Files
Ninjaserver/lib/achievementSystem.js

877 lines
35 KiB
JavaScript

/**
* 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, can_be_earned_multiple_times
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 {
// Initialisiere immer eine leere Map für den Spieler
this.playerAchievements.set(playerId, new Map());
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
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
});
});
// Count unique achievements and duplicates
const uniqueAchievements = new Set(result.rows.map(row => row.achievement_id));
const totalCount = result.rows.length;
const uniqueCount = uniqueAchievements.size;
const duplicateCount = totalCount - uniqueCount;
if (duplicateCount > 0) {
console.log(`📋 ${totalCount} Achievements für Spieler ${playerId} geladen (${uniqueCount} eindeutige, ${duplicateCount} doppelt)`);
} else {
console.log(`📋 ${totalCount} Achievements für Spieler ${playerId} geladen`);
}
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 alle Achievements (falls noch nicht geladen)
if (this.achievements.size === 0) {
console.log('📋 Lade alle Achievements...');
await this.loadAchievements();
}
// 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;
// Prüfe ob das Achievement heute bereits 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 DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
`, [playerId, achievement.id]);
if (parseInt(alreadyEarnedToday.rows[0].count) > 0) 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 das Achievement heute bereits 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 DATE(pa.earned_at AT TIME ZONE 'Europe/Berlin') = CURRENT_DATE
`, [playerId, achievement.id]);
if (parseInt(alreadyEarnedToday.rows[0].count) > 0) 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 (einmal pro Jahr)
*/
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 currentYear = new Date().getFullYear();
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 dieses Jahres 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
AND EXTRACT(YEAR FROM t.created_at AT TIME ZONE 'Europe/Berlin') = $3
) as has_played
`, [playerId, currentMonth, 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 Jahreszeiten-Achievements (einmal pro Jahr)
*/
async checkSeasonalTimeAchievements(playerId, currentMonth, newAchievements) {
const season = this.getSeason(currentMonth);
const currentYear = new Date().getFullYear();
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 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;