feat(quests): accept, advance and complete a quest chain

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Bastian Wagner
2026-08-22 22:54:44 +02:00
parent d1cca086c6
commit b9dafd56ff
3 changed files with 1437 additions and 0 deletions

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import { HttpException, HttpStatus } from '@nestjs/common';
export type QuestErrorCode =
| 'QUEST_NOT_FOUND'
| 'QUEST_NOT_OFFERED_HERE'
| 'QUEST_ALREADY_ACCEPTED'
| 'QUEST_NOT_ACTIVE'
| 'QUEST_STEP_NOT_HERE'
| 'QUEST_OBJECTIVE_INCOMPLETE';
export class QuestDomainError extends HttpException {
constructor(
public readonly code: QuestErrorCode,
status: HttpStatus,
message: string,
) {
super({ statusCode: status, code, message }, status);
}
}
export function questNotFound(): QuestDomainError {
return new QuestDomainError(
'QUEST_NOT_FOUND',
HttpStatus.NOT_FOUND,
'This quest could not be found.',
);
}
export function questNotOfferedHere(): QuestDomainError {
return new QuestDomainError(
'QUEST_NOT_OFFERED_HERE',
HttpStatus.CONFLICT,
'This person has nothing to ask of you.',
);
}
/**
* Raised when the quest is already on the character's list.
*
* Also what a lost race resolves to: the unique index on
* (character_id, quest_id) is the real guarantee, and this turns the
* constraint violation into something the client can explain (AGENTS.md §30).
*/
export function questAlreadyAccepted(): QuestDomainError {
return new QuestDomainError(
'QUEST_ALREADY_ACCEPTED',
HttpStatus.CONFLICT,
'You have already taken this on.',
);
}
export function questNotActive(): QuestDomainError {
return new QuestDomainError(
'QUEST_NOT_ACTIVE',
HttpStatus.CONFLICT,
'You are not on this quest.',
);
}
/**
* Raised when this NPC is not what the quest currently needs.
*
* Covers both "you are talking to the wrong person" and "you came back too
* early": the current step is derived, so a turn-in attempt with four pelts
* simply is not the step the character is on.
*/
export function questStepNotHere(): QuestDomainError {
return new QuestDomainError(
'QUEST_STEP_NOT_HERE',
HttpStatus.CONFLICT,
'This is not what the quest needs from you right now.',
);
}
export function questObjectiveIncomplete(): QuestDomainError {
return new QuestDomainError(
'QUEST_OBJECTIVE_INCOMPLETE',
HttpStatus.CONFLICT,
'You do not have what this step needs yet.',
);
}

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import { DataSource, EntityManager } from 'typeorm';
import { Character } from '../characters/entities/character.entity';
import { CharacterItem } from '../items/entities/character-item.entity';
import { ItemDefinition } from '../items/entities/item-definition.entity';
import { LootCategory } from '../items/loot-category.enum';
import { CharacterLootBag } from '../loot-bags/entities/character-loot-bag.entity';
import { LootBagDefinition } from '../loot-bags/entities/loot-bag-definition.entity';
import { CharacterNpcState } from '../npcs/entities/character-npc-state.entity';
import { NpcDefinition } from '../npcs/entities/npc-definition.entity';
import { NpcService } from '../npcs/npc.service';
import { ReputationService } from '../reputation/reputation.service';
import { CharacterQuest } from './entities/character-quest.entity';
import { NpcQuestAssignment } from './entities/npc-quest-assignment.entity';
import { QuestDefinition } from './entities/quest-definition.entity';
import { QuestObjective } from './entities/quest-objective.entity';
import {
QuestObjectiveState,
QuestProgressService,
QuestState,
} from './quest-progress.service';
import { QuestService } from './quest.service';
import {
CharacterQuestStatus,
NpcQuestRole,
QuestObjectiveType,
QuestStatus,
} from './quest.types';
const CHARACTER_ID = 'character-1';
const QUEST_ID = 'quest-1';
const QUEST_KEY = 'trouble-beyond-the-gate';
const WARDEN_ID = 'npc-warden';
const WARDEN_KEY = 'south-gate-warden';
const BORIN_ID = 'npc-borin';
const BORIN_KEY = 'borin-quartermaster';
const REFERRAL_FLAG = 'referred-by-south-gate-warden';
const PELT_DEFINITION_ID = 'item-pelt';
const HIDE_BAG_DEFINITION_ID = 'bag-hide';
function objective(over: Partial<QuestObjective>): QuestObjective {
return {
id: `objective-${over.orderIndex ?? 0}`,
questId: QUEST_ID,
key: `step-${over.orderIndex ?? 0}`,
orderIndex: 0,
type: QuestObjectiveType.COLLECT_ITEM,
targetKey: 'ash-pelt',
requiredQuantity: 5,
description: 'Collect Ashen Pelts',
npcLine: null,
hintText: null,
advanceWhenBlocked: false,
consumeOnComplete: false,
grantsLootBagKey: null,
setsFlagKey: null,
setsFlagNpcKey: null,
enabled: true,
...over,
} as QuestObjective;
}
/** The real five-step chain (Slice 0.9 §3§8). */
function chain(): QuestObjective[] {
return [
objective({
orderIndex: 0,
key: 'collect-pelts-first',
advanceWhenBlocked: true,
hintText: 'You cannot carry enough pelts. Return to the South Gate Warden.',
}),
objective({
orderIndex: 1,
key: 'report-capacity',
type: QuestObjectiveType.TALK_TO_NPC,
targetKey: WARDEN_KEY,
requiredQuantity: 1,
description: 'Return to the South Gate Warden',
npcLine: 'Go see Borin in Graufurt.',
setsFlagKey: REFERRAL_FLAG,
setsFlagNpcKey: BORIN_KEY,
}),
objective({
orderIndex: 2,
key: 'collect-bag',
type: QuestObjectiveType.TALK_TO_NPC,
targetKey: BORIN_KEY,
requiredQuantity: 1,
description: 'Speak with Borin in Graufurt',
npcLine: 'Take this.',
grantsLootBagKey: 'basic-hide-bag',
}),
objective({
orderIndex: 3,
key: 'collect-pelts',
consumeOnComplete: true,
}),
objective({
orderIndex: 4,
key: 'turn-in',
type: QuestObjectiveType.TALK_TO_NPC,
targetKey: WARDEN_KEY,
requiredQuantity: 1,
description: 'Bring the pelts to the South Gate Warden',
npcLine: "Good. That's enough for me.",
}),
];
}
interface Fixture {
/** Which NPC the character is standing with; null means unreachable. */
standingWith?: 'warden' | 'borin' | null;
questEnabled?: boolean;
hasOfferAssignment?: boolean;
/** Undefined means the quest was never accepted. */
status?: CharacterQuestStatus;
storedIndex?: number;
/** The step the derivation says the character is on. */
currentIndex?: number | null;
pelts?: number;
blockedIndexes?: number[];
ownsHideBag?: boolean;
borinFlags?: Record<string, boolean | string | number>;
silver?: number;
rewardReputation?: number;
rewardSilver?: number;
/** Makes the insert fail the way a lost unique-index race would. */
insertRace?: boolean;
}
function createWorld(fixture: Fixture = {}) {
const quest = {
id: QUEST_ID,
key: QUEST_KEY,
title: 'Trouble Beyond the Gate',
description: 'Five pelts.',
rewardFactionKey: 'border-guard',
rewardReputation: fixture.rewardReputation ?? 10,
rewardSilver: fixture.rewardSilver ?? 0,
enabled: fixture.questEnabled ?? true,
} as QuestDefinition;
const objectives = chain();
const npcs: Record<string, NpcDefinition> = {
warden: { id: WARDEN_ID, key: WARDEN_KEY } as NpcDefinition,
borin: { id: BORIN_ID, key: BORIN_KEY } as NpcDefinition,
};
const questRow: CharacterQuest | null =
fixture.status === undefined
? null
: ({
id: 'character-quest-1',
characterId: CHARACTER_ID,
questId: QUEST_ID,
status: fixture.status,
currentObjectiveIndex: fixture.storedIndex ?? 0,
acceptedAt: new Date('2026-01-01T00:00:00Z'),
completedAt: null,
} as CharacterQuest);
const character = {
id: CHARACTER_ID,
silver: fixture.silver ?? 0,
} as Character;
const peltStack =
(fixture.pelts ?? 0) > 0
? ({
id: 'character-item-pelt',
characterId: CHARACTER_ID,
itemDefinitionId: PELT_DEFINITION_ID,
quantity: fixture.pelts as number,
} as CharacterItem)
: null;
const state = {
characterItems: peltStack ? [peltStack] : ([] as CharacterItem[]),
lootBags: fixture.ownsHideBag
? [
{
characterId: CHARACTER_ID,
lootBagDefinitionId: HIDE_BAG_DEFINITION_ID,
active: true,
},
]
: ([] as Array<Record<string, unknown>>),
npcStates: fixture.borinFlags
? [
{
characterId: CHARACTER_ID,
npcId: BORIN_ID,
flags: { ...fixture.borinFlags },
},
]
: ([] as Array<Record<string, unknown>>),
questRows: questRow ? [questRow] : ([] as CharacterQuest[]),
savedQuestRows: [] as CharacterQuest[],
savedNpcStates: [] as Array<Record<string, unknown>>,
savedLootBags: [] as Array<Record<string, unknown>>,
removedItems: [] as CharacterItem[],
savedCharacters: [] as Character[],
};
const manager = {
getRepository: (entity: unknown) => {
if (entity === QuestDefinition) {
return {
findOneBy: async (criteria: { key: string; enabled: boolean }) =>
quest.key === criteria.key && quest.enabled === criteria.enabled
? quest
: null,
};
}
if (entity === NpcQuestAssignment) {
return {
findOneBy: async (criteria: { npcId: string; role: NpcQuestRole }) =>
(fixture.hasOfferAssignment ?? true) &&
criteria.npcId === WARDEN_ID &&
criteria.role === NpcQuestRole.OFFER
? { id: 'assignment-1' }
: null,
};
}
if (entity === CharacterQuest) {
return {
findOne: async () => state.questRows[0] ?? null,
create: (value: Record<string, unknown>) => value,
save: async (value: CharacterQuest) => {
state.savedQuestRows.push(value);
if (fixture.insertRace && state.questRows.length === 0) {
// What Postgres raises when the unique index refuses a second
// row for the same (character, quest).
throw Object.assign(new Error('duplicate key'), {
driverError: { code: '23505' },
});
}
return value;
},
};
}
if (entity === NpcDefinition) {
return {
findOneBy: async (criteria: { key: string }) =>
Object.values(npcs).find((npc) => npc.key === criteria.key) ?? null,
};
}
if (entity === CharacterNpcState) {
return {
findOneBy: async (criteria: { npcId: string }) =>
state.npcStates.find((row) => row.npcId === criteria.npcId) ?? null,
create: (value: Record<string, unknown>) => value,
save: async (value: Record<string, unknown>) => {
state.savedNpcStates.push(value);
return value;
},
};
}
if (entity === LootBagDefinition) {
return {
findOneBy: async (criteria: { key: string }) =>
criteria.key === 'basic-hide-bag'
? {
id: HIDE_BAG_DEFINITION_ID,
key: 'basic-hide-bag',
name: 'Basic Hide Bag',
lootCategory: LootCategory.HIDE,
capacity: 5,
}
: null,
};
}
if (entity === CharacterLootBag) {
return {
findOne: async () => state.lootBags[0] ?? null,
create: (value: Record<string, unknown>) => value,
save: async (value: Record<string, unknown>) => {
state.savedLootBags.push(value);
state.lootBags.push(value);
return value;
},
};
}
if (entity === ItemDefinition) {
return {
findOneBy: async (criteria: { key: string }) =>
criteria.key === 'ash-pelt'
? { id: PELT_DEFINITION_ID, key: 'ash-pelt' }
: null,
};
}
if (entity === CharacterItem) {
return {
findOne: async () => state.characterItems[0] ?? null,
save: async (value: CharacterItem) => value,
remove: async (value: CharacterItem) => {
state.removedItems.push(value);
state.characterItems = state.characterItems.filter(
(item) => item !== value,
);
return value;
},
};
}
if (entity === Character) {
return {
findOne: async () => character,
save: async (value: Character) => {
state.savedCharacters.push(value);
return value;
},
};
}
throw new Error('Unexpected repository');
},
} as unknown as EntityManager;
const dataSource = {
getRepository: manager.getRepository.bind(manager),
transaction: async <T>(run: (m: EntityManager) => Promise<T>) => run(manager),
} as unknown as DataSource;
const objectiveStates: QuestObjectiveState[] = objectives.map(
(candidate, index) => ({
objective: candidate,
current:
candidate.type === QuestObjectiveType.COLLECT_ITEM
? (fixture.pelts ?? 0)
: 0,
required: candidate.requiredQuantity,
blocked: (fixture.blockedIndexes ?? []).includes(index),
satisfied:
candidate.type === QuestObjectiveType.COLLECT_ITEM &&
(fixture.pelts ?? 0) >= candidate.requiredQuantity,
}),
);
const status: QuestStatus =
fixture.status === undefined
? 'AVAILABLE'
: fixture.status === CharacterQuestStatus.COMPLETED
? 'COMPLETED'
: 'ACTIVE';
const questState: QuestState = {
quest,
objectives: objectiveStates,
row: questRow,
status,
currentIndex:
fixture.currentIndex === undefined
? status === 'ACTIVE'
? (fixture.storedIndex ?? 0)
: null
: fixture.currentIndex,
};
const progress = {
getQuestStates: jest.fn().mockResolvedValue([questState]),
getQuestState: jest.fn().mockResolvedValue(questState),
getNpcQuestStates: jest.fn().mockResolvedValue([]),
} as unknown as QuestProgressService;
const npcService = {
requireReachableNpc: jest.fn(async (_characterId: string, key: string) => {
// Not `??`: the fixture uses an explicit null to mean "nowhere near
// anyone", which `??` would quietly turn back into the warden.
const standing =
fixture.standingWith === undefined ? 'warden' : fixture.standingWith;
if (standing === null) {
throw new Error('NPC_UNAVAILABLE');
}
if (npcs[standing].key !== key) {
throw new Error('NPC_UNAVAILABLE');
}
return npcs[standing];
}),
} as unknown as NpcService;
const reputation = {
grantReputation: jest.fn().mockResolvedValue({
factionKey: 'border-guard',
previousReputation: 0,
newReputation: 10,
previousRank: 'NEUTRAL',
newRank: 'NEUTRAL',
rankChanged: false,
}),
} as unknown as ReputationService;
return {
service: new QuestService(dataSource, progress, npcService, reputation),
state,
character,
reputation,
questState,
};
}
describe('QuestService.acceptQuest', () => {
it('records the quest as active at the first step', async () => {
const { service, state } = createWorld({ status: undefined });
const result = await service.acceptQuest(
CHARACTER_ID,
WARDEN_KEY,
QUEST_KEY,
);
expect(state.savedQuestRows[0]).toMatchObject({
characterId: CHARACTER_ID,
questId: QUEST_ID,
status: CharacterQuestStatus.ACTIVE,
currentObjectiveIndex: 0,
});
// The offer line is dialogue content; the accept itself says nothing.
expect(result.npcLine).toBeNull();
expect(result.grantedBag).toBeNull();
});
it('refuses an NPC that does not offer the quest', async () => {
const { service } = createWorld({
status: undefined,
hasOfferAssignment: false,
});
await expect(
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toMatchObject({ response: { code: 'QUEST_NOT_OFFERED_HERE' } });
});
it('refuses an unknown or disabled quest', async () => {
const { service } = createWorld({ status: undefined, questEnabled: false });
await expect(
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toMatchObject({ response: { code: 'QUEST_NOT_FOUND' } });
});
it('accepts the quest only once', async () => {
const { service } = createWorld({ status: CharacterQuestStatus.ACTIVE });
await expect(
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toMatchObject({ response: { code: 'QUEST_ALREADY_ACCEPTED' } });
});
it('turns a lost unique-index race into the same refusal', async () => {
// Two clicks that both pass the existence check: the database refuses the
// second, and the player must not see a 500 for it (AGENTS.md §30).
const { service } = createWorld({ status: undefined, insertRace: true });
await expect(
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toMatchObject({ response: { code: 'QUEST_ALREADY_ACCEPTED' } });
});
it('never accepts a quest the character cannot reach', async () => {
const { service } = createWorld({ status: undefined, standingWith: null });
await expect(
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toThrow('NPC_UNAVAILABLE');
});
});
describe('QuestService.advanceQuest', () => {
it('sets the referral flag on Borin, not on the warden', async () => {
const { service, state } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 0,
currentIndex: 1,
pelts: 1,
blockedIndexes: [0, 3],
});
const result = await service.advanceQuest(
CHARACTER_ID,
WARDEN_KEY,
QUEST_KEY,
);
// Slice 0.9 §6: the 0.8.5 bypass is evaluated with Borin in context, so
// the flag has to live on his row (NPC spec §7).
expect(state.savedNpcStates[0]).toMatchObject({
npcId: BORIN_ID,
flags: { [REFERRAL_FLAG]: true },
});
expect(result.npcLine).toBe('Go see Borin in Graufurt.');
});
it('keeps the flags an NPC row already carried', async () => {
const { service, state } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 0,
currentIndex: 1,
pelts: 1,
borinFlags: { met: true },
});
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
// `met` drives Borin's first-meeting line. Replacing the map instead of
// merging into it would make him greet the player as a stranger again.
expect(state.savedNpcStates[0].flags).toEqual({
met: true,
[REFERRAL_FLAG]: true,
});
});
it('advances the stored floor past the step it performed', async () => {
const { service, state } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 0,
currentIndex: 1,
pelts: 1,
});
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
expect(state.savedQuestRows[0].currentObjectiveIndex).toBe(2);
});
it('hands the Basic Hide Bag over on the step at Borin', async () => {
const { service, state } = createWorld({
standingWith: 'borin',
status: CharacterQuestStatus.ACTIVE,
storedIndex: 2,
currentIndex: 2,
pelts: 1,
});
const result = await service.advanceQuest(
CHARACTER_ID,
BORIN_KEY,
QUEST_KEY,
);
expect(state.savedLootBags[0]).toMatchObject({
lootBagDefinitionId: HIDE_BAG_DEFINITION_ID,
active: true,
});
expect(result.grantedBag).toEqual({
key: 'basic-hide-bag',
name: 'Basic Hide Bag',
lootCategory: LootCategory.HIDE,
capacity: 5,
});
});
it('does not hand over a bag the character already carries', async () => {
// Slice 0.9 §11: the grant is idempotent, so development data or a repeat
// click cannot produce a second bag or an error.
const { service, state } = createWorld({
standingWith: 'borin',
status: CharacterQuestStatus.ACTIVE,
storedIndex: 2,
currentIndex: 2,
ownsHideBag: true,
});
const result = await service.advanceQuest(
CHARACTER_ID,
BORIN_KEY,
QUEST_KEY,
);
expect(state.savedLootBags).toHaveLength(0);
expect(result.grantedBag).toBeNull();
// The step still counts: the chain must not stall on an already-owned bag.
expect(state.savedQuestRows[0].currentObjectiveIndex).toBe(3);
});
it('refuses a step at the wrong NPC', async () => {
const { service } = createWorld({
standingWith: 'borin',
status: CharacterQuestStatus.ACTIVE,
storedIndex: 0,
currentIndex: 1,
});
await expect(
service.advanceQuest(CHARACTER_ID, BORIN_KEY, QUEST_KEY),
).rejects.toMatchObject({ response: { code: 'QUEST_STEP_NOT_HERE' } });
});
it('refuses the turn-in while the pelts are still short', async () => {
const { service } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 3,
pelts: 4,
});
await expect(
service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toMatchObject({ response: { code: 'QUEST_STEP_NOT_HERE' } });
});
it('refuses to advance a quest that was never accepted', async () => {
const { service } = createWorld({ status: undefined });
await expect(
service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toMatchObject({ response: { code: 'QUEST_NOT_ACTIVE' } });
});
it('refuses to advance a completed quest', async () => {
const { service } = createWorld({
status: CharacterQuestStatus.COMPLETED,
storedIndex: 5,
});
await expect(
service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toMatchObject({ response: { code: 'QUEST_NOT_ACTIVE' } });
});
it('consumes exactly the pelts the quest asked for', async () => {
const { service, state } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 4,
pelts: 7,
});
const result = await service.advanceQuest(
CHARACTER_ID,
WARDEN_KEY,
QUEST_KEY,
);
// Two collect steps ask for five each; only the second consumes, so the
// turn-in takes five and leaves the surplus (§8).
expect(result.consumedItems).toEqual([{ itemKey: 'ash-pelt', quantity: 5 }]);
expect(state.characterItems[0].quantity).toBe(2);
expect(state.removedItems).toHaveLength(0);
});
it('removes the item row when the last pelt is consumed', async () => {
const { service, state } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 4,
pelts: 5,
});
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
expect(state.removedItems).toHaveLength(1);
});
it('refuses the turn-in when the pelts vanished between read and write', async () => {
// The derived step said "turn-in", but the transaction is where ownership
// is actually decided.
const { service } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 4,
pelts: 0,
});
await expect(
service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
).rejects.toMatchObject({
response: { code: 'QUEST_OBJECTIVE_INCOMPLETE' },
});
});
it('completes the quest and stamps the time', async () => {
const { service, state } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 4,
pelts: 5,
});
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
const saved = state.savedQuestRows[0];
expect(saved.status).toBe(CharacterQuestStatus.COMPLETED);
expect(saved.completedAt).toBeInstanceOf(Date);
expect(saved.currentObjectiveIndex).toBe(5);
});
it('pays the regional reputation reward on completion', async () => {
const { service, reputation } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 4,
pelts: 5,
});
const result = await service.advanceQuest(
CHARACTER_ID,
WARDEN_KEY,
QUEST_KEY,
);
expect(reputation.grantReputation).toHaveBeenCalledWith(
CHARACTER_ID,
'border-guard',
10,
expect.anything(),
);
expect(result.rewards).toEqual({
factionKey: 'border-guard',
reputation: 10,
silver: 0,
});
});
it('pays no silver, because the content asks for none', async () => {
// Slice 0.9 decision D3. The branch exists so retuning is a seed change,
// but the seeded quest deliberately pays nothing.
const { service, state } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 4,
pelts: 5,
});
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
expect(state.savedCharacters).toHaveLength(0);
});
it('pays silver when content asks for it', async () => {
const { service, state, character } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 4,
pelts: 5,
rewardSilver: 25,
silver: 4,
});
const result = await service.advanceQuest(
CHARACTER_ID,
WARDEN_KEY,
QUEST_KEY,
);
expect(character.silver).toBe(29);
expect(state.savedCharacters).toHaveLength(1);
expect(result.rewards?.silver).toBe(25);
});
it('pays nothing on a step that is not the last one', async () => {
const { service, reputation, state } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 0,
currentIndex: 1,
pelts: 1,
});
const result = await service.advanceQuest(
CHARACTER_ID,
WARDEN_KEY,
QUEST_KEY,
);
expect(reputation.grantReputation).not.toHaveBeenCalled();
expect(result.rewards).toBeNull();
expect(result.consumedItems).toEqual([]);
expect(state.savedQuestRows[0].status).toBe(CharacterQuestStatus.ACTIVE);
});
});
describe('QuestService.getQuestLog', () => {
it('renders collect progress against what the step needs', async () => {
const { service } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 0,
currentIndex: 0,
pelts: 1,
});
const [quest] = await service.getQuestLog(CHARACTER_ID);
expect(quest).toMatchObject({
key: QUEST_KEY,
title: 'Trouble Beyond the Gate',
status: 'ACTIVE',
currentObjectiveKey: 'collect-pelts-first',
});
expect(quest.objectives[0]).toMatchObject({
description: 'Collect Ashen Pelts',
current: 1,
required: 5,
completed: false,
});
});
it('shows the hint while the active step is blocked', async () => {
const { service } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 0,
currentIndex: 0,
pelts: 1,
blockedIndexes: [0],
});
const [quest] = await service.getQuestLog(CHARACTER_ID);
// Slice 0.9 §4/§12: the line that keeps "1 / 5" from reading as a wall.
expect(quest.hint).toBe(
'You cannot carry enough pelts. Return to the South Gate Warden.',
);
});
it('shows no hint for a step that is merely unfinished', async () => {
const { service } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 0,
currentIndex: 0,
pelts: 1,
});
const [quest] = await service.getQuestLog(CHARACTER_ID);
expect(quest.hint).toBeNull();
});
it('marks every step behind the current one as done', async () => {
const { service } = createWorld({
status: CharacterQuestStatus.ACTIVE,
storedIndex: 3,
currentIndex: 3,
pelts: 1,
});
const [quest] = await service.getQuestLog(CHARACTER_ID);
expect(quest.objectives.map((entry) => entry.completed)).toEqual([
true,
true,
true,
false,
false,
]);
});
it('marks a completed quest as done throughout and points at no step', async () => {
const { service } = createWorld({
status: CharacterQuestStatus.COMPLETED,
storedIndex: 5,
});
const [quest] = await service.getQuestLog(CHARACTER_ID);
expect(quest.status).toBe('COMPLETED');
expect(quest.currentObjectiveKey).toBeNull();
expect(quest.hint).toBeNull();
expect(quest.objectives.every((entry) => entry.completed)).toBe(true);
});
it('reports an unstarted quest as available with nothing done', async () => {
const { service } = createWorld({ status: undefined });
const [quest] = await service.getQuestLog(CHARACTER_ID);
expect(quest.status).toBe('AVAILABLE');
expect(quest.currentObjectiveKey).toBeNull();
expect(quest.objectives.every((entry) => !entry.completed)).toBe(true);
});
});

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import { Injectable } from '@nestjs/common';
import { DataSource, EntityManager } from 'typeorm';
import { Character } from '../characters/entities/character.entity';
import { CharacterItem } from '../items/entities/character-item.entity';
import { ItemDefinition } from '../items/entities/item-definition.entity';
import { CharacterLootBag } from '../loot-bags/entities/character-loot-bag.entity';
import { LootBagDefinition } from '../loot-bags/entities/loot-bag-definition.entity';
import { CharacterNpcState } from '../npcs/entities/character-npc-state.entity';
import { NpcDefinition } from '../npcs/entities/npc-definition.entity';
import { NpcService } from '../npcs/npc.service';
import { ReputationService } from '../reputation/reputation.service';
import { CharacterQuest } from './entities/character-quest.entity';
import { NpcQuestAssignment } from './entities/npc-quest-assignment.entity';
import { QuestDefinition } from './entities/quest-definition.entity';
import { QuestObjective } from './entities/quest-objective.entity';
import { QuestProgressService, QuestState } from './quest-progress.service';
import {
questAlreadyAccepted,
questNotActive,
questNotFound,
questNotOfferedHere,
questObjectiveIncomplete,
questStepNotHere,
} from './quest.errors';
import {
CharacterQuestStatus,
GrantedLootBagDto,
NpcQuestRole,
QuestConsumedItemDto,
QuestDto,
QuestInteractionResultDto,
QuestObjectiveType,
QuestRewardDto,
} from './quest.types';
/** Postgres' unique-violation SQLSTATE. */
const UNIQUE_VIOLATION = '23505';
/**
* Runs a quest chain (Playable Slice 0.9 §10).
*
* A step-based state machine and nothing more: §10 asks for exactly that and
* warns off a branching narrative engine. What a step *does* is content on the
* objective -- set a flag, hand a bag over, consume what it asked for -- so
* this service applies effects it finds rather than switching on quest keys
* (AGENTS.md §9).
*
* Steps are triggered by their own endpoints rather than by dialogue actions
* (decision D4). NPC spec §40 sketched `START_QUEST` / `COMPLETE_QUEST` as
* dialogue actions, but there is no dialogue-response endpoint to carry them,
* and building one would be the narrative engine §10 rules out. The beat's line
* travels back on the step result instead.
*
* Every softlock case in §11 is handled by *not* storing progress: the active
* step is derived from what the character owns right now
* (`QuestProgressService`), so selling the pelts reopens the objective, owning
* some before accepting already counts, and a bag obtained some other way just
* lets the first hunt finish.
*/
@Injectable()
export class QuestService {
constructor(
private readonly dataSource: DataSource,
private readonly progress: QuestProgressService,
private readonly npcs: NpcService,
private readonly reputation: ReputationService,
) {}
/** Every enabled quest and where this character stands with it (spec §12). */
async getQuestLog(characterId: string): Promise<QuestDto[]> {
const states = await this.progress.getQuestStates(characterId);
return states.map((state) => toQuestDto(state));
}
/**
* Takes a quest on, once (spec §13).
*
* The NPC has to actually offer it: an `OFFER` assignment is what makes a
* person a quest giver, not a flag on the NPC row (NPC spec §14).
*/
async acceptQuest(
characterId: string,
npcKey: string,
questKey: string,
): Promise<QuestInteractionResultDto> {
// The character's own location decides reachability, never the request.
const npc = await this.npcs.requireReachableNpc(characterId, npcKey);
await this.dataSource.transaction(async (manager) => {
const quest = await this.requireQuest(manager, questKey);
const assignment = await manager
.getRepository(NpcQuestAssignment)
.findOneBy({
npcId: npc.id,
questId: quest.id,
role: NpcQuestRole.OFFER,
enabled: true,
});
if (!assignment) {
throw questNotOfferedHere();
}
const rows = manager.getRepository(CharacterQuest);
const existing = await rows.findOne({
where: { characterId, questId: quest.id },
});
if (existing) {
throw questAlreadyAccepted();
}
try {
await rows.save(
rows.create({
characterId,
questId: quest.id,
status: CharacterQuestStatus.ACTIVE,
currentObjectiveIndex: 0,
acceptedAt: new Date(),
completedAt: null,
}),
);
} catch (error) {
// Two clicks can both clear the check above. The unique index is the
// real guarantee; this is what stops the loser seeing a 500.
if (!isUniqueViolation(error)) {
throw error;
}
throw questAlreadyAccepted();
}
});
const state = await this.progress.getQuestState(characterId, questKey);
if (!state) {
throw questNotFound();
}
// No line of its own: the warden's offer is a dialogue node, and the NPC
// screen re-reads dialogue after the quest state changes.
return {
quest: toQuestDto(state),
npcLine: null,
grantedBag: null,
consumedItems: [],
rewards: null,
};
}
/**
* Performs the talk step the character is currently on (spec §5, §6, §8).
*
* One endpoint for all three beats, because the difference between them is
* content: the referral sets a flag, Borin's step grants a bag, and the last
* step consumes and completes. Everything runs in one transaction under a
* write lock on the quest row, so two clicks cannot both consume the pelts
* (AGENTS.md §29, §30).
*/
async advanceQuest(
characterId: string,
npcKey: string,
questKey: string,
): Promise<QuestInteractionResultDto> {
const npc = await this.npcs.requireReachableNpc(characterId, npcKey);
return this.dataSource.transaction(async (manager) => {
const quest = await this.requireQuest(manager, questKey);
const rows = manager.getRepository(CharacterQuest);
const row = await rows.findOne({
where: { characterId, questId: quest.id },
lock: { mode: 'pessimistic_write' },
});
if (!row || row.status !== CharacterQuestStatus.ACTIVE) {
throw questNotActive();
}
const state = await this.progress.getQuestState(
characterId,
questKey,
manager,
);
if (!state || state.currentIndex === null) {
throw questNotActive();
}
const currentIndex = state.currentIndex;
const step = state.objectives[currentIndex]?.objective;
// Also what refuses an early turn-in: with the pelts still short, the
// derived step is the hunt, not the hand-over.
if (
!step ||
step.type !== QuestObjectiveType.TALK_TO_NPC ||
step.targetKey !== npc.key
) {
throw questStepNotHere();
}
row.currentObjectiveIndex = currentIndex + 1;
const grantedBag = await this.grantLootBag(manager, characterId, step);
await this.setStepFlag(manager, characterId, step);
let consumedItems: QuestConsumedItemDto[] = [];
let rewards: QuestRewardDto | null = null;
if (row.currentObjectiveIndex >= state.objectives.length) {
consumedItems = await this.consumeQuestItems(
manager,
characterId,
state,
);
rewards = await this.grantRewards(manager, characterId, quest);
row.status = CharacterQuestStatus.COMPLETED;
row.completedAt = new Date();
}
await rows.save(row);
const refreshed = await this.progress.getQuestState(
characterId,
questKey,
manager,
);
return {
quest: toQuestDto(refreshed ?? state),
npcLine: step.npcLine,
grantedBag,
consumedItems,
rewards,
};
});
}
private async requireQuest(
manager: EntityManager,
questKey: string,
): Promise<QuestDefinition> {
const quest = await manager
.getRepository(QuestDefinition)
.findOneBy({ key: questKey, enabled: true });
if (!quest) {
throw questNotFound();
}
return quest;
}
/**
* Hands the step's bag over, at most once (spec §11, decision D1).
*
* A bag the character already holds is not an error: development data, a
* repeated click and a re-run of the same step must all leave the chain
* moving. Only the roomiest active bag per category counts anyway
* (Slice 0.7.5 §6), so a second copy would grant nothing.
*/
private async grantLootBag(
manager: EntityManager,
characterId: string,
step: QuestObjective,
): Promise<GrantedLootBagDto | null> {
if (!step.grantsLootBagKey) {
return null;
}
const definition = await manager
.getRepository(LootBagDefinition)
.findOneBy({ key: step.grantsLootBagKey });
if (!definition) {
// Content names a bag that does not exist. Refusing the whole step would
// strand the player on a content bug they cannot fix; the step still
// counts and the missing bag is visible in its absence.
return null;
}
const bags = manager.getRepository(CharacterLootBag);
const existing = await bags.findOne({
where: { characterId, lootBagDefinitionId: definition.id },
});
if (existing) {
return null;
}
await bags.save(
bags.create({
characterId,
lootBagDefinitionId: definition.id,
active: true,
}),
);
return {
key: definition.key,
name: definition.name,
lootCategory: definition.lootCategory,
capacity: definition.capacity,
};
}
/**
* Writes the step's dialogue flag onto whichever NPC content names (spec §5).
*
* The warden's referral belongs on Borin's row, because a flag is per-NPC
* player state (NPC spec §7) and Borin is the NPC in context when the Hide
* Bag offer's 0.8.5 bypass is evaluated (spec §6). Merged into the existing
* flags rather than replacing them -- `met` drives Borin's first-meeting
* line, and dropping it would make him greet the player as a stranger again.
*/
private async setStepFlag(
manager: EntityManager,
characterId: string,
step: QuestObjective,
): Promise<void> {
if (!step.setsFlagKey || !step.setsFlagNpcKey) {
return;
}
const target = await manager
.getRepository(NpcDefinition)
.findOneBy({ key: step.setsFlagNpcKey });
if (!target) {
return;
}
const states = manager.getRepository(CharacterNpcState);
const existing = await states.findOneBy({ characterId, npcId: target.id });
if (existing) {
existing.flags = { ...existing.flags, [step.setsFlagKey]: true };
await states.save(existing);
return;
}
await states.save(
states.create({
characterId,
npcId: target.id,
flags: { [step.setsFlagKey]: true },
}),
);
}
/**
* Takes the goods the quest asked for (spec §8).
*
* Only steps marked `consumeOnComplete` are taken: this chain asks for five
* pelts twice, and consuming both would quietly demand ten. Quantities are
* re-checked here rather than trusted from the derivation, because the
* derivation ran before the lock and the player may have traded in between.
*/
private async consumeQuestItems(
manager: EntityManager,
characterId: string,
state: QuestState,
): Promise<QuestConsumedItemDto[]> {
const consumed: QuestConsumedItemDto[] = [];
for (const entry of state.objectives) {
const step = entry.objective;
if (
step.type !== QuestObjectiveType.COLLECT_ITEM ||
!step.consumeOnComplete
) {
continue;
}
const definition = await manager
.getRepository(ItemDefinition)
.findOneBy({ key: step.targetKey });
if (!definition) {
throw questObjectiveIncomplete();
}
const characterItems = manager.getRepository(CharacterItem);
const owned = await characterItems.findOne({
where: { characterId, itemDefinitionId: definition.id },
lock: { mode: 'pessimistic_write' },
});
if (!owned || owned.quantity < step.requiredQuantity) {
throw questObjectiveIncomplete();
}
if (owned.quantity === step.requiredQuantity) {
await characterItems.remove(owned);
} else {
owned.quantity -= step.requiredQuantity;
await characterItems.save(owned);
}
consumed.push({
itemKey: step.targetKey,
quantity: step.requiredQuantity,
});
}
return consumed;
}
/**
* Pays the quest out, once (spec §9).
*
* Reputation and Silver only. There is no XP anywhere in the project any
* more (Slice 0.7 V2 §7), and no renown milestone on this quest by decision
* D2 -- one would reach World Renown 3 and open a Slice 0.8.5 offer that is
* meant to stay out of reach until 0.11. The seeded values pay 10 reputation
* and no Silver (D3); both branches exist so retuning stays a content change.
*/
private async grantRewards(
manager: EntityManager,
characterId: string,
quest: QuestDefinition,
): Promise<QuestRewardDto> {
if (quest.rewardFactionKey && quest.rewardReputation > 0) {
await this.reputation.grantReputation(
characterId,
quest.rewardFactionKey,
quest.rewardReputation,
manager,
);
}
if (quest.rewardSilver > 0) {
const characters = manager.getRepository(Character);
const character = await characters.findOne({
where: { id: characterId },
lock: { mode: 'pessimistic_write' },
});
if (character) {
character.silver += quest.rewardSilver;
await characters.save(character);
}
}
return {
factionKey: quest.rewardFactionKey,
reputation: quest.rewardReputation,
silver: quest.rewardSilver,
};
}
}
/**
* The quest as the player reads it (spec §12).
*
* `completed` is positional rather than stored: everything behind the derived
* step is done, and everything from it onward is not. A finished quest reads as
* done throughout, which is what keeps the journal honest after the goods were
* consumed.
*/
export function toQuestDto(state: QuestState): QuestDto {
const currentIndex = state.currentIndex;
const currentEntry =
currentIndex === null ? undefined : state.objectives[currentIndex];
return {
key: state.quest.key,
title: state.quest.title,
description: state.quest.description,
status: state.status,
objectives: state.objectives.map((entry, index) => ({
key: entry.objective.key,
description: entry.objective.description,
type: entry.objective.type,
targetKey: entry.objective.targetKey,
required: entry.required,
current: entry.current,
completed:
state.status === 'COMPLETED' ||
(currentIndex !== null && index < currentIndex),
})),
currentObjectiveKey: currentEntry?.objective.key ?? null,
// Only while the step genuinely cannot progress. A step that is merely
// unfinished needs no explanation, and saying one anyway would train the
// player to ignore the line that matters.
hint:
currentEntry && currentEntry.blocked && !currentEntry.satisfied
? currentEntry.objective.hintText
: null,
};
}
function isUniqueViolation(error: unknown): boolean {
const code = (
error as { driverError?: { code?: string }; code?: string } | null
)?.driverError?.code;
return (
code === UNIQUE_VIOLATION ||
(error as { code?: string } | null)?.code === UNIQUE_VIOLATION
);
}