#10 Debut gestion encombrement
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@ -105,21 +105,27 @@ export class RdDActorSheet extends ActorSheet {
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// low is normal, this the base used to compute the grid.
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data.data.fatigueHTML = "<table class='table-fatigue'>" + RdDUtility.makeHTMLfatigueMatrix( data.data.sante.fatigue.value, data.data.sante.endurance.max ).html() + "</table>";
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data.data.materiel = this._checkNull(data.itemsByType['objet']);
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data.data.armes = this._checkNull(data.itemsByType['arme']);
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data.data.armures = this._checkNull(data.itemsByType['armure']);
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data.data.livres = this._checkNull(data.itemsByType['livre']);
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data.data.potions = this._checkNull(data.itemsByType['potions']);
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data.data.herbes = this._checkNull(data.itemsByType['herbes']);
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data.data.sorts = this._checkNull(data.itemsByType['sort']);
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data.data.queues = this._checkNull(data.itemsByType['queue']);
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data.data.souffles = this._checkNull(data.itemsByType['souffle']);
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data.data.ombres = this._checkNull(data.itemsByType['ombre']);
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data.data.tetes = this._checkNull(data.itemsByType['tete']);
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data.data.materiel = this._checkNull(data.itemsByType['objet']);
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data.data.conteneur = this._checkNull(data.itemsByType['conteneur']);
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data.data.armes = this._checkNull(data.itemsByType['arme']);
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data.data.armures = this._checkNull(data.itemsByType['armure']);
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data.data.livres = this._checkNull(data.itemsByType['livre']);
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data.data.potions = this._checkNull(data.itemsByType['potions']);
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data.data.ingredients = this._checkNull(data.itemsByType['ingredient']);
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data.data.munitions = this._checkNull(data.itemsByType['munition']);
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data.data.herbes = this._checkNull(data.itemsByType['herbes']);
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data.data.sorts = this._checkNull(data.itemsByType['sort']);
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data.data.queues = this._checkNull(data.itemsByType['queue']);
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data.data.souffles = this._checkNull(data.itemsByType['souffle']);
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data.data.ombres = this._checkNull(data.itemsByType['ombre']);
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data.data.tetes = this._checkNull(data.itemsByType['tete']);
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data.data.objets = data.data.materiel.concat(data.data.armes).concat(data.data.armures).concat(data.data.munitions).concat(data.data.livres).concat(data.data.potions).concat(data.data.herbes).concat(data.data.ingredients);
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data.data.competenceByCategory = data.competenceByCategory;
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data.data.isGM = game.user.isGM;
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data.bonusmalusTable = CONFIG.RDD.bonusmalus;
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this.actor.computeEncombrementTotal();
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return data;
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}
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@ -130,6 +136,12 @@ export class RdDActorSheet extends ActorSheet {
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new RdDEncaisser(html, this.actor ).render(true);
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}
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/* -------------------------------------------- */
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async _onDrop(event) {
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super._onDrop(event)
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this.actor.computeEncombrementTotal();
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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@ -367,6 +367,17 @@ export class RdDActor extends Actor {
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await this.update( {"data.compteurs": compteurs } );
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}
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/* -------------------------------------------- */
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computeEncombrementTotal( ) {
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let totalEnc = 0;
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for (const item of this.data.items) {
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if ( item.data && item.data.encombrement ) { // Enc value filtering
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totalEnc += Number(item.data.encombrement);
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}
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}
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console.log("Enc total : ", totalEnc);
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}
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/* -------------------------------------------- */
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computeEtatGeneral( )
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{
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@ -780,12 +791,10 @@ export class RdDActor extends Actor {
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{
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let item = this.getOwnedItem(itemID);
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if ( item && item.data.data ) {
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console.log(item);
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//let update = duplicate(item);
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let update = {_id: item._id, "data.equipe": !item.data.data.equipe };
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//update.data.equipe = !update.data.equipe;
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//console.log(update);
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await this.updateEmbeddedEntity("OwnedItem", update);
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this.computeEncombrementTotal(); // Mise à jour encombrement
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}
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}
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