feat(city): add player marketplace, mission journal, character customization and presence
- Player-to-player marketplace with listings, buying and selling - Mission system with progress tracking and money rewards - Character appearance customization (skin, hair, face, beard, accessory) - Multiplayer presence feed showing nearby citizens in near-real-time - Admin world dashboard with live platform metrics - Bus and train transportation with temporary ride state - Mobile joystick controls and minimap HUD - Education bonus applied to work salary
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@@ -0,0 +1,110 @@
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<?php
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namespace App\Support;
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use App\Models\Character;
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use App\Models\Mission;
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use Illuminate\Support\Facades\DB;
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/**
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* Tracks citizen mission progress and pays rewards on completion.
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*/
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class MissionTracker
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{
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/**
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* Metric keys readable from a character snapshot.
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*
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* @var list<string>
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*/
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public const METRICS = ['exercise_count', 'buildings', 'transactions', 'education'];
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/**
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* Ensure the character has an active row for every city mission.
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*/
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public static function ensureTracking(Character $character): void
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{
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$missions = Mission::query()
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->where('city_id', $character->city_id)
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->where('is_active', true)
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->get();
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foreach ($missions as $mission) {
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$exists = DB::table('character_missions')
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->where('character_id', $character->id)
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->where('mission_id', $mission->id)
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->exists();
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if (! $exists) {
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DB::table('character_missions')->insert([
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'character_id' => $character->id,
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'mission_id' => $mission->id,
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'progress' => 0,
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'is_completed' => false,
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'created_at' => now(),
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'updated_at' => now(),
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]);
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}
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}
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}
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/**
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* Recompute progress for a metric and complete missions that hit target.
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*
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* @return list<array{code: string, title: string, reward: float}>
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*/
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public static function sync(Character $character, string $metric): array
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{
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if (! in_array($metric, self::METRICS, true)) {
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return [];
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}
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self::ensureTracking($character);
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$character->refresh();
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$value = (int) match ($metric) {
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'exercise_count' => $character->exercise_count,
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'education' => $character->education,
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'buildings' => $character->buildings()->where('type', 'house')->count(),
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'transactions' => DB::table('transactions')
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->where('from_character_id', $character->id)
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->orWhere('to_character_id', $character->id)
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->count(),
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default => 0,
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};
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$completed = [];
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$rows = DB::table('character_missions')
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->where('character_id', $character->id)
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->where('is_completed', false)
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->get();
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foreach ($rows as $row) {
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$mission = Mission::query()->find($row->mission_id);
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if ($mission === null || $mission->metric !== $metric) {
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continue;
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}
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$progress = min($value, (int) $mission->target);
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DB::table('character_missions')->where('id', $row->id)->update([
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'progress' => $progress,
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'is_completed' => $progress >= (int) $mission->target,
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'completed_at' => $progress >= (int) $mission->target ? now() : null,
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'updated_at' => now(),
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]);
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if ($progress >= (int) $mission->target) {
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$character->money = round((float) $character->money + (float) $mission->reward, 2);
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$completed[] = [
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'code' => $mission->code,
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'title' => $mission->title,
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'reward' => (float) $mission->reward,
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];
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}
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}
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if ($completed !== []) {
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$character->save();
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}
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return $completed;
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}
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}
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