Files
fvtt-celestopol/module/applications/sheets/character-sheet.mjs
LeRatierBretonnier 9dbd614c5a 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>
2026-03-31 00:33:59 +02:00

239 lines
8.8 KiB
JavaScript

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