Changement sur le Readme

Ajout d'une partie spécifique pour des PNJ dans la partie campagne
This commit is contained in:
2026-04-27 15:48:04 +02:00
parent aaebeaa547
commit 389392fd1d
80 changed files with 1771 additions and 719 deletions

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<div class="campaign-detail" *ngIf="campaign">
<!-- ============ Header : mode lecture ============ -->
<div class="detail-header" *ngIf="!editing">
<div class="header-texts">
<h1>{{ campaign.name }}</h1>
<p class="description">{{ campaign.description }}</p>
<div class="meta">
<span class="badge">{{ campaign.playerCount || 0 }} joueurs</span>
<!-- Badge "Univers" : lien vers le Lore associé si présent -->
<a *ngIf="linkedLore"
class="badge badge-lore"
[routerLink]="['/lore', linkedLore.id]"
title="Ouvrir l'univers associé">
<lucide-icon [img]="Globe" [size]="12"></lucide-icon>
{{ linkedLore.name }}
</a>
<!-- Campagne liée à un Lore qui n'existe plus (supprimé ailleurs) -->
<span *ngIf="campaign.loreId && !linkedLore" class="badge badge-lore-missing" title="L'univers associé est introuvable">
<lucide-icon [img]="Globe" [size]="12"></lucide-icon>
Univers introuvable
</span>
</div>
</div>
<div class="header-actions">
<button type="button" class="btn-secondary" (click)="startEdit()">
<lucide-icon [img]="Pencil" [size]="14"></lucide-icon>
Modifier
</button>
<button type="button" class="btn-danger" (click)="deleteCampaign()">
<lucide-icon [img]="Trash2" [size]="14"></lucide-icon>
Supprimer
</button>
</div>
</div>
<!-- ============ Header : mode édition inline ============ -->
<div class="detail-header edit-mode" *ngIf="editing">
<div class="field">
<label>Nom</label>
<input type="text" [(ngModel)]="editName" name="editName" required />
</div>
<div class="field">
<label>Description</label>
<textarea [(ngModel)]="editDescription" name="editDescription" rows="3"></textarea>
</div>
<div class="field">
<label>Univers associé</label>
<select [(ngModel)]="editLoreId" name="editLoreId">
<option value="">— Aucun univers (campagne libre) —</option>
<option *ngFor="let lore of availableLores" [value]="lore.id">{{ lore.name }}</option>
</select>
</div>
<div class="field">
<label>Système de JDR</label>
<select [(ngModel)]="editGameSystemId" name="editGameSystemId">
<option value="">— Aucun (générique) —</option>
<option *ngFor="let gs of availableGameSystems" [value]="gs.id">{{ gs.name }}</option>
</select>
</div>
<div class="header-actions">
<button type="button" class="btn-primary" (click)="saveEdit()" [disabled]="!editName.trim()">
Sauvegarder
</button>
<button type="button" class="btn-secondary" (click)="cancelEdit()">
Annuler
</button>
</div>
</div>
<section class="detail-section personas-section" *ngIf="!editing">
<div class="section-header">
<h2>Personnages</h2>
</div>
<!-- Sous-section : Personnages joueurs (PJ) -->
<div class="persona-subsection">
<div class="subsection-header">
<h3>
<lucide-icon [img]="User" [size]="16"></lucide-icon>
Personnages joueurs
<span class="count-badge" *ngIf="characters.length > 0">{{ characters.length }}</span>
</h3>
<button class="btn-add" (click)="createCharacter()">
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
Nouveau PJ
</button>
</div>
<div class="characters-grid" *ngIf="characters.length > 0">
<div class="character-card" *ngFor="let character of characters" (click)="editCharacter(character)">
<lucide-icon [img]="User" [size]="20" class="character-icon"></lucide-icon>
<div class="character-info">
<span class="character-name">{{ character.name }}</span>
<span class="character-snippet">{{ personaSnippet(character) }}</span>
</div>
</div>
</div>
<div class="empty-state empty-state--compact" *ngIf="characters.length === 0">
<p>Aucun personnage joueur pour le moment.</p>
<button class="btn-add-first" (click)="createCharacter()">
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
Créer votre premier PJ
</button>
</div>
</div>
<!-- Sous-section : Personnages non-joueurs (PNJ) -->
<div class="persona-subsection">
<div class="subsection-header">
<h3>
<lucide-icon [img]="Drama" [size]="16"></lucide-icon>
Personnages non-joueurs
<span class="count-badge" *ngIf="npcs.length > 0">{{ npcs.length }}</span>
</h3>
<button class="btn-add" (click)="createNpc()">
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
Nouveau PNJ
</button>
</div>
<div class="characters-grid" *ngIf="npcs.length > 0">
<div class="character-card" *ngFor="let npc of npcs" (click)="editNpc(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>
<div class="empty-state empty-state--compact" *ngIf="npcs.length === 0">
<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>
<section class="detail-section arcs-section" *ngIf="!editing">
<div class="section-header">
<h2>Arcs narratifs</h2>
<button class="btn-add" (click)="createArc()">
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
Nouvel arc
</button>
</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>
</div>

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.campaign-detail {
padding: 2.5rem 2rem;
display: flex;
flex-direction: column;
gap: 1.5rem;
}
/**
* Chaque bloc (resume, PJ, arcs) est encapsule dans une carte distincte
* pour separer visuellement les zones. Le gap au niveau du parent gere
* les espacements — les sections ne portent plus de margin-bottom.
*/
.detail-section {
background: #0d1117;
border: 1px solid #1f2937;
border-radius: 12px;
padding: 1.5rem 1.75rem;
}
.detail-header {
h1 {
font-size: 1.75rem;
font-weight: 700;
color: white;
margin-bottom: 0.5rem;
}
.description {
color: #6b7280;
font-size: 0.95rem;
line-height: 1.6;
margin-bottom: 1rem;
}
.meta {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
align-items: center;
}
.badge {
display: inline-flex;
align-items: center;
gap: 0.35rem;
background: #1e3a5f;
color: #60a5fa;
font-size: 0.75rem;
font-weight: 600;
padding: 0.25rem 0.75rem;
border-radius: 999px;
text-decoration: none;
}
// Lien cliquable vers le Lore associé (weak cross-context link).
.badge-lore {
background: #2d2450;
color: #a78bfa;
transition: background 0.15s ease;
&:hover {
background: #3d3168;
cursor: pointer;
}
}
// Cas dégradé : loreId renseigné mais Lore introuvable (supprimé).
.badge-lore-missing {
background: #3a1e1e;
color: #f87171;
font-style: italic;
}
}
.detail-header {
// Sticky : Modifier/Supprimer restent accessibles pendant le scroll de la
// campagne (potentiellement très longue avec arcs / chapitres / scènes).
position: sticky;
top: 0;
z-index: 10;
background: #0a0a14;
padding: 1rem 0;
border-bottom: 1px solid #1f2937;
margin-bottom: 1.5rem;
display: flex;
align-items: flex-start;
justify-content: space-between;
gap: 1.5rem;
.header-texts { flex: 1; min-width: 0; }
.header-actions {
display: flex;
gap: 0.5rem;
flex-shrink: 0;
}
// Variante mode édition : champs empilés verticalement.
&.edit-mode {
flex-direction: column;
align-items: stretch;
.field {
display: flex;
flex-direction: column;
gap: 0.35rem;
margin-bottom: 1rem;
label { color: #9ca3af; font-size: 0.8rem; font-weight: 500; }
input, textarea, select {
background: #0f172a;
border: 1px solid #1f2937;
border-radius: 8px;
color: white;
padding: 0.6rem 0.85rem;
font-size: 0.9rem;
font-family: inherit;
&:focus { outline: none; border-color: #6c63ff; }
}
textarea { resize: vertical; }
}
.header-actions { justify-content: flex-end; }
}
}
// Boutons partagés.
.btn-primary, .btn-secondary, .btn-danger {
display: inline-flex;
align-items: center;
gap: 0.4rem;
padding: 0.5rem 1rem;
border: none;
border-radius: 8px;
font-size: 0.85rem;
font-weight: 500;
cursor: pointer;
transition: background 0.15s;
&:disabled { opacity: 0.5; cursor: not-allowed; }
}
.btn-primary { background: #6c63ff; color: white; &:hover:not(:disabled) { background: #5b52e0; } }
.btn-secondary { background: #1f2937; color: #d1d5db; &:hover:not(:disabled) { background: #374151; } }
.btn-danger { background: #3a1e1e; color: #f87171; &:hover:not(:disabled) { background: #5a2e2e; } }
.section-header {
display: flex;
align-items: center;
justify-content: space-between;
margin-bottom: 1.5rem;
h2 { color: #d1d5db; font-size: 1rem; font-weight: 600; }
}
.btn-add {
display: flex;
align-items: center;
gap: 0.4rem;
padding: 0.5rem 1rem;
background: #6c63ff;
color: white;
border: none;
border-radius: 8px;
font-size: 0.85rem;
font-weight: 500;
cursor: pointer;
transition: background 0.2s;
&:hover { background: #5b52e0; }
}
.arcs-grid {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(180px, 1fr));
gap: 1rem;
}
.arc-card {
background: #111827;
border: 1px solid #1f2937;
border-radius: 10px;
padding: 1.25rem;
display: flex;
flex-direction: column;
gap: 0.5rem;
cursor: pointer;
transition: border-color 0.2s, transform 0.2s;
&:hover { border-color: #6c63ff; transform: translateY(-2px); }
.arc-icon { color: #6c63ff; }
.arc-name { color: white; font-size: 0.9rem; font-weight: 600; }
.arc-meta { color: #6b7280; font-size: 0.75rem; }
}
// Encart "Personnages" qui regroupe les sous-sections PJ et PNJ.
.personas-section {
.persona-subsection + .persona-subsection {
margin-top: 1.75rem;
padding-top: 1.5rem;
border-top: 1px solid #1f2937;
}
}
.subsection-header {
display: flex;
align-items: center;
justify-content: space-between;
margin-bottom: 1rem;
h3 {
display: flex;
align-items: center;
gap: 0.5rem;
color: #d1d5db;
font-size: 0.875rem;
font-weight: 600;
text-transform: uppercase;
letter-spacing: 0.04em;
margin: 0;
lucide-icon { color: #a78bfa; }
}
.count-badge {
display: inline-flex;
align-items: center;
justify-content: center;
min-width: 1.4rem;
height: 1.4rem;
padding: 0 0.45rem;
background: #1f2937;
color: #a78bfa;
border-radius: 999px;
font-size: 0.7rem;
font-weight: 700;
letter-spacing: 0;
text-transform: none;
margin-left: 0.25rem;
}
}
.characters-grid {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(260px, 1fr));
gap: 0.75rem;
}
.character-card {
background: #111827;
border: 1px solid #1f2937;
border-radius: 10px;
padding: 0.9rem 1rem;
display: flex;
align-items: flex-start;
gap: 0.75rem;
cursor: pointer;
transition: border-color 0.2s, transform 0.2s;
&:hover { border-color: #a78bfa; transform: translateY(-2px); }
.character-icon { color: #a78bfa; flex-shrink: 0; margin-top: 2px; }
.character-info {
display: flex;
flex-direction: column;
min-width: 0;
gap: 0.2rem;
}
.character-name { color: white; font-size: 0.95rem; font-weight: 600; }
.character-snippet {
color: #6b7280;
font-size: 0.8rem;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
}
.empty-state {
display: flex;
flex-direction: column;
align-items: center;
gap: 1rem;
padding: 4rem 2rem;
color: #6b7280;
.empty-icon { color: #374151; }
p { font-size: 0.95rem; }
// Variante condensée pour les sous-sections PJ/PNJ — pas besoin du
// padding vertical massif quand l'encart parent en porte déjà.
&.empty-state--compact {
padding: 1.5rem 1rem;
gap: 0.75rem;
p {
font-size: 0.85rem;
margin: 0;
}
}
}
// Variante d'icône pour les cartes PNJ (rouge-violet pour différencier des PJ).
.character-icon--npc { color: #c084fc !important; }
.btn-add-first {
display: flex;
align-items: center;
gap: 0.4rem;
padding: 0.6rem 1.25rem;
background: #6c63ff;
color: white;
border: none;
border-radius: 8px;
font-size: 0.875rem;
font-weight: 500;
cursor: pointer;
transition: background 0.2s;
&:hover { background: #5b52e0; }
}

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import { Component, OnInit, OnDestroy } from '@angular/core';
import { CommonModule } from '@angular/common';
import { ActivatedRoute } from '@angular/router';
import { FormsModule } from '@angular/forms';
import { LucideAngularModule, Swords, Plus, Globe, Pencil, Trash2, User, Dices, Drama } from 'lucide-angular';
import { Router, RouterLink } from '@angular/router';
import { forkJoin, of } from 'rxjs';
import { catchError, switchMap, filter, map } from 'rxjs/operators';
import { CampaignService } from '../../../services/campaign.service';
import { LoreService } from '../../../services/lore.service';
import { GameSystemService } from '../../../services/game-system.service';
import { GameSystem } from '../../../services/game-system.model';
import { CharacterService } from '../../../services/character.service';
import { NpcService } from '../../../services/npc.service';
import { Character } from '../../../services/character.model';
import { Npc } from '../../../services/npc.model';
import { LayoutService, GlobalItem } from '../../../services/layout.service';
import { PageTitleService } from '../../../services/page-title.service';
import { Campaign, Arc } from '../../../services/campaign.model';
import { Lore } from '../../../services/lore.model';
import { loadCampaignTreeData, buildCampaignTree, CampaignTreeData } from '../../campaign-tree.helper';
@Component({
selector: 'app-campaign-detail',
standalone: true,
imports: [CommonModule, FormsModule, LucideAngularModule, RouterLink],
templateUrl: './campaign-detail.component.html',
styleUrls: ['./campaign-detail.component.scss']
})
export class CampaignDetailComponent implements OnInit, OnDestroy {
readonly Swords = Swords;
readonly Plus = Plus;
readonly Globe = Globe;
readonly Pencil = Pencil;
readonly Trash2 = Trash2;
readonly User = User;
readonly Dices = Dices;
readonly Drama = Drama;
campaign: Campaign | null = null;
arcs: Arc[] = [];
/** Nombre de chapitres par arc — alimente le compteur des cartes. */
chapterCountByArc: Record<string, number> = {};
/** Lore associé si `campaign.loreId` est renseigné ; sinon null. */
linkedLore: Lore | null = null;
/** Lores disponibles pour changer l'association en mode édition. */
availableLores: Lore[] = [];
/** GameSystems disponibles pour changer l'association en mode édition. */
availableGameSystems: GameSystem[] = [];
/** GameSystem associé si `campaign.gameSystemId` est renseigné ; sinon null. */
linkedGameSystem: GameSystem | null = null;
/** Fiches de personnages (PJ) de la campagne. */
characters: Character[] = [];
/** Fiches de personnages non-joueurs (PNJ) de la campagne. */
npcs: Npc[] = [];
/** Mode édition inline. */
editing = false;
editName = '';
editDescription = '';
editLoreId = '';
editGameSystemId = '';
constructor(
private route: ActivatedRoute,
private router: Router,
private campaignService: CampaignService,
private loreService: LoreService,
private gameSystemService: GameSystemService,
private characterService: CharacterService,
private npcService: NpcService,
private layoutService: LayoutService,
private pageTitleService: PageTitleService
) {}
ngOnInit(): void {
// switchMap annule automatiquement le load précédent si l'utilisateur
// change de campagne avant que le forkJoin ne réponde — évite qu'une
// réponse en retard écrase des données plus récentes (race condition).
this.route.paramMap.pipe(
map(pm => pm.get('id')),
filter((id): id is string => !!id && id !== this.campaign?.id),
switchMap(id => forkJoin({
campaign: this.campaignService.getCampaignById(id),
allCampaigns: this.campaignService.getAllCampaigns(),
treeData: loadCampaignTreeData(this.campaignService, id, this.characterService, this.npcService).pipe(
catchError(() => of({ arcs: [], chaptersByArc: {}, scenesByChapter: {}, characters: [], npcs: [] } as CampaignTreeData))
)
}))
).subscribe(({ campaign, allCampaigns, treeData }) => {
this.campaign = campaign;
this.editing = false;
this.loadLinkedLore(campaign);
this.loadLinkedGameSystem(campaign);
this.loadCharacters(campaign.id!);
this.loadNpcs(campaign.id!);
this.arcs = treeData.arcs;
this.chapterCountByArc = this.computeChapterCounts(treeData);
this.showLayout(allCampaigns, treeData);
this.pageTitleService.set(campaign.name);
});
}
private computeChapterCounts(data: CampaignTreeData): Record<string, number> {
const counts: Record<string, number> = {};
for (const arcId of Object.keys(data.chaptersByArc)) {
counts[arcId] = data.chaptersByArc[arcId].length;
}
return counts;
}
/**
* Recharge explicitement après une mise à jour locale (ex: saveEdit).
* Contrairement au flux ngOnInit, on bypass le filter sur l'ID puisqu'on
* veut rafraîchir même si l'ID n'a pas changé.
*/
private reload(id: string): void {
forkJoin({
campaign: this.campaignService.getCampaignById(id),
allCampaigns: this.campaignService.getAllCampaigns(),
treeData: loadCampaignTreeData(this.campaignService, id, this.characterService, this.npcService).pipe(
catchError(() => of({ arcs: [], chaptersByArc: {}, scenesByChapter: {}, characters: [], npcs: [] } as CampaignTreeData))
)
}).subscribe(({ campaign, allCampaigns, treeData }) => {
this.campaign = campaign;
this.editing = false;
this.loadLinkedLore(campaign);
this.loadLinkedGameSystem(campaign);
this.loadCharacters(campaign.id!);
this.loadNpcs(campaign.id!);
this.arcs = treeData.arcs;
this.chapterCountByArc = this.computeChapterCounts(treeData);
this.showLayout(allCampaigns, treeData);
this.pageTitleService.set(campaign.name);
});
}
/**
* Charge le Lore associé (si loreId présent). On swallow l'erreur :
* si le Lore a été supprimé entre-temps, on affiche simplement "Univers introuvable".
*/
private loadLinkedLore(campaign: Campaign): void {
if (!campaign.loreId) {
this.linkedLore = null;
return;
}
this.loreService.getLoreById(campaign.loreId).pipe(
catchError(() => of(null))
).subscribe(lore => this.linkedLore = lore);
}
/** Même logique pour le GameSystem associé : dégradation si supprimé. */
private loadLinkedGameSystem(campaign: Campaign): void {
if (!campaign.gameSystemId) {
this.linkedGameSystem = null;
return;
}
this.gameSystemService.getById(campaign.gameSystemId).pipe(
catchError(() => of(null))
).subscribe(gs => this.linkedGameSystem = gs);
}
/** Charge les fiches de personnages (PJ) de la campagne. */
private loadCharacters(campaignId: string): void {
this.characterService.getByCampaign(campaignId).pipe(
catchError(() => of([] as Character[]))
).subscribe(list => this.characters = list);
}
/** Symétrique pour les PNJ. */
private loadNpcs(campaignId: string): void {
this.npcService.getByCampaign(campaignId).pipe(
catchError(() => of([] as Npc[]))
).subscribe(list => this.npcs = list);
}
createCharacter(): void {
if (!this.campaign) return;
this.router.navigate(['/campaigns', this.campaign.id, 'characters', 'create']);
}
createNpc(): void {
if (!this.campaign) return;
this.router.navigate(['/campaigns', this.campaign.id, 'npcs', 'create']);
}
editNpc(npc: Npc): void {
if (!this.campaign || !npc.id) return;
this.router.navigate(['/campaigns', this.campaign.id, 'npcs', npc.id, 'edit']);
}
editCharacter(character: Character): void {
if (!this.campaign || !character.id) return;
this.router.navigate(['/campaigns', this.campaign.id, 'characters', character.id, 'edit']);
}
createArc(): void {
if (!this.campaign) return;
this.router.navigate(['/campaigns', this.campaign.id, 'arcs', 'create']);
}
openArc(arc: Arc): void {
if (!this.campaign || !arc.id) return;
this.router.navigate(['/campaigns', this.campaign.id, 'arcs', arc.id]);
}
/**
* Extrait une ligne de résumé depuis le markdown (1re ligne non-vide, non-titre).
* Générique : utilisé pour les fiches PJ comme PNJ (mêmes besoins d'aperçu carte).
*/
personaSnippet(p: { markdownContent?: string | null }): string {
if (!p.markdownContent) return '(Fiche vide)';
const firstMeaningful = p.markdownContent
.split('\n')
.map(l => l.trim())
.find(l => l && !l.startsWith('#'));
if (!firstMeaningful) return '(Fiche vide)';
return firstMeaningful.length > 80
? firstMeaningful.substring(0, 77) + '…'
: firstMeaningful;
}
/** Alias gardé pour compatibilité avec les anciens templates. */
characterSnippet(c: Character): string {
return this.personaSnippet(c);
}
private showLayout(allCampaigns: Campaign[], data: CampaignTreeData): void {
const campaignId = this.campaign!.id!;
const globalItems: GlobalItem[] = allCampaigns.map(c => ({
id: c.id!,
name: c.name,
route: `/campaigns/${c.id}`
}));
this.layoutService.show({
title: this.campaign!.name,
items: buildCampaignTree(campaignId, data),
footerLabel: 'Toutes les campagnes',
createActions: [
{ id: 'create-arc', label: '+ Nouvel arc', variant: 'primary', route: `/campaigns/${campaignId}/arcs/create` }
],
globalItems,
globalBackLabel: 'Toutes les campagnes',
globalBackRoute: '/campaigns'
});
}
// ─────────────── Édition / suppression de la Campagne ───────────────
startEdit(): void {
if (!this.campaign) return;
this.editName = this.campaign.name;
this.editDescription = this.campaign.description ?? '';
this.editLoreId = this.campaign.loreId ?? '';
this.editGameSystemId = this.campaign.gameSystemId ?? '';
// On charge les Lores et GameSystems disponibles uniquement à l'entrée en mode édition.
this.loreService.getAllLores().subscribe({
next: (lores) => this.availableLores = lores,
error: () => this.availableLores = []
});
this.gameSystemService.getAll().subscribe({
next: (gs) => this.availableGameSystems = gs,
error: () => this.availableGameSystems = []
});
this.editing = true;
}
cancelEdit(): void {
this.editing = false;
}
saveEdit(): void {
if (!this.campaign || !this.editName.trim()) return;
this.campaignService.updateCampaign(this.campaign.id!, {
name: this.editName.trim(),
description: this.editDescription,
playerCount: this.campaign.playerCount ?? 0,
loreId: this.editLoreId ? this.editLoreId : null,
gameSystemId: this.editGameSystemId ? this.editGameSystemId : null
}).subscribe({
next: (updated) => {
this.campaign = updated;
this.editing = false;
// Recharge pour actualiser le badge "Univers" et le titre sidebar.
this.reload(updated.id!);
},
error: () => console.error('Erreur lors de la mise à jour de la campagne')
});
}
/**
* Suppression en cascade : récupère d'abord le détail de ce qui sera effacé
* (arcs / chapitres / scènes / personnages), affiche le récapitulatif dans
* la confirmation, puis supprime. Le cascade est orchestré côté backend dans
* une seule transaction.
*/
deleteCampaign(): void {
if (!this.campaign) return;
const campaign = this.campaign;
this.campaignService.getCampaignDeletionImpact(campaign.id!).subscribe({
next: impact => {
const parts: string[] = [];
if (impact.arcs > 0) parts.push(`${impact.arcs} arc${impact.arcs > 1 ? 's' : ''}`);
if (impact.chapters > 0) parts.push(`${impact.chapters} chapitre${impact.chapters > 1 ? 's' : ''}`);
if (impact.scenes > 0) parts.push(`${impact.scenes} scène${impact.scenes > 1 ? 's' : ''}`);
if (impact.characters > 0) parts.push(`${impact.characters} personnage${impact.characters > 1 ? 's' : ''}`);
const lines = [`Supprimer définitivement la campagne "${campaign.name}" ?`];
if (parts.length) {
lines.push('');
lines.push(`Cette action supprimera aussi : ${parts.join(', ')}.`);
}
lines.push('');
lines.push('Cette action est irréversible.');
if (!confirm(lines.join('\n'))) return;
this.campaignService.deleteCampaign(campaign.id!).subscribe({
next: () => this.router.navigate(['/campaigns']),
error: () => console.error('Erreur lors de la suppression de la campagne')
});
},
error: () => console.error('Impossible de récupérer les dépendances de la campagne')
});
}
ngOnDestroy(): void {
this.layoutService.hide();
}
}