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:
121
src/ui/apps/loksyu-app.js
Normal file
121
src/ui/apps/loksyu-app.js
Normal file
@@ -0,0 +1,121 @@
|
||||
import { getSingletonActor } from "./singletons.js"
|
||||
import { ACTOR_TYPES } from "../../config/constants.js"
|
||||
|
||||
const SYSTEM_ID = "fvtt-chroniques-de-l-etrange"
|
||||
|
||||
export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplicationMixin(
|
||||
foundry.applications.api.ApplicationV2
|
||||
) {
|
||||
static DEFAULT_OPTIONS = {
|
||||
id: "cde-loksyu-app",
|
||||
tag: "div",
|
||||
window: {
|
||||
title: "CDE.Loksyu",
|
||||
icon: "fas fa-yin-yang",
|
||||
resizable: false,
|
||||
},
|
||||
classes: ["cde-app", "cde-loksyu-standalone"],
|
||||
position: { width: 540, height: "auto" },
|
||||
actions: {
|
||||
resetElement: CDELoksyuApp.#onResetElement,
|
||||
resetAll: CDELoksyuApp.#onResetAll,
|
||||
},
|
||||
}
|
||||
|
||||
static PARTS = {
|
||||
main: {
|
||||
template: `systems/${SYSTEM_ID}/templates/apps/cde-loksyu-app.html`,
|
||||
},
|
||||
}
|
||||
|
||||
/** @type {Actor|null} */
|
||||
#actor = null
|
||||
/** @type {Function|null} bound hook handler */
|
||||
#updateHook = null
|
||||
|
||||
/** Singleton accessor — open or bring to front */
|
||||
static open() {
|
||||
const existing = Object.values(foundry.applications.instances ?? {}).find(
|
||||
(app) => app instanceof CDELoksyuApp
|
||||
)
|
||||
if (existing) { existing.bringToFront(); return existing }
|
||||
const app = new CDELoksyuApp()
|
||||
app.render(true)
|
||||
return app
|
||||
}
|
||||
|
||||
async _prepareContext() {
|
||||
this.#actor = await getSingletonActor(ACTOR_TYPES.loksyu)
|
||||
if (!this.#actor) return { hasActor: false }
|
||||
|
||||
const sys = this.#actor.system
|
||||
const ELEMENTS = [
|
||||
{ key: "wood", nameKey: "CDE.Wood", qualKey: "CDE.WoodQualities", img: `systems/${SYSTEM_ID}/images/cde_bois.webp` },
|
||||
{ key: "fire", nameKey: "CDE.Fire", qualKey: "CDE.FireQualities", img: `systems/${SYSTEM_ID}/images/cde_feu.webp` },
|
||||
{ key: "earth", nameKey: "CDE.Earth", qualKey: "CDE.EarthQualities", img: `systems/${SYSTEM_ID}/images/cde_terre.webp` },
|
||||
{ key: "metal", nameKey: "CDE.Metal", qualKey: "CDE.MetalQualities", img: `systems/${SYSTEM_ID}/images/cde_metal.webp` },
|
||||
{ key: "water", nameKey: "CDE.Water", qualKey: "CDE.WaterQualities", img: `systems/${SYSTEM_ID}/images/cde_eau.webp` },
|
||||
]
|
||||
|
||||
return {
|
||||
hasActor: true,
|
||||
canEdit: this.#actor.isOwner,
|
||||
elements: ELEMENTS.map((el) => ({
|
||||
...el,
|
||||
yang: sys[el.key]?.yang?.value ?? 0,
|
||||
yin: sys[el.key]?.yin?.value ?? 0,
|
||||
})),
|
||||
}
|
||||
}
|
||||
|
||||
_onRender(context, options) {
|
||||
super._onRender(context, options)
|
||||
this.#bindInputs()
|
||||
|
||||
// Subscribe to actor updates to keep the app live
|
||||
this.#updateHook = Hooks.on("updateActor", (actor) => {
|
||||
if (actor.id === this.#actor?.id) this.render()
|
||||
})
|
||||
}
|
||||
|
||||
_onClose(options) {
|
||||
if (this.#updateHook !== null) {
|
||||
Hooks.off("updateActor", this.#updateHook)
|
||||
this.#updateHook = null
|
||||
}
|
||||
super._onClose(options)
|
||||
}
|
||||
|
||||
#bindInputs() {
|
||||
const inputs = this.element?.querySelectorAll("input[data-field]")
|
||||
if (!inputs?.length) return
|
||||
inputs.forEach((input) => {
|
||||
input.addEventListener("change", async (ev) => {
|
||||
const field = ev.currentTarget.dataset.field
|
||||
const val = parseInt(ev.currentTarget.value, 10)
|
||||
if (!field || isNaN(val)) return
|
||||
await this.#actor?.update({ [field]: Math.max(0, val) })
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
static async #onResetElement(event, target) {
|
||||
const key = target.dataset.element
|
||||
if (!key || !this.#actor) return
|
||||
await this.#actor.update({
|
||||
[`system.${key}.yin.value`]: 0,
|
||||
[`system.${key}.yang.value`]: 0,
|
||||
})
|
||||
}
|
||||
|
||||
static async #onResetAll(_event, _target) {
|
||||
if (!this.#actor) return
|
||||
const KEYS = ["wood", "fire", "earth", "metal", "water"]
|
||||
const update = {}
|
||||
for (const k of KEYS) {
|
||||
update[`system.${k}.yin.value`] = 0
|
||||
update[`system.${k}.yang.value`] = 0
|
||||
}
|
||||
await this.#actor.update(update)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user