fix: level-up formula uses current level, add xpToNextLevel to API
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CI/CD — Build & Deploy / Build & Deploy (push) Successful in 33s
XP threshold was computed on level+1 (target), making early levels too steep (283 XP for level 2 instead of 100). Now uses current level: level 1→2 = 100 XP, level 2→3 = 283 XP, level 10→11 = 3162 XP. Added xpToNextLevel field to character and combat responses so the frontend can display accurate progress bars.
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@@ -11,6 +11,7 @@ import { LevelThreshold } from './entities/level-threshold.entity';
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import { CreateCharacterDto } from './dto/create-character.dto';
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import { DistributeStatsDto } from './dto/distribute-stats.dto';
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import { User } from '../user/user.entity';
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import { xpRequiredForLevel } from '../combat/combat.engine';
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const STAT_POOL = 10; // 5 stats × 1 base + 5 points à distribuer
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const ENDURANCE_REGEN_MINUTES = 6; // 1 pt d'endurance toutes les 6 min = 10 pts/heure
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@@ -35,7 +36,7 @@ export class CharacterService {
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return Math.min(character.enduranceSaved + recharge, character.enduranceMax);
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}
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async create(dto: CreateCharacterDto, user: User): Promise<Character & { enduranceCurrent: number }> {
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async create(dto: CreateCharacterDto, user: User) {
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const totalStats =
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dto.force + dto.agilite + dto.intelligence + dto.chance + dto.vitalite;
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@@ -66,10 +67,14 @@ export class CharacterService {
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});
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const saved = await this.characterRepository.save(character);
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return { ...saved, enduranceCurrent: this.calculateEndurance(saved) };
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return {
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...saved,
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enduranceCurrent: this.calculateEndurance(saved),
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xpToNextLevel: xpRequiredForLevel(saved.level),
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};
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}
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async findByUser(user: User): Promise<Character & { enduranceCurrent: number }> {
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async findByUser(user: User) {
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const character = await this.characterRepository.findOne({
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where: { userId: user.id },
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});
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@@ -78,7 +83,11 @@ export class CharacterService {
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throw new NotFoundException('Aucun personnage trouvé pour ce joueur');
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}
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return { ...character, enduranceCurrent: this.calculateEndurance(character) };
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return {
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...character,
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enduranceCurrent: this.calculateEndurance(character),
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xpToNextLevel: xpRequiredForLevel(character.level),
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};
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}
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async getEndurance(
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