refactor(games): rework room lifecycle events and remove chess plugin
Consolidate room leave/delete event handling into RoomManager emitter, remove redundant PLAYER_LEFT publishes from GameServer, and delete the chess game plugin (board, types, tests) in favor of the new plugin architecture. Add per-module CLAUDE.md files for leveling, guild-settings, feature-flags, db, api, and panel to improve agent navigability. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
9
shared/modules/leveling/CLAUDE.md
Normal file
9
shared/modules/leveling/CLAUDE.md
Normal file
@@ -0,0 +1,9 @@
|
||||
# Leveling Module
|
||||
|
||||
- **Level is derived, not stored.** Total XP is the source of truth. `getLevelFromXp()` recalculates level from cumulative XP on every `addXp()` call. Levels are monotonic — they never decrease.
|
||||
- XP curve is a power law: `xpForLevel(n) = floor(base * n^exponent)` where defaults are `base: 100`, `exponent: 1.5`. Config comes from `gameSettingsService` (30s cache TTL).
|
||||
- Chat XP (`processChatXp()`) awards random XP between `minXp` (5) and `maxXp` (15) per message, gated by a 60-second per-user cooldown (`TimerType.COOLDOWN`, key `TimerKey.CHAT_XP`). The cooldown is upserted atomically.
|
||||
- Quest/reward XP uses `addXp()` directly — it bypasses the chat cooldown.
|
||||
- XP boost multipliers come from active `TimerType.EFFECT` timers with key `'xp_boost'` (metadata field: `multiplier`).
|
||||
- All XP values are `bigint` in the DB but converted to `Number` for arithmetic. Watch for overflow at extremely high XP values.
|
||||
- `addXp()` and `processChatXp()` run inside transactions. They emit `XP_GAINED` (fire-and-forget) which the quest system listens to — the weight equals the XP amount.
|
||||
Reference in New Issue
Block a user