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:
2026-03-31 00:33:59 +02:00
parent 79a68ee9ab
commit 9dbd614c5a
40 changed files with 849 additions and 529 deletions

View File

@@ -21,18 +21,10 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
value: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
})
// Les 4 stats avec leurs domaines
// Les 4 stats avec leurs domaines — niveau stocké directement comme entier
const skillField = (label) => new fields.SchemaField({
label: new fields.StringField({ required: true, initial: label }),
value: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
level1: new fields.BooleanField({ required: true, initial: false }),
level2: new fields.BooleanField({ required: true, initial: false }),
level3: new fields.BooleanField({ required: true, initial: false }),
level4: new fields.BooleanField({ required: true, initial: false }),
level5: new fields.BooleanField({ required: true, initial: false }),
level6: new fields.BooleanField({ required: true, initial: false }),
level7: new fields.BooleanField({ required: true, initial: false }),
level8: new fields.BooleanField({ required: true, initial: false }),
})
const statField = (statId) => {
@@ -55,32 +47,19 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
esprit: statField("esprit"),
})
// Blessures (8 cases)
const woundField = (idx) => new fields.SchemaField({
checked: new fields.BooleanField({ required: true, initial: false }),
malus: new fields.NumberField({ ...reqInt, initial: SYSTEM.WOUND_LEVELS[idx]?.malus ?? 0 }),
})
// Blessures — niveau entier direct (0 = aucune, 8 = fatale)
schema.blessures = new fields.SchemaField({
lvl: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
b1: woundField(1), b2: woundField(2), b3: woundField(3), b4: woundField(4),
b5: woundField(5), b6: woundField(6), b7: woundField(7), b8: woundField(8),
})
// Destin (8 cases)
const destField = () => new fields.SchemaField({
checked: new fields.BooleanField({ required: true, initial: false }),
})
// Destin — jauge entière directe
schema.destin = new fields.SchemaField({
lvl: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
d1: destField(), d2: destField(), d3: destField(), d4: destField(),
d5: destField(), d6: destField(), d7: destField(), d8: destField(),
})
// Spleen (8 cases)
// Spleen — jauge entière directe
schema.spleen = new fields.SchemaField({
lvl: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
s1: destField(), s2: destField(), s3: destField(), s4: destField(),
s5: destField(), s6: destField(), s7: destField(), s8: destField(),
})
// Attributs de personnage (Entregent, Fortune, Rêve, Vision)
@@ -95,18 +74,9 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
vision: persoAttrField(),
})
// Factions - 9 checkboxes per faction (like wound tracks)
// Factions — score entier direct (0-9)
const factionField = () => new fields.SchemaField({
value: new fields.NumberField({ ...reqInt, initial: 0 }),
level1: new fields.BooleanField({ required: true, initial: false }),
level2: new fields.BooleanField({ required: true, initial: false }),
level3: new fields.BooleanField({ required: true, initial: false }),
level4: new fields.BooleanField({ required: true, initial: false }),
level5: new fields.BooleanField({ required: true, initial: false }),
level6: new fields.BooleanField({ required: true, initial: false }),
level7: new fields.BooleanField({ required: true, initial: false }),
level8: new fields.BooleanField({ required: true, initial: false }),
level9: new fields.BooleanField({ required: true, initial: false }),
value: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 9 }),
})
schema.factions = new fields.SchemaField({
pinkerton: factionField(),
@@ -133,6 +103,16 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
difficulty: new fields.StringField({ required: true, nullable: false, initial: "normal" }),
})
// Expérience
schema.xp = new fields.SchemaField({
actuel: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
log: new fields.ArrayField(new fields.SchemaField({
montant: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
raison: new fields.StringField({ required: true, nullable: false, initial: "" }),
date: new fields.StringField({ required: true, nullable: false, initial: "" }),
})),
})
// Description & notes
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.notes = new fields.HTMLField({ required: true, textSearch: true })
@@ -156,15 +136,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
prepareDerivedData() {
super.prepareDerivedData()
// Calcul automatique de la valeur de chaque domaine = nombre de cases cochées
for (const stat of Object.values(this.stats)) {
for (const skill of Object.values(stat)) {
if (typeof skill !== "object" || !("level1" in skill)) continue
skill.value = [1,2,3,4,5,6,7,8].filter(i => skill[`level${i}`]).length
}
}
// Calcul automatique de la Résistance par stat = +2 par domaine atteignant son seuil
// Résistance par stat = +2 par domaine atteignant son seuil de spécialisation
for (const [statId, statData] of Object.entries(this.stats)) {
let res = 0
for (const [skillId, skill] of Object.entries(statData)) {
@@ -175,19 +147,11 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
statData.res = res
}
// Calcul automatique de la valeur de chaque faction = nombre de cases cochées
for (const faction of Object.values(this.factions)) {
if (typeof faction !== "object" || !("level1" in faction)) continue
faction.value = [1,2,3,4,5,6,7,8,9].filter(i => faction[`level${i}`]).length
}
// Calcul automatique du niveau des jauges depuis les cases cochées
this.blessures.lvl = [1,2,3,4,5,6,7,8].filter(i => this.blessures[`b${i}`]?.checked).length
this.destin.lvl = [1,2,3,4,5,6,7,8].filter(i => this.destin[`d${i}`]?.checked).length
this.spleen.lvl = [1,2,3,4,5,6,7,8].filter(i => this.spleen[`s${i}`]?.checked).length
// Initiative PJ : 4 + Mobilité (Corps) + Inspiration (Cœur) [après calcul des domaines]
// Initiative PJ : 4 + Mobilité (Corps) + Inspiration (Cœur)
this.initiative = 4 + (this.stats.corps.mobilite?.value ?? 0) + (this.stats.coeur.inspiration?.value ?? 0)
// XP dépensée = somme des montants du log
this.xp.depense = this.xp.log.reduce((sum, entry) => sum + entry.montant, 0)
}
/**
@@ -239,10 +203,29 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
const statData = this.stats[statId]
if (!statData) return null
return CelestopolRoll.prompt({
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
statId,
skillId: null,
statLabel: SYSTEM.STATS[statId]?.label,
skillLabel: "CELESTOPOL.Roll.resistanceTest",
skillValue: statData.res,
woundMalus: this.getWoundMalus(),
woundLevel: this.blessures.lvl,
isResistance: true,
rollMoonDie: false,
destGaugeFull: false,
fortuneValue: 0,
difficulty: "normal",
})
}
/**
* Lance une attaque avec une arme (test Échauffourée vs Corps PNJ).
* Mêlée : échec → blessure joueur auto-cochée.
* Distance : échec → simple raté, pas de blessure joueur.
* Lance une attaque avec une arme.
* Mêlée : test Échauffourée vs Corps PNJ ; échec → blessure joueur.
* Distance : test Échauffourée vs Corps PNJ ; échec → pas de blessure joueur.
* Égalité (marge=0) → personne n'est blessé.
* @param {string} itemId - Id de l'item arme
*/
@@ -255,23 +238,60 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
if (!echauffouree) return null
return CelestopolRoll.prompt({
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
statId: "corps",
skillId: "echauffouree",
statLabel: SYSTEM.STATS.corps.label,
skillLabel: SYSTEM.SKILLS.corps.echauffouree.label,
skillValue: echauffouree.value,
woundMalus: this.getWoundMalus(),
woundLevel: this.blessures.lvl,
rollMoonDie: this.prefs.rollMoonDie ?? false,
destGaugeFull: this.destin.lvl > 0,
fortuneValue: this.attributs.fortune.value,
isCombat: true,
weaponType: item.system.type,
weaponName: item.name,
weaponDegats: item.system.degats,
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
statId: "corps",
skillId: "echauffouree",
statLabel: SYSTEM.STATS.corps.label,
skillLabel: SYSTEM.SKILLS.corps.echauffouree.label,
skillValue: echauffouree.value,
woundMalus: this.getWoundMalus(),
woundLevel: this.blessures.lvl,
rollMoonDie: this.prefs.rollMoonDie ?? false,
destGaugeFull: this.destin.lvl > 0,
fortuneValue: this.attributs.fortune.value,
isCombat: true,
isRangedDefense: false,
weaponType: item.system.type,
weaponName: item.name,
weaponDegats: item.system.degats,
})
}
/**
* Lance un jet de défense contre une attaque à distance (test Mobilité vs Corps PNJ).
* Succès → esquive réussie.
* Échec → blessure automatique (le PNJ touche).
* @param {string} itemId - Id de l'item arme (distance uniquement)
*/
async rollRangedDefense(itemId) {
const { CelestopolRoll } = await import("../documents/roll.mjs")
const item = this.parent.items.get(itemId)
if (!item || item.type !== "weapon" || item.system.type !== "distance") return null
const mobilite = this.stats.corps.mobilite
if (!mobilite) return null
return CelestopolRoll.prompt({
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
statId: "corps",
skillId: "mobilite",
statLabel: SYSTEM.STATS.corps.label,
skillLabel: SYSTEM.SKILLS.corps.mobilite.label,
skillValue: mobilite.value,
woundMalus: this.getWoundMalus(),
woundLevel: this.blessures.lvl,
rollMoonDie: this.prefs.rollMoonDie ?? false,
destGaugeFull: this.destin.lvl > 0,
fortuneValue: this.attributs.fortune.value,
isCombat: true,
isRangedDefense: true,
weaponType: "distance",
weaponName: item.name,
weaponDegats: "0",
})
}
}