Files
gioco-mobile/server/src/jobs/generateMissions.job.ts
T
davide a998bb9704 server: scheduled background jobs
Add node-cron jobs for periodic market price updates, mission
generation, and world event generation; all wired through a central
scheduler module.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-09 23:42:04 +02:00

133 lines
4.4 KiB
TypeScript

import { MissionStatus, MissionType, type Prisma } from '@prisma/client';
import { balance } from '../config/gameBalance.js';
import { prisma } from '../db/prisma.js';
import { redis } from '../db/redis.js';
import { emitToPlayer } from '../realtime/socket.js';
import { clamp, pickRandom, randomFloat, randomInt } from '../shared/validators.js';
/** Template missioni (blueprint §19) con il tipo associato. */
const MISSION_TEMPLATES: ReadonlyArray<{ title: string; type: MissionType }> = [
{ title: 'Consegna discreta', type: MissionType.DELIVERY },
{ title: 'Recupero merce', type: MissionType.THEFT },
{ title: 'Scambio al porto', type: MissionType.SMUGGLING },
{ title: 'Infiltrazione uffici', type: MissionType.INTEL },
{ title: 'Trasporto notturno', type: MissionType.SMUGGLING },
];
/** Tipi di missione che possono richiedere merce dall'inventario. */
const TYPES_WITH_REQUIRED_ITEM: ReadonlySet<MissionType> = new Set([
MissionType.DELIVERY,
MissionType.SMUGGLING,
]);
/** Genera nuove missioni nelle città sotto la soglia minima. */
export async function generateMissions(): Promise<number> {
const b = balance.missions;
const now = new Date();
const [cities, items] = await Promise.all([
prisma.city.findMany(),
prisma.item.findMany(),
]);
const toCreate: Prisma.MissionCreateManyInput[] = [];
for (const city of cities) {
const activeCount = await prisma.mission.count({
where: { cityId: city.id, expiresAt: { gt: now } },
});
for (let i = activeCount; i < b.minActivePerCity; i++) {
const template = pickRandom(MISSION_TEMPLATES);
const difficulty = randomInt(b.difficultyMin, b.difficultyMax);
const risk =
Math.round(
clamp(
difficulty * b.riskPerDifficulty +
(city.riskLevel - 3) * b.riskPerCityRiskLevel +
randomFloat(-b.riskJitter, b.riskJitter),
b.riskMin,
b.riskMax,
) * 100,
) / 100;
let requiredItemId: string | null = null;
let requiredItemQuantity: number | null = null;
let itemRefund = 0;
if (
items.length > 0 &&
TYPES_WITH_REQUIRED_ITEM.has(template.type) &&
Math.random() < b.requiredItemChance
) {
const item = pickRandom(items);
requiredItemId = item.id;
requiredItemQuantity = randomInt(1, b.requiredItemQuantityMax);
itemRefund = item.basePrice * requiredItemQuantity * b.requiredItemRefund;
}
const rewardMoney = Math.round(
(b.rewardMoneyBase + difficulty * b.rewardMoneyPerDifficulty) *
city.economyModifier *
(1 + risk * b.riskRewardBonus) +
itemRefund,
);
toCreate.push({
cityId: city.id,
title: template.title,
type: template.type,
difficulty,
durationSeconds: randomInt(b.durationSecondsMin, b.durationSecondsMax),
rewardMoney,
rewardXp: b.rewardXpBase + difficulty * b.rewardXpPerDifficulty,
risk,
requiredItemId,
requiredItemQuantity,
expiresAt: new Date(
now.getTime() + randomInt(b.expiryMinutesMin, b.expiryMinutesMax) * 60_000,
),
});
}
}
if (toCreate.length > 0) {
await prisma.mission.createMany({ data: toCreate });
}
return toCreate.length;
}
/**
* Notifica (una sola volta, deduplicata via Redis) i giocatori le cui
* missioni hanno raggiunto completesAt e sono pronte per il claim.
*/
export async function notifyCompletedMissions(): Promise<void> {
const due = await prisma.playerMission.findMany({
where: { status: MissionStatus.STARTED, completesAt: { lte: new Date() } },
include: { mission: { select: { title: true } } },
});
for (const playerMission of due) {
const firstTime = await redis.set(
`notify:mission:${playerMission.id}`,
'1',
'EX',
86_400,
'NX',
);
if (firstTime) {
emitToPlayer(playerMission.playerId, 'mission:completed', {
playerMissionId: playerMission.id,
missionId: playerMission.missionId,
title: playerMission.mission.title,
completesAt: playerMission.completesAt,
});
}
}
}
/** Elimina le missioni scadute mai iniziate da nessun giocatore. */
export async function deleteExpiredMissions(): Promise<number> {
const result = await prisma.mission.deleteMany({
where: { expiresAt: { lt: new Date() }, playerMissions: { none: {} } },
});
return result.count;
}