Fix roll dialog CSS + JS: template <div> wrapper, moon-section, selectors

- Remplace <form class='roll-dialog celestopol'> par <div class='roll-dialog-content'>
  pour éviter les formulaires HTML imbriqués invalides (DialogV2 a son propre <form>)
- Corrige le sélecteur CSS de .roll-dialog.celestopol vers .application.roll-dialog .roll-dialog-content
- Remplace .form-group.form-moon par .moon-section (classe custom) pour éviter
  les conflits avec le CSS grid de FoundryVTT standard-form (label 130px de hauteur)
- Met à jour le script JS inline pour utiliser document.querySelector('.roll-dialog-content')
- Ajoute white-space: nowrap sur le label Destin pour éviter le wrapping sur 3 lignes
- Supprime .application.roll-dialog .window-content padding override (remplacé par dialog-content)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
2026-03-28 17:21:18 +01:00
parent a581853f95
commit cff700bd3d
24 changed files with 1133 additions and 283 deletions

View File

@@ -50,9 +50,28 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
this.element.querySelectorAll(".rollable").forEach(el => {
el.addEventListener("click", this._onRoll.bind(this))
})
// Setup sequential checkbox logic for wound tracks
this._setupSequentialCheckboxes()
// Setup sequential checkbox logic for factions
this._setupFactionCheckboxes()
}
/** @override */
_onClick(event) {
// Skip checkbox clicks in edit mode
if (this.isEditMode && event.target.classList.contains('skill-level-checkbox')) {
return
}
super._onClick(event)
}
async _onRoll(event) {
// Don't roll if clicking on a checkbox
if (event.target.classList.contains('skill-level-checkbox')) {
return
}
if (!this.isPlayMode) return
const el = event.currentTarget
const statId = el.dataset.statId
@@ -92,13 +111,12 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
await this.document.createEmbeddedDocuments("Item", [item.toObject()], { renderSheet: false })
}
static async #onEditImage(event, target) {
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
static async #onEditImage(event, _target) {
const current = this.document.img
const fp = new FilePicker({
current,
type: "image",
callback: (path) => this.document.update({ [attr]: path }),
callback: (path) => this.document.update({ img: path }),
top: this.position.top + 40,
left: this.position.left + 10,
})
@@ -123,4 +141,133 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
const item = await fromUuid(uuid)
await item?.deleteDialog()
}
/**
* Setup sequential checkbox logic for wound/destin/spleen tracks
* Only allows checking the next checkbox in sequence
*/
_setupSequentialCheckboxes() {
this.element.querySelectorAll('.wound-checkbox').forEach(checkbox => {
checkbox.addEventListener('change', (event) => {
this._handleSequentialCheckboxChange(event)
})
})
}
/**
* Handle sequential checkbox change logic
* @param {Event} event - The change event
*/
_handleSequentialCheckboxChange(event) {
const checkbox = event.target
if (!checkbox.classList.contains('wound-checkbox') || checkbox.disabled) return
const track = checkbox.dataset.track
const currentIndex = parseInt(checkbox.dataset.index)
const isChecked = checkbox.checked
// Get all checkboxes in this track
const trackCheckboxes = Array.from(this.element.querySelectorAll(`.wound-checkbox[data-track="${track}"]`))
if (isChecked) {
// Checking a box: uncheck all boxes after this one
for (let i = currentIndex + 1; i < trackCheckboxes.length; i++) {
trackCheckboxes[i].checked = false
}
// Check all boxes before this one
for (let i = 0; i < currentIndex; i++) {
trackCheckboxes[i].checked = true
}
} else {
// Unchecking a box: uncheck all boxes after this one
for (let i = currentIndex; i < trackCheckboxes.length; i++) {
trackCheckboxes[i].checked = false
}
}
// Update the visual state
this._updateTrackVisualState()
}
/**
* Update visual state of track boxes based on checkbox states
*/
_updateTrackVisualState() {
this.element.querySelectorAll('.track-box').forEach(box => {
const checkbox = box.querySelector('.wound-checkbox')
if (checkbox) {
if (checkbox.checked) {
box.classList.add('checked')
} else {
box.classList.remove('checked')
}
}
})
}
/**
* Setup sequential checkbox logic for faction tracks
*/
_setupFactionCheckboxes() {
this.element.querySelectorAll('.faction-checkbox').forEach(checkbox => {
checkbox.addEventListener('change', (event) => {
this._handleFactionCheckboxChange(event)
})
})
}
/**
* Handle faction checkbox change logic
* @param {Event} event - The change event
*/
_handleFactionCheckboxChange(event) {
const checkbox = event.target
if (!checkbox.classList.contains('faction-checkbox') || checkbox.disabled) return
const factionId = checkbox.dataset.faction
const currentLevel = parseInt(checkbox.dataset.level)
const isChecked = checkbox.checked
// Get all checkboxes for this faction
const factionCheckboxes = Array.from(this.element.querySelectorAll(`.faction-checkbox[data-faction="${factionId}"]`))
if (isChecked) {
// Checking a box: check all boxes before this one, uncheck all boxes after this one
for (let i = 0; i < currentLevel; i++) {
factionCheckboxes[i].checked = true
}
for (let i = currentLevel; i < factionCheckboxes.length; i++) {
factionCheckboxes[i].checked = false
}
} else {
// Unchecking a box: uncheck all boxes after this one
for (let i = currentLevel - 1; i < factionCheckboxes.length; i++) {
factionCheckboxes[i].checked = false
}
}
// Update the count display
this._updateFactionCount(factionId)
}
/**
* Update the faction count display based on checked checkboxes
* @param {string} factionId - The faction ID
*/
_updateFactionCount(factionId) {
const checkboxes = Array.from(this.element.querySelectorAll(`.faction-checkbox[data-faction="${factionId}"]:checked`))
const count = checkboxes.length
// Update the hidden input field
const input = this.element.querySelector(`input[name="system.factions.${factionId}.value"]`)
if (input) {
input.value = count
}
// Update the visual count display
const countDisplay = this.element.querySelector(`.faction-row[data-faction="${factionId}"] .faction-count`)
if (countDisplay) {
countDisplay.textContent = count
}
}
}

View File

@@ -39,16 +39,16 @@ export default class CelestopolItemSheet extends HandlebarsApplicationMixin(foun
})
}
static async #onEditImage(event, target) {
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
static async #onEditImage(event, _target) {
const current = this.document.img
const fp = new FilePicker({
current,
type: "image",
callback: (path) => this.document.update({ [attr]: path }),
callback: (path) => this.document.update({ img: path }),
top: this.position.top + 40,
left: this.position.left + 10,
})
return fp.browse()
}
}

View File

@@ -7,7 +7,7 @@ export const ASCII = `
░░░░░░░░░░░░░░░░░░1922░░░░░░░░░░░░░░░░░░░
`
/** Les 4 attributs principaux (stats). Chacun a une résistance (res) et 4 compétences. */
/** Les 4 attributs principaux (stats). Chacun a une résistance (res) et 4 domaines. */
export const STATS = {
ame: { id: "ame", label: "CELESTOPOL.Stat.ame" },
corps: { id: "corps", label: "CELESTOPOL.Stat.corps" },
@@ -15,7 +15,7 @@ export const STATS = {
esprit: { id: "esprit", label: "CELESTOPOL.Stat.esprit" },
}
/** Compétences groupées par attribut. */
/** Domaines groupées par attribut. */
export const SKILLS = {
ame: {
artifice: { id: "artifice", label: "CELESTOPOL.Skill.artifice", stat: "ame" },
@@ -43,7 +43,7 @@ export const SKILLS = {
},
}
/** Liste plate de toutes les compétences (utile pour les DataModels d'items). */
/** Liste plate de tous les domaines (utile pour les DataModels d'items). */
export const ALL_SKILLS = Object.values(SKILLS).flatMap(group => Object.values(group))
/** Types d'anomalies (pouvoirs paranormaux). */

View File

@@ -1,24 +1,40 @@
import { SYSTEM } from "../config/system.mjs"
/** Symboles Unicode pour chaque phase de lune. */
const MOON_SYMBOLS = {
none: "☽",
nouvellelune: "🌑",
premiercroissant: "🌒",
premierquartier: "🌓",
lunegibbeuse: "🌔",
lunevoutee: "🌕",
derniercroissant: "🌖",
dernierquartier: "🌗",
pleinelune: "🌕",
}
/**
* Système de dés de Célestopol 1922.
*
* Le jet de base est : (valeur compétence)d6 comparé à un seuil de difficulté.
* Le dé de lune ajoute un bonus selon la phase actuelle.
* Destin et Spleen modifient le nombre de dés.
* Le jet de base est : (valeur domaine + malus blessures)d6 + bonus lune + modificateurs
* comparé à un seuil de difficulté.
* - Succès critique : marge ≥ 5
* - Échec critique : marge ≤ 5
*/
export class CelestopolRoll extends Roll {
static CHAT_TEMPLATE = "systems/fvtt-celestopol/templates/chat-message.hbs"
get resultType() { return this.options.resultType }
get isSuccess() { return this.resultType === "success" }
get isFailure() { return this.resultType === "failure" }
get actorId() { return this.options.actorId }
get actorName() { return this.options.actorName }
get actorImage() { return this.options.actorImage }
get skillLabel() { return this.options.skillLabel }
get difficulty() { return this.options.difficulty }
get moonBonus() { return this.options.moonBonus ?? 0 }
get resultType() { return this.options.resultType }
get isSuccess() { return this.resultType === "success" || this.resultType === "critical-success" }
get isFailure() { return this.resultType === "failure" || this.resultType === "critical-failure" }
get isCriticalSuccess(){ return this.resultType === "critical-success" }
get isCriticalFailure(){ return this.resultType === "critical-failure" }
get actorId() { return this.options.actorId }
get actorName() { return this.options.actorName }
get actorImage() { return this.options.actorImage }
get skillLabel() { return this.options.skillLabel }
get difficulty() { return this.options.difficulty }
get moonBonus() { return this.options.moonBonus ?? 0 }
/**
* Ouvre le dialogue de configuration du jet via DialogV2 et exécute le jet.
@@ -26,26 +42,33 @@ export class CelestopolRoll extends Roll {
* @returns {Promise<CelestopolRoll|null>}
*/
static async prompt(options = {}) {
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
const fieldRollMode = new foundry.data.fields.StringField({
choices: rollModes,
blank: false,
default: "publicroll",
})
const woundMalus = options.woundMalus ?? 0
const baseSkillVal = options.skillValue ?? 0
const nbDiceBase = Math.max(1, baseSkillVal + woundMalus)
const woundLevelId = options.woundLevel ?? 0
const woundLabel = woundLevelId > 0
? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
: null
// Construire les phases lune avec symboles
const moonPhaseChoices = Object.fromEntries(
Object.entries(SYSTEM.MOON_DICE_PHASES).map(([key, val]) => [
key, { ...val, symbol: MOON_SYMBOLS[key] ?? "☽" }
])
)
const dialogContext = {
actorName: options.actorName,
statLabel: options.statLabel,
skillLabel: options.skillLabel,
skillValue: options.skillValue,
woundMalus: options.woundMalus ?? 0,
nbDice: Math.max(1, options.skillValue ?? 1),
difficultyChoices:SYSTEM.DIFFICULTY_CHOICES,
moonPhaseChoices: SYSTEM.MOON_DICE_PHASES,
defaultDifficulty:options.difficulty ?? "normal",
defaultMoonPhase: options.moonPhase ?? "none",
rollModes,
fieldRollMode,
actorName: options.actorName,
statLabel: options.statLabel,
skillLabel: options.skillLabel,
skillValue: baseSkillVal,
woundMalus,
woundLabel,
nbDiceBase,
difficultyChoices: SYSTEM.DIFFICULTY_CHOICES,
moonPhaseChoices,
defaultDifficulty: options.difficulty ?? "normal",
defaultMoonPhase: options.moonPhase ?? "none",
}
const content = await foundry.applications.handlebars.renderTemplate(
@@ -53,7 +76,11 @@ export class CelestopolRoll extends Roll {
dialogContext
)
const title = `${game.i18n.localize("CELESTOPOL.Roll.title")}${game.i18n.localize(options.skillLabel ?? "")}`
const skillLocalized = game.i18n.localize(options.skillLabel ?? "")
const statLocalized = options.statLabel ? game.i18n.localize(options.statLabel) : null
const title = statLocalized
? `${statLocalized} ${skillLocalized}`
: skillLocalized
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title },
@@ -62,9 +89,12 @@ export class CelestopolRoll extends Roll {
buttons: [
{
label: game.i18n.localize("CELESTOPOL.Roll.roll"),
icon: "fa-solid fa-dice",
callback: (event, button) => {
return Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
if (input.name) {
obj[input.name] = input.type === "checkbox" ? input.checked : input.value
}
return obj
}, {})
},
@@ -80,11 +110,13 @@ export class CelestopolRoll extends Roll {
const moonPhase = rollContext.moonPhase ?? "none"
const moonConfig = SYSTEM.MOON_DICE_PHASES[moonPhase] ?? SYSTEM.MOON_DICE_PHASES.none
const modifier = parseInt(rollContext.modifier ?? 0) || 0
const woundMalus = options.woundMalus ?? 0
const skillValue = Math.max(0, (options.skillValue ?? 0) + woundMalus)
const nbDice = Math.max(1, skillValue)
const aspectMod = parseInt(rollContext.aspectModifier ?? 0) || 0
const useDestin = rollContext.useDestin === true || rollContext.useDestin === "true"
const destinDice = useDestin ? 2 : 0
const skillValue = Math.max(0, baseSkillVal + woundMalus)
const nbDice = Math.max(1, skillValue) + destinDice
const moonBonus = moonConfig.bonus ?? 0
const totalModifier = moonBonus + modifier
const totalModifier = moonBonus + modifier + aspectMod
const formula = totalModifier !== 0
? `${nbDice}d6 + ${totalModifier}`
@@ -97,6 +129,10 @@ export class CelestopolRoll extends Roll {
moonPhase,
moonBonus,
modifier,
aspectMod,
useDestin,
destinDice,
nbDice,
formula,
rollMode: rollContext.visibility ?? "publicroll",
}
@@ -118,16 +154,26 @@ export class CelestopolRoll extends Roll {
return roll
}
/** Détermine succès/échec selon le total vs le seuil. */
/**
* Détermine succès/échec et critiques selon la marge (total seuil).
* - Marge ≥ 5 → succès critique
* - Marge ≥ 0 → succès
* - Marge ≤ 5 → échec critique
* - Marge < 0 → échec
*/
computeResult() {
const threshold = SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0
if (threshold === 0) {
this.options.resultType = "unknown"
} else if (this.total >= threshold) {
this.options.resultType = "success"
} else {
this.options.resultType = "failure"
this.options.margin = null
return
}
const margin = this.total - threshold
this.options.margin = margin
if (margin >= 5) this.options.resultType = "critical-success"
else if (margin >= 0) this.options.resultType = "success"
else if (margin <= -5) this.options.resultType = "critical-failure"
else this.options.resultType = "failure"
}
/** @override */
@@ -137,44 +183,77 @@ export class CelestopolRoll extends Roll {
}
async _getChatCardData(isPrivate) {
const statLabel = this.options.statLabel
const skillLabel = this.options.skillLabel
const resultType = this.resultType
const diceResults = this.dice[0]?.results?.map(r => r.result) ?? []
const statLabel = this.options.statLabel
const skillLabel = this.options.skillLabel
const resultType = this.resultType
const diceResults = this.dice[0]?.results?.map(r => r.result) ?? []
const diceSum = diceResults.reduce((a, b) => a + b, 0)
const threshold = SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0
const margin = this.options.margin
const moonPhase = this.options.moonPhase ?? "none"
const moonSymbol = MOON_SYMBOLS[moonPhase] ?? "☽"
const woundMalus = this.options.woundMalus ?? 0
const woundLevelId = this.options.woundLevel ?? 0
const woundLabel = woundLevelId > 0
? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
: null
// Classe CSS principale du résultat
const resultClassMap = {
"critical-success": "critical-success",
"success": "success",
"failure": "failure",
"critical-failure": "critical-failure",
"unknown": "",
}
return {
cssClass: [SYSTEM.id, "dice-roll"].join(" "),
actorId: this.actorId,
actorName: this.actorName,
actorImg: this.actorImage,
statLabel: statLabel ? game.i18n.localize(statLabel) : "",
skillLabel: skillLabel ? game.i18n.localize(skillLabel) : "",
formula: this.formula,
total: this.total,
resultType,
resultClass: resultType === "success" ? "success" : resultType === "failure" ? "failure" : "",
success: this.isSuccess,
failure: this.isFailure,
difficulty: this.options.difficulty,
difficultyLabel:game.i18n.localize(SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.label ?? ""),
moonPhase: this.options.moonPhase,
moonPhaseLabel: game.i18n.localize(SYSTEM.MOON_DICE_PHASES[this.options.moonPhase]?.label ?? ""),
moonBonus: this.moonBonus,
modifier: this.options.modifier,
isPrivate,
tooltip: isPrivate ? "" : await this.getTooltip(),
cssClass: [SYSTEM.id, "dice-roll"].join(" "),
actorId: this.actorId,
actorName: this.actorName,
actorImg: this.actorImage,
statLabel: statLabel ? game.i18n.localize(statLabel) : "",
skillLabel: skillLabel ? game.i18n.localize(skillLabel) : "",
formula: this.formula,
total: this.total,
diceSum,
diceResults,
resultType,
resultClass: resultClassMap[resultType] ?? "",
isSuccess: this.isSuccess,
isFailure: this.isFailure,
isCriticalSuccess: this.isCriticalSuccess,
isCriticalFailure: this.isCriticalFailure,
difficulty: this.options.difficulty,
difficultyLabel: game.i18n.localize(SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.label ?? ""),
difficultyValue: threshold,
margin,
marginAbs: margin !== null ? Math.abs(margin) : null,
marginAbove: margin !== null && margin >= 0,
moonPhase,
moonPhaseLabel: game.i18n.localize(SYSTEM.MOON_DICE_PHASES[moonPhase]?.label ?? ""),
moonSymbol,
moonBonus: this.moonBonus,
modifier: this.options.modifier,
aspectMod: this.options.aspectMod ?? 0,
useDestin: this.options.useDestin ?? false,
destinDice: this.options.destinDice ?? 0,
nbDice: this.options.nbDice ?? diceResults.length,
woundMalus,
woundLabel,
isPrivate,
tooltip: isPrivate ? "" : await this.getTooltip(),
}
}
/** @override */
async toMessage(messageData = {}, { rollMode, create = true } = {}) {
return super.toMessage(
{
flavor: `<strong>${game.i18n.localize(this.skillLabel ?? "")}</strong>`,
...messageData,
},
{ rollMode }
)
const skillLocalized = this.skillLabel ? game.i18n.localize(this.skillLabel) : ""
const statLocalized = this.options.statLabel
? game.i18n.localize(this.options.statLabel) : ""
const flavor = statLocalized
? `<strong>${statLocalized} ${skillLocalized}</strong>`
: `<strong>${skillLocalized}</strong>`
return super.toMessage({ flavor, ...messageData }, { rollMode })
}
}

View File

@@ -19,10 +19,18 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
value: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
})
// Les 4 stats avec leurs compétences
// Les 4 stats avec leurs domaines
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) => {
@@ -85,9 +93,18 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
vision: persoAttrField(),
})
// Factions
// Factions - 9 checkboxes per faction (like wound tracks)
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 }),
})
schema.factions = new fields.SchemaField({
pinkerton: factionField(),
@@ -150,9 +167,9 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
}
/**
* Lance les dés pour une compétence donnée.
* Lance les dés pour un domaine donné.
* @param {string} statId - Id de la stat (ame, corps, coeur, esprit)
* @param {string} skillId - Id de la compétence
* @param {string} skillId - Id du domaine
*/
async roll(statId, skillId) {
const { CelestopolRoll } = await import("../documents/roll.mjs")
@@ -169,6 +186,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
skillLabel: skill.label,
skillValue: skill.value,
woundMalus: this.getWoundMalus(),
woundLevel: this.blessures.lvl,
moonPhase: this.prefs.moonPhase,
difficulty: this.prefs.difficulty,
})

View File

@@ -1,6 +1,6 @@
import { SYSTEM } from "../config/system.mjs"
/** Schéma partagé pour les bonus/malus par compétence (utilisé dans anomaly/aspect/attribute). */
/** Schéma partagé pour les bonus/malus par domaine (utilisé dans anomaly/aspect/attribute). */
function skillScoresSchema() {
const fields = foundry.data.fields
const reqInt = { required: true, nullable: false, integer: true }