fix: quest progression (events after tx), abandon quest, endurance display
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- Events (achievement/community/quest) émis APRÈS la transaction combat
  au lieu de dedans — corrige les quêtes qui ne progressaient pas
- POST /api/quests/abandon/:id — abandonner une quête active
- Frontend: bouton "Abandonner" sur les quêtes actives non complétées
- Fix endurance display (enduranceCurrent field mapping)
- Types Character mis à jour (xpToNextLevel, activeTitle, enduranceCurrent)
This commit is contained in:
2026-03-24 16:52:48 +01:00
parent 8038ca5d0a
commit af247a1c6b
7 changed files with 99 additions and 68 deletions

View File

@@ -57,6 +57,7 @@ export const questApi = {
completed: () => api.get<any[]>('/quests/completed'), completed: () => api.get<any[]>('/quests/completed'),
accept: (questId: string) => api.post<any>(`/quests/accept/${questId}`), accept: (questId: string) => api.post<any>(`/quests/accept/${questId}`),
claim: (playerQuestId: string) => api.post<any>(`/quests/claim/${playerQuestId}`), claim: (playerQuestId: string) => api.post<any>(`/quests/claim/${playerQuestId}`),
abandon: (playerQuestId: string) => api.post<any>(`/quests/abandon/${playerQuestId}`),
arcs: () => api.get<any[]>('/quests/arcs'), arcs: () => api.get<any[]>('/quests/arcs'),
}; };

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@@ -18,9 +18,13 @@ export interface Character {
vitalite: number; vitalite: number;
hpCurrent: number; hpCurrent: number;
hpMax: number; hpMax: number;
endurance: number; // calculé à la lecture endurance: number;
enduranceCurrent: number; // calculé à la lecture (backend field)
enduranceMax: number; enduranceMax: number;
statPoints: number; statPoints: number;
xpToNextLevel: number;
activeTitle: string | null;
totalGoldEarned: number;
createdAt: string; createdAt: string;
} }

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@@ -197,9 +197,9 @@ export function DashboardPage() {
<span style={{ fontSize: 12, color: '#5ba4f5', display: 'flex', alignItems: 'center', gap: 4 }}> <span style={{ fontSize: 12, color: '#5ba4f5', display: 'flex', alignItems: 'center', gap: 4 }}>
<Zap size={11} /> Endurance <Zap size={11} /> Endurance
</span> </span>
<span style={{ fontSize: 11, color: '#6b7a99' }}>{char.endurance} / {char.enduranceMax}</span> <span style={{ fontSize: 11, color: '#6b7a99' }}>{char.enduranceCurrent ?? char.endurance} / {char.enduranceMax}</span>
</div> </div>
<Bar value={char.endurance} max={char.enduranceMax} type="end" showValues={false} /> <Bar value={char.enduranceCurrent ?? char.endurance} max={char.enduranceMax} type="end" showValues={false} />
</div> </div>
<div> <div>
<div style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginBottom: 4 }}> <div style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginBottom: 4 }}>

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@@ -18,25 +18,28 @@ function QuestCard({ pq, mode }: { pq: any; mode: 'active' | 'available' | 'comp
const status = mode === 'active' ? pq.status : 'available'; const status = mode === 'active' ? pq.status : 'available';
const pct = Math.min(100, Math.floor((progress / quest.objectiveCount) * 100)); const pct = Math.min(100, Math.floor((progress / quest.objectiveCount) * 100));
const acceptMut = useMutation({ const invalidateAll = () => {
mutationFn: () => questApi.accept(quest.id),
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['quests'] });
qc.invalidateQueries({ queryKey: ['questsActive'] });
qc.invalidateQueries({ queryKey: ['questsAvailable'] });
},
});
const claimMut = useMutation({
mutationFn: () => questApi.claim(pq.id),
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['quests'] }); qc.invalidateQueries({ queryKey: ['quests'] });
qc.invalidateQueries({ queryKey: ['questsActive'] }); qc.invalidateQueries({ queryKey: ['questsActive'] });
qc.invalidateQueries({ queryKey: ['questsAvailable'] }); qc.invalidateQueries({ queryKey: ['questsAvailable'] });
qc.invalidateQueries({ queryKey: ['questsCompleted'] }); qc.invalidateQueries({ queryKey: ['questsCompleted'] });
qc.invalidateQueries({ queryKey: ['questArcs'] }); qc.invalidateQueries({ queryKey: ['questArcs'] });
qc.invalidateQueries({ queryKey: ['character'] }); qc.invalidateQueries({ queryKey: ['character'] });
}, };
const acceptMut = useMutation({
mutationFn: () => questApi.accept(quest.id),
onSuccess: invalidateAll,
});
const claimMut = useMutation({
mutationFn: () => questApi.claim(pq.id),
onSuccess: invalidateAll,
});
const abandonMut = useMutation({
mutationFn: () => questApi.abandon(pq.id),
onSuccess: invalidateAll,
}); });
const isCompleted = status === 'completed'; const isCompleted = status === 'completed';
@@ -96,8 +99,19 @@ function QuestCard({ pq, mode }: { pq: any; mode: 'active' | 'available' | 'comp
{claimMut.isPending ? 'Réclamation…' : '🎁 Réclamer la récompense'} {claimMut.isPending ? 'Réclamation…' : '🎁 Réclamer la récompense'}
</button> </button>
)} )}
{mode === 'active' && !isCompleted && (
<button
className="btn btn-ghost"
style={{ fontSize: 10, padding: '0.2rem 0.5rem', color: '#6b7a99' }}
disabled={abandonMut.isPending}
onClick={() => abandonMut.mutate()}
>
{abandonMut.isPending ? '…' : '✕ Abandonner'}
</button>
)}
{acceptMut.isError && <p style={{ color: '#e84040', fontSize: 11, marginTop: 4 }}>{(acceptMut.error as Error).message}</p>} {acceptMut.isError && <p style={{ color: '#e84040', fontSize: 11, marginTop: 4 }}>{(acceptMut.error as Error).message}</p>}
{claimMut.isError && <p style={{ color: '#e84040', fontSize: 11, marginTop: 4 }}>{(claimMut.error as Error).message}</p>} {claimMut.isError && <p style={{ color: '#e84040', fontSize: 11, marginTop: 4 }}>{(claimMut.error as Error).message}</p>}
{abandonMut.isError && <p style={{ color: '#e84040', fontSize: 11, marginTop: 4 }}>{(abandonMut.error as Error).message}</p>}
</div> </div>
); );
} }

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@@ -44,7 +44,7 @@ export class CombatService {
const monster = await this.monsterService.findOne(dto.monsterId); const monster = await this.monsterService.findOne(dto.monsterId);
// Transaction isolée — empêche les combats simultanés sur le même perso // Transaction isolée — empêche les combats simultanés sur le même perso
return this.dataSource.transaction(async (manager) => { const txResult = await this.dataSource.transaction(async (manager) => {
// SELECT ... FOR UPDATE — verrouille le personnage // SELECT ... FOR UPDATE — verrouille le personnage
const character = await manager const character = await manager
.getRepository(Character) .getRepository(Character)
@@ -168,12 +168,11 @@ export class CombatService {
// Loot matériaux — 40% de chance après victoire // Loot matériaux — 40% de chance après victoire
let lootMaterial: { name: string; quantity: number } | null = null; let lootMaterial: { name: string; quantity: number } | null = null;
let lootedMaterialId: string | null = null;
if (result.winner === 'player' && monster.dropMaterialId && Math.random() < 0.4) { if (result.winner === 'player' && monster.dropMaterialId && Math.random() < 0.4) {
await this.materialService.addMaterial(character.id, monster.dropMaterialId, 1); await this.materialService.addMaterial(character.id, monster.dropMaterialId, 1);
lootMaterial = { name: 'matériau', quantity: 1 }; lootMaterial = { name: 'matériau', quantity: 1 };
this.eventEmitter.emit('quest.progress', { lootedMaterialId = monster.dropMaterialId;
characterId: character.id, type: 'gather_material', targetId: monster.dropMaterialId, increment: 1,
});
} }
// Persister le log // Persister le log
@@ -189,32 +188,6 @@ export class CombatService {
}); });
await manager.save(combatLog); await manager.save(combatLog);
// Events émis après la transaction (fire-and-forget)
if (result.winner === 'player') {
this.eventEmitter.emit('achievement.check', {
characterId: character.id, type: 'combat_wins', increment: 1,
});
this.eventEmitter.emit('achievement.check', {
characterId: character.id, type: 'level_reached', increment: 0, absolute: character.level,
});
this.eventEmitter.emit('achievement.check', {
characterId: character.id, type: 'gold_accumulated', increment: 0, absolute: Number(character.totalGoldEarned),
});
this.eventEmitter.emit('community.contribute', {
characterId: character.id, type: 'total_monsters_killed', increment: 1,
});
this.eventEmitter.emit('community.contribute', {
characterId: character.id, type: 'total_gold_earned', increment: result.goldEarned,
});
// Quest progress
this.eventEmitter.emit('quest.progress', {
characterId: character.id, type: 'kill_any', increment: 1,
});
this.eventEmitter.emit('quest.progress', {
characterId: character.id, type: 'kill_monster', targetId: monster.id, increment: 1,
});
}
// Construire la réponse // Construire la réponse
const summaryParts: string[] = []; const summaryParts: string[] = [];
if (result.winner === 'player') { if (result.winner === 'player') {
@@ -233,6 +206,9 @@ export class CombatService {
} }
return { return {
characterId: character.id,
lootedMaterialId,
response: {
winner: result.winner, winner: result.winner,
rounds: result.rounds, rounds: result.rounds,
summary: summaryParts.join(' '), summary: summaryParts.join(' '),
@@ -256,8 +232,26 @@ export class CombatService {
enduranceMax: character.enduranceMax, enduranceMax: character.enduranceMax,
statPoints: character.statPoints ?? 0, statPoints: character.statPoints ?? 0,
}, },
},
}; };
}); });
// Events émis APRÈS la transaction (fire-and-forget)
if (txResult.response.winner === 'player') {
const cid = txResult.characterId;
this.eventEmitter.emit('achievement.check', { characterId: cid, type: 'combat_wins', increment: 1 });
this.eventEmitter.emit('achievement.check', { characterId: cid, type: 'level_reached', increment: 0, absolute: txResult.response.character.level });
this.eventEmitter.emit('achievement.check', { characterId: cid, type: 'gold_accumulated', increment: 0, absolute: txResult.response.rewards.gold });
this.eventEmitter.emit('community.contribute', { characterId: cid, type: 'total_monsters_killed', increment: 1 });
this.eventEmitter.emit('community.contribute', { characterId: cid, type: 'total_gold_earned', increment: txResult.response.rewards.gold });
this.eventEmitter.emit('quest.progress', { characterId: cid, type: 'kill_any', increment: 1 });
this.eventEmitter.emit('quest.progress', { characterId: cid, type: 'kill_monster', targetId: monster.id, increment: 1 });
if (txResult.lootedMaterialId) {
this.eventEmitter.emit('quest.progress', { characterId: cid, type: 'gather_material', targetId: txResult.lootedMaterialId, increment: 1 });
}
}
return txResult.response;
} }
async getHistory(user: User) { async getHistory(user: User) {

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@@ -45,6 +45,12 @@ export class QuestController {
return this.questService.claim(playerQuestId, char.id); return this.questService.claim(playerQuestId, char.id);
} }
@Post('abandon/:id')
async abandon(@Param('id') playerQuestId: string, @Req() req: Request) {
const char = await this.getCharacter(req);
return this.questService.abandon(playerQuestId, char.id);
}
@Get('arcs') @Get('arcs')
async getArcs(@Req() req: Request) { async getArcs(@Req() req: Request) {
const char = await this.getCharacter(req); const char = await this.getCharacter(req);

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@@ -221,6 +221,18 @@ export class QuestService {
} }
} }
async abandon(playerQuestId: string, characterId: string) {
const pq = await this.playerQuestRepo.findOne({
where: { id: playerQuestId, characterId },
relations: ['quest'],
});
if (!pq) throw new NotFoundException('Quête introuvable');
if (pq.status !== 'active') throw new BadRequestException('Seules les quêtes actives peuvent être abandonnées');
await this.playerQuestRepo.remove(pq);
return { abandoned: true, quest: pq.quest.name };
}
// --- Event listeners for quest progress --- // --- Event listeners for quest progress ---
@OnEvent('quest.progress') @OnEvent('quest.progress')