Files
TetaRdPG/src/quest/quest.service.ts
Tetardtek 4beb1b2ed9 feat: Phase 3 Lore & Contenu — L'Odyssée d'un têtard
Lore Bible (canon narratif complet) + Engine Design (séparation moteur/univers).

4 nouvelles zones (Ruisseau Miroir, Marais des Murmures, Torrent Brisé, Source du Courant)
dans la chaîne d'unlock après desert (niv 16-25+).

Module NPC complet (entity, service, controller) — 8 PNJ avec dialogues évolutifs
par palier de niveau : Gorn (niv 1-15), Pierre-Mémoire (niv 16+), Mira, Vell,
La Batracienne, Le Forgeron, Le Marchand.

20 monstres lore-friendly, 12 matériaux, 15 items (dont Bâton de Gorn légendaire).

17 quêtes narratives (4 arcs ch.9-12) avec textes acceptText/completeText
qui racontent l'Odyssée. Nouveau type story_event pour les moments narratifs purs.
3 quêtes répétables optionnelles.

Seed runner : npm run seed:odyssee

Tout est additif — zéro impact sur le contenu existant niv 1-15.
2026-03-25 00:52:14 +01:00

347 lines
12 KiB
TypeScript

import { Injectable, BadRequestException, NotFoundException } from '@nestjs/common';
import { InjectRepository } from '@nestjs/typeorm';
import { DataSource, Repository } from 'typeorm';
import { OnEvent } from '@nestjs/event-emitter';
import { EventEmitter2 } from '@nestjs/event-emitter';
import { Quest } from './quest.entity';
import { QuestArc } from './quest-arc.entity';
import { PlayerQuest } from './player-quest.entity';
import { PlayerQuestArc } from './player-quest-arc.entity';
import { Character } from '../character/entities/character.entity';
import { getUnlockedZones } from '../common/zone-access';
const MAX_ACTIVE_QUESTS = 3;
@Injectable()
export class QuestService {
constructor(
@InjectRepository(Quest)
private readonly questRepo: Repository<Quest>,
@InjectRepository(QuestArc)
private readonly arcRepo: Repository<QuestArc>,
@InjectRepository(PlayerQuest)
private readonly playerQuestRepo: Repository<PlayerQuest>,
@InjectRepository(PlayerQuestArc)
private readonly playerArcRepo: Repository<PlayerQuestArc>,
@InjectRepository(Character)
private readonly characterRepo: Repository<Character>,
private readonly dataSource: DataSource,
private readonly eventEmitter: EventEmitter2,
) {}
async getAvailable(characterId: string) {
const character = await this.characterRepo.findOne({ where: { id: characterId } });
if (!character) throw new BadRequestException('Aucun personnage');
// All player quests (any status)
const playerQuests = await this.playerQuestRepo.find({
where: { characterId },
select: ['questId', 'status'],
});
const questStatusMap = new Map(playerQuests.map((pq) => [pq.questId, pq.status]));
// Zone locking — only show quests from unlocked zones
const unlockedZones = await getUnlockedZones(characterId, this.arcRepo, this.playerArcRepo);
const quests = await this.questRepo.find({
relations: ['arc'],
order: { arcOrder: 'ASC' },
});
return quests.filter((q) => {
if (q.minLevel > character.level) return false;
// Arc quests managed from arc panel — not in available
if (q.arcId) return false;
const status = questStatusMap.get(q.id);
if (status === 'active' || status === 'completed') return false;
if (status === 'claimed' && !q.repeatable) return false;
return true;
});
}
async getActive(characterId: string) {
return this.playerQuestRepo.find({
where: { characterId, status: 'active' },
relations: ['quest', 'quest.arc'],
order: { acceptedAt: 'ASC' },
});
}
async getCompleted(characterId: string) {
return this.playerQuestRepo.find({
where: [
{ characterId, status: 'completed' },
{ characterId, status: 'claimed' },
],
relations: ['quest', 'quest.arc'],
order: { completedAt: 'DESC' },
take: 20,
});
}
async accept(questId: string, characterId: string) {
const quest = await this.questRepo.findOne({ where: { id: questId } });
if (!quest) throw new NotFoundException('Quête introuvable');
const character = await this.characterRepo.findOne({ where: { id: characterId } });
if (!character) throw new BadRequestException('Aucun personnage');
if (quest.minLevel > character.level) {
throw new BadRequestException(`Niveau ${quest.minLevel} requis`);
}
// Check active quest count
// Repeatable + craft/forge quests don't count toward the 3-slot limit
const isCraftQuest = ['forge_item', 'craft_item'].includes(quest.objectiveType);
if (!quest.repeatable && !isCraftQuest) {
const activeCombat = await this.playerQuestRepo
.createQueryBuilder('pq')
.innerJoin('pq.quest', 'q')
.where('pq.character_id = :characterId', { characterId })
.andWhere('pq.status = :status', { status: 'active' })
.andWhere('q.repeatable = false')
.andWhere('q.objective_type NOT IN (:...types)', { types: ['forge_item', 'craft_item'] })
.getCount();
if (activeCombat >= MAX_ACTIVE_QUESTS) {
throw new BadRequestException(`Maximum ${MAX_ACTIVE_QUESTS} quêtes de combat actives`);
}
}
// Check not already active
const existing = await this.playerQuestRepo.findOne({
where: { characterId, questId },
});
if (existing && existing.status === 'active') {
throw new BadRequestException('Quête déjà acceptée');
}
if (existing && existing.status === 'claimed' && !quest.repeatable) {
throw new BadRequestException('Quête déjà complétée');
}
// If repeatable and already claimed, reset
if (existing && quest.repeatable) {
existing.progress = 0;
existing.status = 'active';
existing.completedAt = null;
return this.playerQuestRepo.save(existing);
}
// story_event quests complete immediately — they're narrative moments, not grinds
const isStoryEvent = quest.objectiveType === 'story_event';
const pq = this.playerQuestRepo.create({
characterId,
questId,
progress: isStoryEvent ? 1 : 0,
status: isStoryEvent ? 'completed' : 'active',
completedAt: isStoryEvent ? new Date() : null,
});
return this.playerQuestRepo.save(pq);
}
async claim(playerQuestId: string, characterId: string) {
return this.dataSource.transaction(async (manager) => {
const pq = await manager.getRepository(PlayerQuest).findOne({
where: { id: playerQuestId, characterId },
relations: ['quest', 'quest.arc'],
});
if (!pq) throw new NotFoundException('Quête introuvable');
if (pq.status !== 'completed') throw new BadRequestException('Quête pas encore terminée');
pq.status = 'claimed';
await manager.save(pq);
// Credit rewards
const character = await manager
.getRepository(Character)
.createQueryBuilder('c')
.setLock('pessimistic_write')
.where('c.id = :id', { id: characterId })
.getOne();
if (character) {
character.xp += pq.quest.rewardXp;
character.gold += pq.quest.rewardGold;
character.totalGoldEarned = Number(character.totalGoldEarned ?? 0) + pq.quest.rewardGold;
// Apply level up
const { applyXpGain } = require('../combat/combat.engine');
const levelUp = applyXpGain(character.level, character.xp, 0);
// applyXpGain with 0 earned recalculates from existing XP
// Actually we need to apply the XP gain properly
const result = applyXpGain(character.level, character.xp - pq.quest.rewardXp, pq.quest.rewardXp);
character.level = result.newLevel;
character.xp = result.newXp;
character.statPoints = (character.statPoints ?? 0) + result.statPointsGained;
if (result.statPointsGained > 0) {
character.hpMax += 0; // no auto HP increase from quests
}
await manager.save(character);
}
// Emit achievement events
this.eventEmitter.emit('achievement.check', {
characterId, type: 'quests_completed', increment: 1,
});
// Check arc completion
if (pq.quest.arcId) {
await this.checkArcCompletion(characterId, pq.quest.arcId, manager);
}
return {
claimed: true,
quest: pq.quest.name,
rewardXp: pq.quest.rewardXp,
rewardGold: pq.quest.rewardGold,
rewardTitle: pq.quest.rewardTitle,
levelUp: character ? { level: character.level, statPoints: character.statPoints } : null,
};
});
}
private async checkArcCompletion(characterId: string, arcId: string, manager: any) {
// Get all quests in this arc
const arcQuests = await manager.getRepository(Quest).find({
where: { arcId },
});
// Check all are claimed
const claimed = await manager.getRepository(PlayerQuest).find({
where: arcQuests.map((q) => ({ characterId, questId: q.id, status: 'claimed' as const })),
});
if (claimed.length >= arcQuests.length) {
// Arc complete!
let playerArc = await manager.getRepository(PlayerQuestArc).findOne({
where: { characterId, questArcId: arcId },
});
if (!playerArc) {
playerArc = manager.getRepository(PlayerQuestArc).create({
characterId,
questArcId: arcId,
completed: true,
completedAt: new Date(),
});
} else if (!playerArc.completed) {
playerArc.completed = true;
playerArc.completedAt = new Date();
} else {
return; // already completed
}
await manager.save(playerArc);
this.eventEmitter.emit('achievement.check', {
characterId, type: 'quest_arc_completed', increment: 1,
});
}
}
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 ---
@OnEvent('quest.progress')
async handleQuestProgress(event: {
characterId: string;
type: string;
targetId?: string;
increment: number;
zone?: string;
}) {
const { characterId, type, targetId, increment, zone } = event;
// Find active quests matching this event
const activeQuests = await this.playerQuestRepo.find({
where: { characterId, status: 'active' },
relations: ['quest'],
});
for (const pq of activeQuests) {
const q = pq.quest;
if (q.objectiveType !== type) continue;
// For targeted objectives, check target matches
if (q.objectiveTargetId && q.objectiveTargetId !== targetId) continue;
// Zone check: if quest has a zone, only count actions from that zone
if (q.zone && zone && q.zone !== zone) continue;
pq.progress = Math.min(pq.progress + increment, q.objectiveCount);
if (pq.progress >= q.objectiveCount) {
pq.status = 'completed';
pq.completedAt = new Date();
}
await this.playerQuestRepo.save(pq);
}
}
// --- Arcs ---
async getArcs(characterId: string) {
const character = await this.characterRepo.findOne({ where: { id: characterId } });
const playerLevel = character?.level ?? 1;
const unlockedZones = await getUnlockedZones(characterId, this.arcRepo, this.playerArcRepo);
const arcs = await this.arcRepo.find({
relations: ['quests'],
order: { sortOrder: 'ASC' },
});
const playerArcs = await this.playerArcRepo.find({ where: { characterId } });
const arcMap = new Map(playerArcs.map((pa) => [pa.questArcId, pa]));
const playerQuests = await this.playerQuestRepo.find({
where: { characterId },
select: ['questId', 'status', 'id', 'progress'],
});
const questDataMap = new Map(playerQuests.map((pq) => [pq.questId, pq]));
return arcs.map((arc) => {
const zoneUnlocked = !arc.zone || unlockedZones.includes(arc.zone);
return {
...arc,
zoneUnlocked,
completed: arcMap.get(arc.id)?.completed ?? false,
completedAt: arcMap.get(arc.id)?.completedAt ?? null,
quests: arc.quests
.sort((a, b) => a.arcOrder - b.arcOrder)
.map((q) => {
const pq = questDataMap.get(q.id);
return {
...q,
playerStatus: pq?.status ?? 'available',
playerQuestId: pq?.id ?? null,
progress: pq?.progress ?? 0,
canAccept: zoneUnlocked && !pq && q.minLevel <= playerLevel,
levelOk: q.minLevel <= playerLevel,
};
}),
progress: {
completed: arc.quests.filter((q) => questDataMap.get(q.id)?.status === 'claimed').length,
total: arc.quests.length,
},
};
});
}
}