- ng update @angular/core@21 @angular/cli@21 (corrige GHSA-jrmj-c5cx-3cw6, XSS SVG) - Migration automatique des templates vers le control flow natif (@if/@for, 138 fichiers) - Correction des 5 `track` invalides generes par la migration (trackBy a 1 argument -> track $index) + suppression des fonctions trackBy mortes - TypeScript 5.9, zone.js 0.15 ; npm audit : 0 vulnerabilite Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
432 lines
17 KiB
TypeScript
432 lines
17 KiB
TypeScript
import { Component, OnInit, OnDestroy } from '@angular/core';
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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, Dices, Drama, Check, Play, Upload, Sparkles } 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 { RandomTableService } from '../../../services/random-table.service';
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import { SessionService } from '../../../services/session.service';
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import { PlaythroughService } from '../../../services/playthrough.service';
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import { Playthrough } from '../../../services/campaign.model';
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import { Session } from '../../../services/session.model';
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import { Npc } from '../../../services/npc.model';
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import { LayoutService } 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, buildCampaignSidebarConfig, CampaignTreeData } from '../../campaign-tree.helper';
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import { ConfirmDialogService } from '../../../shared/confirm-dialog/confirm-dialog.service';
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@Component({
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selector: 'app-campaign-detail',
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imports: [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 Dices = Dices;
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readonly Drama = Drama;
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readonly Check = Check;
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readonly Play = Play;
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readonly Upload = Upload;
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readonly Sparkles = Sparkles;
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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 non-joueurs (PNJ) de la campagne. */
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npcs: Npc[] = [];
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/** Sessions de jeu (passées et en cours) liées à cette campagne. */
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sessions: Session[] = [];
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/**
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* Session active globale (toutes campagnes confondues).
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* Sert à désactiver le bouton "Lancer" si une session tourne déjà ailleurs.
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* Null si aucune session active dans l'app.
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*/
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activeSessionGlobal: Session | null = null;
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/** Indicateur de lancement en cours pour éviter les double-clics. */
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startingSession = false;
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/** Parties (Playthroughs) de cette campagne. */
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playthroughs: Playthrough[] = [];
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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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/** Valeur sentinelle de l'option "Creer un systeme" dans le <select>. */
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readonly CREATE_GAMESYSTEM_SENTINEL = '__create__';
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/** Mode creation inline d'un GameSystem depuis le dropdown d'edition. */
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creatingGameSystem = false;
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newGameSystemName = '';
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creatingGameSystemInFlight = false;
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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 randomTableService: RandomTableService,
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private sessionService: SessionService,
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private playthroughService: PlaythroughService,
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private layoutService: LayoutService,
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private pageTitleService: PageTitleService,
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private confirmDialog: ConfirmDialogService
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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, this.randomTableService).pipe(
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catchError(() => of({ arcs: [], chaptersByArc: {}, scenesByChapter: {}, characters: [], npcs: [], randomTables: [] } as CampaignTreeData))
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),
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playthroughs: this.playthroughService.listByCampaign(id).pipe(catchError(() => of([] as Playthrough[])))
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}))
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).subscribe(({ campaign, allCampaigns, treeData, playthroughs }) => {
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this.campaign = campaign;
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this.editing = false;
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this.playthroughs = playthroughs;
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this.loadLinkedLore(campaign);
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this.loadLinkedGameSystem(campaign);
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this.loadNpcs(campaign.id!);
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this.loadSessions(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, this.randomTableService).pipe(
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catchError(() => of({ arcs: [], chaptersByArc: {}, scenesByChapter: {}, characters: [], npcs: [], randomTables: [] } as CampaignTreeData))
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),
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playthroughs: this.playthroughService.listByCampaign(id).pipe(catchError(() => of([] as Playthrough[])))
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}).subscribe(({ campaign, allCampaigns, treeData, playthroughs }) => {
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this.campaign = campaign;
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this.editing = false;
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this.playthroughs = playthroughs;
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this.loadLinkedLore(campaign);
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this.loadLinkedGameSystem(campaign);
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this.loadNpcs(campaign.id!);
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this.loadSessions(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 PNJ de la campagne (les PJ vivent désormais dans une Partie). */
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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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// Sessions retirées de cette vue (vivent dans Playthrough Detail).
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private loadSessions(_campaignId: string): void { this.sessions = []; }
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// ─────────────── Playthroughs (Parties) ───────────────
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openPlaythrough(p: Playthrough): void {
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this.router.navigate(['/campaigns', this.campaign?.id, 'playthroughs', p.id]);
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}
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/** Crée une nouvelle Partie avec un nom par défaut, puis y navigue. */
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newPlaythroughInFlight = false;
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createPlaythrough(): void {
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if (!this.campaign || this.newPlaythroughInFlight) return;
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this.newPlaythroughInFlight = true;
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const defaultName = `Nouvelle partie ${this.playthroughs.length + 1}`;
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this.playthroughService.create({
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campaignId: this.campaign.id!,
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name: defaultName
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}).subscribe({
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next: created => {
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this.newPlaythroughInFlight = false;
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this.router.navigate(['/campaigns', this.campaign?.id, 'playthroughs', created.id]);
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},
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error: () => { this.newPlaythroughInFlight = false; }
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});
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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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viewNpc(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]);
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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 resume pour la fiche PJ/PNJ — 1re valeur de template
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* non-vide (apres refonte 2026-04-30, remplace l'ancien parsing markdown).
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*/
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personaSnippet(p: { values?: Record<string, string> }): string {
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const values = p.values ?? {};
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for (const v of Object.values(values)) {
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if (!v) continue;
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const firstMeaningful = v
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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) continue;
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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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return '(Fiche vide)';
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}
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private showLayout(allCampaigns: Campaign[], data: CampaignTreeData): void {
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this.layoutService.show(buildCampaignSidebarConfig(this.campaign!, allCampaigns, data, this.campaign!.id!));
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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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this.creatingGameSystem = false;
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this.newGameSystemName = '';
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}
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/** Detecte la selection de l'option sentinelle dans le <select> GameSystem. */
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onEditGameSystemChange(value: string): void {
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if (value === this.CREATE_GAMESYSTEM_SENTINEL) {
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this.editGameSystemId = '';
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this.startCreateGameSystem();
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}
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}
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startCreateGameSystem(): void {
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this.creatingGameSystem = true;
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this.newGameSystemName = '';
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}
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cancelCreateGameSystem(): void {
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this.creatingGameSystem = false;
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this.newGameSystemName = '';
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}
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submitCreateGameSystem(): void {
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const name = this.newGameSystemName.trim();
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if (!name || this.creatingGameSystemInFlight) return;
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this.creatingGameSystemInFlight = true;
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this.gameSystemService.create({ name, isPublic: false }).subscribe({
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next: (created) => {
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this.creatingGameSystemInFlight = false;
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this.availableGameSystems = [...this.availableGameSystems, created];
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if (created.id) {
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this.editGameSystemId = created.id;
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}
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this.creatingGameSystem = false;
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this.newGameSystemName = '';
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},
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error: () => {
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this.creatingGameSystemInFlight = false;
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console.error('Erreur lors de la creation du systeme de jeu');
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}
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});
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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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const newGameSystemId = this.editGameSystemId ? this.editGameSystemId : null;
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const currentGameSystemId = this.campaign.gameSystemId ?? null;
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const gameSystemChanged = newGameSystemId !== currentGameSystemId;
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const hasSheets = this.npcs.length > 0;
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if (gameSystemChanged && hasSheets) {
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const count = this.npcs.length;
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this.confirmDialog.confirm({
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title: 'Changer le systeme de jeu ?',
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message:
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`Vous etes sur le point de changer le systeme de jeu de cette campagne. ` +
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`Cela change egalement le template des fiches de PJ et PNJ.`,
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details: [
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`${count} fiche(s) existante(s) sont liees au template du systeme actuel.`,
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`Leurs champs ne s'afficheront plus avec le nouveau systeme.`,
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`Les donnees restent stockees : revenir a l'ancien systeme les rendra a nouveau visibles.`
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],
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confirmLabel: 'Changer quand meme',
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variant: 'warning'
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}).then(ok => { if (ok) this.persistEdit(newGameSystemId); });
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return;
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}
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this.persistEdit(newGameSystemId);
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}
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private persistEdit(newGameSystemId: string | null): void {
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if (!this.campaign) 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: newGameSystemId
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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.playthroughs > 0) parts.push(`${impact.playthroughs} partie${impact.playthroughs > 1 ? 's' : ''} (avec ses PJ, sessions, faits)`);
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const details: string[] = [];
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if (parts.length) details.push(`Sera aussi supprime : ${parts.join(', ')}.`);
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details.push('Cette action est irreversible.');
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this.confirmDialog.confirm({
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title: 'Supprimer la campagne ?',
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message: `Supprimer definitivement la campagne "${campaign.name}" ?`,
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details,
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confirmLabel: 'Supprimer',
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variant: 'danger'
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}).then(ok => {
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if (!ok) 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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},
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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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