- aspect.svg : diamant à facettes avec coupe brillant et reflet - equipment.svg : clé vintage ornée avec tête circulaire et dents géométriques - preCreateItem hook : définit img par défaut par type d'item Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
351 lines
14 KiB
JavaScript
351 lines
14 KiB
JavaScript
/**
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* fvtt-celestopol.mjs — Point d'entrée principal du système Célestopol 1922
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* FoundryVTT v13+ / DataModels / ApplicationV2
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*/
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import { SYSTEM, SYSTEM_ID, ASCII } from "./module/config/system.mjs"
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import {
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CelestopolCharacter,
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CelestopolNPC,
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CelestopolAnomaly,
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CelestopolAspect,
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CelestopolEquipment,
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CelestopolWeapon,
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CelestopolArmure,
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} from "./module/models/_module.mjs"
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import {
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CelestopolActor,
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CelestopolItem,
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CelestopolChatMessage,
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CelestopolRoll,
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} from "./module/documents/_module.mjs"
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import {
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CelestopolCharacterSheet,
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CelestopolNPCSheet,
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CelestopolAnomalySheet,
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CelestopolAspectSheet,
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CelestopolEquipmentSheet,
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CelestopolWeaponSheet,
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CelestopolArmureSheet,
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} from "./module/applications/_module.mjs"
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/* ─── Init hook ──────────────────────────────────────────────────────────── */
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Hooks.once("init", () => {
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console.log(ASCII)
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console.log(`${SYSTEM_ID} | Initializing Célestopol 1922 system`)
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// Expose SYSTEM constants in game.system namespace
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game.celestopol = { SYSTEM }
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// ── DataModels ──────────────────────────────────────────────────────────
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CONFIG.Actor.dataModels.character = CelestopolCharacter
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CONFIG.Actor.dataModels.npc = CelestopolNPC
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CONFIG.Item.dataModels.anomaly = CelestopolAnomaly
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CONFIG.Item.dataModels.aspect = CelestopolAspect
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CONFIG.Item.dataModels.equipment = CelestopolEquipment
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CONFIG.Item.dataModels.weapon = CelestopolWeapon
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CONFIG.Item.dataModels.armure = CelestopolArmure
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// ── Document classes ────────────────────────────────────────────────────
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CONFIG.Actor.documentClass = CelestopolActor
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CONFIG.Item.documentClass = CelestopolItem
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CONFIG.ChatMessage.documentClass = CelestopolChatMessage
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CONFIG.Dice.rolls.push(CelestopolRoll)
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// ── Token display defaults ───────────────────────────────────────────────
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CONFIG.Actor.trackableAttributes = {
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character: {
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bar: ["blessures.lvl"],
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value: ["initiative", "anomaly.level"],
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},
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npc: {
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bar: ["blessures.lvl"],
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value: ["initiative"],
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},
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}
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// ── Sheets: unregister core, register system sheets ─────────────────────
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foundry.applications.sheets.ActorSheetV2.unregisterSheet?.("core", "Actor", { types: ["character", "npc"] })
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foundry.appv1?.sheets?.ActorSheet && foundry.documents.collections.Actors.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
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foundry.documents.collections.Actors.registerSheet(SYSTEM_ID, CelestopolCharacterSheet, {
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types: ["character"],
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makeDefault: true,
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label: "CELESTOPOL.Sheet.character",
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})
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foundry.documents.collections.Actors.registerSheet(SYSTEM_ID, CelestopolNPCSheet, {
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types: ["npc"],
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makeDefault: true,
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label: "CELESTOPOL.Sheet.npc",
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})
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foundry.appv1?.sheets?.ItemSheet && foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ItemSheet)
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foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolAnomalySheet, {
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types: ["anomaly"],
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makeDefault: true,
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label: "CELESTOPOL.Sheet.anomaly",
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})
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foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolAspectSheet, {
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types: ["aspect"],
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makeDefault: true,
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label: "CELESTOPOL.Sheet.aspect",
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})
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foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolEquipmentSheet, {
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types: ["equipment"],
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makeDefault: true,
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label: "CELESTOPOL.Sheet.equipment",
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})
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foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolWeaponSheet, {
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types: ["weapon"],
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makeDefault: true,
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label: "CELESTOPOL.Sheet.weapon",
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})
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foundry.documents.collections.Items.registerSheet(SYSTEM_ID, CelestopolArmureSheet, {
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types: ["armure"],
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makeDefault: true,
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label: "CELESTOPOL.Sheet.armure",
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})
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// ── Handlebars helpers ───────────────────────────────────────────────────
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_registerHandlebarsHelpers()
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// ── Game settings ────────────────────────────────────────────────────────
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_registerSettings()
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// ── Pre-load templates ───────────────────────────────────────────────────
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_preloadTemplates()
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})
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/* ─── Ready hook ─────────────────────────────────────────────────────────── */
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Hooks.once("ready", () => {
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console.log(`${SYSTEM_ID} | System ready`)
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// Socket handler for GM-only operations (e.g. wound application)
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if (game.socket) {
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game.socket.on(`system.${SYSTEM_ID}`, _onSocketMessage)
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}
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// Migration : supprime les items de types obsolètes (ex: "attribute")
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if (game.user.isGM) {
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_migrateObsoleteItems()
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_migrateIntegerTracks()
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}
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})
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/** Supprime les items dont le type n'est plus reconnu par le système. */
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async function _migrateObsoleteItems() {
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const validTypes = new Set(["anomaly", "aspect", "equipment", "weapon", "armure"])
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for (const actor of game.actors) {
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// Utilise _source.items pour trouver les items qui n'ont pas pu s'initialiser
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const toDelete = (actor._source?.items ?? [])
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.filter(i => !validTypes.has(i.type))
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.map(i => i._id)
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if (toDelete.length) {
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console.warn(`${SYSTEM_ID} | Migration: suppression de ${toDelete.length} item(s) obsolète(s) sur ${actor.name}`, toDelete)
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await actor.deleteEmbeddedDocuments("Item", toDelete)
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}
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}
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// Items globaux (hors acteur)
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const globalToDelete = game.items.contents
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.filter(i => !validTypes.has(i.type))
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.map(i => i.id)
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if (globalToDelete.length) {
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console.warn(`${SYSTEM_ID} | Migration: suppression de ${globalToDelete.length} item(s) global(aux) obsolète(s)`, globalToDelete)
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await Item.deleteDocuments(globalToDelete)
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}
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}
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/**
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* Migration : convertit les anciennes données booléennes (level1..level8, b1..b8, etc.)
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* vers le nouveau stockage entier direct.
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* Ne s'applique qu'aux acteurs ayant encore l'ancien format dans leur source.
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*/
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async function _migrateIntegerTracks() {
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const validActors = game.actors.contents.filter(a => ["character", "npc"].includes(a.type))
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for (const actor of validActors) {
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const src = actor._source?.system
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if (!src) continue
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const updateData = {}
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// Blessures : si b1 existe dans la source, recalculer lvl depuis les booléens
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const blessures = src.blessures ?? {}
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if ("b1" in blessures) {
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const lvl = [1,2,3,4,5,6,7,8].filter(i => blessures[`b${i}`]?.checked === true).length
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updateData["system.blessures.lvl"] = lvl
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}
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if (actor.type === "character") {
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// Destin
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const destin = src.destin ?? {}
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if ("d1" in destin) {
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const lvl = [1,2,3,4,5,6,7,8].filter(i => destin[`d${i}`]?.checked === true).length
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updateData["system.destin.lvl"] = lvl
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}
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// Spleen
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const spleen = src.spleen ?? {}
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if ("s1" in spleen) {
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const lvl = [1,2,3,4,5,6,7,8].filter(i => spleen[`s${i}`]?.checked === true).length
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updateData["system.spleen.lvl"] = lvl
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}
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// Domaines : si level1 existe dans un domaine, recalculer value depuis les booléens
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const stats = src.stats ?? {}
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for (const [statId, statData] of Object.entries(stats)) {
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for (const [skillId, skill] of Object.entries(statData ?? {})) {
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if (typeof skill !== "object" || !("level1" in skill)) continue
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const value = [1,2,3,4,5,6,7,8].filter(i => skill[`level${i}`] === true).length
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updateData[`system.stats.${statId}.${skillId}.value`] = value
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}
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}
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// Factions : si level1 existe dans une faction, recalculer value depuis les booléens
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const factions = src.factions ?? {}
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for (const [factionId, faction] of Object.entries(factions)) {
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if (typeof faction !== "object" || !("level1" in faction)) continue
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const value = [1,2,3,4,5,6,7,8,9].filter(i => faction[`level${i}`] === true).length
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updateData[`system.factions.${factionId}.value`] = value
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}
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}
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if (Object.keys(updateData).length > 0) {
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console.log(`${SYSTEM_ID} | Migration tracks → entiers : ${actor.name}`, updateData)
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await actor.update(updateData)
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}
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}
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}
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/* ─── Handlebars helpers ─────────────────────────────────────────────────── */
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function _registerHandlebarsHelpers() {
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// Helper : concat strings
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Handlebars.registerHelper("concat", (...args) => args.slice(0, -1).join(""))
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// Helper : strict equality
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Handlebars.registerHelper("eq", (a, b) => a === b)
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// Helper : greater than
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Handlebars.registerHelper("gt", (a, b) => a > b)
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// Helper : less than or equal
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Handlebars.registerHelper("lte", (a, b) => a <= b)
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// Helper : greater than or equal
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Handlebars.registerHelper("gte", (a, b) => a >= b)
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// Helper : less than
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Handlebars.registerHelper("lt", (a, b) => a < b)
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// Helper : logical OR
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Handlebars.registerHelper("or", (...args) => args.slice(0, -1).some(Boolean))
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// Helper : build array from args (Handlebars doesn't have arrays natively)
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Handlebars.registerHelper("array", (...args) => args.slice(0, -1))
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// Helper : range(n) → [1, 2, ..., n] — pour les boucles de cases à cocher
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Handlebars.registerHelper("range", (n) => Array.from({ length: n }, (_, i) => i + 1))
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// Helper : nested object lookup with dot path or multiple keys
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Handlebars.registerHelper("lookup", (obj, ...args) => {
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const options = args.pop() // last arg is Handlebars options hash
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return args.reduce((acc, key) => (acc && acc[key] !== undefined ? acc[key] : undefined), obj)
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})
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// Helper : negate a number (abs value helper)
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Handlebars.registerHelper("neg", n => -n)
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// Helper : absolute value
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Handlebars.registerHelper("abs", n => Math.abs(n))
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// Helper : add two numbers
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Handlebars.registerHelper("add", (a, b) => a + b)
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Handlebars.registerHelper("let", function(value, options) {
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return options.fn({ value })
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})
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}
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/* ─── Settings ───────────────────────────────────────────────────────────── */
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function _registerSettings() {
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game.settings.register(SYSTEM_ID, "rollMoonDieByDefault", {
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name: "CELESTOPOL.Setting.rollMoonDieByDefault.name",
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hint: "CELESTOPOL.Setting.rollMoonDieByDefault.hint",
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scope: "world",
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config: true,
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type: Boolean,
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default: false,
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})
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}
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/* ─── Template preload ───────────────────────────────────────────────────── */
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function _preloadTemplates() {
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const base = `systems/${SYSTEM_ID}/templates`
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foundry.applications.handlebars.loadTemplates([
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`${base}/character-main.hbs`,
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`${base}/character-competences.hbs`,
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`${base}/character-blessures.hbs`,
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`${base}/character-factions.hbs`,
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`${base}/character-equipement.hbs`,
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`${base}/character-biography.hbs`,
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`${base}/npc-main.hbs`,
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`${base}/npc-competences.hbs`,
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`${base}/npc-blessures.hbs`,
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`${base}/anomaly.hbs`,
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`${base}/aspect.hbs`,
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`${base}/equipment.hbs`,
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`${base}/weapon.hbs`,
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`${base}/armure.hbs`,
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`${base}/roll-dialog.hbs`,
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`${base}/chat-message.hbs`,
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`${base}/partials/item-scores.hbs`,
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])
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}
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/* ─── Socket handler ─────────────────────────────────────────────────────── */
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function _onSocketMessage(data) {
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if (!game.user.isGM) return
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switch (data.type) {
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case "applyWound": {
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const actor = game.actors.get(data.actorId)
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if (actor) actor.update({ "system.blessures.lvl": data.level })
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break
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}
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}
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}
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/* ─── Nom par défaut des items à la création ─────────────────────────────── */
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Hooks.on("preCreateItem", (item, data) => {
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const defaultNames = {
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weapon: () => game.i18n.localize("TYPES.Item.weapon"),
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armure: () => game.i18n.localize("TYPES.Item.armure"),
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anomaly: () => game.i18n.localize("TYPES.Item.anomaly"),
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aspect: () => game.i18n.localize("TYPES.Item.aspect"),
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equipment: () => game.i18n.localize("TYPES.Item.equipment"),
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}
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const defaultIcons = {
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weapon: "systems/fvtt-celestopol/assets/icons/weapon.svg",
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armure: "systems/fvtt-celestopol/assets/icons/armure.svg",
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anomaly: "systems/fvtt-celestopol/assets/icons/anomaly.svg",
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aspect: "systems/fvtt-celestopol/assets/icons/aspect.svg",
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equipment: "systems/fvtt-celestopol/assets/icons/equipment.svg",
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}
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const updates = {}
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const fn = defaultNames[item.type]
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if (fn && (!data.name || data.name === "New Item" || data.name === item.type)) {
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updates.name = fn()
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}
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const defaultIcon = defaultIcons[item.type]
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if (defaultIcon && (!data.img || data.img === "icons/svg/item-bag.svg")) {
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updates.img = defaultIcon
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}
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if (Object.keys(updates).length) item.updateSource(updates)
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})
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