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
This commit is contained in:
2026-10-17 22:51:20 -03:00
parent 18778b3d26
commit a620f83dd8
30 changed files with 1822 additions and 10 deletions
@@ -0,0 +1,41 @@
<?php
use Illuminate\Database\Migrations\Migration;
use Illuminate\Database\Schema\Blueprint;
use Illuminate\Support\Facades\Schema;
/**
* Player-to-player marketplace listings.
*
* A character lists inventory items for a fixed price; buyers purchase
* through the city market endpoint with an atomic money transfer.
*/
return new class extends Migration
{
/**
* Run the migrations.
*/
public function up(): void
{
Schema::create('market_listings', function (Blueprint $table): void {
$table->id();
$table->foreignId('seller_character_id')->constrained('characters')->cascadeOnDelete();
$table->foreignId('city_id')->constrained('cities')->cascadeOnDelete();
$table->string('item', 40);
$table->unsignedInteger('qty')->default(1);
$table->decimal('unit_price', 10, 2);
$table->boolean('is_active')->default(true)->index();
$table->timestamps();
$table->index(['city_id', 'is_active']);
});
}
/**
* Reverse the migrations.
*/
public function down(): void
{
Schema::dropIfExists('market_listings');
}
};
@@ -0,0 +1,53 @@
<?php
use Illuminate\Database\Migrations\Migration;
use Illuminate\Database\Schema\Blueprint;
use Illuminate\Support\Facades\Schema;
/**
* Lightweight citizen missions (daily journal goals).
*
* Tracks progress per character and pays a money reward on completion.
*/
return new class extends Migration
{
/**
* Run the migrations.
*/
public function up(): void
{
Schema::create('missions', function (Blueprint $table): void {
$table->id();
$table->foreignId('city_id')->constrained('cities')->cascadeOnDelete();
$table->string('code', 60)->unique();
$table->string('title', 160);
$table->string('description', 400);
$table->string('metric', 40); // exercise_count|buildings|transactions|education
$table->unsignedInteger('target')->default(1);
$table->decimal('reward', 10, 2)->default(20);
$table->boolean('is_active')->default(true)->index();
$table->timestamps();
});
Schema::create('character_missions', function (Blueprint $table): void {
$table->id();
$table->foreignId('character_id')->constrained('characters')->cascadeOnDelete();
$table->foreignId('mission_id')->constrained('missions')->cascadeOnDelete();
$table->unsignedInteger('progress')->default(0);
$table->boolean('is_completed')->default(false)->index();
$table->timestamp('completed_at')->nullable();
$table->timestamps();
$table->unique(['character_id', 'mission_id']);
});
}
/**
* Reverse the migrations.
*/
public function down(): void
{
Schema::dropIfExists('character_missions');
Schema::dropIfExists('missions');
}
};
@@ -0,0 +1,38 @@
<?php
use Illuminate\Database\Migrations\Migration;
use Illuminate\Database\Schema\Blueprint;
use Illuminate\Support\Facades\Schema;
/**
* Adds cosmetic slots and ride state to characters.
*
* face/beard/accessory drive the 3D look; ride_kind/ride_until power
* temporary bus/train boarding.
*/
return new class extends Migration
{
/**
* Run the migrations.
*/
public function up(): void
{
Schema::table('characters', function (Blueprint $table): void {
$table->unsignedTinyInteger('face')->default(1)->after('shirt');
$table->unsignedTinyInteger('beard')->default(0)->after('face');
$table->unsignedTinyInteger('accessory')->default(0)->after('beard');
$table->string('ride_kind', 20)->nullable()->after('state');
$table->timestamp('ride_until')->nullable()->after('ride_kind');
});
}
/**
* Reverse the migrations.
*/
public function down(): void
{
Schema::table('characters', function (Blueprint $table): void {
$table->dropColumn(['face', 'beard', 'accessory', 'ride_kind', 'ride_until']);
});
}
};
+68
View File
@@ -6,6 +6,7 @@ use App\Models\Building;
use App\Models\Character;
use App\Models\City;
use App\Models\Job;
use App\Models\Mission;
use App\Models\Store;
use App\Models\User;
use Illuminate\Database\Seeder;
@@ -75,6 +76,73 @@ class CityWorldSeeder extends Seeder
],
);
// Civic buildings: school and city hall.
Building::updateOrCreate(
['city_id' => $city->id, 'type' => 'school'],
[
'owner_character_id' => null,
'name' => 'Escola Municipal',
'pos_x' => -20,
'pos_z' => 60,
'width' => 16,
'depth' => 12,
'height' => 7,
'is_complete' => true,
'build_progress' => 100,
],
);
Building::updateOrCreate(
['city_id' => $city->id, 'type' => 'city_hall'],
[
'owner_character_id' => null,
'name' => 'Prefeitura',
'pos_x' => 20,
'pos_z' => 60,
'width' => 18,
'depth' => 14,
'height' => 10,
'is_complete' => true,
'build_progress' => 100,
],
);
Mission::updateOrCreate(
['code' => 'exercise-5'],
[
'city_id' => $city->id,
'title' => 'Shape em dia',
'description' => 'Complete 5 séries de ginástica nas praças.',
'metric' => 'exercise_count',
'target' => 5,
'reward' => 25,
'is_active' => true,
],
);
Mission::updateOrCreate(
['code' => 'build-home'],
[
'city_id' => $city->id,
'title' => 'Lar doce lar',
'description' => 'Construa a sua primeira casa.',
'metric' => 'buildings',
'target' => 1,
'reward' => 50,
'is_active' => true,
],
);
Mission::updateOrCreate(
['code' => 'learn-20'],
[
'city_id' => $city->id,
'title' => 'Estudioso',
'description' => 'Alcance 20% de educação.',
'metric' => 'education',
'target' => 20,
'reward' => 30,
'is_active' => true,
],
);
User::query()->where('is_active', true)->where('status', '!=', User::STATUS_ACTIVE)
->update(['status' => User::STATUS_ACTIVE]);
User::query()->where('is_active', false)->where('status', User::STATUS_PENDING)