feat: multi-combat ×5/×10 + cooldown anti-spam
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- Backend: startMultiCombat boucle séquentielle, arrêt sur défaite
- Frontend: cooldown 1.5s entre combats, boutons ×1/×5/×10
- Frontend: résumé multi-combat (wins/losses, XP/Or/loot totaux)
- Fix: lock contention par spam de clics résolu
This commit is contained in:
2026-03-24 20:21:44 +01:00
parent ec6d91b0f9
commit efe4b4e372
6 changed files with 136 additions and 19 deletions

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@@ -27,7 +27,7 @@ export const characterApi = {
export const combatApi = {
zones: () => api.get<any[]>('/monsters/zones'),
monsters: () => api.get<Monster[]>('/monsters'),
start: (monsterId: string, attackType: string) => api.post<CombatResult>('/combat/start', { monsterId, attackType }),
start: (monsterId: string, attackType: string, count?: number) => api.post<any>('/combat/start', { monsterId, attackType, ...(count && count > 1 ? { count } : {}) }),
history: () => api.get<CombatLog[]>('/combat/history'),
};

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@@ -85,6 +85,22 @@ export interface CombatResult {
character: CombatCharacterState;
}
export interface MultiCombatResult {
mode: 'multi';
count: number;
totals: {
wins: number;
losses: number;
xp: number;
gold: number;
goldLost: number;
loot: { name: string; quantity: number }[];
levelsGained: number;
};
lastResult: CombatResult;
character: CombatCharacterState;
}
export interface CombatLog {
id: string;
winner: 'player' | 'monster';

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@@ -1,7 +1,7 @@
import { useState } from 'react';
import { useState, useEffect, useCallback } from 'react';
import { useQuery, useMutation, useQueryClient } from '@tanstack/react-query';
import { combatApi, characterApi } from '../api/endpoints';
import type { Monster, CombatResult, CombatLog } from '../api/types';
import type { Monster, CombatResult, MultiCombatResult, CombatLog } from '../api/types';
import { Swords, Trophy, Skull, Clock, Zap, Heart, Lock } from 'lucide-react';
const COMBAT_COST = 5;
@@ -91,6 +91,39 @@ function CombatLogView({ result }: { result: CombatResult }) {
);
}
function MultiCombatView({ result }: { result: MultiCombatResult }) {
const t = result.totals;
return (
<div className="card" style={{ marginTop: '1rem' }}>
<div style={{ textAlign: 'center', padding: '0.75rem 0', marginBottom: '0.75rem', borderBottom: '1px solid #2a3448' }}>
<div style={{ fontWeight: 800, fontSize: 18, color: t.losses > 0 ? '#e84040' : '#3ddc84' }}>
{t.losses > 0 ? <Skull size={20} style={{ display: 'inline', marginRight: 8 }} /> : <Trophy size={20} style={{ display: 'inline', marginRight: 8 }} />}
{result.count} combat{result.count > 1 ? 's' : ''} — {t.wins}V / {t.losses}D
</div>
<div style={{ fontSize: 14, color: '#dce4f0', marginTop: 6 }}>
+{t.xp} XP +{t.gold} Or
{t.goldLost > 0 && <span style={{ color: '#e84040' }}> {t.goldLost} Or</span>}
</div>
{t.levelsGained > 0 && (
<div style={{ fontSize: 13, color: '#a78bfa', marginTop: 4 }}>
🎉 {t.levelsGained} level up{t.levelsGained > 1 ? 's' : ''} !
</div>
)}
{t.loot.length > 0 && (
<div style={{ fontSize: 13, color: '#f4c94e', marginTop: 4 }}>
🎁 Loot : {t.loot.reduce((sum, l) => sum + l.quantity, 0)} matériaux
</div>
)}
{t.losses > 0 && (
<div style={{ fontSize: 11, color: '#6b7a99', marginTop: 4 }}>
Série interrompue par une défaite
</div>
)}
</div>
</div>
);
}
function HistoryEntry({ h }: { h: CombatLog }) {
return (
<div style={{ display: 'flex', justifyContent: 'space-between', fontSize: 12, padding: '3px 0', borderBottom: '1px solid #1e2535' }}>
@@ -109,6 +142,8 @@ export function CombatPage() {
const [selectedMonster, setSelectedMonster] = useState<Monster | null>(null);
const [attackType, setAttackType] = useState('melee');
const [lastResult, setLastResult] = useState<CombatResult | null>(null);
const [lastMultiResult, setLastMultiResult] = useState<MultiCombatResult | null>(null);
const [cooldown, setCooldown] = useState(false);
const { data: char } = useQuery({ queryKey: ['character'], queryFn: characterApi.me });
const endurance = char?.enduranceCurrent ?? 0;
@@ -137,14 +172,28 @@ export function CombatPage() {
queryFn: combatApi.history,
});
const startCooldown = useCallback(() => {
setCooldown(true);
setTimeout(() => setCooldown(false), 1500);
}, []);
const fight = useMutation({
mutationFn: () => combatApi.start(selectedMonster!.id, attackType),
mutationFn: (count: number = 1) => combatApi.start(selectedMonster!.id, attackType, count),
onSuccess: (result) => {
setLastResult(result);
if (result.mode === 'multi') {
setLastMultiResult(result as MultiCombatResult);
setLastResult(null);
} else {
setLastResult(result as CombatResult);
setLastMultiResult(null);
}
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['combatHistory'] });
qc.invalidateQueries({ queryKey: ['questsActive'] });
qc.invalidateQueries({ queryKey: ['materialsInventory'] });
startCooldown();
},
onError: () => startCooldown(),
});
if (isLoading) return <div style={{ padding: '2rem', color: '#6b7a99' }}>Chargement des monstres…</div>;
@@ -252,19 +301,26 @@ export function CombatPage() {
{canFight && <span style={{ color: '#6b7a99' }}>({Math.floor(endurance / COMBAT_COST)} combats)</span>}
</div>
{/* Bouton combattre */}
{/* Boutons combattre */}
<div style={{ display: 'flex', gap: 6 }}>
{[1, 5, 10].map(n => (
<button
key={n}
className="btn btn-red"
style={{ width: '100%', fontSize: 15, padding: '0.75rem', opacity: canFight ? 1 : 0.5 }}
disabled={!selectedMonster || fight.isPending || !canFight}
onClick={() => fight.mutate()}
style={{ flex: n === 1 ? 2 : 1, fontSize: n === 1 ? 14 : 12, padding: '0.75rem 0.5rem', opacity: canFight && !cooldown ? 1 : 0.5 }}
disabled={!selectedMonster || fight.isPending || !canFight || cooldown}
onClick={() => fight.mutate(n)}
>
{fight.isPending ? (
<span><Swords size={14} style={{ display: 'inline', marginRight: 6 }} />Combat…</span>
<span><Swords size={14} style={{ display: 'inline', marginRight: 4 }} />Combat…</span>
) : (
<span>⚔️ Combattre {selectedMonster ? `— ${selectedMonster.name}` : ''} ({COMBAT_COST}⚡)</span>
n === 1
? <span>⚔️ Combat ({COMBAT_COST}⚡)</span>
: <span>×{n} ({COMBAT_COST * n}⚡)</span>
)}
</button>
))}
</div>
{fight.isError && (
<p style={{ color: '#e84040', fontSize: 12, marginTop: 8 }}>{(fight.error as Error).message}</p>
@@ -285,6 +341,7 @@ export function CombatPage() {
</div>
{/* Résultat du dernier combat */}
{lastMultiResult && <MultiCombatView result={lastMultiResult} />}
{lastResult && <CombatLogView result={lastResult} />}
</div>
);

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@@ -16,6 +16,10 @@ export class CombatController {
@Body() dto: StartCombatDto,
@Req() req: Request & { user: User },
) {
const count = dto.count ?? 1;
if (count > 1) {
return this.combatService.startMultiCombat(dto, req.user, count);
}
return this.combatService.startCombat(dto, req.user);
}

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@@ -287,6 +287,40 @@ export class CombatService {
return txResult.response;
}
async startMultiCombat(dto: StartCombatDto, user: User, count: number) {
const results: any[] = [];
const totals = { wins: 0, losses: 0, xp: 0, gold: 0, goldLost: 0, loot: [] as { name: string; quantity: number }[], levelsGained: 0 };
for (let i = 0; i < count; i++) {
try {
const result = await this.startCombat(dto, user);
results.push(result);
if (result.winner === 'player') {
totals.wins++;
totals.xp += result.rewards.xp;
totals.gold += result.rewards.gold;
if (result.rewards.levelUp) totals.levelsGained++;
if (result.rewards.loot) totals.loot.push(result.rewards.loot);
} else {
totals.losses++;
totals.goldLost += result.rewards.goldLost ?? 0;
break; // Défaite = arrêt de la série
}
} catch {
break; // Endurance insuffisante ou autre erreur = arrêt
}
}
const lastResult = results[results.length - 1];
return {
mode: 'multi',
count: results.length,
totals,
lastResult,
character: lastResult?.character,
};
}
async getHistory(user: User) {
const character = await this.characterRepository.findOne({
where: { userId: user.id },

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@@ -1,4 +1,4 @@
import { IsUUID, IsIn } from 'class-validator';
import { IsUUID, IsIn, IsOptional, IsInt, Min, Max } from 'class-validator';
import { AttackType } from '../../monster/monster.entity';
export class StartCombatDto {
@@ -7,4 +7,10 @@ export class StartCombatDto {
@IsIn(['melee', 'ranged', 'magic'])
attackType: AttackType;
@IsOptional()
@IsInt()
@Min(1)
@Max(10)
count?: number;
}