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ashen-realms/apps/api/src/combat/combat.service.ts
Bastian Wagner 081c9f83f9 docs
2026-08-22 16:41:47 +02:00

486 lines
15 KiB
TypeScript

import { Injectable } from '@nestjs/common';
import { DataSource, Repository } from 'typeorm';
import { CharacterStatsService } from '../characters/character-stats.service';
import { CharacterVitalsService } from '../characters/character-vitals.service';
import { Character } from '../characters/entities/character.entity';
import { Hunt } from '../hunting/entities/hunt.entity';
import { HuntEncounter } from '../hunting/entities/hunt-encounter.entity';
import { HuntEncounterStatus } from '../hunting/hunt-encounter-status.enum';
import { HuntStatus } from '../hunting/hunt-status.enum';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { CombatRewardService } from '../rewards/combat-reward.service';
import type { CombatRewardDto } from '../rewards/combat-reward.service';
import { TravelService } from '../travel/travel.service';
import { TravelStatus } from '../travel/travel-status.enum';
import { CombatAction } from './combat-action.enum';
import { CombatEngineService } from './combat-engine.service';
import {
ActiveStatusEffect,
CombatEngineState,
CombatIntent,
} from './combat-engine.types';
import {
characterNotFound,
characterTooWounded,
characterTravelling,
combatAlreadyActive,
combatAlreadyFinished,
combatNoPotionsRemaining,
combatNotFound,
combatStateInvalid,
huntEncounterAlreadyConsumed,
huntEncounterNotFound,
invalidHuntEncounter,
} from './combat.errors';
import { CombatStatus } from './combat-status.enum';
import { CombatEvent } from './entities/combat-event.entity';
import {
Combat,
CombatMonsterState,
CombatPlayerState,
} from './entities/combat.entity';
import { StatusEffectType } from './status-effect.enum';
// Playable Slice 0.6 spec §3: fixed at 2 for V1, not yet backed by the
// persistent consumable inventory.
const STARTING_POTION_COUNT = 2;
export interface CombatStatusEffectDto {
type: StatusEffectType;
remainingRounds: number;
damagePerRound: number;
}
export interface CombatPlayerDto {
name: string;
maxHp: number;
currentHp: number;
potionsRemaining: number;
potionsMax: number;
statusEffects: CombatStatusEffectDto[];
}
export interface CombatMonsterDto {
key: string;
name: string;
level: number;
maxHp: number;
currentHp: number;
artworkPath: string;
pendingIntent: CombatIntent | null;
}
export interface CombatEventDto {
round: number;
sequence: number;
type: string;
source: string;
target: string;
amount?: number;
statusEffect?: StatusEffectType;
}
export interface CombatDto {
id: string;
status: CombatStatus;
round: number;
player: CombatPlayerDto;
monster: CombatMonsterDto;
events: CombatEventDto[];
rewards: CombatRewardDto | null;
}
@Injectable()
export class CombatService {
constructor(
private readonly dataSource: DataSource,
private readonly travelService: TravelService,
private readonly combatEngine: CombatEngineService,
private readonly characterStats: CharacterStatsService,
private readonly characterVitals: CharacterVitalsService,
private readonly combatRewards: CombatRewardService,
) {}
async startCombat(
characterId: string,
encounterId: string,
): Promise<CombatDto> {
const travel = await this.travelService.completeTravelIfDue(characterId);
if (travel.status === TravelStatus.TRAVELLING) {
throw characterTravelling();
}
return this.dataSource.transaction(async (manager) => {
const characters = manager.getRepository(Character);
const encounters = manager.getRepository(HuntEncounter);
const hunts = manager.getRepository(Hunt);
const monsters = manager.getRepository(MonsterDefinition);
const combats = manager.getRepository(Combat);
const character = await this.lockCharacter(characters, characterId);
const encounter = await encounters.findOne({
where: { id: encounterId },
lock: { mode: 'pessimistic_write' },
});
if (!encounter) {
throw huntEncounterNotFound();
}
if (encounter.status !== HuntEncounterStatus.AVAILABLE) {
throw huntEncounterAlreadyConsumed();
}
const hunt = await hunts.findOneBy({ id: encounter.huntId });
if (
!hunt ||
hunt.characterId !== characterId ||
hunt.status !== HuntStatus.ACTIVE
) {
throw invalidHuntEncounter();
}
const existingActiveCombat = await combats.findOne({
where: { characterId, status: CombatStatus.ACTIVE },
lock: { mode: 'pessimistic_write' },
});
if (existingActiveCombat) {
throw combatAlreadyActive();
}
const monster = await monsters.findOneBy({
id: encounter.monsterDefinitionId,
});
if (!monster) {
throw invalidHuntEncounter();
}
const playerStats = await this.characterStats.calculate(
character,
manager,
);
if (playerStats.currentHp < 1) {
throw characterTooWounded();
}
this.characterVitals.pause(character, playerStats.currentHp);
await characters.save(character);
const combat = combats.create({
characterId,
huntEncounterId: encounter.id,
monsterDefinitionId: monster.id,
status: CombatStatus.ACTIVE,
round: 1,
playerMaxHp: playerStats.maxHp,
playerCurrentHp: playerStats.currentHp,
monsterMaxHp: monster.maxHp,
monsterCurrentHp: monster.maxHp,
playerState: {
attack: playerStats.attack,
weaponDamage: playerStats.weaponDamage,
armor: playerStats.armor,
potionsRemaining: STARTING_POTION_COUNT,
},
monsterState: {
attack: monster.attack,
armor: monster.armor,
abilities: monster.abilities ?? {},
},
completedAt: null,
});
await combats.save(combat);
encounter.status = HuntEncounterStatus.IN_PROGRESS;
await encounters.save(encounter);
return this.toCombatDto(combat, character.name, monster, [], null);
});
}
async getCombat(characterId: string, combatId: string): Promise<CombatDto> {
const combats = this.dataSource.getRepository(Combat);
const combat = await combats.findOne({
where: { id: combatId, characterId },
});
if (!combat) {
throw combatNotFound();
}
const [character, monster, events, rewards] = await Promise.all([
this.loadCharacter(combat.characterId),
this.loadMonster(combat.monsterDefinitionId),
this.loadEvents(combat.id),
this.combatRewards.loadRewards(combat.id),
]);
return this.toCombatDto(combat, character.name, monster, events, rewards);
}
async getActiveCombat(characterId: string): Promise<CombatDto | null> {
const combats = this.dataSource.getRepository(Combat);
const combat = await combats.findOne({
where: { characterId, status: CombatStatus.ACTIVE },
});
if (!combat) {
return null;
}
const [character, monster, events] = await Promise.all([
this.loadCharacter(combat.characterId),
this.loadMonster(combat.monsterDefinitionId),
this.loadEvents(combat.id),
]);
return this.toCombatDto(combat, character.name, monster, events, null);
}
async performAction(
characterId: string,
combatId: string,
action: CombatAction,
): Promise<CombatDto> {
return this.dataSource.transaction(async (manager) => {
const characters = manager.getRepository(Character);
const combats = manager.getRepository(Combat);
const combatEvents = manager.getRepository(CombatEvent);
// Lock the character before the combat row here, matching the order
// startCombat already uses (character, then combat). Keeping both code
// paths on the same order avoids a lock-order inversion that could
// deadlock two concurrent requests against the same character. Do not
// reorder this.
const character = await this.lockCharacter(characters, characterId);
const combat = await combats.findOne({
where: { id: combatId, characterId },
lock: { mode: 'pessimistic_write' },
});
if (!combat) {
throw combatNotFound();
}
if (combat.status !== CombatStatus.ACTIVE) {
throw combatAlreadyFinished();
}
if (
action === CombatAction.POTION &&
(combat.playerState.potionsRemaining ?? 0) <= 0
) {
throw combatNoPotionsRemaining();
}
const actionRound = combat.round;
const engineState = this.toEngineState(combat);
const result = this.combatEngine.resolveAction(engineState, { action });
combat.round = result.state.round;
combat.status = result.state.status;
combat.playerCurrentHp = result.state.player.currentHp;
combat.monsterCurrentHp = result.state.monster.currentHp;
combat.playerState = result.state.player.stats as CombatPlayerState;
combat.monsterState = result.state.monster.stats as CombatMonsterState;
if (combat.status !== CombatStatus.ACTIVE) {
combat.completedAt = new Date();
this.characterVitals.resume(character, combat.playerCurrentHp);
await this.settleEncounter(
manager.getRepository(HuntEncounter),
combat.huntEncounterId,
combat.status,
);
} else {
this.characterVitals.pause(character, combat.playerCurrentHp);
}
await characters.save(character);
await combats.save(combat);
const startingSequence = await combatEvents.count({
where: { combatId: combat.id },
});
for (let index = 0; index < result.events.length; index += 1) {
const event = result.events[index];
const entity = combatEvents.create({
combatId: combat.id,
round: actionRound,
sequence: startingSequence + index + 1,
type: event.type,
source: event.source,
target: event.target,
amount: event.amount ?? null,
statusEffect: event.statusEffect ?? null,
});
await combatEvents.save(entity);
}
// The engine decided the outcome; rewards are resolved here, outside it
// (spec §30). Running inside this transaction means a reward failure
// rolls the whole round back rather than leaving a half-granted victory.
const rewards =
combat.status === CombatStatus.WON
? await this.combatRewards.grantVictoryRewards(manager, combat)
: null;
const [reloadedCharacter, monster, events] = await Promise.all([
this.loadCharacter(
combat.characterId,
manager.getRepository(Character),
),
this.loadMonster(
combat.monsterDefinitionId,
manager.getRepository(MonsterDefinition),
),
this.loadEvents(combat.id, combatEvents),
]);
return this.toCombatDto(
combat,
reloadedCharacter.name,
monster,
events,
rewards,
);
});
}
/**
* Records the fight's outcome on the encounter that spawned it. A win
* retires the encounter; a loss hands it back so the player can try again.
*/
private async settleEncounter(
encounters: Repository<HuntEncounter>,
encounterId: string,
outcome: CombatStatus,
): Promise<void> {
const encounter = await encounters.findOneBy({ id: encounterId });
if (!encounter) {
// combats.hunt_encounter_id is a RESTRICT FK; guaranteed to exist.
throw combatStateInvalid();
}
encounter.status =
outcome === CombatStatus.WON
? HuntEncounterStatus.DEFEATED
: HuntEncounterStatus.AVAILABLE;
await encounters.save(encounter);
}
private async lockCharacter(
characters: Repository<Character>,
characterId: string,
): Promise<Character> {
const character = await characters.findOne({
where: { id: characterId },
lock: { mode: 'pessimistic_write' },
});
if (!character) {
throw characterNotFound();
}
return character;
}
private async loadCharacter(
characterId: string,
repo?: Repository<Character>,
): Promise<Character> {
const characters = repo ?? this.dataSource.getRepository(Character);
const character = await characters.findOneBy({ id: characterId });
if (!character) {
// combats.character_id is a RESTRICT FK; a persisted combat's
// character is guaranteed to exist.
throw combatStateInvalid();
}
return character;
}
private async loadMonster(
monsterId: string,
repo?: Repository<MonsterDefinition>,
): Promise<MonsterDefinition> {
const monsters = repo ?? this.dataSource.getRepository(MonsterDefinition);
const monster = await monsters.findOneBy({ id: monsterId });
if (!monster) {
// combats.monster_definition_id is a RESTRICT FK; guaranteed to exist.
throw combatStateInvalid();
}
return monster;
}
private loadEvents(
combatId: string,
repo?: Repository<CombatEvent>,
): Promise<CombatEvent[]> {
const combatEvents = repo ?? this.dataSource.getRepository(CombatEvent);
return combatEvents.find({
where: { combatId },
order: { sequence: 'ASC' },
});
}
private toEngineState(combat: Combat): CombatEngineState {
return {
status: combat.status,
round: combat.round,
player: {
currentHp: combat.playerCurrentHp,
maxHp: combat.playerMaxHp,
stats: combat.playerState,
},
monster: {
currentHp: combat.monsterCurrentHp,
maxHp: combat.monsterMaxHp,
stats: combat.monsterState,
},
};
}
private toCombatDto(
combat: Combat,
playerName: string,
monster: MonsterDefinition,
events: CombatEvent[],
rewards: CombatRewardDto | null,
): CombatDto {
return {
id: combat.id,
status: combat.status,
round: combat.round,
player: {
name: playerName,
maxHp: combat.playerMaxHp,
currentHp: combat.playerCurrentHp,
potionsRemaining: combat.playerState.potionsRemaining,
potionsMax: STARTING_POTION_COUNT,
statusEffects: this.toStatusEffectDtos(
combat.playerState.statusEffects,
),
},
monster: {
key: monster.key,
name: monster.name,
level: monster.level,
maxHp: combat.monsterMaxHp,
currentHp: combat.monsterCurrentHp,
artworkPath: monster.artworkPath,
pendingIntent: combat.monsterState.pendingAction ?? null,
},
events: events.map((event) => ({
round: event.round,
sequence: event.sequence,
type: event.type,
source: event.source,
target: event.target,
amount: event.amount ?? undefined,
statusEffect: event.statusEffect ?? undefined,
})),
rewards,
};
}
private toStatusEffectDtos(
effects: ActiveStatusEffect[] | undefined,
): CombatStatusEffectDto[] {
return (effects ?? []).map((effect) => ({
type: effect.type,
remainingRounds: effect.remainingRounds,
damagePerRound: effect.damagePerRound,
}));
}
}