first commit

This commit is contained in:
Doar Mihai
2026-06-27 14:38:18 +03:00
commit 96d317480b
165 changed files with 20061 additions and 0 deletions
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<?php
namespace App\Services\Game;
use App\Models\Character;
use App\Models\Crime;
use App\Models\CrimeAttempt;
use App\Models\ActivityLog;
use App\Enums\CharacterStatus;
class CrimeService
{
protected EnergyService $energyService;
protected EconomyService $economyService;
public function __construct()
{
$this->energyService = new EnergyService();
$this->economyService = new EconomyService();
}
/**
* Attempt a crime
*/
public function attemptCrime(Character $character, Crime $crime): CrimeAttempt
{
// Check if character can attempt this crime
if (!$crime->canBeAttemptedBy($character)) {
throw new \Exception('Character cannot attempt this crime.');
}
// Check if character can act
if (!$character->canAct()) {
throw new \Exception('Character cannot perform actions right now.');
}
// Consume energy
if (!$this->energyService->consume($character, $crime->energy_cost, 'crime')) {
throw new \Exception('Not enough energy to attempt this crime.');
}
// Calculate success rate
$successRate = $crime->calculateSuccessRate($character);
$isSuccess = random_int(0, 9999) / 10000 <= $successRate;
$reward = 0;
$experience = 0;
if ($isSuccess) {
// Successful crime
$reward = $crime->calculateReward($character);
$experience = $crime->calculateExperience($character);
$this->economyService->addMoney($character, $reward, "Crime: {$crime->name}");
$character->addExperience($experience);
// Log success
ActivityLog::logCrimeAttempt($character, $crime, true, $reward);
} else {
// Failed crime - take health penalty
$healthPenalty = (int) ($character->max_health * config('game.crime.failure_penalty', 0.10));
$character->takeDamage($healthPenalty);
// If dead, send to hospital
if ($character->isDead()) {
$character->sendToHospital();
}
// Log failure
ActivityLog::logCrimeAttempt($character, $crime, false, 0);
}
// Create crime attempt record
$attempt = CrimeAttempt::create([
'character_id' => $character->id,
'crime_id' => $crime->id,
'success' => $isSuccess,
'reward' => $reward,
'experience_gained' => $experience,
'attempted_at' => now(),
]);
return $attempt;
}
/**
* Get available crimes for a character
*/
public function getAvailableCrimes(Character $character): \Illuminate\Database\Eloquent\Collection
{
return Crime::query()
->where(function($query) use ($character) {
$query->whereNull('requires_level')
->orWhere('requires_level', '<=', $character->level);
})
->where(function($query) use ($character) {
$query->whereNull('location_id')
->orWhere('location_id', $character->location_id);
})
->where('energy_cost', '<=', $character->energy)
->orderBy('difficulty')
->orderBy('name')
->get();
}
/**
* Get recent crime attempts for a character
*/
public function getRecentAttempts(Character $character, int $limit = 10): \Illuminate\Database\Eloquent\Collection
{
return $character->crimeAttempts()
->with('crime')
->latest()
->take($limit)
->get();
}
/**
* Check if a crime is on cooldown for a character
*/
public function isOnCooldown(Character $character, Crime $crime): bool
{
$lastAttempt = $character->crimeAttempts()
->where('crime_id', $crime->id)
->latest()
->first();
if (!$lastAttempt) {
return false;
}
$cooldown = $crime->cooldown;
$timeSinceAttempt = now()->diffInSeconds($lastAttempt->attempted_at);
return $timeSinceAttempt < $cooldown;
}
/**
* Get remaining cooldown time for a crime
*/
public function getCooldownRemaining(Character $character, Crime $crime): int
{
if (!$this->isOnCooldown($character, $crime)) {
return 0;
}
$lastAttempt = $character->crimeAttempts()
->where('crime_id', $crime->id)
->latest()
->first();
$cooldown = $crime->cooldown;
$timeSinceAttempt = now()->diffInSeconds($lastAttempt->attempted_at);
return max(0, $cooldown - $timeSinceAttempt);
}
/**
* Create a new crime
*/
public function createCrime(array $data): Crime
{
return Crime::create($data);
}
/**
* Update a crime
*/
public function updateCrime(Crime $crime, array $data): Crime
{
$crime->update($data);
return $crime;
}
/**
* Delete a crime
*/
public function deleteCrime(Crime $crime): bool
{
return $crime->delete();
}
}
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<?php
namespace App\Services\Game;
use App\Models\Character;
class EconomyService
{
/**
* Transfer money between characters
*/
public function transfer(Character $from, Character $to, int $amount, string $reason = ''): bool
{
if (!$from->hasMoney($amount)) {
return false;
}
if ($from->id === $to->id) {
return false; // Can't transfer to self
}
$from->removeMoney($amount);
$to->addMoney($amount);
// Log the transaction
ActivityLog::logMoneyTransaction($from, 'spent', $amount, "Transfer to {$to->name}: {$reason}");
ActivityLog::logMoneyTransaction($to, 'earned', $amount, "Transfer from {$from->name}: {$reason}");
return true;
}
/**
* Add money to a character
*/
public function addMoney(Character $character, int $amount, string $reason = ''): void
{
$character->addMoney($amount);
if ($amount > 0 && $reason) {
ActivityLog::logMoneyTransaction($character, 'earned', $amount, $reason);
}
}
/**
* Remove money from a character
*/
public function removeMoney(Character $character, int $amount, string $reason = ''): bool
{
if (!$character->hasMoney($amount)) {
return false;
}
$character->removeMoney($amount);
if ($amount > 0 && $reason) {
ActivityLog::logMoneyTransaction($character, 'spent', $amount, $reason);
}
return true;
}
/**
* Deposit money to bank
*/
public function depositToBank(Character $character, int $amount): bool
{
return $character->depositToBank($amount);
}
/**
* Withdraw money from bank
*/
public function withdrawFromBank(Character $character, int $amount): bool
{
return $character->withdrawFromBank($amount);
}
/**
* Apply daily interest to all characters
*/
public function applyDailyInterest(): void
{
$characters = Character::all();
foreach ($characters as $character) {
$character->applyBankInterest();
}
}
/**
* Get the starting money for new characters
*/
public function getStartingMoney(): int
{
return config('game.economy.start_money', 5000);
}
/**
* Get the starting bank balance
*/
public function getStartingBank(): int
{
return config('game.economy.start_bank', 0);
}
/**
* Get the maximum bank balance
*/
public function getMaxBank(): int
{
return config('game.economy.max_bank', 10000000);
}
/**
* Get the bank interest rate
*/
public function getBankInterestRate(): float
{
return config('game.economy.bank_interest', 0.05);
}
}
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<?php
namespace App\Services\Game;
use App\Models\Character;
class EnergyService
{
/**
* Consume energy for an action
*/
public function consume(Character $character, int $amount, string $action): bool
{
if (!$character->canAct()) {
return false;
}
if (!$character->hasEnergy($amount)) {
return false;
}
return $character->consumeEnergy($amount);
}
/**
* Regenerate energy for a character
*/
public function regenerate(Character $character): void
{
$regenRate = config('game.energy.regen_rate', 5);
$maxEnergy = config('game.energy.max', 100);
// Ensure character has max_energy set
if ($character->max_energy <= 0) {
$character->max_energy = $maxEnergy;
}
$character->addEnergy($regenRate);
}
/**
* Get the energy regen rate
*/
public function getRegenRate(): int
{
return config('game.energy.regen_rate', 5);
}
/**
* Get the energy regen interval in seconds
*/
public function getRegenInterval(): int
{
return config('game.energy.regen_interval', 300);
}
/**
* Check if character has enough energy for an action type
*/
public function hasEnoughFor(Character $character, string $actionType): bool
{
$cost = config("game.energy.action_costs.{$actionType}", config('game.energy.action_costs.default', 10));
return $character->hasEnergy($cost);
}
/**
* Get the energy cost for an action type
*/
public function getCostFor(string $actionType): int
{
return config("game.energy.action_costs.{$actionType}", config('game.energy.action_costs.default', 10));
}
/**
* Restore all energy for a character
*/
public function restoreAll(Character $character): void
{
$maxEnergy = config('game.energy.max', 100);
if ($character->max_energy <= 0) {
$character->max_energy = $maxEnergy;
}
$character->energy = $character->max_energy;
$character->save();
}
}
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<?php
namespace App\Services\Game;
use App\Models\Character;
class HealthService
{
/**
* Regenerate health for a character
*/
public function regenerate(Character $character): void
{
if ($character->isDead()) {
return;
}
$regenRate = config('game.health.regen_rate', 2);
$character->heal($regenRate);
}
/**
* Get the health regen rate
*/
public function getRegenRate(): int
{
return config('game.health.regen_rate', 2);
}
/**
* Get the health regen interval in seconds
*/
public function getRegenInterval(): int
{
return config('game.health.regen_interval', 600);
}
/**
* Heal a character
*/
public function heal(Character $character, int $amount): void
{
$character->heal($amount);
}
/**
* Deal damage to a character
*/
public function damage(Character $character, int $amount): int
{
return $character->takeDamage($amount);
}
/**
* Revive a character from hospital
*/
public function revive(Character $character): bool
{
if (!$character->isDead() && !$character->isInHospital()) {
return false;
}
$cost = config('game.health.hospital_cost', 1000);
if ($character->money < $cost) {
return false;
}
$character->money -= $cost;
$character->health = $character->max_health;
$character->status = 'active';
$character->in_hospital_until = null;
$character->save();
return true;
}
/**
* Send character to hospital
*/
public function sendToHospital(Character $character): void
{
$character->health = 0;
$character->status = 'in_hospital';
$character->in_hospital_until = now()->addSeconds(config('game.health.regen_interval', 600) * 5); // 5 intervals
$character->save();
}
/**
* Restore all health for a character
*/
public function restoreAll(Character $character): void
{
$character->health = $character->max_health;
if ($character->status !== 'active') {
$character->status = 'active';
}
$character->in_hospital_until = null;
$character->save();
}
/**
* Check if character needs hospital
*/
public function needsHospital(Character $character): bool
{
return $character->isDead() || $character->isInHospital();
}
}
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<?php
namespace App\Services\Game;
use App\Models\User;
use App\Models\Notification;
use App\Models\Character;
use App\Models\Crime;
class NotificationService
{
/**
* Send a notification to a user
*/
public function send(User $user, string $type, array $data = [], bool $saveActivity = true): Notification
{
$notification = Notification::createForUser($user, $type, $data);
return $notification;
}
/**
* Send a system notification
*/
public function sendSystem(User $user, string $message): Notification
{
return Notification::sendSystem($user, $message);
}
/**
* Send a crime success notification
*/
public function sendCrimeSuccess(User $user, Crime $crime, int $reward): Notification
{
return Notification::sendCrimeSuccess($user, $crime, $reward);
}
/**
* Send a crime failure notification
*/
public function sendCrimeFailure(User $user, Crime $crime): Notification
{
return Notification::sendCrimeFailure($user, $crime);
}
/**
* Send a level up notification
*/
public function sendLevelUp(User $user, Character $character, int $newLevel): Notification
{
return $this->send($user, 'level_up', [
'character_name' => $character->name,
'level' => $newLevel,
]);
}
/**
* Send a money earned notification
*/
public function sendMoneyEarned(User $user, int $amount, string $reason): Notification
{
return $this->send($user, 'money_earned', [
'amount' => $amount,
'reason' => $reason,
]);
}
/**
* Send a money spent notification
*/
public function sendMoneySpent(User $user, int $amount, string $reason): Notification
{
return $this->send($user, 'money_spent', [
'amount' => $amount,
'reason' => $reason,
]);
}
/**
* Send an energy low notification
*/
public function sendEnergyLow(User $user, Character $character): Notification
{
return $this->send($user, 'energy_low', [
'character_name' => $character->name,
'energy' => $character->energy,
'max_energy' => $character->max_energy,
]);
}
/**
* Send a health low notification
*/
public function sendHealthLow(User $user, Character $character): Notification
{
return $this->send($user, 'health_low', [
'character_name' => $character->name,
'health' => $character->health,
'max_health' => $character->max_health,
]);
}
/**
* Send a character dead notification
*/
public function sendCharacterDead(User $user, Character $character): Notification
{
return $this->send($user, 'character_dead', [
'character_name' => $character->name,
'revive_cost' => config('game.health.hospital_cost', 1000),
]);
}
/**
* Send a character revived notification
*/
public function sendCharacterRevived(User $user, Character $character): Notification
{
return $this->send($user, 'character_revived', [
'character_name' => $character->name,
]);
}
/**
* Get unread notifications for a user
*/
public function getUnread(User $user): \Illuminate\Database\Eloquent\Collection
{
return $user->notifications()
->whereNull('read_at')
->orderBy('created_at', 'desc')
->get();
}
/**
* Get all notifications for a user
*/
public function getAll(User $user, int $limit = 20): \Illuminate\Database\Eloquent\Collection
{
return $user->notifications()
->orderBy('created_at', 'desc')
->take($limit)
->get();
}
/**
* Mark a notification as read
*/
public function markAsRead(Notification $notification): void
{
$notification->markAsRead();
}
/**
* Mark all notifications as read for a user
*/
public function markAllAsRead(User $user): int
{
return $user->notifications()
->whereNull('read_at')
->update(['read_at' => now()]);
}
/**
* Delete a notification
*/
public function delete(Notification $notification): bool
{
return $notification->delete();
}
/**
* Delete all read notifications for a user
*/
public function deleteAllRead(User $user): int
{
return $user->notifications()
->whereNotNull('read_at')
->delete();
}
/**
* Get the count of unread notifications for a user
*/
public function getUnreadCount(User $user): int
{
return $user->notifications()
->whereNull('read_at')
->count();
}
}