feat: Sprint 2 — moteur de combat PvE TetaRdPG

Moteur combat stateless (POST /api/combat/start résout le combat complet).
Formules GDD : Mêlée/Distance/Magie × 1.5, critique (5% + Chance×0.2%), esquive (5% + Chance×0.1%).
5 monstres seedés (Têtard Vase → Golem de Boue, level 1–9).
Level up : XP → seuil atteint → level++, +5 statPoints.
Persiste combat_logs (jsonb rounds). Validé : victoire, défaite, 401, 400, 404.
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2026-03-15 06:10:06 +01:00
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import { Injectable, BadRequestException } from '@nestjs/common';
import { InjectRepository } from '@nestjs/typeorm';
import { Repository } from 'typeorm';
import { Character } from '../character/entities/character.entity';
import { Monster } from '../monster/monster.entity';
import { MonsterService } from '../monster/monster.service';
import { CombatLog } from './combat-log.entity';
import { StartCombatDto } from './dto/start-combat.dto';
import { User } from '../user/user.entity';
import {
resolveCombat,
applyXpGain,
CombatantStats,
} from './combat.engine';
const COMBAT_ENDURANCE_COST = 10;
const DEFEAT_ENDURANCE_PENALTY = 50;
const DEFEAT_HP_RATIO = 0.2; // 20% hpMax à la défaite
const VICTORY_HP_REGEN_RATIO = 0.1; // +10% hpMax à la victoire
const DEFEAT_GOLD_LOSS_RATIO = 0.05; // perte 5% or à la défaite
@Injectable()
export class CombatService {
constructor(
@InjectRepository(Character)
private readonly characterRepository: Repository<Character>,
@InjectRepository(CombatLog)
private readonly combatLogRepository: Repository<CombatLog>,
private readonly monsterService: MonsterService,
) {}
async startCombat(dto: StartCombatDto, user: User) {
// Charger le personnage
const character = await this.characterRepository.findOne({
where: { userId: user.id },
});
if (!character) throw new BadRequestException('Aucun personnage trouvé');
// Charger le monstre
const monster = await this.monsterService.findOne(dto.monsterId);
// Calculer l'endurance actuelle (lazy pattern)
const elapsedMinutes = (Date.now() - character.lastEnduranceTs.getTime()) / 60_000;
const recharge = Math.floor(elapsedMinutes / 6);
const enduranceCurrent = Math.min(character.enduranceSaved + recharge, character.enduranceMax);
if (enduranceCurrent < COMBAT_ENDURANCE_COST) {
throw new BadRequestException(
`Endurance insuffisante (${enduranceCurrent}/${COMBAT_ENDURANCE_COST} requis)`,
);
}
if (character.hpCurrent <= 0) {
throw new BadRequestException('Votre personnage est KO — récupérez d\'abord vos PV');
}
// Construire les stats des combattants
const playerStats: CombatantStats = {
name: character.name,
hpCurrent: character.hpCurrent,
hpMax: character.hpMax,
force: character.force,
agilite: character.agilite,
intelligence: character.intelligence,
chance: character.chance,
attack: 0, // pas d'arme Sprint 2
defense: 0, // pas d'armure Sprint 2
attackType: dto.attackType,
};
const monsterStats: CombatantStats = {
name: monster.name,
hpCurrent: monster.hp,
hpMax: monster.hp,
force: 0,
agilite: 0,
intelligence: 0,
chance: 0, // pas de crit/esquive pour les monstres Sprint 2
attack: monster.attack,
defense: monster.defense,
attackType: monster.attackType,
};
// Résolution combat
const result = resolveCombat(
playerStats,
monsterStats,
monster.xpReward,
monster.goldMin,
monster.goldMax,
);
// Appliquer les effets post-combat sur le personnage
let newHp = character.hpCurrent;
let newEnduranceSaved = enduranceCurrent - COMBAT_ENDURANCE_COST;
let goldLost = 0;
let levelUpData = { levelsGained: 0, statPointsGained: 0, newLevel: character.level, newXp: character.xp };
if (result.winner === 'player') {
// Victoire : XP + Or + récup 10% PV
levelUpData = applyXpGain(character.level, character.xp, result.xpEarned);
character.xp = levelUpData.newXp;
character.level = levelUpData.newLevel;
character.statPoints = (character.statPoints ?? 0) + levelUpData.statPointsGained;
character.gold += result.goldEarned;
newHp = Math.min(character.hpMax, character.hpCurrent + Math.floor(character.hpMax * VICTORY_HP_REGEN_RATIO));
} else {
// Défaite : retour auberge + pénalités
newEnduranceSaved = Math.max(0, newEnduranceSaved - DEFEAT_ENDURANCE_PENALTY);
newHp = Math.max(1, Math.floor(character.hpMax * DEFEAT_HP_RATIO));
goldLost = Math.floor(character.gold * DEFEAT_GOLD_LOSS_RATIO);
character.gold = Math.max(0, character.gold - goldLost);
}
// Sauvegarder l'endurance (lazy reset)
character.hpCurrent = newHp;
character.enduranceSaved = newEnduranceSaved;
character.lastEnduranceTs = new Date();
await this.characterRepository.save(character);
// Persister le log
const combatLog = this.combatLogRepository.create({
characterId: character.id,
monsterId: monster.id,
winner: result.winner,
totalRounds: result.totalRounds,
roundsData: result.rounds,
xpEarned: result.xpEarned,
goldEarned: result.goldEarned,
levelUp: levelUpData.levelsGained > 0,
});
await this.combatLogRepository.save(combatLog);
// Construire la réponse
const summaryParts: string[] = [];
if (result.winner === 'player') {
summaryParts.push(`Victoire en ${result.totalRounds} tours !`);
summaryParts.push(`+${result.xpEarned} XP, +${result.goldEarned} Or.`);
if (levelUpData.levelsGained > 0) {
summaryParts.push(`LEVEL UP ! Niveau ${levelUpData.newLevel} atteint. +${levelUpData.statPointsGained} points de stats.`);
}
} else {
summaryParts.push(`Défaite au tour ${result.totalRounds}. Retour à l'auberge.`);
if (goldLost > 0) summaryParts.push(`${goldLost} Or perdu.`);
}
return {
winner: result.winner,
rounds: result.rounds,
summary: summaryParts.join(' '),
rewards: {
xp: result.xpEarned,
gold: result.goldEarned,
goldLost,
levelUp: levelUpData.levelsGained > 0,
newLevel: levelUpData.newLevel,
statPointsGained: levelUpData.statPointsGained,
},
character: {
level: character.level,
xp: character.xp,
gold: character.gold,
hpCurrent: character.hpCurrent,
hpMax: character.hpMax,
enduranceCurrent: character.enduranceSaved, // déjà le nouveau enduranceSaved post-combat
enduranceMax: character.enduranceMax,
statPoints: character.statPoints ?? 0,
},
};
}
async getHistory(user: User) {
const character = await this.characterRepository.findOne({
where: { userId: user.id },
});
if (!character) throw new BadRequestException('Aucun personnage trouvé');
return this.combatLogRepository.find({
where: { characterId: character.id },
order: { createdAt: 'DESC' },
take: 20,
relations: ['monster'],
select: {
id: true,
winner: true,
totalRounds: true,
xpEarned: true,
goldEarned: true,
levelUp: true,
createdAt: true,
monster: { id: true, name: true, minLevel: true, maxLevel: true } as any,
},
});
}
}