Plusieurs ajouts :
- Possibilité de configurer des lieux dans une scène : permet de configurer un donjon par exemple avec les pièces, les trésors par pièce, la narration..... Mise en place également de conditions permettant de conditionner le déblocage des quêtes. - Possibilité de transformé un arc en instance non linéaire afin de faire un hub. Permet de jouer de préparer des campagnes type Dragon of Icespire peak plus facilement. - Configuration de partie : chaque partie va contenir les séances, ce qui permettra de suivre le déblocage des conditions pour les quêtes. Passage en 0.9.1-beta
This commit is contained in:
126
web/src/app/shared/rooms-editor/rooms-editor.component.html
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126
web/src/app/shared/rooms-editor/rooms-editor.component.html
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<div class="rooms-editor">
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<p class="rooms-empty" *ngIf="rooms.length === 0">
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Aucune pièce. La scène se comporte comme un beat narratif classique.
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Ajoutez une première pièce pour la convertir en lieu explorable (donjon, crypte…).
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</p>
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<ul class="room-list" *ngIf="rooms.length > 0">
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<li class="room-card" *ngFor="let r of rooms; let i = index; trackBy: trackById">
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<!-- Header repliable -->
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<header class="room-head" (click)="toggleExpanded(r.id)">
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<button type="button" class="room-toggle" type="button">
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<lucide-icon [img]="isExpanded(r.id) ? ChevronUp : ChevronDown" [size]="16"></lucide-icon>
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</button>
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<span class="room-index">#{{ i + 1 }}</span>
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<input type="text" class="room-name-input"
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[ngModel]="r.name"
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(ngModelChange)="patch(r, { name: $event })"
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(click)="$event.stopPropagation()"
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placeholder="Nom de la pièce" />
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<input type="number" class="room-floor-input"
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[ngModel]="r.floor"
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(ngModelChange)="patch(r, { floor: $event === null || $event === '' ? null : +$event })"
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(click)="$event.stopPropagation()"
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placeholder="Ét." title="Étage (0 = RdC)" />
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<div class="room-actions" (click)="$event.stopPropagation()">
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<button type="button" class="btn-icon" (click)="moveUp(r)" [disabled]="i === 0" title="Monter">↑</button>
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<button type="button" class="btn-icon" (click)="moveDown(r)" [disabled]="i === rooms.length - 1" title="Descendre">↓</button>
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<button type="button" class="btn-icon-danger" (click)="removeRoom(r)" title="Supprimer la pièce">
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<lucide-icon [img]="Trash2" [size]="14"></lucide-icon>
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</button>
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</div>
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</header>
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<!-- Corps déplié -->
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<div class="room-body" *ngIf="isExpanded(r.id)">
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<div class="field">
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<label>Description (lue/résumée aux joueurs)</label>
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<textarea rows="3"
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[ngModel]="r.description"
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(ngModelChange)="patch(r, { description: $event })"
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placeholder="Atmosphère, ce que voient les PJ en entrant…"></textarea>
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</div>
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<div class="field-row">
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<div class="field">
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<label>Ennemis / créatures / boss</label>
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<textarea rows="3"
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[ngModel]="r.enemies"
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(ngModelChange)="patch(r, { enemies: $event })"
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placeholder="2 gobelins, 1 ogre boss (PV 60, AC 14)…"></textarea>
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</div>
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<div class="field">
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<label>Loot / trésors</label>
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<textarea rows="3"
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[ngModel]="r.loot"
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(ngModelChange)="patch(r, { loot: $event })"
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placeholder="50 po, potion de soin, clé en argent…"></textarea>
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</div>
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</div>
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<div class="field-row">
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<div class="field">
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<label>Pièges / dangers</label>
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<textarea rows="2"
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[ngModel]="r.traps"
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(ngModelChange)="patch(r, { traps: $event })"
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placeholder="Trappe (DC 15 Perception), flèches empoisonnées…"></textarea>
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</div>
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<div class="field">
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<label>Notes MJ (privé)</label>
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<textarea rows="2"
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[ngModel]="r.gmNotes"
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(ngModelChange)="patch(r, { gmNotes: $event })"
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placeholder="Le boss connaît les PJ par leur nom, indice…"></textarea>
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</div>
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</div>
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<!-- Branches inter-pièces -->
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<div class="field">
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<label>
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<lucide-icon [img]="GitBranch" [size]="14"></lucide-icon>
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Sorties / portes vers d'autres pièces
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</label>
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<ul class="branch-list" *ngIf="(r.branches?.length ?? 0) > 0">
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<li class="branch-row" *ngFor="let b of r.branches; let bi = index">
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<input type="text" class="branch-label"
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[ngModel]="b.label"
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(ngModelChange)="updateBranch(r, bi, { label: $event })"
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placeholder="Porte nord" />
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<span class="branch-arrow">→</span>
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<select class="branch-target"
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[ngModel]="b.targetRoomId"
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(ngModelChange)="updateBranch(r, bi, { targetRoomId: $event })"
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[disabled]="otherRooms(r).length === 0">
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<option *ngIf="otherRooms(r).length === 0" value="">(aucune autre pièce)</option>
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<option *ngFor="let o of otherRooms(r)" [value]="o.id">{{ o.name }}</option>
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</select>
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<input type="text" class="branch-condition"
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[ngModel]="b.condition"
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(ngModelChange)="updateBranch(r, bi, { condition: $event })"
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placeholder="Condition (optionnelle)" />
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<button type="button" class="btn-icon-danger" (click)="removeBranch(r, bi)">
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<lucide-icon [img]="X" [size]="14"></lucide-icon>
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</button>
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</li>
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</ul>
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<button type="button" class="btn-secondary btn-small"
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(click)="addBranch(r)"
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[disabled]="otherRooms(r).length === 0">
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<lucide-icon [img]="Plus" [size]="13"></lucide-icon>
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Ajouter une sortie
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</button>
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</div>
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</div>
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</li>
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</ul>
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<button type="button" class="btn-primary" (click)="addRoom()">
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<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
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Ajouter une pièce
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</button>
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</div>
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159
web/src/app/shared/rooms-editor/rooms-editor.component.scss
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159
web/src/app/shared/rooms-editor/rooms-editor.component.scss
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.rooms-editor { display: flex; flex-direction: column; gap: 0.75rem; }
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.rooms-empty {
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margin: 0;
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font-size: 0.85rem;
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color: var(--color-text-muted, #777);
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font-style: italic;
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}
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.room-list { list-style: none; padding: 0; margin: 0; display: flex; flex-direction: column; gap: 0.5rem; }
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.room-card {
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border: 1px solid var(--color-border, #e2e2e2);
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border-radius: 10px;
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background: var(--color-surface, #fff);
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overflow: hidden;
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}
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.room-head {
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display: flex;
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align-items: center;
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gap: 0.5rem;
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padding: 0.55rem 0.7rem;
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cursor: pointer;
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background: rgba(66, 133, 244, 0.04);
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&:hover { background: rgba(66, 133, 244, 0.07); }
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}
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.room-toggle {
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background: transparent;
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border: none;
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display: inline-flex;
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align-items: center;
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color: var(--color-text-muted, #666);
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cursor: pointer;
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padding: 0.25rem;
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}
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.room-index {
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font-size: 0.78rem;
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color: var(--color-text-muted, #777);
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font-family: 'JetBrains Mono', ui-monospace, monospace;
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}
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.room-name-input {
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flex: 1;
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padding: 0.35rem 0.55rem;
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border: 1px solid transparent;
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border-radius: 6px;
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background: transparent;
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font-size: 0.95rem;
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font-weight: 600;
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&:hover, &:focus {
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background: var(--color-bg, #fafafa);
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border-color: var(--color-border, #d8d8d8);
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outline: none;
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}
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}
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.room-floor-input {
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width: 56px;
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padding: 0.3rem 0.4rem;
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border: 1px solid var(--color-border, #d8d8d8);
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border-radius: 6px;
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font-size: 0.85rem;
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text-align: center;
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}
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.room-actions {
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display: flex;
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gap: 0.25rem;
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}
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.btn-icon, .btn-icon-danger {
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background: transparent;
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border: none;
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padding: 0.3rem 0.45rem;
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border-radius: 6px;
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cursor: pointer;
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display: inline-flex;
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align-items: center;
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font-size: 0.85rem;
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&:hover { background: rgba(0,0,0,0.05); }
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&:disabled { opacity: 0.35; cursor: not-allowed; }
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}
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.btn-icon-danger {
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color: var(--color-danger, #c0392b);
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&:hover { background: rgba(192, 57, 43, 0.08); }
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}
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.room-body {
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padding: 0.85rem 0.85rem 1rem;
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display: flex;
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flex-direction: column;
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gap: 0.7rem;
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border-top: 1px solid var(--color-border, #eaeaea);
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}
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.field { display: flex; flex-direction: column; gap: 0.3rem; }
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.field label {
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font-size: 0.82rem;
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color: var(--color-text-muted, #555);
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font-weight: 500;
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display: inline-flex;
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align-items: center;
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gap: 0.3rem;
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}
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.field textarea, .field input[type="text"] {
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padding: 0.4rem 0.55rem;
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border: 1px solid var(--color-border, #d8d8d8);
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border-radius: 6px;
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font-family: inherit;
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font-size: 0.88rem;
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resize: vertical;
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}
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.field-row {
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display: grid;
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grid-template-columns: 1fr 1fr;
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gap: 0.7rem;
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}
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// Branches
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.branch-list {
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list-style: none;
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padding: 0;
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margin: 0 0 0.4rem;
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display: flex;
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flex-direction: column;
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gap: 0.35rem;
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}
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.branch-row {
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display: grid;
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grid-template-columns: 1.2fr auto 1.5fr 1.5fr auto;
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align-items: center;
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gap: 0.4rem;
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padding: 0.35rem 0.45rem;
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border: 1px solid var(--color-border, #ececec);
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border-radius: 6px;
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background: var(--color-bg, #fafafa);
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}
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.branch-arrow { font-weight: 700; color: var(--color-text-muted, #888); }
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.branch-label, .branch-condition, .branch-target {
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padding: 0.3rem 0.45rem;
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border: 1px solid var(--color-border, #d8d8d8);
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border-radius: 6px;
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font-size: 0.85rem;
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}
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.btn-small {
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display: inline-flex;
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align-items: center;
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gap: 0.3rem;
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padding: 0.3rem 0.6rem;
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font-size: 0.82rem;
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}
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133
web/src/app/shared/rooms-editor/rooms-editor.component.ts
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133
web/src/app/shared/rooms-editor/rooms-editor.component.ts
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@@ -0,0 +1,133 @@
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import { Component, EventEmitter, Input, Output } from '@angular/core';
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import { CommonModule } from '@angular/common';
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import { FormsModule } from '@angular/forms';
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import { LucideAngularModule, Plus, Trash2, ChevronDown, ChevronUp, GitBranch, X } from 'lucide-angular';
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import { Room, RoomBranch } from '../../services/campaign.model';
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/**
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* Éditeur de pièces (Rooms) d'une Scene explorable.
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*
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* Contrôlé : reçoit la liste, émet la nouvelle liste à chaque mutation.
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* Une pièce est repliée par défaut (juste le nom visible) ; un clic l'expand
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* pour éditer narration / ennemis / loot / pièges / notes MJ / étage.
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*
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* Les branches (graphe inter-pièces) sont éditables dans la card expand.
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*/
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@Component({
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selector: 'app-rooms-editor',
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standalone: true,
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imports: [CommonModule, FormsModule, LucideAngularModule],
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templateUrl: './rooms-editor.component.html',
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styleUrls: ['./rooms-editor.component.scss']
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})
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export class RoomsEditorComponent {
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@Input() rooms: Room[] = [];
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@Output() roomsChange = new EventEmitter<Room[]>();
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readonly Plus = Plus;
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readonly Trash2 = Trash2;
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readonly ChevronDown = ChevronDown;
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readonly ChevronUp = ChevronUp;
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readonly GitBranch = GitBranch;
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readonly X = X;
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/** Set des IDs de pièces expandées (UI state local). */
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private expanded = new Set<string>();
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isExpanded(id: string): boolean { return this.expanded.has(id); }
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toggleExpanded(id: string): void {
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if (this.expanded.has(id)) this.expanded.delete(id);
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else this.expanded.add(id);
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}
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/** Génère un UUID v4 simplifié pour l'ID stable d'une pièce. */
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private newId(): string {
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return 'room-' + Math.random().toString(36).slice(2) + '-' + Date.now().toString(36);
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}
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addRoom(): void {
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const nextOrder = this.rooms.length > 0
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? Math.max(...this.rooms.map(r => r.order ?? 0)) + 1
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: 0;
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const newRoom: Room = {
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id: this.newId(),
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name: `Salle ${this.rooms.length + 1}`,
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order: nextOrder,
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branches: []
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};
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this.rooms = [...this.rooms, newRoom];
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this.expanded.add(newRoom.id);
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this.emit();
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}
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removeRoom(room: Room): void {
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this.rooms = this.rooms
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.filter(r => r.id !== room.id)
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.map(r => ({
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...r,
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// Nettoyer les branches qui pointaient vers la pièce supprimée
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branches: (r.branches ?? []).filter(b => b.targetRoomId !== room.id)
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}));
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this.expanded.delete(room.id);
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this.emit();
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}
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/** Patch un champ d'une pièce et émet. */
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patch(room: Room, patch: Partial<Room>): void {
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this.rooms = this.rooms.map(r => r.id === room.id ? { ...r, ...patch } : r);
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this.emit();
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}
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// === Branches inter-pièces ===
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addBranch(room: Room): void {
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const others = this.rooms.filter(r => r.id !== room.id);
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const branch: RoomBranch = {
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label: 'Porte',
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targetRoomId: others[0]?.id ?? '',
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condition: ''
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};
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this.patch(room, { branches: [...(room.branches ?? []), branch] });
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}
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removeBranch(room: Room, index: number): void {
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const next = (room.branches ?? []).filter((_, i) => i !== index);
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this.patch(room, { branches: next });
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}
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updateBranch(room: Room, index: number, patch: Partial<RoomBranch>): void {
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const next = (room.branches ?? []).map((b, i) => i === index ? { ...b, ...patch } : b);
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this.patch(room, { branches: next });
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}
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/** Pièces candidates pour cibler une branche (toutes sauf celle d'origine). */
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otherRooms(room: Room): Room[] {
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return this.rooms.filter(r => r.id !== room.id);
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}
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/** Réorganise l'ordre via boutons up/down (simple : swap avec voisin). */
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moveUp(room: Room): void {
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const idx = this.rooms.findIndex(r => r.id === room.id);
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if (idx <= 0) return;
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const arr = [...this.rooms];
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[arr[idx - 1], arr[idx]] = [arr[idx], arr[idx - 1]];
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this.rooms = arr.map((r, i) => ({ ...r, order: i }));
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this.emit();
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}
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moveDown(room: Room): void {
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const idx = this.rooms.findIndex(r => r.id === room.id);
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if (idx === -1 || idx >= this.rooms.length - 1) return;
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const arr = [...this.rooms];
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[arr[idx], arr[idx + 1]] = [arr[idx + 1], arr[idx]];
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this.rooms = arr.map((r, i) => ({ ...r, order: i }));
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this.emit();
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}
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trackById(_: number, r: Room): string { return r.id; }
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private emit(): void {
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this.roomsChange.emit(this.rooms);
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}
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}
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Reference in New Issue
Block a user