881 lines
35 KiB
JavaScript
881 lines
35 KiB
JavaScript
/**
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* NinjaCross Achievement System
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*
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* JavaScript-basierte Achievement-Logik für das NinjaCross Parkour System.
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* Liest Achievement-Definitionen aus der Datenbank und prüft/vergibt Achievements.
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*
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* @author NinjaCross Team
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* @version 1.0.0
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*/
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const { Pool } = require('pg');
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require('dotenv').config();
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// Database connection
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const pool = new Pool({
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host: process.env.DB_HOST,
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port: process.env.DB_PORT,
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database: process.env.DB_NAME,
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user: process.env.DB_USER,
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password: process.env.DB_PASSWORD,
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ssl: process.env.DB_SSL === 'true' ? { rejectUnauthorized: false } : false
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});
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class AchievementSystem {
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constructor() {
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this.achievements = new Map();
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this.playerAchievements = new Map();
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}
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/**
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* Lädt alle aktiven Achievements aus der Datenbank
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*/
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async loadAchievements() {
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try {
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const result = await pool.query(`
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SELECT id, name, description, category, condition_type, condition_value, icon, points, can_be_earned_multiple_times
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FROM achievements
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WHERE is_active = true
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ORDER BY category, condition_type
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`);
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this.achievements.clear();
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result.rows.forEach(achievement => {
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this.achievements.set(achievement.id, achievement);
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});
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console.log(`📋 ${this.achievements.size} Achievements geladen`);
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return true;
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} catch (error) {
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console.error('❌ Fehler beim Laden der Achievements:', error);
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return false;
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}
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}
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/**
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* Lädt alle Spieler-Achievements für einen Spieler
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* Jetzt werden alle Completions geladen (nicht nur die neueste)
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*/
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async loadPlayerAchievements(playerId) {
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try {
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// Initialisiere immer eine leere Map für den Spieler
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this.playerAchievements.set(playerId, new Map());
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const result = await pool.query(`
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SELECT pa.achievement_id, pa.progress, pa.is_completed, pa.earned_at
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FROM player_achievements pa
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WHERE pa.player_id = $1
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ORDER BY pa.earned_at DESC
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`, [playerId]);
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// Gruppiere nach achievement_id und zähle Completions
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const achievementCounts = new Map();
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result.rows.forEach(pa => {
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if (!achievementCounts.has(pa.achievement_id)) {
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achievementCounts.set(pa.achievement_id, {
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count: 0,
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latest: pa
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});
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}
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achievementCounts.get(pa.achievement_id).count++;
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});
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// Speichere die neueste Completion und die Anzahl
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achievementCounts.forEach((data, achievementId) => {
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this.playerAchievements.get(playerId).set(achievementId, {
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...data.latest,
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completion_count: data.count
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});
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});
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// Count unique achievements and duplicates
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const uniqueAchievements = new Set(result.rows.map(row => row.achievement_id));
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const totalCount = result.rows.length;
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const uniqueCount = uniqueAchievements.size;
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const duplicateCount = totalCount - uniqueCount;
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if (duplicateCount > 0) {
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console.log(`📋 ${totalCount} Achievements für Spieler ${playerId} geladen (${uniqueCount} eindeutige, ${duplicateCount} doppelt)`);
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} else {
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console.log(`📋 ${totalCount} Achievements für Spieler ${playerId} geladen`);
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}
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return true;
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} catch (error) {
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console.error(`❌ Fehler beim Laden der Spieler-Achievements für ${playerId}:`, error);
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return false;
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}
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}
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/**
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* Prüft alle Achievements für einen Spieler
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*/
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async checkAllAchievements(playerId) {
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console.log(`🎯 Prüfe Achievements für Spieler ${playerId}...`);
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// Lade Spieler-Achievements
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await this.loadPlayerAchievements(playerId);
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const newAchievements = [];
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// Prüfe alle Achievement-Kategorien
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await this.checkConsistencyAchievements(playerId, newAchievements);
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await this.checkImprovementAchievements(playerId, newAchievements);
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await this.checkSeasonalAchievements(playerId, newAchievements);
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await this.checkBestTimeAchievements(playerId, newAchievements);
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console.log(`✅ ${newAchievements.length} neue Achievements für Spieler ${playerId}`);
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return newAchievements;
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}
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/**
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* Prüft sofortige Achievements für einen Spieler (bei neuer Zeit)
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* Diese Achievements werden sofort vergeben, nicht nur um 19:00 Uhr
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*/
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async checkImmediateAchievements(playerId) {
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console.log(`⚡ Prüfe sofortige Achievements für Spieler ${playerId}...`);
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// Lade alle Achievements (falls noch nicht geladen)
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if (this.achievements.size === 0) {
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console.log('📋 Lade alle Achievements...');
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await this.loadAchievements();
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}
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// Lade Spieler-Achievements
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await this.loadPlayerAchievements(playerId);
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const newAchievements = [];
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// Prüfe nur sofortige Achievement-Kategorien
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await this.checkImmediateConsistencyAchievements(playerId, newAchievements);
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await this.checkImprovementAchievements(playerId, newAchievements);
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await this.checkSeasonalAchievements(playerId, newAchievements);
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// Best-Time Achievements werden NICHT sofort geprüft (nur um 19:00 Uhr)
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if (newAchievements.length > 0) {
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console.log(`🏆 ${newAchievements.length} sofortige Achievements für Spieler ${playerId}:`);
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newAchievements.forEach(achievement => {
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console.log(` ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)`);
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});
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}
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return newAchievements;
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}
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/**
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* Prüft Konsistenz-basierte Achievements
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*/
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async checkConsistencyAchievements(playerId, newAchievements) {
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// Erste Schritte
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await this.checkFirstTimeAchievement(playerId, newAchievements);
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// Versuche pro Tag
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await this.checkAttemptsPerDayAchievements(playerId, newAchievements);
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// Einzigartige Tage
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await this.checkUniqueDaysAchievements(playerId, newAchievements);
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}
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/**
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* Prüft nur sofortige Konsistenz-basierte Achievements
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*/
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async checkImmediateConsistencyAchievements(playerId, newAchievements) {
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// Erste Schritte
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await this.checkFirstTimeAchievement(playerId, newAchievements);
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// Versuche pro Tag
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await this.checkAttemptsPerDayAchievements(playerId, newAchievements);
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// Einzigartige Tage werden NICHT sofort geprüft (nur um 19:00 Uhr)
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}
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/**
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* Prüft "Erste Schritte" Achievement
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*/
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async checkFirstTimeAchievement(playerId, newAchievements) {
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const achievement = Array.from(this.achievements.values())
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.find(a => a.category === 'consistency' && a.condition_type === 'first_time');
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if (!achievement) return;
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// Prüfe ob bereits erreicht
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if (this.isAchievementCompleted(playerId, achievement.id)) return;
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// Zähle Gesamtversuche
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const result = await pool.query(`
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SELECT COUNT(*) as count
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FROM times t
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WHERE t.player_id = $1
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`, [playerId]);
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const totalAttempts = parseInt(result.rows[0].count);
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if (totalAttempts >= achievement.condition_value) {
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await this.awardAchievement(playerId, achievement, totalAttempts, newAchievements);
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}
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}
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/**
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* Prüft "Versuche pro Tag" Achievements
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*/
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async checkAttemptsPerDayAchievements(playerId, newAchievements) {
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const achievements = Array.from(this.achievements.values())
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.filter(a => a.category === 'consistency' && a.condition_type === 'attempts_per_day');
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// Zähle Versuche heute
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const result = await pool.query(`
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SELECT COUNT(*) as count
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FROM times t
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WHERE t.player_id = $1
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AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
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`, [playerId]);
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const attemptsToday = parseInt(result.rows[0].count);
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for (const achievement of achievements) {
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if (this.isAchievementCompleted(playerId, achievement.id)) continue;
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// Prüfe ob das Achievement heute bereits vergeben wurde
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const alreadyEarnedToday = await pool.query(`
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SELECT COUNT(*) as count
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FROM player_achievements pa
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WHERE pa.player_id = $1
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AND pa.achievement_id = $2
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AND DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
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`, [playerId, achievement.id]);
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if (parseInt(alreadyEarnedToday.rows[0].count) > 0) continue;
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if (attemptsToday >= achievement.condition_value) {
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await this.awardAchievement(playerId, achievement, attemptsToday, newAchievements);
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}
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}
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}
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/**
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* Prüft "Einzigartige Tage" Achievements
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*/
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async checkUniqueDaysAchievements(playerId, newAchievements) {
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const achievements = Array.from(this.achievements.values())
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.filter(a => a.category === 'consistency' && a.condition_type === 'unique_days');
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// Zähle einzigartige Tage
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const result = await pool.query(`
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SELECT COUNT(DISTINCT DATE(t.created_at AT TIME ZONE 'Europe/Berlin')) as count
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FROM times t
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WHERE t.player_id = $1
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`, [playerId]);
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const uniqueDays = parseInt(result.rows[0].count);
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for (const achievement of achievements) {
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if (this.isAchievementCompleted(playerId, achievement.id)) continue;
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if (uniqueDays >= achievement.condition_value) {
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await this.awardAchievement(playerId, achievement, uniqueDays, newAchievements);
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}
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}
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}
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/**
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* Prüft Verbesserungs-basierte Achievements
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*/
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async checkImprovementAchievements(playerId, newAchievements) {
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const achievements = Array.from(this.achievements.values())
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.filter(a => a.category === 'improvement' && a.condition_type === 'time_improvement');
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// Hole beste und zweitbeste Zeit
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const result = await pool.query(`
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SELECT
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MIN(recorded_time) as best_time,
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(SELECT MIN(recorded_time)
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FROM times t2
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WHERE t2.player_id = $1
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AND t2.recorded_time > (SELECT MIN(recorded_time) FROM times t3 WHERE t3.player_id = $1)
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) as second_best_time
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FROM times t
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WHERE t.player_id = $1
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`, [playerId]);
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const { best_time, second_best_time } = result.rows[0];
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if (!best_time || !second_best_time) return;
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// Berechne Verbesserung in Sekunden
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const improvementSeconds = Math.floor((new Date(second_best_time) - new Date(best_time)) / 1000);
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for (const achievement of achievements) {
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if (this.isAchievementCompleted(playerId, achievement.id)) continue;
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if (improvementSeconds >= achievement.condition_value) {
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await this.awardAchievement(playerId, achievement, improvementSeconds, newAchievements);
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}
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}
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}
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/**
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* Prüft Saisonale Achievements
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*/
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async checkSeasonalAchievements(playerId, newAchievements) {
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const now = new Date();
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const currentHour = now.getHours();
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const currentMonth = now.getMonth() + 1; // JavaScript months are 0-based
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const currentDayOfWeek = now.getDay(); // 0 = Sunday
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// Zeit-basierte Achievements
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await this.checkTimeBasedAchievements(playerId, currentHour, currentDayOfWeek, newAchievements);
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// Monatliche Achievements
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await this.checkMonthlyAchievements(playerId, currentMonth, newAchievements);
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// Jahreszeiten-Achievements
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await this.checkSeasonalTimeAchievements(playerId, currentMonth, newAchievements);
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}
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/**
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* Prüft zeit-basierte Achievements (Wochenende, Morgen, etc.)
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*/
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async checkTimeBasedAchievements(playerId, currentHour, currentDayOfWeek, newAchievements) {
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const timeAchievements = [
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{ condition: 'weekend_play', check: () => currentDayOfWeek === 0 || currentDayOfWeek === 6 },
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{ condition: 'morning_play', check: () => currentHour < 10 },
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{ condition: 'afternoon_play', check: () => currentHour >= 14 && currentHour < 18 },
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{ condition: 'evening_play', check: () => currentHour >= 18 }
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];
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for (const timeAchievement of timeAchievements) {
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if (!timeAchievement.check()) continue;
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const achievements = Array.from(this.achievements.values())
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.filter(a => a.category === 'seasonal' && a.condition_type === timeAchievement.condition);
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for (const achievement of achievements) {
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if (this.isAchievementCompleted(playerId, achievement.id)) continue;
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// Prüfe ob das Achievement heute bereits vergeben wurde
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const alreadyEarnedToday = await pool.query(`
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SELECT COUNT(*) as count
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FROM player_achievements pa
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WHERE pa.player_id = $1
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AND pa.achievement_id = $2
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AND DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
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`, [playerId, achievement.id]);
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if (parseInt(alreadyEarnedToday.rows[0].count) > 0) continue;
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// Prüfe ob Spieler zu dieser Zeit gespielt hat
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const hasPlayed = await this.checkTimeBasedPlay(playerId, timeAchievement.condition);
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if (hasPlayed) {
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await this.awardAchievement(playerId, achievement, 1, newAchievements);
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}
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}
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}
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}
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/**
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* Prüft ob Spieler zu einer bestimmten Zeit gespielt hat
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*/
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async checkTimeBasedPlay(playerId, conditionType) {
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let query = '';
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switch (conditionType) {
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case 'weekend_play':
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query = `
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SELECT EXISTS(
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SELECT 1 FROM times t
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WHERE t.player_id = $1
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AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
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AND EXTRACT(DOW FROM t.created_at AT TIME ZONE 'Europe/Berlin') IN (0, 6)
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) as has_played
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`;
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break;
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case 'morning_play':
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query = `
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SELECT EXISTS(
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SELECT 1 FROM times t
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WHERE t.player_id = $1
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AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
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AND EXTRACT(HOUR FROM t.created_at AT TIME ZONE 'Europe/Berlin') < 10
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) as has_played
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`;
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break;
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case 'afternoon_play':
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query = `
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SELECT EXISTS(
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SELECT 1 FROM times t
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WHERE t.player_id = $1
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AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
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AND EXTRACT(HOUR FROM t.created_at AT TIME ZONE 'Europe/Berlin') BETWEEN 14 AND 17
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) as has_played
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`;
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break;
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case 'evening_play':
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query = `
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SELECT EXISTS(
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SELECT 1 FROM times t
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WHERE t.player_id = $1
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AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
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AND EXTRACT(HOUR FROM t.created_at AT TIME ZONE 'Europe/Berlin') >= 18
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) as has_played
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`;
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break;
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}
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if (!query) return false;
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const result = await pool.query(query, [playerId]);
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return result.rows[0].has_played;
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}
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/**
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* Prüft monatliche Achievements (einmal pro Jahr)
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*/
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async checkMonthlyAchievements(playerId, currentMonth, newAchievements) {
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const monthNames = [
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'january', 'february', 'march', 'april', 'may', 'june',
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'july', 'august', 'september', 'october', 'november', 'december'
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];
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const currentMonthName = monthNames[currentMonth - 1];
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const currentYear = new Date().getFullYear();
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const achievements = Array.from(this.achievements.values())
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.filter(a => a.category === 'monthly' && a.condition_type === currentMonthName);
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for (const achievement of achievements) {
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if (this.isAchievementCompleted(playerId, achievement.id)) continue;
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// Prüfe ob Spieler in diesem Monat dieses Jahres gespielt hat
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const result = await pool.query(`
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SELECT EXISTS(
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SELECT 1 FROM times t
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WHERE t.player_id = $1
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AND EXTRACT(MONTH FROM t.created_at AT TIME ZONE 'Europe/Berlin') = $2
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AND EXTRACT(YEAR FROM t.created_at AT TIME ZONE 'Europe/Berlin') = $3
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) as has_played
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`, [playerId, currentMonth, currentYear]);
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if (result.rows[0].has_played) {
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// Prüfe ob Achievement bereits in diesem Jahr erreicht wurde
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const alreadyEarnedThisYear = await pool.query(`
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SELECT COUNT(*) as count
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FROM player_achievements pa
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WHERE pa.player_id = $1
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AND pa.achievement_id = $2
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AND EXTRACT(YEAR FROM pa.earned_at AT TIME ZONE 'Europe/Berlin') = $3
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`, [playerId, achievement.id, currentYear]);
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if (parseInt(alreadyEarnedThisYear.rows[0].count) === 0) {
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await this.awardAchievement(playerId, achievement, 1, newAchievements);
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}
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}
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}
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}
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/**
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* Prüft Jahreszeiten-Achievements (einmal pro Jahr)
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*/
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async checkSeasonalTimeAchievements(playerId, currentMonth, newAchievements) {
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const season = this.getSeason(currentMonth);
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const currentYear = new Date().getFullYear();
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const achievements = Array.from(this.achievements.values())
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.filter(a => a.category === 'seasonal' && a.condition_type === season);
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for (const achievement of achievements) {
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if (this.isAchievementCompleted(playerId, achievement.id)) continue;
|
|
|
|
// Prüfe ob Spieler in dieser Jahreszeit dieses Jahres 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)
|
|
AND EXTRACT(YEAR FROM t.created_at AT TIME ZONE 'Europe/Berlin') = $3
|
|
) as has_played
|
|
`, [playerId, months, currentYear]);
|
|
|
|
if (result.rows[0].has_played) {
|
|
// Prüfe ob Achievement bereits in diesem Jahr erreicht wurde
|
|
const alreadyEarnedThisYear = await pool.query(`
|
|
SELECT COUNT(*) as count
|
|
FROM player_achievements pa
|
|
WHERE pa.player_id = $1
|
|
AND pa.achievement_id = $2
|
|
AND EXTRACT(YEAR FROM pa.earned_at AT TIME ZONE 'Europe/Berlin') = $3
|
|
`, [playerId, achievement.id, currentYear]);
|
|
|
|
if (parseInt(alreadyEarnedThisYear.rows[0].count) === 0) {
|
|
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 pro Standort
|
|
*/
|
|
async checkDailyBest(playerId, currentDate, newAchievements) {
|
|
const achievement = Array.from(this.achievements.values())
|
|
.find(a => a.category === 'time' && a.condition_type === 'best_time_daily_location');
|
|
|
|
if (!achievement) return;
|
|
|
|
// Hole alle Standorte, an denen der Spieler heute gespielt hat
|
|
const locationsResult = await pool.query(`
|
|
SELECT DISTINCT t.location_id, l.name as location_name
|
|
FROM times t
|
|
INNER JOIN locations l ON t.location_id = l.id
|
|
WHERE t.player_id = $1
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = $2
|
|
`, [playerId, currentDate]);
|
|
|
|
for (const location of locationsResult.rows) {
|
|
// Prüfe ob das Achievement heute bereits für diesen Standort vergeben wurde
|
|
const alreadyEarnedToday = await pool.query(`
|
|
SELECT COUNT(*) as count
|
|
FROM player_achievements pa
|
|
WHERE pa.player_id = $1
|
|
AND pa.achievement_id = $2
|
|
AND pa.location_id = $3
|
|
AND DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
|
|
`, [playerId, achievement.id, location.location_id]);
|
|
|
|
if (parseInt(alreadyEarnedToday.rows[0].count) > 0) continue;
|
|
|
|
// Hole beste Zeit des Spielers heute an diesem Standort
|
|
const playerResult = await pool.query(`
|
|
SELECT MIN(recorded_time) as best_time
|
|
FROM times t
|
|
WHERE t.player_id = $1
|
|
AND t.location_id = $2
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = $3
|
|
`, [playerId, location.location_id, currentDate]);
|
|
|
|
// Hole beste Zeit des Tages an diesem Standort
|
|
const dailyResult = await pool.query(`
|
|
SELECT MIN(recorded_time) as best_time
|
|
FROM times t
|
|
WHERE t.location_id = $1
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') = $2
|
|
`, [location.location_id, 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, location.location_id);
|
|
console.log(`🏆 Tageskönig Achievement vergeben für Standort: ${location.location_name}`);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Prüft Wochenchampion Achievement pro Standort
|
|
*/
|
|
async checkWeeklyBest(playerId, currentDate, newAchievements) {
|
|
const achievement = Array.from(this.achievements.values())
|
|
.find(a => a.category === 'time' && a.condition_type === 'best_time_weekly_location');
|
|
|
|
if (!achievement) return;
|
|
|
|
// Berechne Woche
|
|
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 alle Standorte, an denen der Spieler diese Woche gespielt hat
|
|
const locationsResult = await pool.query(`
|
|
SELECT DISTINCT t.location_id, l.name as location_name
|
|
FROM times t
|
|
INNER JOIN locations l ON t.location_id = l.id
|
|
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]);
|
|
|
|
for (const location of locationsResult.rows) {
|
|
// Prüfe ob das Achievement diese Woche bereits für diesen Standort vergeben wurde
|
|
const alreadyEarnedThisWeek = await pool.query(`
|
|
SELECT COUNT(*) as count
|
|
FROM player_achievements pa
|
|
WHERE pa.player_id = $1
|
|
AND pa.achievement_id = $2
|
|
AND pa.location_id = $3
|
|
AND DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') >= $4
|
|
AND DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') <= $5
|
|
`, [playerId, achievement.id, location.location_id, weekStartStr, currentDate]);
|
|
|
|
if (parseInt(alreadyEarnedThisWeek.rows[0].count) > 0) continue;
|
|
|
|
// Hole beste Zeit des Spielers diese Woche an diesem Standort
|
|
const playerResult = await pool.query(`
|
|
SELECT MIN(recorded_time) as best_time
|
|
FROM times t
|
|
WHERE t.player_id = $1
|
|
AND t.location_id = $2
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') >= $3
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') <= $4
|
|
`, [playerId, location.location_id, weekStartStr, currentDate]);
|
|
|
|
// Hole beste Zeit der Woche an diesem Standort
|
|
const weeklyResult = await pool.query(`
|
|
SELECT MIN(recorded_time) as best_time
|
|
FROM times t
|
|
WHERE t.location_id = $1
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') >= $2
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') <= $3
|
|
`, [location.location_id, 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, location.location_id);
|
|
console.log(`🏆 Wochenchampion Achievement vergeben für Standort: ${location.location_name}`);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Prüft Monatsmeister Achievement pro Standort
|
|
*/
|
|
async checkMonthlyBest(playerId, currentDate, newAchievements) {
|
|
const achievement = Array.from(this.achievements.values())
|
|
.find(a => a.category === 'time' && a.condition_type === 'best_time_monthly_location');
|
|
|
|
if (!achievement) 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 alle Standorte, an denen der Spieler diesen Monat gespielt hat
|
|
const locationsResult = await pool.query(`
|
|
SELECT DISTINCT t.location_id, l.name as location_name
|
|
FROM times t
|
|
INNER JOIN locations l ON t.location_id = l.id
|
|
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]);
|
|
|
|
for (const location of locationsResult.rows) {
|
|
// Prüfe ob das Achievement diesen Monat bereits für diesen Standort vergeben wurde
|
|
const alreadyEarnedThisMonth = await pool.query(`
|
|
SELECT COUNT(*) as count
|
|
FROM player_achievements pa
|
|
WHERE pa.player_id = $1
|
|
AND pa.achievement_id = $2
|
|
AND pa.location_id = $3
|
|
AND DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') >= $4
|
|
AND DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') <= $5
|
|
`, [playerId, achievement.id, location.location_id, monthStartStr, currentDate]);
|
|
|
|
if (parseInt(alreadyEarnedThisMonth.rows[0].count) > 0) continue;
|
|
|
|
// Hole beste Zeit des Spielers diesen Monat an diesem Standort
|
|
const playerResult = await pool.query(`
|
|
SELECT MIN(recorded_time) as best_time
|
|
FROM times t
|
|
WHERE t.player_id = $1
|
|
AND t.location_id = $2
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') >= $3
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') <= $4
|
|
`, [playerId, location.location_id, monthStartStr, currentDate]);
|
|
|
|
// Hole beste Zeit des Monats an diesem Standort
|
|
const monthlyResult = await pool.query(`
|
|
SELECT MIN(recorded_time) as best_time
|
|
FROM times t
|
|
WHERE t.location_id = $1
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') >= $2
|
|
AND DATE(t.created_at AT TIME ZONE 'Europe/Berlin') <= $3
|
|
`, [location.location_id, 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, location.location_id);
|
|
console.log(`🏆 Monatsmeister Achievement vergeben für Standort: ${location.location_name}`);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Vergibt ein Achievement an einen Spieler
|
|
* Erstellt immer einen neuen Eintrag (keine Updates mehr)
|
|
*/
|
|
async awardAchievement(playerId, achievement, progress, newAchievements, locationId = null) {
|
|
try {
|
|
await pool.query(`
|
|
INSERT INTO player_achievements (player_id, achievement_id, progress, is_completed, earned_at, location_id)
|
|
VALUES ($1, $2, $3, true, NOW(), $4)
|
|
`, [playerId, achievement.id, progress, locationId]);
|
|
|
|
newAchievements.push({
|
|
id: achievement.id,
|
|
name: achievement.name,
|
|
description: achievement.description,
|
|
icon: achievement.icon,
|
|
points: achievement.points,
|
|
progress: progress,
|
|
locationId: locationId
|
|
});
|
|
|
|
const locationText = locationId ? ` (Standort: ${locationId})` : '';
|
|
console.log(`🏆 Achievement vergeben: ${achievement.icon} ${achievement.name} (+${achievement.points} Punkte)${locationText}`);
|
|
} catch (error) {
|
|
console.error(`❌ Fehler beim Vergeben des Achievements ${achievement.name}:`, error);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Prüft ob ein Achievement bereits erreicht wurde
|
|
* Berücksichtigt ob das Achievement mehrmals erreicht werden kann
|
|
*/
|
|
isAchievementCompleted(playerId, achievementId) {
|
|
const achievement = this.achievements.get(achievementId);
|
|
if (!achievement) return false;
|
|
|
|
// Wenn das Achievement mehrmals erreicht werden kann, ist es nie "abgeschlossen"
|
|
if (achievement.can_be_earned_multiple_times) {
|
|
return false;
|
|
}
|
|
|
|
// Für einmalige Achievements prüfen wir, ob sie bereits erreicht wurden
|
|
const playerAchievements = this.playerAchievements.get(playerId);
|
|
if (!playerAchievements) {
|
|
console.log(`⚠️ Player achievements not loaded for ${playerId}, assuming not completed`);
|
|
return false;
|
|
}
|
|
|
|
return playerAchievements.has(achievementId);
|
|
}
|
|
|
|
/**
|
|
* 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;
|