Files
fvtt-celestopol/fvtt-celestopol.mjs
LeRatierBretonnier 0b53b19cf8 fix: migration auto des items de types obsolètes au démarrage
- Hook 'ready' (GM uniquement) supprime les items dont le type n'est
  plus enregistré (ex: 'attribute' de l'ancienne version)
- Évite l'erreur 'type X is not a valid type for Item Document class'

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-03-29 21:31:31 +02:00

280 lines
11 KiB
JavaScript

/**
* fvtt-celestopol.mjs — Point d'entrée principal du système Célestopol 1922
* FoundryVTT v13+ / DataModels / ApplicationV2
*/
import { SYSTEM, SYSTEM_ID, ASCII } from "./module/config/system.mjs"
import {
CelestopolCharacter,
CelestopolNPC,
CelestopolAnomaly,
CelestopolAspect,
CelestopolEquipment,
CelestopolWeapon,
CelestopolArmure,
} from "./module/models/_module.mjs"
import {
CelestopolActor,
CelestopolItem,
CelestopolChatMessage,
CelestopolRoll,
} from "./module/documents/_module.mjs"
import {
CelestopolCharacterSheet,
CelestopolNPCSheet,
CelestopolAnomalySheet,
CelestopolAspectSheet,
CelestopolEquipmentSheet,
CelestopolWeaponSheet,
CelestopolArmureSheet,
} from "./module/applications/_module.mjs"
/* ─── Init hook ──────────────────────────────────────────────────────────── */
Hooks.once("init", () => {
console.log(ASCII)
console.log(`${SYSTEM_ID} | Initializing Célestopol 1922 system`)
// Expose SYSTEM constants in game.system namespace
game.celestopol = { SYSTEM }
// ── DataModels ──────────────────────────────────────────────────────────
CONFIG.Actor.dataModels.character = CelestopolCharacter
CONFIG.Actor.dataModels.npc = CelestopolNPC
CONFIG.Item.dataModels.anomaly = CelestopolAnomaly
CONFIG.Item.dataModels.aspect = CelestopolAspect
CONFIG.Item.dataModels.equipment = CelestopolEquipment
CONFIG.Item.dataModels.weapon = CelestopolWeapon
CONFIG.Item.dataModels.armure = CelestopolArmure
// ── Document classes ────────────────────────────────────────────────────
CONFIG.Actor.documentClass = CelestopolActor
CONFIG.Item.documentClass = CelestopolItem
CONFIG.ChatMessage.documentClass = CelestopolChatMessage
CONFIG.Dice.rolls.push(CelestopolRoll)
// ── Token display defaults ───────────────────────────────────────────────
CONFIG.Actor.trackableAttributes = {
character: {
bar: ["blessures.lvl"],
value: ["initiative", "anomaly.level"],
},
npc: {
bar: ["blessures.lvl"],
value: ["initiative"],
},
}
// ── Sheets: unregister core, register system sheets ─────────────────────
foundry.applications.sheets.ActorSheetV2.unregisterSheet?.("core", "Actor", { types: ["character", "npc"] })
foundry.documents.collections.Actors.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
foundry.documents.collections.Actors.registerSheet(SYSTEM_ID, CelestopolCharacterSheet, {
types: ["character"],
makeDefault: true,
label: "CELESTOPOL.Sheet.character",
})
foundry.documents.collections.Actors.registerSheet(SYSTEM_ID, CelestopolNPCSheet, {
types: ["npc"],
makeDefault: true,
label: "CELESTOPOL.Sheet.npc",
})
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ItemSheet)
foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolAnomalySheet, {
types: ["anomaly"],
makeDefault: true,
label: "CELESTOPOL.Sheet.anomaly",
})
foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolAspectSheet, {
types: ["aspect"],
makeDefault: true,
label: "CELESTOPOL.Sheet.aspect",
})
foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolEquipmentSheet, {
types: ["equipment"],
makeDefault: true,
label: "CELESTOPOL.Sheet.equipment",
})
foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolWeaponSheet, {
types: ["weapon"],
makeDefault: true,
label: "CELESTOPOL.Sheet.weapon",
})
foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolArmureSheet, {
types: ["armure"],
makeDefault: true,
label: "CELESTOPOL.Sheet.armure",
})
// ── Handlebars helpers ───────────────────────────────────────────────────
_registerHandlebarsHelpers()
// ── Game settings ────────────────────────────────────────────────────────
_registerSettings()
// ── Pre-load templates ───────────────────────────────────────────────────
_preloadTemplates()
})
/* ─── Ready hook ─────────────────────────────────────────────────────────── */
Hooks.once("ready", () => {
console.log(`${SYSTEM_ID} | System ready`)
// Socket handler for GM-only operations (e.g. wound application)
if (game.socket) {
game.socket.on(`system.${SYSTEM_ID}`, _onSocketMessage)
}
// Migration : supprime les items de types obsolètes (ex: "attribute")
if (game.user.isGM) {
_migrateObsoleteItems()
}
})
/** Supprime les items dont le type n'est plus reconnu par le système. */
async function _migrateObsoleteItems() {
const validTypes = new Set(["anomaly", "aspect", "equipment", "weapon", "armure"])
for (const actor of game.actors) {
const toDelete = actor.items
.filter(i => !validTypes.has(i.type))
.map(i => i.id)
if (toDelete.length) {
console.warn(`${SYSTEM_ID} | Migration: suppression de ${toDelete.length} item(s) obsolète(s) sur ${actor.name}`, toDelete)
await actor.deleteEmbeddedDocuments("Item", toDelete)
}
}
// Items globaux (hors acteur)
const globalToDelete = game.items
.filter(i => !validTypes.has(i.type))
.map(i => i.id)
if (globalToDelete.length) {
console.warn(`${SYSTEM_ID} | Migration: suppression de ${globalToDelete.length} item(s) global(aux) obsolète(s)`, globalToDelete)
await Item.deleteDocuments(globalToDelete)
}
}
/* ─── Handlebars helpers ─────────────────────────────────────────────────── */
function _registerHandlebarsHelpers() {
// Helper : concat strings
Handlebars.registerHelper("concat", (...args) => args.slice(0, -1).join(""))
// Helper : strict equality
Handlebars.registerHelper("eq", (a, b) => a === b)
// Helper : greater than
Handlebars.registerHelper("gt", (a, b) => a > b)
// Helper : less than or equal
Handlebars.registerHelper("lte", (a, b) => a <= b)
// Helper : greater than or equal
Handlebars.registerHelper("gte", (a, b) => a >= b)
// Helper : less than
Handlebars.registerHelper("lt", (a, b) => a < b)
// Helper : logical OR
Handlebars.registerHelper("or", (...args) => args.slice(0, -1).some(Boolean))
// Helper : build array from args (Handlebars doesn't have arrays natively)
Handlebars.registerHelper("array", (...args) => args.slice(0, -1))
// Helper : nested object lookup with dot path or multiple keys
Handlebars.registerHelper("lookup", (obj, ...args) => {
const options = args.pop() // last arg is Handlebars options hash
return args.reduce((acc, key) => (acc && acc[key] !== undefined ? acc[key] : undefined), obj)
})
// Helper : negate a number (abs value helper)
Handlebars.registerHelper("neg", n => -n)
// Helper : absolute value
Handlebars.registerHelper("abs", n => Math.abs(n))
// Helper : add two numbers
Handlebars.registerHelper("add", (a, b) => a + b)
Handlebars.registerHelper("let", function(value, options) {
return options.fn({ value })
})
}
/* ─── Settings ───────────────────────────────────────────────────────────── */
function _registerSettings() {
game.settings.register(SYSTEM_ID, "rollMoonDieByDefault", {
name: "CELESTOPOL.Setting.rollMoonDieByDefault.name",
hint: "CELESTOPOL.Setting.rollMoonDieByDefault.hint",
scope: "world",
config: true,
type: Boolean,
default: false,
})
game.settings.register(SYSTEM_ID, "autoWounds", {
name: "CELESTOPOL.Setting.autoWounds.name",
hint: "CELESTOPOL.Setting.autoWounds.hint",
scope: "world",
config: true,
type: Boolean,
default: false,
})
}
/* ─── Template preload ───────────────────────────────────────────────────── */
function _preloadTemplates() {
const base = `systems/${SYSTEM_ID}/templates`
foundry.applications.handlebars.loadTemplates([
`${base}/character-main.hbs`,
`${base}/character-competences.hbs`,
`${base}/character-blessures.hbs`,
`${base}/character-factions.hbs`,
`${base}/character-equipement.hbs`,
`${base}/character-biography.hbs`,
`${base}/npc-main.hbs`,
`${base}/npc-competences.hbs`,
`${base}/npc-blessures.hbs`,
`${base}/anomaly.hbs`,
`${base}/aspect.hbs`,
`${base}/equipment.hbs`,
`${base}/weapon.hbs`,
`${base}/armure.hbs`,
`${base}/roll-dialog.hbs`,
`${base}/chat-message.hbs`,
`${base}/partials/item-scores.hbs`,
])
}
/* ─── Socket handler ─────────────────────────────────────────────────────── */
function _onSocketMessage(data) {
if (!game.user.isGM) return
switch (data.type) {
case "applyWound": {
const actor = game.actors.get(data.actorId)
if (actor) actor.update({ "system.blessures.lvl": data.level })
break
}
}
}
/* ─── Nom par défaut des items à la création ─────────────────────────────── */
Hooks.on("preCreateItem", (item, data) => {
const defaultNames = {
weapon: () => game.i18n.localize("TYPES.Item.weapon"),
armure: () => game.i18n.localize("TYPES.Item.armure"),
anomaly: () => game.i18n.localize("TYPES.Item.anomaly"),
aspect: () => game.i18n.localize("TYPES.Item.aspect"),
equipment: () => game.i18n.localize("TYPES.Item.equipment"),
}
const fn = defaultNames[item.type]
if (fn && (!data.name || data.name === "New Item" || data.name === item.type)) {
item.updateSource({ name: fn() })
}
})