// server/services/villageService.ts import { PrismaClient, User, Village, VillageTile, VillageObject, Prisma } from '@prisma/client'; const prisma = new PrismaClient(); export const VILLAGE_WIDTH = 5; export const VILLAGE_HEIGHT = 7; const CLEANING_TIME = 24 * 60 * 60 * 1000; // 24 hours export const BUILDING_COSTS: Record = { HOUSE: 50, FIELD: 15, LUMBERJACK: 30, QUARRY: 30, WELL: 20, }; export const PRODUCING_BUILDINGS: string[] = [ 'FIELD', 'LUMBERJACK', 'QUARRY', ]; // Helper to get the start of a given date for daily EXP checks const getStartOfDay = (date: Date) => { const d = new Date(date); d.setUTCHours(0, 0, 0, 0); // Use UTC for calendar day consistency return d; }; /** * Generates the initial village for a new user atomically. */ export async function generateVillageForUser(user: User) { const existingVillage = await prisma.village.findUnique({ where: { userId: user.id }, }); if (existingVillage) { return; } const tilesToCreate: Omit[] = []; const central_x_start = 1; const central_x_end = 4; const central_y_start = 2; const central_y_end = 5; for (let y = 0; y < VILLAGE_HEIGHT; y++) { for (let x = 0; x < VILLAGE_WIDTH; x++) { const isCentral = x >= central_x_start && x < central_x_end && y >= central_y_start && y < central_y_end; const terrainType = isCentral ? 'EMPTY' : Math.random() < 0.5 ? 'BLOCKED_TREE' : 'BLOCKED_STONE'; tilesToCreate.push({ x, y, terrainType, terrainState: 'IDLE', }); } } // FIX: Wrap village generation in a single transaction for atomicity. await prisma.$transaction(async (tx) => { const village = await tx.village.create({ data: { userId: user.id, }, }); await tx.user.update({ where: { id: user.id }, data: { coins: 10, exp: 0, }, }); await tx.villageTile.createMany({ data: tilesToCreate.map(tile => ({ ...tile, villageId: village.id })), }); }); } type FullVillage = Prisma.VillageGetPayload<{ include: { user: true; tiles: { include: { object: true } }; objects: { include: { tile: true } }; }; }>; /** * Gets the full, updated state of a user's village, calculating all time-based progression. */ export async function getVillageState(userId: number): Promise { const now = new Date(); // --- Step 1: Initial Snapshot --- let villageSnapshot = await prisma.village.findUnique({ where: { userId }, include: { user: true, tiles: { include: { object: true } }, objects: { include: { tile: true } }, }, }); if (!villageSnapshot) { throw createError({ statusCode: 404, statusMessage: 'Village not found' }); } // --- Step 2: Terrain Cleaning Completion --- const finishedClearingTiles = villageSnapshot.tiles.filter( t => t.terrainState === 'CLEARING' && t.clearingStartedAt && now.getTime() - t.clearingStartedAt.getTime() >= CLEANING_TIME ); if (finishedClearingTiles.length > 0) { await prisma.$transaction([ prisma.user.update({ where: { id: userId }, data: { coins: { increment: finishedClearingTiles.length }, exp: { increment: finishedClearingTiles.length }, }, }), ...finishedClearingTiles.map(t => prisma.villageTile.update({ where: { id: t.id }, data: { terrainType: 'EMPTY', terrainState: 'IDLE', clearingStartedAt: null }, }) ), ]); } // --- Step 3: Refetch for next logic step --- villageSnapshot = await prisma.village.findUnique({ where: { userId }, include: { user: true, tiles: { include: { object: true } }, objects: { include: { tile: true } } } })!; // --- Step 4: Field EXP Processing --- const today = getStartOfDay(now); const fieldsForExp = villageSnapshot.objects.filter( obj => obj.type === 'FIELD' && (!obj.lastExpAt || getStartOfDay(obj.lastExpAt) < today) ); if (fieldsForExp.length > 0) { const wellPositions = new Set(villageSnapshot.objects.filter(obj => obj.type === 'WELL').map(w => `${w.tile.x},${w.tile.y}`)); let totalExpFromFields = 0; for (const field of fieldsForExp) { let fieldExp = 1; if (wellPositions.has(`${field.tile.x},${field.tile.y - 1}`) || wellPositions.has(`${field.tile.x},${field.tile.y + 1}`) || wellPositions.has(`${field.tile.x - 1},${field.tile.y}`) || wellPositions.has(`${field.tile.x + 1},${field.tile.y}`)) { fieldExp *= 2; } totalExpFromFields += fieldExp; } await prisma.$transaction([ prisma.user.update({ where: { id: userId }, data: { exp: { increment: totalExpFromFields } } }), ...fieldsForExp.map(f => prisma.villageObject.update({ where: { id: f.id }, data: { lastExpAt: today } })), ]); } // --- Step 5: Refetch for next logic step --- villageSnapshot = await prisma.village.findUnique({ where: { userId }, include: { user: true, tiles: { include: { object: true } }, objects: { include: { tile: true } } } })!; // --- Step 6: Auto-start Terrain Cleaning --- const housesCount = villageSnapshot.objects.filter(o => o.type === 'HOUSE').length; const producingCount = villageSnapshot.objects.filter(o => PRODUCING_BUILDINGS.includes(o.type)).length; const freeWorkers = housesCount - producingCount; if (producingCount <= housesCount) { const manhattanDistance = (p1: {x: number, y: number}, p2: {x: number, y: number}) => Math.abs(p1.x - p2.x) + Math.abs(p1.y - p2.y); const getDirectionalPriority = (worker: VillageTile, target: VillageTile): number => { const dy = target.y - worker.y; const dx = target.x - worker.x; if (dy < 0) return 1; // Up if (dx < 0) return 2; // Left if (dx > 0) return 3; // Right if (dy > 0) return 4; // Down return 5; }; const assignTasks = (workers: (VillageObject & { tile: VillageTile })[], targets: VillageTile[], newlyTargeted: Set) => { workers.forEach(worker => { const potentialTargets = targets .filter(t => !newlyTargeted.has(t.id)) .map(target => ({ target, distance: manhattanDistance(worker.tile, target) })) .sort((a, b) => a.distance - b.distance); if (!potentialTargets.length) return; const minDistance = potentialTargets[0].distance; const tiedTargets = potentialTargets.filter(t => t.distance === minDistance).map(t => t.target); tiedTargets.sort((a, b) => getDirectionalPriority(worker.tile, a) - getDirectionalPriority(worker.tile, b)); const bestTarget = tiedTargets[0]; if (bestTarget) newlyTargeted.add(bestTarget.id); }); }; const lumberjacks = villageSnapshot.objects.filter(obj => obj.type === 'LUMBERJACK') as (VillageObject & { tile: VillageTile })[]; const quarries = villageSnapshot.objects.filter(obj => obj.type === 'QUARRY') as (VillageObject & { tile: VillageTile })[]; const idleTrees = villageSnapshot.tiles.filter(t => t.terrainType === 'BLOCKED_TREE' && t.terrainState === 'IDLE'); const idleStones = villageSnapshot.tiles.filter(t => t.terrainType === 'BLOCKED_STONE' && t.terrainState === 'IDLE'); const tileIdsToClear = new Set(); assignTasks(lumberjacks, idleTrees, tileIdsToClear); assignTasks(quarries, idleStones, tileIdsToClear); if (tileIdsToClear.size > 0) { await prisma.villageTile.updateMany({ where: { id: { in: Array.from(tileIdsToClear) } }, data: { terrainState: 'CLEARING', clearingStartedAt: now }, }); } } // --- Step 7: Final Fetch & Action Enrichment --- const finalVillageState = await prisma.village.findUnique({ where: { userId }, include: { user: true, tiles: { include: { object: true }, orderBy: [{ y: 'asc' }, { x: 'asc' }] }, objects: { include: { tile: true } }, }, }); if (!finalVillageState) { throw createError({ statusCode: 404, statusMessage: 'Village not found post-update' }); } // --- Step 8: Enrich tiles with available actions --- const { user } = finalVillageState; const hasLumberjack = finalVillageState.objects.some(o => o.type === 'LUMBERJACK'); const hasQuarry = finalVillageState.objects.some(o => o.type === 'QUARRY'); const tilesWithActions = finalVillageState.tiles.map(tile => { const availableActions: any[] = []; // Action: CLEAR if (tile.terrainState === 'IDLE' && (tile.terrainType === 'BLOCKED_STONE' || tile.terrainType === 'BLOCKED_TREE')) { const canClearTree = tile.terrainType === 'BLOCKED_TREE' && hasLumberjack; const canClearStone = tile.terrainType === 'BLOCKED_STONE' && hasQuarry; availableActions.push({ type: 'CLEAR', isEnabled: canClearTree || canClearStone, disabledReason: !(canClearTree || canClearStone) ? `Requires ${tile.terrainType === 'BLOCKED_TREE' ? 'Lumberjack' : 'Quarry'}` : undefined, }); } // Action: BUILD if (tile.terrainType === 'EMPTY' && !tile.object) { const buildableObjectTypes = ['HOUSE', 'FIELD', 'LUMBERJACK', 'QUARRY', 'WELL']; const buildActions = buildableObjectTypes.map(buildingType => { const cost = BUILDING_COSTS[buildingType]; const isProducing = PRODUCING_BUILDINGS.includes(buildingType); let isEnabled = user.coins >= cost; let disabledReason = user.coins < cost ? 'Not enough coins' : undefined; if (isEnabled && isProducing && freeWorkers <= 0) { isEnabled = false; disabledReason = 'Not enough workers'; } return { type: 'BUILD', buildingType, cost, isEnabled, disabledReason, }; }); availableActions.push(...buildActions); } if (tile.object) { const isHouse = tile.object.type === 'HOUSE'; // Action: MOVE availableActions.push({ type: 'MOVE', isEnabled: !isHouse, disabledReason: isHouse ? 'House cannot be moved' : undefined, }); // Action: REMOVE availableActions.push({ type: 'REMOVE', isEnabled: !isHouse, disabledReason: isHouse ? 'House cannot be removed' : undefined, }); } return { ...tile, availableActions }; }); return { ...finalVillageState, tiles: tilesWithActions } as any; }