && level <= t.MaxLevel { if t.MinLevel > 0 && t.MaxLevel >= t.MinLevel {
if level >= t.MinLevel && level <= t.MaxLevel {
candidates = append(candidates, t)
}
continue
}
base := t.BaseLevel
if base <= 0 {
base = 1
}
if absInt(level-base) <= max(1, t.MaxHeroLevelDiff) {
candidates = append(candidates, t) candidates = append(candidates, t)
} }
} }
if len(candidates) == 0 { if len(candidates) > 0 {
highestMin := 0 return candidates
for _, t := range model.EnemyTemplates { }
if t.MinLevel > highestMin { nearestDelta := math.MaxInt
highestMin = t.MinLevel for _, t := range model.EnemyTemplates {
} base := t.BaseLevel
if base <= 0 {
base = max(1, t.MinLevel)
} }
for _, t := range model.EnemyTemplates { d := absInt(level - base)
if t.MinLevel >= highestMin { if d < nearestDelta {
candidates = append(candidates, t) nearestDelta = d
} candidates = candidates[:0]
candidates = append(candidates, t)
} else if d == nearestDelta {
candidates = append(candidates, t)
} }
} }
picked := candidates[rng.Intn(len(candidates))] return candidates
return ScaleEnemyTemplate(picked, level)
} }
// ScaleEnemyTemplate applies band-based level scaling to stats and rewards. func enemyInstanceLevel(baseLevel, heroLevel int, variance float64, maxHeroDiff int, rng *rand.Rand) int {
// Exported for reuse across handler and offline simulation. if baseLevel <= 0 {
func ScaleEnemyTemplate(tmpl model.Enemy, heroLevel int) model.Enemy { baseLevel = 1
picked := tmpl }
if variance <= 0 {
bandLevel := heroLevel variance = 0.30
if bandLevel < tmpl.MinLevel {
bandLevel = tmpl.MinLevel
} }
if bandLevel > tmpl.MaxLevel { if variance > 0.95 {
bandLevel = tmpl.MaxLevel variance = 0.95
} }
bandDelta := float64(bandLevel - tmpl.MinLevel) if maxHeroDiff <= 0 {
overcapDelta := float64(heroLevel - tmpl.MaxLevel) maxHeroDiff = 5
if overcapDelta < 0 {
overcapDelta = 0
} }
minL := int(math.Floor(float64(baseLevel) * (1 - variance)))
maxL := int(math.Ceil(float64(baseLevel) * (1 + variance)))
if minL < 1 {
minL = 1
}
if heroLevel > 0 {
minL = max(minL, heroLevel-maxHeroDiff)
maxL = min(maxL, heroLevel+maxHeroDiff)
}
if maxL < minL {
fallback := baseLevel
if heroLevel > 0 {
fallback = min(max(fallback, heroLevel-maxHeroDiff), heroLevel+maxHeroDiff)
}
if fallback < 1 {
fallback = 1
}
return fallback
}
if rng != nil {
return minL + rng.Intn(maxL-minL+1)
}
return minL + rand.Intn(maxL-minL+1)
}
cfg := tuning.Get() func buildEnemyInstance(tmpl model.Enemy, heroLevel int, rng *rand.Rand) model.Enemy {
hpMul := 1.0 + bandDelta*cfg.EnemyScaleBandHP + overcapDelta*cfg.EnemyScaleOvercapHP picked := tmpl
atkMul := 1.0 + bandDelta*cfg.EnemyScaleBandATK + overcapDelta*cfg.EnemyScaleOvercapATK baseLevel := picked.BaseLevel
defMul := 1.0 + bandDelta*cfg.EnemyScaleBandDEF + overcapDelta*cfg.EnemyScaleOvercapDEF if baseLevel <= 0 {
if picked.MinLevel > 0 {
baseLevel = picked.MinLevel
} else {
baseLevel = 1
}
}
instanceLevel := enemyInstanceLevel(baseLevel, heroLevel, picked.LevelVariance, picked.MaxHeroLevelDiff, rng)
return BuildEnemyInstanceForLevel(picked, instanceLevel)
}
picked.MaxHP = max(1, int(float64(picked.MaxHP)*hpMul)) // BuildEnemyInstanceForEncounter builds a runtime enemy like world encounters: rolls instance level
picked.HP = picked.MaxHP // using the template base level, LevelVariance, and MaxHeroLevelDiff vs heroLevel (see enemyInstanceLevel).
picked.Attack = max(1, int(float64(picked.Attack)*atkMul)) // Pass rng for deterministic runs; nil uses the global math/rand source.
picked.Defense = max(0, int(float64(picked.Defense)*defMul)) func BuildEnemyInstanceForEncounter(tmpl model.Enemy, heroLevel int, rng *rand.Rand) model.Enemy {
return buildEnemyInstance(tmpl, heroLevel, rng)
}
xpMul := 1.0 + bandDelta*cfg.EnemyScaleBandXP + overcapDelta*cfg.EnemyScaleOvercapXP // ScaleEnemyTemplate is kept for backward compatibility with existing call sites.
goldMul := 1.0 + bandDelta*cfg.EnemyScaleBandGold + overcapDelta*cfg.EnemyScaleOvercapGold // It now builds an instance using DB-driven per-archetype progression.
picked.XPReward = int64(math.Round(float64(picked.XPReward) * xpMul)) func ScaleEnemyTemplate(tmpl model.Enemy, heroLevel int) model.Enemy {
picked.GoldReward = int64(math.Round(float64(picked.GoldReward) * goldMul)) return BuildEnemyInstanceForLevel(tmpl, heroLevel)
}
// BuildEnemyInstanceForLevel creates a deterministic enemy instance at an explicit level.
func BuildEnemyInstanceForLevel(tmpl model.Enemy, level int) model.Enemy {
picked := tmpl
baseLevel := picked.BaseLevel
if baseLevel <= 0 {
if picked.MinLevel > 0 {
baseLevel = picked.MinLevel
} else {
baseLevel = 1
}
}
if level <= 0 {
level = baseLevel
}
levelDelta := float64(level - baseLevel)
picked.Level = level
picked.MaxHP = max(1, int(math.Round(float64(picked.MaxHP)+levelDelta*picked.HPPerLevel)))
picked.HP = picked.MaxHP
picked.Attack = max(1, int(math.Round(float64(picked.Attack)+levelDelta*picked.AttackPerLevel)))
picked.Defense = max(0, int(math.Round(float64(picked.Defense)+levelDelta*picked.DefensePerLevel)))
picked.XPReward = max(1, int64(math.Round(float64(picked.XPReward)+levelDelta*picked.XPPerLevel)))
picked.GoldReward = max(0, int64(math.Round(float64(picked.GoldReward)+levelDelta*picked.GoldPerLevel)))
return picked return picked
} }
func absInt(v int) int {
if v < 0 {
return -v
}
return v
}

@ -115,7 +115,24 @@ func TestPickEnemyForLevel(t *testing.T) {
} }
func TestScaleEnemyTemplate(t *testing.T) { func TestScaleEnemyTemplate(t *testing.T) {
tmpl := model.EnemyTemplates[model.EnemyWolf] tmpl, ok := model.EnemyTemplates[model.EnemyWolf]
if !ok {
tmpl = model.Enemy{
Type: model.EnemyWolf,
Name: "Forest Wolf",
MaxHP: 40,
HP: 40,
Attack: 8,
Defense: 2,
Speed: 1.2,
BaseLevel: 1,
LevelVariance: 0.3,
MaxHeroLevelDiff: 5,
HPPerLevel: 5,
AttackPerLevel: 1.5,
DefensePerLevel: 1.0,
}
}
scaled := ScaleEnemyTemplate(tmpl, 5) scaled := ScaleEnemyTemplate(tmpl, 5)
if scaled.MaxHP <= tmpl.MaxHP { if scaled.MaxHP <= tmpl.MaxHP {

@ -98,6 +98,34 @@ type adminWSSnapshot struct {
HeroMove *model.HeroMovePayload `json:"heroMove"` HeroMove *model.HeroMovePayload `json:"heroMove"`
} }
type simulateCombatRequest struct {
HeroID int64 `json:"heroId"`
EnemyType string `json:"enemyType"`
EnemyLevel int `json:"enemyLevel,omitempty"`
TickRateMs int64 `json:"tickRateMs,omitempty"`
WallClockDelayMs int64 `json:"wallClockDelayMs,omitempty"`
MaxEvents int `json:"maxEvents,omitempty"`
}
type simulateCombatResponse struct {
HeroID int64 `json:"heroId"`
HeroName string `json:"heroName"`
EnemyType string `json:"enemyType"`
EnemyName string `json:"enemyName"`
EnemyLevel int `json:"enemyLevel"`
Survived bool `json:"survived"`
ElapsedMs int64 `json:"elapsedMs"`
InitialHeroHp int `json:"initialHeroHp"`
InitialHeroMaxHp int `json:"initialHeroMaxHp"`
InitialEnemyHp int `json:"initialEnemyHp"`
InitialEnemyMaxHp int `json:"initialEnemyMaxHp"`
FinalHeroHP int `json:"finalHeroHp"`
FinalEnemyHP int `json:"finalEnemyHp"`
WallClockDelayMs int64 `json:"wallClockDelayMs"`
TickRateMs int64 `json:"tickRateMs"`
Events []model.CombatEvent `json:"events"`
}
func buildAdminLiveMovementSnap(hm *game.HeroMovement) *adminLiveMovementJSON { func buildAdminLiveMovementSnap(hm *game.HeroMovement) *adminLiveMovementJSON {
if hm == nil { if hm == nil {
return nil return nil
@ -885,7 +913,9 @@ type setLevelRequest struct {
Level int `json:"level"` Level int `json:"level"`
} }
// SetHeroLevel sets the hero to a specific level, recalculating stats. // SetHeroLevel sets the hero to a target level by resetting to level 1 (base stats, buffs cleared)
// and applying LevelUp() in a loop with XP filled to the threshold each step, matching normal
// progression (gold is preserved).
// POST /admin/heroes/{heroId}/set-level // POST /admin/heroes/{heroId}/set-level
func (h *AdminHandler) SetHeroLevel(w http.ResponseWriter, r *http.Request) { func (h *AdminHandler) SetHeroLevel(w http.ResponseWriter, r *http.Request) {
heroID, err := parseHeroID(r) heroID, err := parseHeroID(r)
@ -1447,6 +1477,86 @@ func (h *AdminHandler) ResetHero(w http.ResponseWriter, r *http.Request) {
writeHeroJSON(w, http.StatusOK, hero) writeHeroJSON(w, http.StatusOK, hero)
} }
// FullResetHero clears all gear and quests, equips the same random starter set as CreateHeroWithSpawn,
// and resets stats/progression to a newly created hero (100 gold, level 1, random town spawn).
// POST /admin/heroes/{heroId}/full-reset
func (h *AdminHandler) FullResetHero(w http.ResponseWriter, r *http.Request) {
heroID, err := parseHeroID(r)
if err != nil {
writeJSON(w, http.StatusBadRequest, map[string]string{
"error": "invalid heroId: " + err.Error(),
})
return
}
if h.isHeroInCombat(w, heroID) {
return
}
ctx := r.Context()
if err := h.gearStore.WipeAllGearForHero(ctx, heroID); err != nil {
h.logger.Error("admin: full-reset wipe gear", "hero_id", heroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{
"error": "failed to clear gear",
})
return
}
if err := h.store.ApplyRandomStarterGear(ctx, heroID); err != nil {
h.logger.Error("admin: full-reset starter gear", "hero_id", heroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{
"error": "failed to create starter gear",
})
return
}
if err := h.questStore.DeleteAllHeroQuests(ctx, heroID); err != nil {
h.logger.Error("admin: full-reset quests", "hero_id", heroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{
"error": "failed to clear quests",
})
return
}
hero, err := h.store.GetByID(ctx, heroID)
if err != nil {
h.logger.Error("admin: full-reset reload hero", "hero_id", heroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{
"error": "failed to load hero",
})
return
}
if hero == nil {
writeJSON(w, http.StatusNotFound, map[string]string{
"error": "hero not found",
})
return
}
applyNewPlayerHeroDefaults(hero)
if err := h.store.ApplyRandomSpawn(ctx, hero); err != nil {
h.logger.Error("admin: full-reset spawn", "hero_id", heroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{
"error": "failed to assign spawn",
})
return
}
if err := h.store.Save(ctx, hero); err != nil {
h.logger.Error("admin: save hero after full-reset", "hero_id", heroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{
"error": "failed to save hero",
})
return
}
now := time.Now()
h.logger.Info("admin: hero full reset", "hero_id", heroID)
hero.EnsureGearMap()
hero.RefreshDerivedCombatStats(now)
h.engine.ApplyAdminHeroSnapshot(hero)
writeHeroJSON(w, http.StatusOK, hero)
}
type resetBuffChargesRequest struct { type resetBuffChargesRequest struct {
BuffType string `json:"buffType"` // optional — if empty, reset ALL BuffType string `json:"buffType"` // optional — if empty, reset ALL
} }
@ -2137,6 +2247,78 @@ func (h *AdminHandler) StartHeroExcursion(w http.ResponseWriter, r *http.Request
h.writeAdminHeroDetail(w, hero2) h.writeAdminHeroDetail(w, hero2)
} }
// TriggerRandomEncounter starts server combat with a random enemy for the hero's level (same pool as road encounters).
// Requires an active engine movement session (hero connected via WebSocket). POST /admin/heroes/{heroId}/trigger-random-encounter
func (h *AdminHandler) TriggerRandomEncounter(w http.ResponseWriter, r *http.Request) {
heroID, err := parseHeroID(r)
if err != nil {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "invalid heroId: " + err.Error()})
return
}
if h.engine == nil {
writeJSON(w, http.StatusInternalServerError, map[string]string{"error": "engine not available"})
return
}
if h.isHeroInCombat(w, heroID) {
return
}
hero, err := h.store.GetByID(r.Context(), heroID)
if err != nil {
h.logger.Error("admin: get hero for random encounter", "hero_id", heroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{"error": "failed to load hero"})
return
}
if hero == nil {
writeJSON(w, http.StatusNotFound, map[string]string{"error": "hero not found"})
return
}
if hero.State == model.StateDead || hero.HP <= 0 {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "hero is dead"})
return
}
h.engine.ApplyAdminHeroSnapshot(hero)
hm := h.engine.GetMovements(heroID)
if hm == nil || hm.Hero == nil {
writeJSON(w, http.StatusBadRequest, map[string]string{
"error": "hero has no active engine session — connect the game client (WebSocket) so movement is registered",
})
return
}
if hm.State == model.StateResting || hm.State == model.StateInTown {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "cannot start combat while resting or in town"})
return
}
wx, wy, okPos := h.engine.HeroWorldPositionForCombat(heroID)
if !okPos {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "hero has no active engine session — connect the game client (WebSocket) so movement is registered"})
return
}
if rg := h.engine.RoadGraph(); rg != nil && rg.HeroInTownAt(wx, wy) {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "cannot start combat inside a town radius"})
return
}
enemy := game.PickEnemyForLevel(hm.Hero.Level)
if enemy.Type == "" || enemy.MaxHP <= 0 {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "no enemy template available for this hero level"})
return
}
h.engine.StartCombat(hm.Hero, &enemy)
if err := h.store.Save(r.Context(), hm.Hero); err != nil {
h.logger.Error("admin: save hero after random encounter", "hero_id", heroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{"error": "failed to save hero"})
return
}
h.logger.Info("admin: random encounter started", "hero_id", heroID, "enemy", enemy.Name, "enemy_level", enemy.Level)
h.writeAdminHeroDetail(w, hm.Hero)
}
// StopHeroExcursion ends the hero's mini-adventure session immediately. // StopHeroExcursion ends the hero's mini-adventure session immediately.
// POST /admin/heroes/{heroId}/stop-adventure // POST /admin/heroes/{heroId}/stop-adventure
func (h *AdminHandler) StopHeroExcursion(w http.ResponseWriter, r *http.Request) { func (h *AdminHandler) StopHeroExcursion(w http.ResponseWriter, r *http.Request) {
@ -2237,6 +2419,101 @@ func (h *AdminHandler) ActiveCombats(w http.ResponseWriter, r *http.Request) {
}) })
} }
// SimulateCombat runs a combat simulation for an existing hero and a selected monster archetype.
// POST /admin/engine/simulate-combat
func (h *AdminHandler) SimulateCombat(w http.ResponseWriter, r *http.Request) {
var req simulateCombatRequest
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "invalid json body"})
return
}
if req.HeroID <= 0 {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "heroId is required"})
return
}
enemyType := model.EnemyType(strings.TrimSpace(req.EnemyType))
if enemyType == "" {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "enemyType is required"})
return
}
baseHero, err := h.store.GetByID(r.Context(), req.HeroID)
if err != nil {
h.logger.Error("admin simulate combat: load hero", "hero_id", req.HeroID, "error", err)
writeJSON(w, http.StatusInternalServerError, map[string]string{"error": "failed to load hero"})
return
}
if baseHero == nil {
writeJSON(w, http.StatusNotFound, map[string]string{"error": "hero not found"})
return
}
tmpl, ok := model.EnemyTemplates[enemyType]
if !ok {
writeJSON(w, http.StatusBadRequest, map[string]string{"error": "unknown enemyType"})
return
}
var enemy model.Enemy
if req.EnemyLevel > 0 {
enemy = game.BuildEnemyInstanceForLevel(tmpl, req.EnemyLevel)
} else {
// Same level roll as live encounters (variance + hero band), not "enemy level = hero level".
enemy = game.BuildEnemyInstanceForEncounter(tmpl, baseHero.Level, nil)
}
combatStart := game.CombatSimDeterministicStart
hero := game.PrepareHeroForAdminCombatSim(baseHero, combatStart)
initialHeroHp := hero.HP
initialHeroMaxHp := hero.MaxHP
initialEnemyHp := enemy.HP
initialEnemyMaxHp := enemy.MaxHP
enemyName := tmpl.Name
tickRate := time.Duration(req.TickRateMs) * time.Millisecond
if tickRate <= 0 {
tickRate = 100 * time.Millisecond
}
wallClockDelay := time.Duration(req.WallClockDelayMs) * time.Millisecond
if wallClockDelay < 0 {
wallClockDelay = 0
}
maxEvents := req.MaxEvents
if maxEvents <= 0 || maxEvents > 5000 {
maxEvents = 1200
}
events := make([]model.CombatEvent, 0, min(maxEvents, 256))
opts := game.CombatSimOptions{
TickRate: tickRate,
WallClockDelay: wallClockDelay,
MaxSteps: game.CombatSimMaxStepsLong,
OnEvent: func(evt model.CombatEvent) {
if len(events) < maxEvents {
events = append(events, evt)
}
},
}
survived, elapsed := game.ResolveCombatToEndWithDuration(hero, &enemy, combatStart, opts)
writeJSON(w, http.StatusOK, simulateCombatResponse{
HeroID: req.HeroID,
HeroName: baseHero.Name,
EnemyType: string(enemy.Type),
EnemyName: enemyName,
EnemyLevel: enemy.Level,
Survived: survived,
ElapsedMs: elapsed.Milliseconds(),
InitialHeroHp: initialHeroHp,
InitialHeroMaxHp: initialHeroMaxHp,
InitialEnemyHp: initialEnemyHp,
InitialEnemyMaxHp: initialEnemyMaxHp,
FinalHeroHP: hero.HP,
FinalEnemyHP: enemy.HP,
WallClockDelayMs: wallClockDelay.Milliseconds(),
TickRateMs: tickRate.Milliseconds(),
Events: events,
})
}
// ── WebSocket Hub ─────────────────────────────────────────────────── // ── WebSocket Hub ───────────────────────────────────────────────────
// WSConnections returns active WebSocket connection info. // WSConnections returns active WebSocket connection info.
@ -2528,6 +2805,39 @@ func (h *AdminHandler) ContentUpdateEnemy(w http.ResponseWriter, r *http.Request
} }
e.Type = model.EnemyType(typ) e.Type = model.EnemyType(typ)
e.HP = e.MaxHP e.HP = e.MaxHP
// Backward-compatible defaults for admin clients that still send legacy enemy payloads.
if cur, ok := model.EnemyTemplates[e.Type]; ok {
if e.BaseLevel <= 0 {
e.BaseLevel = cur.BaseLevel
}
if e.LevelVariance <= 0 {
e.LevelVariance = cur.LevelVariance
}
if e.MaxHeroLevelDiff <= 0 {
e.MaxHeroLevelDiff = cur.MaxHeroLevelDiff
}
if e.HPPerLevel == 0 {
e.HPPerLevel = cur.HPPerLevel
}
if e.AttackPerLevel == 0 {
e.AttackPerLevel = cur.AttackPerLevel
}
if e.DefensePerLevel == 0 {
e.DefensePerLevel = cur.DefensePerLevel
}
if e.XPPerLevel == 0 {
e.XPPerLevel = cur.XPPerLevel
}
if e.GoldPerLevel == 0 {
e.GoldPerLevel = cur.GoldPerLevel
}
}
if e.LevelVariance <= 0 {
e.LevelVariance = 0.30
}
if e.MaxHeroLevelDiff <= 0 {
e.MaxHeroLevelDiff = 5
}
cs := storage.NewContentStore(h.pool) cs := storage.NewContentStore(h.pool)
if err := cs.UpdateEnemyByType(r.Context(), typ, e); err != nil { if err := cs.UpdateEnemyByType(r.Context(), typ, e); err != nil {
h.logger.Error("update enemy", "type", typ, "error", err) h.logger.Error("update enemy", "type", typ, "error", err)
@ -2658,6 +2968,30 @@ func (h *AdminHandler) isHeroInCombat(w http.ResponseWriter, heroID int64) bool
return false return false
} }
// applyNewPlayerHeroDefaults matches CreateHeroWithSpawn field-wise (stats, gold, counters, subscription)
// while keeping identity fields. Caller should load gear from DB before/after as needed.
func applyNewPlayerHeroDefaults(hero *model.Hero) {
resetHeroToLevel1(hero)
hero.Gold = 100
hero.Potions = 0
hero.ReviveCount = 0
hero.TotalKills = 0
hero.EliteKills = 0
hero.TotalDeaths = 0
hero.KillsSinceDeath = 0
hero.LegendaryDrops = 0
hero.SubscriptionActive = false
hero.SubscriptionExpiresAt = nil
hero.ExcursionPhase = model.ExcursionNone
hero.RestKind = model.RestKindNone
hero.TownPause = nil
hero.MoveState = string(model.StateWalking)
var w int64 = 1
var a int64 = 1
hero.WeaponID = &w
hero.ArmorID = &a
}
// resetHeroToLevel1 restores a hero to fresh level 1 defaults, // resetHeroToLevel1 restores a hero to fresh level 1 defaults,
// preserving identity fields (ID, TelegramID, Name, CreatedAt). // preserving identity fields (ID, TelegramID, Name, CreatedAt).
func resetHeroToLevel1(hero *model.Hero) { func resetHeroToLevel1(hero *model.Hero) {

@ -39,19 +39,20 @@ type GameHandler struct {
lootCache map[int64][]model.LootHistory // keyed by hero ID lootCache map[int64][]model.LootHistory // keyed by hero ID
serverStartedAt time.Time serverStartedAt time.Time
encounterMu sync.Mutex encounterMu sync.Mutex
lastCombatEncounterAt map[int64]time.Time // per-hero; in-memory only lastCombatEncounterAt map[int64]time.Time // per-hero; in-memory only
} }
type encounterEnemyResponse struct { type encounterEnemyResponse struct {
ID int64 `json:"id"` ID int64 `json:"id"`
Name string `json:"name"` Name string `json:"name"`
HP int `json:"hp"` Level int `json:"level,omitempty"`
MaxHP int `json:"maxHp"` HP int `json:"hp"`
Attack int `json:"attack"` MaxHP int `json:"maxHp"`
Defense int `json:"defense"` Attack int `json:"attack"`
Speed float64 `json:"speed"` Defense int `json:"defense"`
EnemyType model.EnemyType `json:"enemyType"` Speed float64 `json:"speed"`
EnemyType model.EnemyType `json:"enemyType"`
} }
func NewGameHandler(engine *game.Engine, store *storage.HeroStore, logStore *storage.LogStore, worldSvc *world.Service, logger *slog.Logger, serverStartedAt time.Time, questStore *storage.QuestStore, gearStore *storage.GearStore, achievementStore *storage.AchievementStore, taskStore *storage.DailyTaskStore, hub *Hub) *GameHandler { func NewGameHandler(engine *game.Engine, store *storage.HeroStore, logStore *storage.LogStore, worldSvc *world.Service, logger *slog.Logger, serverStartedAt time.Time, questStore *storage.QuestStore, gearStore *storage.GearStore, achievementStore *storage.AchievementStore, taskStore *storage.DailyTaskStore, hub *Hub) *GameHandler {
@ -403,7 +404,7 @@ func (h *GameHandler) RequestEncounter(w http.ResponseWriter, r *http.Request) {
} }
if h.isHeroInTown(r.Context(), posX, posY) { if h.isHeroInTown(r.Context(), posX, posY) {
writeJSON(w, http.StatusOK, map[string]string{ writeJSON(w, http.StatusOK, map[string]string{
"type": "no_encounter", "type": "no_encounter",
"reason": "in_town", "reason": "in_town",
}) })
return return
@ -449,6 +450,7 @@ func (h *GameHandler) RequestEncounter(w http.ResponseWriter, r *http.Request) {
writeJSON(w, http.StatusOK, encounterEnemyResponse{ writeJSON(w, http.StatusOK, encounterEnemyResponse{
ID: time.Now().UnixNano(), ID: time.Now().UnixNano(),
Name: enemy.Name, Name: enemy.Name,
Level: enemy.Level,
HP: enemy.MaxHP, HP: enemy.MaxHP,
MaxHP: enemy.MaxHP, MaxHP: enemy.MaxHP,
Attack: enemy.Attack, Attack: enemy.Attack,
@ -526,12 +528,12 @@ func (h *GameHandler) persistGearEquip(heroID int64, item *model.GearItem) error
} }
// pickEnemyByType returns a scaled enemy instance for loot/XP rewards matching encounter stats. // pickEnemyByType returns a scaled enemy instance for loot/XP rewards matching encounter stats.
func pickEnemyByType(level int, t model.EnemyType) model.Enemy { func pickEnemyByType(level int, t model.EnemyType) (model.Enemy, bool) {
tmpl, ok := model.EnemyTemplates[t] tmpl, ok := model.EnemyTemplates[t]
if !ok { if !ok {
tmpl = model.EnemyTemplates[model.EnemyWolf] return model.Enemy{}, false
} }
return game.ScaleEnemyTemplate(tmpl, level) return game.ScaleEnemyTemplate(tmpl, level), true
} }
type victoryRequest struct { type victoryRequest struct {
@ -558,6 +560,13 @@ type victoryResponse struct {
// POST /api/v1/hero/victory // POST /api/v1/hero/victory
// Hero HP after the fight is taken from the client and remains persisted across fights. // Hero HP after the fight is taken from the client and remains persisted across fights.
func (h *GameHandler) ReportVictory(w http.ResponseWriter, r *http.Request) { func (h *GameHandler) ReportVictory(w http.ResponseWriter, r *http.Request) {
if r.Header.Get("X-Allow-Legacy-Victory") != "1" {
writeJSON(w, http.StatusGone, map[string]string{
"error": "client-side victory flow removed; combat rewards are server-authoritative",
})
return
}
telegramID, ok := resolveTelegramID(r) telegramID, ok := resolveTelegramID(r)
if !ok { if !ok {
writeJSON(w, http.StatusBadRequest, map[string]string{ writeJSON(w, http.StatusBadRequest, map[string]string{
@ -627,7 +636,13 @@ func (h *GameHandler) ReportVictory(w http.ResponseWriter, r *http.Request) {
hpAfterFight = hero.HP hpAfterFight = hero.HP
} }
enemy := pickEnemyByType(hero.Level, et) enemy, ok := pickEnemyByType(hero.Level, et)
if !ok {
writeJSON(w, http.StatusBadRequest, map[string]string{
"error": "unknown enemyType: " + req.EnemyType,
})
return
}
drops := h.processVictoryRewards(hero, &enemy, now) drops := h.processVictoryRewards(hero, &enemy, now)
@ -855,16 +870,16 @@ func (h *GameHandler) InitHero(w http.ResponseWriter, r *http.Request) {
townsWithNPCs := h.buildTownsWithNPCs(r.Context()) townsWithNPCs := h.buildTownsWithNPCs(r.Context())
pCost, hCost := tuning.EffectiveNPCShopCosts() pCost, hCost := tuning.EffectiveNPCShopCosts()
writeJSON(w, http.StatusOK, map[string]any{ writeJSON(w, http.StatusOK, map[string]any{
"hero": nil, "hero": nil,
"needsName": true, "needsName": true,
"offlineReport": nil, "offlineReport": nil,
"mapRef": h.world.RefForLevel(1), "mapRef": h.world.RefForLevel(1),
"towns": townsWithNPCs, "towns": townsWithNPCs,
"npcCostPotion": pCost, "npcCostPotion": pCost,
"npcCostHeal": hCost, "npcCostHeal": hCost,
"serverVersion": version.Version, "serverVersion": version.Version,
"showChangelog": false, "showChangelog": false,
"changelog": nil, "changelog": nil,
}) })
return return
} }
@ -936,16 +951,16 @@ func (h *GameHandler) InitHero(w http.ResponseWriter, r *http.Request) {
} }
writeJSON(w, http.StatusOK, map[string]any{ writeJSON(w, http.StatusOK, map[string]any{
"hero": hero, "hero": hero,
"needsName": needsName, "needsName": needsName,
"offlineReport": report, "offlineReport": report,
"mapRef": h.world.RefForLevel(hero.Level), "mapRef": h.world.RefForLevel(hero.Level),
"towns": townsWithNPCs, "towns": townsWithNPCs,
"npcCostPotion": pCost, "npcCostPotion": pCost,
"npcCostHeal": hCost, "npcCostHeal": hCost,
"serverVersion": version.Version, "serverVersion": version.Version,
"showChangelog": showChangelog, "showChangelog": showChangelog,
"changelog": changelogPayload, "changelog": changelogPayload,
}) })
} }
@ -977,7 +992,6 @@ func (h *GameHandler) AckChangelog(w http.ResponseWriter, r *http.Request) {
writeJSON(w, http.StatusOK, map[string]any{"ok": true}) writeJSON(w, http.StatusOK, map[string]any{"ok": true})
} }
// buildTownsWithNPCs loads all towns and their NPCs, returning a slice of // buildTownsWithNPCs loads all towns and their NPCs, returning a slice of
// TownWithNPCs suitable for the frontend map render. // TownWithNPCs suitable for the frontend map render.
func (h *GameHandler) buildTownsWithNPCs(ctx context.Context) []model.TownWithNPCs { func (h *GameHandler) buildTownsWithNPCs(ctx context.Context) []model.TownWithNPCs {
@ -1043,7 +1057,7 @@ func isValidHeroName(name string) bool {
if (r >= 'a' && r <= 'z') || (r >= 'A' && r <= 'Z') { if (r >= 'a' && r <= 'z') || (r >= 'A' && r <= 'Z') {
continue continue
} }
if (r >= '0' && r <= '9') { if r >= '0' && r <= '9' {
continue continue
} }
// Cyrillic block: U+0400 to U+04FF // Cyrillic block: U+0400 to U+04FF

@ -12,16 +12,28 @@ import (
"github.com/jackc/pgx/v5/pgxpool" "github.com/jackc/pgx/v5/pgxpool"
) )
// Tracking table lives in schema "infra" so it survives migrations that run
// DROP SCHEMA public CASCADE (e.g. 000001_init.sql). public.schema_migrations
// from dumps is optional/redundant.
const migrationTable = "infra.schema_migrations"
// Run applies pending SQL migrations from dir in sorted order. // Run applies pending SQL migrations from dir in sorted order.
// Already-applied migrations (tracked in schema_migrations) are skipped. // Already-applied migrations (tracked in infra.schema_migrations) are skipped.
func Run(ctx context.Context, pool *pgxpool.Pool, dir string) error { func Run(ctx context.Context, pool *pgxpool.Pool, dir string) error {
if _, err := pool.Exec(ctx, `CREATE TABLE IF NOT EXISTS schema_migrations ( if _, err := pool.Exec(ctx, `CREATE SCHEMA IF NOT EXISTS infra`); err != nil {
return fmt.Errorf("migrate: create infra schema: %w", err)
}
if _, err := pool.Exec(ctx, `CREATE TABLE IF NOT EXISTS `+migrationTable+` (
filename TEXT PRIMARY KEY, filename TEXT PRIMARY KEY,
applied_at TIMESTAMPTZ NOT NULL DEFAULT now() applied_at TIMESTAMPTZ NOT NULL DEFAULT now()
)`); err != nil { )`); err != nil {
return fmt.Errorf("migrate: create tracking table: %w", err) return fmt.Errorf("migrate: create tracking table: %w", err)
} }
if err := copyLegacyPublicMigrations(ctx, pool); err != nil {
return err
}
entries, err := os.ReadDir(dir) entries, err := os.ReadDir(dir)
if err != nil { if err != nil {
return fmt.Errorf("migrate: read dir %s: %w", dir, err) return fmt.Errorf("migrate: read dir %s: %w", dir, err)
@ -35,7 +47,7 @@ func Run(ctx context.Context, pool *pgxpool.Pool, dir string) error {
} }
sort.Strings(files) sort.Strings(files)
rows, err := pool.Query(ctx, "SELECT filename FROM schema_migrations") rows, err := pool.Query(ctx, "SELECT filename FROM "+migrationTable)
if err != nil { if err != nil {
return fmt.Errorf("migrate: query applied: %w", err) return fmt.Errorf("migrate: query applied: %w", err)
} }
@ -53,18 +65,6 @@ func Run(ctx context.Context, pool *pgxpool.Pool, dir string) error {
return fmt.Errorf("migrate: rows: %w", err) return fmt.Errorf("migrate: rows: %w", err)
} }
// If this is the first time the migration runner sees an existing DB
// (tables created by docker-entrypoint-initdb.d), mark bootstrap migration as applied.
if !applied["000001_init.sql"] {
var tableExists bool
_ = pool.QueryRow(ctx, "SELECT EXISTS (SELECT 1 FROM information_schema.tables WHERE table_name = 'heroes')").Scan(&tableExists)
if tableExists {
_, _ = pool.Exec(ctx, "INSERT INTO schema_migrations (filename) VALUES ('000001_init.sql') ON CONFLICT DO NOTHING")
applied["000001_init.sql"] = true
slog.Info("migrate: marked 000001_init.sql as applied (tables already exist)")
}
}
for _, f := range files { for _, f := range files {
if applied[f] { if applied[f] {
continue continue
@ -85,7 +85,7 @@ func Run(ctx context.Context, pool *pgxpool.Pool, dir string) error {
return fmt.Errorf("migrate: exec %s: %w", f, err) return fmt.Errorf("migrate: exec %s: %w", f, err)
} }
if _, err := tx.Exec(ctx, "INSERT INTO schema_migrations (filename) VALUES ($1)", f); err != nil { if _, err := tx.Exec(ctx, "INSERT INTO "+migrationTable+" (filename) VALUES ($1)", f); err != nil {
tx.Rollback(ctx) //nolint:errcheck tx.Rollback(ctx) //nolint:errcheck
return fmt.Errorf("migrate: record %s: %w", f, err) return fmt.Errorf("migrate: record %s: %w", f, err)
} }
@ -99,3 +99,35 @@ func Run(ctx context.Context, pool *pgxpool.Pool, dir string) error {
return nil return nil
} }
// copyLegacyPublicMigrations copies rows from public.schema_migrations once, if infra was empty
// and the legacy table exists (deployments from before infra.schema_migrations).
func copyLegacyPublicMigrations(ctx context.Context, pool *pgxpool.Pool) error {
var infraCount int
if err := pool.QueryRow(ctx, `SELECT COUNT(*) FROM `+migrationTable).Scan(&infraCount); err != nil {
return fmt.Errorf("migrate: count infra migrations: %w", err)
}
if infraCount > 0 {
return nil
}
var legacyExists bool
q := `SELECT EXISTS (
SELECT 1 FROM information_schema.tables
WHERE table_schema = 'public' AND table_name = 'schema_migrations'
)`
if err := pool.QueryRow(ctx, q).Scan(&legacyExists); err != nil {
return fmt.Errorf("migrate: check legacy schema_migrations: %w", err)
}
if !legacyExists {
return nil
}
if _, err := pool.Exec(ctx, `
INSERT INTO `+migrationTable+` (filename, applied_at)
SELECT filename, applied_at FROM public.schema_migrations
ON CONFLICT (filename) DO NOTHING
`); err != nil {
return fmt.Errorf("migrate: copy legacy public.schema_migrations: %w", err)
}
slog.Info("migrate: copied applied migrations from public.schema_migrations to infra.schema_migrations")
return nil
}

@ -91,7 +91,7 @@ func seedDebuffMap() map[DebuffType]Debuff {
return map[DebuffType]Debuff{ return map[DebuffType]Debuff{
DebuffPoison: { DebuffPoison: {
Type: DebuffPoison, Name: "Poison", Type: DebuffPoison, Name: "Poison",
Duration: 50 * time.Second, Magnitude: 0.02, Duration: 50 * time.Second, Magnitude: 0.012,
}, },
DebuffFreeze: { DebuffFreeze: {
Type: DebuffFreeze, Name: "Freeze", Type: DebuffFreeze, Name: "Freeze",
@ -99,7 +99,7 @@ func seedDebuffMap() map[DebuffType]Debuff {
}, },
DebuffBurn: { DebuffBurn: {
Type: DebuffBurn, Name: "Burn", Type: DebuffBurn, Name: "Burn",
Duration: 40 * time.Second, Magnitude: 0.018, Duration: 40 * time.Second, Magnitude: 0.011,
}, },
DebuffStun: { DebuffStun: {
Type: DebuffStun, Name: "Stun", Type: DebuffStun, Name: "Stun",

@ -3,19 +3,19 @@ package model
type EnemyType string type EnemyType string
const ( const (
EnemyWolf EnemyType = "wolf" EnemyWolf EnemyType = "wolf"
EnemyBoar EnemyType = "boar" EnemyBoar EnemyType = "boar"
EnemyZombie EnemyType = "zombie" EnemyZombie EnemyType = "zombie"
EnemySpider EnemyType = "spider" EnemySpider EnemyType = "spider"
EnemyOrc EnemyType = "orc" EnemyOrc EnemyType = "orc"
EnemySkeletonArcher EnemyType = "skeleton_archer" EnemySkeletonArcher EnemyType = "skeleton_archer"
EnemyBattleLizard EnemyType = "battle_lizard" EnemyBattleLizard EnemyType = "battle_lizard"
EnemyFireDemon EnemyType = "fire_demon" EnemyFireDemon EnemyType = "fire_demon"
EnemyIceGuardian EnemyType = "ice_guardian" EnemyIceGuardian EnemyType = "ice_guardian"
EnemySkeletonKing EnemyType = "skeleton_king" EnemySkeletonKing EnemyType = "skeleton_king"
EnemyWaterElement EnemyType = "water_element" EnemyWaterElement EnemyType = "water_element"
EnemyForestWarden EnemyType = "forest_warden" EnemyForestWarden EnemyType = "forest_warden"
EnemyLightningTitan EnemyType = "lightning_titan" EnemyLightningTitan EnemyType = "lightning_titan"
) )
type SpecialAbility string type SpecialAbility string
@ -43,10 +43,19 @@ type Enemy struct {
MaxHP int `json:"maxHp"` MaxHP int `json:"maxHp"`
Attack int `json:"attack"` Attack int `json:"attack"`
Defense int `json:"defense"` Defense int `json:"defense"`
Speed float64 `json:"speed"` // attacks per second Speed float64 `json:"speed"` // attacks per second
CritChance float64 `json:"critChance"` // 0.0 to 1.0 CritChance float64 `json:"critChance"` // 0.0 to 1.0
MinLevel int `json:"minLevel"` MinLevel int `json:"minLevel"`
MaxLevel int `json:"maxLevel"` MaxLevel int `json:"maxLevel"`
BaseLevel int `json:"baseLevel"`
LevelVariance float64 `json:"levelVariance"` // 0.30 => +/-30%
MaxHeroLevelDiff int `json:"maxHeroLevelDiff"`
HPPerLevel float64 `json:"hpPerLevel"`
AttackPerLevel float64 `json:"attackPerLevel"`
DefensePerLevel float64 `json:"defensePerLevel"`
XPPerLevel float64 `json:"xpPerLevel"`
GoldPerLevel float64 `json:"goldPerLevel"`
Level int `json:"level,omitempty"` // runtime instance level
XPReward int64 `json:"xpReward"` XPReward int64 `json:"xpReward"`
GoldReward int64 `json:"goldReward"` GoldReward int64 `json:"goldReward"`
SpecialAbilities []SpecialAbility `json:"specialAbilities,omitempty"` SpecialAbilities []SpecialAbility `json:"specialAbilities,omitempty"`
@ -69,106 +78,10 @@ func (e *Enemy) HasAbility(a SpecialAbility) bool {
return false return false
} }
// EnemyTemplates defines base stats for each enemy type. // EnemyTemplates is loaded from DB at startup/reload.
// These are used when spawning new enemies; actual instances may have scaled stats. // It intentionally has no hardcoded fallback templates in code.
var EnemyTemplates = map[EnemyType]Enemy{ var EnemyTemplates = map[EnemyType]Enemy{}
// --- Basic enemies ---
EnemyWolf: {
Type: EnemyWolf, Name: "Forest Wolf",
MaxHP: 60, Attack: 11, Defense: 5, Speed: 1.8, CritChance: 0.05,
MinLevel: 1, MaxLevel: 5,
XPReward: 1, GoldReward: 1,
},
EnemyBoar: {
Type: EnemyBoar, Name: "Wild Boar",
MaxHP: 74, Attack: 19, Defense: 8, Speed: 0.8, CritChance: 0.08,
MinLevel: 2, MaxLevel: 6,
XPReward: 1, GoldReward: 1,
},
EnemyZombie: {
Type: EnemyZombie, Name: "Rotting Zombie",
MaxHP: 108, Attack: 17, Defense: 8, Speed: 0.5,
MinLevel: 3, MaxLevel: 8,
XPReward: 1, GoldReward: 1,
SpecialAbilities: []SpecialAbility{AbilityPoison},
},
EnemySpider: {
Type: EnemySpider, Name: "Cave Spider",
MaxHP: 44, Attack: 17, Defense: 4, Speed: 2.0, CritChance: 0.15,
MinLevel: 4, MaxLevel: 9,
XPReward: 1, GoldReward: 1,
SpecialAbilities: []SpecialAbility{AbilityCritical},
},
EnemyOrc: {
Type: EnemyOrc, Name: "Orc Warrior",
MaxHP: 118, Attack: 22, Defense: 13, Speed: 1.0, CritChance: 0.05,
MinLevel: 5, MaxLevel: 12,
XPReward: 1, GoldReward: 1,
SpecialAbilities: []SpecialAbility{AbilityBurst},
},
EnemySkeletonArcher: {
Type: EnemySkeletonArcher, Name: "Skeleton Archer",
MaxHP: 96, Attack: 24, Defense: 11, Speed: 1.3, CritChance: 0.06,
MinLevel: 6, MaxLevel: 14,
XPReward: 1, GoldReward: 1,
SpecialAbilities: []SpecialAbility{AbilityDodge},
},
EnemyBattleLizard: {
Type: EnemyBattleLizard, Name: "Battle Lizard",
MaxHP: 148, Attack: 25, Defense: 19, Speed: 0.7, CritChance: 0.03,
MinLevel: 7, MaxLevel: 15,
XPReward: 1, GoldReward: 1,
SpecialAbilities: []SpecialAbility{AbilityRegen},
},
// --- Elite enemies ---
EnemyFireDemon: {
Type: EnemyFireDemon, Name: "Fire Demon",
MaxHP: 128, Attack: 24, Defense: 13, Speed: 1.2, CritChance: 0.10,
MinLevel: 10, MaxLevel: 20,
XPReward: 1, GoldReward: 1, IsElite: true,
SpecialAbilities: []SpecialAbility{AbilityBurn},
},
EnemyIceGuardian: {
Type: EnemyIceGuardian, Name: "Ice Guardian",
MaxHP: 245, Attack: 28, Defense: 26, Speed: 0.7, CritChance: 0.04,
MinLevel: 12, MaxLevel: 22,
XPReward: 1, GoldReward: 1, IsElite: true,
SpecialAbilities: []SpecialAbility{AbilityIceSlow},
},
EnemySkeletonKing: {
Type: EnemySkeletonKing, Name: "Skeleton King",
MaxHP: 365, Attack: 42, Defense: 28, Speed: 0.9, CritChance: 0.08,
MinLevel: 15, MaxLevel: 25,
XPReward: 1, GoldReward: 1, IsElite: true,
SpecialAbilities: []SpecialAbility{AbilityRegen, AbilitySummon},
},
EnemyWaterElement: {
Type: EnemyWaterElement, Name: "Water Element",
MaxHP: 455, Attack: 37, Defense: 22, Speed: 0.8, CritChance: 0.05,
MinLevel: 18, MaxLevel: 28,
XPReward: 2, GoldReward: 1, IsElite: true,
SpecialAbilities: []SpecialAbility{AbilitySlow},
},
EnemyForestWarden: {
Type: EnemyForestWarden, Name: "Forest Warden",
MaxHP: 610, Attack: 34, Defense: 37, Speed: 0.5, CritChance: 0.03,
MinLevel: 20, MaxLevel: 30,
XPReward: 2, GoldReward: 1, IsElite: true,
SpecialAbilities: []SpecialAbility{AbilityRegen},
},
EnemyLightningTitan: {
Type: EnemyLightningTitan, Name: "Lightning Titan",
MaxHP: 565, Attack: 49, Defense: 28, Speed: 1.5, CritChance: 0.12,
MinLevel: 25, MaxLevel: 35,
XPReward: 3, GoldReward: 2, IsElite: true,
SpecialAbilities: []SpecialAbility{AbilityStun, AbilityChainLightning},
},
}
func SetEnemyTemplates(next map[EnemyType]Enemy) { func SetEnemyTemplates(next map[EnemyType]Enemy) {
if len(next) == 0 {
return
}
EnemyTemplates = next EnemyTemplates = next
} }

@ -285,19 +285,19 @@ func TestProgressionV3CanonicalSnapshots(t *testing.T) {
t.Run("L30", func(t *testing.T) { t.Run("L30", func(t *testing.T) {
h := snap(30) h := snap(30)
if h.MaxHP != 170 || h.Attack != 17 || h.Defense != 11 || h.Strength != 3 { if h.MaxHP != 177 || h.Attack != 20 || h.Defense != 15 || h.Strength != 16 {
t.Fatalf("L30 snapshot: maxHp=%d atk=%d def=%d str=%d", h.MaxHP, h.Attack, h.Defense, h.Strength) t.Fatalf("L30 snapshot: maxHp=%d atk=%d def=%d str=%d", h.MaxHP, h.Attack, h.Defense, h.Strength)
} }
if h.EffectiveAttackAt(now) != 23 || h.EffectiveDefenseAt(now) != 14 { if h.EffectiveAttackAt(now) != 56 || h.EffectiveDefenseAt(now) != 35 {
t.Fatalf("L30 derived: atkPow=%d defPow=%d", h.EffectiveAttackAt(now), h.EffectiveDefenseAt(now)) t.Fatalf("L30 derived: atkPow=%d defPow=%d", h.EffectiveAttackAt(now), h.EffectiveDefenseAt(now))
} }
}) })
t.Run("L45", func(t *testing.T) { t.Run("L45", func(t *testing.T) {
h := snap(45) h := snap(45)
if h.MaxHP != 210 || h.Attack != 21 || h.Defense != 14 || h.Strength != 4 { if h.MaxHP != 228 || h.Attack != 25 || h.Defense != 20 || h.Strength != 23 {
t.Fatalf("L45 snapshot: maxHp=%d atk=%d def=%d str=%d", h.MaxHP, h.Attack, h.Defense, h.Strength) t.Fatalf("L45 snapshot: maxHp=%d atk=%d def=%d str=%d", h.MaxHP, h.Attack, h.Defense, h.Strength)
} }
if h.EffectiveAttackAt(now) != 29 || h.EffectiveDefenseAt(now) != 18 { if h.EffectiveAttackAt(now) != 76 || h.EffectiveDefenseAt(now) != 48 {
t.Fatalf("L45 derived: atkPow=%d defPow=%d", h.EffectiveAttackAt(now), h.EffectiveDefenseAt(now)) t.Fatalf("L45 derived: atkPow=%d defPow=%d", h.EffectiveAttackAt(now), h.EffectiveDefenseAt(now))
} }
}) })

@ -52,10 +52,10 @@ type PositionSyncPayload struct {
// RouteAssignedPayload is sent when the hero starts walking a new road segment. // RouteAssignedPayload is sent when the hero starts walking a new road segment.
type RouteAssignedPayload struct { type RouteAssignedPayload struct {
RoadID int64 `json:"roadId"` RoadID int64 `json:"roadId"`
Waypoints []PointXY `json:"waypoints"` Waypoints []PointXY `json:"waypoints"`
DestinationTownID int64 `json:"destinationTownId"` DestinationTownID int64 `json:"destinationTownId"`
Speed float64 `json:"speed"` Speed float64 `json:"speed"`
} }
// PointXY is a 2D coordinate used in route payloads. // PointXY is a 2D coordinate used in route payloads.
@ -73,6 +73,7 @@ type CombatStartPayload struct {
type CombatEnemyInfo struct { type CombatEnemyInfo struct {
Name string `json:"name"` Name string `json:"name"`
Type string `json:"type"` Type string `json:"type"`
Level int `json:"level,omitempty"`
HP int `json:"hp"` HP int `json:"hp"`
MaxHP int `json:"maxHp"` MaxHP int `json:"maxHp"`
Attack int `json:"attack"` Attack int `json:"attack"`
@ -83,7 +84,7 @@ type CombatEnemyInfo struct {
// AttackPayload is sent on each swing during combat. // AttackPayload is sent on each swing during combat.
type AttackPayload struct { type AttackPayload struct {
Source string `json:"source"` // "hero" or "enemy" Source string `json:"source"` // "hero", "enemy", "potion", "dot" (DoT tick), "summon" (minion)
Damage int `json:"damage"` Damage int `json:"damage"`
IsCrit bool `json:"isCrit,omitempty"` IsCrit bool `json:"isCrit,omitempty"`
Outcome string `json:"outcome,omitempty"` // "hit", "dodge", "block", "stun" Outcome string `json:"outcome,omitempty"` // "hit", "dodge", "block", "stun"
@ -100,11 +101,11 @@ type EnemyRegenPayload struct {
// CombatEndPayload is sent when the hero wins a fight. // CombatEndPayload is sent when the hero wins a fight.
type CombatEndPayload struct { type CombatEndPayload struct {
XPGained int64 `json:"xpGained"` XPGained int64 `json:"xpGained"`
GoldGained int64 `json:"goldGained"` GoldGained int64 `json:"goldGained"`
Loot []LootItem `json:"loot,omitempty"` Loot []LootItem `json:"loot,omitempty"`
LeveledUp bool `json:"leveledUp"` LeveledUp bool `json:"leveledUp"`
NewLevel int `json:"newLevel,omitempty"` NewLevel int `json:"newLevel,omitempty"`
} }
// LootItem describes a single piece of loot in the combat_end payload. // LootItem describes a single piece of loot in the combat_end payload.

@ -86,6 +86,7 @@ func New(deps Deps) *chi.Mux {
r.Post("/heroes/{heroId}/revoke-subscription", adminH.RevokeHeroSubscription) r.Post("/heroes/{heroId}/revoke-subscription", adminH.RevokeHeroSubscription)
r.Post("/heroes/{heroId}/force-death", adminH.ForceHeroDeath) r.Post("/heroes/{heroId}/force-death", adminH.ForceHeroDeath)
r.Post("/heroes/{heroId}/reset", adminH.ResetHero) r.Post("/heroes/{heroId}/reset", adminH.ResetHero)
r.Post("/heroes/{heroId}/full-reset", adminH.FullResetHero)
r.Post("/heroes/{heroId}/reset-buff-charges", adminH.ResetBuffCharges) r.Post("/heroes/{heroId}/reset-buff-charges", adminH.ResetBuffCharges)
r.Post("/heroes/{heroId}/apply-buff", adminH.ApplyHeroBuff) r.Post("/heroes/{heroId}/apply-buff", adminH.ApplyHeroBuff)
r.Post("/heroes/{heroId}/apply-debuff", adminH.ApplyHeroDebuff) r.Post("/heroes/{heroId}/apply-debuff", adminH.ApplyHeroDebuff)
@ -96,6 +97,7 @@ func New(deps Deps) *chi.Mux {
r.Post("/heroes/{heroId}/stop-adventure", adminH.StopHeroExcursion) r.Post("/heroes/{heroId}/stop-adventure", adminH.StopHeroExcursion)
r.Post("/heroes/{heroId}/stop-rest", adminH.StopHeroRest) r.Post("/heroes/{heroId}/stop-rest", adminH.StopHeroRest)
r.Post("/heroes/{heroId}/leave-town", adminH.ForceLeaveTown) r.Post("/heroes/{heroId}/leave-town", adminH.ForceLeaveTown)
r.Post("/heroes/{heroId}/trigger-random-encounter", adminH.TriggerRandomEncounter)
r.Get("/heroes/{heroId}/gear", adminH.GetHeroGear) r.Get("/heroes/{heroId}/gear", adminH.GetHeroGear)
r.Post("/heroes/{heroId}/gear/grant", adminH.GrantHeroGear) r.Post("/heroes/{heroId}/gear/grant", adminH.GrantHeroGear)
r.Post("/heroes/{heroId}/gear/equip", adminH.EquipHeroGear) r.Post("/heroes/{heroId}/gear/equip", adminH.EquipHeroGear)
@ -121,6 +123,7 @@ func New(deps Deps) *chi.Mux {
r.Post("/time/resume", adminH.ResumeTime) r.Post("/time/resume", adminH.ResumeTime)
r.Get("/engine/status", adminH.EngineStatus) r.Get("/engine/status", adminH.EngineStatus)
r.Get("/engine/combats", adminH.ActiveCombats) r.Get("/engine/combats", adminH.ActiveCombats)
r.Post("/engine/simulate-combat", adminH.SimulateCombat)
r.Get("/ws/connections", adminH.WSConnections) r.Get("/ws/connections", adminH.WSConnections)
r.Get("/info", adminH.ServerInfo) r.Get("/info", adminH.ServerInfo)
r.Get("/runtime-config", adminH.GetRuntimeConfig) r.Get("/runtime-config", adminH.GetRuntimeConfig)

@ -21,7 +21,9 @@ func NewContentStore(pool *pgxpool.Pool) *ContentStore {
func (s *ContentStore) LoadEnemyTemplates(ctx context.Context) (map[model.EnemyType]model.Enemy, error) { func (s *ContentStore) LoadEnemyTemplates(ctx context.Context) (map[model.EnemyType]model.Enemy, error) {
rows, err := s.pool.Query(ctx, ` rows, err := s.pool.Query(ctx, `
SELECT type, name, hp, max_hp, attack, defense, speed, crit_chance, SELECT type, name, hp, max_hp, attack, defense, speed, crit_chance,
min_level, max_level, xp_reward, gold_reward, special_abilities, is_elite min_level, max_level, base_level, level_variance_pct, max_hero_level_diff,
hp_per_level, attack_per_level, defense_per_level, xp_per_level, gold_per_level,
xp_reward, gold_reward, special_abilities, is_elite
FROM enemies FROM enemies
`) `)
if err != nil { if err != nil {
@ -32,13 +34,15 @@ func (s *ContentStore) LoadEnemyTemplates(ctx context.Context) (map[model.EnemyT
out := make(map[model.EnemyType]model.Enemy) out := make(map[model.EnemyType]model.Enemy)
for rows.Next() { for rows.Next() {
var ( var (
t string t string
e model.Enemy e model.Enemy
specialAbilities []string specialAbilities []string
) )
if err := rows.Scan( if err := rows.Scan(
&t, &e.Name, &e.HP, &e.MaxHP, &e.Attack, &e.Defense, &e.Speed, &e.CritChance, &t, &e.Name, &e.HP, &e.MaxHP, &e.Attack, &e.Defense, &e.Speed, &e.CritChance,
&e.MinLevel, &e.MaxLevel, &e.XPReward, &e.GoldReward, &specialAbilities, &e.IsElite, &e.MinLevel, &e.MaxLevel, &e.BaseLevel, &e.LevelVariance, &e.MaxHeroLevelDiff,
&e.HPPerLevel, &e.AttackPerLevel, &e.DefensePerLevel, &e.XPPerLevel, &e.GoldPerLevel,
&e.XPReward, &e.GoldReward, &specialAbilities, &e.IsElite,
); err != nil { ); err != nil {
return nil, fmt.Errorf("scan enemy row: %w", err) return nil, fmt.Errorf("scan enemy row: %w", err)
} }
@ -68,6 +72,14 @@ type EnemyRow struct {
CritChance float64 `json:"critChance"` CritChance float64 `json:"critChance"`
MinLevel int `json:"minLevel"` MinLevel int `json:"minLevel"`
MaxLevel int `json:"maxLevel"` MaxLevel int `json:"maxLevel"`
BaseLevel int `json:"baseLevel"`
LevelVariance float64 `json:"levelVariance"`
MaxHeroLevelDiff int `json:"maxHeroLevelDiff"`
HPPerLevel float64 `json:"hpPerLevel"`
AttackPerLevel float64 `json:"attackPerLevel"`
DefensePerLevel float64 `json:"defensePerLevel"`
XPPerLevel float64 `json:"xpPerLevel"`
GoldPerLevel float64 `json:"goldPerLevel"`
XPReward int64 `json:"xpReward"` XPReward int64 `json:"xpReward"`
GoldReward int64 `json:"goldReward"` GoldReward int64 `json:"goldReward"`
SpecialAbilities []string `json:"specialAbilities"` SpecialAbilities []string `json:"specialAbilities"`
@ -78,7 +90,9 @@ type EnemyRow struct {
func (s *ContentStore) ListEnemyRows(ctx context.Context) ([]EnemyRow, error) { func (s *ContentStore) ListEnemyRows(ctx context.Context) ([]EnemyRow, error) {
rows, err := s.pool.Query(ctx, ` rows, err := s.pool.Query(ctx, `
SELECT id, type, name, hp, max_hp, attack, defense, speed, crit_chance, SELECT id, type, name, hp, max_hp, attack, defense, speed, crit_chance,
min_level, max_level, xp_reward, gold_reward, special_abilities, is_elite min_level, max_level, base_level, level_variance_pct, max_hero_level_diff,
hp_per_level, attack_per_level, defense_per_level, xp_per_level, gold_per_level,
xp_reward, gold_reward, special_abilities, is_elite
FROM enemies FROM enemies
ORDER BY min_level, type ORDER BY min_level, type
`) `)
@ -92,7 +106,9 @@ func (s *ContentStore) ListEnemyRows(ctx context.Context) ([]EnemyRow, error) {
var r EnemyRow var r EnemyRow
if err := rows.Scan( if err := rows.Scan(
&r.ID, &r.Type, &r.Name, &r.HP, &r.MaxHP, &r.Attack, &r.Defense, &r.Speed, &r.CritChance, &r.ID, &r.Type, &r.Name, &r.HP, &r.MaxHP, &r.Attack, &r.Defense, &r.Speed, &r.CritChance,
&r.MinLevel, &r.MaxLevel, &r.XPReward, &r.GoldReward, &r.SpecialAbilities, &r.IsElite, &r.MinLevel, &r.MaxLevel, &r.BaseLevel, &r.LevelVariance, &r.MaxHeroLevelDiff,
&r.HPPerLevel, &r.AttackPerLevel, &r.DefensePerLevel, &r.XPPerLevel, &r.GoldPerLevel,
&r.XPReward, &r.GoldReward, &r.SpecialAbilities, &r.IsElite,
); err != nil { ); err != nil {
return nil, fmt.Errorf("scan enemy row: %w", err) return nil, fmt.Errorf("scan enemy row: %w", err)
} }
@ -121,13 +137,23 @@ func (s *ContentStore) UpdateEnemyByType(ctx context.Context, typ string, e mode
crit_chance = $8, crit_chance = $8,
min_level = $9, min_level = $9,
max_level = $10, max_level = $10,
xp_reward = $11, base_level = $11,
gold_reward = $12, level_variance_pct = $12,
special_abilities = $13::text[], max_hero_level_diff = $13,
is_elite = $14 hp_per_level = $14,
attack_per_level = $15,
defense_per_level = $16,
xp_per_level = $17,
gold_per_level = $18,
xp_reward = $19,
gold_reward = $20,
special_abilities = $21::text[],
is_elite = $22
WHERE type = $1 WHERE type = $1
`, typ, e.Name, e.MaxHP, e.MaxHP, e.Attack, e.Defense, e.Speed, e.CritChance, `, typ, e.Name, e.MaxHP, e.MaxHP, e.Attack, e.Defense, e.Speed, e.CritChance,
e.MinLevel, e.MaxLevel, e.XPReward, e.GoldReward, abilities, e.IsElite) e.MinLevel, e.MaxLevel, e.BaseLevel, e.LevelVariance, e.MaxHeroLevelDiff,
e.HPPerLevel, e.AttackPerLevel, e.DefensePerLevel, e.XPPerLevel, e.GoldPerLevel,
e.XPReward, e.GoldReward, abilities, e.IsElite)
if err != nil { if err != nil {
return fmt.Errorf("update enemy: %w", err) return fmt.Errorf("update enemy: %w", err)
} }
@ -255,4 +281,3 @@ func (s *ContentStore) LoadGearFamilies(ctx context.Context) ([]model.GearFamily
return out, nil return out, nil
} }

@ -244,6 +244,54 @@ func compactInventoryAfterRemovingGear(ctx context.Context, tx pgx.Tx, heroID, g
return nil return nil
} }
// WipeAllGearForHero removes every equipped and backpack item for the hero and deletes the underlying gear rows.
func (s *GearStore) WipeAllGearForHero(ctx context.Context, heroID int64) error {
tx, err := s.pool.Begin(ctx)
if err != nil {
return fmt.Errorf("wipe gear begin: %w", err)
}
defer tx.Rollback(ctx)
rows, err := tx.Query(ctx, `
SELECT gear_id FROM hero_gear WHERE hero_id = $1
UNION
SELECT gear_id FROM hero_inventory WHERE hero_id = $1
`, heroID)
if err != nil {
return fmt.Errorf("wipe gear list ids: %w", err)
}
var ids []int64
for rows.Next() {
var id int64
if err := rows.Scan(&id); err != nil {
rows.Close()
return fmt.Errorf("wipe gear scan id: %w", err)
}
ids = append(ids, id)
}
if err := rows.Err(); err != nil {
rows.Close()
return fmt.Errorf("wipe gear rows: %w", err)
}
rows.Close()
if _, err := tx.Exec(ctx, `DELETE FROM hero_gear WHERE hero_id = $1`, heroID); err != nil {
return fmt.Errorf("wipe hero_gear: %w", err)
}
if _, err := tx.Exec(ctx, `DELETE FROM hero_inventory WHERE hero_id = $1`, heroID); err != nil {
return fmt.Errorf("wipe hero_inventory: %w", err)
}
for _, id := range ids {
if _, err := tx.Exec(ctx, `DELETE FROM gear WHERE id = $1`, id); err != nil {
return fmt.Errorf("delete gear %d: %w", id, err)
}
}
if err := tx.Commit(ctx); err != nil {
return fmt.Errorf("wipe gear commit: %w", err)
}
return nil
}
// DeleteGearItem removes a gear row by id (e.g. discarded drop not sold). Fails if still equipped. // DeleteGearItem removes a gear row by id (e.g. discarded drop not sold). Fails if still equipped.
func (s *GearStore) DeleteGearItem(ctx context.Context, id int64) error { func (s *GearStore) DeleteGearItem(ctx context.Context, id int64) error {
cmd, err := s.pool.Exec(ctx, `DELETE FROM gear WHERE id = $1`, id) cmd, err := s.pool.Exec(ctx, `DELETE FROM gear WHERE id = $1`, id)

@ -379,6 +379,26 @@ func (s *HeroStore) pickBirthTownAndDestination(ctx context.Context) (birthID, d
return birthID, destID, bx, by, nil return birthID, destID, bx, by, nil
} }
// ApplyRandomSpawn assigns a random birth town, road destination, and position (same logic as new-hero spawn).
func (s *HeroStore) ApplyRandomSpawn(ctx context.Context, hero *model.Hero) error {
birthID, destID, bx, by, err := s.pickBirthTownAndDestination(ctx)
if err != nil {
return err
}
birth := birthID
dest := destID
hero.PositionX = bx
hero.PositionY = by
hero.CurrentTownID = &birth
hero.DestinationTownID = &dest
return nil
}
// ApplyRandomStarterGear equips a new hero with the same random ilvl-1 sword and chest as CreateHeroWithSpawn.
func (s *HeroStore) ApplyRandomStarterGear(ctx context.Context, heroID int64) error {
return s.createRandomStarterGear(ctx, heroID)
}
// CreateHeroWithSpawn creates a new hero after the player chose a name: random birth town, // CreateHeroWithSpawn creates a new hero after the player chose a name: random birth town,
// 100 gold, random common ilvl-1 sword and armor, destination a town reachable by road. // 100 gold, random common ilvl-1 sword and armor, destination a town reachable by road.
func (s *HeroStore) CreateHeroWithSpawn(ctx context.Context, telegramID int64, name string) (*model.Hero, error) { func (s *HeroStore) CreateHeroWithSpawn(ctx context.Context, telegramID int64, name string) (*model.Hero, error) {

@ -550,6 +550,15 @@ func (s *QuestStore) ClaimQuestReward(ctx context.Context, heroID int64, heroQue
return &reward, nil return &reward, nil
} }
// DeleteAllHeroQuests removes every quest log row for the hero (accepted/completed/claimed).
func (s *QuestStore) DeleteAllHeroQuests(ctx context.Context, heroID int64) error {
_, err := s.pool.Exec(ctx, `DELETE FROM hero_quests WHERE hero_id = $1`, heroID)
if err != nil {
return fmt.Errorf("delete all hero quests: %w", err)
}
return nil
}
// AbandonQuest removes a hero's quest log row. heroQuestID is hero_quests.id (same id the client uses for claim). // AbandonQuest removes a hero's quest log row. heroQuestID is hero_quests.id (same id the client uses for claim).
// Only accepted/completed quests can be abandoned (not already claimed). // Only accepted/completed quests can be abandoned (not already claimed).
func (s *QuestStore) AbandonQuest(ctx context.Context, heroID int64, heroQuestID int64) error { func (s *QuestStore) AbandonQuest(ctx context.Context, heroID int64, heroQuestID int64) error {

@ -15,8 +15,10 @@ const (
// so net DPS stays positive (e.g. 0.003 ≈ 0.3%/s → ~3% MaxHP over a 10s gap). // so net DPS stays positive (e.g. 0.003 ≈ 0.3%/s → ~3% MaxHP over a 10s gap).
// Loaded from DB via tuning.ReloadNow; use EffectiveEnemyRegen* when a positive DB value is required. // Loaded from DB via tuning.ReloadNow; use EffectiveEnemyRegen* when a positive DB value is required.
const ( const (
DefaultEnemyRegenDefault = 0.006 // enemyRegenDefault // Fraction of MaxHP healed per second. Must stay below hero sustained DPS / MaxHP at reference gear
DefaultEnemyRegenSkeletonKing = 0.0015 // enemyRegenSkeletonKing // or regen stalemates (long fights / maxSteps losses).
DefaultEnemyRegenForestWarden = 0.003 // enemyRegenForestWarden DefaultEnemyRegenDefault = 0.0012 // enemyRegenDefault
DefaultEnemyRegenBattleLizard = 0.004 // enemyRegenBattleLizard DefaultEnemyRegenSkeletonKing = 0.00003 // enemyRegenSkeletonKing
DefaultEnemyRegenForestWarden = 0.00010 // enemyRegenForestWarden
DefaultEnemyRegenBattleLizard = 0.0005 // enemyRegenBattleLizard
) )

@ -308,7 +308,7 @@ func DefaultValues() Values {
EnemyBurstMultiplier: 1.5, EnemyBurstMultiplier: 1.5,
EnemyChainEveryN: 6, EnemyChainEveryN: 6,
EnemyChainMultiplier: 3.0, EnemyChainMultiplier: 3.0,
DebuffProcBurn: 0.30, DebuffProcBurn: 0.18,
DebuffProcPoison: 0.10, DebuffProcPoison: 0.10,
DebuffProcSlow: 0.25, DebuffProcSlow: 0.25,
DebuffProcStun: 0.25, DebuffProcStun: 0.25,
@ -318,8 +318,8 @@ func DefaultValues() Values {
EnemyRegenSkeletonKing: DefaultEnemyRegenSkeletonKing, EnemyRegenSkeletonKing: DefaultEnemyRegenSkeletonKing,
EnemyRegenForestWarden: DefaultEnemyRegenForestWarden, EnemyRegenForestWarden: DefaultEnemyRegenForestWarden,
EnemyRegenBattleLizard: DefaultEnemyRegenBattleLizard, EnemyRegenBattleLizard: DefaultEnemyRegenBattleLizard,
SummonCycleSeconds: 15, SummonCycleSeconds: 18,
SummonDamageDivisor: 4, SummonDamageDivisor: 10,
LuckBuffMultiplier: 1.75, LuckBuffMultiplier: 1.75,
MinAttackIntervalMs: 250, MinAttackIntervalMs: 250,
CombatPaceMultiplier: 14, CombatPaceMultiplier: 14,
@ -335,12 +335,12 @@ func DefaultValues() Values {
XPCurveLateScale: 1.10, XPCurveLateScale: 1.10,
LevelUpHPEvery: 4, LevelUpHPEvery: 4,
LevelUpHpBase: 10, LevelUpHpBase: 10,
LevelUpATKEvery: 4, LevelUpATKEvery: 3,
LevelUpDEFEvery: 5, LevelUpDEFEvery: 3,
LevelUpSTREvery: 12, LevelUpSTREvery: 2,
LevelUpCONEvery: 14, LevelUpCONEvery: 2,
LevelUpAGIEvery: 20, LevelUpAGIEvery: 2,
LevelUpLUCKEvery: 100, LevelUpLUCKEvery: 5,
AgilityCoef: 0.03, AgilityCoef: 0.03,
MaxAttackSpeed: 4.0, MaxAttackSpeed: 4.0,
MinAttackSpeed: 0.1, MinAttackSpeed: 0.1,

File diff suppressed because it is too large Load Diff

@ -1,8 +0,0 @@
-- Free revive quota for non-subscribers (MVP: 2 lifetime revives unless subscription_active).
ALTER TABLE heroes
ADD COLUMN IF NOT EXISTS revive_count INT NOT NULL DEFAULT 0,
ADD COLUMN IF NOT EXISTS subscription_active BOOLEAN NOT NULL DEFAULT FALSE;
COMMENT ON COLUMN heroes.revive_count IS 'Number of revives consumed (free tier capped at 2 without subscription).';
COMMENT ON COLUMN heroes.subscription_active IS 'When true, revive limit does not apply.';

@ -1,9 +0,0 @@
-- Free-tier buff activations: 3 per rolling 24h window (spec daily task "Use 3 Buffs").
-- Subscribers ignore quota (subscription_active).
ALTER TABLE heroes
ADD COLUMN IF NOT EXISTS buff_free_charges_remaining INT NOT NULL DEFAULT 3,
ADD COLUMN IF NOT EXISTS buff_quota_period_end TIMESTAMPTZ NULL;
COMMENT ON COLUMN heroes.buff_free_charges_remaining IS 'Free buff activations left in current window (non-subscribers; resets when period rolls).';
COMMENT ON COLUMN heroes.buff_quota_period_end IS 'End of current 24h buff quota window; NULL until first activation in a session.';

@ -1,19 +0,0 @@
-- Migration: add hero position, potions, and adventure log.
-- Hero position persists across sessions so the client can restore the visual location.
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS position_x DOUBLE PRECISION NOT NULL DEFAULT 0;
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS position_y DOUBLE PRECISION NOT NULL DEFAULT 0;
-- Potions inventory (healing potions from monster drops).
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS potions INT NOT NULL DEFAULT 0;
-- Adventure log: a chronological list of notable in-game events per hero.
CREATE TABLE IF NOT EXISTS adventure_log (
id BIGSERIAL PRIMARY KEY,
hero_id BIGINT NOT NULL REFERENCES heroes(id) ON DELETE CASCADE,
message TEXT NOT NULL,
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
CREATE INDEX IF NOT EXISTS idx_adventure_log_hero_created
ON adventure_log (hero_id, created_at DESC);

@ -1,7 +0,0 @@
-- Replace shared buff quota with per-buff quotas.
-- Each buff type gets its own charge counter and period window.
-- buff_charges stores: {"rush": {"remaining": 5, "periodEnd": "2026-03-29T00:00:00Z"}, ...}
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS buff_charges JSONB NOT NULL DEFAULT '{}';
COMMENT ON COLUMN heroes.buff_charges IS 'Per-buff-type free charge state: map of buff_type -> {remaining, periodEnd}. Replaces shared buff_free_charges_remaining.';

@ -1,247 +0,0 @@
-- Migration 000006: Quest system — towns, NPCs, quests, hero quest tracking.
-- ============================================================
-- Towns: fixed settlements along the hero's travel road.
-- ============================================================
CREATE TABLE IF NOT EXISTS towns (
id BIGSERIAL PRIMARY KEY,
name TEXT NOT NULL UNIQUE,
biome TEXT NOT NULL,
world_x DOUBLE PRECISION NOT NULL,
world_y DOUBLE PRECISION NOT NULL,
radius DOUBLE PRECISION NOT NULL DEFAULT 8.0,
level_min INT NOT NULL DEFAULT 1,
level_max INT NOT NULL DEFAULT 100,
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
-- ============================================================
-- NPCs: non-hostile characters in towns.
-- ============================================================
CREATE TABLE IF NOT EXISTS npcs (
id BIGSERIAL PRIMARY KEY,
town_id BIGINT NOT NULL REFERENCES towns(id) ON DELETE CASCADE,
name TEXT NOT NULL,
type TEXT NOT NULL CHECK (type IN ('quest_giver', 'merchant', 'healer')),
offset_x DOUBLE PRECISION NOT NULL DEFAULT 0,
offset_y DOUBLE PRECISION NOT NULL DEFAULT 0,
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
CREATE INDEX IF NOT EXISTS idx_npcs_town ON npcs(town_id);
-- ============================================================
-- Quests: template definitions offered by quest-giver NPCs.
-- ============================================================
CREATE TABLE IF NOT EXISTS quests (
id BIGSERIAL PRIMARY KEY,
npc_id BIGINT NOT NULL REFERENCES npcs(id) ON DELETE CASCADE,
title TEXT NOT NULL,
description TEXT NOT NULL DEFAULT '',
type TEXT NOT NULL CHECK (type IN ('kill_count', 'visit_town', 'collect_item')),
target_count INT NOT NULL DEFAULT 1,
target_enemy_type TEXT, -- NULL = any enemy (for kill_count)
target_town_id BIGINT REFERENCES towns(id), -- for visit_town quests
drop_chance DOUBLE PRECISION NOT NULL DEFAULT 0.3, -- for collect_item
min_level INT NOT NULL DEFAULT 1,
max_level INT NOT NULL DEFAULT 100,
reward_xp BIGINT NOT NULL DEFAULT 0,
reward_gold BIGINT NOT NULL DEFAULT 0,
reward_potions INT NOT NULL DEFAULT 0,
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
CREATE INDEX IF NOT EXISTS idx_quests_npc ON quests(npc_id);
-- ============================================================
-- Hero quests: per-hero progress tracking.
-- ============================================================
CREATE TABLE IF NOT EXISTS hero_quests (
id BIGSERIAL PRIMARY KEY,
hero_id BIGINT NOT NULL REFERENCES heroes(id) ON DELETE CASCADE,
quest_id BIGINT NOT NULL REFERENCES quests(id) ON DELETE CASCADE,
status TEXT NOT NULL DEFAULT 'accepted'
CHECK (status IN ('accepted', 'completed', 'claimed')),
progress INT NOT NULL DEFAULT 0,
accepted_at TIMESTAMPTZ NOT NULL DEFAULT now(),
completed_at TIMESTAMPTZ,
claimed_at TIMESTAMPTZ,
UNIQUE (hero_id, quest_id)
);
CREATE INDEX IF NOT EXISTS idx_hero_quests_hero ON hero_quests(hero_id);
CREATE INDEX IF NOT EXISTS idx_hero_quests_status ON hero_quests(hero_id, status);
-- ============================================================
-- Seed data: towns (idempotent — DB may already have these names)
-- ============================================================
INSERT INTO towns (name, biome, world_x, world_y, radius, level_min, level_max) VALUES
('Willowdale', 'meadow', 50, 15, 8.0, 1, 5),
('Thornwatch', 'forest', 200, 60, 8.0, 5, 10),
('Ashengard', 'ruins', 400, 120, 8.0, 10, 16),
('Redcliff', 'canyon', 650, 195, 8.0, 16, 22),
('Boghollow', 'swamp', 900, 270, 8.0, 22, 28),
('Cinderkeep', 'volcanic', 1200, 360, 8.0, 28, 34),
('Starfall', 'astral', 1550, 465, 8.0, 34, 40)
ON CONFLICT (name) DO NOTHING;
-- ============================================================
-- Seed data: NPCs (2-3 per town; resolve town_id by name)
-- ============================================================
INSERT INTO npcs (town_id, name, type, offset_x, offset_y)
SELECT t.id, v.npc_name, v.npc_type, v.ox, v.oy
FROM (VALUES
('Willowdale', 'Elder Maren', 'quest_giver', -2.0::double precision, 1.0::double precision),
('Willowdale', 'Peddler Finn', 'merchant', 3.0, 0.0),
('Willowdale', 'Sister Asha', 'healer', 0.0, -2.5),
('Thornwatch', 'Guard Halric', 'quest_giver', -3.0, 0.5),
('Thornwatch', 'Trader Wynn', 'merchant', 2.0, 2.0),
('Ashengard', 'Scholar Orin', 'quest_giver', 1.0, -2.0),
('Ashengard', 'Bone Merchant', 'merchant', -2.0, 3.0),
('Ashengard', 'Priestess Liora', 'healer', 3.0, 1.0),
('Redcliff', 'Foreman Brak', 'quest_giver', -1.0, 2.0),
('Redcliff', 'Miner Supplies', 'merchant', 2.5, -1.0),
('Boghollow', 'Witch Nessa', 'quest_giver', 0.0, 3.0),
('Boghollow', 'Swamp Trader', 'merchant', -3.0, -1.0),
('Boghollow', 'Marsh Healer Ren', 'healer', 2.0, 0.0),
('Cinderkeep', 'Forge-master Kael', 'quest_giver', -2.5, 0.0),
('Cinderkeep', 'Ember Merchant', 'merchant', 1.0, 2.5),
('Starfall', 'Seer Aelith', 'quest_giver', 0.0, -3.0),
('Starfall', 'Void Trader', 'merchant', 3.0, 1.0),
('Starfall', 'Astral Mender', 'healer', -2.0, 2.0)
) AS v(town_name, npc_name, npc_type, ox, oy)
JOIN towns t ON t.name = v.town_name
WHERE NOT EXISTS (
SELECT 1 FROM npcs n WHERE n.town_id = t.id AND n.name = v.npc_name
);
-- ============================================================
-- Seed data: quests (resolve npc_id / target_town_id by name; skip duplicates)
-- ============================================================
-- Willowdale — Elder Maren
INSERT INTO quests (npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
SELECT n.id, s.title, s.description, s.qtype, s.target_count, s.target_enemy_type, s.target_town_id, s.drop_chance, s.min_level, s.max_level, s.reward_xp, s.reward_gold, s.reward_potions
FROM npcs n
JOIN towns t ON t.id = n.town_id
CROSS JOIN (VALUES
('Wolf Cull',
'The wolves near Willowdale are getting bolder. Thin their numbers.',
'kill_count', 5, 'wolf'::text, NULL::bigint, 0.0::double precision, 1, 5, 30::bigint, 15::bigint, 0),
('Boar Hunt',
'Wild boars are trampling the crops. Take care of them.',
'kill_count', 8, 'boar', NULL, 0.0, 2, 6, 50::bigint, 25::bigint, 1),
('Deliver to Thornwatch',
'Carry this supply manifest to Guard Halric in Thornwatch.',
'visit_town', 1, NULL, (SELECT id FROM towns WHERE name = 'Thornwatch' LIMIT 1), 0.0, 1, 10, 40::bigint, 20::bigint, 0)
) AS s(title, description, qtype, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
WHERE t.name = 'Willowdale' AND n.name = 'Elder Maren'
AND NOT EXISTS (SELECT 1 FROM quests q WHERE q.npc_id = n.id AND q.title = s.title);
-- Thornwatch — Guard Halric
INSERT INTO quests (npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
SELECT n.id, s.title, s.description, s.qtype, s.target_count, s.target_enemy_type, s.target_town_id, s.drop_chance, s.min_level, s.max_level, s.reward_xp, s.reward_gold, s.reward_potions
FROM npcs n
JOIN towns t ON t.id = n.town_id
CROSS JOIN (VALUES
('Spider Infestation',
'Cave spiders have overrun the logging trails. Clear them out.',
'kill_count', 12, 'spider'::text, NULL::bigint, 0.0::double precision, 5, 10, 80::bigint, 40::bigint, 1),
('Spider Fang Collection',
'We need spider fangs for antivenom. Collect them from slain spiders.',
'collect_item', 5, 'spider', NULL, 0.3, 5, 10, 100::bigint, 60::bigint, 1),
('Forest Patrol',
'Slay any 15 creatures along the forest road to keep it safe.',
'kill_count', 15, NULL::text, NULL::bigint, 0.0, 5, 12, 120::bigint, 70::bigint, 1)
) AS s(title, description, qtype, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
WHERE t.name = 'Thornwatch' AND n.name = 'Guard Halric'
AND NOT EXISTS (SELECT 1 FROM quests q WHERE q.npc_id = n.id AND q.title = s.title);
-- Ashengard — Scholar Orin
INSERT INTO quests (npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
SELECT n.id, s.title, s.description, s.qtype, s.target_count, s.target_enemy_type, s.target_town_id, s.drop_chance, s.min_level, s.max_level, s.reward_xp, s.reward_gold, s.reward_potions
FROM npcs n
JOIN towns t ON t.id = n.town_id
CROSS JOIN (VALUES
('Undead Purge',
'The ruins are crawling with undead. Destroy the zombies.',
'kill_count', 15, 'zombie'::text, NULL::bigint, 0.0::double precision, 10, 16, 150::bigint, 80::bigint, 1),
('Ancient Relics',
'Search fallen enemies for fragments of the old kingdom.',
'collect_item', 8, NULL::text, NULL::bigint, 0.25, 10, 16, 200::bigint, 120::bigint, 2),
('Report to Redcliff',
'Warn Foreman Brak about the growing undead threat.',
'visit_town', 1, NULL::text, (SELECT id FROM towns WHERE name = 'Redcliff' LIMIT 1), 0.0, 10, 20, 120::bigint, 60::bigint, 0)
) AS s(title, description, qtype, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
WHERE t.name = 'Ashengard' AND n.name = 'Scholar Orin'
AND NOT EXISTS (SELECT 1 FROM quests q WHERE q.npc_id = n.id AND q.title = s.title);
-- Redcliff — Foreman Brak
INSERT INTO quests (npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
SELECT n.id, s.title, s.description, s.qtype, s.target_count, s.target_enemy_type, s.target_town_id, s.drop_chance, s.min_level, s.max_level, s.reward_xp, s.reward_gold, s.reward_potions
FROM npcs n
JOIN towns t ON t.id = n.town_id
CROSS JOIN (VALUES
('Orc Raider Cleanup',
'Orc warriors are raiding the mine carts. Stop them.',
'kill_count', 20, 'orc'::text, NULL::bigint, 0.0::double precision, 16, 22, 250::bigint, 150::bigint, 2),
('Ore Samples',
'Collect glowing ore fragments from defeated enemies near the canyon.',
'collect_item', 6, NULL::text, NULL::bigint, 0.3, 16, 22, 200::bigint, 120::bigint, 1)
) AS s(title, description, qtype, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
WHERE t.name = 'Redcliff' AND n.name = 'Foreman Brak'
AND NOT EXISTS (SELECT 1 FROM quests q WHERE q.npc_id = n.id AND q.title = s.title);
-- Boghollow — Witch Nessa
INSERT INTO quests (npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
SELECT n.id, s.title, s.description, s.qtype, s.target_count, s.target_enemy_type, s.target_town_id, s.drop_chance, s.min_level, s.max_level, s.reward_xp, s.reward_gold, s.reward_potions
FROM npcs n
JOIN towns t ON t.id = n.town_id
CROSS JOIN (VALUES
('Swamp Creatures',
'The swamp beasts grow more aggressive by the day. Cull 25.',
'kill_count', 25, NULL::text, NULL::bigint, 0.0::double precision, 22, 28, 350::bigint, 200::bigint, 2),
('Venomous Harvest',
'Collect venom sacs from swamp creatures for my brews.',
'collect_item', 10, NULL::text, NULL::bigint, 0.25, 22, 28, 400::bigint, 250::bigint, 2),
('Message to Cinderkeep',
'The forgemaster needs to know about the corruption spreading here.',
'visit_town', 1, NULL::text, (SELECT id FROM towns WHERE name = 'Cinderkeep' LIMIT 1), 0.0, 22, 34, 200::bigint, 100::bigint, 1)
) AS s(title, description, qtype, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
WHERE t.name = 'Boghollow' AND n.name = 'Witch Nessa'
AND NOT EXISTS (SELECT 1 FROM quests q WHERE q.npc_id = n.id AND q.title = s.title);
-- Cinderkeep — Forge-master Kael
INSERT INTO quests (npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
SELECT n.id, s.title, s.description, s.qtype, s.target_count, s.target_enemy_type, s.target_town_id, s.drop_chance, s.min_level, s.max_level, s.reward_xp, s.reward_gold, s.reward_potions
FROM npcs n
JOIN towns t ON t.id = n.town_id
CROSS JOIN (VALUES
('Demon Slayer',
'Fire demons are emerging from the vents. Destroy them.',
'kill_count', 10, 'fire_demon'::text, NULL::bigint, 0.0::double precision, 28, 34, 500::bigint, 300::bigint, 2),
('Infernal Cores',
'Retrieve smoldering cores from defeated fire demons.',
'collect_item', 5, 'fire_demon'::text, NULL::bigint, 0.3::double precision, 28, 34, 600::bigint, 350::bigint, 3)
) AS s(title, description, qtype, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
WHERE t.name = 'Cinderkeep' AND n.name = 'Forge-master Kael'
AND NOT EXISTS (SELECT 1 FROM quests q WHERE q.npc_id = n.id AND q.title = s.title);
-- Starfall — Seer Aelith
INSERT INTO quests (npc_id, title, description, type, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
SELECT n.id, s.title, s.description, s.qtype, s.target_count, s.target_enemy_type, s.target_town_id, s.drop_chance, s.min_level, s.max_level, s.reward_xp, s.reward_gold, s.reward_potions
FROM npcs n
JOIN towns t ON t.id = n.town_id
CROSS JOIN (VALUES
('Titan''s Challenge',
'The Lightning Titans must be stopped before they breach the gate.',
'kill_count', 8, 'lightning_titan'::text, NULL::bigint, 0.0::double precision, 34, 40, 800::bigint, 500::bigint, 3),
('Void Fragments',
'Gather crystallized void energy from the astral enemies.',
'collect_item', 8, NULL::text, NULL::bigint, 0.2, 34, 40, 1000::bigint, 600::bigint, 3),
('Full Circle',
'Return to Willowdale and tell Elder Maren of your journey.',
'visit_town', 1, NULL::text, (SELECT id FROM towns WHERE name = 'Willowdale' LIMIT 1), 0.0, 34, 40, 500::bigint, 300::bigint, 2)
) AS s(title, description, qtype, target_count, target_enemy_type, target_town_id, drop_chance, min_level, max_level, reward_xp, reward_gold, reward_potions)
WHERE t.name = 'Starfall' AND n.name = 'Seer Aelith'
AND NOT EXISTS (SELECT 1 FROM quests q WHERE q.npc_id = n.id AND q.title = s.title);

@ -1,2 +0,0 @@
-- Make hero name unique (case-insensitive)
CREATE UNIQUE INDEX IF NOT EXISTS idx_heroes_name_lower ON heroes(LOWER(name)) WHERE name != '' AND name != 'Hero';

@ -1,2 +0,0 @@
ALTER TABLE weapons ADD COLUMN IF NOT EXISTS ilvl INT NOT NULL DEFAULT 1;
ALTER TABLE armor ADD COLUMN IF NOT EXISTS ilvl INT NOT NULL DEFAULT 1;

@ -1,11 +0,0 @@
CREATE TABLE IF NOT EXISTS payments (
id BIGSERIAL PRIMARY KEY,
hero_id BIGINT NOT NULL REFERENCES heroes(id) ON DELETE CASCADE,
type TEXT NOT NULL, -- 'buff_replenish', 'resurrection_replenish'
buff_type TEXT, -- specific buff type if applicable
amount_rub INT NOT NULL, -- price in rubles
status TEXT NOT NULL DEFAULT 'pending', -- pending, completed, failed
created_at TIMESTAMPTZ NOT NULL DEFAULT now(),
completed_at TIMESTAMPTZ
);
CREATE INDEX IF NOT EXISTS idx_payments_hero ON payments(hero_id);

@ -1,30 +0,0 @@
-- Migration 000010: Extended equipment slots (head, feet, neck).
-- ============================================================
-- Equipment items table (all slots beyond legacy weapon/armor).
-- ============================================================
CREATE TABLE IF NOT EXISTS equipment_items (
id BIGSERIAL PRIMARY KEY,
slot TEXT NOT NULL, -- gear.slot.head, gear.slot.feet, gear.slot.neck, etc.
form_id TEXT NOT NULL DEFAULT '',
name TEXT NOT NULL,
rarity TEXT NOT NULL DEFAULT 'common',
ilvl INT NOT NULL DEFAULT 1,
base_primary INT NOT NULL DEFAULT 0,
primary_stat INT NOT NULL DEFAULT 0, -- computed: ScalePrimary(base_primary, ilvl, rarity)
stat_type TEXT NOT NULL DEFAULT 'defense', -- attack, defense, speed, mixed
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
-- ============================================================
-- Hero equipment (one row per equipped slot).
-- ============================================================
CREATE TABLE IF NOT EXISTS hero_equipment (
hero_id BIGINT NOT NULL REFERENCES heroes(id) ON DELETE CASCADE,
slot TEXT NOT NULL,
item_id BIGINT NOT NULL REFERENCES equipment_items(id),
equipped_at TIMESTAMPTZ NOT NULL DEFAULT now(),
PRIMARY KEY (hero_id, slot)
);
CREATE INDEX IF NOT EXISTS idx_hero_equipment_hero ON hero_equipment(hero_id);

@ -1,82 +0,0 @@
-- 000011: Achievements, Daily/Weekly Tasks, and Shared World foundation.
-- Hero stat tracking columns for achievement conditions.
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS total_kills INT NOT NULL DEFAULT 0;
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS elite_kills INT NOT NULL DEFAULT 0;
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS total_deaths INT NOT NULL DEFAULT 0;
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS kills_since_death INT NOT NULL DEFAULT 0;
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS legendary_drops INT NOT NULL DEFAULT 0;
-- Shared world: track hero online status for nearby-heroes queries.
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS last_online_at TIMESTAMPTZ;
CREATE INDEX IF NOT EXISTS idx_heroes_online ON heroes(last_online_at) WHERE last_online_at IS NOT NULL;
-- ============================================================
-- Achievements
-- ============================================================
CREATE TABLE IF NOT EXISTS achievements (
id TEXT PRIMARY KEY,
title TEXT NOT NULL,
description TEXT NOT NULL,
condition_type TEXT NOT NULL, -- 'level', 'kills', 'gold', 'elite_kills', 'deaths', 'loot_legendary', 'kills_no_death'
condition_value INT NOT NULL DEFAULT 0,
reward_type TEXT NOT NULL DEFAULT 'gold', -- 'gold', 'potion', 'title'
reward_amount INT NOT NULL DEFAULT 0
);
CREATE TABLE IF NOT EXISTS hero_achievements (
hero_id BIGINT NOT NULL REFERENCES heroes(id) ON DELETE CASCADE,
achievement_id TEXT NOT NULL REFERENCES achievements(id),
unlocked_at TIMESTAMPTZ NOT NULL DEFAULT now(),
PRIMARY KEY (hero_id, achievement_id)
);
-- Seed achievements.
INSERT INTO achievements (id, title, description, condition_type, condition_value, reward_type, reward_amount) VALUES
('first_blood', 'First Blood', 'Defeat your first enemy', 'kills', 1, 'gold', 50),
('warrior', 'Warrior', 'Reach level 50', 'level', 50, 'gold', 5000),
('legend', 'Legend', 'Reach level 100', 'level', 100, 'gold', 50000),
('hunter', 'Hunter', 'Defeat 100 enemies', 'kills', 100, 'gold', 500),
('slayer', 'Slayer', 'Defeat 1000 enemies', 'kills', 1000, 'gold', 5000),
('rich', 'Rich', 'Accumulate 10000 gold', 'gold', 10000, 'gold', 1000),
('lucky', 'Lucky', 'Find a Legendary item', 'loot_legendary', 1, 'potion', 5),
('undying', 'Undying', 'Defeat 50 enemies without dying', 'kills_no_death', 50, 'gold', 2000),
('elite_hunter', 'Elite Hunter', 'Defeat 10 elite enemies', 'elite_kills', 10, 'gold', 3000)
ON CONFLICT DO NOTHING;
-- ============================================================
-- Daily / Weekly Tasks
-- ============================================================
CREATE TABLE IF NOT EXISTS daily_tasks (
id TEXT PRIMARY KEY,
title TEXT NOT NULL,
description TEXT NOT NULL,
objective_type TEXT NOT NULL, -- 'kill_count', 'elite_kill', 'collect_gold', 'use_buff', 'reach_level'
objective_count INT NOT NULL,
reward_type TEXT NOT NULL DEFAULT 'gold',
reward_amount INT NOT NULL DEFAULT 0,
period TEXT NOT NULL DEFAULT 'daily' -- 'daily', 'weekly'
);
CREATE TABLE IF NOT EXISTS hero_daily_tasks (
hero_id BIGINT NOT NULL REFERENCES heroes(id) ON DELETE CASCADE,
task_id TEXT NOT NULL REFERENCES daily_tasks(id),
progress INT NOT NULL DEFAULT 0,
completed BOOLEAN NOT NULL DEFAULT false,
claimed BOOLEAN NOT NULL DEFAULT false,
period_start TIMESTAMPTZ NOT NULL,
PRIMARY KEY (hero_id, task_id, period_start)
);
-- Seed daily tasks.
INSERT INTO daily_tasks VALUES
('daily_kill_10', 'Monster Slayer', 'Kill 10 enemies', 'kill_count', 10, 'gold', 100, 'daily'),
('daily_elite', 'Elite Hunter', 'Defeat an Elite enemy', 'elite_kill', 1, 'gold', 200, 'daily'),
('daily_gold_500', 'Gold Rush', 'Collect 500 Gold', 'collect_gold', 500, 'potion', 2, 'daily'),
('daily_buff_3', 'Buff Master', 'Use 3 Buffs', 'use_buff', 3, 'gold', 150, 'daily'),
('weekly_kill_100', 'Weekly Warrior', 'Kill 100 enemies', 'kill_count', 100, 'gold', 1000, 'weekly'),
('weekly_elite_5', 'Elite Slayer', 'Defeat 5 Elites', 'elite_kill', 5, 'gold', 2000, 'weekly'),
('weekly_gold_5000', 'Wealthy', 'Collect 5000 Gold', 'collect_gold', 5000, 'potion', 5, 'weekly')
ON CONFLICT DO NOTHING;

@ -1,9 +0,0 @@
-- Migration 000012: Increase town radii and vary by settlement size.
UPDATE towns SET radius = 18 WHERE name = 'Willowdale';
UPDATE towns SET radius = 14 WHERE name = 'Thornwatch';
UPDATE towns SET radius = 16 WHERE name = 'Ashengard';
UPDATE towns SET radius = 14 WHERE name = 'Redcliff';
UPDATE towns SET radius = 12 WHERE name = 'Boghollow';
UPDATE towns SET radius = 16 WHERE name = 'Cinderkeep';
UPDATE towns SET radius = 18 WHERE name = 'Starfall';

@ -1,60 +0,0 @@
-- Server-authoritative movement: hero movement state + roads graph.
-- Hero movement columns.
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS destination_town_id BIGINT REFERENCES towns(id);
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS current_town_id BIGINT REFERENCES towns(id);
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS move_state TEXT NOT NULL DEFAULT 'walking';
-- move_state: 'walking', 'resting', 'in_town', 'fighting', 'dead'
-- Roads connect towns in a linear chain.
CREATE TABLE IF NOT EXISTS roads (
id BIGSERIAL PRIMARY KEY,
from_town_id BIGINT NOT NULL REFERENCES towns(id),
to_town_id BIGINT NOT NULL REFERENCES towns(id),
distance DOUBLE PRECISION NOT NULL,
UNIQUE(from_town_id, to_town_id)
);
-- Pre-computed waypoints along each road.
CREATE TABLE IF NOT EXISTS road_waypoints (
id BIGSERIAL PRIMARY KEY,
road_id BIGINT NOT NULL REFERENCES roads(id) ON DELETE CASCADE,
seq INT NOT NULL,
x DOUBLE PRECISION NOT NULL,
y DOUBLE PRECISION NOT NULL,
UNIQUE(road_id, seq)
);
-- Seed roads between the 7 towns in order.
-- Town positions (from 000006_quest_system.sql):
-- Willowdale (50, 15) id=1
-- Thornwatch (200, 60) id=2
-- Ashengard (400, 120) id=3
-- Redcliff (650, 195) id=4
-- Boghollow (900, 270) id=5
-- Cinderkeep (1200, 360) id=6
-- Starfall (1550, 465) id=7
-- Forward roads (1->2, 2->3, ... 6->7).
INSERT INTO roads (from_town_id, to_town_id, distance) VALUES
(1, 2, 156.0),
(2, 3, 210.0),
(3, 4, 260.0),
(4, 5, 260.0),
(5, 6, 312.0),
(6, 7, 365.0)
ON CONFLICT DO NOTHING;
-- Reverse roads (2->1, 3->2, ... 7->6).
INSERT INTO roads (from_town_id, to_town_id, distance) VALUES
(2, 1, 156.0),
(3, 2, 210.0),
(4, 3, 260.0),
(5, 4, 260.0),
(6, 5, 312.0),
(7, 6, 365.0)
ON CONFLICT DO NOTHING;
-- Waypoints are generated at application startup via the RoadGraph loader
-- using interpolation between town positions with jitter. This avoids
-- storing thousands of rows and keeps generation deterministic per road seed.

@ -1,63 +0,0 @@
-- Unified gear table replacing weapons, armor, and equipment_items
CREATE TABLE IF NOT EXISTS gear (
id BIGSERIAL PRIMARY KEY,
slot TEXT NOT NULL,
form_id TEXT NOT NULL DEFAULT '',
name TEXT NOT NULL,
subtype TEXT NOT NULL DEFAULT '',
rarity TEXT NOT NULL DEFAULT 'common',
ilvl INT NOT NULL DEFAULT 1,
base_primary INT NOT NULL DEFAULT 0,
primary_stat INT NOT NULL DEFAULT 0,
stat_type TEXT NOT NULL DEFAULT 'mixed',
speed_modifier DOUBLE PRECISION NOT NULL DEFAULT 1.0,
crit_chance DOUBLE PRECISION NOT NULL DEFAULT 0.0,
agility_bonus INT NOT NULL DEFAULT 0,
set_name TEXT NOT NULL DEFAULT '',
special_effect TEXT NOT NULL DEFAULT '',
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
-- Hero gear: one row per equipped slot (replaces weapon_id, armor_id, and hero_equipment)
CREATE TABLE IF NOT EXISTS hero_gear (
hero_id BIGINT NOT NULL REFERENCES heroes(id) ON DELETE CASCADE,
slot TEXT NOT NULL,
gear_id BIGINT NOT NULL REFERENCES gear(id),
PRIMARY KEY (hero_id, slot)
);
CREATE INDEX IF NOT EXISTS idx_hero_gear_hero ON hero_gear(hero_id);
-- Migrate existing weapon data to gear table (safe to re-run if migration retried)
INSERT INTO gear (id, slot, name, subtype, rarity, ilvl, base_primary, primary_stat, stat_type, speed_modifier, crit_chance, special_effect)
SELECT id, 'main_hand', name, type, rarity, ilvl, damage, damage, 'attack', speed, crit_chance, special_effect
FROM weapons
ON CONFLICT (id) DO NOTHING;
-- Migrate existing armor data to gear table (offset IDs by 1000 to avoid conflicts)
INSERT INTO gear (id, slot, name, subtype, rarity, ilvl, base_primary, primary_stat, stat_type, speed_modifier, agility_bonus, set_name, special_effect)
SELECT id + 1000, 'chest', name, type, rarity, ilvl, defense, defense, 'defense', speed_modifier, agility_bonus, set_name, special_effect
FROM armor
ON CONFLICT (id) DO NOTHING;
-- Migrate equipment_items to gear (offset by 2000)
INSERT INTO gear (id, slot, form_id, name, rarity, ilvl, base_primary, primary_stat, stat_type)
SELECT id + 2000, slot, form_id, name, rarity, ilvl, base_primary, primary_stat, stat_type
FROM equipment_items
ON CONFLICT (id) DO NOTHING;
-- Migrate hero weapon/armor refs to hero_gear
INSERT INTO hero_gear (hero_id, slot, gear_id)
SELECT id, 'main_hand', weapon_id FROM heroes WHERE weapon_id IS NOT NULL
ON CONFLICT DO NOTHING;
INSERT INTO hero_gear (hero_id, slot, gear_id)
SELECT id, 'chest', armor_id + 1000 FROM heroes WHERE armor_id IS NOT NULL
ON CONFLICT DO NOTHING;
-- Migrate hero_equipment to hero_gear
INSERT INTO hero_gear (hero_id, slot, gear_id)
SELECT hero_id, slot, item_id + 2000 FROM hero_equipment
ON CONFLICT DO NOTHING;
-- Reset gear sequence to avoid ID conflicts
SELECT setval('gear_id_seq', (SELECT COALESCE(MAX(id), 0) + 1 FROM gear));

@ -1,5 +0,0 @@
-- Subscription system: weekly subscription with expiry date.
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS subscription_expires_at TIMESTAMPTZ;
-- Payment type for subscription purchases.
-- Existing payments table is reused with type = 'subscription_weekly'.

@ -1,10 +0,0 @@
-- Migration 000015: Spread towns further apart on the world map (longer roads between stops).
-- Waypoints are regenerated at startup from town positions; roads.distance is overwritten in memory.
UPDATE towns SET world_x = 125, world_y = 38 WHERE name = 'Willowdale';
UPDATE towns SET world_x = 500, world_y = 150 WHERE name = 'Thornwatch';
UPDATE towns SET world_x = 1000, world_y = 300 WHERE name = 'Ashengard';
UPDATE towns SET world_x = 1625, world_y = 488 WHERE name = 'Redcliff';
UPDATE towns SET world_x = 2250, world_y = 675 WHERE name = 'Boghollow';
UPDATE towns SET world_x = 3000, world_y = 900 WHERE name = 'Cinderkeep';
UPDATE towns SET world_x = 3875, world_y = 1163 WHERE name = 'Starfall';

@ -1,7 +0,0 @@
-- Close the world road loop: last town connects back to the first (and reverse).
-- Town ids: 1 Willowdale .. 7 Starfall (see 000006 / 000015). Distance is approximate; runtime recomputes from waypoints.
INSERT INTO roads (from_town_id, to_town_id, distance) VALUES
(7, 1, 4000.0),
(1, 7, 4000.0)
ON CONFLICT (from_town_id, to_town_id) DO NOTHING;

@ -1,40 +0,0 @@
-- Migration 000017: Populate road_waypoints for every row in roads.
--
-- Review (why the table was empty):
-- 000013 created road_waypoints but never inserted rows; comments there say waypoints are
-- generated at runtime in Go (internal/game/road_graph.go → generateWaypoints). The server
-- still does NOT read this table — it joins towns + roads and builds jittered polylines in memory.
-- This migration stores a canonical polyline per road for analytics, admin maps, exports, or a
-- future loader. Points use the same segment count rule as Go (≈20 world units per segment,
-- GREATEST(1, floor(dist/20))), linear interpolation only — no ±2 jitter (that stays code-only).
--
-- Idempotent: clears existing waypoint rows then re-seeds from current towns.world_x/y.
DELETE FROM road_waypoints;
INSERT INTO road_waypoints (road_id, seq, x, y)
SELECT
r.id,
gs.seq,
CASE
WHEN gs.seq = 0 THEN f.world_x
WHEN gs.seq = seg.nseg THEN t.world_x
ELSE f.world_x + (t.world_x - f.world_x) * (gs.seq::double precision / seg.nseg::double precision)
END,
CASE
WHEN gs.seq = 0 THEN f.world_y
WHEN gs.seq = seg.nseg THEN t.world_y
ELSE f.world_y + (t.world_y - f.world_y) * (gs.seq::double precision / seg.nseg::double precision)
END
FROM roads r
INNER JOIN towns f ON f.id = r.from_town_id
INNER JOIN towns t ON t.id = r.to_town_id
CROSS JOIN LATERAL (
SELECT GREATEST(
1,
FLOOR(
SQRT(POWER(t.world_x - f.world_x, 2) + POWER(t.world_y - f.world_y, 2)) / 20.0
)::integer
) AS nseg
) seg
CROSS JOIN LATERAL generate_series(0, seg.nseg) AS gs(seq);

@ -1,41 +0,0 @@
-- Migration 000018: Place towns on an approximate Archimedean spiral (not collinear).
-- Order by level_min is unchanged — ring roads still follow progression Willowdale → … → Starfall → wrap.
-- Waypoints regenerate at server startup from town centers (see road_graph / 000016).
UPDATE towns SET world_x = 2620, world_y = 800 WHERE name = 'Willowdale';
UPDATE towns SET world_x = 2926, world_y = 1058 WHERE name = 'Thornwatch';
UPDATE towns SET world_x = 2899, world_y = 1584 WHERE name = 'Ashengard';
UPDATE towns SET world_x = 2399, world_y = 2056 WHERE name = 'Redcliff';
UPDATE towns SET world_x = 1535, world_y = 2126 WHERE name = 'Boghollow';
UPDATE towns SET world_x = 633, world_y = 1571 WHERE name = 'Cinderkeep';
UPDATE towns SET world_x = 131, world_y = 660 WHERE name = 'Starfall';
-- Keep road_waypoints (if populated by 000017) aligned with new town centers.
DELETE FROM road_waypoints;
INSERT INTO road_waypoints (road_id, seq, x, y)
SELECT
r.id,
gs.seq,
CASE
WHEN gs.seq = 0 THEN f.world_x
WHEN gs.seq = seg.nseg THEN t.world_x
ELSE f.world_x + (t.world_x - f.world_x) * (gs.seq::double precision / seg.nseg::double precision)
END,
CASE
WHEN gs.seq = 0 THEN f.world_y
WHEN gs.seq = seg.nseg THEN t.world_y
ELSE f.world_y + (t.world_y - f.world_y) * (gs.seq::double precision / seg.nseg::double precision)
END
FROM roads r
INNER JOIN towns f ON f.id = r.from_town_id
INNER JOIN towns t ON t.id = r.to_town_id
CROSS JOIN LATERAL (
SELECT GREATEST(
1,
FLOOR(
SQRT(POWER(t.world_x - f.world_x, 2) + POWER(t.world_y - f.world_y, 2)) / 20.0
)::integer
) AS nseg
) seg
CROSS JOIN LATERAL generate_series(0, seg.nseg) AS gs(seq);

@ -1,126 +0,0 @@
-- Migration 000019: Wider spiral world — ~3× spacing vs 000018, four new towns on the ring
-- (midpoints along progression segments Willowdale→Thornwatch→Ashengard→Redcliff→Boghollow),
-- full ring roads + road_waypoints recomputed from town centers (same rules as 000017/000018).
-- Level bands (140, non-overlapping) follow road order by level_min.
UPDATE towns SET level_min = 1, level_max = 4 WHERE name = 'Willowdale';
UPDATE towns SET level_min = 9, level_max = 12 WHERE name = 'Thornwatch';
UPDATE towns SET level_min = 17, level_max = 20 WHERE name = 'Ashengard';
UPDATE towns SET level_min = 25, level_max = 27 WHERE name = 'Redcliff';
UPDATE towns SET level_min = 31, level_max = 33 WHERE name = 'Boghollow';
UPDATE towns SET level_min = 34, level_max = 37 WHERE name = 'Cinderkeep';
UPDATE towns SET level_min = 38, level_max = 40 WHERE name = 'Starfall';
-- Positions: 000018 layout scaled ×3 from origin (stronger separation); new towns at segment midpoints.
UPDATE towns SET world_x = 7860, world_y = 2400 WHERE name = 'Willowdale';
UPDATE towns SET world_x = 8778, world_y = 3174 WHERE name = 'Thornwatch';
UPDATE towns SET world_x = 8697, world_y = 4752 WHERE name = 'Ashengard';
UPDATE towns SET world_x = 7197, world_y = 6168 WHERE name = 'Redcliff';
UPDATE towns SET world_x = 4605, world_y = 6378 WHERE name = 'Boghollow';
UPDATE towns SET world_x = 1899, world_y = 4713 WHERE name = 'Cinderkeep';
UPDATE towns SET world_x = 393, world_y = 1980 WHERE name = 'Starfall';
INSERT INTO towns (name, biome, world_x, world_y, radius, level_min, level_max) VALUES
('Mossharbor', 'meadow', 8319, 2787, 14.0, 5, 8),
('Emberwell', 'forest', 8738, 3963, 15.0, 13, 16),
('Frostmark', 'ruins', 7947, 5460, 14.0, 21, 24),
('Duskwatch', 'swamp', 5901, 6273, 14.0, 28, 30)
ON CONFLICT (name) DO NOTHING;
-- NPCs for new settlements (idempotent).
INSERT INTO npcs (town_id, name, type, offset_x, offset_y)
SELECT t.id, v.npc_name, v.npc_type, v.ox, v.oy
FROM (VALUES
('Mossharbor', 'Harbor-ward Lissa', 'quest_giver', -2.5::double precision, 1.0::double precision),
('Mossharbor', 'Dock Trader Milo', 'merchant', 2.5, 0.0),
('Emberwell', 'Ranger Kess', 'quest_giver', 1.0, -2.0),
('Emberwell', 'Ember Outfitter', 'merchant', -2.0, 2.0),
('Frostmark', 'Warden Torvik', 'quest_giver', -1.5, 1.5),
('Frostmark', 'Relic Peddler', 'merchant', 2.0, -1.0),
('Duskwatch', 'Sister Morah', 'quest_giver', 0.0, 2.5),
('Duskwatch', 'Bog Imports', 'merchant', -2.5, -1.0)
) AS v(town_name, npc_name, npc_type, ox, oy)
JOIN towns t ON t.name = v.town_name
WHERE NOT EXISTS (
SELECT 1 FROM npcs n WHERE n.town_id = t.id AND n.name = v.npc_name
);
-- Quest level windows: align with new town bands and progression.
UPDATE quests SET min_level = 1, max_level = 4 WHERE title = 'Wolf Cull';
UPDATE quests SET min_level = 1, max_level = 8 WHERE title = 'Deliver to Thornwatch';
UPDATE quests SET min_level = 2, max_level = 8 WHERE title = 'Boar Hunt';
UPDATE quests SET min_level = 9, max_level = 12 WHERE title IN ('Spider Infestation', 'Spider Fang Collection');
UPDATE quests SET min_level = 9, max_level = 14 WHERE title = 'Forest Patrol';
UPDATE quests SET min_level = 13, max_level = 20 WHERE title IN ('Undead Purge', 'Ancient Relics', 'Report to Redcliff');
UPDATE quests SET min_level = 21, max_level = 27 WHERE title IN ('Orc Raider Cleanup', 'Ore Samples');
UPDATE quests SET min_level = 28, max_level = 33 WHERE title IN ('Swamp Creatures', 'Venomous Harvest', 'Message to Cinderkeep');
UPDATE quests SET min_level = 34, max_level = 37 WHERE title IN ('Demon Slayer', 'Infernal Cores');
UPDATE quests SET min_level = 38, max_level = 40 WHERE title IN ('Titan''s Challenge', 'Void Fragments', 'Full Circle');
-- Replace road graph: bidirectional ring in level order + wrap Starfall → Willowdale.
DELETE FROM road_waypoints;
DELETE FROM roads;
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1000.0
FROM (VALUES
('Willowdale', 'Mossharbor'),
('Mossharbor', 'Thornwatch'),
('Thornwatch', 'Emberwell'),
('Emberwell', 'Ashengard'),
('Ashengard', 'Frostmark'),
('Frostmark', 'Redcliff'),
('Redcliff', 'Duskwatch'),
('Duskwatch', 'Boghollow'),
('Boghollow', 'Cinderkeep'),
('Cinderkeep', 'Starfall'),
('Starfall', 'Willowdale')
) AS seg(from_name, to_name)
JOIN towns f ON f.name = seg.from_name
JOIN towns t ON t.name = seg.to_name;
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT t.id, f.id, 1000.0
FROM (VALUES
('Willowdale', 'Mossharbor'),
('Mossharbor', 'Thornwatch'),
('Thornwatch', 'Emberwell'),
('Emberwell', 'Ashengard'),
('Ashengard', 'Frostmark'),
('Frostmark', 'Redcliff'),
('Redcliff', 'Duskwatch'),
('Duskwatch', 'Boghollow'),
('Boghollow', 'Cinderkeep'),
('Cinderkeep', 'Starfall'),
('Starfall', 'Willowdale')
) AS seg(from_name, to_name)
JOIN towns f ON f.name = seg.from_name
JOIN towns t ON t.name = seg.to_name;
-- Canonical polylines (same segment rule as Go road_graph / 000017 — no jitter).
INSERT INTO road_waypoints (road_id, seq, x, y)
SELECT
r.id,
gs.seq,
CASE
WHEN gs.seq = 0 THEN f.world_x
WHEN gs.seq = seg.nseg THEN t.world_x
ELSE f.world_x + (t.world_x - f.world_x) * (gs.seq::double precision / seg.nseg::double precision)
END,
CASE
WHEN gs.seq = 0 THEN f.world_y
WHEN gs.seq = seg.nseg THEN t.world_y
ELSE f.world_y + (t.world_y - f.world_y) * (gs.seq::double precision / seg.nseg::double precision)
END
FROM roads r
INNER JOIN towns f ON f.id = r.from_town_id
INNER JOIN towns t ON t.id = r.to_town_id
CROSS JOIN LATERAL (
SELECT GREATEST(
1,
FLOOR(
SQRT(POWER(t.world_x - f.world_x, 2) + POWER(t.world_y - f.world_y, 2)) / 20.0
)::integer
) AS nseg
) seg
CROSS JOIN LATERAL generate_series(0, seg.nseg) AS gs(seq);

@ -1,10 +0,0 @@
-- Backpack: unequipped gear (max 40 slots per hero).
CREATE TABLE IF NOT EXISTS hero_inventory (
hero_id BIGINT NOT NULL REFERENCES heroes(id) ON DELETE CASCADE,
slot_index SMALLINT NOT NULL CHECK (slot_index >= 0 AND slot_index < 40),
gear_id BIGINT NOT NULL REFERENCES gear(id) ON DELETE CASCADE,
PRIMARY KEY (hero_id, slot_index),
UNIQUE (gear_id)
);
CREATE INDEX IF NOT EXISTS idx_hero_inventory_hero ON hero_inventory(hero_id);

@ -1,5 +0,0 @@
-- Align heroes.state CHECK with model.GameState (resting / in_town used by town arrival & admin teleport).
ALTER TABLE heroes DROP CONSTRAINT IF EXISTS heroes_state_check;
ALTER TABLE heroes ADD CONSTRAINT heroes_state_check CHECK (
state IN ('walking', 'fighting', 'dead', 'resting', 'in_town')
);

@ -1,36 +0,0 @@
-- Scale all town centers outward from their centroid (~1.45×) so inter-city distances grow
-- while preserving spiral layout. RoadGraph recomputes segment distances in Go; refresh waypoints.
UPDATE towns AS t SET
world_x = c.cx + (t.world_x - c.cx) * 1.45,
world_y = c.cy + (t.world_y - c.cy) * 1.45
FROM (SELECT AVG(world_x) AS cx, AVG(world_y) AS cy FROM towns) AS c;
DELETE FROM road_waypoints;
INSERT INTO road_waypoints (road_id, seq, x, y)
SELECT
r.id,
gs.seq,
CASE
WHEN gs.seq = 0 THEN f.world_x
WHEN gs.seq = seg.nseg THEN t.world_x
ELSE f.world_x + (t.world_x - f.world_x) * (gs.seq::double precision / seg.nseg::double precision)
END,
CASE
WHEN gs.seq = 0 THEN f.world_y
WHEN gs.seq = seg.nseg THEN t.world_y
ELSE f.world_y + (t.world_y - f.world_y) * (gs.seq::double precision / seg.nseg::double precision)
END
FROM roads r
INNER JOIN towns f ON f.id = r.from_town_id
INNER JOIN towns t ON t.id = r.to_town_id
CROSS JOIN LATERAL (
SELECT GREATEST(
1,
FLOOR(
SQRT(POWER(t.world_x - f.world_x, 2) + POWER(t.world_y - f.world_y, 2)) / 20.0
)::integer
) AS nseg
) seg
CROSS JOIN LATERAL generate_series(0, seg.nseg) AS gs(seq);

@ -1,2 +0,0 @@
-- Persist movement timers / in-town NPC tour state so offline simulation can advance resting & town visits.
ALTER TABLE heroes ADD COLUMN IF NOT EXISTS town_pause JSONB NULL;

@ -1,11 +0,0 @@
CREATE TABLE IF NOT EXISTS runtime_config (
id BOOLEAN PRIMARY KEY DEFAULT TRUE,
payload JSONB NOT NULL DEFAULT '{}'::jsonb,
updated_at TIMESTAMPTZ NOT NULL DEFAULT now(),
CONSTRAINT runtime_config_single_row CHECK (id = TRUE)
);
INSERT INTO runtime_config (id, payload)
VALUES (TRUE, '{}'::jsonb)
ON CONFLICT (id) DO NOTHING;

@ -1,10 +0,0 @@
CREATE TABLE IF NOT EXISTS buff_debuff_config (
id BOOLEAN PRIMARY KEY DEFAULT TRUE,
payload JSONB NOT NULL DEFAULT '{}'::jsonb,
updated_at TIMESTAMPTZ NOT NULL DEFAULT now(),
CONSTRAINT buff_debuff_config_single_row CHECK (id = TRUE)
);
INSERT INTO buff_debuff_config (id, payload)
VALUES (TRUE, '{}'::jsonb)
ON CONFLICT (id) DO NOTHING;

@ -1,99 +0,0 @@
-- Migration 000026: Town buildings — server-driven layout for towns.
-- Each NPC gets an assigned building; buildings have typed appearances per NPC role.
-- ============================================================
-- Town buildings: persistent structures placed in towns.
-- ============================================================
CREATE TABLE IF NOT EXISTS town_buildings (
id BIGSERIAL PRIMARY KEY,
town_id BIGINT NOT NULL REFERENCES towns(id) ON DELETE CASCADE,
building_type TEXT NOT NULL CHECK (building_type IN (
'house.quest_giver', 'house.merchant', 'house.healer',
'decoration.well', 'decoration.stall', 'decoration.signpost'
)),
offset_x DOUBLE PRECISION NOT NULL DEFAULT 0,
offset_y DOUBLE PRECISION NOT NULL DEFAULT 0,
facing TEXT NOT NULL DEFAULT 'south' CHECK (facing IN ('north','south','east','west')),
footprint_w DOUBLE PRECISION NOT NULL DEFAULT 2.0,
footprint_h DOUBLE PRECISION NOT NULL DEFAULT 2.0,
created_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
CREATE INDEX IF NOT EXISTS idx_town_buildings_town ON town_buildings(town_id);
-- ============================================================
-- Link NPCs to their buildings (nullable for migration transition).
-- ============================================================
ALTER TABLE npcs ADD COLUMN IF NOT EXISTS building_id BIGINT REFERENCES town_buildings(id) ON DELETE SET NULL;
-- ============================================================
-- Seed buildings for all existing towns, then link NPCs.
-- Layout strategy per town:
-- - NPC buildings are placed in a semicircle around the town center
-- - quest_giver at ~10 o'clock, merchant at ~2 o'clock, healer at ~6 o'clock
-- - A well decoration at center, signpost near entrance
-- ============================================================
-- Helper: create buildings for each town with NPCs, using deterministic offsets by NPC type.
-- quest_giver houses: upper-left zone
-- merchant houses: upper-right zone
-- healer houses: lower-center zone
DO $$
DECLARE
t RECORD;
n RECORD;
new_building_id BIGINT;
btype TEXT;
ox DOUBLE PRECISION;
oy DOUBLE PRECISION;
npc_idx INTEGER;
BEGIN
FOR t IN SELECT id, radius FROM towns ORDER BY id LOOP
npc_idx := 0;
FOR n IN SELECT id, type FROM npcs WHERE town_id = t.id ORDER BY id LOOP
-- Determine building type from NPC type
btype := 'house.' || n.type;
-- Spread NPCs in a semicircle; scale offset by town radius
-- Each NPC gets a distinct angular position
CASE n.type
WHEN 'quest_giver' THEN
ox := -0.45 * t.radius;
oy := -0.25 * t.radius;
WHEN 'merchant' THEN
ox := 0.45 * t.radius;
oy := -0.25 * t.radius;
WHEN 'healer' THEN
ox := 0.0;
oy := 0.45 * t.radius;
ELSE
ox := npc_idx * 2.0;
oy := 0.0;
END CASE;
-- Stagger if multiple NPCs of same type (add small offset per index)
ox := ox + (npc_idx % 3) * 1.5;
INSERT INTO town_buildings (town_id, building_type, offset_x, offset_y, facing, footprint_w, footprint_h)
VALUES (t.id, btype, ox, oy, 'south', 2.5, 2.0)
RETURNING id INTO new_building_id;
-- Link NPC to their building
UPDATE npcs SET building_id = new_building_id WHERE id = n.id;
-- Move NPC offset to be at the building entrance (slightly in front)
UPDATE npcs SET offset_x = ox, offset_y = oy + 1.2 WHERE id = n.id;
npc_idx := npc_idx + 1;
END LOOP;
-- Add a well decoration at town center
INSERT INTO town_buildings (town_id, building_type, offset_x, offset_y, facing, footprint_w, footprint_h)
VALUES (t.id, 'decoration.well', 0, 0, 'south', 1.5, 1.5);
-- Add a signpost near the entrance (south edge)
INSERT INTO town_buildings (town_id, building_type, offset_x, offset_y, facing, footprint_w, footprint_h)
VALUES (t.id, 'decoration.signpost', 0, 0.6 * t.radius, 'south', 0.5, 0.5);
END LOOP;
END $$;

@ -1,84 +0,0 @@
-- Migration 000027: Cross-roads — add shortcut roads between non-adjacent towns
-- so that from some towns there are multiple destination choices.
-- Shortcut 1: Willowdale <-> Ashengard (bypasses Mossharbor + Thornwatch + Emberwell)
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1500.0
FROM towns f, towns t
WHERE f.name = 'Willowdale' AND t.name = 'Ashengard'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1500.0
FROM towns f, towns t
WHERE f.name = 'Ashengard' AND t.name = 'Willowdale'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
-- Shortcut 2: Thornwatch <-> Frostmark (bypasses Emberwell + Ashengard)
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1200.0
FROM towns f, towns t
WHERE f.name = 'Thornwatch' AND t.name = 'Frostmark'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1200.0
FROM towns f, towns t
WHERE f.name = 'Frostmark' AND t.name = 'Thornwatch'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
-- Shortcut 3: Redcliff <-> Cinderkeep (bypasses Duskwatch + Boghollow)
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1400.0
FROM towns f, towns t
WHERE f.name = 'Redcliff' AND t.name = 'Cinderkeep'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1400.0
FROM towns f, towns t
WHERE f.name = 'Cinderkeep' AND t.name = 'Redcliff'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
-- Shortcut 4: Mossharbor <-> Emberwell (bypasses Thornwatch)
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1100.0
FROM towns f, towns t
WHERE f.name = 'Mossharbor' AND t.name = 'Emberwell'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1100.0
FROM towns f, towns t
WHERE f.name = 'Emberwell' AND t.name = 'Mossharbor'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
-- Generate waypoints for the new cross-roads (same rule as migration 000019).
INSERT INTO road_waypoints (road_id, seq, x, y)
SELECT
r.id,
gs.seq,
CASE
WHEN gs.seq = 0 THEN f.world_x
WHEN gs.seq = seg.nseg THEN t.world_x
ELSE f.world_x + (t.world_x - f.world_x) * (gs.seq::double precision / seg.nseg::double precision)
END,
CASE
WHEN gs.seq = 0 THEN f.world_y
WHEN gs.seq = seg.nseg THEN t.world_y
ELSE f.world_y + (t.world_y - f.world_y) * (gs.seq::double precision / seg.nseg::double precision)
END
FROM roads r
INNER JOIN towns f ON f.id = r.from_town_id
INNER JOIN towns t ON t.id = r.to_town_id
LEFT JOIN road_waypoints rw ON rw.road_id = r.id
CROSS JOIN LATERAL (
SELECT GREATEST(
1,
FLOOR(
SQRT(POWER(t.world_x - f.world_x, 2) + POWER(t.world_y - f.world_y, 2)) / 20.0
)::integer
) AS nseg
) seg
CROSS JOIN LATERAL generate_series(0, seg.nseg) AS gs(seq)
WHERE rw.road_id IS NULL;

@ -1,23 +0,0 @@
-- Seed excursion / roadside-rest tuning into runtime_config.payload (merged with existing keys).
UPDATE runtime_config
SET
payload = payload || '{
"adventureStartChance": 0.0001,
"adventureCooldownMs": 300000,
"adventureOutDurationMs": 20000,
"adventureWildMinMs": 560000,
"adventureWildMaxMs": 2960000,
"adventureReturnDurationMs": 20000,
"adventureDepthWorldUnits": 20,
"adventureEncounterCooldownMs": 6000,
"adventureReturnEncounterEnabled": true,
"lowHpThreshold": 0.25,
"roadsideRestExitHp": 0.7,
"adventureRestTargetHp": 0.7,
"roadsideRestMinMs": 240000,
"roadsideRestMaxMs": 600000,
"roadsideRestHpPerSecond": 0.003,
"adventureRestHpPerSecond": 0.004
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,72 +0,0 @@
-- Migration 000029: More cross-roads so every town has at least three direct neighbors
-- (ring + shortcuts). Complements 000027 for hubs that still had only two outgoing roads
-- (Starfall, Duskwatch, Boghollow).
-- Starfall <-> Mossharbor (Starfall otherwise only: Cinderkeep, Willowdale)
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1600.0
FROM towns f, towns t
WHERE f.name = 'Starfall' AND t.name = 'Mossharbor'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1600.0
FROM towns f, towns t
WHERE f.name = 'Mossharbor' AND t.name = 'Starfall'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
-- Duskwatch <-> Frostmark (Duskwatch otherwise only: Redcliff, Boghollow)
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1400.0
FROM towns f, towns t
WHERE f.name = 'Duskwatch' AND t.name = 'Frostmark'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1400.0
FROM towns f, towns t
WHERE f.name = 'Frostmark' AND t.name = 'Duskwatch'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
-- Boghollow <-> Ashengard (Boghollow otherwise only: Duskwatch, Cinderkeep)
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1500.0
FROM towns f, towns t
WHERE f.name = 'Boghollow' AND t.name = 'Ashengard'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
INSERT INTO roads (from_town_id, to_town_id, distance)
SELECT f.id, t.id, 1500.0
FROM towns f, towns t
WHERE f.name = 'Ashengard' AND t.name = 'Boghollow'
AND NOT EXISTS (SELECT 1 FROM roads r WHERE r.from_town_id = f.id AND r.to_town_id = t.id);
-- Waypoints for new roads only (same rule as 000019 / 000027).
INSERT INTO road_waypoints (road_id, seq, x, y)
SELECT
r.id,
gs.seq,
CASE
WHEN gs.seq = 0 THEN f.world_x
WHEN gs.seq = seg.nseg THEN t.world_x
ELSE f.world_x + (t.world_x - f.world_x) * (gs.seq::double precision / seg.nseg::double precision)
END,
CASE
WHEN gs.seq = 0 THEN f.world_y
WHEN gs.seq = seg.nseg THEN t.world_y
ELSE f.world_y + (t.world_y - f.world_y) * (gs.seq::double precision / seg.nseg::double precision)
END
FROM roads r
INNER JOIN towns f ON f.id = r.from_town_id
INNER JOIN towns t ON t.id = r.to_town_id
LEFT JOIN road_waypoints rw ON rw.road_id = r.id
CROSS JOIN LATERAL (
SELECT GREATEST(
1,
FLOOR(
SQRT(POWER(t.world_x - f.world_x, 2) + POWER(t.world_y - f.world_y, 2)) / 20.0
)::integer
) AS nseg
) seg
CROSS JOIN LATERAL generate_series(0, seg.nseg) AS gs(seq)
WHERE rw.road_id IS NULL;

@ -1,13 +0,0 @@
-- Seed combat roll + crit/block tuning into runtime_config.payload (merged with existing keys).
UPDATE runtime_config
SET
payload = payload || '{
"combatDamageRollMin": 0.6,
"combatDamageRollMax": 1.1,
"enemyCritChanceCap": 0.2,
"heroCritChanceCap": 0.12,
"heroBlockChancePerDefense": 0.0025,
"heroBlockChanceCap": 0.2
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,8 +0,0 @@
-- Adjust battle lizard regen in runtime_config.payload.
UPDATE runtime_config
SET
payload = payload || '{
"enemyRegenBattleLizard": 0.01
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,28 +0,0 @@
-- Seed buff_debuff_config.payload from model seedBuffMap / seedDebuffMap (backend/internal/model/buff_catalog.go).
-- Durations are stored in milliseconds per BuffJSON / DebuffJSON.
UPDATE buff_debuff_config
SET
payload = '{
"buffs": {
"rush": {"name": "Rush", "durationMs": 300000, "magnitude": 0.5, "cooldownMs": 900000},
"rage": {"name": "Rage", "durationMs": 180000, "magnitude": 1.0, "cooldownMs": 600000},
"shield": {"name": "Shield", "durationMs": 300000, "magnitude": 0.5, "cooldownMs": 720000},
"luck": {"name": "Luck", "durationMs": 1800000, "magnitude": 1.0, "cooldownMs": 7200000},
"resurrection": {"name": "Resurrection", "durationMs": 600000, "magnitude": 0.5, "cooldownMs": 1800000},
"heal": {"name": "Heal", "durationMs": 1000, "magnitude": 0.5, "cooldownMs": 300000},
"power_potion": {"name": "Power Potion", "durationMs": 300000, "magnitude": 1.5, "cooldownMs": 1200000},
"war_cry": {"name": "War Cry", "durationMs": 180000, "magnitude": 1.0, "cooldownMs": 600000}
},
"debuffs": {
"poison": {"name": "Poison", "durationMs": 50000, "magnitude": 0.02},
"freeze": {"name": "Freeze", "durationMs": 30000, "magnitude": 0.5},
"burn": {"name": "Burn", "durationMs": 40000, "magnitude": 0.03},
"stun": {"name": "Stun", "durationMs": 5000, "magnitude": 1.0},
"slow": {"name": "Slow", "durationMs": 40000, "magnitude": 0.4},
"weaken": {"name": "Weaken", "durationMs": 50000, "magnitude": 0.3},
"ice_slow": {"name": "Ice Slow", "durationMs": 40000, "magnitude": 0.2}
}
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,10 +0,0 @@
-- Enemy→hero damage: full scale (not hero 0.35) and tighter roll band 0.81.0.
UPDATE runtime_config
SET
payload = payload || '{
"enemyCombatDamageScale": 1.0,
"enemyCombatDamageRollMin": 0.8,
"enemyCombatDamageRollMax": 1.0
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,43 +0,0 @@
-- Combat balance defaults (hero scaling, pace, enemy damage, level-up cadence) + burn DoT magnitude.
-- Merges into existing JSON so other keys are preserved.
UPDATE runtime_config
SET
payload = payload || '{
"combatDamageScale": 0.432,
"combatDamageRollMin": 0.60,
"combatDamageRollMax": 1.10,
"enemyCombatDamageScale": 1.34,
"enemyCombatDamageRollMin": 0.82,
"enemyCombatDamageRollMax": 1.0,
"enemyDodgeChance": 0.14,
"combatPaceMultiplier": 9,
"minAttackIntervalMs": 250,
"levelUpHpEvery": 4,
"levelUpHpBase": 10,
"levelUpAtkEvery": 4,
"levelUpDefEvery": 5,
"levelUpStrEvery": 12,
"levelUpConEvery": 14,
"levelUpAgiEvery": 20,
"levelUpLuckEvery": 100,
"enemyScaleBandHp": 0.062,
"enemyScaleOvercapHp": 0.031,
"enemyScaleBandAtk": 0.044,
"enemyScaleOvercapAtk": 0.024,
"enemyScaleBandDef": 0.038,
"enemyScaleOvercapDef": 0.020
}'::jsonb,
updated_at = now()
WHERE id = TRUE;
UPDATE buff_debuff_config
SET
payload = jsonb_set(
payload::jsonb,
'{debuffs,burn,magnitude}',
'0.018'::jsonb,
true
),
updated_at = now()
WHERE id = TRUE;

@ -1,8 +0,0 @@
-- Skeleton King regen: seed runtime_config so production DB overrides legacy 0.10; in-code default is tuning.DefaultEnemyRegenSkeletonKing.
UPDATE runtime_config
SET
payload = payload || '{
"enemyRegenSkeletonKing": 0.04
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,3 +0,0 @@
-- Track which server version the player last acknowledged in the changelog UI.
ALTER TABLE heroes
ADD COLUMN IF NOT EXISTS changelog_ack_version TEXT NOT NULL DEFAULT '';

@ -1,9 +0,0 @@
-- Lower wandering merchant encounter weights (relative to monster weight).
UPDATE runtime_config
SET
payload = payload || '{
"merchantEncounterWeightBase": 0.02,
"merchantEncounterWeightRoadBonus": 0.05
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,6 +0,0 @@
-- Stretch combat pacing toward ~5 min median (was ~1.52 min at pace 9). attackInterval scales linearly with combatPaceMultiplier.
UPDATE runtime_config
SET
payload = payload || '{"combatPaceMultiplier": 28}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,93 +0,0 @@
-- Sync enemies table with server defaults (model/enemy.go): stats, narrower level bands, correct abilities.
-- Apply on staging/production so DB matches code-used templates after LoadEnemyTemplates at startup.
UPDATE enemies SET
name = 'Forest Wolf',
hp = 60, max_hp = 60, attack = 11, defense = 5, speed = 1.8, crit_chance = 0.05,
min_level = 1, max_level = 3, xp_reward = 1, gold_reward = 1,
special_abilities = '{}', is_elite = false
WHERE type = 'wolf';
UPDATE enemies SET
name = 'Wild Boar',
hp = 74, max_hp = 74, attack = 19, defense = 8, speed = 0.8, crit_chance = 0.08,
min_level = 2, max_level = 4, xp_reward = 1, gold_reward = 1,
special_abilities = '{}', is_elite = false
WHERE type = 'boar';
UPDATE enemies SET
name = 'Rotting Zombie',
hp = 108, max_hp = 108, attack = 17, defense = 8, speed = 0.5, crit_chance = 0.00,
min_level = 3, max_level = 6, xp_reward = 1, gold_reward = 1,
special_abilities = '{poison}', is_elite = false
WHERE type = 'zombie';
UPDATE enemies SET
name = 'Cave Spider',
hp = 44, max_hp = 44, attack = 17, defense = 4, speed = 2.0, crit_chance = 0.15,
min_level = 4, max_level = 7, xp_reward = 1, gold_reward = 1,
special_abilities = '{critical}', is_elite = false
WHERE type = 'spider';
UPDATE enemies SET
name = 'Orc Warrior',
hp = 118, max_hp = 118, attack = 22, defense = 13, speed = 1.0, crit_chance = 0.05,
min_level = 5, max_level = 9, xp_reward = 1, gold_reward = 1,
special_abilities = '{burst}', is_elite = false
WHERE type = 'orc';
UPDATE enemies SET
name = 'Skeleton Archer',
hp = 96, max_hp = 96, attack = 24, defense = 11, speed = 1.3, crit_chance = 0.06,
min_level = 6, max_level = 11, xp_reward = 1, gold_reward = 1,
special_abilities = '{dodge}', is_elite = false
WHERE type = 'skeleton_archer';
UPDATE enemies SET
name = 'Battle Lizard',
hp = 148, max_hp = 148, attack = 25, defense = 19, speed = 0.7, crit_chance = 0.03,
min_level = 7, max_level = 13, xp_reward = 1, gold_reward = 1,
special_abilities = '{regen}', is_elite = false
WHERE type = 'battle_lizard';
UPDATE enemies SET
name = 'Fire Demon',
hp = 128, max_hp = 128, attack = 24, defense = 13, speed = 1.2, crit_chance = 0.10,
min_level = 10, max_level = 15, xp_reward = 1, gold_reward = 1,
special_abilities = '{burn}', is_elite = true
WHERE type = 'fire_demon';
UPDATE enemies SET
name = 'Ice Guardian',
hp = 245, max_hp = 245, attack = 28, defense = 26, speed = 0.7, crit_chance = 0.04,
min_level = 12, max_level = 17, xp_reward = 1, gold_reward = 1,
special_abilities = '{ice_slow}', is_elite = true
WHERE type = 'ice_guardian';
UPDATE enemies SET
name = 'Skeleton King',
hp = 365, max_hp = 365, attack = 42, defense = 28, speed = 0.9, crit_chance = 0.08,
min_level = 15, max_level = 21, xp_reward = 1, gold_reward = 1,
special_abilities = '{regen,summon}', is_elite = true
WHERE type = 'skeleton_king';
UPDATE enemies SET
name = 'Water Element',
hp = 455, max_hp = 455, attack = 37, defense = 22, speed = 0.8, crit_chance = 0.05,
min_level = 18, max_level = 24, xp_reward = 2, gold_reward = 1,
special_abilities = '{slow}', is_elite = true
WHERE type = 'water_element';
UPDATE enemies SET
name = 'Forest Warden',
hp = 610, max_hp = 610, attack = 34, defense = 37, speed = 0.5, crit_chance = 0.03,
min_level = 20, max_level = 26, xp_reward = 2, gold_reward = 1,
special_abilities = '{regen}', is_elite = true
WHERE type = 'forest_warden';
UPDATE enemies SET
name = 'Lightning Titan',
hp = 565, max_hp = 565, attack = 49, defense = 28, speed = 1.5, crit_chance = 0.12,
min_level = 25, max_level = 32, xp_reward = 3, gold_reward = 2,
special_abilities = '{stun,chain_lightning}', is_elite = true
WHERE type = 'lightning_titan';

@ -1,12 +0,0 @@
-- Rebalance enemy regen: old values (e.g. 4%/s Skeleton King) healed a large fraction of MaxHP
-- between slow hero attacks; net damage could go negative. Align DB payload with tuning defaults.
UPDATE runtime_config
SET
payload = payload || '{
"enemyRegenDefault": 0.006,
"enemyRegenSkeletonKing": 0.003,
"enemyRegenForestWarden": 0.003,
"enemyRegenBattleLizard": 0.004
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,11 +0,0 @@
-- Snappier combat: halve combatPaceMultiplier (more frequent attacks) and halve hero/enemy damage scales
-- so DPS and median fight time stay in the same ballpark (DPS ~ damageScale/pace).
UPDATE runtime_config
SET
payload = payload || '{
"combatPaceMultiplier": 14,
"combatDamageScale": 0.216,
"enemyCombatDamageScale": 0.67
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,9 +0,0 @@
-- Enemy swings: longer interval only for monsters, stronger per-hit damage (~same incoming DPS).
UPDATE runtime_config
SET
payload = payload || '{
"enemyAttackIntervalMultiplier": 1.5,
"enemyCombatDamageScale": 1.0
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -1,23 +0,0 @@
-- Align enemy min/max levels with docs/specification-content-catalog.md (inclusive bands).
-- At L15, base mobs previously ended at 13 (battle_lizard), so encounters were elite-only; lizard now 715.
-- Lower Skeleton King regen (runtime_config + matches tuning.DefaultEnemyRegenSkeletonKing).
UPDATE runtime_config
SET
payload = payload || '{"enemyRegenSkeletonKing": 0.0015}'::jsonb,
updated_at = now()
WHERE id = TRUE;
UPDATE enemies SET min_level = 1, max_level = 5 WHERE type = 'wolf';
UPDATE enemies SET min_level = 2, max_level = 6 WHERE type = 'boar';
UPDATE enemies SET min_level = 3, max_level = 8 WHERE type = 'zombie';
UPDATE enemies SET min_level = 4, max_level = 9 WHERE type = 'spider';
UPDATE enemies SET min_level = 5, max_level = 12 WHERE type = 'orc';
UPDATE enemies SET min_level = 6, max_level = 14 WHERE type = 'skeleton_archer';
UPDATE enemies SET min_level = 7, max_level = 15 WHERE type = 'battle_lizard';
UPDATE enemies SET min_level = 10, max_level = 20 WHERE type = 'fire_demon';
UPDATE enemies SET min_level = 12, max_level = 22 WHERE type = 'ice_guardian';
UPDATE enemies SET min_level = 15, max_level = 25 WHERE type = 'skeleton_king';
UPDATE enemies SET min_level = 18, max_level = 28 WHERE type = 'water_element';
UPDATE enemies SET min_level = 20, max_level = 30 WHERE type = 'forest_warden';
UPDATE enemies SET min_level = 25, max_level = 35 WHERE type = 'lightning_titan';

@ -440,6 +440,9 @@ export function App() {
hapticImpact('light'); hapticImpact('light');
} }
engine.camera.shake(dmg.isCrit ? 8 : 4, dmg.isCrit ? 250 : 150); engine.camera.shake(dmg.isCrit ? 8 : 4, dmg.isCrit ? 250 : 150);
} else if (dmg.kind === 'stunned') {
hapticImpact('light');
engine.camera.shake(3, 120);
} }
}); });

@ -449,7 +449,7 @@ export class GameEngine {
* Updates HP values and emits floating damage numbers. * Updates HP values and emits floating damage numbers.
*/ */
applyAttack( applyAttack(
source: 'hero' | 'enemy' | 'potion', source: 'hero' | 'enemy' | 'potion' | 'dot' | 'summon',
damage: number, damage: number,
isCrit: boolean, isCrit: boolean,
heroHp: number, heroHp: number,
@ -463,33 +463,49 @@ export class GameEngine {
this._gameState.enemy.hp = enemyHp; this._gameState.enemy.hp = enemyHp;
} }
// Emit floating damage at appropriate screen position
const viewport = getViewport(); const viewport = getViewport();
const isBlocked = outcome === 'block'; const isBlocked = outcome === 'block';
const isEvaded = outcome === 'dodge'; const isEvaded = outcome === 'dodge';
const defender: FloatingDamageTarget = source === 'enemy' ? 'hero' : 'enemy'; const isStun = outcome === 'stun';
if (source === 'hero' || source === 'enemy') {
if (isBlocked || isEvaded) { /** Who receives hit-style floating text (hero = left anchor, enemy = right). */
const defender: FloatingDamageTarget =
source === 'enemy' || source === 'dot' || source === 'summon' ? 'hero' : 'enemy';
const xEnemySide = viewport.width / 2 + 88;
const xHeroSide = viewport.width / 2 - 88;
const yMid = viewport.height / 2 - 42;
const showSwingFloat =
source === 'hero' || source === 'enemy' || source === 'dot' || source === 'summon';
if (showSwingFloat) {
if (source === 'hero' && isStun) {
this._emitDamage(0, xHeroSide, yMid, false, 'stunned', 'hero');
} else if (isBlocked || isEvaded) {
const d: FloatingDamageTarget = defender;
this._emitDamage( this._emitDamage(
0, 0,
defender === 'enemy' ? viewport.width / 2 + 88 : viewport.width / 2 - 88, d === 'enemy' ? xEnemySide : xHeroSide,
viewport.height / 2 - 42, yMid,
false, false,
isBlocked ? 'blocked' : 'evaded', isBlocked ? 'blocked' : 'evaded',
defender, d,
); );
} else { } else {
const crit =
(source === 'hero' || source === 'enemy') && Boolean(isCrit);
const d: FloatingDamageTarget = defender;
this._emitDamage( this._emitDamage(
damage, damage,
defender === 'enemy' ? viewport.width / 2 + 88 : viewport.width / 2 - 88, d === 'enemy' ? xEnemySide : xHeroSide,
viewport.height / 2 - 42, yMid,
source === 'hero' ? Boolean(isCrit) : false, crit,
'damage', 'damage',
defender, d,
); );
} }
} }
// potion source: no floating damage // potion source: HP already updated; no floating combat text
this._notifyStateChange(); this._notifyStateChange();
} }

@ -194,6 +194,7 @@ export interface ActiveBuff {
export interface EnemyState { export interface EnemyState {
id: number; id: number;
name: string; name: string;
level?: number;
hp: number; hp: number;
maxHp: number; maxHp: number;
position: Position; position: Position;
@ -414,7 +415,7 @@ export interface NearbyHeroData {
// ---- Floating Damage ---- // ---- Floating Damage ----
export type FloatingDamageKind = 'damage' | 'blocked' | 'evaded' | 'regen'; export type FloatingDamageKind = 'damage' | 'blocked' | 'evaded' | 'regen' | 'stunned';
export type FloatingDamageTarget = 'hero' | 'enemy'; export type FloatingDamageTarget = 'hero' | 'enemy';
export interface FloatingDamageData { export interface FloatingDamageData {
@ -485,6 +486,7 @@ export interface CombatStartPayload {
enemy: { enemy: {
name: string; name: string;
type: string; type: string;
level?: number;
hp: number; hp: number;
maxHp: number; maxHp: number;
attack: number; attack: number;
@ -495,9 +497,9 @@ export interface CombatStartPayload {
} }
export interface AttackPayload { export interface AttackPayload {
source: 'hero' | 'enemy' | 'potion'; source: 'hero' | 'enemy' | 'potion' | 'dot' | 'summon';
damage: number; damage: number;
isCrit: boolean; isCrit?: boolean;
outcome?: 'hit' | 'dodge' | 'block' | 'stun'; outcome?: 'hit' | 'dodge' | 'block' | 'stun';
heroHp: number; heroHp: number;
enemyHp: number; enemyHp: number;

@ -104,6 +104,7 @@ export function wireWSHandler(
const enemy: EnemyState = { const enemy: EnemyState = {
id: Date.now(), id: Date.now(),
name: p.enemy.name, name: p.enemy.name,
level: p.enemy.level,
hp: p.enemy.hp, hp: p.enemy.hp,
maxHp: p.enemy.maxHp, maxHp: p.enemy.maxHp,
position: { x: 0, y: 0 }, // engine will position relative to hero position: { x: 0, y: 0 }, // engine will position relative to hero
@ -118,7 +119,14 @@ export function wireWSHandler(
ws.on('attack', (msg: ServerMessage) => { ws.on('attack', (msg: ServerMessage) => {
const p = msg.payload as AttackPayload; const p = msg.payload as AttackPayload;
engine.applyAttack(p.source, p.damage, p.isCrit, p.heroHp, p.enemyHp, p.outcome); engine.applyAttack(
p.source,
p.damage,
Boolean(p.isCrit),
p.heroHp,
p.enemyHp,
p.outcome,
);
}); });
ws.on('enemy_regen', (msg: ServerMessage) => { ws.on('enemy_regen', (msg: ServerMessage) => {

@ -32,7 +32,7 @@ interface DamageNumberProps {
} }
function feedbackDurationMs(data: FloatingDamageData): number { function feedbackDurationMs(data: FloatingDamageData): number {
if (data.kind === 'blocked' || data.kind === 'evaded') { if (data.kind === 'blocked' || data.kind === 'evaded' || data.kind === 'stunned') {
return DAMAGE_NUMBER_FEEDBACK_DURATION_MS; return DAMAGE_NUMBER_FEEDBACK_DURATION_MS;
} }
if (data.kind === 'damage' && Boolean(data.isCrit)) { if (data.kind === 'damage' && Boolean(data.isCrit)) {
@ -44,13 +44,16 @@ function feedbackDurationMs(data: FloatingDamageData): number {
function DamageNumber({ data, onExpire }: DamageNumberProps) { function DamageNumber({ data, onExpire }: DamageNumberProps) {
const durationMs = feedbackDurationMs(data); const durationMs = feedbackDurationMs(data);
const driftDir = data.target === 'enemy' ? 1 : -1; const driftDir = data.target === 'enemy' ? 1 : -1;
const isOutcomeText = data.kind === 'blocked' || data.kind === 'evaded'; const isOutcomeText =
data.kind === 'blocked' || data.kind === 'evaded' || data.kind === 'stunned';
const isCritDamage = data.kind === 'damage' && Boolean(data.isCrit); const isCritDamage = data.kind === 'damage' && Boolean(data.isCrit);
const color = data.kind === 'regen' const color = data.kind === 'regen'
? '#44dd66' ? '#44dd66'
: isOutcomeText : data.kind === 'stunned'
? (data.target === 'hero' ? '#44dd66' : '#ff5566') ? '#ffaa44'
: (isCritDamage ? '#ffdd44' : '#ffffff'); : isOutcomeText
? (data.target === 'hero' ? '#44dd66' : '#ff5566')
: (isCritDamage ? '#ffdd44' : '#ffffff');
const fontSize = isOutcomeText ? 16 : (isCritDamage ? 24 : 18); const fontSize = isOutcomeText ? 16 : (isCritDamage ? 24 : 18);
const style: CSSProperties = { const style: CSSProperties = {
@ -85,6 +88,7 @@ function DamageNumber({ data, onExpire }: DamageNumberProps) {
{data.kind === 'regen' && `+${Math.round(data.value)}`} {data.kind === 'regen' && `+${Math.round(data.value)}`}
{data.kind === 'blocked' && 'BLOCKED'} {data.kind === 'blocked' && 'BLOCKED'}
{data.kind === 'evaded' && 'EVADED'} {data.kind === 'evaded' && 'EVADED'}
{data.kind === 'stunned' && 'STUNNED'}
</div> </div>
); );
} }

@ -9,6 +9,7 @@ param(
"set-hp", "set-hp",
"revive", "revive",
"reset", "reset",
"full-reset",
'reset-buffs', 'reset-buffs',
"delete", "delete",
"engine-status", "engine-status",
@ -126,6 +127,10 @@ switch ($Command) {
Require-Value -Name "HeroId" -Value $HeroId Require-Value -Name "HeroId" -Value $HeroId
$result = Invoke-AdminRequest -Method "POST" -Path "/admin/heroes/$HeroId/reset" -Body @{} $result = Invoke-AdminRequest -Method "POST" -Path "/admin/heroes/$HeroId/reset" -Body @{}
} }
"full-reset" {
Require-Value -Name "HeroId" -Value $HeroId
$result = Invoke-AdminRequest -Method "POST" -Path "/admin/heroes/$HeroId/full-reset" -Body @{}
}
"reset-buffs" { "reset-buffs" {
Require-Value -Name "HeroId" -Value $HeroId Require-Value -Name "HeroId" -Value $HeroId
$result = Invoke-AdminRequest -Method "POST" -Path "/admin/heroes/$HeroId/reset-buff-charges" -Body @{} $result = Invoke-AdminRequest -Method "POST" -Path "/admin/heroes/$HeroId/reset-buff-charges" -Body @{}

@ -32,6 +32,7 @@ Commands:
set-hp --hero-id ID --hp N set-hp --hero-id ID --hp N
revive --hero-id ID revive --hero-id ID
reset --hero-id ID reset --hero-id ID
full-reset --hero-id ID (level 1, starter gear, 100 gold, new spawn, quests cleared)
reset-buffs --hero-id ID reset-buffs --hero-id ID
add-potions --hero-id ID --n N add-potions --hero-id ID --n N
delete --hero-id ID delete --hero-id ID
@ -167,6 +168,11 @@ case "$COMMAND" in
request POST "/admin/heroes/$HERO_ID/reset" "{}" request POST "/admin/heroes/$HERO_ID/reset" "{}"
;; ;;
full-reset)
require_value "hero-id" "$HERO_ID"
request POST "/admin/heroes/$HERO_ID/full-reset" "{}"
;;
reset-buffs) reset-buffs)
require_value "hero-id" "$HERO_ID" require_value "hero-id" "$HERO_ID"
request POST "/admin/heroes/$HERO_ID/reset-buff-charges" "{}" request POST "/admin/heroes/$HERO_ID/reset-buff-charges" "{}"

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