Ajout de la partie "Système de jeu" avec toute la partie stockage de règles de notre jeu.

Ajout de possibilité de stocker des fiches de personnages associés à une campagne également (personnages joueurs pour le moment)
This commit is contained in:
2026-04-22 11:58:50 +02:00
parent bf38b6695f
commit 8f4dd3e9d6
63 changed files with 2840 additions and 36 deletions

View File

@@ -46,6 +46,18 @@
</p>
</div>
<div class="field">
<label>Système de JDR</label>
<select formControlName="gameSystemId">
<option value="">— Aucun (campagne générique) —</option>
<option *ngFor="let gs of availableGameSystems" [value]="gs.id">{{ gs.name }}</option>
</select>
<p class="hint">
Optionnel. Si défini, l'IA injectera les règles du système (classes, combat, lore...)
dans ses suggestions pour respecter les mécaniques du JDR.
</p>
</div>
<div class="info-box">
<p><strong>💡 Organisation :</strong> Votre campagne sera structurée en :</p>
<ul>

View File

@@ -4,16 +4,19 @@ import { ReactiveFormsModule, FormBuilder, FormGroup, Validators } from '@angula
import { LucideAngularModule, BookCopy, X } from 'lucide-angular';
import { LoreService } from '../../services/lore.service';
import { Lore } from '../../services/lore.model';
import { GameSystemService } from '../../services/game-system.service';
import { GameSystem } from '../../services/game-system.model';
/**
* Payload émis vers le parent à la création d'une campagne.
* `loreId` est optionnel (null = campagne sans univers associé).
* `loreId` et `gameSystemId` sont optionnels (null = non associé).
*/
export interface CampaignCreatePayload {
name: string;
description: string;
playerCount: number;
loreId: string | null;
gameSystemId: string | null;
}
@Component({
@@ -33,15 +36,20 @@ export class CampaignCreateComponent implements OnInit {
form: FormGroup;
/** Lores disponibles pour association. Chargés à l'ouverture de la modal. */
availableLores: Lore[] = [];
/** GameSystems disponibles pour association. */
availableGameSystems: GameSystem[] = [];
constructor(private fb: FormBuilder, private loreService: LoreService) {
constructor(
private fb: FormBuilder,
private loreService: LoreService,
private gameSystemService: GameSystemService
) {
this.form = this.fb.group({
name: ['', Validators.required],
description: [''],
playerCount: [4, [Validators.required, Validators.min(1)]],
// Valeur par défaut : chaîne vide = "— Aucun lore associé —".
// Le service normalise ensuite ""/null en null côté backend.
loreId: ['']
name: ['', Validators.required],
description: [''],
playerCount: [4, [Validators.required, Validators.min(1)]],
loreId: [''],
gameSystemId: ['']
});
}
@@ -50,6 +58,10 @@ export class CampaignCreateComponent implements OnInit {
next: (lores) => this.availableLores = lores,
error: () => this.availableLores = []
});
this.gameSystemService.getAll().subscribe({
next: (gs) => this.availableGameSystems = gs,
error: () => this.availableGameSystems = []
});
}
submit(): void {
@@ -59,7 +71,8 @@ export class CampaignCreateComponent implements OnInit {
name: raw.name,
description: raw.description,
playerCount: raw.playerCount,
loreId: raw.loreId ? raw.loreId : null
loreId: raw.loreId ? raw.loreId : null,
gameSystemId: raw.gameSystemId ? raw.gameSystemId : null
});
}

View File

@@ -53,6 +53,13 @@
<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
@@ -63,6 +70,35 @@
</div>
</div>
<div class="characters-section">
<div class="section-header">
<h2>Personnages joueurs</h2>
<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">{{ characterSnippet(character) }}</span>
</div>
</div>
</div>
<div class="empty-state" *ngIf="characters.length === 0">
<lucide-icon [img]="User" [size]="40" class="empty-icon"></lucide-icon>
<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>
<div class="arcs-section">
<div class="section-header">
<h2>Arcs narratifs</h2>

View File

@@ -173,6 +173,46 @@
.arc-meta { color: #6b7280; font-size: 0.75rem; }
}
.characters-section {
margin-bottom: 2.5rem;
}
.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;

View File

@@ -2,12 +2,16 @@ 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 } from 'lucide-angular';
import { LucideAngularModule, Swords, Plus, Globe, Pencil, Trash2, User, Dices } 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 { Character } from '../../services/character.model';
import { LayoutService, GlobalItem } from '../../services/layout.service';
import { PageTitleService } from '../../services/page-title.service';
import { Campaign, Arc } from '../../services/campaign.model';
@@ -27,6 +31,8 @@ export class CampaignDetailComponent implements OnInit, OnDestroy {
readonly Globe = Globe;
readonly Pencil = Pencil;
readonly Trash2 = Trash2;
readonly User = User;
readonly Dices = Dices;
campaign: Campaign | null = null;
arcs: Arc[] = [];
@@ -34,18 +40,27 @@ export class CampaignDetailComponent implements OnInit, OnDestroy {
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[] = [];
/** 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 layoutService: LayoutService,
private pageTitleService: PageTitleService
) {}
@@ -68,6 +83,8 @@ export class CampaignDetailComponent implements OnInit, OnDestroy {
this.campaign = campaign;
this.editing = false;
this.loadLinkedLore(campaign);
this.loadLinkedGameSystem(campaign);
this.loadCharacters(campaign.id!);
this.arcs = treeData.arcs;
this.showLayout(allCampaigns, treeData);
this.pageTitleService.set(campaign.name);
@@ -90,6 +107,8 @@ export class CampaignDetailComponent implements OnInit, OnDestroy {
this.campaign = campaign;
this.editing = false;
this.loadLinkedLore(campaign);
this.loadLinkedGameSystem(campaign);
this.loadCharacters(campaign.id!);
this.arcs = treeData.arcs;
this.showLayout(allCampaigns, treeData);
this.pageTitleService.set(campaign.name);
@@ -110,6 +129,47 @@ export class CampaignDetailComponent implements OnInit, OnDestroy {
).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);
}
createCharacter(): void {
if (!this.campaign) return;
this.router.navigate(['/campaigns', this.campaign.id, 'characters', 'create']);
}
editCharacter(character: Character): void {
if (!this.campaign || !character.id) return;
this.router.navigate(['/campaigns', this.campaign.id, 'characters', character.id, 'edit']);
}
/** Extrait une ligne de résumé depuis le markdown (1re ligne non-vide, non-titre). */
characterSnippet(c: Character): string {
if (!c.markdownContent) return '(Fiche vide)';
const firstMeaningful = c.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;
}
private showLayout(allCampaigns: Campaign[], data: CampaignTreeData): void {
const campaignId = this.campaign!.id!;
const globalItems: GlobalItem[] = allCampaigns.map(c => ({
@@ -138,11 +198,16 @@ export class CampaignDetailComponent implements OnInit, OnDestroy {
this.editName = this.campaign.name;
this.editDescription = this.campaign.description ?? '';
this.editLoreId = this.campaign.loreId ?? '';
// On charge les Lores disponibles pour le select uniquement à l'entrée en mode édition.
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;
}
@@ -156,7 +221,8 @@ export class CampaignDetailComponent implements OnInit, OnDestroy {
name: this.editName.trim(),
description: this.editDescription,
playerCount: this.campaign.playerCount ?? 0,
loreId: this.editLoreId ? this.editLoreId : null
loreId: this.editLoreId ? this.editLoreId : null,
gameSystemId: this.editGameSystemId ? this.editGameSystemId : null
}).subscribe({
next: (updated) => {
this.campaign = updated;

View File

@@ -0,0 +1,82 @@
<div class="ce-page">
<div class="ce-header">
<button class="btn-back" (click)="back()">
<lucide-icon [img]="ArrowLeft" [size]="14"></lucide-icon>
Retour à la campagne
</button>
<div class="header-row">
<h1>
<lucide-icon [img]="User" [size]="22"></lucide-icon>
{{ characterId ? 'Éditer la fiche' : 'Nouveau personnage' }}
</h1>
<button
*ngIf="characterId"
type="button"
class="btn-ai"
(click)="toggleChat()"
[class.active]="chatOpen"
title="Ouvrir l'Assistant IA pour dialoguer autour de ce PJ">
<lucide-icon [img]="Sparkles" [size]="14"></lucide-icon>
Assistant IA
</button>
</div>
</div>
<div class="ce-form">
<div class="field">
<label>Nom du personnage *</label>
<input
type="text"
[(ngModel)]="name"
name="name"
placeholder="Ex: Thorin le Grand-Hache, Lyra l'Errante..."
/>
</div>
<div class="field content-field">
<label>Fiche (markdown)</label>
<p class="hint">
Tout en markdown libre : stats, classe, backstory, équipement, objectifs personnels…
L'IA lira ces infos pour rester cohérente quand vous générez des scènes impliquant ce PJ.
</p>
<textarea
[(ngModel)]="markdownContent"
name="markdownContent"
rows="22"
placeholder="# Thorin Grand-Hache&#10;&#10;**Race :** Nain&#10;**Classe :** Guerrier niveau 4&#10;**PV :** 35 / 35&#10;&#10;## Stats&#10;- Force : 16&#10;- Dextérité : 12&#10;...&#10;&#10;## Backstory&#10;Originaire des montagnes du Nord, Thorin a fui son clan après..."
></textarea>
</div>
<div class="actions">
<button type="button" class="btn-primary" [disabled]="!name.trim()" (click)="submit()">
<lucide-icon [img]="Save" [size]="16"></lucide-icon>
{{ characterId ? 'Enregistrer' : 'Créer' }}
</button>
<button type="button" class="btn-secondary" (click)="back()">Annuler</button>
<span class="spacer"></span>
<button
*ngIf="characterId"
type="button"
class="btn-danger"
(click)="deleteCharacter()">
<lucide-icon [img]="Trash2" [size]="14"></lucide-icon>
Supprimer
</button>
</div>
</div>
</div>
<app-ai-chat-drawer
*ngIf="characterId && campaignId"
[campaignId]="campaignId"
entityType="character"
[entityId]="characterId"
[isOpen]="chatOpen"
welcomeMessage="Je vois cette fiche de personnage. Demande-moi de proposer stats, backstory, équipement ou objectifs personnels."
[quickSuggestions]="chatQuickSuggestions"
(close)="chatOpen = false">
</app-ai-chat-drawer>

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@@ -0,0 +1,157 @@
.ce-page {
padding: 2rem 3rem;
color: #e5e7eb;
max-width: 1000px;
margin: 0 auto;
}
.ce-header {
margin-bottom: 2rem;
.header-row {
display: flex;
align-items: center;
justify-content: space-between;
gap: 1rem;
}
h1 {
display: flex;
align-items: center;
gap: 0.5rem;
font-size: 1.75rem;
color: white;
margin: 0.75rem 0 0;
}
}
.btn-ai {
display: inline-flex;
align-items: center;
gap: 0.4rem;
background: rgba(167, 139, 250, 0.08);
border: 1px solid rgba(167, 139, 250, 0.4);
color: #a78bfa;
padding: 0.5rem 1rem;
border-radius: 8px;
cursor: pointer;
font-size: 0.875rem;
transition: all 0.15s;
&:hover { background: rgba(167, 139, 250, 0.15); border-color: #a78bfa; }
&.active { background: #a78bfa; color: #0b1220; }
}
.btn-back {
background: transparent;
border: none;
color: #9ca3af;
cursor: pointer;
display: inline-flex;
align-items: center;
gap: 0.25rem;
padding: 0.25rem 0;
font-size: 0.85rem;
&:hover { color: #e5e7eb; }
}
.ce-form {
display: flex;
flex-direction: column;
gap: 1.25rem;
}
.field {
display: flex;
flex-direction: column;
label {
color: #e5e7eb;
font-size: 0.875rem;
font-weight: 500;
margin-bottom: 0.4rem;
}
.hint {
color: #6b7280;
font-size: 0.8rem;
margin: 0.4rem 0 0.5rem;
}
input[type="text"], textarea {
background: #0b1220;
border: 1px solid #1f2937;
border-radius: 8px;
color: #e5e7eb;
padding: 0.6rem 0.75rem;
font-size: 0.95rem;
font-family: inherit;
&:focus {
outline: none;
border-color: #a78bfa;
}
}
}
.content-field textarea {
font-family: 'Fira Code', 'Cascadia Code', monospace;
font-size: 0.85rem;
line-height: 1.5;
resize: vertical;
}
.actions {
display: flex;
gap: 0.75rem;
margin-top: 1rem;
align-items: center;
.spacer { flex: 1; }
}
.btn-primary {
background: #a78bfa;
color: #0b1220;
border: none;
padding: 0.6rem 1.25rem;
border-radius: 8px;
font-weight: 600;
cursor: pointer;
display: inline-flex;
align-items: center;
gap: 0.4rem;
&:disabled { opacity: 0.5; cursor: not-allowed; }
&:hover:not(:disabled) { background: #c4b5fd; }
}
.btn-secondary {
background: transparent;
border: 1px solid #1f2937;
color: #9ca3af;
padding: 0.6rem 1.25rem;
border-radius: 8px;
cursor: pointer;
&:hover { border-color: #374151; color: #e5e7eb; }
}
.btn-danger {
background: transparent;
border: 1px solid rgba(248, 113, 113, 0.3);
color: #f87171;
padding: 0.5rem 1rem;
border-radius: 8px;
cursor: pointer;
font-size: 0.875rem;
display: inline-flex;
align-items: center;
gap: 0.35rem;
&:hover {
border-color: #f87171;
background: rgba(248, 113, 113, 0.08);
}
}

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@@ -0,0 +1,110 @@
import { Component, OnInit } from '@angular/core';
import { CommonModule } from '@angular/common';
import { ActivatedRoute, Router } from '@angular/router';
import { FormsModule } from '@angular/forms';
import { LucideAngularModule, Save, ArrowLeft, User, Trash2, Sparkles } from 'lucide-angular';
import { CharacterService } from '../../services/character.service';
import { Character } from '../../services/character.model';
import { AiChatDrawerComponent } from '../../shared/ai-chat-drawer/ai-chat-drawer.component';
/**
* Éditeur plein écran d'une fiche de personnage (PJ).
* Double rôle création/édition :
* - `/campaigns/:campaignId/characters/create` → POST
* - `/campaigns/:campaignId/characters/:characterId/edit` → PUT
*
* MVP : name + markdown libre. Évolution prévue vers un template dérivé
* du GameSystem de la campagne (stats structurées).
*/
@Component({
selector: 'app-character-edit',
standalone: true,
imports: [CommonModule, FormsModule, LucideAngularModule, AiChatDrawerComponent],
templateUrl: './character-edit.component.html',
styleUrls: ['./character-edit.component.scss']
})
export class CharacterEditComponent implements OnInit {
readonly Save = Save;
readonly ArrowLeft = ArrowLeft;
readonly User = User;
readonly Trash2 = Trash2;
readonly Sparkles = Sparkles;
/** État drawer chat IA focalisé sur ce PJ. */
chatOpen = false;
readonly chatQuickSuggestions = [
'Propose une backstory cohérente avec l\'univers',
'Suggère 3 objectifs personnels pour ce personnage',
'Aide-moi à équilibrer les stats de combat'
];
toggleChat(): void { this.chatOpen = !this.chatOpen; }
campaignId: string | null = null;
characterId: string | null = null;
name = '';
markdownContent = '';
private order = 0;
constructor(
private route: ActivatedRoute,
private router: Router,
private service: CharacterService
) {}
ngOnInit(): void {
const params = this.route.snapshot.paramMap;
this.campaignId = params.get('campaignId');
this.characterId = params.get('characterId');
if (this.characterId) {
this.service.getById(this.characterId).subscribe({
next: (c) => {
this.name = c.name;
this.markdownContent = c.markdownContent ?? '';
this.order = c.order ?? 0;
},
error: () => this.back()
});
}
}
submit(): void {
if (!this.name.trim() || !this.campaignId) return;
const req = this.characterId
? this.service.update(this.characterId, {
id: this.characterId,
name: this.name.trim(),
markdownContent: this.markdownContent || null,
campaignId: this.campaignId,
order: this.order
})
: this.service.create({
name: this.name.trim(),
markdownContent: this.markdownContent || null,
campaignId: this.campaignId
});
req.subscribe({
next: () => this.back(),
error: () => console.error('Erreur sauvegarde Character')
});
}
deleteCharacter(): void {
if (!this.characterId) return;
if (!confirm(`Supprimer la fiche de "${this.name}" ? Cette action est irréversible.`)) return;
this.service.delete(this.characterId).subscribe({
next: () => this.back(),
error: () => console.error('Erreur suppression Character')
});
}
back(): void {
if (this.campaignId) {
this.router.navigate(['/campaigns', this.campaignId]);
} else {
this.router.navigate(['/campaigns']);
}
}
}