feat: gestion de l'expérience (XP)
- Schéma xp dans CelestopolCharacter : actuel (éditable), log[] ({montant, raison, date}), depense (calculé dans prepareDerivedData)
- Bouton 'Dépenser XP' → DialogV2 (montant + raison) : décrémente actuel, logge l'entrée
- Suppression d'entrée de log avec remboursement des points (mode édition)
- Section XP en haut de l'onglet Biographie : compteurs, tableau du log, référentiel des coûts
- i18n : section CELESTOPOL.XP.* complète
- CSS : .xp-section avec compteurs, tableau de log et accordéon de référence
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -1,3 +1,5 @@
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import { SYSTEM } from "../../config/system.mjs"
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const { HandlebarsApplicationMixin } = foundry.applications.api
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export default class CelestopolActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
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@@ -18,11 +20,15 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
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window: { resizable: true },
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dragDrop: [{ dragSelector: '[data-drag="true"], .rollable', dropSelector: null }],
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actions: {
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editImage: CelestopolActorSheet.#onEditImage,
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toggleSheet: CelestopolActorSheet.#onToggleSheet,
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edit: CelestopolActorSheet.#onItemEdit,
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delete: CelestopolActorSheet.#onItemDelete,
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attack: CelestopolActorSheet.#onAttack,
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editImage: CelestopolActorSheet.#onEditImage,
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toggleSheet: CelestopolActorSheet.#onToggleSheet,
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edit: CelestopolActorSheet.#onItemEdit,
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delete: CelestopolActorSheet.#onItemDelete,
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attack: CelestopolActorSheet.#onAttack,
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rangedDefense: CelestopolActorSheet.#onRangedDefense,
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trackBox: CelestopolActorSheet.#onTrackBox,
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skillLevel: CelestopolActorSheet.#onSkillLevel,
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factionLevel: CelestopolActorSheet.#onFactionLevel,
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},
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}
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@@ -42,6 +48,7 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
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isEditMode: this.isEditMode,
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isPlayMode: this.isPlayMode,
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isEditable: this.isEditable,
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woundLevels: SYSTEM.WOUND_LEVELS,
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}
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}
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@@ -51,28 +58,9 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
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this.element.querySelectorAll(".rollable").forEach(el => {
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el.addEventListener("click", this._onRoll.bind(this))
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})
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// Setup sequential checkbox logic for wound tracks
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this._setupSequentialCheckboxes()
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// Setup sequential checkbox logic for factions
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this._setupFactionCheckboxes()
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}
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/** @override */
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_onClick(event) {
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// Skip checkbox clicks in edit mode
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if (this.isEditMode && event.target.classList.contains('skill-level-checkbox')) {
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return
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}
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super._onClick(event)
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}
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async _onRoll(event) {
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// Don't roll if clicking on a checkbox
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if (event.target.classList.contains('skill-level-checkbox')) {
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return
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}
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if (!this.isPlayMode) return
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const el = event.currentTarget
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const statId = el.dataset.statId
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@@ -158,132 +146,39 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
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await this.document.system.rollAttack(itemId)
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}
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/**
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* Setup sequential checkbox logic for wound/destin/spleen tracks
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* Only allows checking the next checkbox in sequence
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*/
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_setupSequentialCheckboxes() {
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this.element.querySelectorAll('.wound-checkbox').forEach(checkbox => {
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checkbox.addEventListener('change', (event) => {
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this._handleSequentialCheckboxChange(event)
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})
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})
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static async #onRangedDefense(_event, target) {
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const itemId = target.getAttribute("data-item-id")
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if (!itemId) return
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await this.document.system.rollRangedDefense(itemId)
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}
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/**
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* Handle sequential checkbox change logic
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* @param {Event} event - The change event
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*/
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_handleSequentialCheckboxChange(event) {
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const checkbox = event.target
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if (!checkbox.classList.contains('wound-checkbox') || checkbox.disabled) return
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const track = checkbox.dataset.track
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const currentIndex = parseInt(checkbox.dataset.index)
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const isChecked = checkbox.checked
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// Get all checkboxes in this track
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const trackCheckboxes = Array.from(this.element.querySelectorAll(`.wound-checkbox[data-track="${track}"]`))
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if (isChecked) {
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// Checking a box: uncheck all boxes after this one
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for (let i = currentIndex + 1; i < trackCheckboxes.length; i++) {
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trackCheckboxes[i].checked = false
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}
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// Check all boxes before this one
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for (let i = 0; i < currentIndex; i++) {
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trackCheckboxes[i].checked = true
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}
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} else {
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// Unchecking a box: uncheck all boxes after this one
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for (let i = currentIndex; i < trackCheckboxes.length; i++) {
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trackCheckboxes[i].checked = false
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}
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}
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// Update the visual state
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this._updateTrackVisualState()
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/** Met à jour une jauge de piste (blessures/destin/spleen) par clic sur une case. */
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static #onTrackBox(_event, target) {
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if (!this.isEditable) return
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const path = target.dataset.path
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const index = parseInt(target.dataset.index)
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const current = foundry.utils.getProperty(this.document, path) ?? 0
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const newValue = (index <= current) ? index - 1 : index
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this.document.update({ [path]: Math.max(0, newValue) })
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}
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/**
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* Update visual state of track boxes based on checkbox states
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*/
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_updateTrackVisualState() {
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this.element.querySelectorAll('.track-box').forEach(box => {
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const checkbox = box.querySelector('.wound-checkbox')
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if (checkbox) {
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if (checkbox.checked) {
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box.classList.add('checked')
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} else {
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box.classList.remove('checked')
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}
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}
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})
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/** Met à jour la valeur d'un domaine par clic sur un point de niveau. */
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static #onSkillLevel(_event, target) {
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if (!this.isEditable) return
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const { statId, skillId } = target.dataset
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const index = parseInt(target.dataset.index)
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const current = this.document.system.stats[statId]?.[skillId]?.value ?? 0
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const newValue = (index <= current) ? index - 1 : index
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this.document.update({ [`system.stats.${statId}.${skillId}.value`]: Math.max(0, newValue) })
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}
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/**
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* Setup sequential checkbox logic for faction tracks
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*/
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_setupFactionCheckboxes() {
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this.element.querySelectorAll('.faction-checkbox').forEach(checkbox => {
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checkbox.addEventListener('change', (event) => {
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this._handleFactionCheckboxChange(event)
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})
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})
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}
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/**
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* Handle faction checkbox change logic
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* @param {Event} event - The change event
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*/
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_handleFactionCheckboxChange(event) {
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const checkbox = event.target
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if (!checkbox.classList.contains('faction-checkbox') || checkbox.disabled) return
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const factionId = checkbox.dataset.faction
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const currentLevel = parseInt(checkbox.dataset.level)
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const isChecked = checkbox.checked
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// Get all checkboxes for this faction
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const factionCheckboxes = Array.from(this.element.querySelectorAll(`.faction-checkbox[data-faction="${factionId}"]`))
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if (isChecked) {
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// Checking a box: check all boxes before this one, uncheck all boxes after this one
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for (let i = 0; i < currentLevel; i++) {
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factionCheckboxes[i].checked = true
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}
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for (let i = currentLevel; i < factionCheckboxes.length; i++) {
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factionCheckboxes[i].checked = false
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}
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} else {
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// Unchecking a box: uncheck all boxes after this one
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for (let i = currentLevel - 1; i < factionCheckboxes.length; i++) {
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factionCheckboxes[i].checked = false
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}
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}
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// Update the count display
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this._updateFactionCount(factionId)
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}
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/**
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* Update the faction count display based on checked checkboxes
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* @param {string} factionId - The faction ID
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*/
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_updateFactionCount(factionId) {
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const checkboxes = Array.from(this.element.querySelectorAll(`.faction-checkbox[data-faction="${factionId}"]:checked`))
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const count = checkboxes.length
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// Update the hidden input field
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const input = this.element.querySelector(`input[name="system.factions.${factionId}.value"]`)
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if (input) {
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input.value = count
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}
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// Update the visual count display
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const countDisplay = this.element.querySelector(`.faction-row[data-faction="${factionId}"] .faction-count`)
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if (countDisplay) {
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countDisplay.textContent = count
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}
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/** Met à jour le score d'une faction par clic sur un point. */
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static #onFactionLevel(_event, target) {
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if (!this.isEditable) return
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const factionId = target.dataset.faction
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const index = parseInt(target.dataset.index)
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const current = this.document.system.factions[factionId]?.value ?? 0
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const newValue = (index <= current) ? index - 1 : index
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this.document.update({ [`system.factions.${factionId}.value`]: Math.max(0, newValue) })
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}
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}
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