Files
fvtt-celestopol/module/applications/sheets/character-sheet.mjs
LeRatierBretonnier f9ddcdf9da Refonte complète du système Anomalies
- DataModel : renommage value→level (1-4), ajout usesRemaining (0-4), suppression scores/notes
- Config : ajout ANOMALY_DEFINITIONS avec compétences applicables par type (8 anomalies)
- Fiche item anomalie : header avec level/uses visuels (dots), barre de compétences applicables,
  2 onglets Description + Technique/Narratif (suppression onglet Scores)
- Fiche PJ onglet Domaines : bloc anomalie proéminent unique avec:
  - Nom + sous-type + icône
  - Dots niveau (●●○○)
  - Dots usages + bouton Utiliser + bouton Réinitialiser
  - Chips des domaines applicables
- Actions : useAnomaly (décrémente usesRemaining), resetAnomalyUses (reset au niveau)
- Contrainte : max 1 anomalie par personnage (drop + createAnomaly)
- Helpers HBS : lte, gte, lt ajoutés
- i18n : nouvelles clés Anomaly.* (level, usesRemaining, use, resetUses, etc.)
- CSS : .anomaly-block sur fiche PJ, dots animés, .anomaly-uses-row sur fiche item

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-03-28 18:15:06 +01:00

154 lines
5.6 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,
createAttribute: CelestopolCharacterSheet.#onCreateAttribute,
createEquipment: CelestopolCharacterSheet.#onCreateEquipment,
useAnomaly: CelestopolCharacterSheet.#onUseAnomaly,
resetAnomalyUses: CelestopolCharacterSheet.#onResetAnomalyUses,
},
}
/** @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" },
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" },
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
context.attributes = doc.itemTypes.attribute
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.equipments = doc.itemTypes.equipment
context.equipments.sort((a, b) => a.name.localeCompare(b.name))
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
}
return context
}
static #onCreateAnomaly() {
if (this.document.itemTypes.anomaly.length > 0) {
ui.notifications.warn(game.i18n.localize("CELESTOPOL.Anomaly.maxAnomaly"))
return
}
this.document.createEmbeddedDocuments("Item", [{
name: game.i18n.localize("CELESTOPOL.Item.newAnomaly"), type: "anomaly",
}])
}
static #onCreateAspect() {
this.document.createEmbeddedDocuments("Item", [{
name: game.i18n.localize("CELESTOPOL.Item.newAspect"), type: "aspect",
}])
}
static #onCreateAttribute() {
this.document.createEmbeddedDocuments("Item", [{
name: game.i18n.localize("CELESTOPOL.Item.newAttribute"), type: "attribute",
}])
}
static #onCreateEquipment() {
this.document.createEmbeddedDocuments("Item", [{
name: game.i18n.localize("CELESTOPOL.Item.newEquipment"), type: "equipment",
}])
}
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 })
}
}