Initial scaffold: Nakama backend, Godot client, content schema
Sets up the Step 1 (Project Foundation) and Step 2 (Content Schemas) scaffold from the implementation sequence. Includes Docker Compose stack, Nakama TypeScript module stubs, PostgreSQL migration, Godot 4 project shell with scene stubs and NakamaClient singleton, YAML content schemas for all entity types, and example data for 3 characters, 2 jobs, and all 7 core resources. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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nakama/modules/gacha.ts
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112
nakama/modules/gacha.ts
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// gacha.ts — authoritative pull execution
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//
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// All pull outcomes are resolved server-side. The client sends a banner ID and
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// pull count; this module resolves rarity, determines the result from the
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// banner pool, updates pity counters, deducts currency, and records pull
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// history. Nothing here is computed client-side.
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//
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// Pity model (PoC defaults — all values should be content-driven):
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// - Soft pity begins at 70 pulls (increasing rate toward hard pity)
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// - Hard pity at 90 pulls guarantees SSR
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// - Featured SSR rate-up: 50% chance when SSR hits
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// - Pity carries over between sessions but NOT between different banners
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// unless the banner explicitly declares carry-over.
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export interface BannerDefinition {
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id: string;
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name: string;
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type: "standard" | "featured" | "event";
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pull_cost_currency: string;
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pull_cost_amount: number;
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multi_cost_amount: number; // cost for 10-pull; usually 10x single minus one
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pool: BannerPoolEntry[];
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soft_pity_start: number;
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hard_pity: number;
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featured_character_ids: string[];
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active_from: number; // unix ms
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active_until: number | null; // null = permanent
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}
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export interface BannerPoolEntry {
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character_id: string;
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rarity: "R" | "SR" | "SSR" | "UR";
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base_weight: number;
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}
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export interface PullRecord {
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banner_id: string;
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character_id: string;
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rarity: string;
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pulled_at: number;
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pity_count_at_pull: number;
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was_soft_pity: boolean;
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was_hard_pity: boolean;
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}
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// ── RPCs ──────────────────────────────────────────────────────────────────
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export function rpcGachaPull(
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ctx: nkruntime.Context,
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logger: nkruntime.Logger,
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nk: nkruntime.Nakama,
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payload: string
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): string {
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// TODO PR 5: implement full pull resolution
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// Stub returns a placeholder response so the endpoint is registered and
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// callable from the Godot client in PoC step 1.
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logger.info(`gacha/pull stub called by ${ctx.userId}`);
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const req = JSON.parse(payload || "{}");
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const bannerId: string = req.banner_id ?? "standard";
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const count: number = req.count ?? 1;
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if (count !== 1 && count !== 10) {
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throw new Error("Pull count must be 1 or 10");
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}
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return JSON.stringify({
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ok: false,
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error: "not_implemented",
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message: "Gacha pull system is stubbed. Implement in PR 5.",
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banner_id: bannerId,
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count,
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});
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}
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export function rpcListBanners(
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ctx: nkruntime.Context,
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logger: nkruntime.Logger,
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nk: nkruntime.Nakama,
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_payload: string
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): string {
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// TODO PR 5: load active banners from content storage
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logger.info(`gacha/banners stub called by ${ctx.userId}`);
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return JSON.stringify({ banners: [], message: "Banner list is stubbed. Implement in PR 5." });
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}
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export function rpcGetPity(
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ctx: nkruntime.Context,
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logger: nkruntime.Logger,
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nk: nkruntime.Nakama,
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payload: string
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): string {
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// TODO PR 5: read pity counters from player storage
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const req = JSON.parse(payload || "{}");
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return JSON.stringify({
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banner_id: req.banner_id ?? "standard",
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current_pity: 0,
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soft_pity_start: 70,
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hard_pity: 90,
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message: "Pity counter is stubbed. Implement in PR 5.",
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});
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}
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export function rpcGetPullHistory(
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ctx: nkruntime.Context,
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logger: nkruntime.Logger,
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nk: nkruntime.Nakama,
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_payload: string
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): string {
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// TODO PR 5: load pull history from player storage
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return JSON.stringify({ history: [], message: "Pull history is stubbed. Implement in PR 5." });
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}
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