Migration Angular 20 -> 21 : fin de la migration securite (0 vulnerabilite npm)
- ng update @angular/core@21 @angular/cli@21 (corrige GHSA-jrmj-c5cx-3cw6, XSS SVG) - Migration automatique des templates vers le control flow natif (@if/@for, 138 fichiers) - Correction des 5 `track` invalides generes par la migration (trackBy a 1 argument -> track $index) + suppression des fonctions trackBy mortes - TypeScript 5.9, zone.js 0.15 ; npm audit : 0 vulnerabilite Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,206 +1,233 @@
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<div class="campaign-detail" *ngIf="campaign">
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<!-- ============ Header : mode lecture ============ -->
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<div class="detail-header" *ngIf="!editing">
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<div class="header-texts">
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<h1>{{ campaign.name }}</h1>
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<p class="description">{{ campaign.description }}</p>
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<div class="meta">
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<span class="badge">{{ campaign.playerCount || 0 }} joueurs</span>
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<!-- Badge "Univers" : lien vers le Lore associé si présent -->
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<a *ngIf="linkedLore"
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class="badge badge-lore"
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[routerLink]="['/lore', linkedLore.id]"
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title="Ouvrir l'univers associé">
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<lucide-icon [img]="Globe" [size]="12"></lucide-icon>
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{{ linkedLore.name }}
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</a>
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<!-- Campagne liée à un Lore qui n'existe plus (supprimé ailleurs) -->
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<span *ngIf="campaign.loreId && !linkedLore" class="badge badge-lore-missing" title="L'univers associé est introuvable">
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<lucide-icon [img]="Globe" [size]="12"></lucide-icon>
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Univers introuvable
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</span>
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@if (campaign) {
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<div class="campaign-detail">
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<!-- ============ Header : mode lecture ============ -->
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@if (!editing) {
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<div class="detail-header">
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<div class="header-texts">
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<h1>{{ campaign.name }}</h1>
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<p class="description">{{ campaign.description }}</p>
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<div class="meta">
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<span class="badge">{{ campaign.playerCount || 0 }} joueurs</span>
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<!-- Badge "Univers" : lien vers le Lore associé si présent -->
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@if (linkedLore) {
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<a
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class="badge badge-lore"
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[routerLink]="['/lore', linkedLore.id]"
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title="Ouvrir l'univers associé">
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<lucide-icon [img]="Globe" [size]="12"></lucide-icon>
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{{ linkedLore.name }}
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</a>
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}
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<!-- Campagne liée à un Lore qui n'existe plus (supprimé ailleurs) -->
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@if (campaign.loreId && !linkedLore) {
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<span class="badge badge-lore-missing" title="L'univers associé est introuvable">
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<lucide-icon [img]="Globe" [size]="12"></lucide-icon>
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Univers introuvable
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</span>
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}
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</div>
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</div>
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<div class="header-actions">
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<button type="button" class="btn-secondary" (click)="startEdit()">
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<lucide-icon [img]="Pencil" [size]="14"></lucide-icon>
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Modifier
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</button>
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<button type="button" class="btn-danger" (click)="deleteCampaign()">
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<lucide-icon [img]="Trash2" [size]="14"></lucide-icon>
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Supprimer
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</button>
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</div>
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</div>
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</div>
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<div class="header-actions">
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<button type="button" class="btn-secondary" (click)="startEdit()">
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<lucide-icon [img]="Pencil" [size]="14"></lucide-icon>
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Modifier
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</button>
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<button type="button" class="btn-danger" (click)="deleteCampaign()">
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<lucide-icon [img]="Trash2" [size]="14"></lucide-icon>
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Supprimer
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</button>
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</div>
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</div>
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<!-- ============ Header : mode édition inline ============ -->
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<div class="detail-header edit-mode" *ngIf="editing">
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<div class="field">
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<label>Nom</label>
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<input type="text" [(ngModel)]="editName" name="editName" required />
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</div>
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<div class="field">
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<label>Description</label>
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<textarea [(ngModel)]="editDescription" name="editDescription" rows="3"></textarea>
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</div>
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<div class="field">
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<label>Univers associé</label>
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<select [(ngModel)]="editLoreId" name="editLoreId">
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<option value="">— Aucun univers (campagne libre) —</option>
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<option *ngFor="let lore of availableLores" [value]="lore.id">{{ lore.name }}</option>
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</select>
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</div>
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<div class="field">
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<label>Système de JDR</label>
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<select *ngIf="!creatingGameSystem"
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}
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<!-- ============ Header : mode édition inline ============ -->
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@if (editing) {
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<div class="detail-header edit-mode">
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<div class="field">
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<label>Nom</label>
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<input type="text" [(ngModel)]="editName" name="editName" required />
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</div>
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<div class="field">
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<label>Description</label>
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<textarea [(ngModel)]="editDescription" name="editDescription" rows="3"></textarea>
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</div>
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<div class="field">
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<label>Univers associé</label>
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<select [(ngModel)]="editLoreId" name="editLoreId">
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<option value="">— Aucun univers (campagne libre) —</option>
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@for (lore of availableLores; track lore) {
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<option [value]="lore.id">{{ lore.name }}</option>
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}
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</select>
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</div>
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<div class="field">
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<label>Système de JDR</label>
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@if (!creatingGameSystem) {
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<select
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[(ngModel)]="editGameSystemId"
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name="editGameSystemId"
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(ngModelChange)="onEditGameSystemChange($event)">
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<option value="">— Aucun (générique) —</option>
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<option *ngFor="let gs of availableGameSystems" [value]="gs.id">{{ gs.name }}</option>
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<option [value]="CREATE_GAMESYSTEM_SENTINEL">+ Créer un nouveau système…</option>
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</select>
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<div *ngIf="creatingGameSystem" class="inline-create">
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<input
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type="text"
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[(ngModel)]="newGameSystemName"
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name="newGameSystemName"
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placeholder="Nom du nouveau système (ex: D&D 5e, Nimble, Maison)"
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(keydown.enter)="$event.preventDefault(); submitCreateGameSystem()"
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(keydown.escape)="cancelCreateGameSystem()"
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autofocus
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/>
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<div class="inline-create-actions">
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<button type="button" class="btn-inline-primary"
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[disabled]="!newGameSystemName.trim() || creatingGameSystemInFlight"
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(click)="submitCreateGameSystem()">
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<lucide-icon [img]="Check" [size]="14"></lucide-icon>
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Créer
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</button>
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<button type="button" class="btn-inline-secondary" (click)="cancelCreateGameSystem()">
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Annuler
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</button>
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</div>
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</div>
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</div>
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<div class="header-actions">
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<button type="button" class="btn-primary" (click)="saveEdit()" [disabled]="!editName.trim()">
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Sauvegarder
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</button>
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<button type="button" class="btn-secondary" (click)="cancelEdit()">
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Annuler
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</button>
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</div>
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</div>
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<section class="detail-section personas-section" *ngIf="!editing">
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<div class="section-header">
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<h2>Personnages</h2>
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</div>
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<!-- Les PJ ne sont plus rattachés à la campagne mais à une Partie (Playthrough) :
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ils se gèrent depuis la page d'une Partie. Ici on ne liste que les PNJ
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(donnée de scénario, partagée par toutes les Parties). -->
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<!-- Sous-section : Personnages non-joueurs (PNJ) -->
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<div class="persona-subsection">
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<div class="subsection-header">
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<h3>
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<lucide-icon [img]="Drama" [size]="16"></lucide-icon>
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Personnages non-joueurs
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<span class="count-badge" *ngIf="npcs.length > 0">{{ npcs.length }}</span>
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</h3>
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<button class="btn-add" (click)="createNpc()">
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<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
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Nouveau PNJ
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</button>
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</div>
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<div class="characters-grid" *ngIf="npcs.length > 0">
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<div class="character-card" *ngFor="let npc of npcs" (click)="viewNpc(npc)">
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<lucide-icon [img]="Drama" [size]="20" class="character-icon character-icon--npc"></lucide-icon>
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<div class="character-info">
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<span class="character-name">{{ npc.name }}</span>
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<span class="character-snippet">{{ personaSnippet(npc) }}</span>
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<option value="">— Aucun (générique) —</option>
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@for (gs of availableGameSystems; track gs) {
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<option [value]="gs.id">{{ gs.name }}</option>
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}
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<option [value]="CREATE_GAMESYSTEM_SENTINEL">+ Créer un nouveau système…</option>
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</select>
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}
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@if (creatingGameSystem) {
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<div class="inline-create">
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<input
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type="text"
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[(ngModel)]="newGameSystemName"
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name="newGameSystemName"
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placeholder="Nom du nouveau système (ex: D&D 5e, Nimble, Maison)"
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(keydown.enter)="$event.preventDefault(); submitCreateGameSystem()"
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(keydown.escape)="cancelCreateGameSystem()"
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autofocus
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/>
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<div class="inline-create-actions">
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<button type="button" class="btn-inline-primary"
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[disabled]="!newGameSystemName.trim() || creatingGameSystemInFlight"
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(click)="submitCreateGameSystem()">
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<lucide-icon [img]="Check" [size]="14"></lucide-icon>
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Créer
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</button>
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<button type="button" class="btn-inline-secondary" (click)="cancelCreateGameSystem()">
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Annuler
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</button>
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</div>
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</div>
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}
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</div>
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<div class="header-actions">
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<button type="button" class="btn-primary" (click)="saveEdit()" [disabled]="!editName.trim()">
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Sauvegarder
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</button>
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<button type="button" class="btn-secondary" (click)="cancelEdit()">
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Annuler
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</button>
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</div>
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</div>
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</div>
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<div class="empty-state empty-state--compact" *ngIf="npcs.length === 0">
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<p>Aucun PNJ pour le moment.</p>
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<button class="btn-add-first" (click)="createNpc()">
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<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
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Créer votre premier PNJ
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</button>
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</div>
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}
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@if (!editing) {
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<section class="detail-section personas-section">
|
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<div class="section-header">
|
||||
<h2>Personnages</h2>
|
||||
</div>
|
||||
<!-- Les PJ ne sont plus rattachés à la campagne mais à une Partie (Playthrough) :
|
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ils se gèrent depuis la page d'une Partie. Ici on ne liste que les PNJ
|
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(donnée de scénario, partagée par toutes les Parties). -->
|
||||
<!-- Sous-section : Personnages non-joueurs (PNJ) -->
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<div class="persona-subsection">
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<div class="subsection-header">
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<h3>
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<lucide-icon [img]="Drama" [size]="16"></lucide-icon>
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Personnages non-joueurs
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@if (npcs.length > 0) {
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<span class="count-badge">{{ npcs.length }}</span>
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}
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</h3>
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<button class="btn-add" (click)="createNpc()">
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||||
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
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Nouveau PNJ
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||||
</button>
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||||
</div>
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||||
@if (npcs.length > 0) {
|
||||
<div class="characters-grid">
|
||||
@for (npc of npcs; track npc) {
|
||||
<div class="character-card" (click)="viewNpc(npc)">
|
||||
<lucide-icon [img]="Drama" [size]="20" class="character-icon character-icon--npc"></lucide-icon>
|
||||
<div class="character-info">
|
||||
<span class="character-name">{{ npc.name }}</span>
|
||||
<span class="character-snippet">{{ personaSnippet(npc) }}</span>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
</div>
|
||||
}
|
||||
@if (npcs.length === 0) {
|
||||
<div class="empty-state empty-state--compact">
|
||||
<p>Aucun PNJ pour le moment.</p>
|
||||
<button class="btn-add-first" (click)="createNpc()">
|
||||
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
|
||||
Créer votre premier PNJ
|
||||
</button>
|
||||
</div>
|
||||
}
|
||||
</div>
|
||||
</section>
|
||||
}
|
||||
@if (!editing) {
|
||||
<section class="detail-section arcs-section">
|
||||
<div class="section-header">
|
||||
<h2>Arcs narratifs</h2>
|
||||
<div class="section-header-actions">
|
||||
<button class="btn-add" (click)="createArc()">
|
||||
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
|
||||
Nouvel arc
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
@if (arcs.length > 0) {
|
||||
<div class="arcs-grid">
|
||||
@for (arc of arcs; track arc) {
|
||||
<div class="arc-card" (click)="openArc(arc)">
|
||||
<lucide-icon [img]="Swords" [size]="24" class="arc-icon"></lucide-icon>
|
||||
<span class="arc-name">{{ arc.name }}</span>
|
||||
<span class="arc-meta">{{ chapterCountByArc[arc.id!] || 0 }} chapitres</span>
|
||||
</div>
|
||||
}
|
||||
</div>
|
||||
}
|
||||
@if (arcs.length === 0) {
|
||||
<div class="empty-state">
|
||||
<lucide-icon [img]="Swords" [size]="40" class="empty-icon"></lucide-icon>
|
||||
<p>Aucun arc narratif pour le moment.</p>
|
||||
<button class="btn-add-first" (click)="createArc()">
|
||||
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
|
||||
Créer votre premier arc
|
||||
</button>
|
||||
</div>
|
||||
}
|
||||
</section>
|
||||
}
|
||||
<!-- ============ Parties (Playthroughs) ============ -->
|
||||
@if (!editing) {
|
||||
<section class="detail-section playthroughs-section">
|
||||
<div class="section-header">
|
||||
<h2>
|
||||
<lucide-icon [img]="Dices" [size]="18"></lucide-icon>
|
||||
Mes parties
|
||||
</h2>
|
||||
<button class="btn-add" [disabled]="newPlaythroughInFlight" (click)="createPlaythrough()">
|
||||
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
|
||||
Nouvelle partie
|
||||
</button>
|
||||
</div>
|
||||
@if (playthroughs.length > 0) {
|
||||
<div class="playthroughs-grid">
|
||||
@for (p of playthroughs; track p) {
|
||||
<div class="playthrough-card"
|
||||
(click)="openPlaythrough(p)">
|
||||
<lucide-icon [img]="Dices" [size]="22" class="playthrough-icon"></lucide-icon>
|
||||
<div class="playthrough-info">
|
||||
<span class="playthrough-name">{{ p.name }}</span>
|
||||
@if (p.description) {
|
||||
<span class="playthrough-meta">{{ p.description }}</span>
|
||||
}
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
</div>
|
||||
}
|
||||
@if (playthroughs.length === 0) {
|
||||
<div class="empty-state empty-state--compact">
|
||||
<p>Aucune partie. Créez-en une pour démarrer une session avec une table.</p>
|
||||
</div>
|
||||
}
|
||||
</section>
|
||||
}
|
||||
<!-- Sessions retirées : elles vivent désormais dans une Partie.
|
||||
Les faits narratifs sont définis dans les conditions de chaque quête
|
||||
(chapter-edit > « Conditions de déblocage »). -->
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section class="detail-section arcs-section" *ngIf="!editing">
|
||||
<div class="section-header">
|
||||
<h2>Arcs narratifs</h2>
|
||||
<div class="section-header-actions">
|
||||
<button class="btn-add" (click)="createArc()">
|
||||
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
|
||||
Nouvel arc
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="arcs-grid" *ngIf="arcs.length > 0">
|
||||
<div class="arc-card" *ngFor="let arc of arcs" (click)="openArc(arc)">
|
||||
<lucide-icon [img]="Swords" [size]="24" class="arc-icon"></lucide-icon>
|
||||
<span class="arc-name">{{ arc.name }}</span>
|
||||
<span class="arc-meta">{{ chapterCountByArc[arc.id!] || 0 }} chapitres</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="empty-state" *ngIf="arcs.length === 0">
|
||||
<lucide-icon [img]="Swords" [size]="40" class="empty-icon"></lucide-icon>
|
||||
<p>Aucun arc narratif pour le moment.</p>
|
||||
<button class="btn-add-first" (click)="createArc()">
|
||||
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
|
||||
Créer votre premier arc
|
||||
</button>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- ============ Parties (Playthroughs) ============ -->
|
||||
<section class="detail-section playthroughs-section" *ngIf="!editing">
|
||||
<div class="section-header">
|
||||
<h2>
|
||||
<lucide-icon [img]="Dices" [size]="18"></lucide-icon>
|
||||
Mes parties
|
||||
</h2>
|
||||
<button class="btn-add" [disabled]="newPlaythroughInFlight" (click)="createPlaythrough()">
|
||||
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
|
||||
Nouvelle partie
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<div class="playthroughs-grid" *ngIf="playthroughs.length > 0">
|
||||
<div class="playthrough-card"
|
||||
*ngFor="let p of playthroughs"
|
||||
(click)="openPlaythrough(p)">
|
||||
<lucide-icon [img]="Dices" [size]="22" class="playthrough-icon"></lucide-icon>
|
||||
<div class="playthrough-info">
|
||||
<span class="playthrough-name">{{ p.name }}</span>
|
||||
<span class="playthrough-meta" *ngIf="p.description">{{ p.description }}</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="empty-state empty-state--compact" *ngIf="playthroughs.length === 0">
|
||||
<p>Aucune partie. Créez-en une pour démarrer une session avec une table.</p>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- Sessions retirées : elles vivent désormais dans une Partie.
|
||||
Les faits narratifs sont définis dans les conditions de chaque quête
|
||||
(chapter-edit > « Conditions de déblocage »). -->
|
||||
|
||||
</div>
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user