Migration datamodels !
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382
modules/applications/sheets/base-actor-sheet.mjs
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382
modules/applications/sheets/base-actor-sheet.mjs
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const { HandlebarsApplicationMixin } = foundry.applications.api
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import { WastelandUtility } from "../../wasteland-utility.js"
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export default class WastelandActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
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/**
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* Different sheet modes.
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* @enum {number}
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*/
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static SHEET_MODES = { EDIT: 0, PLAY: 1 }
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constructor(options = {}) {
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super(options)
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this.#dragDrop = this.#createDragDropHandlers()
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this._sheetMode = this.constructor.SHEET_MODES.PLAY
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}
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#dragDrop
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["fvtt-wasteland", "sheet", "actor"],
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position: {
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width: 650,
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height: 720,
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},
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form: {
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submitOnChange: true,
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closeOnSubmit: false,
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},
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window: {
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resizable: true,
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},
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tabs: [
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{
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navSelector: 'nav[data-group="primary"]',
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contentSelector: "section.sheet-body",
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initial: "stats",
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},
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],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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actions: {
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editImage: WastelandActorSheet.#onEditImage,
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toggleSheet: WastelandActorSheet.#onToggleSheet,
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editItem: WastelandActorSheet.#onEditItem,
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deleteItem: WastelandActorSheet.#onDeleteItem,
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createItem: WastelandActorSheet.#onCreateItem,
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equipItem: WastelandActorSheet.#onEquipItem,
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modifyQuantity: WastelandActorSheet.#onModifyQuantity,
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incDecSante: WastelandActorSheet.#onIncDecSante,
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rollAttribut: WastelandActorSheet.#onRollAttribut,
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rollCompetence: WastelandActorSheet.#onRollCompetence,
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rollCharme: WastelandActorSheet.#onRollCharme,
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rollPouvoir: WastelandActorSheet.#onRollPouvoir,
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rollArmeOffensif: WastelandActorSheet.#onRollArmeOffensif,
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rollArmeDegats: WastelandActorSheet.#onRollArmeDegats,
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resetPredilections: WastelandActorSheet.#onResetPredilections,
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rollAssommer: WastelandActorSheet.#onRollAssommer,
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rollFuir: WastelandActorSheet.#onRollFuir,
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rollImmobiliser: WastelandActorSheet.#onRollImmobiliser,
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},
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}
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/**
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* Is the sheet currently in 'Play' mode?
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* @type {boolean}
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*/
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get isPlayMode() {
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if (this._sheetMode === undefined) this._sheetMode = this.constructor.SHEET_MODES.PLAY
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return this._sheetMode === this.constructor.SHEET_MODES.PLAY
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}
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/**
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* Is the sheet currently in 'Edit' mode?
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* @type {boolean}
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*/
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get isEditMode() {
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if (this._sheetMode === undefined) this._sheetMode = this.constructor.SHEET_MODES.PLAY
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return this._sheetMode === this.constructor.SHEET_MODES.EDIT
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}
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/**
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* Tab groups state
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* @type {object}
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*/
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tabGroups = { primary: "stats" }
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/** @override */
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async _prepareContext() {
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const actor = this.document
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const context = {
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actor: actor,
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system: actor.system,
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source: actor.toObject(),
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fields: actor.schema.fields,
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systemFields: actor.system.schema.fields,
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isEditable: this.isEditable,
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isEditMode: this.isEditMode,
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isPlayMode: this.isPlayMode,
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isGM: game.user.isGM,
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config: game.system.wasteland.config,
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enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.description || "", { async: true }),
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enrichedComportement: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.comportement || "", { async: true }),
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enrichedHabitat: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.habitat || "", { async: true }),
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}
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return context
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}
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/** @override */
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_onRender(context, options) {
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super._onRender(context, options)
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this.#dragDrop.forEach((d) => d.bind(this.element))
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// Handle edit-item-data changes
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this.element.querySelectorAll('.edit-item-data').forEach(element => {
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element.addEventListener('change', async (event) => {
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const target = event.currentTarget
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const itemElement = target.closest('[data-item-id]')
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if (!itemElement) return
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const itemId = itemElement.dataset.itemId
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const itemType = itemElement.dataset.itemType
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const itemField = target.dataset.itemField
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const dataType = target.dataset.dtype
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const value = target.value
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await this.document.editItemField(itemId, itemType, itemField, dataType, value)
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})
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})
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// Activate tab navigation manually
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const nav = this.element.querySelector('nav.tabs[data-group]')
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if (nav) {
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const group = nav.dataset.group
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// Activate the current tab
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const activeTab = this.tabGroups[group] || "stats"
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nav.querySelectorAll('[data-tab]').forEach(link => {
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const tab = link.dataset.tab
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link.classList.toggle('active', tab === activeTab)
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link.addEventListener('click', (event) => {
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event.preventDefault()
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this.tabGroups[group] = tab
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this.render()
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})
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})
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// Show/hide tab content
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this.element.querySelectorAll('[data-group="' + group + '"][data-tab]').forEach(content => {
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content.classList.toggle('active', content.dataset.tab === activeTab)
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})
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}
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}
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// #region Drag-and-Drop Workflow
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/**
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* Create drag-and-drop workflow handlers for this Application
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*/
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#createDragDropHandlers() {
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return []
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}
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// #region Actions
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/**
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* Handle editing the actor image
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* @param {Event} event - The triggering event
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*/
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static async #onEditImage(event) {
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event.preventDefault()
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const sheet = this
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const filePicker = new FilePicker({
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type: "image",
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current: sheet.document.img,
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callback: (path) => {
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sheet.document.update({ img: path })
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},
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})
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filePicker.browse()
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}
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/**
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* Handle toggling the sheet mode
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* @param {Event} event - The triggering event
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*/
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static async #onToggleSheet(event) {
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event.preventDefault()
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const sheet = this
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sheet._sheetMode = sheet._sheetMode === sheet.constructor.SHEET_MODES.PLAY ? sheet.constructor.SHEET_MODES.EDIT : sheet.constructor.SHEET_MODES.PLAY
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sheet.render()
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}
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/**
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* Handle editing an item
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onEditItem(event, target) {
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const li = target.closest(".item")
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const itemId = li?.dataset.itemId
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if (!itemId) return
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const item = this.actor.items.get(itemId)
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if (item) item.sheet.render(true)
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}
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/**
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* Handle deleting an item
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onDeleteItem(event, target) {
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const li = target.closest(".item")
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await WastelandUtility.confirmDelete(this, li)
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}
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/**
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* Handle creating an item
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onCreateItem(event, target) {
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const itemType = target.dataset.type
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await this.actor.createEmbeddedDocuments("Item", [{ name: `Nouveau ${itemType}`, type: itemType }], { renderSheet: true })
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}
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/**
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* Handle equipping an item
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onEquipItem(event, target) {
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const li = target.closest(".item")
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const itemId = li?.dataset.itemId
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if (!itemId) return
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await this.actor.equipItem(itemId)
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}
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/**
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* Handle modifying item quantity
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onModifyQuantity(event, target) {
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const li = target.closest(".item")
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const itemId = li?.dataset.itemId
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if (!itemId) return
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const item = this.actor.items.get(itemId)
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if (!item) return
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const qty = parseInt(target.dataset.qty) || 0
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const currentQty = item.system.quantite || 0
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const newQty = Math.max(0, currentQty + qty)
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await item.update({ 'system.quantite': newQty })
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}
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/**
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* Handle modifying santé/psyché
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onIncDecSante(event, target) {
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const field = target.dataset.field
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const value = parseInt(target.dataset.value) || 0
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if (field === 'psyche') {
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await this.actor.update({ 'system.psyche.value': this.actor.system.psyche.value + value })
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} else if (field === 'nonletaux') {
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await this.actor.update({ 'system.sante.nonletaux': this.actor.system.sante.nonletaux + value })
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} else if (field === 'letaux') {
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await this.actor.update({ 'system.sante.letaux': this.actor.system.sante.letaux + value })
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}
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}
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/**
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* Handle rolling an attribute
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollAttribut(event, target) {
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const attrKey = target.dataset.attrKey
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await this.actor.rollAttribut(attrKey)
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}
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/**
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* Handle rolling a competence
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollCompetence(event, target) {
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const li = target.closest(".item")
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const itemId = li?.dataset.itemId
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const attrKey = target.dataset.attrKey
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if (!itemId) return
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await this.actor.rollCompetence(attrKey, itemId)
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}
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/**
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* Handle rolling a charme
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollCharme(event, target) {
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const li = target.closest(".item")
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const itemId = li?.dataset.itemId
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if (!itemId) return
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await this.actor.rollCharme(itemId)
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}
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/**
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* Handle rolling a pouvoir
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollPouvoir(event, target) {
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const li = target.closest(".item")
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const itemId = li?.dataset.itemId
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if (!itemId) return
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await this.actor.rollPouvoir(itemId)
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}
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/**
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* Handle rolling weapon attack
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollArmeOffensif(event, target) {
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const li = target.closest(".item")
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const itemId = li?.dataset.itemId
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if (!itemId) return
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await this.actor.rollArmeOffensif(itemId)
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}
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/**
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* Handle rolling weapon damage
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* @param {Event} event - The triggering event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollArmeDegats(event, target) {
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const li = target.closest(".item")
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const itemId = li?.dataset.itemId
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if (!itemId) return
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await this.actor.rollArmeDegats(itemId)
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}
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/**
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* Handle resetting all predilections
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* @param {Event} event - The originating click event
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* @param {HTMLElement} target - The target element
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*/
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static async #onResetPredilections(event, target) {
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await this.actor.resetAllPredilections()
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}
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/**
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* Handle Assommer roll
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* @param {Event} event - The originating click event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollAssommer(event, target) {
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await this.actor.rollAssommer()
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}
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/**
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* Handle Fuir roll
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* @param {Event} event - The originating click event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollFuir(event, target) {
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await this.actor.rollFuir()
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}
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/**
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* Handle Immobiliser roll
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* @param {Event} event - The originating click event
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* @param {HTMLElement} target - The target element
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*/
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static async #onRollImmobiliser(event, target) {
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await this.actor.rollImmobiliser()
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}
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}
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