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LoreMind/web/src/app/campaigns/campaign/campaign-create/campaign-create.component.ts
IETM_FIXE\ietm6 42c4b53ced
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Stack qualité CI (MegaLinter, Trivy, ESLint) et purge du backlog lint web
CI (Gitea Actions) :
- Nouveau workflow quality.yml (séparé de ci.yml, non bloquant pour la release) :
  MegaLinter v9 (PMD, Ruff, Bandit, gitleaks, hadolint), ng lint (web) et
  Trivy (CVE des dépendances Maven/pip/npm), sur main + beta + PR
- Trivy : préchargement du cache Maven avant le scan — sans ça Maven Central
  rate-limite l'IP du runner (429) en résolvant les BOMs du parent Spring Boot
- upload-artifact v4 → v3 : l'API artifacts v4 n'est pas supportée par Gitea
  (corrige aussi l'upload du rapport Playwright de e2e.yml, cassé depuis toujours)
- Ruleset PMD projet (java-pmd-ruleset.xml, auto-détecté par MegaLinter) orienté
  bugs réels, sans le style Lombok-hostile du défaut : 11 337 → 65 findings ;
  PMD en mode rapport (JAVA_PMD_DISABLE_ERRORS) le temps de purger ce backlog

Web :
- angular-eslint 21 + eslint-plugin-sonarjs : les règles Sonar vivent désormais
  dans ESLint (config web/eslint.config.js, réglages justifiés en commentaire)
- tsconfig : skipLibCheck + types:[] + node_modules ré-exclu — répare les builds
  desktop Windows/Linux cassés par le conflit @types/eslint-scope vs ESLint 9
- Purge du backlog lint : 114 erreurs → 0 sur 66 fichiers (ngOnDestroy vides
  supprimés, any typés avec les vrais DTOs, outputs (close) → (closed), regex
  super-linéaires désamorcées, ternaires/fonctions imbriqués dépliés, intention
  documentée sur les catch/error volontairement vides)
- Bug latent corrigé au passage : license.service.disconnect() émettait
  undefined au lieu de true en cas de succès (masqué par un double cast)
2026-07-07 01:05:00 +02:00

137 lines
4.5 KiB
TypeScript

import { Component, EventEmitter, OnInit, Output, DestroyRef } from '@angular/core';
import { takeUntilDestroyed } from '@angular/core/rxjs-interop';
import { ReactiveFormsModule, FormBuilder, FormGroup, Validators } from '@angular/forms';
import { FormsModule } from '@angular/forms';
import { LucideAngularModule, BookCopy, X, Plus, Check } from 'lucide-angular';
import { TranslatePipe } from '@ngx-translate/core';
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` et `gameSystemId` sont optionnels (null = non associé).
*/
export interface CampaignCreatePayload {
name: string;
description: string;
playerCount: number;
loreId: string | null;
gameSystemId: string | null;
}
@Component({
selector: 'app-campaign-create',
imports: [ReactiveFormsModule, FormsModule, LucideAngularModule, TranslatePipe],
templateUrl: './campaign-create.component.html',
styleUrls: ['./campaign-create.component.scss']
})
export class CampaignCreateComponent implements OnInit {
@Output() closed = new EventEmitter<void>();
@Output() created = new EventEmitter<CampaignCreatePayload>();
readonly BookCopy = BookCopy;
readonly X = X;
readonly Plus = Plus;
readonly Check = Check;
/** Valeur sentinelle de l'option "Creer un systeme" dans le <select>. */
readonly CREATE_GAMESYSTEM_SENTINEL = '__create__';
form: FormGroup;
/** Lores disponibles pour association. Chargés à l'ouverture de la modal. */
availableLores: Lore[] = [];
/** GameSystems disponibles pour association. */
availableGameSystems: GameSystem[] = [];
/** Mode creation inline d'un GameSystem depuis le dropdown. */
creatingGameSystem = false;
newGameSystemName = '';
creatingGameSystemInFlight = false;
constructor(
private fb: FormBuilder,
private loreService: LoreService,
private gameSystemService: GameSystemService,
private destroyRef: DestroyRef
) {
this.form = this.fb.group({
name: ['', Validators.required],
description: [''],
playerCount: [4, [Validators.required, Validators.min(1)]],
loreId: [''],
gameSystemId: ['']
});
}
ngOnInit(): void {
this.loreService.getAllLores().subscribe({
next: (lores) => this.availableLores = lores,
error: () => this.availableLores = []
});
this.gameSystemService.getAll().subscribe({
next: (gs) => this.availableGameSystems = gs,
error: () => this.availableGameSystems = []
});
// Detecte la selection de l'option sentinelle "Creer un systeme" et bascule
// en mode creation inline. On reinitialise immediatement le control a ''
// pour que la sentinelle ne reste pas en valeur reelle du form.
this.form.get('gameSystemId')?.valueChanges.pipe(takeUntilDestroyed(this.destroyRef)).subscribe(value => {
if (value === this.CREATE_GAMESYSTEM_SENTINEL) {
this.form.get('gameSystemId')?.setValue('', { emitEvent: false });
this.startCreateGameSystem();
}
});
}
startCreateGameSystem(): void {
this.creatingGameSystem = true;
this.newGameSystemName = '';
}
cancelCreateGameSystem(): void {
this.creatingGameSystem = false;
this.newGameSystemName = '';
}
submitCreateGameSystem(): void {
const name = this.newGameSystemName.trim();
if (!name || this.creatingGameSystemInFlight) return;
this.creatingGameSystemInFlight = true;
this.gameSystemService.create({ name, isPublic: false }).subscribe({
next: (created) => {
this.creatingGameSystemInFlight = false;
this.availableGameSystems = [...this.availableGameSystems, created];
if (created.id) {
this.form.get('gameSystemId')?.setValue(created.id);
}
this.creatingGameSystem = false;
this.newGameSystemName = '';
},
error: () => {
this.creatingGameSystemInFlight = false;
console.error('Erreur lors de la creation du systeme de jeu');
}
});
}
submit(): void {
if (this.form.invalid) return;
const raw = this.form.value;
this.created.emit({
name: raw.name,
description: raw.description,
playerCount: raw.playerCount,
loreId: raw.loreId ? raw.loreId : null,
gameSystemId: raw.gameSystemId ? raw.gameSystemId : null
});
}
onCancel(): void {
this.closed.emit();
}
}