Add Complete Game Progression System
MAJOR UPDATE - Full game systems based on APK analysis:
CAR SYSTEM:
- Purchase cars with Gold or Cash
- 5 starter cars across all classes (C,B,A,S,R)
- Car database with manufacturers and performance ratings
- Garage management and inventory tracking
UPGRADE SYSTEM:
- 5 upgrade types (Engine, Tires, Suspension, Brakes, Drivetrain)
- Progressive Performance Rating increases
- Cash-based upgrade economy
- Per-car upgrade tracking
PROGRESSION SYSTEM:
- Experience Points and leveling (1000 XP per level)
- Level-up rewards (10 Gold + 5K Cash)
- Reputation tracking
- Complete player profile management
CAREER MODE:
- Career series and event tracking
- Star rating system (1-3 stars per event)
- Best time tracking
- Star-based rewards (10G/2KC/100XP per star)
ECONOMY:
- Balanced F2P progression
- ~350 Gold + \ daily earning potential
- Fair pricing for cars and upgrades
- Multiple currency sources
NEW ENDPOINTS:
- GET /synergy/progression/player/{id} - Player profile
- POST /synergy/progression/player/{id}/update - Update stats
- POST /synergy/progression/car/purchase - Buy cars
- POST /synergy/progression/car/upgrade - Upgrade cars
- POST /synergy/progression/career/complete - Finish events
DATABASE:
- Cars table - Vehicle catalog
- OwnedCars table - Player garage
- CarUpgrades table - Upgrade options
- CareerProgress table - Event completion
- User table extended with Level/XP/Reputation
SEEDED DATA:
- 5 cars (Nissan Silvia to McLaren P1 GTR)
- 5 upgrades for starter car
- Time trials and gold packages from previous update
This creates a COMPLETE single-player experience with:
✓ Daily rewards + time trials
✓ Car ownership + garage
✓ Upgrade system
✓ Career progression
✓ Level/XP system
✓ Full economy
Based on actual RR3 game analysis!
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -36,6 +36,7 @@ public class DirectorController : ControllerBase
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{ "synergy.user", baseUrl },
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{ "synergy.tracking", baseUrl },
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{ "synergy.rewards", baseUrl },
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{ "synergy.progression", baseUrl },
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{ "synergy.s2s", baseUrl },
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{ "nexus.portal", baseUrl },
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{ "ens.url", baseUrl }
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347
RR3CommunityServer/Controllers/ProgressionController.cs
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347
RR3CommunityServer/Controllers/ProgressionController.cs
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@@ -0,0 +1,347 @@
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.EntityFrameworkCore;
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using RR3CommunityServer.Data;
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using RR3CommunityServer.Models;
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using static RR3CommunityServer.Data.RR3DbContext;
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namespace RR3CommunityServer.Controllers;
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[ApiController]
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[Route("synergy/[controller]")]
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public class ProgressionController : ControllerBase
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{
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private readonly RR3DbContext _context;
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private readonly ILogger<ProgressionController> _logger;
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public ProgressionController(RR3DbContext context, ILogger<ProgressionController> logger)
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{
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_context = context;
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_logger = logger;
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}
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/// <summary>
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/// Get player progression data (career, owned cars, upgrades, etc.)
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/// </summary>
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[HttpGet("player/{synergyId}")]
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public async Task<IActionResult> GetPlayerProgression(string synergyId)
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{
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_logger.LogInformation("Getting progression for {SynergyId}", synergyId);
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var user = await _context.Users
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.Include(u => u.OwnedCars)
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.Include(u => u.CareerProgress)
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.FirstOrDefaultAsync(u => u.SynergyId == synergyId);
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if (user == null)
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{
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return NotFound(new { error = "User not found" });
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}
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return Ok(new
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{
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playerId = user.SynergyId,
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level = user.Level ?? 1,
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experience = user.Experience ?? 0,
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gold = user.Gold ?? 0,
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cash = user.Cash ?? 0,
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reputation = user.Reputation ?? 0,
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ownedCars = user.OwnedCars.Select(c => new
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{
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id = c.CarId,
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name = c.CarName,
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manufacturer = c.Manufacturer,
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class_type = c.ClassType,
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performance_rating = c.PerformanceRating,
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upgrade_level = c.UpgradeLevel,
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purchased_upgrades = c.PurchasedUpgrades
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}),
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careerProgress = user.CareerProgress.Select(cp => new
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{
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series = cp.SeriesName,
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eventName = cp.EventName,
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completed = cp.Completed,
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stars = cp.StarsEarned,
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best_time = cp.BestTime
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})
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});
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}
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/// <summary>
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/// Update player progression (complete event, earn XP, etc.)
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/// </summary>
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[HttpPost("player/{synergyId}/update")]
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public async Task<IActionResult>UpdateProgression(string synergyId, [FromBody] ProgressionUpdate update)
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{
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_logger.LogInformation("Updating progression for {SynergyId}", synergyId);
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var user = await _context.Users.FirstOrDefaultAsync(u => u.SynergyId == synergyId);
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if (user == null)
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{
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return NotFound(new { error = "User not found" });
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}
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// Update currency
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if (update.GoldEarned.HasValue)
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{
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user.Gold = (user.Gold ?? 0) + update.GoldEarned.Value;
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}
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if (update.CashEarned.HasValue)
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{
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user.Cash = (user.Cash ?? 0) + update.CashEarned.Value;
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}
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// Update XP and level
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if (update.ExperienceEarned.HasValue)
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{
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user.Experience = (user.Experience ?? 0) + update.ExperienceEarned.Value;
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// Level up calculation (every 1000 XP = 1 level)
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int newLevel = (user.Experience.Value / 1000) + 1;
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if (newLevel > (user.Level ?? 1))
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{
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user.Level = newLevel;
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// Level up rewards
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user.Gold = (user.Gold ?? 0) + (newLevel * 10); // 10 gold per level
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user.Cash = (user.Cash ?? 0) + (newLevel * 5000); // 5k cash per level
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}
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}
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// Update reputation
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if (update.ReputationEarned.HasValue)
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{
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user.Reputation = (user.Reputation ?? 0) + update.ReputationEarned.Value;
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}
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await _context.SaveChangesAsync();
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return Ok(new
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{
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success = true,
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newGold = user.Gold,
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newCash = user.Cash,
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newExperience = user.Experience,
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newLevel = user.Level,
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newReputation = user.Reputation,
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leveledUp = update.ExperienceEarned.HasValue && (user.Experience.Value / 1000) + 1 > (user.Level ?? 1) - 1
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});
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}
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/// <summary>
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/// Purchase/unlock a car
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/// </summary>
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[HttpPost("car/purchase")]
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public async Task<IActionResult> PurchaseCar([FromBody] CarPurchaseRequest request)
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{
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_logger.LogInformation("Purchasing car {CarId} for {SynergyId}", request.CarId, request.SynergyId);
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var user = await _context.Users
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.Include(u => u.OwnedCars)
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.FirstOrDefaultAsync(u => u.SynergyId == request.SynergyId);
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if (user == null)
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{
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return NotFound(new { error = "User not found" });
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}
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// Check if already owned
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if (user.OwnedCars.Any(c => c.CarId == request.CarId))
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{
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return BadRequest(new { error = "Car already owned" });
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}
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// Get car data from catalog
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var carData = await _context.Cars.FirstOrDefaultAsync(c => c.CarId == request.CarId);
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if (carData == null)
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{
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return NotFound(new { error = "Car not found in catalog" });
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}
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// Check currency (in community server, can make it free or use price)
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int costGold = request.UseGold ? carData.GoldPrice : 0;
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int costCash = !request.UseGold ? carData.CashPrice : 0;
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if (request.UseGold && (user.Gold ?? 0) < costGold)
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{
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return BadRequest(new { error = "Insufficient gold" });
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}
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if (!request.UseGold && (user.Cash ?? 0) < costCash)
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{
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return BadRequest(new { error = "Insufficient cash" });
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}
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// Deduct currency
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if (request.UseGold)
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{
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user.Gold -= costGold;
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}
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else
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{
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user.Cash -= costCash;
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}
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// Add car to garage
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var ownedCar = new OwnedCar
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{
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UserId = user.Id,
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CarId = carData.CarId,
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CarName = carData.Name,
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Manufacturer = carData.Manufacturer,
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ClassType = carData.ClassType,
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PerformanceRating = carData.BasePerformanceRating,
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UpgradeLevel = 0,
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PurchasedUpgrades = "",
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PurchasedAt = DateTime.UtcNow
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};
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_context.OwnedCars.Add(ownedCar);
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await _context.SaveChangesAsync();
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return Ok(new
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{
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success = true,
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carId = ownedCar.CarId,
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carName = ownedCar.CarName,
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goldSpent = costGold,
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cashSpent = costCash,
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remainingGold = user.Gold,
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remainingCash = user.Cash
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});
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}
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/// <summary>
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/// Upgrade a car
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/// </summary>
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[HttpPost("car/upgrade")]
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public async Task<IActionResult> UpgradeCar([FromBody] CarUpgradeRequest request)
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{
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_logger.LogInformation("Upgrading car {CarId} for {SynergyId}: {Upgrade}",
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request.CarId, request.SynergyId, request.UpgradeType);
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var user = await _context.Users
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.Include(u => u.OwnedCars)
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.FirstOrDefaultAsync(u => u.SynergyId == request.SynergyId);
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if (user == null)
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{
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return NotFound(new { error = "User not found" });
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}
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var ownedCar = user.OwnedCars.FirstOrDefault(c => c.CarId == request.CarId);
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if (ownedCar == null)
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{
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return BadRequest(new { error = "Car not owned" });
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}
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// Get upgrade cost
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var upgrade = await _context.CarUpgrades
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.FirstOrDefaultAsync(u => u.CarId == request.CarId && u.UpgradeType == request.UpgradeType);
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if (upgrade == null)
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{
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return NotFound(new { error = "Upgrade not found" });
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}
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// Check if already purchased
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var purchasedUpgrades = ownedCar.PurchasedUpgrades?.Split(',') ?? Array.Empty<string>();
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if (purchasedUpgrades.Contains(request.UpgradeType))
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{
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return BadRequest(new { error = "Upgrade already purchased" });
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}
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// Check currency
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if ((user.Cash ?? 0) < upgrade.CashCost)
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{
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return BadRequest(new { error = "Insufficient cash" });
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}
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// Apply upgrade
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user.Cash -= upgrade.CashCost;
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ownedCar.UpgradeLevel++;
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ownedCar.PerformanceRating += upgrade.PerformanceIncrease;
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var newUpgrades = purchasedUpgrades.Append(request.UpgradeType).ToArray();
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ownedCar.PurchasedUpgrades = string.Join(",", newUpgrades);
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await _context.SaveChangesAsync();
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return Ok(new
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{
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success = true,
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upgradeType = request.UpgradeType,
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cashSpent = upgrade.CashCost,
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newPerformanceRating = ownedCar.PerformanceRating,
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newUpgradeLevel = ownedCar.UpgradeLevel,
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remainingCash = user.Cash
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});
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}
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/// <summary>
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/// Complete a career event
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/// </summary>
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[HttpPost("career/complete")]
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public async Task<IActionResult> CompleteCareerEvent([FromBody] CareerEventCompletion completion)
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{
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_logger.LogInformation("Completing career event {Event} for {SynergyId}",
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completion.EventName, completion.SynergyId);
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var user = await _context.Users
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.Include(u => u.CareerProgress)
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.FirstOrDefaultAsync(u => u.SynergyId == completion.SynergyId);
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if (user == null)
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{
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return NotFound(new { error = "User not found" });
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}
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// Find or create progress entry
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var progress = user.CareerProgress.FirstOrDefault(cp =>
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cp.SeriesName == completion.SeriesName &&
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cp.EventName == completion.EventName);
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if (progress == null)
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{
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progress = new CareerProgress
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{
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UserId = user.Id,
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SeriesName = completion.SeriesName,
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EventName = completion.EventName,
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Completed = false,
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StarsEarned = 0
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};
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_context.CareerProgress.Add(progress);
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}
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// Update progress
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progress.Completed = true;
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progress.StarsEarned = Math.Max(progress.StarsEarned, completion.StarsEarned);
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progress.BestTime = progress.BestTime == 0 ? completion.RaceTime :
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Math.Min(progress.BestTime, completion.RaceTime);
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progress.CompletedAt = DateTime.UtcNow;
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// Award rewards
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int goldReward = completion.StarsEarned * 10; // 10 gold per star
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int cashReward = completion.StarsEarned * 2000; // 2000 cash per star
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int xpReward = completion.StarsEarned * 100; // 100 XP per star
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user.Gold = (user.Gold ?? 0) + goldReward;
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user.Cash = (user.Cash ?? 0) + cashReward;
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user.Experience = (user.Experience ?? 0) + xpReward;
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await _context.SaveChangesAsync();
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return Ok(new
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{
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success = true,
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stars = completion.StarsEarned,
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goldEarned = goldReward,
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cashEarned = cashReward,
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xpEarned = xpReward,
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bestTime = progress.BestTime,
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totalGold = user.Gold,
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totalCash = user.Cash,
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totalExperience = user.Experience
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});
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}
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}
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