feat: Loksyu & TinJi standalone AppV2 apps with chat buttons and dice automation
- CDELoksyuApp: standalone HandlebarsApplicationMixin(ApplicationV2) app - 5-element Wu Xing grid with yin/yang inputs per element - Per-element reset buttons + global reset-all - Auto-refresh via updateActor hook - CDETinjiApp: standalone AppV2 for the collective Tin Ji dice pool - Large neon counter with +/- buttons and direct input - Spend button sends a chat message with remaining count - singletons.js: shared utilities - getSingletonActor: find or auto-create singleton actor - updateLoksyuFromRoll: compute lokAspect from Wu Xing cycle, update yin/yang - updateTinjiFromRoll: add tinji face count to value - rolling.js: auto-update both singletons after every dice roll (weapon path + main roll path) - system.js: renderChatLog hook injects Loksyu/TinJi footer buttons in the chat sidebar - loksyu.js / tinji.js: actor sheets redirect to standalone apps when opened via the sidebar - CSS: .cde-loksyu-standalone, .cde-tinji-standalone, .cde-chat-app-buttons, .cde-tinji-spend-msg styles added - i18n: new keys in fr-cde.json and en-cde.json for all new UI strings (LoksyuNotFound, TinjiNotFound, Reset, ResetAll, SpendTinji, etc.) Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -105,4 +105,6 @@ export const TEMPLATE_PARTIALS = [
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"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-spells.html",
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"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-kungfus.html",
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"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html",
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"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-loksyu-app.html",
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"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html",
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]
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@@ -11,6 +11,8 @@ import { registerHandlebarsHelpers } from "./ui/helpers.js"
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import { preloadPartials } from "./ui/templates.js"
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import { CDELoksyuSheet, CDECharacterSheet, CDENpcSheet, CDETinjiSheet } from "./ui/sheets/actors/index.js"
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import { CDEItemSheet, CDEKungfuSheet, CDESpellSheet, CDESupernaturalSheet, CDEWeaponSheet, CDEArmorSheet, CDESanheiSheet, CDEIngredientSheet } from "./ui/sheets/items/index.js"
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import { CDELoksyuApp } from "./ui/apps/loksyu-app.js"
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import { CDETinjiApp } from "./ui/apps/tinji-app.js"
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import { migrateIfNeeded, registerSettings } from "./migration.js"
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Hooks.once("i18nInit", preLocalizeConfig)
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@@ -122,6 +124,28 @@ Hooks.once("ready", async () => {
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await migrateIfNeeded()
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})
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/** Add Loksyu + Tin Ji quick-access buttons to the chat footer */
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Hooks.on("renderChatLog", (_app, html) => {
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const el = html instanceof HTMLElement ? html : html[0]
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const controls = el?.querySelector?.(".chat-controls")
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if (!controls) return
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const wrapper = document.createElement("div")
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wrapper.classList.add("cde-chat-app-buttons")
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wrapper.innerHTML = `
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<button class="cde-chat-btn cde-chat-btn--loksyu" title="${game.i18n.localize("CDE.Loksyu")}">
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<i class="fas fa-yin-yang"></i> ${game.i18n.localize("CDE.Loksyu")}
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</button>
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<button class="cde-chat-btn cde-chat-btn--tinji" title="${game.i18n.localize("CDE.TinJi2")}">
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<i class="fas fa-star"></i> ${game.i18n.localize("CDE.TinJi2")}
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</button>
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`
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controls.appendChild(wrapper)
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wrapper.querySelector(".cde-chat-btn--loksyu")?.addEventListener("click", () => CDELoksyuApp.open())
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wrapper.querySelector(".cde-chat-btn--tinji")?.addEventListener("click", () => CDETinjiApp.open())
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})
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function injectCompendiumLink(html) {
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const header = html[0]?.querySelector?.("h4.divider")
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if (!header) return
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3
src/ui/apps/index.js
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3
src/ui/apps/index.js
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@@ -0,0 +1,3 @@
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export { CDELoksyuApp } from "./loksyu-app.js"
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export { CDETinjiApp } from "./tinji-app.js"
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export { getSingletonActor, updateLoksyuFromRoll, updateTinjiFromRoll } from "./singletons.js"
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121
src/ui/apps/loksyu-app.js
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121
src/ui/apps/loksyu-app.js
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@@ -0,0 +1,121 @@
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import { getSingletonActor } from "./singletons.js"
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import { ACTOR_TYPES } from "../../config/constants.js"
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const SYSTEM_ID = "fvtt-chroniques-de-l-etrange"
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export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplicationMixin(
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foundry.applications.api.ApplicationV2
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) {
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static DEFAULT_OPTIONS = {
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id: "cde-loksyu-app",
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tag: "div",
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window: {
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title: "CDE.Loksyu",
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icon: "fas fa-yin-yang",
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resizable: false,
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},
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classes: ["cde-app", "cde-loksyu-standalone"],
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position: { width: 540, height: "auto" },
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actions: {
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resetElement: CDELoksyuApp.#onResetElement,
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resetAll: CDELoksyuApp.#onResetAll,
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},
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}
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static PARTS = {
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main: {
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template: `systems/${SYSTEM_ID}/templates/apps/cde-loksyu-app.html`,
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},
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}
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/** @type {Actor|null} */
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#actor = null
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/** @type {Function|null} bound hook handler */
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#updateHook = null
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/** Singleton accessor — open or bring to front */
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static open() {
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const existing = Object.values(foundry.applications.instances ?? {}).find(
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(app) => app instanceof CDELoksyuApp
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)
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if (existing) { existing.bringToFront(); return existing }
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const app = new CDELoksyuApp()
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app.render(true)
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return app
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}
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async _prepareContext() {
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this.#actor = await getSingletonActor(ACTOR_TYPES.loksyu)
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if (!this.#actor) return { hasActor: false }
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const sys = this.#actor.system
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const ELEMENTS = [
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{ key: "wood", nameKey: "CDE.Wood", qualKey: "CDE.WoodQualities", img: `systems/${SYSTEM_ID}/images/cde_bois.webp` },
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{ key: "fire", nameKey: "CDE.Fire", qualKey: "CDE.FireQualities", img: `systems/${SYSTEM_ID}/images/cde_feu.webp` },
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{ key: "earth", nameKey: "CDE.Earth", qualKey: "CDE.EarthQualities", img: `systems/${SYSTEM_ID}/images/cde_terre.webp` },
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{ key: "metal", nameKey: "CDE.Metal", qualKey: "CDE.MetalQualities", img: `systems/${SYSTEM_ID}/images/cde_metal.webp` },
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{ key: "water", nameKey: "CDE.Water", qualKey: "CDE.WaterQualities", img: `systems/${SYSTEM_ID}/images/cde_eau.webp` },
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]
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return {
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hasActor: true,
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canEdit: this.#actor.isOwner,
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elements: ELEMENTS.map((el) => ({
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...el,
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yang: sys[el.key]?.yang?.value ?? 0,
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yin: sys[el.key]?.yin?.value ?? 0,
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})),
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}
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}
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_onRender(context, options) {
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super._onRender(context, options)
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this.#bindInputs()
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// Subscribe to actor updates to keep the app live
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this.#updateHook = Hooks.on("updateActor", (actor) => {
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if (actor.id === this.#actor?.id) this.render()
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})
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}
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_onClose(options) {
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if (this.#updateHook !== null) {
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Hooks.off("updateActor", this.#updateHook)
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this.#updateHook = null
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}
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super._onClose(options)
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}
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#bindInputs() {
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const inputs = this.element?.querySelectorAll("input[data-field]")
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if (!inputs?.length) return
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inputs.forEach((input) => {
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input.addEventListener("change", async (ev) => {
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const field = ev.currentTarget.dataset.field
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const val = parseInt(ev.currentTarget.value, 10)
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if (!field || isNaN(val)) return
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await this.#actor?.update({ [field]: Math.max(0, val) })
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})
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})
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}
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static async #onResetElement(event, target) {
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const key = target.dataset.element
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if (!key || !this.#actor) return
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await this.#actor.update({
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[`system.${key}.yin.value`]: 0,
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[`system.${key}.yang.value`]: 0,
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})
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}
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static async #onResetAll(_event, _target) {
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if (!this.#actor) return
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const KEYS = ["wood", "fire", "earth", "metal", "water"]
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const update = {}
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for (const k of KEYS) {
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update[`system.${k}.yin.value`] = 0
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update[`system.${k}.yang.value`] = 0
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}
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await this.#actor.update(update)
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}
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}
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99
src/ui/apps/singletons.js
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99
src/ui/apps/singletons.js
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@@ -0,0 +1,99 @@
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/**
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* Singleton actor utilities for Loksyu and Tin Ji.
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*
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* Both are world-level shared trackers backed by a singleton Actor document
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* of type "loksyu" / "tinji". GMs can create them via the Actors sidebar;
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* the apps find the first one or offer to create it.
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*/
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import { ACTOR_TYPES } from "../../config/constants.js"
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/** Wu Xing generating cycle — [successes, auspicious, noxious, loksyu, tinji] */
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const WU_XING_CYCLE = {
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wood: ["wood", "fire", "water", "earth", "metal"],
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fire: ["fire", "earth", "wood", "metal", "water"],
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earth: ["earth", "metal", "fire", "water", "wood"],
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metal: ["metal", "water", "earth", "wood", "fire"],
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water: ["water", "wood", "metal", "fire", "earth"],
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}
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/** Die face pairs [yin, yang] per aspect (0 = face "10") */
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const ASPECT_FACES = {
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metal: [3, 8],
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water: [1, 6],
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earth: [0, 5],
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fire: [2, 7],
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wood: [4, 9],
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}
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/**
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* Find the first actor of the given type in the world, or create one if the
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* current user is a GM and none exists.
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*
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* @param {"loksyu"|"tinji"} type
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* @returns {Promise<Actor|null>}
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*/
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export async function getSingletonActor(type) {
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const existing = game.actors.find((a) => a.type === type)
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if (existing) return existing
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if (!game.user.isGM) {
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ui.notifications.warn(game.i18n.localize(type === ACTOR_TYPES.loksyu ? "CDE.LoksyuNotFound" : "CDE.TinjiNotFound"))
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return null
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}
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// Auto-create the singleton when the GM opens the app for the first time.
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const nameKey = type === ACTOR_TYPES.loksyu ? "CDE.UpperCaseLoksyu" : "CDE.UpperCaseTinJi"
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const actor = await Actor.create({
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name: game.i18n.localize(nameKey),
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type,
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img: type === ACTOR_TYPES.loksyu
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? "systems/fvtt-chroniques-de-l-etrange/images/loksyu_long.webp"
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: "systems/fvtt-chroniques-de-l-etrange/images/tinji.webp",
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})
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return actor ?? null
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}
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/**
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* After a WuXing roll, add the loksyu faces (yin + yang) of the relevant
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* aspect to the singleton Loksyu actor.
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*
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* @param {string} activeAspect - The aspect used for the roll (e.g. "fire")
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* @param {Object} faces - Die face counts { 0: n, 1: n, …, 9: n }
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*/
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export async function updateLoksyuFromRoll(activeAspect, faces) {
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const cycle = WU_XING_CYCLE[activeAspect]
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if (!cycle) return
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const lokAspect = cycle[3]
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const [yinFace, yangFace] = ASPECT_FACES[lokAspect] ?? []
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if (yinFace === undefined) return
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const yinCount = faces[yinFace] ?? 0
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const yangCount = faces[yangFace] ?? 0
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if (yinCount === 0 && yangCount === 0) return
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const actor = await getSingletonActor(ACTOR_TYPES.loksyu)
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if (!actor) return
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const current = actor.system[lokAspect] ?? { yin: { value: 0 }, yang: { value: 0 } }
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await actor.update({
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[`system.${lokAspect}.yin.value`]: (current.yin.value ?? 0) + yinCount,
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[`system.${lokAspect}.yang.value`]: (current.yang.value ?? 0) + yangCount,
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})
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}
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/**
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* After a WuXing roll, add tinji faces to the singleton TinJi actor.
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*
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* @param {number} count - Number of tinji faces rolled
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*/
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export async function updateTinjiFromRoll(count) {
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if (!count || count <= 0) return
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const actor = await getSingletonActor(ACTOR_TYPES.tinji)
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if (!actor) return
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const current = actor.system.value ?? 0
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await actor.update({ "system.value": current + count })
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}
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124
src/ui/apps/tinji-app.js
Normal file
124
src/ui/apps/tinji-app.js
Normal file
@@ -0,0 +1,124 @@
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import { getSingletonActor } from "./singletons.js"
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import { ACTOR_TYPES } from "../../config/constants.js"
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const SYSTEM_ID = "fvtt-chroniques-de-l-etrange"
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export class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationMixin(
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foundry.applications.api.ApplicationV2
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) {
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static DEFAULT_OPTIONS = {
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id: "cde-tinji-app",
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tag: "div",
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window: {
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title: "CDE.TinJi2",
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icon: "fas fa-star",
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resizable: false,
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},
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classes: ["cde-app", "cde-tinji-standalone"],
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position: { width: 320, height: "auto" },
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actions: {
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increment: CDETinjiApp.#onIncrement,
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decrement: CDETinjiApp.#onDecrement,
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reset: CDETinjiApp.#onReset,
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spend: CDETinjiApp.#onSpend,
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},
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}
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static PARTS = {
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main: {
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template: `systems/${SYSTEM_ID}/templates/apps/cde-tinji-app.html`,
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},
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}
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/** @type {Actor|null} */
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#actor = null
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/** @type {Function|null} */
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#updateHook = null
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static open() {
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const existing = Object.values(foundry.applications.instances ?? {}).find(
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(app) => app instanceof CDETinjiApp
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)
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if (existing) { existing.bringToFront(); return existing }
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const app = new CDETinjiApp()
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app.render(true)
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return app
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}
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async _prepareContext() {
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this.#actor = await getSingletonActor(ACTOR_TYPES.tinji)
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if (!this.#actor) return { hasActor: false, value: 0 }
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return {
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hasActor: true,
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canEdit: this.#actor.isOwner,
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value: this.#actor.system.value ?? 0,
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}
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}
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_onRender(context, options) {
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super._onRender(context, options)
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this.#bindDirectInput()
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this.#updateHook = Hooks.on("updateActor", (actor) => {
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if (actor.id === this.#actor?.id) this.render()
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})
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}
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_onClose(options) {
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if (this.#updateHook !== null) {
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Hooks.off("updateActor", this.#updateHook)
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this.#updateHook = null
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}
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super._onClose(options)
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}
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#bindDirectInput() {
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const input = this.element?.querySelector("input.cde-tinji-direct")
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if (!input) return
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input.addEventListener("change", async (ev) => {
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const val = parseInt(ev.currentTarget.value, 10)
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if (!isNaN(val) && this.#actor) {
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await this.#actor.update({ "system.value": Math.max(0, val) })
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}
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})
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}
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static async #onIncrement() {
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if (!this.#actor) return
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const current = this.#actor.system.value ?? 0
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await this.#actor.update({ "system.value": current + 1 })
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}
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static async #onDecrement() {
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if (!this.#actor) return
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const current = this.#actor.system.value ?? 0
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if (current <= 0) return
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await this.#actor.update({ "system.value": current - 1 })
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}
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static async #onReset() {
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if (!this.#actor) return
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await this.#actor.update({ "system.value": 0 })
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}
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/** Spend 1 Tin Ji die and announce it in chat */
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static async #onSpend() {
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if (!this.#actor) return
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const current = this.#actor.system.value ?? 0
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if (current <= 0) {
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ui.notifications.warn(game.i18n.localize("CDE.TinjiEmpty"))
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return
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}
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await this.#actor.update({ "system.value": current - 1 })
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ChatMessage.create({
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user: game.user.id,
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content: `<div class="cde-tinji-spend-msg">
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<i class="fas fa-star"></i>
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<strong>${game.i18n.localize("CDE.TinJi2")}</strong>
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${game.i18n.format("CDE.TinjiSpent", { name: game.user.name })}
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<span class="cde-tinji-remain">(${current - 1} ${game.i18n.localize("CDE.TinjiRemaining")})</span>
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</div>`,
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})
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}
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}
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@@ -14,6 +14,7 @@
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*/
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import { MAGICS } from "../config/constants.js"
|
||||
import { updateLoksyuFromRoll, updateTinjiFromRoll } from "./apps/singletons.js"
|
||||
|
||||
const RESULT_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html"
|
||||
const SKILL_PROMPT_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-dice-prompt.html"
|
||||
@@ -445,6 +446,9 @@ export async function rollForActor(actor, rollKey) {
|
||||
if (game.modules.get("dice-so-nice")?.active && wpMsg?.id) {
|
||||
await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id)
|
||||
}
|
||||
// Auto-update Loksyu/TinJi singletons from weapon roll faces
|
||||
if ((wpResults.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wpAspectName, wpFaces)
|
||||
if ((wpResults.tinjidice ?? 0) > 0) await updateTinjiFromRoll(wpResults.tinjidice)
|
||||
return
|
||||
}
|
||||
default:
|
||||
@@ -625,4 +629,8 @@ export async function rollForActor(actor, rollKey) {
|
||||
if (game.modules.get("dice-so-nice")?.active && msg?.id) {
|
||||
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
|
||||
}
|
||||
|
||||
// ---- Auto-update Loksyu / TinJi singletons ----
|
||||
if ((results.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wuXingAspectName, faces)
|
||||
if ((results.tinjidice ?? 0) > 0) await updateTinjiFromRoll(results.tinjidice)
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import { CDEBaseActorSheet } from "./base.js"
|
||||
import { CDELoksyuApp } from "../../apps/loksyu-app.js"
|
||||
|
||||
export class CDELoksyuSheet extends CDEBaseActorSheet {
|
||||
static DEFAULT_OPTIONS = {
|
||||
@@ -10,4 +11,11 @@ export class CDELoksyuSheet extends CDEBaseActorSheet {
|
||||
}
|
||||
|
||||
tabGroups = { primary: "loksyu" }
|
||||
|
||||
/** Redirect any direct actor-sheet open to the standalone app instead */
|
||||
async _onFirstRender(context, options) {
|
||||
// Close this actor sheet immediately and open the standalone app
|
||||
await this.close({ animate: false })
|
||||
CDELoksyuApp.open()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import { CDEBaseActorSheet } from "./base.js"
|
||||
import { CDETinjiApp } from "../../apps/tinji-app.js"
|
||||
|
||||
export class CDETinjiSheet extends CDEBaseActorSheet {
|
||||
static DEFAULT_OPTIONS = {
|
||||
@@ -10,4 +11,10 @@ export class CDETinjiSheet extends CDEBaseActorSheet {
|
||||
}
|
||||
|
||||
tabGroups = { primary: "tinji" }
|
||||
|
||||
/** Redirect any direct actor-sheet open to the standalone app instead */
|
||||
async _onFirstRender(context, options) {
|
||||
await this.close({ animate: false })
|
||||
CDETinjiApp.open()
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user