Komplettes AdivmentSystem überarbeitet!

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2025-09-11 17:07:43 +02:00
parent 28616b3b0c
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/**
* NinjaCross Achievement System
*
* JavaScript-basierte Achievement-Logik für das NinjaCross Parkour System.
* Liest Achievement-Definitionen aus der Datenbank und prüft/vergibt Achievements.
*
* @author NinjaCross Team
* @version 1.0.0
*/
const { Pool } = require('pg');
require('dotenv').config();
// Database connection
const pool = new Pool({
host: process.env.DB_HOST,
port: process.env.DB_PORT,
database: process.env.DB_NAME,
user: process.env.DB_USER,
password: process.env.DB_PASSWORD,
ssl: process.env.DB_SSL === 'true' ? { rejectUnauthorized: false } : false
});
class AchievementSystem {
constructor() {
this.achievements = new Map();
this.playerAchievements = new Map();
}
/**
* Lädt alle aktiven Achievements aus der Datenbank
*/
async loadAchievements() {
try {
const result = await pool.query(`
SELECT id, name, description, category, condition_type, condition_value, icon, points
FROM achievements
WHERE is_active = true
ORDER BY category, condition_type
`);
this.achievements.clear();
result.rows.forEach(achievement => {
this.achievements.set(achievement.id, achievement);
});
console.log(`📋 ${this.achievements.size} Achievements geladen`);
return true;
} catch (error) {
console.error('❌ Fehler beim Laden der Achievements:', error);
return false;
}
}
/**
* Lädt alle Spieler-Achievements für einen Spieler
* Jetzt werden alle Completions geladen (nicht nur die neueste)
*/
async loadPlayerAchievements(playerId) {
try {
const result = await pool.query(`
SELECT pa.achievement_id, pa.progress, pa.is_completed, pa.earned_at
FROM player_achievements pa
WHERE pa.player_id = $1
ORDER BY pa.earned_at DESC
`, [playerId]);
// Gruppiere nach achievement_id und zähle Completions
this.playerAchievements.set(playerId, new Map());
const achievementCounts = new Map();
result.rows.forEach(pa => {
if (!achievementCounts.has(pa.achievement_id)) {
achievementCounts.set(pa.achievement_id, {
count: 0,
latest: pa
});
}
achievementCounts.get(pa.achievement_id).count++;
});
// Speichere die neueste Completion und die Anzahl
achievementCounts.forEach((data, achievementId) => {
this.playerAchievements.get(playerId).set(achievementId, {
...data.latest,
completion_count: data.count
});
});
return true;
} catch (error) {
console.error(`❌ Fehler beim Laden der Spieler-Achievements für ${playerId}:`, error);
return false;
}
}
/**
* Prüft alle Achievements für einen Spieler
*/
async checkAllAchievements(playerId) {
console.log(`🎯 Prüfe Achievements für Spieler ${playerId}...`);
// Lade Spieler-Achievements
await this.loadPlayerAchievements(playerId);
const newAchievements = [];
// Prüfe alle Achievement-Kategorien
await this.checkConsistencyAchievements(playerId, newAchievements);
await this.checkImprovementAchievements(playerId, newAchievements);
await this.checkSeasonalAchievements(playerId, newAchievements);
await this.checkBestTimeAchievements(playerId, newAchievements);
console.log(`${newAchievements.length} neue Achievements für Spieler ${playerId}`);
return newAchievements;
}
/**
* Prüft sofortige Achievements für einen Spieler (bei neuer Zeit)
* Diese Achievements werden sofort vergeben, nicht nur um 19:00 Uhr
*/
async checkImmediateAchievements(playerId) {
console.log(`⚡ Prüfe sofortige Achievements für Spieler ${playerId}...`);
// Lade Spieler-Achievements
await this.loadPlayerAchievements(playerId);
const newAchievements = [];
// Prüfe nur sofortige Achievement-Kategorien
await this.checkImmediateConsistencyAchievements(playerId, newAchievements);
await this.checkImprovementAchievements(playerId, newAchievements);
await this.checkSeasonalAchievements(playerId, newAchievements);
// Best-Time Achievements werden NICHT sofort geprüft (nur um 19:00 Uhr)
if (newAchievements.length > 0) {
console.log(`🏆 ${newAchievements.length} sofortige Achievements für Spieler ${playerId}:`);
newAchievements.forEach(achievement => {
console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
});
}
return newAchievements;
}
/**
* Prüft Konsistenz-basierte Achievements
*/
async checkConsistencyAchievements(playerId, newAchievements) {
// Erste Schritte
await this.checkFirstTimeAchievement(playerId, newAchievements);
// Versuche pro Tag
await this.checkAttemptsPerDayAchievements(playerId, newAchievements);
// Einzigartige Tage
await this.checkUniqueDaysAchievements(playerId, newAchievements);
}
/**
* Prüft nur sofortige Konsistenz-basierte Achievements
*/
async checkImmediateConsistencyAchievements(playerId, newAchievements) {
// Erste Schritte
await this.checkFirstTimeAchievement(playerId, newAchievements);
// Versuche pro Tag
await this.checkAttemptsPerDayAchievements(playerId, newAchievements);
// Einzigartige Tage werden NICHT sofort geprüft (nur um 19:00 Uhr)
}
/**
* Prüft "Erste Schritte" Achievement
*/
async checkFirstTimeAchievement(playerId, newAchievements) {
const achievement = Array.from(this.achievements.values())
.find(a => a.category === 'consistency' && a.condition_type === 'first_time');
if (!achievement) return;
// Prüfe ob bereits erreicht
if (this.isAchievementCompleted(playerId, achievement.id)) return;
// Zähle Gesamtversuche
const result = await pool.query(`
SELECT COUNT(*) as count
FROM times t
WHERE t.player_id = $1
`, [playerId]);
const totalAttempts = parseInt(result.rows[0].count);
if (totalAttempts >= achievement.condition_value) {
await this.awardAchievement(playerId, achievement, totalAttempts, newAchievements);
}
}
/**
* Prüft "Versuche pro Tag" Achievements
*/
async checkAttemptsPerDayAchievements(playerId, newAchievements) {
const achievements = Array.from(this.achievements.values())
.filter(a => a.category === 'consistency' && a.condition_type === 'attempts_per_day');
// Zähle Versuche heute
const result = await pool.query(`
SELECT COUNT(*) as count
FROM times t
WHERE t.player_id = $1
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
`, [playerId]);
const attemptsToday = parseInt(result.rows[0].count);
for (const achievement of achievements) {
if (this.isAchievementCompleted(playerId, achievement.id)) continue;
if (attemptsToday >= achievement.condition_value) {
await this.awardAchievement(playerId, achievement, attemptsToday, newAchievements);
}
}
}
/**
* Prüft "Einzigartige Tage" Achievements
*/
async checkUniqueDaysAchievements(playerId, newAchievements) {
const achievements = Array.from(this.achievements.values())
.filter(a => a.category === 'consistency' && a.condition_type === 'unique_days');
// Zähle einzigartige Tage
const result = await pool.query(`
SELECT COUNT(DISTINCT DATE(t.created_at AT TIME ZONE 'Europe/Berlin')) as count
FROM times t
WHERE t.player_id = $1
`, [playerId]);
const uniqueDays = parseInt(result.rows[0].count);
for (const achievement of achievements) {
if (this.isAchievementCompleted(playerId, achievement.id)) continue;
if (uniqueDays >= achievement.condition_value) {
await this.awardAchievement(playerId, achievement, uniqueDays, newAchievements);
}
}
}
/**
* Prüft Verbesserungs-basierte Achievements
*/
async checkImprovementAchievements(playerId, newAchievements) {
const achievements = Array.from(this.achievements.values())
.filter(a => a.category === 'improvement' && a.condition_type === 'time_improvement');
// Hole beste und zweitbeste Zeit
const result = await pool.query(`
SELECT
MIN(recorded_time) as best_time,
(SELECT MIN(recorded_time)
FROM times t2
WHERE t2.player_id = $1
AND t2.recorded_time > (SELECT MIN(recorded_time) FROM times t3 WHERE t3.player_id = $1)
) as second_best_time
FROM times t
WHERE t.player_id = $1
`, [playerId]);
const { best_time, second_best_time } = result.rows[0];
if (!best_time || !second_best_time) return;
// Berechne Verbesserung in Sekunden
const improvementSeconds = Math.floor((new Date(second_best_time) - new Date(best_time)) / 1000);
for (const achievement of achievements) {
if (this.isAchievementCompleted(playerId, achievement.id)) continue;
if (improvementSeconds >= achievement.condition_value) {
await this.awardAchievement(playerId, achievement, improvementSeconds, newAchievements);
}
}
}
/**
* Prüft Saisonale Achievements
*/
async checkSeasonalAchievements(playerId, newAchievements) {
const now = new Date();
const currentHour = now.getHours();
const currentMonth = now.getMonth() + 1; // JavaScript months are 0-based
const currentDayOfWeek = now.getDay(); // 0 = Sunday
// Zeit-basierte Achievements
await this.checkTimeBasedAchievements(playerId, currentHour, currentDayOfWeek, newAchievements);
// Monatliche Achievements
await this.checkMonthlyAchievements(playerId, currentMonth, newAchievements);
// Jahreszeiten-Achievements
await this.checkSeasonalTimeAchievements(playerId, currentMonth, newAchievements);
}
/**
* Prüft zeit-basierte Achievements (Wochenende, Morgen, etc.)
*/
async checkTimeBasedAchievements(playerId, currentHour, currentDayOfWeek, newAchievements) {
const timeAchievements = [
{ condition: 'weekend_play', check: () => currentDayOfWeek === 0 || currentDayOfWeek === 6 },
{ condition: 'morning_play', check: () => currentHour < 10 },
{ condition: 'afternoon_play', check: () => currentHour >= 14 && currentHour < 18 },
{ condition: 'evening_play', check: () => currentHour >= 18 }
];
for (const timeAchievement of timeAchievements) {
if (!timeAchievement.check()) continue;
const achievements = Array.from(this.achievements.values())
.filter(a => a.category === 'seasonal' && a.condition_type === timeAchievement.condition);
for (const achievement of achievements) {
if (this.isAchievementCompleted(playerId, achievement.id)) continue;
// Prüfe ob Spieler zu dieser Zeit gespielt hat
const hasPlayed = await this.checkTimeBasedPlay(playerId, timeAchievement.condition);
if (hasPlayed) {
await this.awardAchievement(playerId, achievement, 1, newAchievements);
}
}
}
}
/**
* Prüft ob Spieler zu einer bestimmten Zeit gespielt hat
*/
async checkTimeBasedPlay(playerId, conditionType) {
let query = '';
switch (conditionType) {
case 'weekend_play':
query = `
SELECT EXISTS(
SELECT 1 FROM times t
WHERE t.player_id = $1
AND EXTRACT(DOW FROM t.created_at AT TIME ZONE 'Europe/Berlin') IN (0, 6)
) as has_played
`;
break;
case 'morning_play':
query = `
SELECT EXISTS(
SELECT 1 FROM times t
WHERE t.player_id = $1
AND EXTRACT(HOUR FROM t.created_at AT TIME ZONE 'Europe/Berlin') < 10
) as has_played
`;
break;
case 'afternoon_play':
query = `
SELECT EXISTS(
SELECT 1 FROM times t
WHERE t.player_id = $1
AND EXTRACT(HOUR FROM t.created_at AT TIME ZONE 'Europe/Berlin') BETWEEN 14 AND 17
) as has_played
`;
break;
case 'evening_play':
query = `
SELECT EXISTS(
SELECT 1 FROM times t
WHERE t.player_id = $1
AND EXTRACT(HOUR FROM t.created_at AT TIME ZONE 'Europe/Berlin') >= 18
) as has_played
`;
break;
}
if (!query) return false;
const result = await pool.query(query, [playerId]);
return result.rows[0].has_played;
}
/**
* Prüft monatliche Achievements
*/
async checkMonthlyAchievements(playerId, currentMonth, newAchievements) {
const monthNames = [
'january', 'february', 'march', 'april', 'may', 'june',
'july', 'august', 'september', 'october', 'november', 'december'
];
const currentMonthName = monthNames[currentMonth - 1];
const achievements = Array.from(this.achievements.values())
.filter(a => a.category === 'monthly' && a.condition_type === currentMonthName);
for (const achievement of achievements) {
if (this.isAchievementCompleted(playerId, achievement.id)) continue;
// Prüfe ob Spieler in diesem Monat gespielt hat
const result = await pool.query(`
SELECT EXISTS(
SELECT 1 FROM times t
WHERE t.player_id = $1
AND EXTRACT(MONTH FROM t.created_at AT TIME ZONE 'Europe/Berlin') = $2
) as has_played
`, [playerId, currentMonth]);
if (result.rows[0].has_played) {
await this.awardAchievement(playerId, achievement, 1, newAchievements);
}
}
}
/**
* Prüft Jahreszeiten-Achievements
*/
async checkSeasonalTimeAchievements(playerId, currentMonth, newAchievements) {
const season = this.getSeason(currentMonth);
const achievements = Array.from(this.achievements.values())
.filter(a => a.category === 'seasonal' && a.condition_type === season);
for (const achievement of achievements) {
if (this.isAchievementCompleted(playerId, achievement.id)) continue;
// Prüfe ob Spieler in dieser Jahreszeit gespielt hat
const monthRanges = {
spring: [3, 4, 5],
summer: [6, 7, 8],
autumn: [9, 10, 11],
winter: [12, 1, 2]
};
const months = monthRanges[season];
const result = await pool.query(`
SELECT EXISTS(
SELECT 1 FROM times t
WHERE t.player_id = $1
AND EXTRACT(MONTH FROM t.created_at AT TIME ZONE 'Europe/Berlin') = ANY($2)
) as has_played
`, [playerId, months]);
if (result.rows[0].has_played) {
await this.awardAchievement(playerId, achievement, 1, newAchievements);
}
}
}
/**
* Prüft Best-Time Achievements (nur um 19:00 Uhr)
*/
async checkBestTimeAchievements(playerId, newAchievements) {
const now = new Date();
const currentHour = now.getHours();
const currentDayOfWeek = now.getDay();
const currentDate = now.toISOString().split('T')[0];
const isLastDayOfMonth = this.isLastDayOfMonth(now);
// Nur um 19:00 Uhr prüfen
if (currentHour !== 19) return;
// Tageskönig (jeden Tag um 19:00)
await this.checkDailyBest(playerId, currentDate, newAchievements);
// Wochenchampion (nur Sonntag um 19:00)
if (currentDayOfWeek === 0) {
await this.checkWeeklyBest(playerId, currentDate, newAchievements);
}
// Monatsmeister (nur am letzten Tag des Monats um 19:00)
if (isLastDayOfMonth) {
await this.checkMonthlyBest(playerId, currentDate, newAchievements);
}
}
/**
* Prüft Tageskönig Achievement
*/
async checkDailyBest(playerId, currentDate, newAchievements) {
const achievement = Array.from(this.achievements.values())
.find(a => a.category === 'best_time' && a.condition_type === 'daily_best');
if (!achievement || this.isAchievementCompleted(playerId, achievement.id)) return;
// Hole beste Zeit des Spielers heute
const playerResult = await pool.query(`
SELECT MIN(recorded_time) as best_time
FROM times t
WHERE t.player_id = $1
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = $2
`, [playerId, currentDate]);
// Hole beste Zeit des Tages
const dailyResult = await pool.query(`
SELECT MIN(recorded_time) as best_time
FROM times t
WHERE DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = $1
`, [currentDate]);
const playerBest = playerResult.rows[0].best_time;
const dailyBest = dailyResult.rows[0].best_time;
if (playerBest && dailyBest && playerBest === dailyBest) {
await this.awardAchievement(playerId, achievement, 1, newAchievements);
}
}
/**
* Prüft Wochenchampion Achievement
*/
async checkWeeklyBest(playerId, currentDate, newAchievements) {
const achievement = Array.from(this.achievements.values())
.find(a => a.category === 'best_time' && a.condition_type === 'weekly_best');
if (!achievement || this.isAchievementCompleted(playerId, achievement.id)) return;
// Berechne Wochenstart (Montag)
const currentDateObj = new Date(currentDate);
const dayOfWeek = currentDateObj.getDay();
const weekStart = new Date(currentDateObj);
weekStart.setDate(currentDateObj.getDate() - (dayOfWeek === 0 ? 6 : dayOfWeek - 1));
const weekStartStr = weekStart.toISOString().split('T')[0];
// Hole beste Zeit des Spielers diese Woche
const playerResult = await pool.query(`
SELECT MIN(recorded_time) as best_time
FROM times t
WHERE t.player_id = $1
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') >= $2
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') <= $3
`, [playerId, weekStartStr, currentDate]);
// Hole beste Zeit der Woche
const weeklyResult = await pool.query(`
SELECT MIN(recorded_time) as best_time
FROM times t
WHERE DATE(t.created_at AT TIME ZONE 'Europe/Berlin') >= $1
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') <= $2
`, [weekStartStr, currentDate]);
const playerBest = playerResult.rows[0].best_time;
const weeklyBest = weeklyResult.rows[0].best_time;
if (playerBest && weeklyBest && playerBest === weeklyBest) {
await this.awardAchievement(playerId, achievement, 1, newAchievements);
}
}
/**
* Prüft Monatsmeister Achievement
*/
async checkMonthlyBest(playerId, currentDate, newAchievements) {
const achievement = Array.from(this.achievements.values())
.find(a => a.category === 'best_time' && a.condition_type === 'monthly_best');
if (!achievement || this.isAchievementCompleted(playerId, achievement.id)) return;
// Berechne Monatsstart
const currentDateObj = new Date(currentDate);
const monthStart = new Date(currentDateObj.getFullYear(), currentDateObj.getMonth(), 1);
const monthStartStr = monthStart.toISOString().split('T')[0];
// Hole beste Zeit des Spielers diesen Monat
const playerResult = await pool.query(`
SELECT MIN(recorded_time) as best_time
FROM times t
WHERE t.player_id = $1
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') >= $2
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') <= $3
`, [playerId, monthStartStr, currentDate]);
// Hole beste Zeit des Monats
const monthlyResult = await pool.query(`
SELECT MIN(recorded_time) as best_time
FROM times t
WHERE DATE(t.created_at AT TIME ZONE 'Europe/Berlin') >= $1
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') <= $2
`, [monthStartStr, currentDate]);
const playerBest = playerResult.rows[0].best_time;
const monthlyBest = monthlyResult.rows[0].best_time;
if (playerBest && monthlyBest && playerBest === monthlyBest) {
await this.awardAchievement(playerId, achievement, 1, newAchievements);
}
}
/**
* Vergibt ein Achievement an einen Spieler
* Erstellt immer einen neuen Eintrag (keine Updates mehr)
*/
async awardAchievement(playerId, achievement, progress, newAchievements) {
try {
await pool.query(`
INSERT INTO player_achievements (player_id, achievement_id, progress, is_completed, earned_at)
VALUES ($1, $2, $3, true, NOW())
`, [playerId, achievement.id, progress]);
newAchievements.push({
id: achievement.id,
name: achievement.name,
description: achievement.description,
icon: achievement.icon,
points: achievement.points,
progress: progress
});
console.log(`🏆 Achievement vergeben: ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
} catch (error) {
console.error(`❌ Fehler beim Vergeben des Achievements ${achievement.name}:`, error);
}
}
/**
* Prüft ob ein Achievement bereits erreicht wurde
* Jetzt können Achievements mehrmals erreicht werden, daher immer false
*/
isAchievementCompleted(playerId, achievementId) {
// Achievements können jetzt mehrmals erreicht werden
// Daher prüfen wir nicht mehr, ob sie bereits erreicht wurden
return false;
}
/**
* Hilfsfunktionen
*/
getSeason(month) {
if (month >= 3 && month <= 5) return 'spring';
if (month >= 6 && month <= 8) return 'summer';
if (month >= 9 && month <= 11) return 'autumn';
return 'winter';
}
isLastDayOfMonth(date) {
const tomorrow = new Date(date);
tomorrow.setDate(date.getDate() + 1);
return tomorrow.getMonth() !== date.getMonth();
}
/**
* Berechnet die Gesamtpunkte eines Spielers (inklusive aller Completions)
*/
async getPlayerTotalPoints(playerId) {
try {
const result = await pool.query(`
SELECT
SUM(a.points) as total_points,
COUNT(pa.id) as total_completions
FROM player_achievements pa
INNER JOIN achievements a ON pa.achievement_id = a.id
WHERE pa.player_id = $1 AND pa.is_completed = true
`, [playerId]);
return {
totalPoints: parseInt(result.rows[0].total_points) || 0,
totalCompletions: parseInt(result.rows[0].total_completions) || 0
};
} catch (error) {
console.error(`❌ Fehler beim Berechnen der Gesamtpunkte für ${playerId}:`, error);
return { totalPoints: 0, totalCompletions: 0 };
}
}
/**
* Führt tägliche Achievement-Prüfung für alle Spieler durch
*/
async runDailyAchievementCheck() {
console.log('🎯 Starte tägliche Achievement-Prüfung...');
// Lade Achievements
await this.loadAchievements();
// Hole alle Spieler, die heute gespielt haben
const playersResult = await pool.query(`
SELECT DISTINCT p.id, p.firstname, p.lastname
FROM players p
INNER JOIN times t ON p.id = t.player_id
WHERE DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
`);
let totalNewAchievements = 0;
const allNewAchievements = [];
for (const player of playersResult.rows) {
console.log(`🔍 Prüfe Achievements für ${player.firstname} ${player.lastname}...`);
const newAchievements = await this.checkAllAchievements(player.id);
totalNewAchievements += newAchievements.length;
if (newAchievements.length > 0) {
allNewAchievements.push({
player: `${player.firstname} ${player.lastname}`,
achievements: newAchievements
});
}
}
console.log(`🎉 Tägliche Achievement-Prüfung abgeschlossen!`);
console.log(`📊 ${totalNewAchievements} neue Achievements vergeben`);
return {
totalNewAchievements,
playerAchievements: allNewAchievements
};
}
}
module.exports = AchievementSystem;

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@@ -7,7 +7,11 @@
"start": "node server.js",
"dev": "nodemon server.js",
"init-db": "node scripts/init-db.js",
"create-user": "node scripts/create-user.js"
"create-user": "node scripts/create-user.js",
"test-achievements": "node scripts/test-achievements.js",
"test-immediate-achievements": "node scripts/test-immediate-achievements.js",
"simulate-new-time": "node scripts/simulate-new-time.js",
"test-multiple-achievements": "node scripts/test-multiple-achievements.js"
},
"dependencies": {
"@hisma/server-puppeteer": "^0.6.5",

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@@ -1121,22 +1121,29 @@ function displayAchievements() {
const isCompleted = achievement.is_completed;
const progress = achievement.progress || 0;
const earnedAt = achievement.earned_at;
const completionCount = achievement.completion_count || 0;
// Translate achievement
const translatedAchievement = translateAchievement(achievement);
// Debug logging
if (achievement.name === 'Tageskönig') {
console.log('Tageskönig Debug:', { isCompleted, progress, earnedAt });
console.log('Tageskönig Debug:', { isCompleted, progress, earnedAt, completionCount });
}
let progressText = '';
if (isCompleted) {
const achievedText = currentLanguage === 'de' ? 'Erreicht am' : 'Achieved on';
const completedText = currentLanguage === 'de' ? 'Abgeschlossen' : 'Completed';
progressText = earnedAt ?
`${achievedText} ${new Date(earnedAt).toLocaleDateString(currentLanguage === 'de' ? 'de-DE' : 'en-US')}` :
completedText;
const timesText = currentLanguage === 'de' ? 'x geschafft' : 'x completed';
if (completionCount > 1) {
progressText = `${completionCount}${timesText}`;
} else {
progressText = earnedAt ?
`${achievedText} ${new Date(earnedAt).toLocaleDateString(currentLanguage === 'de' ? 'de-DE' : 'en-US')}` :
completedText;
}
} else if (progress > 0) {
// Show progress for incomplete achievements
const conditionValue = getAchievementConditionValue(achievement.name);
@@ -1146,6 +1153,7 @@ function displayAchievements() {
}
const pointsText = currentLanguage === 'de' ? 'Punkte' : 'Points';
const totalPoints = completionCount > 0 ? achievement.points * completionCount : achievement.points;
return `
<div class="achievement-card ${isCompleted ? 'completed' : 'incomplete'}"
@@ -1155,7 +1163,7 @@ function displayAchievements() {
<h4 class="achievement-name">${translatedAchievement.name}</h4>
<p class="achievement-description">${translatedAchievement.description}</p>
<div class="achievement-meta">
<span class="achievement-points">+${achievement.points} ${pointsText}</span>
<span class="achievement-points">+${totalPoints} ${pointsText}</span>
${progressText ? `<span class="achievement-progress">${progressText}</span>` : ''}
</div>
</div>

View File

@@ -874,6 +874,23 @@ router.post('/v1/private/create-time', requireApiKey, async (req, res) => {
[rfiduid, location_id, recorded_time, new Date()]
);
// Achievement-Überprüfung nach Zeit-Eingabe (JavaScript)
try {
const AchievementSystem = require('../lib/achievementSystem');
const achievementSystem = new AchievementSystem();
const newAchievements = await achievementSystem.checkImmediateAchievements(result.rows[0].player_id);
if (newAchievements.length > 0) {
console.log(`🏆 ${newAchievements.length} neue Achievements für Spieler ${result.rows[0].player_id}:`);
newAchievements.forEach(achievement => {
console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
});
}
} catch (achievementError) {
console.error('Fehler bei Achievement-Check:', achievementError);
// Achievement-Fehler sollen die Zeit-Eingabe nicht blockieren
}
// WebSocket-Event senden für Live-Updates
const io = req.app.get('io');
if (io) {
@@ -2503,10 +2520,18 @@ router.post('/v1/admin/runs', requireAdminAuth, async (req, res) => {
[player_id, location_id, timeInterval]
);
// Achievement-Überprüfung nach Zeit-Eingabe
// Achievement-Überprüfung nach Zeit-Eingabe (JavaScript)
try {
await pool.query('SELECT check_immediate_achievements($1)', [player_id]);
console.log(`✅ Achievement-Check für Spieler ${player_id} ausgeführt`);
const AchievementSystem = require('../lib/achievementSystem');
const achievementSystem = new AchievementSystem();
const newAchievements = await achievementSystem.checkImmediateAchievements(player_id);
if (newAchievements.length > 0) {
console.log(`🏆 ${newAchievements.length} neue Achievements für Spieler ${player_id}:`);
newAchievements.forEach(achievement => {
console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
});
}
} catch (achievementError) {
console.error('Fehler bei Achievement-Check:', achievementError);
// Achievement-Fehler sollen die Zeit-Eingabe nicht blockieren
@@ -3048,14 +3073,16 @@ router.get('/achievements/player/:playerId', async (req, res) => {
a.category,
a.icon,
a.points,
COALESCE(pa.progress, 0) as progress,
COALESCE(pa.is_completed, false) as is_completed,
pa.earned_at
COALESCE(MAX(pa.progress), 0) as progress,
COALESCE(COUNT(pa.id) > 0, false) as is_completed,
MAX(pa.earned_at) as earned_at,
COUNT(pa.id) as completion_count
FROM achievements a
LEFT JOIN player_achievements pa ON a.id = pa.achievement_id AND pa.player_id = $1
LEFT JOIN player_achievements pa ON a.id = pa.achievement_id AND pa.player_id = $1 AND pa.is_completed = true
WHERE a.is_active = true
GROUP BY a.id, a.name, a.name_en, a.description, a.description_en, a.category, a.icon, a.points
ORDER BY
pa.is_completed DESC,
is_completed DESC,
a.category,
a.points DESC
`, [playerId]);
@@ -3092,10 +3119,10 @@ router.get('/achievements/player/:playerId/stats', async (req, res) => {
WHERE is_active = true
`);
// Get player's earned achievements
// Get player's earned achievements (count unique achievements, not total completions)
const playerResult = await pool.query(`
SELECT
COUNT(CASE WHEN pa.is_completed = true THEN 1 END) as completed_achievements,
COUNT(DISTINCT CASE WHEN pa.is_completed = true THEN pa.achievement_id END) as completed_achievements,
SUM(CASE WHEN pa.is_completed = true THEN a.points ELSE 0 END) as total_points,
COUNT(CASE WHEN pa.is_completed = true AND DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE THEN 1 END) as achievements_today
FROM achievements a

View File

@@ -0,0 +1,94 @@
/**
* Simuliert das Aufzeichnen einer neuen Zeit und testet sofortige Achievements
*
* Dieses Script simuliert, was passiert, wenn ein Spieler eine neue Zeit aufzeichnet
*/
const { Pool } = require('pg');
const AchievementSystem = require('../lib/achievementSystem');
require('dotenv').config();
// Database connection
const pool = new Pool({
host: process.env.DB_HOST,
port: process.env.DB_PORT,
database: process.env.DB_NAME,
user: process.env.DB_USER,
password: process.env.DB_PASSWORD,
ssl: process.env.DB_SSL === 'true' ? { rejectUnauthorized: false } : false
});
async function simulateNewTime() {
console.log('🎮 Simuliere neue Zeit-Aufzeichnung...\n');
try {
// Hole einen Test-Spieler
const playerResult = await pool.query(`
SELECT p.id, p.firstname, p.lastname, p.rfiduid
FROM players p
WHERE p.rfiduid IS NOT NULL
LIMIT 1
`);
if (playerResult.rows.length === 0) {
console.log('❌ Kein Spieler mit RFID gefunden');
return;
}
const player = playerResult.rows[0];
console.log(`👤 Teste mit Spieler: ${player.firstname} ${player.lastname} (${player.rfiduid})`);
// Hole eine Test-Location
const locationResult = await pool.query(`
SELECT id, name FROM locations LIMIT 1
`);
if (locationResult.rows.length === 0) {
console.log('❌ Keine Location gefunden');
return;
}
const location = locationResult.rows[0];
console.log(`📍 Teste mit Location: ${location.name}`);
// Simuliere eine neue Zeit (etwas langsamer als die beste Zeit)
const testTime = '00:01:30.500'; // 1:30.500
console.log(`⏱️ Simuliere Zeit: ${testTime}`);
// Füge die Zeit zur Datenbank hinzu
const timeResult = await pool.query(
`INSERT INTO times (player_id, location_id, recorded_time, created_at)
VALUES ($1, $2, $3, $4)
RETURNING id, player_id, created_at`,
[player.id, location.id, testTime, new Date()]
);
console.log(`✅ Zeit erfolgreich gespeichert (ID: ${timeResult.rows[0].id})`);
// Teste sofortige Achievements
console.log('\n🏆 Prüfe sofortige Achievements...');
const achievementSystem = new AchievementSystem();
await achievementSystem.loadAchievements();
const newAchievements = await achievementSystem.checkImmediateAchievements(player.id);
if (newAchievements.length > 0) {
console.log(`\n🎉 ${newAchievements.length} neue Achievements vergeben:`);
newAchievements.forEach(achievement => {
console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
});
} else {
console.log('\n Keine neuen Achievements vergeben');
}
console.log('\n✅ Simulation erfolgreich abgeschlossen!');
} catch (error) {
console.error('❌ Simulation fehlgeschlagen:', error);
} finally {
await pool.end();
}
}
// Führe Simulation aus
simulateNewTime();

View File

@@ -0,0 +1,50 @@
/**
* Test Script für das JavaScript Achievement System
*
* Testet die Achievement-Logik ohne auf 19:00 Uhr zu warten
*/
const AchievementSystem = require('../lib/achievementSystem');
require('dotenv').config();
async function testAchievementSystem() {
console.log('🧪 Starte Achievement-System Test...\n');
try {
const achievementSystem = new AchievementSystem();
// Lade Achievements
console.log('📋 Lade Achievements...');
await achievementSystem.loadAchievements();
// Führe tägliche Achievement-Prüfung durch
console.log('\n🎯 Führe tägliche Achievement-Prüfung durch...');
const result = await achievementSystem.runDailyAchievementCheck();
// Zeige Ergebnisse
console.log('\n📊 Test-Ergebnisse:');
console.log(` 🏆 ${result.totalNewAchievements} neue Achievements vergeben`);
console.log(` 👥 ${result.playerAchievements.length} Spieler haben neue Achievements erhalten`);
if (result.playerAchievements.length > 0) {
console.log('\n📋 Neue Achievements im Detail:');
result.playerAchievements.forEach(player => {
console.log(` 👤 ${player.player}:`);
player.achievements.forEach(achievement => {
console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
});
});
} else {
console.log('\n Keine neuen Achievements vergeben');
}
console.log('\n✅ Test erfolgreich abgeschlossen!');
} catch (error) {
console.error('❌ Test fehlgeschlagen:', error);
process.exit(1);
}
}
// Führe Test aus
testAchievementSystem();

View File

@@ -0,0 +1,48 @@
/**
* Test Script für sofortige Achievements
*
* Testet die sofortige Achievement-Logik für einen einzelnen Spieler
*/
const AchievementSystem = require('../lib/achievementSystem');
require('dotenv').config();
async function testImmediateAchievements() {
console.log('⚡ Starte sofortige Achievement-Test...\n');
try {
const achievementSystem = new AchievementSystem();
// Lade Achievements
console.log('📋 Lade Achievements...');
await achievementSystem.loadAchievements();
// Teste mit einem spezifischen Spieler (Carsten Graf)
const testPlayerId = '313ceee3-8040-44b4-98d2-e63703579e5d';
console.log(`\n🎯 Teste sofortige Achievements für Spieler ${testPlayerId}...`);
const newAchievements = await achievementSystem.checkImmediateAchievements(testPlayerId);
// Zeige Ergebnisse
console.log('\n📊 Sofortige Achievement-Test Ergebnisse:');
console.log(` 🏆 ${newAchievements.length} neue sofortige Achievements vergeben`);
if (newAchievements.length > 0) {
console.log('\n📋 Neue sofortige Achievements:');
newAchievements.forEach(achievement => {
console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
});
} else {
console.log('\n Keine neuen sofortigen Achievements vergeben');
}
console.log('\n✅ Sofortige Achievement-Test erfolgreich abgeschlossen!');
} catch (error) {
console.error('❌ Test fehlgeschlagen:', error);
process.exit(1);
}
}
// Führe Test aus
testImmediateAchievements();

View File

@@ -0,0 +1,75 @@
/**
* Test Script für mehrfache Achievements
*
* Demonstriert, wie Achievements mehrmals erreicht werden können
* und wie die Gesamtpunkte berechnet werden
*/
const AchievementSystem = require('../lib/achievementSystem');
require('dotenv').config();
async function testMultipleAchievements() {
console.log('🔄 Teste mehrfache Achievements...\n');
try {
const achievementSystem = new AchievementSystem();
// Lade Achievements
console.log('📋 Lade Achievements...');
await achievementSystem.loadAchievements();
// Teste mit Carsten Graf
const testPlayerId = '313ceee3-8040-44b4-98d2-e63703579e5d';
console.log(`\n👤 Teste mit Spieler: ${testPlayerId}`);
// Zeige aktuelle Punkte
console.log('\n📊 Aktuelle Gesamtpunkte:');
const currentPoints = await achievementSystem.getPlayerTotalPoints(testPlayerId);
console.log(` 🏆 Gesamtpunkte: ${currentPoints.totalPoints}`);
console.log(` 🔢 Gesamt-Completions: ${currentPoints.totalCompletions}`);
// Führe Achievement-Check durch
console.log('\n🎯 Führe Achievement-Check durch...');
const newAchievements = await achievementSystem.checkImmediateAchievements(testPlayerId);
if (newAchievements.length > 0) {
console.log(`\n🏆 ${newAchievements.length} neue Achievements vergeben:`);
newAchievements.forEach(achievement => {
console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
});
} else {
console.log('\n Keine neuen Achievements vergeben');
}
// Zeige neue Gesamtpunkte
console.log('\n📊 Neue Gesamtpunkte:');
const newPoints = await achievementSystem.getPlayerTotalPoints(testPlayerId);
console.log(` 🏆 Gesamtpunkte: ${newPoints.totalPoints} (${newPoints.totalPoints - currentPoints.totalPoints > 0 ? '+' : ''}${newPoints.totalPoints - currentPoints.totalPoints})`);
console.log(` 🔢 Gesamt-Completions: ${newPoints.totalCompletions} (${newPoints.totalCompletions - currentPoints.totalCompletions > 0 ? '+' : ''}${newPoints.totalCompletions - currentPoints.totalCompletions})`);
// Zeige alle Achievements mit Completions
console.log('\n📋 Alle Achievements mit Completions:');
await achievementSystem.loadPlayerAchievements(testPlayerId);
const playerAchievements = achievementSystem.playerAchievements.get(testPlayerId);
if (playerAchievements && playerAchievements.size > 0) {
for (const [achievementId, data] of playerAchievements) {
const achievement = Array.from(achievementSystem.achievements.values())
.find(a => a.id === achievementId);
if (achievement) {
console.log(` ${achievement.icon} ${achievement.name}: ${data.completion_count}x (${data.completion_count * achievement.points} Punkte)`);
}
}
}
console.log('\n✅ Mehrfache Achievement-Test erfolgreich abgeschlossen!');
} catch (error) {
console.error('❌ Test fehlgeschlagen:', error);
process.exit(1);
}
}
// Führe Test aus
testMultipleAchievements();

View File

@@ -23,11 +23,15 @@ const { createServer } = require('http');
const { Server } = require('socket.io');
const swaggerUi = require('swagger-ui-express');
const swaggerSpecs = require('./swagger');
const cron = require('node-cron');
require('dotenv').config();
// Route Imports
const { router: apiRoutes, requireApiKey } = require('./routes/api');
// Achievement System
const AchievementSystem = require('./lib/achievementSystem');
// ============================================================================
// SERVER CONFIGURATION
// ============================================================================
@@ -279,6 +283,55 @@ server.listen(port, () => {
console.log(` 👑 Admin: /api/v1/admin/`);
});
// ============================================================================
// SCHEDULED TASKS
// ============================================================================
/**
* Scheduled Function - Runs daily at 7 PM (19:00)
* Führt tägliche Achievement-Prüfung durch
*/
async function scheduledTaskAt7PM() {
const now = new Date();
console.log(`⏰ Geplante Aufgabe ausgeführt um ${now.toLocaleString('de-DE')}`);
try {
// Initialisiere Achievement-System
const achievementSystem = new AchievementSystem();
// Führe tägliche Achievement-Prüfung durch
const result = await achievementSystem.runDailyAchievementCheck();
console.log(`🏆 Achievement-Prüfung abgeschlossen:`);
console.log(` 📊 ${result.totalNewAchievements} neue Achievements vergeben`);
console.log(` 👥 ${result.playerAchievements.length} Spieler haben neue Achievements erhalten`);
// Zeige Details der neuen Achievements
if (result.playerAchievements.length > 0) {
console.log(`\n📋 Neue Achievements im Detail:`);
result.playerAchievements.forEach(player => {
console.log(` 👤 ${player.player}:`);
player.achievements.forEach(achievement => {
console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
});
});
}
console.log('✅ Geplante Aufgabe erfolgreich abgeschlossen');
} catch (error) {
console.error('❌ Fehler bei der geplanten Aufgabe:', error);
}
}
// Cron Job: Täglich um 19:00 Uhr (7 PM)
// Format: Sekunde Minute Stunde Tag Monat Wochentag
cron.schedule('0 0 19 * * *', scheduledTaskAt7PM, {
scheduled: true,
timezone: "Europe/Berlin" // Deutsche Zeitzone
});
console.log('📅 Geplante Aufgabe eingerichtet: Täglich um 19:00 Uhr');
// ============================================================================
// GRACEFUL SHUTDOWN
// ============================================================================