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- 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:
2026-06-03 15:44:48 +02:00
parent 694f687fec
commit c3d3394ec7
147 changed files with 5347 additions and 392 deletions

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<div class="flags-manager">
<p class="flags-empty" *ngIf="!loading && rows.length === 0">
Aucun fait référencé. Ajoutez une condition « Quand un fait est vrai » sur
au moins une quête pour qu'il apparaisse ici.
</p>
<ul class="flag-list" *ngIf="rows.length > 0">
<li class="flag-row" *ngFor="let r of rows" [class.flag-on]="r.value">
<label class="flag-toggle">
<input type="checkbox" [checked]="r.value" (change)="toggle(r)" />
<span class="flag-toggle-slider"></span>
</label>
<div class="flag-info">
<span class="flag-name">{{ r.name }}</span>
</div>
<span class="flag-value">{{ r.value ? 'vrai' : 'faux' }}</span>
</li>
</ul>
</div>

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.flags-manager {
display: flex;
flex-direction: column;
gap: 0.85rem;
}
.flag-add-row {
display: flex;
gap: 0.5rem;
}
.flag-add-input {
flex: 1;
padding: 0.4rem 0.6rem;
border: 1px solid var(--color-border, #d8d8d8);
border-radius: 6px;
font-size: 0.9rem;
}
.flags-empty {
margin: 0;
font-size: 0.85rem;
color: var(--color-text-muted, #777);
font-style: italic;
}
.flag-list {
list-style: none;
margin: 0;
padding: 0;
display: flex;
flex-direction: column;
gap: 0.4rem;
}
.flag-row {
display: flex;
align-items: center;
gap: 0.6rem;
padding: 0.5rem 0.7rem;
border: 1px solid var(--color-border, #e2e2e2);
border-radius: 8px;
background: var(--color-surface, #fff);
}
.flag-row.flag-on {
border-color: rgba(52, 168, 83, 0.45);
background: rgba(52, 168, 83, 0.05);
}
.flag-info {
flex: 1;
display: flex;
flex-direction: column;
gap: 0.15rem;
min-width: 0;
}
.flag-name {
font-family: 'JetBrains Mono', ui-monospace, Menlo, Consolas, monospace;
font-size: 0.88rem;
font-weight: 600;
}
.flag-desc {
font-size: 0.78rem;
color: var(--color-text-muted, #666);
}
.flag-value {
font-size: 0.78rem;
color: var(--color-text-muted, #777);
min-width: 40px;
text-align: right;
}
.flag-remove {
background: transparent;
border: none;
color: var(--color-danger, #c0392b);
cursor: pointer;
padding: 0.25rem;
border-radius: 6px;
display: inline-flex;
align-items: center;
justify-content: center;
&:hover { background: rgba(192, 57, 43, 0.08); }
}
// Toggle switch
.flag-toggle {
position: relative;
display: inline-block;
width: 36px;
height: 20px;
flex: 0 0 36px;
input {
opacity: 0;
width: 0;
height: 0;
&:checked + .flag-toggle-slider {
background: var(--color-primary, #34a853);
}
&:checked + .flag-toggle-slider::before {
transform: translateX(16px);
}
}
}
.flag-toggle-slider {
position: absolute;
inset: 0;
background: #ccc;
border-radius: 999px;
cursor: pointer;
transition: background 150ms ease;
&::before {
content: '';
position: absolute;
height: 16px;
width: 16px;
left: 2px;
top: 2px;
background: #fff;
border-radius: 50%;
transition: transform 150ms ease;
}
}

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import { Component, Input, OnInit, OnChanges, SimpleChanges } from '@angular/core';
import { CommonModule } from '@angular/common';
import { FormsModule } from '@angular/forms';
import { LucideAngularModule } from 'lucide-angular';
import { CampaignFlagService } from '../../services/campaign-flag.service';
import { PlaythroughFlagService } from '../../services/playthrough-flag.service';
import { forkJoin } from 'rxjs';
/**
* Toggle de l'état des faits d'une Partie.
*
* <p>La liste des faits est déduite des conditions FLAG_SET référencées par les
* quêtes de la campagne. Pour chaque fait référencé, on affiche un toggle qui
* met à jour la valeur du Playthrough courant.</p>
*/
@Component({
selector: 'app-playthrough-flags-manager',
standalone: true,
imports: [CommonModule, FormsModule, LucideAngularModule],
templateUrl: './playthrough-flags-manager.component.html',
styleUrls: ['./playthrough-flags-manager.component.scss']
})
export class PlaythroughFlagsManagerComponent implements OnInit, OnChanges {
@Input() campaignId!: string;
@Input() playthroughId!: string;
rows: { name: string; value: boolean }[] = [];
loading = false;
constructor(
private campaignFlagService: CampaignFlagService,
private playthroughFlagService: PlaythroughFlagService
) {}
ngOnInit(): void { this.reload(); }
ngOnChanges(changes: SimpleChanges): void {
if (changes['campaignId'] || changes['playthroughId']) this.reload();
}
reload(): void {
if (!this.campaignId || !this.playthroughId) {
this.rows = [];
return;
}
this.loading = true;
forkJoin({
referenced: this.campaignFlagService.listReferenced(this.campaignId),
values: this.playthroughFlagService.list(this.playthroughId)
}).subscribe({
next: ({ referenced, values }) => {
const valueByName: Record<string, boolean> = {};
for (const v of values) valueByName[v.name] = v.value;
this.rows = referenced.map(name => ({
name,
value: valueByName[name] === true
}));
this.loading = false;
},
error: () => { this.loading = false; }
});
}
toggle(row: { name: string; value: boolean }): void {
const next = !row.value;
this.playthroughFlagService.setFlag(this.playthroughId, row.name, next).subscribe({
next: () => { row.value = next; }
});
}
}

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<div class="prereq-editor">
<p class="prereq-editor-empty" *ngIf="prerequisites.length === 0">
Aucune condition — la quête est immédiatement disponible.
</p>
<ul class="prereq-list" *ngIf="prerequisites.length > 0">
<li class="prereq-row" *ngFor="let p of prerequisites; let i = index; trackBy: trackByIndex">
<ng-container [ngSwitch]="p.kind">
<!-- QUEST_COMPLETED -->
<ng-container *ngSwitchCase="'QUEST_COMPLETED'">
<span class="prereq-row-label">Quête terminée :</span>
<select class="prereq-input"
[ngModel]="asQuestCompleted(p).questId"
(ngModelChange)="onQuestIdChange(i, $event)"
[ngModelOptions]="{ standalone: true }"
[disabled]="availableQuests.length === 0">
<option *ngIf="availableQuests.length === 0" value="">(aucune autre quête)</option>
<option *ngFor="let q of availableQuests" [value]="q.id">{{ q.name }}</option>
</select>
</ng-container>
<!-- SESSION_REACHED -->
<ng-container *ngSwitchCase="'SESSION_REACHED'">
<span class="prereq-row-label">À partir de la session :</span>
<input type="number"
class="prereq-input prereq-input-number"
min="1"
[ngModel]="asSessionReached(p).minSessionNumber"
(ngModelChange)="onMinSessionChange(i, $event)"
[ngModelOptions]="{ standalone: true }" />
</ng-container>
<!-- FLAG_SET -->
<ng-container *ngSwitchCase="'FLAG_SET'">
<span class="prereq-row-label">Quand le fait est vrai :</span>
<input type="text"
class="prereq-input"
placeholder="nom_du_fait"
[attr.list]="'prereq-flag-list-' + i"
[ngModel]="asFlagSet(p).flagName"
(ngModelChange)="onFlagNameChange(i, $event)"
[ngModelOptions]="{ standalone: true }" />
<datalist [attr.id]="'prereq-flag-list-' + i">
<option *ngFor="let f of availableFlags" [value]="f"></option>
</datalist>
</ng-container>
</ng-container>
<button type="button" class="prereq-remove" (click)="removeAt(i)" title="Retirer ce prérequis">
<lucide-icon [img]="Trash2" [size]="14"></lucide-icon>
</button>
</li>
</ul>
<div class="prereq-add">
<button type="button" class="btn-secondary prereq-add-btn" (click)="toggleAddMenu()">
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
Ajouter une condition
<lucide-icon [img]="ChevronDown" [size]="14"></lucide-icon>
</button>
<div class="prereq-add-menu" *ngIf="addMenuOpen">
<button type="button" (click)="addPrerequisite('QUEST_COMPLETED')">
Après une autre quête
</button>
<button type="button" (click)="addPrerequisite('SESSION_REACHED')">
À partir d'une session
</button>
<button type="button" (click)="addPrerequisite('FLAG_SET')">
Quand un fait est vrai
</button>
</div>
</div>
</div>

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.prereq-editor {
display: flex;
flex-direction: column;
gap: 0.6rem;
}
.prereq-editor-empty {
margin: 0;
font-size: 0.85rem;
color: var(--color-text-muted, #777);
font-style: italic;
}
.prereq-list {
list-style: none;
padding: 0;
margin: 0;
display: flex;
flex-direction: column;
gap: 0.45rem;
}
.prereq-row {
display: flex;
align-items: center;
gap: 0.5rem;
padding: 0.45rem 0.6rem;
border: 1px solid var(--color-border, #e2e2e2);
border-radius: 8px;
background: var(--color-surface, #fff);
}
.prereq-row-label {
font-size: 0.85rem;
color: var(--color-text-muted, #555);
white-space: nowrap;
}
.prereq-input {
flex: 1;
min-width: 0;
padding: 0.3rem 0.5rem;
border: 1px solid var(--color-border, #d8d8d8);
border-radius: 6px;
font-size: 0.88rem;
background: var(--color-bg, #fafafa);
&:focus {
outline: none;
border-color: var(--color-primary, #2c6cd6);
}
}
.prereq-input-number {
flex: 0 0 90px;
}
.prereq-remove {
background: transparent;
border: none;
color: var(--color-danger, #c0392b);
cursor: pointer;
padding: 0.3rem;
border-radius: 6px;
display: inline-flex;
align-items: center;
justify-content: center;
&:hover { background: rgba(192, 57, 43, 0.08); }
}
.prereq-add {
position: relative;
align-self: flex-start;
}
.prereq-add-btn {
display: inline-flex;
align-items: center;
gap: 0.35rem;
padding: 0.4rem 0.7rem;
}
.prereq-add-menu {
position: absolute;
top: calc(100% + 4px);
left: 0;
z-index: 5;
display: flex;
flex-direction: column;
min-width: 220px;
background: var(--color-surface, #fff);
border: 1px solid var(--color-border, #e2e2e2);
border-radius: 8px;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.08);
overflow: hidden;
button {
background: transparent;
border: none;
text-align: left;
padding: 0.55rem 0.75rem;
font-size: 0.88rem;
cursor: pointer;
&:hover { background: rgba(66, 133, 244, 0.08); }
}
}

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import { Component, EventEmitter, Input, Output } from '@angular/core';
import { CommonModule } from '@angular/common';
import { FormsModule } from '@angular/forms';
import { LucideAngularModule, Plus, Trash2, ChevronDown } from 'lucide-angular';
import { Chapter, Prerequisite } from '../../services/campaign.model';
/**
* Éditeur des prérequis (conditions de déblocage) d'une quête.
* Composant standalone & contrôlé : reçoit la liste, émet la nouvelle liste à chaque changement.
*
* Combinaison ET (MVP). UI : liste de lignes + bouton "Ajouter une condition" qui ouvre
* un menu à 3 entrées (quête, session, fait).
*/
@Component({
selector: 'app-prerequisite-editor',
standalone: true,
imports: [CommonModule, FormsModule, LucideAngularModule],
templateUrl: './prerequisite-editor.component.html',
styleUrls: ['./prerequisite-editor.component.scss']
})
export class PrerequisiteEditorComponent {
/** Liste courante. */
@Input() prerequisites: Prerequisite[] = [];
/** Quêtes candidates pour QUEST_COMPLETED (typiquement les chapitres frères du Hub). */
@Input() availableQuests: Chapter[] = [];
/** Flags déjà connus de la campagne (autocomplete pour FLAG_SET). */
@Input() availableFlags: string[] = [];
/** Émis chaque fois que la liste change (toute édition / ajout / suppression). */
@Output() prerequisitesChange = new EventEmitter<Prerequisite[]>();
readonly Plus = Plus;
readonly Trash2 = Trash2;
readonly ChevronDown = ChevronDown;
/** Ouvre/ferme le menu d'ajout. */
addMenuOpen = false;
toggleAddMenu(): void { this.addMenuOpen = !this.addMenuOpen; }
addPrerequisite(kind: Prerequisite['kind']): void {
let next: Prerequisite;
switch (kind) {
case 'QUEST_COMPLETED':
next = { kind: 'QUEST_COMPLETED', questId: this.availableQuests[0]?.id ?? '' };
break;
case 'SESSION_REACHED':
next = { kind: 'SESSION_REACHED', minSessionNumber: 1 };
break;
case 'FLAG_SET':
next = { kind: 'FLAG_SET', flagName: this.availableFlags[0] ?? '' };
break;
}
this.prerequisites = [...this.prerequisites, next];
this.prerequisitesChange.emit(this.prerequisites);
this.addMenuOpen = false;
}
removeAt(index: number): void {
this.prerequisites = this.prerequisites.filter((_, i) => i !== index);
this.prerequisitesChange.emit(this.prerequisites);
}
/** Le champ binding change : on émet une nouvelle liste (immutable update). */
updateAt(index: number, patched: Prerequisite): void {
this.prerequisites = this.prerequisites.map((p, i) => (i === index ? patched : p));
this.prerequisitesChange.emit(this.prerequisites);
}
// === Handlers spécifiques par type (pour garder les templates simples) ===
onQuestIdChange(index: number, questId: string): void {
this.updateAt(index, { kind: 'QUEST_COMPLETED', questId });
}
onMinSessionChange(index: number, n: number): void {
this.updateAt(index, { kind: 'SESSION_REACHED', minSessionNumber: Number(n) || 1 });
}
onFlagNameChange(index: number, flagName: string): void {
this.updateAt(index, { kind: 'FLAG_SET', flagName });
}
/** trackBy stable pour *ngFor (sinon les inputs reset à chaque édition). */
trackByIndex(i: number): number { return i; }
// === Casts typés pour le template ===
// Angular strict templates ne fait pas le narrowing d'une union discriminée à travers
// *ngSwitchCase. Ces helpers castent vers la bonne variante pour rendre les inputs lisibles.
asQuestCompleted(p: Prerequisite): { kind: 'QUEST_COMPLETED'; questId: string } {
return p as { kind: 'QUEST_COMPLETED'; questId: string };
}
asSessionReached(p: Prerequisite): { kind: 'SESSION_REACHED'; minSessionNumber: number } {
return p as { kind: 'SESSION_REACHED'; minSessionNumber: number };
}
asFlagSet(p: Prerequisite): { kind: 'FLAG_SET'; flagName: string } {
return p as { kind: 'FLAG_SET'; flagName: string };
}
}

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<span [class]="cssClass" [attr.aria-label]="label" [title]="label">
<lucide-icon [img]="icon" [size]="14"></lucide-icon>
<span class="status-label" *ngIf="!compact">{{ label }}</span>
</span>

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.status-badge {
display: inline-flex;
align-items: center;
gap: 0.35rem;
padding: 0.2rem 0.55rem;
border-radius: 999px;
font-size: 0.78rem;
font-weight: 500;
line-height: 1;
border: 1px solid transparent;
}
.status-label {
white-space: nowrap;
}
// Verrouillée — gris discret
.status-locked {
background: rgba(128, 128, 128, 0.12);
color: #6b6b6b;
border-color: rgba(128, 128, 128, 0.25);
}
// Disponible — vert calme (prête à être lancée)
.status-available {
background: rgba(52, 168, 83, 0.12);
color: #2f7a47;
border-color: rgba(52, 168, 83, 0.3);
}
// En cours — bleu actif
.status-in_progress {
background: rgba(66, 133, 244, 0.14);
color: #2c6cd6;
border-color: rgba(66, 133, 244, 0.35);
}
// Terminée — violet doux (clos, pas neutre)
.status-completed {
background: rgba(120, 80, 200, 0.12);
color: #6d4fb5;
border-color: rgba(120, 80, 200, 0.3);
}

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import { Component, Input } from '@angular/core';
import { CommonModule } from '@angular/common';
import { LucideAngularModule, Lock, Circle, Play, CheckCircle2, LucideIconData } from 'lucide-angular';
import { QuestStatus } from '../../services/campaign.model';
/**
* Badge visuel pour un QuestStatus (vue Hub).
* Composant standalone, sans dépendance métier.
*/
@Component({
selector: 'app-quest-status-badge',
standalone: true,
imports: [CommonModule, LucideAngularModule],
templateUrl: './quest-status-badge.component.html',
styleUrls: ['./quest-status-badge.component.scss']
})
export class QuestStatusBadgeComponent {
@Input() status: QuestStatus | undefined | null = 'AVAILABLE';
/** Variante visuelle compacte (sans label) — utile pour les listes denses. */
@Input() compact = false;
get icon(): LucideIconData {
switch (this.status) {
case 'LOCKED': return Lock;
case 'IN_PROGRESS': return Play;
case 'COMPLETED': return CheckCircle2;
case 'AVAILABLE':
default: return Circle;
}
}
get label(): string {
switch (this.status) {
case 'LOCKED': return 'Verrouillée';
case 'IN_PROGRESS': return 'En cours';
case 'COMPLETED': return 'Terminée';
case 'AVAILABLE':
default: return 'Disponible';
}
}
get cssClass(): string {
return `status-badge status-${(this.status ?? 'AVAILABLE').toLowerCase()}`;
}
}

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<div class="rooms-editor">
<p class="rooms-empty" *ngIf="rooms.length === 0">
Aucune pièce. La scène se comporte comme un beat narratif classique.
Ajoutez une première pièce pour la convertir en lieu explorable (donjon, crypte…).
</p>
<ul class="room-list" *ngIf="rooms.length > 0">
<li class="room-card" *ngFor="let r of rooms; let i = index; trackBy: trackById">
<!-- Header repliable -->
<header class="room-head" (click)="toggleExpanded(r.id)">
<button type="button" class="room-toggle" type="button">
<lucide-icon [img]="isExpanded(r.id) ? ChevronUp : ChevronDown" [size]="16"></lucide-icon>
</button>
<span class="room-index">#{{ i + 1 }}</span>
<input type="text" class="room-name-input"
[ngModel]="r.name"
(ngModelChange)="patch(r, { name: $event })"
(click)="$event.stopPropagation()"
placeholder="Nom de la pièce" />
<input type="number" class="room-floor-input"
[ngModel]="r.floor"
(ngModelChange)="patch(r, { floor: $event === null || $event === '' ? null : +$event })"
(click)="$event.stopPropagation()"
placeholder="Ét." title="Étage (0 = RdC)" />
<div class="room-actions" (click)="$event.stopPropagation()">
<button type="button" class="btn-icon" (click)="moveUp(r)" [disabled]="i === 0" title="Monter"></button>
<button type="button" class="btn-icon" (click)="moveDown(r)" [disabled]="i === rooms.length - 1" title="Descendre"></button>
<button type="button" class="btn-icon-danger" (click)="removeRoom(r)" title="Supprimer la pièce">
<lucide-icon [img]="Trash2" [size]="14"></lucide-icon>
</button>
</div>
</header>
<!-- Corps déplié -->
<div class="room-body" *ngIf="isExpanded(r.id)">
<div class="field">
<label>Description (lue/résumée aux joueurs)</label>
<textarea rows="3"
[ngModel]="r.description"
(ngModelChange)="patch(r, { description: $event })"
placeholder="Atmosphère, ce que voient les PJ en entrant…"></textarea>
</div>
<div class="field-row">
<div class="field">
<label>Ennemis / créatures / boss</label>
<textarea rows="3"
[ngModel]="r.enemies"
(ngModelChange)="patch(r, { enemies: $event })"
placeholder="2 gobelins, 1 ogre boss (PV 60, AC 14)…"></textarea>
</div>
<div class="field">
<label>Loot / trésors</label>
<textarea rows="3"
[ngModel]="r.loot"
(ngModelChange)="patch(r, { loot: $event })"
placeholder="50 po, potion de soin, clé en argent…"></textarea>
</div>
</div>
<div class="field-row">
<div class="field">
<label>Pièges / dangers</label>
<textarea rows="2"
[ngModel]="r.traps"
(ngModelChange)="patch(r, { traps: $event })"
placeholder="Trappe (DC 15 Perception), flèches empoisonnées…"></textarea>
</div>
<div class="field">
<label>Notes MJ (privé)</label>
<textarea rows="2"
[ngModel]="r.gmNotes"
(ngModelChange)="patch(r, { gmNotes: $event })"
placeholder="Le boss connaît les PJ par leur nom, indice…"></textarea>
</div>
</div>
<!-- Branches inter-pièces -->
<div class="field">
<label>
<lucide-icon [img]="GitBranch" [size]="14"></lucide-icon>
Sorties / portes vers d'autres pièces
</label>
<ul class="branch-list" *ngIf="(r.branches?.length ?? 0) > 0">
<li class="branch-row" *ngFor="let b of r.branches; let bi = index">
<input type="text" class="branch-label"
[ngModel]="b.label"
(ngModelChange)="updateBranch(r, bi, { label: $event })"
placeholder="Porte nord" />
<span class="branch-arrow"></span>
<select class="branch-target"
[ngModel]="b.targetRoomId"
(ngModelChange)="updateBranch(r, bi, { targetRoomId: $event })"
[disabled]="otherRooms(r).length === 0">
<option *ngIf="otherRooms(r).length === 0" value="">(aucune autre pièce)</option>
<option *ngFor="let o of otherRooms(r)" [value]="o.id">{{ o.name }}</option>
</select>
<input type="text" class="branch-condition"
[ngModel]="b.condition"
(ngModelChange)="updateBranch(r, bi, { condition: $event })"
placeholder="Condition (optionnelle)" />
<button type="button" class="btn-icon-danger" (click)="removeBranch(r, bi)">
<lucide-icon [img]="X" [size]="14"></lucide-icon>
</button>
</li>
</ul>
<button type="button" class="btn-secondary btn-small"
(click)="addBranch(r)"
[disabled]="otherRooms(r).length === 0">
<lucide-icon [img]="Plus" [size]="13"></lucide-icon>
Ajouter une sortie
</button>
</div>
</div>
</li>
</ul>
<button type="button" class="btn-primary" (click)="addRoom()">
<lucide-icon [img]="Plus" [size]="14"></lucide-icon>
Ajouter une pièce
</button>
</div>

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.rooms-editor { display: flex; flex-direction: column; gap: 0.75rem; }
.rooms-empty {
margin: 0;
font-size: 0.85rem;
color: var(--color-text-muted, #777);
font-style: italic;
}
.room-list { list-style: none; padding: 0; margin: 0; display: flex; flex-direction: column; gap: 0.5rem; }
.room-card {
border: 1px solid var(--color-border, #e2e2e2);
border-radius: 10px;
background: var(--color-surface, #fff);
overflow: hidden;
}
.room-head {
display: flex;
align-items: center;
gap: 0.5rem;
padding: 0.55rem 0.7rem;
cursor: pointer;
background: rgba(66, 133, 244, 0.04);
&:hover { background: rgba(66, 133, 244, 0.07); }
}
.room-toggle {
background: transparent;
border: none;
display: inline-flex;
align-items: center;
color: var(--color-text-muted, #666);
cursor: pointer;
padding: 0.25rem;
}
.room-index {
font-size: 0.78rem;
color: var(--color-text-muted, #777);
font-family: 'JetBrains Mono', ui-monospace, monospace;
}
.room-name-input {
flex: 1;
padding: 0.35rem 0.55rem;
border: 1px solid transparent;
border-radius: 6px;
background: transparent;
font-size: 0.95rem;
font-weight: 600;
&:hover, &:focus {
background: var(--color-bg, #fafafa);
border-color: var(--color-border, #d8d8d8);
outline: none;
}
}
.room-floor-input {
width: 56px;
padding: 0.3rem 0.4rem;
border: 1px solid var(--color-border, #d8d8d8);
border-radius: 6px;
font-size: 0.85rem;
text-align: center;
}
.room-actions {
display: flex;
gap: 0.25rem;
}
.btn-icon, .btn-icon-danger {
background: transparent;
border: none;
padding: 0.3rem 0.45rem;
border-radius: 6px;
cursor: pointer;
display: inline-flex;
align-items: center;
font-size: 0.85rem;
&:hover { background: rgba(0,0,0,0.05); }
&:disabled { opacity: 0.35; cursor: not-allowed; }
}
.btn-icon-danger {
color: var(--color-danger, #c0392b);
&:hover { background: rgba(192, 57, 43, 0.08); }
}
.room-body {
padding: 0.85rem 0.85rem 1rem;
display: flex;
flex-direction: column;
gap: 0.7rem;
border-top: 1px solid var(--color-border, #eaeaea);
}
.field { display: flex; flex-direction: column; gap: 0.3rem; }
.field label {
font-size: 0.82rem;
color: var(--color-text-muted, #555);
font-weight: 500;
display: inline-flex;
align-items: center;
gap: 0.3rem;
}
.field textarea, .field input[type="text"] {
padding: 0.4rem 0.55rem;
border: 1px solid var(--color-border, #d8d8d8);
border-radius: 6px;
font-family: inherit;
font-size: 0.88rem;
resize: vertical;
}
.field-row {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 0.7rem;
}
// Branches
.branch-list {
list-style: none;
padding: 0;
margin: 0 0 0.4rem;
display: flex;
flex-direction: column;
gap: 0.35rem;
}
.branch-row {
display: grid;
grid-template-columns: 1.2fr auto 1.5fr 1.5fr auto;
align-items: center;
gap: 0.4rem;
padding: 0.35rem 0.45rem;
border: 1px solid var(--color-border, #ececec);
border-radius: 6px;
background: var(--color-bg, #fafafa);
}
.branch-arrow { font-weight: 700; color: var(--color-text-muted, #888); }
.branch-label, .branch-condition, .branch-target {
padding: 0.3rem 0.45rem;
border: 1px solid var(--color-border, #d8d8d8);
border-radius: 6px;
font-size: 0.85rem;
}
.btn-small {
display: inline-flex;
align-items: center;
gap: 0.3rem;
padding: 0.3rem 0.6rem;
font-size: 0.82rem;
}

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import { Component, EventEmitter, Input, Output } from '@angular/core';
import { CommonModule } from '@angular/common';
import { FormsModule } from '@angular/forms';
import { LucideAngularModule, Plus, Trash2, ChevronDown, ChevronUp, GitBranch, X } from 'lucide-angular';
import { Room, RoomBranch } from '../../services/campaign.model';
/**
* Éditeur de pièces (Rooms) d'une Scene explorable.
*
* Contrôlé : reçoit la liste, émet la nouvelle liste à chaque mutation.
* Une pièce est repliée par défaut (juste le nom visible) ; un clic l'expand
* pour éditer narration / ennemis / loot / pièges / notes MJ / étage.
*
* Les branches (graphe inter-pièces) sont éditables dans la card expand.
*/
@Component({
selector: 'app-rooms-editor',
standalone: true,
imports: [CommonModule, FormsModule, LucideAngularModule],
templateUrl: './rooms-editor.component.html',
styleUrls: ['./rooms-editor.component.scss']
})
export class RoomsEditorComponent {
@Input() rooms: Room[] = [];
@Output() roomsChange = new EventEmitter<Room[]>();
readonly Plus = Plus;
readonly Trash2 = Trash2;
readonly ChevronDown = ChevronDown;
readonly ChevronUp = ChevronUp;
readonly GitBranch = GitBranch;
readonly X = X;
/** Set des IDs de pièces expandées (UI state local). */
private expanded = new Set<string>();
isExpanded(id: string): boolean { return this.expanded.has(id); }
toggleExpanded(id: string): void {
if (this.expanded.has(id)) this.expanded.delete(id);
else this.expanded.add(id);
}
/** Génère un UUID v4 simplifié pour l'ID stable d'une pièce. */
private newId(): string {
return 'room-' + Math.random().toString(36).slice(2) + '-' + Date.now().toString(36);
}
addRoom(): void {
const nextOrder = this.rooms.length > 0
? Math.max(...this.rooms.map(r => r.order ?? 0)) + 1
: 0;
const newRoom: Room = {
id: this.newId(),
name: `Salle ${this.rooms.length + 1}`,
order: nextOrder,
branches: []
};
this.rooms = [...this.rooms, newRoom];
this.expanded.add(newRoom.id);
this.emit();
}
removeRoom(room: Room): void {
this.rooms = this.rooms
.filter(r => r.id !== room.id)
.map(r => ({
...r,
// Nettoyer les branches qui pointaient vers la pièce supprimée
branches: (r.branches ?? []).filter(b => b.targetRoomId !== room.id)
}));
this.expanded.delete(room.id);
this.emit();
}
/** Patch un champ d'une pièce et émet. */
patch(room: Room, patch: Partial<Room>): void {
this.rooms = this.rooms.map(r => r.id === room.id ? { ...r, ...patch } : r);
this.emit();
}
// === Branches inter-pièces ===
addBranch(room: Room): void {
const others = this.rooms.filter(r => r.id !== room.id);
const branch: RoomBranch = {
label: 'Porte',
targetRoomId: others[0]?.id ?? '',
condition: ''
};
this.patch(room, { branches: [...(room.branches ?? []), branch] });
}
removeBranch(room: Room, index: number): void {
const next = (room.branches ?? []).filter((_, i) => i !== index);
this.patch(room, { branches: next });
}
updateBranch(room: Room, index: number, patch: Partial<RoomBranch>): void {
const next = (room.branches ?? []).map((b, i) => i === index ? { ...b, ...patch } : b);
this.patch(room, { branches: next });
}
/** Pièces candidates pour cibler une branche (toutes sauf celle d'origine). */
otherRooms(room: Room): Room[] {
return this.rooms.filter(r => r.id !== room.id);
}
/** Réorganise l'ordre via boutons up/down (simple : swap avec voisin). */
moveUp(room: Room): void {
const idx = this.rooms.findIndex(r => r.id === room.id);
if (idx <= 0) return;
const arr = [...this.rooms];
[arr[idx - 1], arr[idx]] = [arr[idx], arr[idx - 1]];
this.rooms = arr.map((r, i) => ({ ...r, order: i }));
this.emit();
}
moveDown(room: Room): void {
const idx = this.rooms.findIndex(r => r.id === room.id);
if (idx === -1 || idx >= this.rooms.length - 1) return;
const arr = [...this.rooms];
[arr[idx], arr[idx + 1]] = [arr[idx + 1], arr[idx]];
this.rooms = arr.map((r, i) => ({ ...r, order: i }));
this.emit();
}
trackById(_: number, r: Room): string { return r.id; }
private emit(): void {
this.roomsChange.emit(this.rooms);
}
}