refactor: types frontend alignés backend — zéro as any, monstres triés par level
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types.ts: rewrite complet — Character, Monster, CombatResult, CombatLog
alignés sur les champs réels du backend. Plus de mapping approximatif.

CombatPage: réécriture propre — monstres triés par level (appropriés en
haut, trop forts en bas avec opacity + warning), historique avec vrais
noms de monstres et valeurs XP/or, level up affiché dans le résultat.

Cleanup: 0 occurrence de "as any" dans tout le frontend.
This commit is contained in:
2026-03-24 17:24:59 +01:00
parent e3c870bb9f
commit 014ffdd789
5 changed files with 103 additions and 58 deletions

View File

@@ -7,6 +7,7 @@ export interface User {
export interface Character {
id: string;
userId: string;
name: string;
level: number;
xp: number;
@@ -18,21 +19,23 @@ export interface Character {
vitalite: number;
hpCurrent: number;
hpMax: number;
endurance: number;
enduranceCurrent: number; // calculé à la lecture (backend field)
enduranceSaved: number;
lastEnduranceTs: string;
enduranceMax: number;
enduranceCurrent: number;
statPoints: number;
xpToNextLevel: number;
activeTitle: string | null;
totalGoldEarned: number;
xpToNextLevel: number;
createdAt: string;
updatedAt: string;
}
export interface Monster {
id: string;
name: string;
levelMin: number;
levelMax: number;
minLevel: number;
maxLevel: number;
hp: number;
attack: number;
defense: number;
@@ -40,37 +43,57 @@ export interface Monster {
xpReward: number;
goldMin: number;
goldMax: number;
dropMaterialId: string | null;
}
export interface CombatRound {
round: number;
playerDamage: number;
playerCrit: boolean;
monsterDodged: boolean;
monsterDamage: number;
playerDodged: boolean;
playerAttack: { damage: number; isCrit: boolean; isDodged: boolean; log: string };
monsterAttack: { damage: number; isCrit: boolean; isDodged: boolean; log: string };
playerHp: number;
monsterHp: number;
log: string[];
}
export interface CombatRewards {
xp: number;
gold: number;
goldLost: number;
levelUp: boolean;
newLevel: number;
statPointsGained: number;
loot: { name: string; quantity: number } | null;
}
export interface CombatCharacterState {
level: number;
xp: number;
xpToNextLevel: number;
gold: number;
hpCurrent: number;
hpMax: number;
enduranceCurrent: number;
enduranceMax: number;
statPoints: number;
}
export interface CombatResult {
winner: 'player' | 'monster';
rounds: CombatRound[];
xpGained?: number;
goldGained?: number;
enduranceCost: number;
loot?: { material: Material; quantity: number } | null;
summary: string;
rewards: CombatRewards;
character: CombatCharacterState;
}
export interface CombatLog {
id: string;
monsterId: string;
monsterName?: string;
winner: 'player' | 'monster';
xpGained: number;
goldGained: number;
totalRounds: number;
xpEarned: number;
goldEarned: number;
levelUp: boolean;
createdAt: string;
monster: { id: string; name: string; minLevel: number; maxLevel: number };
}
export type Rarity = 'common' | 'rare' | 'epic' | 'legendary';

View File

@@ -46,8 +46,8 @@ export function HudBar() {
if (!char) return null;
const endurance = (char as any).enduranceCurrent ?? (char as any).endurance ?? 0;
const xpNext = (char as any).xpToNextLevel ?? Math.round(100 * Math.pow(char.level, 1.5));
const endurance = char.enduranceCurrent;
const xpNext = char.xpToNextLevel;
const questCount = activeQuests?.filter((pq: any) => pq.status === 'active').length ?? 0;
const questReady = activeQuests?.filter((pq: any) => pq.status === 'completed').length ?? 0;
@@ -88,11 +88,11 @@ export function HudBar() {
<span style={{ color: endurance < 5 ? '#e84040' : '#6b7a99' }}>
{endurance}/{char.enduranceMax}
</span>
{(char as any).lastEnduranceTs && (
{char.lastEnduranceTs && (
<RegenTimer
endurance={endurance}
enduranceMax={char.enduranceMax}
lastEnduranceTs={(char as any).lastEnduranceTs}
lastEnduranceTs={char.lastEnduranceTs}
/>
)}
</Link>

View File

@@ -1,7 +1,7 @@
import { useState } from 'react';
import { useQuery, useMutation, useQueryClient } from '@tanstack/react-query';
import { combatApi, characterApi } from '../api/endpoints';
import type { Monster, CombatResult } from '../api/types';
import type { Monster, CombatResult, CombatLog } from '../api/types';
import { Swords, Trophy, Skull, Clock, Zap } from 'lucide-react';
const COMBAT_COST = 5;
@@ -12,16 +12,21 @@ const ATTACK_TYPES = [
{ id: 'magic', label: 'Magie', emoji: '✨', stat: 'Intelligence × 1.5' },
];
function MonsterCard({ m, selected, onSelect }: { m: Monster; selected: boolean; onSelect: () => void }) {
function MonsterCard({ m, selected, onSelect, playerLevel }: { m: Monster; selected: boolean; onSelect: () => void; playerLevel: number }) {
const tooHard = m.minLevel > playerLevel + 2;
const tooEasy = m.maxLevel < playerLevel - 3;
return (
<div
className={`card card-hover ${selected ? 'card-gold' : ''}`}
onClick={onSelect}
style={{ cursor: 'pointer', transition: 'all 0.15s' }}
style={{ cursor: 'pointer', transition: 'all 0.15s', opacity: tooHard ? 0.4 : 1 }}
>
<div style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'flex-start', marginBottom: 6 }}>
<span style={{ fontWeight: 700, fontSize: 14, color: selected ? '#f4c94e' : '#dce4f0' }}>{m.name}</span>
<span className="badge badge-red" style={{ fontSize: 10 }}>Niv. {(m as any).minLevel ?? m.levelMin}{(m as any).maxLevel ?? m.levelMax}</span>
<span className={tooHard ? 'badge badge-red' : tooEasy ? 'badge' : 'badge badge-green'} style={{ fontSize: 10 }}>
Niv. {m.minLevel}{m.maxLevel}
</span>
</div>
<div style={{ display: 'flex', gap: 12, fontSize: 12, color: '#6b7a99' }}>
<span> {m.hp}</span>
@@ -30,49 +35,49 @@ function MonsterCard({ m, selected, onSelect }: { m: Monster; selected: boolean;
<span> {m.xpReward} XP</span>
<span>💰 {m.goldMin}{m.goldMax}</span>
</div>
{tooHard && <div style={{ fontSize: 10, color: '#e84040', marginTop: 4 }}>Niveau trop élevé</div>}
</div>
);
}
function CombatLog({ result }: { result: CombatResult }) {
function CombatLogView({ result }: { result: CombatResult }) {
const won = result.winner === 'player';
return (
<div className="card" style={{ marginTop: '1rem' }}>
{/* Résultat */}
<div style={{ textAlign: 'center', padding: '0.75rem 0', marginBottom: '0.75rem', borderBottom: '1px solid #2a3448' }}>
{won
? <div style={{ color: '#3ddc84', fontWeight: 800, fontSize: 18 }}>
<Trophy size={20} style={{ display: 'inline', marginRight: 8 }} />
Victoire ! +{(result as any).rewards?.xp ?? result.xpGained} XP +{(result as any).rewards?.gold ?? result.goldGained} or
Victoire ! +{result.rewards.xp} XP +{result.rewards.gold} or
</div>
: <div style={{ color: '#e84040', fontWeight: 800, fontSize: 18 }}>
<Skull size={20} style={{ display: 'inline', marginRight: 8 }} />
Défaite 50 endurance
Défaite Retour à l'auberge
</div>
}
{((result as any).rewards?.loot ?? result.loot) && (
{result.rewards.loot && (
<div style={{ fontSize: 13, color: '#f4c94e', marginTop: 4 }}>
🎁 Loot obtenu !
🎁 Loot : {result.rewards.loot.name} ×{result.rewards.loot.quantity}
</div>
)}
{(result as any).rewards?.levelUp && (
{result.rewards.levelUp && (
<div style={{ fontSize: 13, color: '#a78bfa', marginTop: 4 }}>
🎉 LEVEL UP ! Niveau {(result as any).rewards.newLevel} +{(result as any).rewards.statPointsGained} points de stats
🎉 LEVEL UP ! Niveau {result.rewards.newLevel} — +{result.rewards.statPointsGained} points de stats
</div>
)}
</div>
{/* Log de combat */}
<p style={{ margin: '0 0 6px', fontSize: 12, fontWeight: 700, color: '#6b7a99' }}>
Log — {result.rounds.length} tour{result.rounds.length > 1 ? 's' : ''}
</p>
<div className="combat-log">
{result.rounds.flatMap(r =>
r.log.map((line, i) => {
const cls = line.includes('frappe') && !line.includes('Monstre') ? 'log-player'
: line.includes('Monstre') || line.includes('frappe') ? 'log-monster'
: line.includes('CRITIQUE') ? 'log-crit'
: 'log-system';
const cls = line.includes('CRITIQUE') ? 'log-crit'
: line.includes('esquive') ? 'log-crit'
: line.includes('HP') ? 'log-system'
: i === 0 ? 'log-player'
: 'log-monster';
return <div key={`${r.round}-${i}`} className={cls}>[T{r.round}] {line}</div>;
})
)}
@@ -85,6 +90,19 @@ function CombatLog({ result }: { result: CombatResult }) {
);
}
function HistoryEntry({ h }: { h: CombatLog }) {
return (
<div style={{ display: 'flex', justifyContent: 'space-between', fontSize: 12, padding: '3px 0', borderBottom: '1px solid #1e2535' }}>
<span style={{ color: h.winner === 'player' ? '#3ddc84' : '#e84040' }}>
{h.winner === 'player' ? '' : ''} {h.monster.name}
</span>
<span style={{ color: '#6b7a99' }}>
{h.winner === 'player' ? `+${h.xpEarned}xp +${h.goldEarned}or` : `${h.totalRounds} tours`}
</span>
</div>
);
}
export function CombatPage() {
const qc = useQueryClient();
const [selectedMonster, setSelectedMonster] = useState<Monster | null>(null);
@@ -92,7 +110,8 @@ export function CombatPage() {
const [lastResult, setLastResult] = useState<CombatResult | null>(null);
const { data: char } = useQuery({ queryKey: ['character'], queryFn: characterApi.me });
const endurance = (char as any)?.enduranceCurrent ?? (char as any)?.endurance ?? 0;
const endurance = char?.enduranceCurrent ?? 0;
const playerLevel = char?.level ?? 1;
const canFight = endurance >= COMBAT_COST;
const { data: monsters, isLoading } = useQuery({
@@ -111,11 +130,20 @@ export function CombatPage() {
setLastResult(result);
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['combatHistory'] });
qc.invalidateQueries({ queryKey: ['questsActive'] });
},
});
if (isLoading) return <div style={{ padding: '2rem', color: '#6b7a99' }}>Chargement des monstres…</div>;
// Trier : monstres appropriés en haut, trop forts en bas
const sorted = [...(monsters ?? [])].sort((a, b) => {
const aOk = a.minLevel <= playerLevel + 2 ? 0 : 1;
const bOk = b.minLevel <= playerLevel + 2 ? 0 : 1;
if (aOk !== bOk) return aOk - bOk;
return a.minLevel - b.minLevel;
});
return (
<div>
<h2 style={{ margin: '0 0 1rem', color: '#f4c94e', fontSize: 20 }}>⚔️ Combat</h2>
@@ -127,12 +155,13 @@ export function CombatPage() {
Adversaire
</p>
<div style={{ display: 'flex', flexDirection: 'column', gap: 6 }}>
{monsters?.map(m => (
{sorted.map(m => (
<MonsterCard
key={m.id}
m={m}
selected={selectedMonster?.id === m.id}
onSelect={() => setSelectedMonster(m)}
playerLevel={playerLevel}
/>
))}
</div>
@@ -150,7 +179,7 @@ export function CombatPage() {
key={a.id}
className={`card card-hover ${attackType === a.id ? 'card-gold' : ''}`}
onClick={() => setAttackType(a.id)}
style={{ display: 'flex', alignItems: 'center', gap: 10 }}
style={{ display: 'flex', alignItems: 'center', gap: 10, cursor: 'pointer' }}
>
<span style={{ fontSize: 18 }}>{a.emoji}</span>
<div>
@@ -164,7 +193,7 @@ export function CombatPage() {
{/* Coût endurance */}
<div style={{ display: 'flex', alignItems: 'center', justifyContent: 'center', gap: 6, marginBottom: 6, fontSize: 12, color: canFight ? '#5ba4f5' : '#e84040' }}>
<Zap size={12} /> Coût : {COMBAT_COST} endurance — Disponible : {endurance}
{canFight && <span style={{ color: '#6b7a99' }}>({Math.floor(endurance / COMBAT_COST)} combats possibles)</span>}
{canFight && <span style={{ color: '#6b7a99' }}>({Math.floor(endurance / COMBAT_COST)} combats)</span>}
</div>
{/* Bouton combattre */}
@@ -192,14 +221,7 @@ export function CombatPage() {
<Clock size={11} /> Historique récent
</p>
<div className="card" style={{ padding: '0.75rem' }}>
{history.slice(0, 5).map(h => (
<div key={h.id} style={{ display: 'flex', justifyContent: 'space-between', fontSize: 12, padding: '3px 0', borderBottom: '1px solid #1e2535' }}>
<span style={{ color: h.winner === 'player' ? '#3ddc84' : '#e84040' }}>
{h.winner === 'player' ? '' : ''} {(h as any).monster?.name ?? h.monsterName ?? 'Monstre'}
</span>
<span style={{ color: '#6b7a99' }}>+{(h as any).xpEarned ?? h.xpGained}xp +{(h as any).goldEarned ?? h.goldGained}or</span>
</div>
))}
{history.slice(0, 5).map(h => <HistoryEntry key={h.id} h={h} />)}
</div>
</div>
)}
@@ -207,7 +229,7 @@ export function CombatPage() {
</div>
{/* Résultat du dernier combat */}
{lastResult && <CombatLog result={lastResult} />}
{lastResult && <CombatLogView result={lastResult} />}
</div>
);
}

View File

@@ -150,10 +150,10 @@ export function DashboardPage() {
if (isLoading) return <div style={{ padding: '2rem', color: '#6b7a99' }}>Chargement</div>;
if (isError || !char) return <CreateCharacter />;
const xpNext = (char as any).xpToNextLevel ?? Math.round(100 * Math.pow(char.level, 1.5));
const statPoints = (char as any).statPoints ?? 0;
const xpNext = char.xpToNextLevel;
const statPoints = char.statPoints ?? 0;
const needsHeal = char.hpCurrent < char.hpMax;
const endurance = (char as any).enduranceCurrent ?? (char as any).endurance ?? 0;
const endurance = char.enduranceCurrent;
const REST_COST = 10;
const COMBAT_COST = 5;
const FORGE_COST = 10;
@@ -202,9 +202,9 @@ export function DashboardPage() {
<span style={{ fontSize: 12, color: '#5ba4f5', display: 'flex', alignItems: 'center', gap: 4 }}>
<Zap size={11} /> Endurance
</span>
<span style={{ fontSize: 11, color: '#6b7a99' }}>{char.enduranceCurrent ?? char.endurance} / {char.enduranceMax}</span>
<span style={{ fontSize: 11, color: '#6b7a99' }}>{endurance} / {char.enduranceMax}</span>
</div>
<Bar value={char.enduranceCurrent ?? char.endurance} max={char.enduranceMax} type="end" showValues={false} />
<Bar value={endurance} max={char.enduranceMax} type="end" showValues={false} />
</div>
<div>
<div style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginBottom: 4 }}>

View File

@@ -63,7 +63,7 @@ export function ForgePage() {
const [lastResult, setLastResult] = useState<{ success: boolean; newLevel: number } | null>(null);
const { data: char } = useQuery({ queryKey: ['character'], queryFn: characterApi.me });
const endurance = (char as any)?.enduranceCurrent ?? (char as any)?.endurance ?? 0;
const endurance = char?.enduranceCurrent ?? 0;
const gold = char?.gold ?? 0;
const { data: inventory, isLoading } = useQuery({