Changement sur le Readme

Ajout d'une partie spécifique pour des PNJ dans la partie campagne
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2026-04-27 15:48:04 +02:00
parent a92e31b187
commit d2cf9f8c5c
80 changed files with 1771 additions and 719 deletions

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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();
}
}