docs: rename CLAUDE.md to AGENTS.md across the project
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# Quest Module
- Quests are **event-driven**. The `handleEvent` method is called by system event listeners (not by commands directly). It matches events by exact name or prefix (e.g., trigger `ITEM_COLLECT` matches event `ITEM_COLLECT:101`), enabling both generic and specific quest triggers.
- Max active quests is controlled by `gameSettingsService`, not hardcoded. Default is 3.
- `assignQuest` uses `onConflictDoNothing` -- re-assigning an already-assigned quest silently no-ops. This is intentional to avoid duplicate quest entries.
- Quest progress is a simple integer counter. The `weight` parameter in `handleEvent` allows a single event to advance progress by more than 1 (useful for bulk actions).
- Quest completion is **automatic**: when progress >= target during `handleEvent`, `completeQuest` is called within the same transaction. There is no manual "turn in" step.
- Rewards (xp and balance) are distributed via `economyService` and `levelingService` inside the completion transaction. The `QUEST.COMPLETED` event is emitted with `systemEvents.emit` (fire-and-forget, not async) for bot-layer notifications.
- `requirements` and `rewards` are stored as JSON columns. Always expect `{ target: number }` for requirements and `{ xp?: number, balance?: number }` for rewards.
- Completed quests are never deleted -- they stay in `userQuests` with a `completedAt` timestamp. `getAvailableQuests` excludes any quest the user has ever been assigned (completed or not).