Appv2 + DataModel migration completed

This commit is contained in:
2026-01-08 07:53:08 +01:00
parent 001f0cffa8
commit 0fd2130fb1
124 changed files with 5745 additions and 1195 deletions

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@@ -0,0 +1,177 @@
import { HawkmoonUtility } from "../hawkmoon-utility.js"
import { HAWKMOON_CONFIG } from "../hawkmoon-config.js"
/**
* Dialogue de jet de dé pour Hawkmoon - Version DialogV2
*/
export class HawkmoonRollDialog {
/**
* Create and display the roll dialog
* @param {HawkmoonActor} actor - The actor making the roll
* @param {Object} rollData - Data for the roll
* @returns {Promise<HawkmoonRollDialog>}
*/
static async create(actor, rollData) {
// Préparer le contexte pour le template
const context = {
...rollData,
difficulte: String(rollData.difficulte || 0), // Convertir en string pour matcher les options du select
img: actor.img,
name: actor.name,
config: HAWKMOON_CONFIG,
}
// Si attrKey est "tochoose", préparer la liste des attributs sélectionnables
if (rollData.attrKey === "tochoose") {
context.selectableAttributes = actor.system.attributs
// Ne pas changer attrKey ni attr - l'utilisateur doit choisir
}
// Rendre le template en HTML
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-hawkmoon-cyd/templates/roll-dialog-generic.hbs",
context
)
// Utiliser DialogV2.wait avec le HTML rendu
return foundry.applications.api.DialogV2.wait({
window: { title: "Test de Capacité", icon: "fa-solid fa-dice-d20" },
classes: ["hawkmoon-roll-dialog"],
position: { width: 480 },
modal: false, // Permettre l'interaction avec le canvas pour garder la cible sélectionnée
content,
buttons: [
{
action: "rolld10",
label: "Lancer 1d10",
icon: "fa-solid fa-dice-d10",
default: true,
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
rollData.mainDice = "d10"
HawkmoonUtility.rollHawkmoon(rollData)
}
},
{
action: "rolld20",
label: "Lancer 1d20",
icon: "fa-solid fa-dice-d20",
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
rollData.mainDice = "d20"
HawkmoonUtility.rollHawkmoon(rollData)
}
},
],
rejectClose: false,
})
}
/**
* Mettre à jour rollData avec les valeurs du formulaire
* @param {Object} rollData - L'objet rollData à mettre à jour
* @param {HTMLFormControlsCollection} formElements - Les éléments du formulaire
* @param {HawkmoonActor} actor - L'acteur pour récupérer les attributs
* @private
*/
static _updateRollDataFromForm(rollData, formElements, actor) {
// Attributs
if (formElements.attrKey) {
rollData.attrKey = formElements.attrKey.value
// Si l'attribut a changé, mettre à jour rollData.attr
if (rollData.attrKey !== "tochoose" && rollData.attrKey !== "none" && actor) {
rollData.attr = foundry.utils.duplicate(actor.system.attributs[rollData.attrKey])
rollData.actionImg = "systems/fvtt-hawkmoon-cyd/assets/icons/" + actor.system.attributs[rollData.attrKey].labelnorm + ".webp"
}
}
if (formElements.attrKey2) {
rollData.attrKey2 = formElements.attrKey2.value
}
// Modificateurs de base
if (formElements.difficulte) {
rollData.difficulte = Number(formElements.difficulte.value)
}
if (formElements.modificateur) {
rollData.modificateur = Number(formElements.modificateur.value)
}
if (formElements.soutiens) {
rollData.soutiens = Number(formElements.soutiens.value)
}
// Compétence
if (formElements.maitrise) {
rollData.maitriseId = formElements.maitrise.value
}
if (formElements.talents) {
// Récupérer toutes les options sélectionnées (select multiple)
const selectedOptions = Array.from(formElements.talents.selectedOptions)
rollData.selectedTalents = selectedOptions.map(opt => opt.value)
}
// Modificateurs de tir
if (formElements.tailleCible) {
rollData.tailleCible = formElements.tailleCible.value
}
if (formElements.tireurDeplacement) {
rollData.tireurDeplacement = formElements.tireurDeplacement.value
}
if (formElements.cibleCouvert) {
rollData.cibleCouvert = formElements.cibleCouvert.value
}
if (formElements.distanceTir) {
rollData.distanceTir = formElements.distanceTir.value
}
if (formElements.cibleDeplace) {
rollData.cibleDeplace = formElements.cibleDeplace.checked
}
if (formElements.cibleCaC) {
rollData.cibleCaC = formElements.cibleCaC.checked
}
// Modificateurs de combat (checkboxes)
if (formElements.defenseurAuSol) {
rollData.defenseurAuSol = formElements.defenseurAuSol.checked
}
if (formElements.ambidextre1) {
rollData.ambidextre1 = formElements.ambidextre1.checked
}
if (formElements.ambidextre2) {
rollData.ambidextre2 = formElements.ambidextre2.checked
}
if (formElements.attaqueMonte) {
rollData.attaqueMonte = formElements.attaqueMonte.checked
}
if (formElements.defenseurAveugle) {
rollData.defenseurAveugle = formElements.defenseurAveugle.checked
}
if (formElements.defenseurDeDos) {
rollData.defenseurDeDos = formElements.defenseurDeDos.checked
}
if (formElements.defenseurRestreint) {
rollData.defenseurRestreint = formElements.defenseurRestreint.checked
}
if (formElements.defenseurImmobilise) {
rollData.defenseurImmobilise = formElements.defenseurImmobilise.checked
}
if (formElements.attaqueCharge) {
rollData.attaqueCharge = formElements.attaqueCharge.checked
}
if (formElements.chargeCavalerie) {
rollData.chargeCavalerie = formElements.chargeCavalerie.checked
}
if (formElements.attaquantsMultiple) {
rollData.attaquantsMultiple = formElements.attaquantsMultiple.checked
}
if (formElements.feinte) {
rollData.feinte = formElements.feinte.checked
}
if (formElements.contenir) {
rollData.contenir = formElements.contenir.checked
}
if (formElements.attaqueDesarme) {
rollData.attaqueDesarme = formElements.attaqueDesarme.checked
}
}
}

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@@ -10,3 +10,8 @@ export { default as HawkmoonArtefactSheet } from "./artefact-sheet.mjs"
export { default as HawkmoonRessourceSheet } from "./ressource-sheet.mjs"
export { default as HawkmoonContactSheet } from "./contact-sheet.mjs"
export { default as HawkmoonMutationSheet } from "./mutation-sheet.mjs"
// Actor sheets
export { default as HawkmoonPersonnageSheet } from "./personnage-sheet.mjs"
export { default as HawkmoonCreatureSheet } from "./creature-sheet.mjs"
export { default as HawkmoonCelluleSheet } from "./cellule-sheet.mjs"

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@@ -0,0 +1,547 @@
const { HandlebarsApplicationMixin } = foundry.applications.api
import { HawkmoonUtility } from "../../hawkmoon-utility.js"
import { HawkmoonAutomation } from "../../hawkmoon-automation.js"
export default class HawkmoonActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
/**
* Different sheet modes.
* @enum {number}
*/
static SHEET_MODES = { EDIT: 0, PLAY: 1 }
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
this._sheetMode = this.constructor.SHEET_MODES.PLAY // Commencer en mode visualisation
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["fvtt-hawkmoon-cyd", "sheet", "actor"],
position: {
width: 640,
height: 720,
},
window: {
resizable: true,
},
form: {
submitOnChange: true,
closeOnSubmit: false,
},
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: "form" }],
actions: {
editImage: HawkmoonActorSheet.#onEditImage,
toggleSheet: HawkmoonActorSheet.#onToggleSheet,
editItem: HawkmoonActorSheet.#onEditItem,
deleteItem: HawkmoonActorSheet.#onDeleteItem,
createItem: HawkmoonActorSheet.#onCreateItem,
equipItem: HawkmoonActorSheet.#onEquipItem,
modifyQuantity: HawkmoonActorSheet.#onModifyQuantity,
modifyAdversite: HawkmoonActorSheet.#onModifyAdversite,
rollInitiative: HawkmoonActorSheet.#onRollInitiative,
rollAttribut: HawkmoonActorSheet.#onRollAttribut,
rollCompetence: HawkmoonActorSheet.#onRollCompetence,
rollArmeOffensif: HawkmoonActorSheet.#onRollArmeOffensif,
rollArmeDegats: HawkmoonActorSheet.#onRollArmeDegats,
rollAssommer: HawkmoonActorSheet.#onRollAssommer,
rollCoupBas: HawkmoonActorSheet.#onRollCoupBas,
rollImmobiliser: HawkmoonActorSheet.#onRollImmobiliser,
rollRepousser: HawkmoonActorSheet.#onRollRepousser,
rollDesengager: HawkmoonActorSheet.#onRollDesengager,
},
}
/**
* Is the sheet currently in 'Play' mode?
* @type {boolean}
*/
get isPlayMode() {
// Initialize if not set
if (this._sheetMode === undefined) this._sheetMode = this.constructor.SHEET_MODES.PLAY
return this._sheetMode === this.constructor.SHEET_MODES.PLAY
}
/**
* Is the sheet currently in 'Edit' mode?
* @type {boolean}
*/
get isEditMode() {
// Initialize if not set
if (this._sheetMode === undefined) this._sheetMode = this.constructor.SHEET_MODES.PLAY
return this._sheetMode === this.constructor.SHEET_MODES.EDIT
}
/**
* Tab groups state
* @type {object}
*/
tabGroups = { primary: "principal" }
/** @override */
async _prepareContext() {
const actor = this.document
const context = {
actor: actor,
system: actor.system,
source: actor.toObject(),
fields: actor.schema.fields,
systemFields: actor.system.schema.fields,
isEditable: this.isEditable,
isEditMode: this.isEditMode,
isPlayMode: this.isPlayMode,
isGM: game.user.isGM,
config: CONFIG.HAWKMOON,
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.description || "", { async: true }),
enrichedHabitat: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.habitat || "", { async: true }),
}
return context
}
/** @override */
_onRender(context, options) {
super._onRender(context, options)
// Activate drag & drop handlers
this.#dragDrop.forEach(d => d.bind(this.element))
// Manual tab navigation
const html = this.element
const tabLinks = html.querySelectorAll('a.item[data-tab]')
const tabContents = html.querySelectorAll('.tab[data-tab]')
// Hide all tabs initially
tabContents.forEach(tab => {
tab.classList.remove('active')
tab.style.display = 'none'
})
// Show active tab
const activeTab = this.tabGroups.primary
const activeTabContent = html.querySelector(`.tab[data-tab="${activeTab}"]`)
if (activeTabContent) {
activeTabContent.classList.add('active')
activeTabContent.style.display = 'block'
}
// Activate the corresponding nav link
tabLinks.forEach(link => {
if (link.dataset.tab === activeTab) {
link.classList.add('active')
} else {
link.classList.remove('active')
}
})
// Tab click handler
tabLinks.forEach(link => {
link.addEventListener('click', (event) => {
event.preventDefault()
const tab = link.dataset.tab
// Update state
this.tabGroups.primary = tab
// Hide all tabs
tabContents.forEach(t => {
t.classList.remove('active')
t.style.display = 'none'
})
// Show selected tab
const selectedTab = html.querySelector(`.tab[data-tab="${tab}"]`)
if (selectedTab) {
selectedTab.classList.add('active')
selectedTab.style.display = 'block'
}
// Update nav links
tabLinks.forEach(l => {
if (l.dataset.tab === tab) {
l.classList.add('active')
} else {
l.classList.remove('active')
}
})
})
})
// Inline item editing
html.querySelectorAll('.edit-item-data').forEach(input => {
input.addEventListener('change', (event) => {
const li = event.target.closest('.item')
const itemId = li.dataset.itemId
const itemType = li.dataset.itemType
const itemField = event.target.dataset.itemField
const dataType = event.target.dataset.dtype
const value = event.target.value
this.actor.editItemField(itemId, itemType, itemField, dataType, value)
})
})
}
// #region Drag & Drop
/**
* Create drag-and-drop workflow handlers for this Application
* @returns {DragDrop[]} An array of DragDrop handlers
* @private
*/
#createDragDropHandlers() {
return this.options.dragDrop.map((d) => {
d.permissions = {
dragstart: this._canDragStart.bind(this),
drop: this._canDragDrop.bind(this),
}
d.callbacks = {
dragstart: this._onDragStart.bind(this),
drop: this._onDrop.bind(this),
}
return new foundry.applications.ux.DragDrop(d)
})
}
/**
* Define whether a user is able to begin a dragstart workflow for a given drag selector
* @param {string} selector The candidate HTML selector for dragging
* @returns {boolean} Can the current user drag this selector?
* @protected
*/
_canDragStart(selector) {
return this.isEditable
}
/**
* Define whether a user is able to conclude a drag-and-drop workflow for a given drop selector
* @param {string} selector The candidate HTML selector for the drop target
* @returns {boolean} Can the current user drop on this selector?
* @protected
*/
_canDragDrop(selector) {
return this.isEditable
}
/**
* Callback actions which occur at the beginning of a drag start workflow.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
_onDragStart(event) {
const li = event.currentTarget.closest(".item")
if (!li?.dataset.itemId) return
const item = this.actor.items.get(li.dataset.itemId)
if (!item) return
const dragData = item.toDragData()
event.dataTransfer.setData("text/plain", JSON.stringify(dragData))
}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {
const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
const actor = this.actor
// Handle different data types
switch (data.type) {
case "Item":
return this._onDropItem(event, data)
case "Actor":
return this._onDropActor(event, data)
case "ActiveEffect":
return this._onDropActiveEffect(event, data)
}
}
/**
* Handle dropping an Item on the actor sheet
* @param {DragEvent} event
* @param {object} data
* @private
*/
async _onDropItem(event, data) {
if (!this.actor.isOwner) return false
let item = await fromUuid(data.uuid)
if (item.pack) {
item = await HawkmoonUtility.searchItem(item)
}
const autoresult = HawkmoonAutomation.processAutomations("on-drop", item, this.actor)
if (autoresult.isValid) {
// In AppV2, we need to get the item data differently
const itemData = item.toObject ? item.toObject() : item
return this.actor.createEmbeddedDocuments("Item", [itemData])
} else {
ui.notifications.warn(autoresult.warningMessage)
return false
}
}
/**
* Handle dropping an Actor on the sheet
* @param {DragEvent} event
* @param {object} data
* @private
*/
async _onDropActor(event, data) {
// To be implemented by subclasses if needed
return false
}
/**
* Handle dropping an ActiveEffect on the sheet
* @param {DragEvent} event
* @param {object} data
* @private
*/
async _onDropActiveEffect(event, data) {
// To be implemented by subclasses if needed
return false
}
// #endregion
// #region Action Handlers
/**
* Toggle between edit and play mode
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static #onToggleSheet(event, target) {
console.log("Toggle sheet clicked", this)
const wasEditMode = this.isEditMode
console.log("Current mode:", this._sheetMode, "isEditMode:", wasEditMode, "isPlayMode:", this.isPlayMode)
this._sheetMode = wasEditMode ? this.constructor.SHEET_MODES.PLAY : this.constructor.SHEET_MODES.EDIT
console.log("New mode set to:", this._sheetMode, "(", wasEditMode ? "PLAY" : "EDIT", ")")
console.log("After change - isEditMode:", this.isEditMode, "isPlayMode:", this.isPlayMode)
this.render({ force: true })
}
/**
* Edit the actor image
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onEditImage(event, target) {
const fp = new FilePicker({
type: "image",
current: this.actor.img,
callback: (path) => {
this.actor.update({ img: path })
},
})
return fp.browse()
}
/**
* Edit an item
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onEditItem(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
const item = this.actor.items.get(itemId)
if (item) item.sheet.render(true)
}
/**
* Delete an item
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onDeleteItem(event, target) {
const li = target.closest(".item")
await HawkmoonUtility.confirmDelete(this, li)
}
/**
* Create a new item
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onCreateItem(event, target) {
const itemType = target.dataset.type
await this.actor.createEmbeddedDocuments("Item", [{ name: `Nouveau ${itemType}`, type: itemType }], { renderSheet: true })
}
/**
* Equip/unequip an item
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onEquipItem(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (itemId) {
await this.actor.equipItem(itemId)
this.render()
}
}
/**
* Modify item quantity
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onModifyQuantity(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
const value = Number(target.dataset.quantiteValue)
if (itemId) {
await this.actor.incDecQuantity(itemId, value)
}
}
/**
* Modify adversité
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onModifyAdversite(event, target) {
const li = target.closest(".item")
const adv = li?.dataset.adversite
const value = Number(target.dataset.adversiteValue)
if (adv) {
await this.actor.incDecAdversite(adv, value)
}
}
/**
* Roll initiative
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollInitiative(event, target) {
await this.actor.rollAttribut("adr", true)
}
/**
* Roll attribut
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollAttribut(event, target) {
const li = target.closest(".item")
const attrKey = li?.dataset.attrKey
if (attrKey) {
await this.actor.rollAttribut(attrKey, false)
}
}
/**
* Roll competence
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollCompetence(event, target) {
const li = target.closest(".item")
const attrKey = target.dataset.attrKey
const compId = li?.dataset.itemId
if (attrKey && compId) {
await this.actor.rollCompetence(attrKey, compId)
}
}
/**
* Roll arme offensif
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollArmeOffensif(event, target) {
const li = target.closest(".item")
const armeId = li?.dataset.itemId
if (armeId) {
await this.actor.rollArmeOffensif(armeId)
}
}
/**
* Roll arme degats
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollArmeDegats(event, target) {
const li = target.closest(".item")
const armeId = li?.dataset.itemId
if (armeId) {
await this.actor.rollArmeDegats(armeId)
}
}
/**
* Roll assommer
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollAssommer(event, target) {
await this.actor.rollAssommer()
}
/**
* Roll coup bas
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollCoupBas(event, target) {
await this.actor.rollCoupBas()
}
/**
* Roll immobiliser
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollImmobiliser(event, target) {
await this.actor.rollImmobiliser()
}
/**
* Roll repousser
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollRepousser(event, target) {
await this.actor.rollRepousser()
}
/**
* Roll désengager
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onRollDesengager(event, target) {
await this.actor.rollDesengager()
}
// #endregion
}

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@@ -1,12 +1,6 @@
const { HandlebarsApplicationMixin } = foundry.applications.api
export default class HawkmoonItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {
/**
* Different sheet modes.
* @enum {number}
*/
static SHEET_MODES = { EDIT: 0, PLAY: 1 }
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
@@ -19,7 +13,7 @@ export default class HawkmoonItemSheet extends HandlebarsApplicationMixin(foundr
classes: ["fvtt-hawkmoon-cyd", "item"],
position: {
width: 620,
height: "auto",
height: 600,
},
form: {
submitOnChange: true,
@@ -36,7 +30,6 @@ export default class HawkmoonItemSheet extends HandlebarsApplicationMixin(foundr
],
dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }],
actions: {
toggleSheet: HawkmoonItemSheet.#onToggleSheet,
editImage: HawkmoonItemSheet.#onEditImage,
postItem: HawkmoonItemSheet.#onPostItem,
addPredilection: HawkmoonItemSheet.#onAddPredilection,
@@ -46,12 +39,6 @@ export default class HawkmoonItemSheet extends HandlebarsApplicationMixin(foundr
},
}
/**
* The current sheet mode.
* @type {number}
*/
_sheetMode = this.constructor.SHEET_MODES.PLAY
/**
* Tab groups state
* @type {object}
@@ -62,18 +49,6 @@ export default class HawkmoonItemSheet extends HandlebarsApplicationMixin(foundr
* Is the sheet currently in 'Play' mode?
* @type {boolean}
*/
get isPlayMode() {
return this._sheetMode === this.constructor.SHEET_MODES.PLAY
}
/**
* Is the sheet currently in 'Edit' mode?
* @type {boolean}
*/
get isEditMode() {
return this._sheetMode === this.constructor.SHEET_MODES.EDIT
}
/** @override */
async _prepareContext() {
const context = {
@@ -83,8 +58,7 @@ export default class HawkmoonItemSheet extends HandlebarsApplicationMixin(foundr
system: this.document.system,
source: this.document.toObject(),
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true }),
isEditMode: this.isEditMode,
isPlayMode: this.isPlayMode,
isEditMode: true,
isEditable: this.isEditable,
isGM: game.user.isGM,
config: CONFIG.HAWKMOON,
@@ -198,17 +172,6 @@ export default class HawkmoonItemSheet extends HandlebarsApplicationMixin(foundr
// #endregion
// #region Action Handlers
/**
* Toggle between Edit and Play mode
* @param {Event} event The triggering event
* @param {HTMLElement} target The target element
* @private
*/
static #onToggleSheet(event, target) {
this._sheetMode = this.isEditMode ? this.constructor.SHEET_MODES.PLAY : this.constructor.SHEET_MODES.EDIT
this.render()
}
/**
* Edit the item image
* @param {Event} event The triggering event

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@@ -0,0 +1,142 @@
import HawkmoonActorSheet from "./base-actor-sheet.mjs"
const __ALLOWED_ITEM_CELLULE = { talent: 1, ressource: 1, contact: 1, equipement: 1, protection: 1, artefact: 1, arme: 1, monnaie: 1 }
export default class HawkmoonCelluleSheet extends HawkmoonActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes],
window: {
...super.DEFAULT_OPTIONS.window,
title: "SHEETS.Actor.cellule",
},
actions: {
...super.DEFAULT_OPTIONS.actions,
editActor: HawkmoonCelluleSheet.#onEditActor,
deleteActor: HawkmoonCelluleSheet.#onDeleteActor,
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/fvtt-hawkmoon-cyd/templates/cellule-sheet.hbs",
},
}
/** @override */
tabGroups = { primary: "talents" }
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
// Add cellule-specific data
context.talents = foundry.utils.duplicate(actor.getTalents() || {})
context.ressources = foundry.utils.duplicate(actor.getRessources ? actor.getRessources() : [])
context.contacts = foundry.utils.duplicate(actor.getContacts ? actor.getContacts() : [])
context.members = this.#getMembers()
context.equipements = foundry.utils.duplicate(actor.getEquipments ? actor.getEquipments() : [])
context.artefacts = foundry.utils.duplicate(actor.getArtefacts ? actor.getArtefacts() : [])
context.armes = foundry.utils.duplicate(actor.getWeapons ? actor.getWeapons() : [])
context.monnaies = foundry.utils.duplicate(actor.getMonnaies ? actor.getMonnaies() : [])
context.protections = foundry.utils.duplicate(actor.getArmors ? actor.getArmors() : [])
context.richesse = actor.computeRichesse ? actor.computeRichesse() : 0
context.valeurEquipement = actor.computeValeurEquipement ? actor.computeValeurEquipement() : 0
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.description || "", { async: true })
return context
}
/**
* Get members of the cellule with full actor data
* @returns {Array}
* @private
*/
#getMembers() {
let membersFull = []
for (let memberId of this.actor.system.members) {
let actor = game.actors.get(memberId)
if (actor) {
membersFull.push({ name: actor.name, id: actor.id, img: actor.img })
}
}
return membersFull
}
/**
* Override _onDropItem to filter allowed item types for cellule
* @override
*/
async _onDropItem(event, data) {
const item = await fromUuid(data.uuid)
// Check if item type is allowed for cellule
if (!__ALLOWED_ITEM_CELLULE[item.type]) {
ui.notifications.warn(`Le type d'item ${item.type} n'est pas autorisé pour une cellule`)
return false
}
return super._onDropItem(event, data)
}
/**
* Override _onDropActor to handle adding members
* @override
*/
async _onDropActor(event, data) {
const droppedActor = await fromUuid(data.uuid)
if (droppedActor.type !== "personnage") {
ui.notifications.warn("Seuls les personnages peuvent être ajoutés à une cellule")
return false
}
// Check if already a member
const isMember = this.actor.system.members.includes(droppedActor.id)
if (isMember) {
ui.notifications.warn("Ce personnage est déjà membre de cette cellule")
return false
}
// Add member ID
const members = [...this.actor.system.members, droppedActor.id]
await this.actor.update({ "system.members": members })
return true
}
// #region Cellule-specific Actions
/**
* Edit an actor (member)
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onEditActor(event, target) {
const li = target.closest(".item")
const actorId = li?.dataset.actorId
if (!actorId) return
const actor = game.actors.get(actorId)
if (actor) actor.sheet.render(true)
}
/**
* Delete an actor (remove member)
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onDeleteActor(event, target) {
const li = target.closest(".item")
const actorId = li?.dataset.actorId
if (actorId) {
const members = this.actor.system.members.filter(id => id !== actorId)
await this.actor.update({ "system.members": members })
}
}
// #endregion
}

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import HawkmoonActorSheet from "./base-actor-sheet.mjs"
import { HawkmoonUtility } from "../../hawkmoon-utility.js"
export default class HawkmoonCreatureSheet extends HawkmoonActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes],
window: {
...super.DEFAULT_OPTIONS.window,
title: "SHEETS.Actor.creature",
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/fvtt-hawkmoon-cyd/templates/creature-sheet.hbs",
},
}
/** @override */
tabGroups = { primary: "principal" }
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
// Add creature-specific data
context.skills = actor.getSkills ? actor.getSkills() : []
context.armes = foundry.utils.duplicate(actor.getWeapons ? actor.getWeapons() : [])
context.protections = foundry.utils.duplicate(actor.getArmors ? actor.getArmors() : [])
context.combat = actor.getCombatValues ? actor.getCombatValues() : {}
context.equipements = foundry.utils.duplicate(actor.getEquipments ? actor.getEquipments() : [])
context.talents = foundry.utils.duplicate(actor.getTalents ? actor.getTalents() : [])
context.talentsCell = this.#getCelluleTalents()
context.nbCombativite = actor.system.sante?.nbcombativite || 0
context.combativiteList = HawkmoonUtility.getCombativiteList(actor.system.sante?.nbcombativite || 0)
context.initiative = actor.getFlag("world", "last-initiative") || -1
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.description || "", { async: true })
context.enrichedHabitat = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.habitat || "", { async: true })
return context
}
/**
* Get talents from attached cellule
* @private
*/
#getCelluleTalents() {
const celluleId = this.actor.system?.details?.celluleid
if (!celluleId) return []
const cellule = game.actors.get(celluleId)
if (!cellule) return []
return foundry.utils.duplicate(cellule.getTalents?.() || [])
}
}

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import HawkmoonActorSheet from "./base-actor-sheet.mjs"
import { HawkmoonUtility } from "../../hawkmoon-utility.js"
export default class HawkmoonPersonnageSheet extends HawkmoonActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes],
window: {
...super.DEFAULT_OPTIONS.window,
title: "SHEETS.Actor.personnage",
},
actions: {
...super.DEFAULT_OPTIONS.actions,
openCellule: HawkmoonPersonnageSheet.#onOpenCellule,
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/fvtt-hawkmoon-cyd/templates/actor-sheet.hbs",
},
}
/** @override */
tabGroups = { primary: "principal" }
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
// Add personnage-specific data
context.skills = actor.getSkills()
context.armes = foundry.utils.duplicate(actor.getWeapons())
context.monnaies = foundry.utils.duplicate(actor.getMonnaies())
context.protections = foundry.utils.duplicate(actor.getArmors())
context.historiques = foundry.utils.duplicate(actor.getHistoriques() || [])
context.talents = foundry.utils.duplicate(actor.getTalents() || [])
context.mutations = foundry.utils.duplicate(actor.getMutations() || [])
context.talentsCell = this.#getCelluleTalents()
context.celluleId = this.#getCelluleId()
context.profils = foundry.utils.duplicate(actor.getProfils() || [])
context.combat = actor.getCombatValues()
context.equipements = foundry.utils.duplicate(actor.getEquipments())
context.artefacts = foundry.utils.duplicate(actor.getArtefacts())
context.richesse = actor.computeRichesse()
context.coupDevastateur = actor.items.find(it => it.type == "talent" && it.name.toLowerCase() == "coup devastateur" && !it.system.used)
context.valeurEquipement = actor.computeValeurEquipement()
context.nbCombativite = actor.system.sante.nbcombativite
context.combativiteList = HawkmoonUtility.getCombativiteList(actor.system.sante.nbcombativite)
context.initiative = actor.getFlag("world", "last-initiative") || -1
return context
}
/**
* Get talents from cellules this actor is a member of
* @returns {Array}
* @private
*/
#getCelluleTalents() {
let talents = []
for (let cellule of game.actors) {
if (cellule.type == "cellule") {
let found = cellule.system.members.includes(this.actor.id)
if (found) {
talents = talents.concat(cellule.getTalents())
}
}
}
return talents
}
/**
* Get the ID of the cellule this actor is a member of
* @returns {string|null}
* @private
*/
#getCelluleId() {
for (let cellule of game.actors) {
if (cellule.type == "cellule") {
if (cellule.system.members.includes(this.actor.id)) {
return cellule.id
}
}
}
return null
}
/**
* Open cellule sheet
* @param {Event} event
* @param {HTMLElement} target
* @private
*/
static async #onOpenCellule(event, target) {
const celluleId = target.dataset.celluleId
if (!celluleId) return
const cellule = game.actors.get(celluleId)
if (cellule) cellule.sheet.render(true)
}
}