feat: audit Phase 1 — P0/P1 quick wins
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- Fix vitalité: HP initial = 100 + (vitalité-1)×10
- Arme de départ: Bâton de Roseau équipé à la création
- Rebalance forge: niv3 200, niv4 400, niv5 700 (−30%)
- Confirmation avant vente d'item (confirm dialog)
- Fix forge costs dupliqués (shop sellback + inventaire)
This commit is contained in:
2026-03-24 21:53:45 +01:00
parent 23843cb72c
commit 0d917a8b39
5 changed files with 30 additions and 10 deletions

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@@ -23,9 +23,9 @@ const RARITY_LABELS: Record<string, string> = {
const FORGE_TABLE = [ const FORGE_TABLE = [
{ level: 1, gold: 50, endurance: 10, risk: '0%', bonus: '+2' }, { level: 1, gold: 50, endurance: 10, risk: '0%', bonus: '+2' },
{ level: 2, gold: 100, endurance: 10, risk: '0%', bonus: '+4' }, { level: 2, gold: 100, endurance: 10, risk: '0%', bonus: '+4' },
{ level: 3, gold: 250, endurance: 10, risk: '20%', bonus: '+6' }, { level: 3, gold: 200, endurance: 10, risk: '20%', bonus: '+6' },
{ level: 4, gold: 500, endurance: 10, risk: '30%', bonus: '+8' }, { level: 4, gold: 400, endurance: 10, risk: '30%', bonus: '+8' },
{ level: 5, gold: 1000, endurance: 10, risk: '40%', bonus: '+10' }, { level: 5, gold: 700, endurance: 10, risk: '40%', bonus: '+10' },
]; ];
const TABS = [ const TABS = [

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@@ -16,7 +16,7 @@ function ItemCard({ ci, onEquip, onUnequip, onSell, selling }: {
const forgeBonusDEF = item.type === 'armor' ? ci.forgeLevel * 2 : 0; const forgeBonusDEF = item.type === 'armor' ? ci.forgeLevel * 2 : 0;
const totalATK = item.attackBonus + forgeBonusATK; const totalATK = item.attackBonus + forgeBonusATK;
const totalDEF = item.defenseBonus + forgeBonusDEF; const totalDEF = item.defenseBonus + forgeBonusDEF;
const FORGE_COSTS: Record<number, number> = { 1: 50, 2: 100, 3: 250, 4: 500, 5: 1000 }; const FORGE_COSTS: Record<number, number> = { 1: 50, 2: 100, 3: 200, 4: 400, 5: 700 };
let forgeInvestment = 0; let forgeInvestment = 0;
for (let i = 1; i <= ci.forgeLevel; i++) forgeInvestment += FORGE_COSTS[i] ?? 0; for (let i = 1; i <= ci.forgeLevel; i++) forgeInvestment += FORGE_COSTS[i] ?? 0;
const sellPrice = Math.floor(((item as any).buyPrice || 0) * 0.4 + forgeInvestment * 0.5); const sellPrice = Math.floor(((item as any).buyPrice || 0) * 0.4 + forgeInvestment * 0.5);
@@ -125,7 +125,7 @@ export function InventoryPage() {
key={ci.id} ci={ci} key={ci.id} ci={ci}
onEquip={() => equipMut.mutate(ci.id)} onEquip={() => equipMut.mutate(ci.id)}
onUnequip={() => unequipMut.mutate('weapon')} onUnequip={() => unequipMut.mutate('weapon')}
onSell={() => sellMut.mutate(ci.id)} onSell={() => { if (confirm(`Vendre ${ci.item.name} ?`)) sellMut.mutate(ci.id); }}
selling={sellMut.isPending} selling={sellMut.isPending}
/> />
))} ))}
@@ -145,7 +145,7 @@ export function InventoryPage() {
key={ci.id} ci={ci} key={ci.id} ci={ci}
onEquip={() => equipMut.mutate(ci.id)} onEquip={() => equipMut.mutate(ci.id)}
onUnequip={() => unequipMut.mutate('armor')} onUnequip={() => unequipMut.mutate('armor')}
onSell={() => sellMut.mutate(ci.id)} onSell={() => { if (confirm(`Vendre ${ci.item.name} ?`)) sellMut.mutate(ci.id); }}
selling={sellMut.isPending} selling={sellMut.isPending}
/> />
))} ))}

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@@ -11,6 +11,8 @@ import { LevelThreshold } from './entities/level-threshold.entity';
import { CreateCharacterDto } from './dto/create-character.dto'; import { CreateCharacterDto } from './dto/create-character.dto';
import { DistributeStatsDto } from './dto/distribute-stats.dto'; import { DistributeStatsDto } from './dto/distribute-stats.dto';
import { User } from '../user/user.entity'; import { User } from '../user/user.entity';
import { Item } from '../item/item.entity';
import { CharacterItem } from '../item/character-item.entity';
import { xpRequiredForLevel } from '../combat/combat.engine'; import { xpRequiredForLevel } from '../combat/combat.engine';
const STAT_POOL = 10; // 5 stats × 1 base + 5 points à distribuer const STAT_POOL = 10; // 5 stats × 1 base + 5 points à distribuer
@@ -53,6 +55,7 @@ export class CharacterService {
throw new ConflictException('Ce joueur possède déjà un personnage'); throw new ConflictException('Ce joueur possède déjà un personnage');
} }
const baseHp = 100 + (dto.vitalite - 1) * 10; // vitalité 1 = 100 HP, chaque point = +10
const character = this.characterRepository.create({ const character = this.characterRepository.create({
userId: user.id, userId: user.id,
name: dto.name, name: dto.name,
@@ -61,12 +64,29 @@ export class CharacterService {
intelligence: dto.intelligence, intelligence: dto.intelligence,
chance: dto.chance, chance: dto.chance,
vitalite: dto.vitalite, vitalite: dto.vitalite,
hpMax: baseHp,
hpCurrent: baseHp,
enduranceSaved: 100, enduranceSaved: 100,
lastEnduranceTs: new Date(), lastEnduranceTs: new Date(),
enduranceMax: 100, enduranceMax: 100,
}); });
const saved = await this.characterRepository.save(character); const saved = await this.characterRepository.save(character);
// Arme de départ — Bâton de Roseau équipé automatiquement
const starterWeapon = await this.dataSource.getRepository(Item)
.findOne({ where: { name: 'Bâton de Roseau' } });
if (starterWeapon) {
await this.dataSource.getRepository(CharacterItem).save(
this.dataSource.getRepository(CharacterItem).create({
characterId: saved.id,
itemId: starterWeapon.id,
forgeLevel: 0,
equipped: true,
}),
);
}
return { return {
...saved, ...saved,
enduranceCurrent: this.calculateEndurance(saved), enduranceCurrent: this.calculateEndurance(saved),

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@@ -13,9 +13,9 @@ const FORGE_BONUS_PER_LEVEL = 2;
const FORGE_GOLD_COST: Record<number, number> = { const FORGE_GOLD_COST: Record<number, number> = {
1: 50, 1: 50,
2: 100, 2: 100,
3: 250, 3: 200,
4: 500, 4: 400,
5: 1000, 5: 700,
}; };
const FORGE_ENDURANCE_COST = 10; const FORGE_ENDURANCE_COST = 10;

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@@ -154,7 +154,7 @@ export class ShopService {
if (charItem.equipped) throw new BadRequestException('Déséquipez l\'item avant de le vendre'); if (charItem.equipped) throw new BadRequestException('Déséquipez l\'item avant de le vendre');
// Prix de vente = base + investissement forge (coûts cumulés * 50%) // Prix de vente = base + investissement forge (coûts cumulés * 50%)
const FORGE_GOLD_COST: Record<number, number> = { 1: 50, 2: 100, 3: 250, 4: 500, 5: 1000 }; const FORGE_GOLD_COST: Record<number, number> = { 1: 50, 2: 100, 3: 200, 4: 400, 5: 700 };
let forgeInvestment = 0; let forgeInvestment = 0;
for (let i = 1; i <= charItem.forgeLevel; i++) { for (let i = 1; i <= charItem.forgeLevel; i++) {
forgeInvestment += FORGE_GOLD_COST[i] ?? 0; forgeInvestment += FORGE_GOLD_COST[i] ?? 0;