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>
131 lines
4.8 KiB
TypeScript
131 lines
4.8 KiB
TypeScript
// village.ts — village state, assignment loop, and manual micro-management
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//
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// This is the highest-priority system to validate in the PoC. The core design
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// question: does the manual work loop feel meaningfully better than passive
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// waiting, without becoming mandatory misery?
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//
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// Passive resource generation rules:
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// - Each job slot generates resources while characters are assigned.
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// - Output is calculated at collection time (lazy evaluation), not on a tick.
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// - Passive output caps after MAX_PASSIVE_HOURS hours to discourage long
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// check-in skips from breaking the economy.
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// - A character's profession suitability bonus multiplies their slot output.
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//
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// Manual micro-management rules:
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// - The player can spend MANUAL_WORK_COST_MANA to trigger a burst gain on
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// one scarce resource (default: wood — defined as the first bottleneck).
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// - Burst gain is 3–5x the passive rate per action but subject to a daily cap.
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// - Each successive manual action within the same day gives diminishing returns
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// (50% yield per extra action after the third).
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// - Server tracks manual_work_count_today and manual_work_reset_at per player.
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//
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// These constants are PoC defaults. Production values must come from content.
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const MAX_PASSIVE_HOURS = 8; // cap passive accumulation at 8 hours
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const MANUAL_WORK_COST_MANA = 5;
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const MANUAL_WORK_DAILY_FULL_CAP = 3; // first 3 actions give full burst yield
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const MANUAL_WORK_BURST_MULTIPLIER = 4; // 4x passive rate per burst action
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const MANUAL_WORK_DIMINISHING_FACTOR = 0.5; // 50% per extra action after cap
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export function rpcGetVillageState(
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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 8: read village state, assignment slots, and pending passive yield
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logger.info(`village/state stub called by ${ctx.userId}`);
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return JSON.stringify({
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slots: [],
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pending_resources: {},
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message: "Village state is stubbed. Implement in PR 8.",
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});
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}
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export function rpcAssignCharacter(
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ctx: nkruntime.Context,
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logger: nkruntime.Logger,
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nk: nkruntime.Nakama,
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payload: string
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): string {
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// TODO PR 8: validate character ownership, job compatibility, write assignment
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const req = JSON.parse(payload || "{}");
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logger.info(`village/assign stub: char=${req.character_id} job=${req.job_id} user=${ctx.userId}`);
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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: "Assignment is stubbed. Implement in PR 8.",
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});
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}
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export function rpcUnassignCharacter(
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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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const req = JSON.parse(payload || "{}");
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logger.info(`village/unassign stub: char=${req.character_id} user=${ctx.userId}`);
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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: "Unassignment is stubbed. Implement in PR 8.",
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});
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}
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export function rpcCollectPassiveResources(
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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 8:
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// 1. Read assignment state and last_collected_at timestamp.
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// 2. Calculate elapsed time (capped at MAX_PASSIVE_HOURS).
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// 3. Sum per-slot output adjusted by suitability bonuses.
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// 4. Grant resources via wallet update with ledger entry.
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// 5. Write new last_collected_at.
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logger.info(`village/collect stub called by ${ctx.userId}`);
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return JSON.stringify({
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ok: false,
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granted: {},
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error: "not_implemented",
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message: "Passive collection is stubbed. Implement in PR 8.",
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});
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}
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export function rpcManualWork(
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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 (priority — this is the core PoC differentiator):
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// 1. Read player manual_work_count_today; reset if a new day.
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// 2. Check mana balance >= MANUAL_WORK_COST_MANA.
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// 3. Deduct mana.
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// 4. Calculate burst yield:
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// - If count < MANUAL_WORK_DAILY_FULL_CAP: full burst
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// - Else: apply MANUAL_WORK_DIMINISHING_FACTOR per extra action
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// 5. Grant scarce resource (wood by default in PoC).
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// 6. Increment manual_work_count_today.
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// 7. Return new balance and yield so the client can show the comparison.
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const req = JSON.parse(payload || "{}");
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const targetResource: string = req.resource ?? "wood";
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logger.info(`village/manual_work stub: resource=${targetResource} user=${ctx.userId}`);
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return JSON.stringify({
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ok: false,
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error: "not_implemented",
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resource: targetResource,
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burst_yield: 0,
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passive_equivalent: 0,
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daily_actions_used: 0,
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daily_actions_cap: MANUAL_WORK_DAILY_FULL_CAP,
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message: "Manual work is stubbed. This is the highest-priority PoC feature — implement in PR 5.",
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});
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}
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