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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SPRINT2.md Normal file
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# TetaRdPG — Brief Sprint 2
> Statut : 🔄 En cours
> Objectif : Moteur de combat PvE + retours textuels (logs)
> Stack : NestJS · PostgreSQL · TypeORM (synchronize dev)
> Prérequis : Sprint 1 livré ✅
---
## Scope Sprint 2
### ✅ In scope
- Entité `monsters` (5 monstres seedés, level 18)
- Moteur de combat PvE — résolution stateless côté serveur (un POST = combat complet)
- Formules GDD : Mêlée/Distance/Magie × 1.5 | Critique | Esquive
- Fin de combat : Victoire (XP + Or + +10% PV) / Défaite (20% PV + 50 endurance + perte or)
- Persistance des combats (`combat_logs`)
- Mise à jour character post-combat : hpCurrent, endurance, xp, gold, level, statPoints
- Level up basique : XP → seuil atteint → level++, +5 statPoints
- API : `GET /api/monsters`, `POST /api/combat/start`, `GET /api/combat/history`
### ❌ Out of scope
- Interactivité tour par tour (choix action par round) — Sprint 3
- Équipement / armure / arme → défense joueur = 0 Sprint 2
- Forge, artisanat, boutique
- Twitch, PvP
- Frontend React
---
## Décisions de design (game-designer)
| Décision | Valeur Sprint 2 | Justification |
|----------|----------------|---------------|
| Dégâts joueur | `Math.floor(stat × 1.5)` | Arme = 0 (pas d'équipement) |
| Défense joueur | 0 | Pas d'armure Sprint 2 |
| Crit | `5% + Chance × 0.2%` → dégâts ×1.5 | GDD |
| Esquive | `5% + Chance × 0.1%` → annule dégâts | GDD |
| Crit/Esquive monstres | Non (Sprint 2) | Simplification, fairness joueur |
| Défaite HP | 20% hpMax (retour auberge) | GDD "retour auberge" |
| Coût combat défaite | 10 (start) + 50 (peine) = 60 | GDD |
| Level up | `XP requise = round(100 × level^1.5)` | Formule GDD |
| Stat points / level | +5 par level franchi | GDD |
---
## Monstres seedés
| Nom | Level min | Level max | HP | Attaque | Défense | Type | XP | Or (min-max) |
|-----|-----------|-----------|-----|---------|---------|------|----|-------------|
| Têtard Vase | 1 | 2 | 40 | 5 | 0 | melee | 25 | 38 |
| Grenouille Boueuse | 2 | 4 | 65 | 8 | 1 | melee | 45 | 615 |
| Serpent des Marais | 3 | 6 | 90 | 11 | 2 | ranged | 70 | 1025 |
| Champi Vénéneux | 2 | 5 | 75 | 9 | 3 | magic | 60 | 820 |
| Golem de Boue | 6 | 9 | 150 | 16 | 5 | melee | 130 | 2560 |
---
## API Sprint 2
```
GET /api/monsters → liste tous les monstres
POST /api/combat/start → { monsterId, attackType: 'melee'|'ranged'|'magic' }
GET /api/combat/history → combats du personnage connecté
```
### Format réponse POST /api/combat/start
```json
{
"winner": "player",
"rounds": [
{
"round": 1,
"playerDamage": 6, "playerCrit": true, "monsterDodged": false,
"monsterDamage": 5, "playerDodged": false,
"playerHp": 95, "monsterHp": 34,
"log": ["Tetard frappe le Têtard Vase pour 6 dégâts (CRITIQUE) !", "Le Têtard Vase frappe Tetard pour 5 dégâts."]
}
],
"summary": "Victoire en 7 tours ! +25 XP, +5 Or.",
"rewards": { "xp": 25, "gold": 5, "levelUp": false },
"character": { "level": 1, "xp": 25, "gold": 5, "hpCurrent": 75, "enduranceCurrent": 90 }
}
```
---
## Architecture modules
```
src/
├── monster/
│ ├── monster.entity.ts
│ ├── monster.module.ts
│ ├── monster.service.ts
│ └── monster.controller.ts
├── combat/
│ ├── combat.engine.ts → fonctions pures (pas de dépendances NestJS)
│ ├── combat-log.entity.ts
│ ├── combat.service.ts
│ ├── combat.controller.ts
│ ├── combat.module.ts
│ └── dto/start-combat.dto.ts
└── database/
└── monsters-seed.ts
```
---
## Critères de validation integrator
- [ ] `GET /api/monsters` → liste 5 monstres
- [ ] `POST /api/combat/start` → combat résolu, log retourné
- [ ] Personnage level 1 peut vaincre Têtard Vase
- [ ] XP et or crédités après victoire
- [ ] `hpCurrent` mis à jour en DB après combat
- [ ] Endurance déduite (10) après combat
- [ ] Défaite : `hpCurrent` = 20% hpMax, endurance 60 total
- [ ] `GET /api/combat/history` → historique retourné
- [ ] Sans cookie → 401
- [ ] Endurance insuffisante (< 10) → 400
- [ ] Monster inexistant → 404
- [ ] Level up déclenché si XP seuil atteint

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"start:dev": "nest start --watch",
"start:prod": "node dist/main",
"seed": "ts-node -r tsconfig-paths/register src/database/seed.ts",
"seed:monsters": "ts-node -r tsconfig-paths/register src/database/monsters-seed.ts",
"typeorm": "typeorm-ts-node-commonjs -d src/database/data-source.ts"
},
"dependencies": {

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@@ -4,6 +4,8 @@ import { TypeOrmModule } from '@nestjs/typeorm';
import { ThrottlerModule } from '@nestjs/throttler';
import { AuthModule } from './auth/auth.module';
import { CharacterModule } from './character/character.module';
import { MonsterModule } from './monster/monster.module';
import { CombatModule } from './combat/combat.module';
import { HealthController } from './common/health.controller';
@Module({
@@ -31,6 +33,8 @@ import { HealthController } from './common/health.controller';
AuthModule,
CharacterModule,
MonsterModule,
CombatModule,
],
controllers: [HealthController],
})

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@@ -67,6 +67,10 @@ export class Character {
@Column({ name: 'endurance_max', default: 100 })
enduranceMax: number;
// Points de stats disponibles (non distribués) — +5 par level up
@Column({ name: 'stat_points', default: 0 })
statPoints: number;
@CreateDateColumn({ name: 'created_at' })
createdAt: Date;

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import {
Entity,
PrimaryGeneratedColumn,
Column,
ManyToOne,
JoinColumn,
CreateDateColumn,
} from 'typeorm';
import { Character } from '../character/entities/character.entity';
import { Monster } from '../monster/monster.entity';
@Entity('combat_logs')
export class CombatLog {
@PrimaryGeneratedColumn('uuid')
id: string;
@Column({ name: 'character_id' })
characterId: string;
@ManyToOne(() => Character)
@JoinColumn({ name: 'character_id' })
character: Character;
@Column({ name: 'monster_id' })
monsterId: string;
@ManyToOne(() => Monster)
@JoinColumn({ name: 'monster_id' })
monster: Monster;
@Column({ type: 'varchar', length: 10 })
winner: 'player' | 'monster';
@Column({ name: 'total_rounds' })
totalRounds: number;
// Stocker les rounds en JSON — lecture replay
@Column({ name: 'rounds_data', type: 'jsonb' })
roundsData: object;
@Column({ name: 'xp_earned', default: 0 })
xpEarned: number;
@Column({ name: 'gold_earned', default: 0 })
goldEarned: number;
@Column({ name: 'level_up', default: false })
levelUp: boolean;
@CreateDateColumn({ name: 'created_at' })
createdAt: Date;
}

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import { Controller, Post, Get, Body, UseGuards, Req, HttpCode, HttpStatus } from '@nestjs/common';
import { Request } from 'express';
import { CombatService } from './combat.service';
import { StartCombatDto } from './dto/start-combat.dto';
import { AuthGuard } from '../auth/guards/auth.guard';
import { User } from '../user/user.entity';
@Controller('combat')
@UseGuards(AuthGuard)
export class CombatController {
constructor(private readonly combatService: CombatService) {}
@Post('start')
@HttpCode(HttpStatus.OK)
startCombat(
@Body() dto: StartCombatDto,
@Req() req: Request & { user: User },
) {
return this.combatService.startCombat(dto, req.user);
}
@Get('history')
getHistory(@Req() req: Request & { user: User }) {
return this.combatService.getHistory(req.user);
}
}

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src/combat/combat.engine.ts Normal file
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import { AttackType } from '../monster/monster.entity';
// ---------- Types ----------
export interface CombatantStats {
name: string;
hpCurrent: number;
hpMax: number;
force: number;
agilite: number;
intelligence: number;
chance: number;
attack: number; // arme (0 Sprint 2) pour joueur, flat pour monstre
defense: number; // 0 joueur Sprint 2
attackType: AttackType;
}
export interface AttackResult {
damage: number;
isCrit: boolean;
isDodged: boolean;
log: string;
}
export interface RoundLog {
round: number;
playerAttack: AttackResult;
monsterAttack: AttackResult;
playerHp: number;
monsterHp: number;
log: string[];
}
export interface CombatResult {
winner: 'player' | 'monster';
rounds: RoundLog[];
xpEarned: number;
goldEarned: number;
totalRounds: number;
}
// ---------- Formules (déterministes pour les tests, mais utilisent Math.random) ----------
const MAX_ROUNDS = 30; // sécurité anti-boucle infinie
function statForAttackType(stats: CombatantStats): number {
switch (stats.attackType) {
case 'melee': return stats.force;
case 'ranged': return stats.agilite;
case 'magic': return stats.intelligence;
}
}
export function calcPlayerDamage(player: CombatantStats, monsterDefense: number): number {
const stat = statForAttackType(player);
const raw = player.attack + Math.floor(stat * 1.5);
return Math.max(1, raw - monsterDefense);
}
export function calcMonsterDamage(monster: CombatantStats, playerDefense: number): number {
return Math.max(1, monster.attack - playerDefense);
}
export function rollCrit(chance: number): boolean {
const rate = 0.05 + chance * 0.002;
return Math.random() < rate;
}
export function rollDodge(chance: number): boolean {
const rate = 0.05 + chance * 0.001;
return Math.random() < rate;
}
function resolvePlayerAttack(
player: CombatantStats,
monster: CombatantStats,
): AttackResult {
// Les monstres ne dodgent pas en Sprint 2
const baseDamage = calcPlayerDamage(player, monster.defense);
const isCrit = rollCrit(player.chance);
const damage = isCrit ? Math.floor(baseDamage * 1.5) : baseDamage;
const critText = isCrit ? ' (CRITIQUE !)' : '';
const log = `${player.name} attaque ${monster.name} pour ${damage} dégâts${critText}`;
return { damage, isCrit, isDodged: false, log };
}
function resolveMonsterAttack(
monster: CombatantStats,
player: CombatantStats,
): AttackResult {
const isDodged = rollDodge(player.chance);
if (isDodged) {
return {
damage: 0,
isCrit: false,
isDodged: true,
log: `${player.name} esquive l'attaque de ${monster.name} !`,
};
}
const damage = calcMonsterDamage(monster, player.defense);
return {
damage,
isCrit: false,
isDodged: false,
log: `${monster.name} attaque ${player.name} pour ${damage} dégâts.`,
};
}
// ---------- Résolution complète ----------
export function resolveCombat(
player: CombatantStats,
monster: CombatantStats,
xpReward: number,
goldMin: number,
goldMax: number,
): CombatResult {
let playerHp = player.hpCurrent;
let monsterHp = monster.hpCurrent;
const rounds: RoundLog[] = [];
for (let round = 1; round <= MAX_ROUNDS; round++) {
// -- Tour joueur --
const playerAttack = resolvePlayerAttack(player, monster);
monsterHp = Math.max(0, monsterHp - playerAttack.damage);
// -- Tour monstre (seulement si encore vivant) --
let monsterAttack: AttackResult;
if (monsterHp > 0) {
monsterAttack = resolveMonsterAttack(monster, player);
playerHp = Math.max(0, playerHp - monsterAttack.damage);
} else {
monsterAttack = { damage: 0, isCrit: false, isDodged: false, log: '' };
}
rounds.push({
round,
playerAttack,
monsterAttack,
playerHp,
monsterHp,
log: [
playerAttack.log,
...(monsterAttack.log ? [monsterAttack.log] : []),
`HP — ${player.name}: ${playerHp}/${player.hpMax} | ${monster.name}: ${monsterHp}/${monster.hpCurrent}`,
],
});
if (monsterHp <= 0) {
const goldEarned = goldMin + Math.floor(Math.random() * (goldMax - goldMin + 1));
return { winner: 'player', rounds, xpEarned: xpReward, goldEarned, totalRounds: round };
}
if (playerHp <= 0) {
return { winner: 'monster', rounds, xpEarned: 0, goldEarned: 0, totalRounds: round };
}
}
// Timeout (ne devrait pas arriver avec des valeurs équilibrées)
return { winner: 'monster', rounds, xpEarned: 0, goldEarned: 0, totalRounds: MAX_ROUNDS };
}
// ---------- Level up ----------
export function xpRequiredForLevel(level: number): number {
return Math.round(100 * Math.pow(level, 1.5));
}
export interface LevelUpResult {
newLevel: number;
newXp: number;
statPointsGained: number;
levelsGained: number;
}
export function applyXpGain(currentLevel: number, currentXp: number, xpEarned: number): LevelUpResult {
let level = currentLevel;
let xp = currentXp + xpEarned;
let statPointsGained = 0;
// Chaîne de level up
while (level < 100) {
const required = xpRequiredForLevel(level + 1);
if (xp >= required) {
xp -= required;
level++;
statPointsGained += 5;
} else {
break;
}
}
return {
newLevel: level,
newXp: xp,
statPointsGained,
levelsGained: level - currentLevel,
};
}

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import { Module } from '@nestjs/common';
import { TypeOrmModule } from '@nestjs/typeorm';
import { Character } from '../character/entities/character.entity';
import { CombatLog } from './combat-log.entity';
import { CombatService } from './combat.service';
import { CombatController } from './combat.controller';
import { MonsterModule } from '../monster/monster.module';
import { AuthModule } from '../auth/auth.module';
@Module({
imports: [
TypeOrmModule.forFeature([Character, CombatLog]),
MonsterModule,
AuthModule,
],
controllers: [CombatController],
providers: [CombatService],
})
export class CombatModule {}

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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,
},
});
}
}

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import { IsUUID, IsIn } from 'class-validator';
import { AttackType } from '../../monster/monster.entity';
export class StartCombatDto {
@IsUUID()
monsterId: string;
@IsIn(['melee', 'ranged', 'magic'])
attackType: AttackType;
}

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import 'reflect-metadata';
import { DataSource } from 'typeorm';
import { Monster } from '../monster/monster.entity';
const dataSource = new DataSource({
type: 'postgres',
url: process.env.DATABASE_URL ?? 'postgresql://tetardpg:password@localhost:5432/tetardpg',
entities: [Monster],
synchronize: false,
});
const MONSTERS = [
{
name: 'Têtard Vase',
minLevel: 1, maxLevel: 2,
hp: 40, attack: 5, defense: 0,
attackType: 'melee' as const,
xpReward: 25, goldMin: 3, goldMax: 8,
},
{
name: 'Grenouille Boueuse',
minLevel: 2, maxLevel: 4,
hp: 65, attack: 8, defense: 1,
attackType: 'melee' as const,
xpReward: 45, goldMin: 6, goldMax: 15,
},
{
name: 'Serpent des Marais',
minLevel: 3, maxLevel: 6,
hp: 90, attack: 11, defense: 2,
attackType: 'ranged' as const,
xpReward: 70, goldMin: 10, goldMax: 25,
},
{
name: 'Champi Vénéneux',
minLevel: 2, maxLevel: 5,
hp: 75, attack: 9, defense: 3,
attackType: 'magic' as const,
xpReward: 60, goldMin: 8, goldMax: 20,
},
{
name: 'Golem de Boue',
minLevel: 6, maxLevel: 9,
hp: 150, attack: 16, defense: 5,
attackType: 'melee' as const,
xpReward: 130, goldMin: 25, goldMax: 60,
},
];
async function seed() {
await dataSource.initialize();
console.log('DB connectée');
const repo = dataSource.getRepository(Monster);
const existing = await repo.count();
if (existing >= MONSTERS.length) {
console.log('Monstres déjà seedés — skip');
await dataSource.destroy();
return;
}
for (const data of MONSTERS) {
const exists = await repo.findOne({ where: { name: data.name } });
if (!exists) {
await repo.save(repo.create(data));
console.log(`${data.name} seedé`);
}
}
console.log('✅ Seed monstres terminé');
await dataSource.destroy();
}
seed().catch((err) => {
console.error('Seed monstres échoué :', err);
process.exit(1);
});

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import { Controller, Get, UseGuards } from '@nestjs/common';
import { MonsterService } from './monster.service';
import { AuthGuard } from '../auth/guards/auth.guard';
@Controller('monsters')
@UseGuards(AuthGuard)
export class MonsterController {
constructor(private readonly monsterService: MonsterService) {}
@Get()
findAll() {
return this.monsterService.findAll();
}
}

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import { Entity, PrimaryGeneratedColumn, Column } from 'typeorm';
export type AttackType = 'melee' | 'ranged' | 'magic';
@Entity('monsters')
export class Monster {
@PrimaryGeneratedColumn('uuid')
id: string;
@Column({ length: 100 })
name: string;
@Column({ name: 'min_level' })
minLevel: number;
@Column({ name: 'max_level' })
maxLevel: number;
@Column()
hp: number;
@Column()
attack: number;
@Column({ default: 0 })
defense: number;
@Column({ name: 'attack_type', type: 'varchar', length: 20 })
attackType: AttackType;
@Column({ name: 'xp_reward' })
xpReward: number;
@Column({ name: 'gold_min' })
goldMin: number;
@Column({ name: 'gold_max' })
goldMax: number;
}

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import { Module } from '@nestjs/common';
import { TypeOrmModule } from '@nestjs/typeorm';
import { Monster } from './monster.entity';
import { MonsterService } from './monster.service';
import { MonsterController } from './monster.controller';
import { AuthModule } from '../auth/auth.module';
@Module({
imports: [TypeOrmModule.forFeature([Monster]), AuthModule],
controllers: [MonsterController],
providers: [MonsterService],
exports: [MonsterService, TypeOrmModule],
})
export class MonsterModule {}

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import { Injectable, NotFoundException } from '@nestjs/common';
import { InjectRepository } from '@nestjs/typeorm';
import { Repository } from 'typeorm';
import { Monster } from './monster.entity';
@Injectable()
export class MonsterService {
constructor(
@InjectRepository(Monster)
private readonly monsterRepository: Repository<Monster>,
) {}
findAll(): Promise<Monster[]> {
return this.monsterRepository.find({ order: { minLevel: 'ASC' } });
}
async findOne(id: string): Promise<Monster> {
const monster = await this.monsterRepository.findOne({ where: { id } });
if (!monster) throw new NotFoundException(`Monstre introuvable`);
return monster;
}
}