feat: quest page restructurée — combat/métiers/dailies/arcs séparés
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Frontend: 4 sections distinctes sur la page quêtes: - Quêtes actives (3 slots combat uniquement) - Quêtes de combat (stagger: max 3 affichées, "+N après celles-ci") - 🔨 Métiers (forge/craft — hors pool, toujours disponibles) - 🔄 Dailies (répétables en fond) Backend: craft/forge quests ne comptent plus dans le MAX_ACTIVE_QUESTS.
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@@ -214,25 +214,37 @@ export function QuestPage() {
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if (loadActive || loadAvail) return <div style={{ padding: '2rem', color: '#6b7a99' }}>Chargement…</div>;
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// Séparer quêtes narratives (slots limités) et répétables (toujours en fond)
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const activeStory = active?.filter((pq: any) => !pq.quest.repeatable) ?? [];
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const activeDaily = active?.filter((pq: any) => pq.quest.repeatable) ?? [];
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const availableStory = available?.filter((q: any) => !q.repeatable) ?? [];
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const availableDaily = available?.filter((q: any) => q.repeatable) ?? [];
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const isCraftQuest = (q: any) => ['forge_item', 'craft_item'].includes(q.objectiveType ?? q.quest?.objectiveType);
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const isCombatQuest = (q: any) => !isCraftQuest(q);
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// Split by category
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const activeAll = active ?? [];
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const activeCombat = activeAll.filter((pq: any) => !pq.quest.repeatable && isCombatQuest(pq));
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const activeCraft = activeAll.filter((pq: any) => !pq.quest.repeatable && isCraftQuest(pq));
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const activeDaily = activeAll.filter((pq: any) => pq.quest.repeatable);
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const availableAll = available ?? [];
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const availableCombat = availableAll.filter((q: any) => !q.repeatable && isCombatQuest(q));
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const availableCraft = availableAll.filter((q: any) => !q.repeatable && isCraftQuest(q));
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const availableDaily = availableAll.filter((q: any) => q.repeatable);
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// Stagger: show max 3 combat quests at a time
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const shownCombat = availableCombat.slice(0, 3);
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const hiddenCount = availableCombat.length - shownCombat.length;
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return (
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<div>
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<h2 style={{ margin: '0 0 1rem', color: '#f4c94e', fontSize: 20 }}>📜 Quêtes</h2>
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<div style={{ display: 'grid', gridTemplateColumns: '1fr 1fr', gap: '1rem' }}>
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{/* Active story quests */}
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{/* Active combat quests */}
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<div>
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<p style={{ margin: '0 0 0.5rem', fontSize: 12, fontWeight: 700, color: '#6b7a99', textTransform: 'uppercase' }}>
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Quêtes actives ({activeStory.length}/3)
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Quêtes actives ({activeCombat.length}/3)
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</p>
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{activeStory.length > 0 ? (
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{activeCombat.length > 0 ? (
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<div style={{ display: 'flex', flexDirection: 'column', gap: 6 }}>
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{activeStory.map((pq: any) => <QuestCard key={pq.id} pq={pq} mode="active" />)}
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{activeCombat.map((pq: any) => <QuestCard key={pq.id} pq={pq} mode="active" />)}
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</div>
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) : (
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<div className="card" style={{ padding: '1.5rem', textAlign: 'center', color: '#6b7a99', fontSize: 13 }}>
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@@ -241,23 +253,41 @@ export function QuestPage() {
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)}
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</div>
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{/* Available story quests */}
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{/* Available combat quests (staggered) */}
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<div>
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<p style={{ margin: '0 0 0.5rem', fontSize: 12, fontWeight: 700, color: '#6b7a99', textTransform: 'uppercase' }}>
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Quêtes disponibles
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Quêtes de combat
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</p>
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{availableStory.length > 0 ? (
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{shownCombat.length > 0 ? (
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<div style={{ display: 'flex', flexDirection: 'column', gap: 6 }}>
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{availableStory.map((q: any) => <QuestCard key={q.id} pq={q} mode="available" />)}
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{shownCombat.map((q: any) => <QuestCard key={q.id} pq={q} mode="available" />)}
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{hiddenCount > 0 && (
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<div style={{ textAlign: 'center', fontSize: 11, color: '#6b7a99', padding: 4 }}>
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+{hiddenCount} quête{hiddenCount > 1 ? 's' : ''} supplémentaire{hiddenCount > 1 ? 's' : ''} après celles-ci
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</div>
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)}
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</div>
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) : (
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<div className="card" style={{ padding: '1.5rem', textAlign: 'center', color: '#6b7a99', fontSize: 13 }}>
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Toutes les quêtes sont acceptées ou complétées
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Toutes les quêtes de combat sont complétées
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</div>
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)}
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</div>
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</div>
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{/* Métiers (craft/forge — hors pool, comme les dailies) */}
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{(activeCraft.length > 0 || availableCraft.length > 0) && (
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<div style={{ marginTop: '1.5rem' }}>
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<p style={{ margin: '0 0 0.5rem', fontSize: 12, fontWeight: 700, color: '#6b7a99', textTransform: 'uppercase' }}>
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🔨 Métiers
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</p>
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<div style={{ display: 'grid', gridTemplateColumns: '1fr 1fr 1fr', gap: 6 }}>
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{activeCraft.map((pq: any) => <QuestCard key={pq.id} pq={pq} mode="active" />)}
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{availableCraft.map((q: any) => <QuestCard key={q.id} pq={q} mode="available" />)}
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</div>
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</div>
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)}
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{/* Tâches quotidiennes (répétables — toujours en fond) */}
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<div style={{ marginTop: '1.5rem' }}>
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<p style={{ margin: '0 0 0.5rem', fontSize: 12, fontWeight: 700, color: '#6b7a99', textTransform: 'uppercase' }}>
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@@ -92,17 +92,20 @@ export class QuestService {
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throw new BadRequestException(`Niveau ${quest.minLevel} requis`);
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}
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// Check active quest count (repeatable quests don't count toward the limit)
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if (!quest.repeatable) {
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const activeNonRepeatable = await this.playerQuestRepo
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// Check active quest count
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// Repeatable + craft/forge quests don't count toward the 3-slot limit
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const isCraftQuest = ['forge_item', 'craft_item'].includes(quest.objectiveType);
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if (!quest.repeatable && !isCraftQuest) {
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const activeCombat = await this.playerQuestRepo
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.createQueryBuilder('pq')
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.innerJoin('pq.quest', 'q')
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.where('pq.character_id = :characterId', { characterId })
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.andWhere('pq.status = :status', { status: 'active' })
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.andWhere('q.repeatable = false')
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.andWhere('q.objective_type NOT IN (:...types)', { types: ['forge_item', 'craft_item'] })
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.getCount();
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if (activeNonRepeatable >= MAX_ACTIVE_QUESTS) {
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throw new BadRequestException(`Maximum ${MAX_ACTIVE_QUESTS} quêtes actives (hors répétables)`);
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if (activeCombat >= MAX_ACTIVE_QUESTS) {
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throw new BadRequestException(`Maximum ${MAX_ACTIVE_QUESTS} quêtes de combat actives`);
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}
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}
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