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