Added Dice Game, Fixed Mines & Balance Display on all Gambling Games

This update includes the following changes and improvements:

-  **Mines Game**
  - Added safety guards to prevent the edge-case failures that happend before.
  - Replaced the mine amount selector input with `+` and `–` buttons based on the suggestion.

- 🎲 **Dice Game**
  - Integrated a new Dice game based on [this CodePen implementation](https://codepen.io/oradler/pen/zxxdqKe).
  - Included a sound effect for dice rolls to enhance user interaction. ( No Copyright Issues there )
This commit is contained in:
MD1125 2025-06-15 20:50:55 +02:00
parent 11197d1382
commit 39991cb6c3
12 changed files with 780 additions and 67 deletions

View file

@ -314,8 +314,20 @@
} }
} }
onMount(() => { onMount(async () => {
volumeSettings.load(); volumeSettings.load();
try {
const response = await fetch('/api/portfolio/summary');
if (!response.ok) {
throw new Error('Failed to fetch portfolio summary');
}
const data = await response.json();
balance = data.baseCurrencyBalance;
onBalanceUpdate?.(data.baseCurrencyBalance);
} catch (error) {
console.error('Failed to fetch balance:', error);
}
}); });
</script> </script>

View file

@ -0,0 +1,480 @@
<script lang="ts">
import { Button } from '$lib/components/ui/button';
import { Input } from '$lib/components/ui/input';
import {
Card,
CardContent,
CardDescription,
CardHeader,
CardTitle
} from '$lib/components/ui/card';
import confetti from 'canvas-confetti';
import { toast } from 'svelte-sonner';
import { formatValue, playSound, showConfetti, showSchoolPrideCannons } from '$lib/utils';
import { volumeSettings } from '$lib/stores/volume-settings';
import { onMount } from 'svelte';
interface DiceResult {
won: boolean;
result: number;
newBalance: number;
payout: number;
amountWagered: number;
}
const MAX_BET_AMOUNT = 1000000;
const baseRotation = "rotate3d(1, 1, 0, 340deg)";
const faceRotations = {
1: { x: 0, y: 0 },
2: { x: 0, y: 90 },
3: { x: 90, y: 0 },
4: { x: -90, y: 0 },
5: { x: 0, y: -90 },
6: { x: 0, y: 180 }
};
const diceRotations = {
1: { x: 0, y: 0, z: 0 },
2: { x: 0, y: -90, z: 0 },
3: { x: -90, y: 0, z: 0 },
4: { x: 90, y: 0, z: 0 },
5: { x: 0, y: 90, z: 0 },
6: { x: 0, y: 180, z: 0 }
};
function getRandInt(from: number, to: number): number {
return Math.round(Math.random() * (to - from)) + from;
}
function getExtraSpin(spinFactor = 4) {
const extraSpinsX = spinFactor * 360;
const extraSpinsY = spinFactor * 360;
const extraSpinsZ = spinFactor * 360;
return {
x: extraSpinsX,
y: extraSpinsY,
z: extraSpinsZ
};
}
function getFaceRotation(face: number) {
return faceRotations[face as keyof typeof faceRotations];
}
function getFaceTransform(face: number): string {
const rotation = getFaceRotation(face);
return `${getRotate(rotation.x, rotation.y)} translateZ(50px)`;
}
function getDiceRotation(face: number, addExtraSpin = false, spinFactor = 4) {
let extraSpin = { x: 0, y: 0, z: 0 };
if (addExtraSpin) {
extraSpin = getExtraSpin(spinFactor);
}
const rotation = diceRotations[face as keyof typeof diceRotations];
return {
x: rotation.x + extraSpin.x,
y: rotation.y + extraSpin.y,
z: rotation.z + extraSpin.z
};
}
function getDiceTransform(face: number, addExtraSpin = false, spinFactor = 4): string {
const rotation = getDiceRotation(face, addExtraSpin, spinFactor);
return `${baseRotation} ${getRotate(rotation.x, rotation.y, rotation.z)}`;
}
function getRotate(x?: number, y?: number, z?: number) {
const rotateX = x !== undefined ? `rotateX(${x}deg)` : "";
const rotateY = y !== undefined ? `rotateY(${y}deg)` : "";
const rotateZ = z !== undefined ? `rotateZ(${z}deg)` : "";
return `${rotateX} ${rotateY} ${rotateZ}`;
}
let {
balance = $bindable(),
onBalanceUpdate
}: {
balance: number;
onBalanceUpdate?: (newBalance: number) => void;
} = $props();
let betAmount = $state(10);
let betAmountDisplay = $state('10');
let selectedNumber = $state(1);
let isRolling = $state(false);
let diceRotation = $state({ x: 0, y: 0 });
let lastResult = $state<DiceResult | null>(null);
let activeSoundTimeouts = $state<NodeJS.Timeout[]>([]);
let canBet = $derived(
betAmount > 0 && betAmount <= balance && betAmount <= MAX_BET_AMOUNT && !isRolling
);
function selectNumber(num: number) {
if (!isRolling) {
selectedNumber = num;
playSound('click');
}
}
function setBetAmount(amount: number) {
const clampedAmount = Math.min(amount, Math.min(balance, MAX_BET_AMOUNT));
if (clampedAmount >= 0) {
betAmount = clampedAmount;
betAmountDisplay = clampedAmount.toLocaleString();
}
}
function handleBetAmountInput(event: Event) {
const target = event.target as HTMLInputElement;
const value = target.value.replace(/,/g, '');
const numValue = parseFloat(value) || 0;
const clampedValue = Math.min(numValue, Math.min(balance, MAX_BET_AMOUNT));
betAmount = clampedValue;
betAmountDisplay = target.value;
}
function handleBetAmountBlur() {
betAmountDisplay = betAmount.toLocaleString();
}
async function rollDice() {
if (!canBet) return;
isRolling = true;
lastResult = null;
activeSoundTimeouts.forEach(clearTimeout);
activeSoundTimeouts = [];
const spinFactor = 20; // Increase / Decrease to make the Spin faster or slower
const animationDuration = 1500; // Duration of the Animation, keep it like thatif you haven't added your own sound in website\static\sound\dice.mp3
try {
const response = await fetch('/api/gambling/dice', {
method: 'POST',
headers: {
'Content-Type': 'application/json'
},
body: JSON.stringify({
selectedNumber,
amount: betAmount
})
});
if (!response.ok) {
const errorData = await response.json();
throw new Error(errorData.error || 'Failed to place bet');
}
const resultData: DiceResult = await response.json();
playSound('dice');
const diceElement = document.querySelector('.dice') as HTMLElement;
if (diceElement) {
diceElement.style.transition = 'none';
diceElement.style.transform = getDiceTransform(selectedNumber, false);
void diceElement.offsetHeight;
diceElement.style.transition = 'transform 1.5s cubic-bezier(0.1, 0.9, 0.1, 1)';
diceElement.style.transform = getDiceTransform(resultData.result, true, spinFactor);
}
await new Promise(resolve => setTimeout(resolve, animationDuration));
await new Promise(resolve => setTimeout(resolve, 200)); // Small delay to show the Result
balance = resultData.newBalance;
lastResult = resultData;
onBalanceUpdate?.(resultData.newBalance);
if (resultData.won) {
showConfetti(confetti);
showSchoolPrideCannons(confetti);
} else {
playSound('lose');
}
isRolling = false;
} catch (error) {
console.error('Dice roll error:', error);
toast.error('Roll failed', {
description: error instanceof Error ? error.message : 'Unknown error occurred'
});
isRolling = false;
activeSoundTimeouts.forEach(clearTimeout);
activeSoundTimeouts = [];
}
}
function getDotsForFace(face: number): number { // Could be made bigger, has no Point though Ig.
switch (face) {
case 1: return 1;
case 2: return 2;
case 3: return 3;
case 4: return 4;
case 5: return 5;
case 6: return 6;
default: return 0;
}
}
// Dynmaically fetch the correct balance.
onMount(async () => {
volumeSettings.load();
try {
const response = await fetch('/api/portfolio/summary');
if (!response.ok) {
throw new Error('Failed to fetch portfolio summary');
}
const data = await response.json();
balance = data.baseCurrencyBalance;
onBalanceUpdate?.(data.baseCurrencyBalance);
} catch (error) {
console.error('Failed to fetch balance:', error);
}
});
</script>
<Card>
<CardHeader>
<CardTitle>Dice</CardTitle>
<CardDescription>Choose a number and roll the dice to win 3x your bet!</CardDescription>
</CardHeader>
<CardContent>
<div class="grid grid-cols-1 gap-8 md:grid-cols-2">
<div class="flex flex-col space-y-4">
<div class="text-center">
<p class="text-muted-foreground text-sm">Balance</p>
<p class="text-2xl font-bold">{formatValue(balance)}</p>
</div>
<div class="flex-1 flex items-center justify-center">
<div class="dice-container">
<div class="dice">
{#each Array(6) as _, i}
<div class="face" style="transform: {getFaceTransform(i + 1)}">
<div class="dot-container">
{#each Array(getDotsForFace(i + 1)) as _}
<div class="dot"></div>
{/each}
</div>
</div>
{/each}
</div>
</div>
</div>
<div class="flex items-center justify-center text-center">
{#if lastResult && !isRolling}
<div class="bg-muted/50 w-full rounded-lg p-3">
{#if lastResult.won}
<p class="text-success font-semibold">WIN</p>
<p class="text-sm">
Won {formatValue(lastResult.payout)} on {lastResult.result}
</p>
{:else}
<p class="text-destructive font-semibold">LOSS</p>
<p class="text-sm">
Lost {formatValue(lastResult.amountWagered)} on {lastResult.result}
</p>
{/if}
</div>
{/if}
</div>
</div>
<div class="space-y-4">
<div>
<div class="mb-2 block text-sm font-medium">Choose Number</div>
<div class="grid grid-cols-3 gap-2">
{#each Array(6) as _, i}
<Button
variant={selectedNumber === i + 1 ? 'default' : 'outline'}
onclick={() => selectNumber(i + 1)}
disabled={isRolling}
class="h-16"
>
{i + 1}
</Button>
{/each}
</div>
</div>
<div>
<label for="bet-amount" class="mb-2 block text-sm font-medium">Bet Amount</label>
<Input
id="bet-amount"
type="text"
value={betAmountDisplay}
oninput={handleBetAmountInput}
onblur={handleBetAmountBlur}
disabled={isRolling}
placeholder="Enter bet amount"
/>
<p class="text-muted-foreground mt-1 text-xs">
Max bet: {MAX_BET_AMOUNT.toLocaleString()}
</p>
</div>
<div>
<div class="grid grid-cols-4 gap-2">
<Button
size="sm"
variant="outline"
onclick={() =>
setBetAmount(Math.floor(Math.min(balance || 0, MAX_BET_AMOUNT) * 0.25))}
disabled={isRolling}>25%</Button
>
<Button
size="sm"
variant="outline"
onclick={() => setBetAmount(Math.floor(Math.min(balance || 0, MAX_BET_AMOUNT) * 0.5))}
disabled={isRolling}>50%</Button
>
<Button
size="sm"
variant="outline"
onclick={() =>
setBetAmount(Math.floor(Math.min(balance || 0, MAX_BET_AMOUNT) * 0.75))}
disabled={isRolling}>75%</Button
>
<Button
size="sm"
variant="outline"
onclick={() => setBetAmount(Math.floor(Math.min(balance || 0, MAX_BET_AMOUNT)))}
disabled={isRolling}>Max</Button
>
</div>
</div>
<Button class="h-12 w-full text-lg" onclick={rollDice} disabled={!canBet}>
{isRolling ? 'Rolling...' : 'Roll'}
</Button>
</div>
</div>
</CardContent>
</Card>
<style>
.dice-container {
perspective: 1000px;
}
.dice {
width: 100px;
height: 100px;
transform-style: preserve-3d;
transform: rotate3d(0.9, 1, 0, 340deg);
transition: transform 4s cubic-bezier(0.1, 0.9, 0.1, 1);
}
.face {
position: absolute;
width: 100px;
height: 100px;
background: #fff;
border: 2px solid #363131;
box-sizing: border-box;
border-radius: 8px;
display: flex;
align-items: center;
justify-content: center;
backface-visibility: hidden;
}
.face:nth-child(1) { transform: translateZ(50px); }
.face:nth-child(2) { transform: rotateY(90deg) translateZ(50px); }
.face:nth-child(3) { transform: rotateX(90deg) translateZ(50px); }
.face:nth-child(4) { transform: rotateX(-90deg) translateZ(50px); }
.face:nth-child(5) { transform: rotateY(-90deg) translateZ(50px); }
.face:nth-child(6) { transform: rotateY(180deg) translateZ(50px); }
.dot-container {
width: 100%;
height: 100%;
display: grid;
grid-template-columns: repeat(3, 1fr);
grid-template-rows: repeat(3, 1fr);
padding: 15%;
box-sizing: border-box;
gap: 10%;
}
.dot {
background: #363131;
border-radius: 50%;
width: 100%;
height: 100%;
}
.face:nth-child(1) .dot-container {
grid-template-areas:
". . ."
". dot ."
". . .";
}
.face:nth-child(1) .dot {
grid-area: dot;
}
.face:nth-child(2) .dot-container {
grid-template-areas:
"dot1 . ."
". . ."
". . dot2";
}
.face:nth-child(2) .dot:nth-child(1) { grid-area: dot1; }
.face:nth-child(2) .dot:nth-child(2) { grid-area: dot2; }
.face:nth-child(3) .dot-container {
grid-template-areas:
"dot1 . ."
". dot2 ."
". . dot3";
}
.face:nth-child(3) .dot:nth-child(1) { grid-area: dot1; }
.face:nth-child(3) .dot:nth-child(2) { grid-area: dot2; }
.face:nth-child(3) .dot:nth-child(3) { grid-area: dot3; }
.face:nth-child(4) .dot-container {
grid-template-areas:
"dot1 . dot2"
". . ."
"dot3 . dot4";
}
.face:nth-child(4) .dot:nth-child(1) { grid-area: dot1; }
.face:nth-child(4) .dot:nth-child(2) { grid-area: dot2; }
.face:nth-child(4) .dot:nth-child(3) { grid-area: dot3; }
.face:nth-child(4) .dot:nth-child(4) { grid-area: dot4; }
.face:nth-child(5) .dot-container {
grid-template-areas:
"dot1 . dot2"
". dot3 ."
"dot4 . dot5";
}
.face:nth-child(5) .dot:nth-child(1) { grid-area: dot1; }
.face:nth-child(5) .dot:nth-child(2) { grid-area: dot2; }
.face:nth-child(5) .dot:nth-child(3) { grid-area: dot3; }
.face:nth-child(5) .dot:nth-child(4) { grid-area: dot4; }
.face:nth-child(5) .dot:nth-child(5) { grid-area: dot5; }
.face:nth-child(6) .dot-container {
grid-template-areas:
"dot1 . dot2"
"dot3 . dot4"
"dot5 . dot6";
}
.face:nth-child(6) .dot:nth-child(1) { grid-area: dot1; }
.face:nth-child(6) .dot:nth-child(2) { grid-area: dot2; }
.face:nth-child(6) .dot:nth-child(3) { grid-area: dot3; }
.face:nth-child(6) .dot:nth-child(4) { grid-area: dot4; }
.face:nth-child(6) .dot:nth-child(5) { grid-area: dot5; }
.face:nth-child(6) .dot:nth-child(6) { grid-area: dot6; }
</style>

View file

@ -131,6 +131,7 @@
} }
if (autoCashoutTimer >= AUTO_CASHOUT_TIME) { if (autoCashoutTimer >= AUTO_CASHOUT_TIME) {
isAutoCashout = true; isAutoCashout = true;
clearInterval(autoCashoutInterval);
cashOut(); cashOut();
} }
}, 100); }, 100);
@ -227,6 +228,12 @@
hasRevealedTile = false; hasRevealedTile = false;
isAutoCashout = false; isAutoCashout = false;
resetAutoCashoutTimer(); resetAutoCashoutTimer();
// Prevents the Tiles getting revealed when you Abort your bet.
if (!result.isAbort) {
revealedTiles = [...Array(TOTAL_TILES).keys()];
minePositions = result.minePositions;
}
} catch (error) { } catch (error) {
console.error('Cashout error:', error); console.error('Cashout error:', error);
toast.error('Failed to cash out', { toast.error('Failed to cash out', {
@ -276,8 +283,21 @@
} }
} }
onMount(() => { // Dynmaically fetch the correct balance.
onMount(async () => {
volumeSettings.load(); volumeSettings.load();
try {
const response = await fetch('/api/portfolio/summary');
if (!response.ok) {
throw new Error('Failed to fetch portfolio summary');
}
const data = await response.json();
balance = data.baseCurrencyBalance;
onBalanceUpdate?.(data.baseCurrencyBalance);
} catch (error) {
console.error('Failed to fetch balance:', error);
}
}); });
onDestroy(() => { onDestroy(() => {
@ -359,7 +379,7 @@
<button <button
class="mine-tile" class="mine-tile"
class:revealed={revealedTiles.includes(index)} class:revealed={revealedTiles.includes(index)}
class:mine={revealedTiles.includes(index) && minePositions.includes(index) && index === lastClickedTile} class:mine={revealedTiles.includes(index) && minePositions.includes(index) && !clickedSafeTiles.includes(index)}
class:safe={revealedTiles.includes(index) && !minePositions.includes(index) && clickedSafeTiles.includes(index)} class:safe={revealedTiles.includes(index) && !minePositions.includes(index) && clickedSafeTiles.includes(index)}
class:light={document.documentElement.classList.contains('light')} class:light={document.documentElement.classList.contains('light')}
onclick={() => handleTileClick(index)} onclick={() => handleTileClick(index)}
@ -390,22 +410,29 @@
<!-- Mine Count Selector --> <!-- Mine Count Selector -->
<div> <div>
<label for="mine-count" class="block text-sm font-medium mb-2">Number of Mines</label> <label for="mine-count" class="block text-sm font-medium mb-2">Number of Mines</label>
<div id="mine-count"> <div id="mine-count" class="flex items-center gap-2">
<Select <div class="flex gap-1 items-center">
type="single" <Button
value={mineCount.toString()} size="sm"
onValueChange={(value: string) => (mineCount = parseInt(value))} variant="outline"
disabled={isPlaying} class="w-8 h-8 px-2 flex items-center justify-center"
onclick={() => mineCount = Math.max(MIN_MINES, mineCount - 1)}
disabled={isPlaying || mineCount <= MIN_MINES}
> >
<SelectTrigger> -
<span>{mineCount} Mines</span> </Button>
</SelectTrigger> <div class="text-center font-medium">{mineCount}</div>
<SelectContent> <Button
{#each Array(22) as _, i} size="sm"
<SelectItem value={(i + MIN_MINES).toString()}>{i + MIN_MINES} Mines</SelectItem> variant="outline"
{/each} class="w-8 h-8 px-2 flex items-center justify-center"
</SelectContent> onclick={() => mineCount = Math.min(24, mineCount + 1)}
</Select> disabled={isPlaying || mineCount >= 24}
>
+
</Button>
<p>Mines</p>
</div>
</div> </div>
</div> </div>

View file

@ -211,8 +211,21 @@
} }
}); });
onMount(() => { // Dynmaically fetch the correct balance.
onMount(async () => {
volumeSettings.load(); volumeSettings.load();
try {
const response = await fetch('/api/portfolio/summary');
if (!response.ok) {
throw new Error('Failed to fetch portfolio summary');
}
const data = await response.json();
balance = data.baseCurrencyBalance;
onBalanceUpdate?.(data.baseCurrencyBalance);
} catch (error) {
console.error('Failed to fetch balance:', error);
}
}); });
</script> </script>

View file

@ -19,17 +19,13 @@ interface MinesSession {
export const activeGames = new Map<string, MinesSession>(); export const activeGames = new Map<string, MinesSession>();
// Clean up old games every minute. // Clean up old games every minute. (5 Minute system)
setInterval(async () => { setInterval(async () => {
const now = Date.now(); const now = Date.now();
for (const [token, game] of activeGames.entries()) { for (const [token, game] of activeGames.entries()) {
// Delete games older than 5 minutes that are still there for some reason.
if (now - game.lastActivity > 5 * 60 * 1000) { if (now - game.lastActivity > 5 * 60 * 1000) {
// If no tiles were revealed, refund the bet
if (game.revealedTiles.length === 0) { if (game.revealedTiles.length === 0) {
try { try {
console.log(`Processing refund for inactive Mines game ${token} (User: ${game.userId}, Bet: ${game.betAmount})`);
const [userData] = await db const [userData] = await db
.select({ baseCurrencyBalance: user.baseCurrencyBalance }) .select({ baseCurrencyBalance: user.baseCurrencyBalance })
.from(user) .from(user)
@ -48,29 +44,74 @@ setInterval(async () => {
}) })
.where(eq(user.id, game.userId)); .where(eq(user.id, game.userId));
console.log(`Successfully refunded ${game.betAmount} to user ${game.userId}. New balance: ${newBalance}`);
} catch (error) { } catch (error) {
console.error(`Failed to refund inactive game ${token}:`, error); console.error(`Failed to refund inactive game ${token}:`, error);
} }
} else {
console.log(`Cleaning up inactive game ${token} (User: ${game.userId}) - No refund needed as tiles were revealed`);
} }
activeGames.delete(token); activeGames.delete(token);
} }
} }
}, 60000); }, 60000);
setInterval(async () => {
const now = Date.now();
for (const [token, game] of activeGames.entries()) {
if (game.status === 'active' && game.revealedTiles.length > 0 && now - game.lastActivity > 20000) {
try {
const [userData] = await db
.select({ baseCurrencyBalance: user.baseCurrencyBalance })
.from(user)
.where(eq(user.id, game.userId))
.for('update')
.limit(1);
const currentBalance = Number(userData.baseCurrencyBalance);
const payout = game.betAmount * game.currentMultiplier;
const roundedPayout = Math.round(payout * 100000000) / 100000000;
const newBalance = Math.round((currentBalance + roundedPayout) * 100000000) / 100000000;
await db
.update(user)
.set({
baseCurrencyBalance: newBalance.toFixed(8),
updatedAt: new Date()
})
.where(eq(user.id, game.userId));
activeGames.delete(token);
} catch (error) {
console.error(`Failed to auto cashout game ${token}:`, error);
}
}
}
}, 15000);
// Rig the game... // Rig the game...
const getMaxPayout = (bet: number, picks: number): number => { const getMaxPayout = (bet: number, picks: number, mines: number): number => {
const absoluteCap = 5_000_000; // never pay above this. Yeah, its rigged. Live with that :) const MAX_PAYOUT = 2_000_000; // Maximum payout cap of 2 million to not make linker too rich
const baseCap = 1.4; // 1.4x min multiplier, increase to, well, increase payouts const HIGH_BET_THRESHOLD = 50_000;
const growthRate = 0.45; // cap curve sensitivity
// Cap increases with number of successful reveals const mineFactor = 1 + (mines / 25);
const effectiveMultiplierCap = baseCap + Math.pow(picks, growthRate); const baseMultiplier = (1.4 + Math.pow(picks, 0.45)) * mineFactor;
const payoutCap = bet * effectiveMultiplierCap;
return Math.min(payoutCap, absoluteCap); // For high bets, we stop linker from getting richer ¯\_(ツ)_/¯
if (bet > HIGH_BET_THRESHOLD) {
const betRatio = Math.pow(Math.min(1, (bet - HIGH_BET_THRESHOLD) / (MAX_PAYOUT - HIGH_BET_THRESHOLD)), 1);
// Direct cap on multiplier for high bets
const maxAllowedMultiplier = 1.05 + (picks * 0.1);
const highBetMultiplier = Math.min(baseMultiplier, maxAllowedMultiplier) * (1 - (bet / MAX_PAYOUT) * 0.9);
const betSizeFactor = Math.max(0.1, 1 - (bet / MAX_PAYOUT) * 0.9);
const minMultiplier = (1.1 + (picks * 0.15 * betSizeFactor)) * mineFactor;
const reducedMultiplier = highBetMultiplier - ((highBetMultiplier - minMultiplier) * betRatio);
const payout = Math.min(bet * reducedMultiplier, MAX_PAYOUT);
return payout;
}
const payout = Math.min(bet * baseMultiplier, MAX_PAYOUT);
return payout;
}; };
@ -78,6 +119,7 @@ export function calculateMultiplier(picks: number, mines: number, betAmount: num
const TOTAL_TILES = 25; const TOTAL_TILES = 25;
const HOUSE_EDGE = 0.05; const HOUSE_EDGE = 0.05;
// Calculate probability of winning based on picks and mines
let probability = 1; let probability = 1;
for (let i = 0; i < picks; i++) { for (let i = 0; i < picks; i++) {
probability *= (TOTAL_TILES - mines - i) / (TOTAL_TILES - i); probability *= (TOTAL_TILES - mines - i) / (TOTAL_TILES - i);
@ -85,14 +127,15 @@ export function calculateMultiplier(picks: number, mines: number, betAmount: num
if (probability <= 0) return 1.0; if (probability <= 0) return 1.0;
// Calculate fair multiplier based on probability and house edge
const fairMultiplier = (1 / probability) * (1 - HOUSE_EDGE); const fairMultiplier = (1 / probability) * (1 - HOUSE_EDGE);
const rawPayout = fairMultiplier * betAmount;
const maxPayout = getMaxPayout(betAmount, picks); const rawPayout = fairMultiplier * betAmount;
const maxPayout = getMaxPayout(betAmount, picks, mines);
const cappedPayout = Math.min(rawPayout, maxPayout); const cappedPayout = Math.min(rawPayout, maxPayout);
const effectiveMultiplier = cappedPayout / betAmount; const effectiveMultiplier = cappedPayout / betAmount;
return Math.max(1.0, effectiveMultiplier); return Math.max(1.0, Number(effectiveMultiplier.toFixed(2)));
} }

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@ -95,11 +95,7 @@
class="text-primary underline hover:cursor-pointer" class="text-primary underline hover:cursor-pointer"
onclick={() => (shouldSignIn = !shouldSignIn)}>sign in</button onclick={() => (shouldSignIn = !shouldSignIn)}>sign in</button
> >
or{' '} to play.
<button
class="text-primary underline hover:cursor-pointer"
onclick={() => (shouldSignIn = !shouldSignIn)}>create an account</button
> to play.
{/if} {/if}
</p> </p>
</header> </header>

View file

@ -0,0 +1,87 @@
import { auth } from '$lib/auth';
import { error, json } from '@sveltejs/kit';
import { db } from '$lib/server/db';
import { user } from '$lib/server/db/schema';
import { eq } from 'drizzle-orm';
import { randomBytes } from 'crypto';
import type { RequestHandler } from './$types';
interface DiceRequest {
selectedNumber: number;
amount: number;
}
export const POST: RequestHandler = async ({ request }) => {
const session = await auth.api.getSession({
headers: request.headers
});
if (!session?.user) {
throw error(401, 'Not authenticated');
}
try {
const { selectedNumber, amount }: DiceRequest = await request.json();
if (!selectedNumber || selectedNumber < 1 || selectedNumber > 6 || !Number.isInteger(selectedNumber)) {
return json({ error: 'Invalid number selection' }, { status: 400 });
}
if (!amount || amount <= 0 || !Number.isFinite(amount)) {
return json({ error: 'Invalid bet amount' }, { status: 400 });
}
if (amount > 1000000) {
return json({ error: 'Bet amount too large' }, { status: 400 });
}
const userId = Number(session.user.id);
const result = await db.transaction(async (tx) => {
const [userData] = await tx
.select({ baseCurrencyBalance: user.baseCurrencyBalance })
.from(user)
.where(eq(user.id, userId))
.for('update')
.limit(1);
const currentBalance = Number(userData.baseCurrencyBalance);
const roundedAmount = Math.round(amount * 100000000) / 100000000;
const roundedBalance = Math.round(currentBalance * 100000000) / 100000000;
if (roundedAmount > roundedBalance) {
throw new Error(`Insufficient funds. You need *${roundedAmount.toFixed(2)} but only have *${roundedBalance.toFixed(2)}`);
}
const gameResult = Math.floor(randomBytes(1)[0] / 42.67) + 1; // This gives us a number between 1-6
const won = gameResult === selectedNumber;
const multiplier = 3;
const payout = won ? roundedAmount * multiplier : 0;
const newBalance = roundedBalance - roundedAmount + payout;
await tx
.update(user)
.set({
baseCurrencyBalance: newBalance.toFixed(8),
updatedAt: new Date()
})
.where(eq(user.id, userId));
return {
won,
result: gameResult,
newBalance,
payout,
amountWagered: roundedAmount
};
});
return json(result);
} catch (e) {
console.error('Dice API error:', e);
const errorMessage = e instanceof Error ? e.message : 'Internal server error';
return json({ error: errorMessage }, { status: 400 });
}
};

View file

@ -47,6 +47,7 @@ export const POST: RequestHandler = async ({ request }) => {
newBalance = Math.round((currentBalance + roundedPayout) * 100000000) / 100000000; newBalance = Math.round((currentBalance + roundedPayout) * 100000000) / 100000000;
} }
await tx await tx
.update(user) .update(user)
.set({ .set({
@ -55,13 +56,15 @@ export const POST: RequestHandler = async ({ request }) => {
}) })
.where(eq(user.id, userId)); .where(eq(user.id, userId));
activeGames.delete(sessionToken); activeGames.delete(sessionToken);
return { return {
newBalance, newBalance,
payout, payout,
amountWagered: game.betAmount, amountWagered: game.betAmount,
isAbort: game.revealedTiles.length === 0 isAbort: game.revealedTiles.length === 0,
minePositions: game.minePositions
}; };
}); });

View file

@ -27,35 +27,46 @@ export const POST: RequestHandler = async ({ request }) => {
return json({ error: 'Tile already revealed' }, { status: 400 }); return json({ error: 'Tile already revealed' }, { status: 400 });
} }
// Update last activity time
game.lastActivity = Date.now(); game.lastActivity = Date.now();
// Check if hit mine
if (game.minePositions.includes(tileIndex)) { if (game.minePositions.includes(tileIndex)) {
game.status = 'lost'; game.status = 'lost';
const minePositions = game.minePositions; const minePositions = game.minePositions;
// Fetch user balance to return after loss
const userId = Number(session.user.id); const userId = Number(session.user.id);
const [userData] = await db const [userData] = await db
.select({ baseCurrencyBalance: user.baseCurrencyBalance }) .select({ baseCurrencyBalance: user.baseCurrencyBalance })
.from(user) .from(user)
.where(eq(user.id, userId)) .where(eq(user.id, userId))
.for('update')
.limit(1); .limit(1);
const currentBalance = Number(userData.baseCurrencyBalance);
await db
.update(user)
.set({
baseCurrencyBalance: currentBalance.toFixed(8),
updatedAt: new Date()
})
.where(eq(user.id, userId));
activeGames.delete(sessionToken); activeGames.delete(sessionToken);
return json({ return json({
hitMine: true, hitMine: true,
minePositions, minePositions,
newBalance: Number(userData.baseCurrencyBalance), newBalance: currentBalance,
status: 'lost' status: 'lost',
amountWagered: game.betAmount
}); });
} }
// Safe tile // Safe tile (Yipeee)
game.revealedTiles.push(tileIndex); game.revealedTiles.push(tileIndex);
game.currentMultiplier = calculateMultiplier( game.currentMultiplier = calculateMultiplier(
game.revealedTiles.length, game.revealedTiles.length,
@ -63,9 +74,38 @@ export const POST: RequestHandler = async ({ request }) => {
game.betAmount game.betAmount
); );
// Check if all safe tiles are revealed. Crazy when you get this :)
if (game.revealedTiles.length === 25 - game.mineCount) { if (game.revealedTiles.length === 25 - game.mineCount) {
game.status = 'won'; game.status = 'won';
const userId = Number(session.user.id);
const [userData] = await db
.select({ baseCurrencyBalance: user.baseCurrencyBalance })
.from(user)
.where(eq(user.id, userId))
.for('update')
.limit(1);
const currentBalance = Number(userData.baseCurrencyBalance);
const payout = game.betAmount * game.currentMultiplier;
const roundedPayout = Math.round(payout * 100000000) / 100000000;
const newBalance = Math.round((currentBalance + roundedPayout) * 100000000) / 100000000;
await db
.update(user)
.set({
baseCurrencyBalance: newBalance.toFixed(8),
updatedAt: new Date()
})
.where(eq(user.id, userId));
activeGames.delete(sessionToken);
return json({
hitMine: false,
currentMultiplier: game.currentMultiplier,
status: 'won',
newBalance,
payout
});
} }
return json({ return json({

View file

@ -43,6 +43,7 @@ export const POST: RequestHandler = async ({ request }) => {
throw new Error(`Insufficient funds. You need *${roundedAmount.toFixed(2)} but only have *${roundedBalance.toFixed(2)}`); throw new Error(`Insufficient funds. You need *${roundedAmount.toFixed(2)} but only have *${roundedBalance.toFixed(2)}`);
} }
// Generate mine positions // Generate mine positions
const positions = new Set<number>(); const positions = new Set<number>();
while (positions.size < mineCount) { while (positions.size < mineCount) {
@ -52,11 +53,8 @@ export const POST: RequestHandler = async ({ request }) => {
for (let i = 0; i < 25; i++) { for (let i = 0; i < 25; i++) {
if (!positions.has(i)) safePositions.push(i); if (!positions.has(i)) safePositions.push(i);
} }
console.log(positions)
console.log('Safe positions:', safePositions);
// transaction token for authentication stuff
// transaction token for authentication
const randomBytes = new Uint8Array(8); const randomBytes = new Uint8Array(8);
crypto.getRandomValues(randomBytes); crypto.getRandomValues(randomBytes);
const sessionToken = Array.from(randomBytes) const sessionToken = Array.from(randomBytes)
@ -64,6 +62,7 @@ export const POST: RequestHandler = async ({ request }) => {
.join(''); .join('');
const now = Date.now(); const now = Date.now();
const newBalance = roundedBalance - roundedAmount;
// Create session // Create session
activeGames.set(sessionToken, { activeGames.set(sessionToken, {
@ -79,16 +78,20 @@ export const POST: RequestHandler = async ({ request }) => {
userId userId
}); });
// Hold bet amount on server to prevent the user from like sending it to another account and farming money without a risk // Update user balance
await tx await tx
.update(user) .update(user)
.set({ .set({
baseCurrencyBalance: (roundedBalance - roundedAmount).toFixed(8), baseCurrencyBalance: newBalance.toFixed(8),
updatedAt: new Date() updatedAt: new Date()
}) })
.where(eq(user.id, userId)); .where(eq(user.id, userId));
return { sessionToken };
return {
sessionToken,
newBalance
};
}); });
return json(result); return json(result);

View file

@ -9,6 +9,7 @@
import SignInConfirmDialog from '$lib/components/self/SignInConfirmDialog.svelte'; import SignInConfirmDialog from '$lib/components/self/SignInConfirmDialog.svelte';
import { Button } from '$lib/components/ui/button'; import { Button } from '$lib/components/ui/button';
import SEO from '$lib/components/self/SEO.svelte'; import SEO from '$lib/components/self/SEO.svelte';
import Dice from '$lib/components/self/games/Dice.svelte'
let shouldSignIn = $state(false); let shouldSignIn = $state(false);
let balance = $state(0); let balance = $state(0);
@ -78,6 +79,12 @@
> >
Mines Mines
</Button> </Button>
<Button
variant={activeGame === 'dice' ? 'default' : 'outline'}
onclick={() => (activeGame = 'dice')}
>
Dice
</Button>
</div> </div>
<!-- Game Content --> <!-- Game Content -->
@ -87,6 +94,8 @@
<Slots bind:balance onBalanceUpdate={handleBalanceUpdate} /> <Slots bind:balance onBalanceUpdate={handleBalanceUpdate} />
{:else if activeGame === 'mines'} {:else if activeGame === 'mines'}
<Mines bind:balance onBalanceUpdate={handleBalanceUpdate} /> <Mines bind:balance onBalanceUpdate={handleBalanceUpdate} />
{:else if activeGame === 'dice'}
<Dice bind:balance onBalanceUpdate={handleBalanceUpdate} />
{/if} {/if}
{/if} {/if}
</div> </div>

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