Second round de corrections et améliorations

This commit is contained in:
2026-04-19 18:55:34 +02:00
parent 783d4a16e6
commit d62d14c1da
33 changed files with 2225 additions and 390 deletions

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import MGT2ActorSheet from "./base-actor-sheet.mjs";
/** Convert Traveller dice notation (e.g. "2D", "4D+2", "3D6") to FoundryVTT formula */
function normalizeDice(formula) {
if (!formula) return "1d6";
return formula
.replace(/(\d*)D(\d*)([+-]\d+)?/gi, (_, count, sides, mod) => {
const n = count || "1";
const d = sides || "6";
return mod ? `${n}d${d}${mod}` : `${n}d${d}`;
});
}
export default class TravellerCreatureSheet extends MGT2ActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes, "creature", "nopad"],
position: {
width: 720,
height: 600,
},
window: {
...super.DEFAULT_OPTIONS.window,
title: "TYPES.Actor.creature",
},
actions: {
...super.DEFAULT_OPTIONS.actions,
rollAttack: TravellerCreatureSheet.#onRollAttack,
rollSkill: TravellerCreatureSheet.#onRollSkill,
addSkill: TravellerCreatureSheet.#onAddRow,
deleteSkill: TravellerCreatureSheet.#onDeleteRow,
addAttack: TravellerCreatureSheet.#onAddRow,
deleteAttack: TravellerCreatureSheet.#onDeleteRow,
addTrait: TravellerCreatureSheet.#onAddRow,
deleteTrait: TravellerCreatureSheet.#onDeleteRow,
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/mgt2/templates/actors/creature-sheet.html",
},
}
/** @override */
tabGroups = { primary: "skills" }
/** @override */
async _prepareContext() {
const context = await super._prepareContext();
const actor = this.document;
context.sizeLabel = this._getSizeLabel(actor.system.life.max);
context.sizeTraitLabel = this._getSizeTrait(actor.system.life.max);
context.config = CONFIG.MGT2;
return context;
}
_getSizeLabel(pdv) {
if (pdv <= 2) return "Souris / Rat";
if (pdv <= 5) return "Chat";
if (pdv <= 7) return "Blaireau / Chien";
if (pdv <= 13) return "Chimpanzé / Chèvre";
if (pdv <= 28) return "Humain";
if (pdv <= 35) return "Vache / Cheval";
if (pdv <= 49) return "Requin";
if (pdv <= 70) return "Rhinocéros";
if (pdv <= 90) return "Éléphant";
if (pdv <= 125) return "Carnosaure";
return "Sauropode / Baleine";
}
_getSizeTrait(pdv) {
if (pdv <= 2) return "Petit (4)";
if (pdv <= 5) return "Petit (3)";
if (pdv <= 7) return "Petit (2)";
if (pdv <= 13) return "Petit (1)";
if (pdv <= 28) return "—";
if (pdv <= 35) return "Grand (+1)";
if (pdv <= 49) return "Grand (+2)";
if (pdv <= 70) return "Grand (+3)";
if (pdv <= 90) return "Grand (+4)";
if (pdv <= 125) return "Grand (+5)";
return "Grand (+6)";
}
// ───────────────────────────────────────────────────────── Roll Handlers
/** Roll an attack (damage) with optional difficulty dialog */
static async #onRollAttack(event, target) {
const index = parseInt(target.dataset.index ?? 0);
const actor = this.document;
const attack = actor.system.attacks[index];
if (!attack) return;
const rollFormula = normalizeDice(attack.damage);
const roll = await new Roll(rollFormula).evaluate();
const total = roll.total;
await roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor }),
flavor: `<strong>${actor.name}</strong> — ${attack.name}`,
rollMode: game.settings.get("core", "rollMode"),
});
}
/** Roll a skill check (2d6 + level vs difficulty) */
static async #onRollSkill(event, target) {
const index = parseInt(target.dataset.index ?? 0);
const actor = this.document;
const skill = actor.system.skills[index];
if (!skill) return;
const htmlContent = await renderTemplate(
"systems/mgt2/templates/actors/creature-roll-prompt.html",
{
skillName: skill.name,
skillLevel: skill.level,
config: CONFIG.MGT2
}
);
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.localize("MGT2.Creature.RollSkill") + " — " + skill.name },
content: htmlContent,
rejectClose: false,
buttons: [
{
action: "boon",
label: game.i18n.localize("MGT2.RollPrompt.Boon"),
callback: (event, button, dialog) => {
const fd = new foundry.applications.ux.FormDataExtended(dialog.element.querySelector("form")).object;
fd.diceModifier = "dl";
return fd;
}
},
{
action: "roll",
label: game.i18n.localize("MGT2.RollPrompt.Roll"),
icon: '<i class="fa-solid fa-dice"></i>',
default: true,
callback: (event, button, dialog) =>
new foundry.applications.ux.FormDataExtended(dialog.element.querySelector("form")).object
},
{
action: "bane",
label: game.i18n.localize("MGT2.RollPrompt.Bane"),
callback: (event, button, dialog) => {
const fd = new foundry.applications.ux.FormDataExtended(dialog.element.querySelector("form")).object;
fd.diceModifier = "dh";
return fd;
}
}
]
});
if (!result) return;
const dm = parseInt(result.dm ?? 0) + (skill.level ?? 0);
const modifier = result.diceModifier ?? "";
const difficultyTarget = parseInt(result.difficulty ?? 8);
const difficultyLabel = result.difficultyLabel ?? "";
const diceFormula = modifier ? `3d6${modifier}` : "2d6";
const fullFormula = dm !== 0 ? `${diceFormula} + ${dm}` : diceFormula;
const roll = await new Roll(fullFormula).evaluate();
const success = roll.total >= difficultyTarget;
const chatData = {
creatureName: actor.name,
creatureImg: actor.img,
rollLabel: skill.name.toUpperCase(),
formula: fullFormula,
total: roll.total,
tooltip: await roll.getTooltip(),
difficulty: difficultyTarget,
difficultyLabel,
success,
failure: !success,
modifiers: dm !== 0 ? [`DM ${dm >= 0 ? "+" : ""}${dm}`] : [],
};
const chatContent = await renderTemplate(
"systems/mgt2/templates/chat/creature-roll.html",
chatData
);
await ChatMessage.create({
content: chatContent,
speaker: ChatMessage.getSpeaker({ actor }),
rolls: [roll],
rollMode: game.settings.get("core", "rollMode"),
});
}
// ───────────────────────────────────────────────────────── CRUD Handlers
static async #onAddRow(event, target) {
const prop = target.dataset.prop;
if (!prop) return;
const actor = this.document;
const arr = foundry.utils.deepClone(actor.system[prop] ?? []);
arr.push(this._getDefaultRow(prop));
await actor.update({ [`system.${prop}`]: arr });
}
static async #onDeleteRow(event, target) {
const prop = target.dataset.prop;
const index = parseInt(target.dataset.index);
if (!prop || isNaN(index)) return;
const actor = this.document;
const arr = foundry.utils.deepClone(actor.system[prop] ?? []);
arr.splice(index, 1);
await actor.update({ [`system.${prop}`]: arr });
}
_getDefaultRow(prop) {
switch (prop) {
case "skills": return { name: "", level: 0, note: "" };
case "attacks": return { name: "", damage: "1D", description: "" };
case "traits": return { name: "", value: "", description: "" };
default: return {};
}
}
}