277 lines
10 KiB
JavaScript
277 lines
10 KiB
JavaScript
import CelestopolActorSheet from "./base-actor-sheet.mjs"
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import { SYSTEM } from "../../config/system.mjs"
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export default class CelestopolCharacterSheet extends CelestopolActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["character"],
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position: { width: 920, height: 660 },
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window: { contentClasses: ["character-content"] },
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actions: {
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createAnomaly: CelestopolCharacterSheet.#onCreateAnomaly,
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createAspect: CelestopolCharacterSheet.#onCreateAspect,
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createEquipment: CelestopolCharacterSheet.#onCreateEquipment,
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createWeapon: CelestopolCharacterSheet.#onCreateWeapon,
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createArmure: CelestopolCharacterSheet.#onCreateArmure,
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useAnomaly: CelestopolCharacterSheet.#onUseAnomaly,
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resetAnomalyUses: CelestopolCharacterSheet.#onResetAnomalyUses,
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depenseXp: CelestopolCharacterSheet.#onDepenseXp,
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supprimerXpLog: CelestopolCharacterSheet.#onSupprimerXpLog,
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rollMoonDie: CelestopolCharacterSheet.#onRollMoonDie,
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},
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}
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/** @override */
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static PARTS = {
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main: { template: "systems/fvtt-celestopol/templates/character-main.hbs" },
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tabs: { template: "templates/generic/tab-navigation.hbs" },
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competences:{ template: "systems/fvtt-celestopol/templates/character-competences.hbs" },
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blessures: { template: "systems/fvtt-celestopol/templates/character-blessures.hbs" },
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factions: { template: "systems/fvtt-celestopol/templates/character-factions.hbs" },
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equipement: { template: "systems/fvtt-celestopol/templates/character-equipement.hbs" },
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biography: { template: "systems/fvtt-celestopol/templates/character-biography.hbs" },
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}
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tabGroups = { sheet: "competences" }
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#getTabs() {
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const tabs = {
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competences:{ id: "competences", group: "sheet", icon: "fa-solid fa-dice-d6", label: "CELESTOPOL.Tab.competences" },
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blessures: { id: "blessures", group: "sheet", icon: "fa-solid fa-heart-crack", label: "CELESTOPOL.Tab.blessures" },
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factions: { id: "factions", group: "sheet", icon: "fa-solid fa-flag", label: "CELESTOPOL.Tab.factions" },
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equipement: { id: "equipement", group: "sheet", icon: "fa-solid fa-shield-halved",label: "CELESTOPOL.Tab.equipement" },
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biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "CELESTOPOL.Tab.biography" },
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.active ? "active" : ""
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}
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return tabs
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}
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/** @override */
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async _prepareContext() {
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const context = await super._prepareContext()
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context.tabs = this.#getTabs()
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context.stats = SYSTEM.STATS
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context.skills = SYSTEM.SKILLS
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context.anomalyTypes = SYSTEM.ANOMALY_TYPES
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context.factions = SYSTEM.FACTIONS
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context.woundLevels = SYSTEM.WOUND_LEVELS
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return context
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}
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/** @override */
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async _preparePartContext(partId, context) {
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context.systemFields = this.document.system.schema.fields
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const doc = this.document
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switch (partId) {
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case "main":
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break
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case "competences":
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context.tab = context.tabs.competences
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context.anomaly = doc.itemTypes.anomaly[0] ?? null
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context.aspects = doc.itemTypes.aspect
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if (context.anomaly) {
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const def = SYSTEM.ANOMALY_DEFINITIONS[context.anomaly.system.subtype] ?? SYSTEM.ANOMALY_DEFINITIONS.none
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context.anomalySkillLabels = def.technicalSkills.map(key => {
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if (key === "lune") return game.i18n.localize("CELESTOPOL.Anomaly.moonDie")
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for (const skills of Object.values(SYSTEM.SKILLS)) {
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if (skills[key]) return game.i18n.localize(skills[key].label)
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}
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return key
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})
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} else {
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context.anomalySkillLabels = []
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}
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break
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case "blessures":
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context.tab = context.tabs.blessures
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break
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case "factions":
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context.tab = context.tabs.factions
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context.factionRows = Object.entries(SYSTEM.FACTIONS).map(([id, fDef]) => {
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const val = this.document.system.factions[id]?.value ?? 0
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return {
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id,
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label: fDef.label,
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value: val,
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valueStr: val > 0 ? `+${val}` : `${val}`,
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dots: Array.from({ length: 9 }, (_, i) => ({
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index: i,
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filled: i <= val + 4,
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type: i < 4 ? "neg" : i === 4 ? "neutral" : "pos",
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})),
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}
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})
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context.factionCustom = ["perso1", "perso2"].map(id => {
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const f = this.document.system.factions[id]
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const val = f?.value ?? 0
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return {
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id,
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label: f?.label ?? "",
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value: val,
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valueStr: val > 0 ? `+${val}` : `${val}`,
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dots: Array.from({ length: 9 }, (_, i) => ({
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index: i,
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filled: i <= val + 4,
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type: i < 4 ? "neg" : i === 4 ? "neutral" : "pos",
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})),
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}
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})
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break
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case "biography":
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context.tab = context.tabs.biography
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context.xpLogEmpty = (doc.system.xp?.log?.length ?? 0) === 0
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context.enrichedDescriptionPhysique = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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doc.system.descriptionPhysique, { relativeTo: this.document })
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context.enrichedDescriptionPsychologique = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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doc.system.descriptionPsychologique, { relativeTo: this.document })
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context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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doc.system.notes, { relativeTo: this.document })
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break
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case "equipement":
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context.tab = context.tabs.equipement
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context.weapons = doc.itemTypes.weapon.sort((a, b) => a.name.localeCompare(b.name))
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context.armures = doc.itemTypes.armure.sort((a, b) => a.name.localeCompare(b.name))
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context.equipments= doc.itemTypes.equipment.sort((a, b) => a.name.localeCompare(b.name))
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break
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}
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return context
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}
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static async #onCreateAnomaly() {
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if (this.document.itemTypes.anomaly.length > 0) {
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ui.notifications.warn(game.i18n.localize("CELESTOPOL.Anomaly.maxAnomaly"))
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return
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}
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await this.document.createEmbeddedDocuments("Item", [{
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name: game.i18n.localize("CELESTOPOL.Item.newAnomaly"), type: "anomaly",
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}])
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}
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static async #onCreateAspect() {
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await this.document.createEmbeddedDocuments("Item", [{
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name: game.i18n.localize("CELESTOPOL.Item.newAspect"), type: "aspect",
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}])
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}
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static async #onCreateEquipment() {
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await this.document.createEmbeddedDocuments("Item", [{
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name: game.i18n.localize("TYPES.Item.equipment"), type: "equipment",
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}])
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}
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static async #onCreateWeapon() {
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await this.document.createEmbeddedDocuments("Item", [{
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name: game.i18n.localize("TYPES.Item.weapon"), type: "weapon",
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}])
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}
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static async #onCreateArmure() {
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await this.document.createEmbeddedDocuments("Item", [{
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name: game.i18n.localize("TYPES.Item.armure"), type: "armure",
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}])
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}
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static async #onUseAnomaly(event, target) {
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const itemId = target.dataset.itemId
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const anomaly = this.document.items.get(itemId)
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if (!anomaly) return
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const current = anomaly.system.usesRemaining
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if (current <= 0) {
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ui.notifications.warn(game.i18n.localize("CELESTOPOL.Anomaly.noUsesLeft"))
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return
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}
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await anomaly.update({ "system.usesRemaining": current - 1 })
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}
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static async #onResetAnomalyUses(event, target) {
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const itemId = target.dataset.itemId
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const anomaly = this.document.items.get(itemId)
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if (!anomaly) return
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await anomaly.update({ "system.usesRemaining": anomaly.system.level })
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}
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/** Ouvre un dialogue pour dépenser de l'XP. */
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static async #onDepenseXp() {
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const actor = this.document
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const currentXp = actor.system.xp?.actuel ?? 0
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const i18n = game.i18n
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const content = `
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<form class="cel-dialog-form">
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<div class="form-group">
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<label>${i18n.localize("CELESTOPOL.XP.montant")}</label>
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<input type="number" name="montant" value="1" min="1" max="${currentXp}" autofocus />
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</div>
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<div class="form-group">
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<label>${i18n.localize("CELESTOPOL.XP.raison")}</label>
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<input type="text" name="raison" placeholder="${i18n.localize("CELESTOPOL.XP.raisonPlaceholder")}" />
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</div>
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<p class="xp-dialog-hint">${i18n.format("CELESTOPOL.XP.disponible", { n: currentXp })}</p>
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</form>`
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const result = await foundry.applications.api.DialogV2.prompt({
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window: { title: i18n.localize("CELESTOPOL.XP.depenser") },
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content,
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ok: {
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label: i18n.localize("CELESTOPOL.XP.confirmer"),
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callback: (event, button) => {
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const form = button.form
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return {
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montant: parseInt(form.querySelector("[name=montant]").value) || 0,
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raison: form.querySelector("[name=raison]").value.trim(),
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}
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},
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},
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})
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if (!result) return
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const { montant, raison } = result
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if (montant <= 0) {
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ui.notifications.warn(i18n.localize("CELESTOPOL.XP.montantInvalide"))
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return
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}
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if (montant > currentXp) {
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ui.notifications.warn(i18n.format("CELESTOPOL.XP.insuffisant", { n: currentXp }))
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return
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}
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const date = new Date().toLocaleDateString("fr-FR")
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const log = [...(actor.system.xp.log ?? []), { montant, raison, date }]
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await actor.update({
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"system.xp.actuel": currentXp - montant,
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"system.xp.log": log,
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})
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}
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/** Supprime une entrée du log XP et rembourse les points (mode édition). */
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static async #onSupprimerXpLog(event, target) {
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const idx = parseInt(target.dataset.idx)
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const actor = this.document
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const log = [...(actor.system.xp.log ?? [])]
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if (isNaN(idx) || idx < 0 || idx >= log.length) return
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const entry = log[idx]
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log.splice(idx, 1)
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await actor.update({
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"system.xp.actuel": (actor.system.xp?.actuel ?? 0) + entry.montant,
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"system.xp.log": log,
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})
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}
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/** Lance le Dé de la Lune de façon autonome depuis le header de la fiche. */
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static async #onRollMoonDie() {
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const { CelestopolRoll } = await import("../../documents/roll.mjs")
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await CelestopolRoll.rollMoonStandalone(this.document)
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}
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}
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