Migration datamodels !

This commit is contained in:
2026-01-10 16:05:56 +01:00
parent 627ccc707b
commit 438caf3b1c
3946 changed files with 318813 additions and 3453 deletions

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/**
* Index des applications AppV2 pour Wasteland
* Ce fichier centralise tous les exports des applications
*/
// Applications de feuilles d'acteurs
export { default as WastelandPersonnageSheet } from './wasteland-personnage-sheet.mjs';
export { default as WastelandCreatureSheet } from './wasteland-creature-sheet.mjs';
// Applications de feuilles d'items
export { default as WastelandArmeSheet } from './wasteland-arme-sheet.mjs';
export { default as WastelandArtifexSheet } from './wasteland-artifex-sheet.mjs';
export { default as WastelandBouclierSheet } from './wasteland-bouclier-sheet.mjs';
export { default as WastelandCapaciteSheet } from './wasteland-capacite-sheet.mjs';
export { default as WastelandCharmeSheet } from './wasteland-charme-sheet.mjs';
export { default as WastelandCompetenceSheet } from './wasteland-competence-sheet.mjs';
export { default as WastelandDonSheet } from './wasteland-don-sheet.mjs';
export { default as WastelandEquipementSheet } from './wasteland-equipement-sheet.mjs';
export { default as WastelandHeritageSheet } from './wasteland-heritage-sheet.mjs';
export { default as WastelandHubrisSheet } from './wasteland-hubris-sheet.mjs';
export { default as WastelandMetierSheet } from './wasteland-metier-sheet.mjs';
export { default as WastelandMonnaieSheet } from './wasteland-monnaie-sheet.mjs';
export { default as WastelandMutationSheet } from './wasteland-mutation-sheet.mjs';
export { default as WastelandOrigineSheet } from './wasteland-origine-sheet.mjs';
export { default as WastelandPeupleSheet } from './wasteland-peuple-sheet.mjs';
export { default as WastelandPouvoirSheet } from './wasteland-pouvoir-sheet.mjs';
export { default as WastelandProtectionSheet } from './wasteland-protection-sheet.mjs';

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const { HandlebarsApplicationMixin } = foundry.applications.api
import { WastelandUtility } from "../../wasteland-utility.js"
export default class WastelandActorSheet 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
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["fvtt-wasteland", "sheet", "actor"],
position: {
width: 650,
height: 720,
},
form: {
submitOnChange: true,
closeOnSubmit: false,
},
window: {
resizable: true,
},
tabs: [
{
navSelector: 'nav[data-group="primary"]',
contentSelector: "section.sheet-body",
initial: "stats",
},
],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
actions: {
editImage: WastelandActorSheet.#onEditImage,
toggleSheet: WastelandActorSheet.#onToggleSheet,
editItem: WastelandActorSheet.#onEditItem,
deleteItem: WastelandActorSheet.#onDeleteItem,
createItem: WastelandActorSheet.#onCreateItem,
equipItem: WastelandActorSheet.#onEquipItem,
modifyQuantity: WastelandActorSheet.#onModifyQuantity,
incDecSante: WastelandActorSheet.#onIncDecSante,
rollAttribut: WastelandActorSheet.#onRollAttribut,
rollCompetence: WastelandActorSheet.#onRollCompetence,
rollCharme: WastelandActorSheet.#onRollCharme,
rollPouvoir: WastelandActorSheet.#onRollPouvoir,
rollArmeOffensif: WastelandActorSheet.#onRollArmeOffensif,
rollArmeDegats: WastelandActorSheet.#onRollArmeDegats,
resetPredilections: WastelandActorSheet.#onResetPredilections,
rollAssommer: WastelandActorSheet.#onRollAssommer,
rollFuir: WastelandActorSheet.#onRollFuir,
rollImmobiliser: WastelandActorSheet.#onRollImmobiliser,
},
}
/**
* Is the sheet currently in 'Play' mode?
* @type {boolean}
*/
get isPlayMode() {
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() {
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: "stats" }
/** @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: game.system.wasteland.config,
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.description || "", { async: true }),
enrichedComportement: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.comportement || "", { 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)
this.#dragDrop.forEach((d) => d.bind(this.element))
// Handle edit-item-data changes
this.element.querySelectorAll('.edit-item-data').forEach(element => {
element.addEventListener('change', async (event) => {
const target = event.currentTarget
const itemElement = target.closest('[data-item-id]')
if (!itemElement) return
const itemId = itemElement.dataset.itemId
const itemType = itemElement.dataset.itemType
const itemField = target.dataset.itemField
const dataType = target.dataset.dtype
const value = target.value
await this.document.editItemField(itemId, itemType, itemField, dataType, value)
})
})
// Activate tab navigation manually
const nav = this.element.querySelector('nav.tabs[data-group]')
if (nav) {
const group = nav.dataset.group
// Activate the current tab
const activeTab = this.tabGroups[group] || "stats"
nav.querySelectorAll('[data-tab]').forEach(link => {
const tab = link.dataset.tab
link.classList.toggle('active', tab === activeTab)
link.addEventListener('click', (event) => {
event.preventDefault()
this.tabGroups[group] = tab
this.render()
})
})
// Show/hide tab content
this.element.querySelectorAll('[data-group="' + group + '"][data-tab]').forEach(content => {
content.classList.toggle('active', content.dataset.tab === activeTab)
})
}
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
*/
#createDragDropHandlers() {
return []
}
// #region Actions
/**
* Handle editing the actor image
* @param {Event} event - The triggering event
*/
static async #onEditImage(event) {
event.preventDefault()
const sheet = this
const filePicker = new FilePicker({
type: "image",
current: sheet.document.img,
callback: (path) => {
sheet.document.update({ img: path })
},
})
filePicker.browse()
}
/**
* Handle toggling the sheet mode
* @param {Event} event - The triggering event
*/
static async #onToggleSheet(event) {
event.preventDefault()
const sheet = this
sheet._sheetMode = sheet._sheetMode === sheet.constructor.SHEET_MODES.PLAY ? sheet.constructor.SHEET_MODES.EDIT : sheet.constructor.SHEET_MODES.PLAY
sheet.render()
}
/**
* Handle editing an item
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
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)
}
/**
* Handle deleting an item
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onDeleteItem(event, target) {
const li = target.closest(".item")
await WastelandUtility.confirmDelete(this, li)
}
/**
* Handle creating an item
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onCreateItem(event, target) {
const itemType = target.dataset.type
await this.actor.createEmbeddedDocuments("Item", [{ name: `Nouveau ${itemType}`, type: itemType }], { renderSheet: true })
}
/**
* Handle equipping an item
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onEquipItem(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.equipItem(itemId)
}
/**
* Handle modifying item quantity
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onModifyQuantity(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
const item = this.actor.items.get(itemId)
if (!item) return
const qty = parseInt(target.dataset.qty) || 0
const currentQty = item.system.quantite || 0
const newQty = Math.max(0, currentQty + qty)
await item.update({ 'system.quantite': newQty })
}
/**
* Handle modifying santé/psyché
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onIncDecSante(event, target) {
const field = target.dataset.field
const value = parseInt(target.dataset.value) || 0
if (field === 'psyche') {
await this.actor.update({ 'system.psyche.value': this.actor.system.psyche.value + value })
} else if (field === 'nonletaux') {
await this.actor.update({ 'system.sante.nonletaux': this.actor.system.sante.nonletaux + value })
} else if (field === 'letaux') {
await this.actor.update({ 'system.sante.letaux': this.actor.system.sante.letaux + value })
}
}
/**
* Handle rolling an attribute
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollAttribut(event, target) {
const attrKey = target.dataset.attrKey
await this.actor.rollAttribut(attrKey)
}
/**
* Handle rolling a competence
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollCompetence(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
const attrKey = target.dataset.attrKey
if (!itemId) return
await this.actor.rollCompetence(attrKey, itemId)
}
/**
* Handle rolling a charme
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollCharme(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.rollCharme(itemId)
}
/**
* Handle rolling a pouvoir
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollPouvoir(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.rollPouvoir(itemId)
}
/**
* Handle rolling weapon attack
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollArmeOffensif(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.rollArmeOffensif(itemId)
}
/**
* Handle rolling weapon damage
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollArmeDegats(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.rollArmeDegats(itemId)
}
/**
* Handle resetting all predilections
* @param {Event} event - The originating click event
* @param {HTMLElement} target - The target element
*/
static async #onResetPredilections(event, target) {
await this.actor.resetAllPredilections()
}
/**
* Handle Assommer roll
* @param {Event} event - The originating click event
* @param {HTMLElement} target - The target element
*/
static async #onRollAssommer(event, target) {
await this.actor.rollAssommer()
}
/**
* Handle Fuir roll
* @param {Event} event - The originating click event
* @param {HTMLElement} target - The target element
*/
static async #onRollFuir(event, target) {
await this.actor.rollFuir()
}
/**
* Handle Immobiliser roll
* @param {Event} event - The originating click event
* @param {HTMLElement} target - The target element
*/
static async #onRollImmobiliser(event, target) {
await this.actor.rollImmobiliser()
}
}

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const { HandlebarsApplicationMixin } = foundry.applications.api
export default class WastelandItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["fvtt-wasteland", "item"],
position: {
width: 620,
height: 600,
},
form: {
submitOnChange: true,
},
window: {
resizable: true,
},
tabs: [
{
navSelector: 'nav[data-group="primary"]',
contentSelector: "section.sheet-body",
initial: "description",
},
],
dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }],
actions: {
editImage: WastelandItemSheet.#onEditImage,
postItem: WastelandItemSheet.#onPostItem,
},
}
/**
* Tab groups state
* @type {object}
*/
tabGroups = { primary: "description" }
/** @override */
async _prepareContext() {
const context = {
fields: this.document.schema.fields,
systemFields: this.document.system.schema.fields,
item: this.document,
system: this.document.system,
source: this.document.toObject(),
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true }),
isEditMode: true,
isEditable: this.isEditable,
isGM: game.user.isGM,
config: game.system.wasteland.config,
}
return context
}
/** @override */
_onRender(context, options) {
super._onRender(context, options)
this.#dragDrop.forEach((d) => d.bind(this.element))
// Activate tab navigation manually
const nav = this.element.querySelector('nav.tabs[data-group]')
if (nav) {
const group = nav.dataset.group
// Activate the current tab
const activeTab = this.tabGroups[group] || "description"
nav.querySelectorAll('[data-tab]').forEach(link => {
const tab = link.dataset.tab
link.classList.toggle('active', tab === activeTab)
link.addEventListener('click', (event) => {
event.preventDefault()
this.tabGroups[group] = tab
this.render()
})
})
// Show/hide tab content
this.element.querySelectorAll('[data-group="' + group + '"][data-tab]').forEach(content => {
content.classList.toggle('active', content.dataset.tab === activeTab)
})
}
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
*/
#createDragDropHandlers() {
return []
}
// #region Actions
/**
* Handle editing the item image
* @param {Event} event - The triggering event
*/
static async #onEditImage(event) {
event.preventDefault()
const filePicker = new FilePicker({
type: "image",
current: this.document.img,
callback: (path) => {
this.document.update({ img: path })
},
})
filePicker.browse()
}
/**
* Handle posting the item to chat
* @param {Event} event - The triggering event
*/
static async #onPostItem(event) {
event.preventDefault()
// Prepare chat data
const chatData = {
name: this.document.name,
img: this.document.img,
type: this.document.type,
system: this.document.system,
}
// Add actor reference if item is owned
if (this.document.actor) {
chatData.actor = { id: this.document.actor.id }
}
// Don't post any image for the item if the default image is used
if (chatData.img && chatData.img.includes("/blank.png")) {
chatData.img = null
}
// JSON object for easy creation
chatData.jsondata = JSON.stringify({
compendium: "postedItem",
payload: chatData,
})
// Render the chat card template
const html = await foundry.applications.handlebars.renderTemplate('systems/fvtt-wasteland/templates/post-item.hbs', chatData)
// Create the chat message
const chatOptions = {
user: game.user.id,
content: html,
speaker: ChatMessage.getSpeaker({ actor: this.document.actor })
}
ChatMessage.create(chatOptions)
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandArmeSheet extends WastelandItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["arme"],
position: {
width: 620,
},
window: {
contentClasses: ["arme-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-wasteland/templates/item-arme-sheet.hbs",
},
}
/** @override */
tabGroups = {
primary: "details",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
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()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandArtifexSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["artifex"],
position: { width: 620 },
window: { contentClasses: ["artifex-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-artifex-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandBouclierSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["bouclier"],
position: { width: 620 },
window: { contentClasses: ["bouclier-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-bouclier-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandCapaciteSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["capacite"],
position: { width: 620 },
window: { contentClasses: ["capacite-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-capacite-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandCharmeSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["charme"],
position: { width: 620 },
window: { contentClasses: ["charme-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-charme-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandCompetenceSheet extends WastelandItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["competence"],
position: {
width: 620,
},
window: {
contentClasses: ["competence-content"],
},
actions: {
"add-predilection": this.#onAddPredilection,
"delete-predilection": this.#onDeletePredilection
}
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-wasteland/templates/item-competence-sheet.hbs",
},
}
/** @override */
tabGroups = {
primary: "details",
}
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
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()
return context
}
/**
* Handle adding a new predilection
* @param {PointerEvent} event - The triggering event
* @param {HTMLElement} target - The button element
*/
static async #onAddPredilection(event, target) {
const predilections = foundry.utils.duplicate(this.document.system.predilections)
predilections.push({ name: "Nouvelle prédilection", used: false })
await this.document.update({ "system.predilections": predilections })
}
/**
* Handle deleting a predilection
* @param {PointerEvent} event - The triggering event
* @param {HTMLElement} target - The delete button element
*/
static async #onDeletePredilection(event, target) {
const index = parseInt(target.dataset.index)
const predilections = foundry.utils.duplicate(this.document.system.predilections)
predilections.splice(index, 1)
await this.document.update({ "system.predilections": predilections })
}
}

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import WastelandActorSheet from "./base-actor-sheet.mjs"
export default class WastelandCreatureSheet extends WastelandActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes, "creature"],
window: {
...super.DEFAULT_OPTIONS.window,
title: "Feuille de Créature",
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/fvtt-wasteland/templates/actor-creature-sheet.hbs",
},
}
/** @override */
tabGroups = {
primary: "stats",
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
// Add creature-specific data
context.skills = actor.getSkills()
context.armes = foundry.utils.duplicate(actor.getWeapons())
context.protections = foundry.utils.duplicate(actor.getArmors())
context.capacites = foundry.utils.duplicate(actor.getCapacites())
context.combat = actor.getCombatValues()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandDonSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["don"],
position: { width: 620 },
window: { contentClasses: ["don-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-don-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandEquipementSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["equipement"],
position: { width: 620 },
window: { contentClasses: ["equipement-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-equipement-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandHeritageSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["heritage"],
position: { width: 620 },
window: { contentClasses: ["heritage-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-heritage-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandHubrisSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["hubris"],
position: { width: 620 },
window: { contentClasses: ["hubris-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-hubris-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandMetierSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["metier"],
position: { width: 620 },
window: { contentClasses: ["metier-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-metier-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandMonnaieSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["monnaie"],
position: { width: 620 },
window: { contentClasses: ["monnaie-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-monnaie-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandMutationSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["mutation"],
position: { width: 620 },
window: { contentClasses: ["mutation-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-mutation-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandOrigineSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["origine"],
position: { width: 620 },
window: { contentClasses: ["origine-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-origine-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandActorSheet from "./base-actor-sheet.mjs"
export default class WastelandPersonnageSheet extends WastelandActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes, "personnage"],
window: {
...super.DEFAULT_OPTIONS.window,
title: "Feuille de Personnage",
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/fvtt-wasteland/templates/actor-personnage-sheet.hbs",
},
}
/** @override */
tabGroups = {
primary: "stats",
}
/** @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.protections = foundry.utils.duplicate(actor.getArmors())
context.pouvoirs = foundry.utils.duplicate(actor.getPouvoirs())
context.dons = foundry.utils.duplicate(actor.getDons())
context.hubrises = foundry.utils.duplicate(actor.getHubris())
context.tours = foundry.utils.duplicate(actor.getTours())
context.artifex = foundry.utils.duplicate(actor.getArtifex())
context.charmes = foundry.utils.duplicate(actor.getCharmes())
context.peuple = foundry.utils.duplicate(actor.getPeuple() || {})
context.origine = foundry.utils.duplicate(actor.getOrigine() || {})
context.heritage = foundry.utils.duplicate(actor.getHeritage() || {})
context.metier = foundry.utils.duplicate(actor.getMetier() || {})
context.combat = actor.getCombatValues()
context.capacites = foundry.utils.duplicate(actor.getCapacites())
context.equipements = foundry.utils.duplicate(actor.getEquipments())
context.monnaies = foundry.utils.duplicate(actor.getMonnaies())
context.mutations = foundry.utils.duplicate(actor.getMutations())
// Enrich HTML fields for biodata
context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.notes || "", { async: true })
context.enrichedGMNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.gmnotes || "", { async: true })
context.enrichedSequelles = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.sequelles || "", { async: true })
context.enrichedTraumatismes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.traumatismes || "", { async: true })
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandPeupleSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["peuple"],
position: { width: 620 },
window: { contentClasses: ["peuple-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-peuple-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandPouvoirSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["pouvoir"],
position: { width: 620 },
window: { contentClasses: ["pouvoir-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-pouvoir-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandProtectionSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["protection"],
position: { width: 620 },
window: { contentClasses: ["protection-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-protection-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import { WastelandUtility } from "../wasteland-utility.js"
/**
* Dialogue de jet de dé pour Wasteland - Version DialogV2
*/
export class WastelandRollDialog {
/**
* Create and display the roll dialog
* @param {WastelandActor} actor - The actor making the roll
* @param {Object} rollData - Data for the roll
* @returns {Promise<WastelandRollDialog>}
*/
static async create(actor, rollData) {
// Préparer le contexte pour le template
const context = {
...rollData,
difficulte: String(rollData.difficulte || 0),
img: actor.img,
name: actor.name,
config: game.system.wasteland.config,
}
// Rendre le template en HTML
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-wasteland/templates/roll-dialog-v2.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: ["wasteland-roll-dialog"],
position: { width: 500 },
modal: false,
content,
buttons: rollData.charme ? [
{
action: "roll",
label: "Lancer",
icon: "fa-solid fa-dice-d20",
default: true,
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
WastelandUtility.rollWasteland(rollData)
}
}
] : [
{
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 = "1d10"
WastelandUtility.rollWasteland(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 = "1d20"
WastelandUtility.rollWasteland(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 {WastelandActor} actor - L'acteur pour récupérer les attributs
* @private
*/
static _updateRollDataFromForm(rollData, formElements, actor) {
// Attributs
if (formElements.attrKey) {
rollData.attrKey = formElements.attrKey.value
if (rollData.attrKey !== "tochoose" && actor) {
rollData.attr = foundry.utils.duplicate(actor.system.attributs[rollData.attrKey])
}
}
// Modificateurs de base
if (formElements.difficulte) {
rollData.difficulte = Number(formElements.difficulte.value)
}
if (formElements.modificateur) {
rollData.modificateur = Number(formElements.modificateur.value)
}
// Charme
if (formElements.charmeDice) {
rollData.charmeDice = String(formElements.charmeDice.value)
}
// Combat mêlée
if (formElements.typeAttaque) {
rollData.typeAttaque = String(formElements.typeAttaque.value)
rollData.typeAttaqueLabel = rollData.config.attaques[rollData.typeAttaque]
}
if (formElements.isMonte !== undefined) {
rollData.isMonte = formElements.isMonte.checked
}
// Combat distance
if (formElements.visee !== undefined) {
rollData.visee = formElements.visee.checked
}
if (formElements.cibleconsciente !== undefined) {
rollData.cibleconsciente = formElements.cibleconsciente.checked
}
if (formElements.ciblecourt !== undefined) {
rollData.ciblecourt = formElements.ciblecourt.checked
}
if (formElements.typeCouvert) {
rollData.typeCouvert = String(formElements.typeCouvert.value)
const couvert = rollData.config.couverts[rollData.typeCouvert]
if (rollData.typeCouvert !== "aucun" && couvert) {
rollData.typeCouvertLabel = couvert.name
rollData.typeCouvertValue = couvert.value
}
}
// Désavantages (avantages tactiques)
if (!rollData.desavantages) rollData.desavantages = {}
if (formElements.cibleausol !== undefined) {
rollData.desavantages.cibleausol = formElements.cibleausol.checked
}
if (formElements.cibledesarmee !== undefined) {
rollData.desavantages.cibledesarmee = formElements.cibledesarmee.checked
}
if (formElements.ciblerestreint !== undefined) {
rollData.desavantages.ciblerestreint = formElements.ciblerestreint.checked
}
if (formElements.cibleimmobilisée !== undefined) {
rollData.desavantages.cibleimmobilisée = formElements.cibleimmobilisée.checked
}
if (formElements.ciblesurplomb !== undefined) {
rollData.desavantages.ciblesurplomb = formElements.ciblesurplomb.checked
}
// Double D20
if (formElements.doubleD20 !== undefined) {
rollData.doubleD20 = formElements.doubleD20.checked
}
}
}