Add rituals and tomes and creatures
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This commit is contained in:
2025-02-07 18:06:08 +01:00
parent 2ac0f53c4f
commit b3eb908f05
23 changed files with 1855 additions and 28 deletions

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@ -11,4 +11,5 @@ export { default as CthulhuEternalMotivationSheet } from "./sheets/motivation-sh
export { default as CthulhuEternalArchetypeSheet } from "./sheets/archetype-sheet.mjs"
export { default as CthulhuEternalRitualSheet } from "./sheets/ritual-sheet.mjs"
export { default as CthulhuEternalVehicleSheet } from "./sheets/vehicle-sheet.mjs"
export { default as CthulhuEternalCreatureSheet } from "./sheets/creature-sheet.mjs"
export { default as CthulhuEternalTomeSheet } from "./sheets/tome-sheet.mjs"

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@ -0,0 +1,175 @@
import CthulhuEternalActorSheet from "./base-actor-sheet.mjs"
export default class CthulhuEternalCreatureSheet extends CthulhuEternalActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["creature"],
position: {
width: 860,
height: 620,
},
window: {
contentClasses: ["creature-content"],
},
actions: {
createArmor: CthulhuEternalCreatureSheet.#onCreateArmor,
createWeapon: CthulhuEternalCreatureSheet.#onCreateWeapon,
createSkill: CthulhuEternalCreatureSheet.#onCreateSkill,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/creature-main.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
skills: {
template: "systems/fvtt-cthulhu-eternal/templates/creature-skills.hbs",
},
biography: {
template: "systems/fvtt-cthulhu-eternal/templates/creature-biography.hbs",
},
}
/** @override */
tabGroups = {
sheet: "skills",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
const tabs = {
skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "CTHULHUETERNAL.Label.skills" },
biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "CTHULHUETERNAL.Label.biography" },
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
context.enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes, { async: true })
context.tooltipsCharacteristic = {
str: game.i18n.localize("CTHULHUETERNAL.Characteristic.Str"),
dex: game.i18n.localize("CTHULHUETERNAL.Characteristic.Dex"),
con: game.i18n.localize("CTHULHUETERNAL.Characteristic.Con"),
int: game.i18n.localize("CTHULHUETERNAL.Characteristic.Int"),
pow: game.i18n.localize("CTHULHUETERNAL.Characteristic.Pow"),
cha: game.i18n.localize("CTHULHUETERNAL.Characteristic.Cha")
}
return context
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
break
case "skills":
context.tab = context.tabs.skills
context.skills = doc.itemTypes.skill
context.skills.sort((a, b) => a.name.localeCompare(b.name))
context.weapons = doc.itemTypes.weapon
context.weapons.sort((a, b) => a.name.localeCompare(b.name))
context.armors = doc.itemTypes.armor
context.armors.sort((a, b) => a.name.localeCompare(b.name))
break
case "biography":
context.tab = context.tabs.biography
context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true })
break
}
return context
}
/**
* Creates a new attack item directly from the sheet and embeds it into the document.
* @param {Event} event The initiating click event.
* @param {HTMLElement} target The current target of the event listener.
*/
static #onCreateWeapon(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newWeapon"), type: "weapon" }])
}
static #onCreateArmor(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newArmor"), type: "armor" }])
}
static #onCreateSkill(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newSkill"), type: "skill" }])
}
/**
* Handles the roll action triggered by user interaction.
*
* @param {PointerEvent} event The event object representing the user interaction.
* @param {HTMLElement} target The target element that triggered the roll.
*
* @returns {Promise<void>} A promise that resolves when the roll action is complete.
*
* @throws {Error} Throws an error if the roll type is not recognized.
*
* @description This method checks the current mode (edit or not) and determines the type of roll
* (save, resource, or damage) based on the target element's data attributes. It retrieves the
* corresponding value from the document's system and performs the roll.
*/
async _onRoll(event, target) {
const rollType = $(event.currentTarget).data("roll-type")
let item
let li
// Debug : console.log(">>>>", event, target, rollType)
// Deprecated : if (this.isEditMode) return
switch (rollType) {
case "char":
let charId = $(event.currentTarget).data("char-id")
item = foundry.utils.duplicate(this.actor.system.characteristics[charId])
item.name = game.i18n.localize(`CTHULHUETERNAL.Label.${charId}Long`)
item.targetScore = item.value * 5
break
case "skill":
li = $(event.currentTarget).parents(".item");
item = this.actor.items.get(li.data("item-id"));
break
case "weapon":
case "damage":
li = $(event.currentTarget).parents(".item");
item = this.actor.items.get(li.data("item-id"));
item.damageBonus = this.actor.system.damageBonus
break
default:
throw new Error(`Unknown roll type ${rollType}`)
}
await this.document.system.roll(rollType, item)
}
async _onDrop(event) {
if (!this.isEditable || !this.isEditMode) return
const data = TextEditor.getDragEventData(event)
// Handle different data types
switch (data.type) {
case "Item":
const item = await fromUuid(data.uuid)
return super._onDropItem(item)
}
}
}

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@ -178,16 +178,22 @@ export default class CthulhuEternalRoll extends Roll {
console.log("WP Not found", era, options.rollItem.system.weaponType)
return
}
let skillName = game.i18n.localize(SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType])
let actor = game.actors.get(options.actorId)
options.weapon = options.rollItem
options.rollItem = actor.items.find(i => i.type === "skill" && i.name.toLowerCase() === skillName.toLowerCase())
if (!options.rollItem) {
ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.NoWeaponSkill"))
return
if (options.rollItem.system.hasDirectSkill) {
let skillName = options.rollItem.name
options.rollItem = {type: "skill", name: skillName, system: {base: 0, bonus: options.weapon.system.directSkillValue} }
options.initialScore = options.weapon.system.directSkillValue
} else {
let skillName = game.i18n.localize(SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType])
let actor = game.actors.get(options.actorId)
options.rollItem = actor.items.find(i => i.type === "skill" && i.name.toLowerCase() === skillName.toLowerCase())
if (!options.rollItem) {
ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.NoWeaponSkill"))
return
}
options.initialScore = options.rollItem.system.computeScore()
console.log("WEAPON", skillName, era, options.rollItem)
}
options.initialScore = options.rollItem.system.computeScore()
console.log("WEAPON", skillName, era, options.rollItem)
break
default:
options.initialScore = 50

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@ -11,5 +11,6 @@ export { default as CthulhuEternalMotivation } from "./motivation.mjs"
export { default as CthulhuEternalArchetype } from "./archetype.mjs"
export { default as CthulhuEternalRitual } from "./ritual.mjs"
export { default as CthulhuEternalVehicle } from "./vehicle.mjs"
export { default as CthulhuEternalCreature } from "./creature.mjs"
export { default as CthulhuEternalTome } from "./tome.mjs"

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@ -0,0 +1,80 @@
import { SYSTEM } from "../config/system.mjs"
import CthulhuEternalRoll from "../documents/roll.mjs"
export default class CthulhuEternalCreature extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
// Carac
const characteristicField = (label) => {
const schema = {
value: new fields.NumberField({ ...requiredInteger, initial: 3, min: 0 }),
feature: new fields.StringField({ required: true, nullable: false, initial: "" })
}
return new fields.SchemaField(schema, { label })
}
schema.characteristics = new fields.SchemaField(
Object.values(SYSTEM.CHARACTERISTICS).reduce((obj, characteristic) => {
obj[characteristic.id] = characteristicField(characteristic.label)
return obj
}, {}),
)
schema.wp = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 3, min: 0 }),
exhausted: new fields.BooleanField({ required: true, initial: false })
})
schema.hp = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 })
})
schema.movement = new fields.StringField({ required: true, initial: "" })
schema.sanLoss = new fields.StringField({ required: true, initial: "1/1D6" })
schema.armor = new fields.StringField({ required: true, initial: "" })
schema.size = new fields.StringField({ required: true, initial: "medium", choices: SYSTEM.CREATURE_SIZE })
schema.damageBonus = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.notes = new fields.HTMLField({ required: true, textSearch: true })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["CTHULHUETERNAL.Creature"]
/** */
/**
* Rolls a dice for a character.
* @param {("save"|"resource|damage")} rollType The type of the roll.
* @param {number} rollItem The target value for the roll. Which caracteristic or resource. If the roll is a damage roll, this is the id of the item.
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async roll(rollType, rollItem) {
let opponentTarget
const hasTarget = opponentTarget !== undefined
let roll = await CthulhuEternalRoll.prompt({
rollType,
rollItem,
isLowWP: false,
isZeroWP: false,
isExhausted: false,
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
hasTarget,
target: opponentTarget
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
}

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@ -12,6 +12,9 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
schema.settings = new fields.StringField({ required: true, initial: setting, choices: SYSTEM.AVAILABLE_SETTINGS })
schema.weaponType = new fields.StringField({ required: true, initial: "melee", choices: SYSTEM.WEAPON_TYPE })
schema.hasDirectSkill = new fields.BooleanField({ required: true, initial: false })
schema.directSkillValue = new fields.NumberField({ required: true, initial: 0, min: 0, max:99 })
schema.damage = new fields.StringField({required: true, initial: "1d6"})
schema.baseRange = new fields.StringField({required: true, initial: ""})
schema.rangeUnit = new fields.StringField({ required: true, initial: "yard", choices: SYSTEM.WEAPON_RANGE_UNIT })