diff --git a/css/cde-theme.css b/css/cde-theme.css index e7f26a7..8a01cb0 100644 --- a/css/cde-theme.css +++ b/css/cde-theme.css @@ -3833,3 +3833,358 @@ ol.item-list li.item .item-controls a.item-control:hover { color: #ff3d5a; text-shadow: 0 0 5px rgba(255, 61, 90, 0.4); } +/* ============================================================ + ROUE D'INITIATIVE — CDEWheelApp + ============================================================ */ +.cde-wheel-app { + color: #e2e8f4; + background: #080c14; + font-family: "Averia", "Averia Regular", sans-serif; +} +.cde-wheel-app .window-content { + padding: 0; + overflow: hidden; +} +/* Two-column layout: SVG wheel left, panel right */ +.cde-wheel-layout { + display: flex; + height: 100%; + min-height: 520px; +} +/* ---- Left: SVG wheel ---- */ +.cde-wheel-svg-container { + flex: 0 0 480px; + width: 480px; + padding: 12px 12px 6px; + display: flex; + flex-direction: column; + align-items: center; + justify-content: center; + background: #0d1520; + border-right: 1px solid #1a2436; +} +.cde-wheel-svg-container svg { + flex: 1 1 auto; + width: 100%; + max-width: 456px; + max-height: 456px; + overflow: visible; +} +.cde-wheel-svg-container .cde-wheel-legend { + display: flex; + align-items: center; + gap: 8px; + padding: 4px 0 2px; + font-size: 11px; + color: rgba(255, 255, 255, 0.55); + flex-shrink: 0; +} +.cde-wheel-svg-container .cde-wheel-legend-dot { + display: inline-block; + width: 10px; + height: 10px; + border-radius: 50%; + flex-shrink: 0; +} +.cde-wheel-svg-container .cde-wheel-segment { + stroke: #080c14; + stroke-width: 1.5; + transition: opacity 0.2s; +} +.cde-wheel-svg-container .cde-wheel-cran-label { + font-family: "Averia Regular", sans-serif; + font-size: 12px; + fill: rgba(255, 255, 255, 0.55); + text-anchor: middle; + dominant-baseline: central; + pointer-events: none; + user-select: none; +} +.cde-wheel-svg-container .cde-wheel-fighter-circle { + stroke-width: 2; + cursor: pointer; + transition: r 0.2s, stroke-width 0.2s; +} +.cde-wheel-svg-container .cde-wheel-fighter-circle:hover { + stroke-width: 3; +} +.cde-wheel-svg-container .cde-wheel-fighter-circle.is-active { + r: 18; + stroke-width: 3; + filter: drop-shadow(0 0 5px rgba(255, 255, 255, 0.7)); +} +.cde-wheel-svg-container .cde-wheel-fighter-circle.is-turn { + stroke-dasharray: 3 2; + animation: cde-spin 4s linear infinite; +} +.cde-wheel-svg-container .cde-wheel-fighter-initial { + font-size: 13px; + font-weight: 700; + fill: #fff; + text-anchor: middle; + dominant-baseline: central; + pointer-events: none; +} +/* ---- Right: panel ---- */ +.cde-wheel-panel { + flex: 1 1 auto; + display: flex; + flex-direction: column; + overflow: hidden; + padding: 0; + min-width: 0; +} +.cde-wheel-section-title { + padding: 7px 12px 6px; + border-bottom: 1px solid #1a2436; + background: #0d1520; + font-size: 10px; + font-weight: 700; + text-transform: uppercase; + letter-spacing: 0.12em; + color: #7d94b8; + border-left: 3px solid #4a9eff; + flex-shrink: 0; +} +.cde-wheel-section-title em { + font-style: normal; + color: #e2e8f4; + text-transform: none; + letter-spacing: 0; + font-size: 11px; +} +/* Combatant list */ +.cde-wheel-combatants { + flex: 0 0 auto; + max-height: 130px; + overflow-y: auto; + border-bottom: 1px solid #1a2436; +} +.cde-wheel-combatant { + display: flex; + align-items: center; + gap: 8px; + padding: 6px 12px 6px 9px; + cursor: pointer; + border-bottom: 1px solid rgba(26, 36, 54, 0.5); + border-left: 3px solid transparent; + transition: background 0.15s, border-color 0.15s; +} +.cde-wheel-combatant:last-child { + border-bottom: none; +} +.cde-wheel-combatant:hover { + background: #101622; +} +.cde-wheel-combatant.cde-wheel-combatant--selected { + background: rgba(74, 158, 255, 0.1); + border-left-color: #4a9eff; +} +.cde-wheel-combatant.cde-wheel-combatant--selected .cde-wheel-combatant-name { + color: #e2e8f4; + font-weight: 600; +} +.cde-wheel-combatant.cde-wheel-combatant--active .cde-wheel-active-marker { + color: #f0c040; + filter: drop-shadow(0 0 3px #f0c040); +} +.cde-wheel-combatant-img { + width: 30px; + height: 30px; + border-radius: 50%; + object-fit: cover; + border: 1.5px solid #263853; + flex-shrink: 0; +} +.cde-wheel-combatant-name { + flex: 1 1 auto; + font-size: 13px; + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + color: #7d94b8; +} +.cde-wheel-combatant-cran { + font-size: 11px; + font-weight: 700; + font-variant-numeric: tabular-nums; + flex-shrink: 0; + min-width: 22px; + text-align: center; + padding: 2px 6px; + border-radius: 12px; + line-height: 1.3; +} +.cde-wheel-active-marker { + font-size: 10px; + color: #7d94b8; + flex-shrink: 0; +} +/* Action area */ +.cde-wheel-actions { + flex: 1 1 auto; + display: flex; + flex-direction: column; + overflow-y: auto; + padding: 8px 10px 10px; + gap: 6px; +} +.cde-wheel-actions.cde-wheel-actions--hint { + justify-content: center; + align-items: center; +} +.cde-wheel-hint { + color: #7d94b8; + font-size: 12px; + text-align: center; + font-style: italic; + display: flex; + flex-direction: column; + align-items: center; + gap: 8px; +} +.cde-wheel-hint i { + font-size: 22px; + opacity: 0.4; +} +.cde-wheel-action-grid { + display: grid; + grid-template-columns: 1fr 1fr; + gap: 5px; +} +.cde-wheel-action-btn { + display: flex; + align-items: center; + justify-content: space-between; + gap: 4px; + background: #101622; + border: 1px solid #263853; + border-radius: 5px; + color: #7d94b8; + font-size: 11px; + padding: 5px 7px; + cursor: pointer; + text-align: left; + transition: background 0.15s, border-color 0.15s, color 0.15s, box-shadow 0.15s; + font-family: inherit; +} +.cde-wheel-action-btn:hover { + color: #e2e8f4; + background: #1a2436; + border-color: #263853; +} +.cde-wheel-action-btn .cde-wheel-action-name { + flex: 1 1 auto; + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; +} +.cde-wheel-action-btn .cde-wheel-action-cost { + flex-shrink: 0; + font-weight: 700; + font-size: 10px; + padding: 1px 5px; + border-radius: 10px; + background: #263853; + color: #7d94b8; + line-height: 1.4; +} +.cde-wheel-action-btn[data-cost="1"]:hover { + box-shadow: 0 0 6px rgba(74, 158, 255, 0.22); +} +.cde-wheel-action-btn[data-cost="1"] .cde-wheel-action-cost { + background: #1a3d6a; + color: #6aadff; +} +.cde-wheel-action-btn[data-cost="2"]:hover { + box-shadow: 0 0 6px rgba(212, 160, 80, 0.25); +} +.cde-wheel-action-btn[data-cost="2"] .cde-wheel-action-cost { + background: #4a3200; + color: #d4a050; +} +.cde-wheel-action-btn[data-cost="3"]:hover { + box-shadow: 0 0 6px rgba(224, 96, 48, 0.28); +} +.cde-wheel-action-btn[data-cost="3"] .cde-wheel-action-cost { + background: #4a1800; + color: #e07840; +} +.cde-wheel-action-btn[data-cost="6"] { + border-color: rgba(204, 32, 64, 0.4); +} +.cde-wheel-action-btn[data-cost="6"]:hover { + box-shadow: 0 0 6px rgba(204, 32, 64, 0.35); +} +.cde-wheel-action-btn[data-cost="6"] .cde-wheel-action-cost { + background: #4a0814; + color: #e03050; +} +/* Special action buttons */ +.cde-wheel-special-actions { + display: flex; + gap: 6px; + margin-top: 2px; +} +.cde-wheel-btn-roll, +.cde-wheel-btn-surprise { + flex: 1 1 0; + display: flex; + align-items: center; + justify-content: center; + gap: 6px; + border-radius: 5px; + font-size: 11px; + font-weight: 600; + padding: 7px 8px; + cursor: pointer; + font-family: inherit; + transition: background 0.15s, box-shadow 0.15s; + border: 1px solid; +} +.cde-wheel-btn-roll { + background: rgba(192, 138, 0, 0.14); + border-color: rgba(192, 138, 0, 0.5); + color: #e0b030; +} +.cde-wheel-btn-roll:hover { + background: rgba(192, 138, 0, 0.26); + box-shadow: 0 0 8px rgba(192, 138, 0, 0.4); +} +.cde-wheel-btn-surprise { + background: rgba(255, 61, 90, 0.12); + border-color: rgba(255, 61, 90, 0.45); + color: #ff3d5a; +} +.cde-wheel-btn-surprise:hover { + background: rgba(255, 61, 90, 0.24); + box-shadow: 0 0 8px rgba(255, 61, 90, 0.35); +} +/* No-combat empty state */ +.cde-wheel-no-combat { + flex: 1 1 auto; + display: flex; + flex-direction: column; + align-items: center; + justify-content: center; + color: #7d94b8; + gap: 8px; + padding: 20px; + text-align: center; + font-size: 12px; +} +.cde-wheel-no-combat i { + font-size: 28px; + opacity: 0.4; +} +/* Spin animation for active-turn token */ +@keyframes cde-spin { + from { + transform-origin: var(--fx) var(--fy); + transform: rotate(0deg); + } + to { + transform-origin: var(--fx) var(--fy); + transform: rotate(360deg); + } +} diff --git a/css/cde-theme.less b/css/cde-theme.less index f3f2603..1f29abf 100644 --- a/css/cde-theme.less +++ b/css/cde-theme.less @@ -3951,3 +3951,396 @@ ol.item-list { text-shadow: 0 0 5px fade(@cde-kungfu, 40%); } } + + +/* ============================================================ + ROUE D'INITIATIVE — CDEWheelApp + ============================================================ */ + +// Wu Xing segment colours (match JS constants) +@wu-metal: #b8c4cc; +@wu-water: #3a7bd5; +@wu-earth: #c8a84b; +@wu-fire: #d94f3d; +@wu-wood: #4a9b5a; +@wu-reference: #2c1f6b; + +.cde-wheel-app { + color: @cde-text; + background: @cde-bg; + font-family: "Averia", "Averia Regular", sans-serif; + + .window-content { + padding: 0; + overflow: hidden; + } +} + +/* Two-column layout: SVG wheel left, panel right */ +.cde-wheel-layout { + display: flex; + height: 100%; + min-height: 520px; +} + +/* ---- Left: SVG wheel ---- */ +.cde-wheel-svg-container { + flex: 0 0 480px; + width: 480px; + padding: 12px 12px 6px; + display: flex; + flex-direction: column; + align-items: center; + justify-content: center; + background: @cde-surface2; + border-right: 1px solid @cde-border; + + svg { + flex: 1 1 auto; + width: 100%; + max-width: 456px; + max-height: 456px; + overflow: visible; + } + + .cde-wheel-legend { + display: flex; + align-items: center; + gap: 8px; + padding: 4px 0 2px; + font-size: 11px; + color: rgba(255,255,255,0.55); + flex-shrink: 0; + } + + .cde-wheel-legend-dot { + display: inline-block; + width: 10px; + height: 10px; + border-radius: 50%; + flex-shrink: 0; + } + + .cde-wheel-segment { + stroke: @cde-bg; + stroke-width: 1.5; + transition: opacity 0.2s; + } + + .cde-wheel-cran-label { + font-family: "Averia Regular", sans-serif; + font-size: 12px; + fill: rgba(255,255,255,0.55); + text-anchor: middle; + dominant-baseline: central; + pointer-events: none; + user-select: none; + } + + // Combatant token circle on the wheel + .cde-wheel-fighter-circle { + stroke-width: 2; + cursor: pointer; + transition: r 0.2s, stroke-width 0.2s; + + &:hover { + stroke-width: 3; + } + + &.is-active { + r: 18; + stroke-width: 3; + filter: drop-shadow(0 0 5px rgba(255, 255, 255, 0.7)); + } + + &.is-turn { + stroke-dasharray: 3 2; + animation: cde-spin 4s linear infinite; + } + } + + .cde-wheel-fighter-initial { + font-size: 13px; + font-weight: 700; + fill: #fff; + text-anchor: middle; + dominant-baseline: central; + pointer-events: none; + } +} + +/* ---- Right: panel ---- */ +.cde-wheel-panel { + flex: 1 1 auto; + display: flex; + flex-direction: column; + overflow: hidden; + padding: 0; + min-width: 0; +} + +.cde-wheel-section-title { + padding: 7px 12px 6px; + border-bottom: 1px solid @cde-border; + background: @cde-surface2; + font-size: 10px; + font-weight: 700; + text-transform: uppercase; + letter-spacing: 0.12em; + color: @cde-muted; + border-left: 3px solid @cde-spell; + flex-shrink: 0; + + em { + font-style: normal; + color: @cde-text; + text-transform: none; + letter-spacing: 0; + font-size: 11px; + } +} + +/* Combatant list */ +.cde-wheel-combatants { + flex: 0 0 auto; + max-height: 130px; + overflow-y: auto; + border-bottom: 1px solid @cde-border; +} + +.cde-wheel-combatant { + display: flex; + align-items: center; + gap: 8px; + padding: 6px 12px 6px 9px; + cursor: pointer; + border-bottom: 1px solid fade(@cde-border, 50%); + border-left: 3px solid transparent; + transition: background 0.15s, border-color 0.15s; + + &:last-child { border-bottom: none; } + + &:hover { + background: @cde-surface; + } + + &.cde-wheel-combatant--selected { + background: fade(@cde-spell, 10%); + border-left-color: @cde-spell; + + .cde-wheel-combatant-name { + color: @cde-text; + font-weight: 600; + } + } + + &.cde-wheel-combatant--active { + .cde-wheel-active-marker { + color: #f0c040; + filter: drop-shadow(0 0 3px #f0c040); + } + } +} + +.cde-wheel-combatant-img { + width: 30px; + height: 30px; + border-radius: 50%; + object-fit: cover; + border: 1.5px solid @cde-border-hi; + flex-shrink: 0; +} + +.cde-wheel-combatant-name { + flex: 1 1 auto; + font-size: 13px; + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + color: @cde-muted; +} + +.cde-wheel-combatant-cran { + font-size: 11px; + font-weight: 700; + font-variant-numeric: tabular-nums; + flex-shrink: 0; + min-width: 22px; + text-align: center; + padding: 2px 6px; + border-radius: 12px; + line-height: 1.3; +} + +.cde-wheel-active-marker { + font-size: 10px; + color: @cde-muted; + flex-shrink: 0; +} + +/* Action area */ +.cde-wheel-actions { + flex: 1 1 auto; + display: flex; + flex-direction: column; + overflow-y: auto; + padding: 8px 10px 10px; + gap: 6px; + + &.cde-wheel-actions--hint { + justify-content: center; + align-items: center; + } +} + +.cde-wheel-hint { + color: @cde-muted; + font-size: 12px; + text-align: center; + font-style: italic; + display: flex; + flex-direction: column; + align-items: center; + gap: 8px; + + i { + font-size: 22px; + opacity: 0.4; + } +} + +.cde-wheel-action-grid { + display: grid; + grid-template-columns: 1fr 1fr; + gap: 5px; +} + +.cde-wheel-action-btn { + display: flex; + align-items: center; + justify-content: space-between; + gap: 4px; + background: @cde-surface; + border: 1px solid @cde-border-hi; + border-radius: @cde-radius-sm; + color: @cde-muted; + font-size: 11px; + padding: 5px 7px; + cursor: pointer; + text-align: left; + transition: background 0.15s, border-color 0.15s, color 0.15s, box-shadow 0.15s; + font-family: inherit; + + &:hover { + color: @cde-text; + background: @cde-border; + border-color: @cde-border-hi; + } + + .cde-wheel-action-name { + flex: 1 1 auto; + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + } + + .cde-wheel-action-cost { + flex-shrink: 0; + font-weight: 700; + font-size: 10px; + padding: 1px 5px; + border-radius: 10px; + background: @cde-border-hi; + color: @cde-muted; + line-height: 1.4; + } + + &[data-cost="1"] { + &:hover { box-shadow: 0 0 6px fade(@cde-spell, 22%); } + .cde-wheel-action-cost { background: #1a3d6a; color: #6aadff; } + } + &[data-cost="2"] { + &:hover { box-shadow: 0 0 6px fade(#d4a050, 25%); } + .cde-wheel-action-cost { background: #4a3200; color: #d4a050; } + } + &[data-cost="3"] { + &:hover { box-shadow: 0 0 6px fade(#e06030, 28%); } + .cde-wheel-action-cost { background: #4a1800; color: #e07840; } + } + &[data-cost="6"] { + border-color: fade(#cc2040, 40%); + &:hover { box-shadow: 0 0 6px fade(#cc2040, 35%); } + .cde-wheel-action-cost { background: #4a0814; color: #e03050; } + } +} + +/* Special action buttons */ +.cde-wheel-special-actions { + display: flex; + gap: 6px; + margin-top: 2px; +} + +.cde-wheel-btn-roll, +.cde-wheel-btn-surprise { + flex: 1 1 0; + display: flex; + align-items: center; + justify-content: center; + gap: 6px; + border-radius: @cde-radius-sm; + font-size: 11px; + font-weight: 600; + padding: 7px 8px; + cursor: pointer; + font-family: inherit; + transition: background 0.15s, box-shadow 0.15s; + border: 1px solid; +} + +.cde-wheel-btn-roll { + background: fade(#c08a00, 14%); + border-color: fade(#c08a00, 50%); + color: #e0b030; + + &:hover { + background: fade(#c08a00, 26%); + box-shadow: 0 0 8px fade(#c08a00, 40%); + } +} + +.cde-wheel-btn-surprise { + background: fade(@cde-kungfu, 12%); + border-color: fade(@cde-kungfu, 45%); + color: @cde-kungfu; + + &:hover { + background: fade(@cde-kungfu, 24%); + box-shadow: 0 0 8px fade(@cde-kungfu, 35%); + } +} + +/* No-combat empty state */ +.cde-wheel-no-combat { + flex: 1 1 auto; + display: flex; + flex-direction: column; + align-items: center; + justify-content: center; + color: @cde-muted; + gap: 8px; + padding: 20px; + text-align: center; + font-size: 12px; + + i { + font-size: 28px; + opacity: 0.4; + } +} + +/* Spin animation for active-turn token */ +@keyframes cde-spin { + from { transform-origin: var(--fx) var(--fy); transform: rotate(0deg); } + to { transform-origin: var(--fx) var(--fy); transform: rotate(360deg); } +} diff --git a/dist/system.js b/dist/system.js index 7c808e8..23c70ee 100644 --- a/dist/system.js +++ b/dist/system.js @@ -130,7 +130,8 @@ var TEMPLATE_PARTIALS = [ "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-kungfus.html", "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html", "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-loksyu-app.html", - "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html" + "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html", + "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html" ]; // src/config/settings.js @@ -807,6 +808,20 @@ function registerHandlebarsHelpers() { }; return game.i18n.localize(keys[activation] ?? "CDE.Activation"); }); + Handlebars.registerHelper("cranPosition", function(cran, cx, cy, r) { + const angleDeg = 90 + cran * 15; + const angleRad = angleDeg * Math.PI / 180; + const x = Math.round(cx + r * Math.cos(angleRad)); + const y = Math.round(cy - r * Math.sin(angleRad)); + return { x, y }; + }); + Handlebars.registerHelper("fighterX", function(cx, index, total) { + const offset = total > 1 ? (index - (total - 1) / 2) * 34 : 0; + return Math.round(cx - 15 + offset); + }); + Handlebars.registerHelper("fighterY", function(cy, index, total) { + return Math.round(cy - 50); + }); } // src/ui/templates.js @@ -2209,6 +2224,205 @@ var CDETinjiApp = class _CDETinjiApp extends foundry.applications.api.Handlebars } }; +// src/documents/combat.js +var CDECombat = class extends Combat { + /** + * Override rollInitiative to open the PC or NPC initiative dialog + * for each selected combatant, then sync the result to the Combatant document. + */ + async rollInitiative(ids, options = {}) { + const combatantIds = typeof ids === "string" ? [ids] : ids; + for (const id of combatantIds) { + const combatant = this.combatants.get(id); + if (!combatant) continue; + const actor = combatant.actor; + if (!actor) continue; + if (actor.type === ACTOR_TYPES.character) { + await rollInitiativePC(actor); + } else { + await rollInitiativeNPC(actor); + } + } + return this; + } + /** + * Sort combatants: highest initiative first (furthest counter-clockwise = acts first). + * Ties: PCs before NPCs; among PCs, by name; among NPCs, by name. + * Calls super.setupTurns() first to ensure this.current is properly initialized. + */ + setupTurns() { + super.setupTurns(); + this.turns = this.turns.slice().sort((a, b) => { + const ia = a.initiative ?? 0; + const ib = b.initiative ?? 0; + if (ia !== ib) return ib - ia; + const aIsPC = a.actor?.type === ACTOR_TYPES.character ? 1 : 0; + const bIsPC = b.actor?.type === ACTOR_TYPES.character ? 1 : 0; + if (aIsPC !== bIsPC) return bIsPC - aIsPC; + return (a.name ?? "").localeCompare(b.name ?? ""); + }); + return this.turns; + } +}; +async function advanceCombatantPosition(combatant, cranCost) { + const current = combatant.initiative ?? combatant.actor?.system?.initiative ?? 1; + const newValue = (current - cranCost - 1 + 48) % 24 + 1; + await combatant.update({ initiative: newValue }); +} + +// src/ui/apps/wheel-app.js +var WHEEL_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html"; +var ACTION_COSTS = [ + { key: "draw", label: "CDE.ActionCostDraw", cost: 1 }, + { key: "changestyle", label: "CDE.ActionCostChangeStyle", cost: 1 }, + { key: "defense", label: "CDE.ActionCostDefense", cost: 1 }, + { key: "aim", label: "CDE.ActionCostAim", cost: 2 }, + { key: "help", label: "CDE.ActionCostHelp", cost: 2 }, + { key: "defally", label: "CDE.ActionCostDefendAlly", cost: 2 }, + { key: "move", label: "CDE.ActionCostMove", cost: 2 }, + { key: "attack", label: "CDE.ActionCostAttack", cost: 3 }, + { key: "delay", label: "CDE.ActionCostDelay", cost: 6 } +]; +var WHEEL_SEGMENTS = [ + { label: "M\xE9tal", color: "#b8c4cc", textColor: "#1a1a1a", crans: [1, 2, 3, 4] }, + { label: "Eau", color: "#3a7bd5", textColor: "#ffffff", crans: [5, 6, 7, 8] }, + { label: "Terre", color: "#c8a84b", textColor: "#1a1a1a", crans: [9, 10, 11, 12] }, + { label: "Feu", color: "#d94f3d", textColor: "#ffffff", crans: [13, 14, 15, 16] }, + { label: "Bois", color: "#4a9b5a", textColor: "#ffffff", crans: [17, 18, 19, 20] }, + { label: "Rep\xE8re", color: "#1a1a2e", textColor: "#aaaaaa", crans: [21, 22, 23, 24] } +]; +function segmentForCran(cran) { + return WHEEL_SEGMENTS.find((s) => s.crans.includes(cran)) ?? WHEEL_SEGMENTS[0]; +} +var CDEWheelApp = class _CDEWheelApp extends foundry.applications.api.ApplicationV2 { + static DEFAULT_OPTIONS = { + id: "cde-wheel-app", + classes: ["cde-wheel-app"], + tag: "div", + window: { + title: "CDE.InitiativeWheel", + icon: "fas fa-circle-notch", + resizable: true + }, + position: { width: 820, height: 620 }, + actions: { + advanceCran: _CDEWheelApp.#advanceCran, + setSurprised: _CDEWheelApp.#setSurprised, + rollInitiative: _CDEWheelApp.#rollInitiative + } + }; + /** @type {CDEWheelApp|null} */ + static #instance = null; + /** Open (or bring to front) the singleton instance. */ + static open() { + if (!_CDEWheelApp.#instance || _CDEWheelApp.#instance.rendered === false) { + _CDEWheelApp.#instance = new _CDEWheelApp(); + _CDEWheelApp.#instance.render(true); + } else { + _CDEWheelApp.#instance.bringToFront(); + } + return _CDEWheelApp.#instance; + } + /** Currently selected combatant id (for action panel). */ + #selectedId = null; + async _prepareContext(options) { + const combat = game.combat; + const combatants = combat ? [...combat.combatants.values()] : []; + const sorted = [...combatants].sort((a, b) => (b.initiative ?? 0) - (a.initiative ?? 0)); + const cranData = this.#buildCranData(combatants); + const selected = this.#selectedId ? combatants.find((c) => c.id === this.#selectedId) : null; + const actionCosts = ACTION_COSTS.map((a) => ({ + ...a, + label: game.i18n.localize(a.label) + })); + return { + hasCombat: !!combat, + combatants: sorted.map((c) => ({ + id: c.id, + name: c.name, + img: c.token?.texture?.src ?? c.actor?.img ?? "icons/svg/mystery-man.svg", + initiative: c.initiative ?? "\u2014", + segment: segmentForCran(c.initiative ?? 1), + isActive: combat?.current?.combatantId === c.id, + isSelected: c.id === this.#selectedId, + hasInitiative: c.initiative != null + })), + cranData, + selected, + selectedName: selected?.name ?? null, + actionCosts + }; + } + async _renderHTML(context, options) { + return foundry.applications.handlebars.renderTemplate(WHEEL_TEMPLATE, context); + } + _replaceHTML(result, content, options) { + content.innerHTML = result; + this.#bindEvents(content); + } + /** Build per-cran data for the SVG wheel. */ + #buildCranData(combatants) { + const data = []; + for (let cran = 1; cran <= 24; cran++) { + const segment = segmentForCran(cran); + const fighters = combatants.filter((c) => Math.round(c.initiative) === cran); + data.push({ cran, segment, fighters }); + } + return data; + } + /** Bind click events for combatant selection. */ + #bindEvents(content) { + content.querySelectorAll("[data-select-combatant]").forEach((el) => { + el.addEventListener("click", () => { + this.#selectedId = el.dataset.selectCombatant; + this.render(); + }); + }); + } + /** Action: advance selected combatant by given cran cost. */ + static async #advanceCran(event, element) { + const app = _CDEWheelApp.#instance; + if (!app?.#selectedId) return; + const cost = parseInt(element.dataset.cost, 10); + if (!cost || isNaN(cost)) return; + const combatant = game.combat?.combatants.get(app.#selectedId); + if (!combatant) return; + await advanceCombatantPosition(combatant, cost); + } + /** Action: set selected combatant to surprised (position 1 = reference). */ + static async #setSurprised(event, element) { + const app = _CDEWheelApp.#instance; + if (!app?.#selectedId) return; + const combatant = game.combat?.combatants.get(app.#selectedId); + if (!combatant) return; + await combatant.update({ initiative: 1 }); + } + /** Action: open the initiative dialog for the selected combatant. */ + static async #rollInitiative(event, element) { + const app = _CDEWheelApp.#instance; + if (!app?.#selectedId) return; + const combatant = game.combat?.combatants.get(app.#selectedId); + if (!combatant) return; + await game.combat.rollInitiative([app.#selectedId]); + } + /** Re-render when combat state changes. */ + static registerHooks() { + const refresh = () => { + if (_CDEWheelApp.#instance?.rendered) _CDEWheelApp.#instance.render(); + }; + Hooks.on("updateCombat", refresh); + Hooks.on("updateCombatant", refresh); + Hooks.on("createCombatant", refresh); + Hooks.on("deleteCombatant", refresh); + Hooks.on("updateActor", (_actor, diff) => { + if (foundry.utils.hasProperty(diff, "system.initiative")) refresh(); + }); + Hooks.on("deleteCombat", () => { + if (_CDEWheelApp.#instance?.rendered) _CDEWheelApp.#instance.render(); + }); + } +}; + // src/ui/roll-actions.js var RESULT_TEMPLATE3 = "systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html"; function injectRollActions(message, html) { @@ -2362,7 +2576,8 @@ Hooks.once("init", async () => { console.info(`CHRONIQUESDELETRANGE | Initializing ${SYSTEM_ID}`); registerSettings(); game.system.CONST = { MAGICS, SUBTYPES }; - game.cde = { CDELoksyuApp, CDETinjiApp }; + game.cde = { CDELoksyuApp, CDETinjiApp, CDEWheelApp }; + CONFIG.Combat.documentClass = CDECombat; CONFIG.Actor.dataModels = { [ACTOR_TYPES.character]: CharacterDataModel, [ACTOR_TYPES.npc]: NpcDataModel @@ -2440,6 +2655,7 @@ Hooks.once("init", async () => { }); Hooks.once("ready", async () => { await migrateIfNeeded(); + CDEWheelApp.registerHooks(); }); Hooks.on("renderChatLog", (_app, html) => { const el = html instanceof HTMLElement ? html : html[0] ?? html; @@ -2454,10 +2670,14 @@ Hooks.on("renderChatLog", (_app, html) => { ${game.i18n.localize("CDE.TinJi2")} + + ${game.i18n.localize("CDE.InitiativeWheel")} + `; wrapper.addEventListener("click", (ev) => { if (ev.target.closest(".cde-chat-btn--loksyu")) CDELoksyuApp.open(); if (ev.target.closest(".cde-chat-btn--tinji")) CDETinjiApp.open(); + if (ev.target.closest(".cde-chat-btn--wheel")) CDEWheelApp.open(); }); const anchor = el.querySelector(".chat-form") ?? el.querySelector(".chat-message-form") ?? el.querySelector("form"); if (anchor) anchor.parentElement.insertBefore(wrapper, anchor); @@ -2472,6 +2692,28 @@ Hooks.on("updateSetting", (setting) => { refreshAllRollActions(); } }); +Hooks.on("updateActor", (actor, diff) => { + if (!foundry.utils.hasProperty(diff, "system.initiative")) return; + if (!game.combat) return; + const initiative = actor.system.initiative; + const combatant = game.combat.combatants.find((c) => c.actor?.id === actor.id); + if (combatant && combatant.initiative !== initiative) { + combatant.update({ initiative }).catch(() => { + }); + } +}); +Hooks.on("updateCombatant", (combatant, diff) => { + if (!("initiative" in diff)) return; + const initiative = combatant.initiative; + if (initiative == null) return; + setTimeout(() => { + const actor = combatant.actor; + if (actor && actor.system?.initiative !== initiative) { + actor.update({ "system.initiative": initiative }).catch(() => { + }); + } + }, 0); +}); /** * Chroniques de l'Étrange — Système FoundryVTT * diff --git a/dist/system.js.map b/dist/system.js.map index 366fc95..fdef890 100644 --- a/dist/system.js.map +++ b/dist/system.js.map @@ -1,7 +1,7 @@ { "version": 3, - "sources": ["../src/config/constants.js", "../src/config/settings.js", "../src/config/localize.js", "../src/config/runtime.js", "../src/data/actors/character.js", "../src/data/actors/npc.js", "../src/data/items/item.js", "../src/data/items/kungfu.js", "../src/data/items/spell.js", "../src/data/items/supernatural.js", "../src/data/items/weapon.js", "../src/data/items/armor.js", "../src/data/items/sanhei.js", "../src/data/items/ingredient.js", "../src/documents/chat-message.js", "../src/documents/actor.js", "../src/documents/item.js", "../src/ui/dice.js", "../src/ui/helpers.js", "../src/ui/templates.js", "../src/ui/initiative.js", "../src/ui/apps/singletons.js", "../src/ui/rolling.js", "../src/ui/sheets/actors/base.js", "../src/ui/sheets/actors/character.js", "../src/ui/sheets/actors/npc.js", "../src/ui/sheets/items/base.js", "../src/ui/sheets/items/item.js", "../src/ui/sheets/items/kungfu.js", "../src/ui/sheets/items/spell.js", "../src/ui/sheets/items/supernatural.js", "../src/ui/sheets/items/weapon.js", "../src/ui/sheets/items/armor.js", "../src/ui/sheets/items/sanhei.js", "../src/ui/sheets/items/ingredient.js", "../src/ui/apps/loksyu-app.js", "../src/ui/apps/tinji-app.js", "../src/ui/roll-actions.js", "../src/system.js"], - "sourcesContent": ["/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport const SYSTEM_ID = \"fvtt-chroniques-de-l-etrange\"\n\nexport const ACTOR_TYPES = {\n character: \"character\",\n npc: \"npc\",\n}\n\nexport const ITEM_TYPES = {\n item: \"item\",\n kungfu: \"kungfu\",\n spell: \"spell\",\n supernatural: \"supernatural\",\n weapon: \"weapon\",\n armor: \"armor\",\n sanhei: \"sanhei\",\n ingredient: \"ingredient\",\n}\n\nexport const SUBTYPES = {\n weapon: { id: \"weapon\", label: \"CDE.Weapon\" },\n armor: { id: \"armor\", label: \"CDE.Armor\" },\n sanhei: { id: \"sanhei\", label: \"CDE.Sanhei\" },\n other: { id: \"other\", label: \"CDE.Other\" },\n}\n\nexport const MAGICS = {\n internalcinnabar: {\n id: \"internalcinnabar\",\n background: \"linear-grey\",\n label: \"CDE.InternalCinnabar\",\n aspectlabel: \"CDE.Metal\",\n speciality: {\n essence: { label: \"CDE.Essence\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n mind: { label: \"CDE.Mind\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n purification: { label: \"CDE.Purification\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n manipulation: { label: \"CDE.Manipulation\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n aura: { label: \"CDE.Aura\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n alchemy: {\n id: \"alchemy\",\n background: \"linear-blue\",\n label: \"CDE.Alchemy\",\n aspectlabel: \"CDE.Water\",\n speciality: {\n acupuncture: { label: \"CDE.Acupuncture\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n elixirs: { label: \"CDE.Elixirs\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n poisons: { label: \"CDE.Poisons\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n arsenal: { label: \"CDE.Arsenal\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n potions: { label: \"CDE.Potions\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n masteryoftheway: {\n id: \"masteryoftheway\",\n background: \"linear-brown\",\n label: \"CDE.MasteryOfTheWay\",\n aspectlabel: \"CDE.Earth\",\n speciality: {\n curse: { label: \"CDE.Curse\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n transfiguration: { label: \"CDE.Transfiguration\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n necromancy: { label: \"CDE.Necromancy\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n climatecontrol: { label: \"CDE.ClimateControl\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n goldenmagic: { label: \"CDE.GoldenMagic\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n exorcism: {\n id: \"exorcism\",\n background: \"linear-red\",\n label: \"CDE.Exorcism\",\n aspectlabel: \"CDE.Fire\",\n speciality: {\n invocation: { label: \"CDE.Invocation\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n tracking: { label: \"CDE.Tracking\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n protection: { label: \"CDE.Protection\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n punishment: { label: \"CDE.Punishment\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n domination: { label: \"CDE.Domination\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n geomancy: {\n id: \"geomancy\",\n background: \"linear-green\",\n label: \"CDE.Geomancy\",\n aspectlabel: \"CDE.Wood\",\n speciality: {\n neutralization: { label: \"CDE.Neutralization\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n divination: { label: \"CDE.Divination\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n earthlyprayer: { label: \"CDE.EarthlyPrayer\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n heavenlyprayer: { label: \"CDE.HeavenlyPrayer\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n fungseoi: { label: \"CDE.Fungseoi\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n}\n\n/** Map aspect name \u2192 i18n label key */\nexport const ASPECT_LABELS = {\n metal: \"CDE.Metal\",\n water: \"CDE.Water\",\n earth: \"CDE.Earth\",\n fire: \"CDE.Fire\",\n wood: \"CDE.Wood\",\n}\n\n/** Map aspect name \u2192 image path */\nexport const ASPECT_ICONS = {\n metal: \"systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n water: \"systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n earth: \"systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n fire: \"systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n wood: \"systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n}\n\n/** Map aspect name \u2192 die face pair [yin, yang] (face=10 stored as 0) */\nexport const ASPECT_FACES = {\n metal: [3, 8],\n water: [1, 6],\n earth: [0, 5], // 0 = face \"10\"\n fire: [2, 7],\n wood: [4, 9],\n}\n\n/** Ordered aspect names by index (metal=0, water=1, earth=2, fire=3, wood=4) */\nexport const ASPECT_NAMES = [\"metal\", \"water\", \"earth\", \"fire\", \"wood\"]\n\n/**\n * Wu Xing generating/overcoming cycle.\n * For each active aspect, the five result categories in order:\n * [successes, auspicious, noxious, loksyu, tinji]\n */\nexport const WU_XING_CYCLE = {\n wood: [\"wood\", \"fire\", \"water\", \"earth\", \"metal\"],\n fire: [\"fire\", \"earth\", \"wood\", \"metal\", \"water\"],\n earth: [\"earth\", \"metal\", \"fire\", \"water\", \"wood\"],\n metal: [\"metal\", \"water\", \"earth\", \"wood\", \"fire\"],\n water: [\"water\", \"wood\", \"metal\", \"fire\", \"earth\"],\n}\n\nexport const TEMPLATE_PARTIALS = [\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-skills.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-magics.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-nghang.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-treasures.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-items.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-kungfus.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-spells.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-supernaturals.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-spells.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-kungfus.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-loksyu-app.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html\",\n]\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { SYSTEM_ID } from \"./constants.js\"\n\n/**\n * Register all world/client settings for the system.\n * Called during the \"init\" hook before sheets and data-models are set up.\n */\nexport function registerSettings() {\n game.settings.register(SYSTEM_ID, \"loksyuData\", {\n scope: \"world\",\n config: false,\n type: Object,\n default: {\n wood: { yin: 0, yang: 0 },\n fire: { yin: 0, yang: 0 },\n earth: { yin: 0, yang: 0 },\n metal: { yin: 0, yang: 0 },\n water: { yin: 0, yang: 0 },\n },\n })\n\n game.settings.register(SYSTEM_ID, \"tinjiData\", {\n scope: \"world\",\n config: false,\n type: Number,\n default: 0,\n })\n}\n\n/**\n * Run any pending data migrations on the \"ready\" hook.\n * Reserved for future schema migrations.\n */\nexport async function migrateIfNeeded() {\n // No migrations required yet.\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { MAGICS, SUBTYPES } from \"./constants.js\"\n\nexport function preLocalizeConfig() {\n const localizeConfigObject = (obj, keys) => {\n for (const o of Object.values(obj)) {\n for (const key of keys) {\n o[key] = game.i18n.localize(o[key])\n }\n }\n }\n\n localizeConfigObject(SUBTYPES, [\"label\"])\n Object.values(MAGICS).forEach((magic) => {\n magic.label = game.i18n.localize(magic.label)\n magic.aspectlabel = game.i18n.localize(magic.aspectlabel)\n Object.values(magic.speciality).forEach((spec) => {\n spec.label = game.i18n.localize(spec.label)\n spec.labelelement = game.i18n.localize(spec.labelelement)\n })\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport function configureRuntime() {\n CONFIG.Actor.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/actor-banner.webp\"\n CONFIG.Adventure.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/adventure-banner.webp\"\n CONFIG.Cards.compendiumBanner = \"ui/banners/cards-banner.webp\"\n CONFIG.Item.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/item-banner.webp\"\n CONFIG.JournalEntry.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/journalentry-banner.webp\"\n CONFIG.Macro.compendiumBanner = \"ui/banners/macro-banner.webp\"\n CONFIG.Playlist.compendiumBanner = \"ui/banners/playlist-banner.webp\"\n CONFIG.RollTable.compendiumBanner = \"ui/banners/rolltable-banner.webp\"\n CONFIG.Scene.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/scene-banner.webp\"\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class CharacterDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const aspectField = (label, chinese) =>\n new fields.SchemaField({\n chinese: stringField(chinese),\n label: stringField(label),\n value: numberField(15, { min: 0 }),\n })\n\n const skillField = (label) =>\n new fields.SchemaField({\n label: stringField(label),\n specialities: stringField(\"\"),\n value: numberField(0, { min: 0 }),\n })\n\n const resourceField = (label) =>\n new fields.SchemaField({\n label: stringField(label),\n specialities: stringField(\"\"),\n value: numberField(0, { min: 0 }),\n debt: boolField(false),\n })\n\n const componentField = () =>\n new fields.SchemaField({\n value: stringField(\"\"),\n })\n\n const magicSpecialityField = () =>\n new fields.SchemaField({\n check: boolField(false),\n })\n\n const magicField = () =>\n new fields.SchemaField({\n visible: boolField(true),\n value: numberField(0, { min: 0 }),\n speciality: new fields.SchemaField({\n essence: magicSpecialityField(),\n mind: magicSpecialityField(),\n purification: magicSpecialityField(),\n manipulation: magicSpecialityField(),\n aura: magicSpecialityField(),\n acupuncture: magicSpecialityField(),\n elixirs: magicSpecialityField(),\n poisons: magicSpecialityField(),\n arsenal: magicSpecialityField(),\n potions: magicSpecialityField(),\n curse: magicSpecialityField(),\n transfiguration: magicSpecialityField(),\n necromancy: magicSpecialityField(),\n climatecontrol: magicSpecialityField(),\n goldenmagic: magicSpecialityField(),\n invocation: magicSpecialityField(),\n tracking: magicSpecialityField(),\n protection: magicSpecialityField(),\n punishment: magicSpecialityField(),\n domination: magicSpecialityField(),\n neutralization: magicSpecialityField(),\n divination: magicSpecialityField(),\n earthlyprayer: magicSpecialityField(),\n heavenlyprayer: magicSpecialityField(),\n fungseoi: magicSpecialityField(),\n }),\n })\n\n const treasureBranch = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n max: numberField(0, { min: 0 }),\n min: numberField(0, { min: 0 }),\n })\n\n const treasureLevel = () =>\n new fields.SchemaField({\n san: treasureBranch(),\n zing: treasureBranch(),\n })\n\n const schema = {\n concept: stringField(\"\"),\n guardian: numberField(0, { min: 0, max: 5 }),\n initiative: numberField(1, { min: 0 }),\n anti_initiative: numberField(24, { min: 0 }),\n description: htmlField(\"\"),\n prefs: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(true),\n choice: stringField(\"0\"),\n }),\n }),\n prompt: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(true),\n choice: stringField(\"0\"),\n }),\n configure: new fields.SchemaField({\n numberofdice: numberField(0),\n aspect: numberField(0),\n bonus: numberField(0),\n bonusauspiciousdice: numberField(0),\n typeofthrow: numberField(0),\n aspectskill: numberField(0),\n bonusmalusskill: numberField(0),\n aspectspeciality: numberField(0),\n rolldifficulty: numberField(0),\n bonusmalusspeciality: numberField(0),\n }),\n }),\n aspect: new fields.SchemaField({\n fire: aspectField(\"CDE.Fire\", \"\u328B\"),\n earth: aspectField(\"CDE.Earth\", \"\u328F\"),\n metal: aspectField(\"CDE.Metal\", \"\u328E\"),\n water: aspectField(\"CDE.Water\", \"\u328C\"),\n wood: aspectField(\"CDE.Wood\", \"\u328D\"),\n }),\n skills: new fields.SchemaField({\n art: skillField(\"CDE.Art\"),\n investigation: skillField(\"CDE.Investigation\"),\n erudition: skillField(\"CDE.Erudition\"),\n knavery: skillField(\"CDE.Knavery\"),\n wordliness: skillField(\"CDE.Wordliness\"),\n prowess: skillField(\"CDE.Prowess\"),\n sciences: skillField(\"CDE.Sciences\"),\n technologies: skillField(\"CDE.Technologies\"),\n kungfu: skillField(\"CDE.KungFu\"),\n rangedcombat: skillField(\"CDE.RangedCombat\"),\n }),\n resources: new fields.SchemaField({\n supply: resourceField(\"CDE.Supply\"),\n inquiry: resourceField(\"CDE.Inquiry\"),\n influence: resourceField(\"CDE.Influence\"),\n }),\n component: new fields.SchemaField({\n one: componentField(),\n two: componentField(),\n three: componentField(),\n four: componentField(),\n five: componentField(),\n six: componentField(),\n seven: componentField(),\n eight: componentField(),\n nine: componentField(),\n zero: componentField(),\n }),\n magics: new fields.SchemaField({\n internalcinnabar: magicField(),\n alchemy: magicField(),\n masteryoftheway: magicField(),\n exorcism: magicField(),\n geomancy: magicField(),\n }),\n threetreasures: new fields.SchemaField({\n heiyang: new fields.SchemaField({ value: numberField(0, { min: 0 }), max: numberField(0, { min: 0 }) }),\n heiyin: new fields.SchemaField({ value: numberField(0, { min: 0 }), max: numberField(0, { min: 0 }) }),\n dicelevel: new fields.SchemaField({\n level0d: treasureLevel(),\n level1d: treasureLevel(),\n level2d: treasureLevel(),\n }),\n }),\n experience: new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n max: numberField(0, { min: 0 }),\n min: numberField(0, { min: 0 }),\n }),\n }\n\n return schema\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class NpcDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const aptitudeField = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n speciality: stringField(\"\"),\n })\n\n const trackedField = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n calcul: numberField(0, { min: 0 }),\n note: stringField(\"\"),\n })\n\n return {\n type: stringField(\"\"),\n threat: numberField(0, { min: 0, max: 4 }), // profane(0) | apprentice(1) | initiate(2) | accomplished(3) | renowned(4)\n nuisance: numberField(0, { min: 0, max: 5 }), // figurant(0) | minion(1) | adversary(2) | ally(3) | boss(4) | divinity(5)\n initiative: numberField(1, { min: 0 }),\n anti_initiative: numberField(24, { min: 0 }),\n aptitudes: new fields.SchemaField({\n physical: aptitudeField(),\n martial: aptitudeField(),\n mental: aptitudeField(),\n social: aptitudeField(),\n spiritual: aptitudeField(),\n }),\n vitality: trackedField(),\n hei: trackedField(),\n description: htmlField(\"\"),\n prefs: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(false),\n choice: stringField(\"0\"),\n }),\n }),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class EquipmentDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n quantity: numberField(1, { min: 0 }),\n weight: numberField(0, { min: 0 }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class KungfuDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n\n const techniqueField = () =>\n new fields.SchemaField({\n check: boolField(false),\n name: stringField(\"\"),\n activation: stringField(\"action-attack\"), // action-attack | action-defense | action-aid | action-attack-defense | reaction | dice | damage-inflicted | damage-received\n technique: htmlField(\"\"),\n })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n orientation: stringField(\"yin\"), // yin | yang | yinyang\n aspect: stringField(\"metal\"), // metal | eau | terre | feu | bois\n skill: stringField(\"kungfu\"), // kungfu | rangedcombat\n speciality: stringField(\"\"),\n style: stringField(\"\"),\n techniques: new fields.SchemaField({\n technique1: techniqueField(),\n technique2: techniqueField(),\n technique3: techniqueField(),\n }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class SpellDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n specialityname: stringField(\"\"),\n associatedelement: stringField(\"metal\"), // metal | eau | terre | feu | bois\n hei: stringField(\"\"),\n realizationtimeritual: stringField(\"\"),\n realizationtimeaccelerated: stringField(\"\"),\n flashback: stringField(\"\"),\n components: htmlField(\"\"),\n effects: htmlField(\"\"),\n examples: htmlField(\"\"),\n notes: htmlField(\"\"),\n discipline: stringField(\"internalcinnabar\"),\n heiType: stringField(\"yin\"),\n heiCost: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 1 }),\n difficulty: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 1 }),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class SupernaturalDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n notes: htmlField(\"\"),\n heiType: stringField(\"yin\"),\n heiCost: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 0 }),\n trigger: stringField(\"\"),\n effects: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class WeaponDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n weaponType: stringField(\"melee\"),\n material: stringField(\"\"),\n damageAspect: stringField(\"metal\"),\n damageBase: intField(1),\n range: stringField(\"contact\"), // contact | courte | mediane | longue | extreme\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class ArmorDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n protectionValue: intField(0),\n domain: stringField(\"\"),\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class SanheiDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n const propertySchema = () => new fields.SchemaField({\n name: stringField(\"\"),\n heiCost: intField(0),\n heiType: stringField(\"yin\"),\n description: htmlField(\"\"),\n })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n heiType: stringField(\"yin\"),\n properties: new fields.SchemaField({\n prop1: propertySchema(),\n prop2: propertySchema(),\n prop3: propertySchema(),\n }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class IngredientDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n school: stringField(\"all\"),\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport class CDEMessage extends ChatMessage {\n async renderHTML({ canDelete, canClose = false, ...rest } = {}) {\n const html = await super.renderHTML({ canDelete, canClose, ...rest })\n this.#enrichChatCard(html)\n return html\n }\n\n getAssociatedActor() {\n if (this.speaker.scene && this.speaker.token) {\n const scene = game.scenes.get(this.speaker.scene)\n const token = scene?.tokens.get(this.speaker.token)\n if (token) return token.actor\n }\n return game.actors.get(this.speaker.actor)\n }\n\n #enrichChatCard(html) {\n const actor = this.getAssociatedActor()\n\n let img\n let nameText\n if (this.isContentVisible) {\n img = actor?.img ?? this.author.avatar\n nameText = this.alias\n } else {\n img = this.author.avatar\n nameText = this.author.name\n }\n\n const avatar = document.createElement(\"a\")\n avatar.classList.add(\"avatar\")\n if (actor) avatar.dataset.uuid = actor.uuid\n const avatarImg = document.createElement(\"img\")\n Object.assign(avatarImg, { src: img, alt: nameText })\n avatar.append(avatarImg)\n\n const name = document.createElement(\"span\")\n name.classList.add(\"name-stacked\")\n const title = document.createElement(\"span\")\n title.classList.add(\"title\")\n title.append(nameText)\n name.append(title)\n\n const sender = html.querySelector(\".message-sender\")\n sender?.replaceChildren(avatar, name)\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { ACTOR_TYPES } from \"../config/constants.js\"\n\nexport class CDEActor extends Actor {\n getRollData() {\n const data = this.toObject(false).system\n return data\n }\n\n prepareBaseData() {\n super.prepareBaseData()\n\n if (this.type === ACTOR_TYPES.character) {\n this.system.anti_initiative = 25 - (this.system.initiative ?? 0)\n }\n\n if (this.type === ACTOR_TYPES.npc) {\n this.system.vitality.calcul = (this.system.aptitudes.physical.value ?? 0) * 4\n this.system.hei.calcul = (this.system.aptitudes.spiritual.value ?? 0) * 4\n this.system.anti_initiative = 25 - (this.system.initiative ?? 0)\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/** Default icons per item type. */\nconst DEFAULT_ICONS = {\n kungfu: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-kungfu.svg\",\n spell: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-spell.svg\",\n supernatural: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-supernatural.svg\",\n weapon: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-weapon.svg\",\n armor: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-armor.svg\",\n sanhei: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-sanhei.svg\",\n ingredient: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-ingredient.svg\",\n item: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-item.svg\",\n};\n\nexport class CDEItem extends Item {\n\n /** @override */\n async _preCreate(data, options, userId) {\n await super._preCreate(data, options, userId);\n const defaultIcon = DEFAULT_ICONS[this.type];\n if (defaultIcon && (!data.img || data.img === Item.DEFAULT_ICON)) {\n this.updateSource({ img: defaultIcon });\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst DIGIT_LABELS = [\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-1.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-2.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-3.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-4.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-5.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-6.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-7.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-8.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-9.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-10.webp\",\n]\n\nconst CLASSIC_LABELS = [\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-1.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-2.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-3.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-4.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-5.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-6.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-7.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-8.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-9.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-10.webp\",\n]\n\nexport function registerDice() {\n Hooks.once(\"diceSoNiceReady\", (dice3d) => {\n dice3d.addColorset(\n {\n name: \"cde\",\n description: \"CdE\",\n foreground: \"#000000\",\n background: \"#ffffff\",\n edge: \"#ffffff\",\n font: \"DeliusUnicase\",\n texture: \"ice\",\n material: \"plastic\",\n },\n \"preferred\",\n )\n\n dice3d.addSystem({ id: \"fvtt-chroniques-de-l-etrangedigit\", name: \"Chroniques de l'\u00E9trange digits\" }, \"preferred\")\n dice3d.addDicePreset({ type: \"d10\", labels: DIGIT_LABELS, system: \"fvtt-chroniques-de-l-etrangedigit\" })\n\n dice3d.addSystem({ id: \"fvtt-chroniques-de-l-etrange\", name: \"Chroniques de l'\u00E9trange\" }, \"preferred\")\n dice3d.addDicePreset({ type: \"d10\", labels: CLASSIC_LABELS, system: \"fvtt-chroniques-de-l-etrange\" })\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { MAGICS } from \"../config/constants.js\"\n\nexport function registerHandlebarsHelpers() {\n const { Handlebars } = globalThis\n if (!Handlebars) return\n\n Handlebars.registerHelper(\"select\", function (selected, options) {\n const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected))\n const rgx = new RegExp(` value=[\"']${escapedValue}[\"']`)\n const html = options.fn(this)\n return html.replace(rgx, \"$& selected\")\n })\n\n Handlebars.registerHelper(\"getMagicBackground\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.background ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicLabel\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.label ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicAspectLabel\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.aspectlabel ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabel\", function (magic, speciality) {\n return game.i18n.localize(MAGICS[magic]?.speciality?.[speciality]?.label ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityClassIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.classicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.icon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityElementIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.elementicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabelIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.labelicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabelElement\", function (magic, speciality) {\n return game.i18n.localize(MAGICS[magic]?.speciality?.[speciality]?.labelelement ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicAspectIcon\", function (magic) {\n const icons = {\n internalcinnabar: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n alchemy: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n masteryoftheway: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n exorcism: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n geomancy: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n }\n return icons[magic] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getElementIcon\", function (aspect) {\n const icons = {\n metal: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n water: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n earth: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n fire: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n wood: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n // legacy French keys\n eau: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n terre: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n feu: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n bois: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n }\n return icons[aspect] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getOrientationIcon\", function (orientation) {\n const icons = {\n yin: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\",\n yang: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\",\n yinyang: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\",\n }\n return icons[orientation] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getOrientationLabel\", function (orientation) {\n const keys = {\n yin: \"CDE.OrientationYin\",\n yang: \"CDE.OrientationYang\",\n yinyang: \"CDE.OrientationYinYang\",\n }\n return game.i18n.localize(keys[orientation] ?? \"CDE.Orientation\")\n })\n\n Handlebars.registerHelper(\"getActivationLabel\", function (activation) {\n const keys = {\n \"action-attack\": \"CDE.ActivationAttack\",\n \"action-defense\": \"CDE.ActivationDefense\",\n \"action-aid\": \"CDE.ActivationAid\",\n \"action-attack-defense\": \"CDE.ActivationAttackOrDefense\",\n reaction: \"CDE.ActivationReaction\",\n dice: \"CDE.ActivationDice\",\n \"damage-inflicted\": \"CDE.ActivationDamageInflicted\",\n \"damage-received\": \"CDE.ActivationDamageReceived\",\n }\n return game.i18n.localize(keys[activation] ?? \"CDE.Activation\")\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { TEMPLATE_PARTIALS } from \"../config/constants.js\"\n\nexport async function preloadPartials() {\n return foundry.applications.handlebars.loadTemplates(TEMPLATE_PARTIALS)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Initiative determination system for Chroniques de l'\u00C9trange.\n *\n * PJ formula: Initiative = Prouesse + Premi\u00E8re action (comp\u00E9tence/ressource/magie)\n * PNJ formula: Initiative = Aptitude physique + Premi\u00E8re action (aptitude)\n *\n * Range 1-24 ; anti-initiative = 25 \u2212 initiative.\n * Combat order is ascending (low initiative acts first).\n */\n\nconst PC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-prompt.html\"\nconst NPC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-prompt-npc.html\"\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-result.html\"\n\n/** Skills, resources and magics available as \"premi\u00E8re action\" for a PC. */\nfunction buildPCOptions(sys) {\n const sk = sys.skills ?? {}\n const rs = sys.resources ?? {}\n const mg = sys.magics ?? {}\n return [\n { key: \"art\", label: game.i18n.localize(\"CDE.Art\"), value: sk.art?.value ?? 0 },\n { key: \"investigation\", label: game.i18n.localize(\"CDE.Investigation\"), value: sk.investigation?.value ?? 0 },\n { key: \"erudition\", label: game.i18n.localize(\"CDE.Erudition\"), value: sk.erudition?.value ?? 0 },\n { key: \"knavery\", label: game.i18n.localize(\"CDE.Knavery\"), value: sk.knavery?.value ?? 0 },\n { key: \"wordliness\", label: game.i18n.localize(\"CDE.Wordliness\"), value: sk.wordliness?.value ?? 0 },\n { key: \"prowess\", label: game.i18n.localize(\"CDE.Prowess\"), value: sk.prowess?.value ?? 0 },\n { key: \"sciences\", label: game.i18n.localize(\"CDE.Sciences\"), value: sk.sciences?.value ?? 0 },\n { key: \"technologies\", label: game.i18n.localize(\"CDE.Technologies\"), value: sk.technologies?.value ?? 0 },\n { key: \"kungfu\", label: game.i18n.localize(\"CDE.KungFu\"), value: sk.kungfu?.value ?? 0 },\n { key: \"rangedcombat\", label: game.i18n.localize(\"CDE.RangedCombat\"), value: sk.rangedcombat?.value ?? 0 },\n { key: \"supply\", label: game.i18n.localize(\"CDE.Supply\"), value: rs.supply?.value ?? 0 },\n { key: \"inquiry\", label: game.i18n.localize(\"CDE.Inquiry\"), value: rs.inquiry?.value ?? 0 },\n { key: \"influence\", label: game.i18n.localize(\"CDE.Influence\"), value: rs.influence?.value ?? 0 },\n { key: \"internalcinnabar\", label: game.i18n.localize(\"CDE.InternalCinnabar\"), value: mg.internalcinnabar?.value ?? 0 },\n { key: \"alchemy\", label: game.i18n.localize(\"CDE.Alchemy\"), value: mg.alchemy?.value ?? 0 },\n { key: \"masteryoftheway\", label: game.i18n.localize(\"CDE.MasteryOfTheWay\"), value: mg.masteryoftheway?.value ?? 0 },\n { key: \"exorcism\", label: game.i18n.localize(\"CDE.Exorcism\"), value: mg.exorcism?.value ?? 0 },\n { key: \"geomancy\", label: game.i18n.localize(\"CDE.Geomancy\"), value: mg.geomancy?.value ?? 0 },\n ]\n}\n\n/** Aptitudes available as \"premi\u00E8re action\" for an NPC. */\nfunction buildNPCOptions(sys) {\n const ap = sys.aptitudes ?? {}\n return [\n { key: \"physical\", label: game.i18n.localize(\"CDE.Physical\"), value: ap.physical?.value ?? 0 },\n { key: \"martial\", label: game.i18n.localize(\"CDE.Martial\"), value: ap.martial?.value ?? 0 },\n { key: \"mental\", label: game.i18n.localize(\"CDE.Mental\"), value: ap.mental?.value ?? 0 },\n { key: \"social\", label: game.i18n.localize(\"CDE.Social\"), value: ap.social?.value ?? 0 },\n { key: \"spiritual\", label: game.i18n.localize(\"CDE.Spiritual\"), value: ap.spiritual?.value ?? 0 },\n ]\n}\n\n/** Parse the dialog element and extract firstaction + modifier. */\nfunction readInitFields(dialog) {\n const root = dialog.element ?? dialog\n const selectedKey = root.querySelector(\"select[name='firstaction']\")?.value ?? \"\"\n const modifier = parseInt(root.querySelector(\"input[name='modifier']\")?.value ?? \"0\", 10) || 0\n return { selectedKey, modifier }\n}\n\n/** Post a styled initiative chat message. */\nasync function sendInitChatMessage({ actor, baseName, baseValue, actionName, actionValue, modifier, initiative, antiInitiative }) {\n const html = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, {\n actorName: actor.name,\n actorImg: actor.img,\n baseName,\n baseValue,\n actionName,\n actionValue,\n modifier,\n hasModifier: modifier !== 0,\n initiative,\n antiInitiative,\n })\n await ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor }),\n content: html,\n })\n}\n\n/**\n * Open the PC initiative dialog, compute initiative (Prouesse + Premi\u00E8re action + modificateur)\n * and update the actor, then post a chat card.\n */\nexport async function rollInitiativePC(actor) {\n const sys = actor.system\n const prowess = sys.skills?.prowess?.value ?? 0\n const options = buildPCOptions(sys)\n const baseName = game.i18n.localize(\"CDE.Prowess\")\n\n const content = await foundry.applications.handlebars.renderTemplate(PC_PROMPT_TEMPLATE, {\n prowessValue: prowess,\n options,\n modifier: 0,\n })\n\n const result = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.InitiativeRoll\") },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => readInitFields(dialog),\n },\n })\n if (!result) return\n\n const { selectedKey, modifier } = result\n const selected = options.find((o) => o.key === selectedKey) ?? options[0]\n const rawValue = prowess + selected.value + modifier\n const initiative = Math.max(1, Math.min(24, rawValue))\n const antiInit = 25 - initiative\n\n await actor.update({ \"system.initiative\": initiative })\n await sendInitChatMessage({\n actor,\n baseName,\n baseValue: prowess,\n actionName: selected.label,\n actionValue: selected.value,\n modifier,\n initiative,\n antiInitiative: antiInit,\n })\n}\n\n/**\n * Open the NPC initiative dialog, compute initiative (Aptitude physique + Premi\u00E8re action + modificateur)\n * and update the actor, then post a chat card.\n */\nexport async function rollInitiativeNPC(actor) {\n const sys = actor.system\n const physical = sys.aptitudes?.physical?.value ?? 0\n const options = buildNPCOptions(sys)\n const baseName = game.i18n.localize(\"CDE.Physical\")\n\n const content = await foundry.applications.handlebars.renderTemplate(NPC_PROMPT_TEMPLATE, {\n physicalValue: physical,\n options,\n modifier: 0,\n })\n\n const result = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.InitiativeRoll\") },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => readInitFields(dialog),\n },\n })\n if (!result) return\n\n const { selectedKey, modifier } = result\n const selected = options.find((o) => o.key === selectedKey) ?? options[0]\n const rawValue = physical + selected.value + modifier\n const initiative = Math.max(1, Math.min(24, rawValue))\n const antiInit = 25 - initiative\n\n await actor.update({ \"system.initiative\": initiative })\n await sendInitChatMessage({\n actor,\n baseName,\n baseValue: physical,\n actionName: selected.label,\n actionValue: selected.value,\n modifier,\n initiative,\n antiInitiative: antiInit,\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Loksyu / TinJi settings-based helpers.\n *\n * Data is stored as world settings instead of singleton Actor documents.\n */\n\nimport { SYSTEM_ID, WU_XING_CYCLE, ASPECT_FACES } from \"../../config/constants.js\"\n\n/** Read the current loksyu data object from world settings */\nexport function getLoksyuData() {\n return game.settings.get(SYSTEM_ID, \"loksyuData\") ?? {\n wood: {yin:0,yang:0}, fire: {yin:0,yang:0}, earth: {yin:0,yang:0}, metal: {yin:0,yang:0}, water: {yin:0,yang:0},\n }\n}\n\n/** Write the loksyu data object to world settings */\nexport async function setLoksyuData(data) {\n await game.settings.set(SYSTEM_ID, \"loksyuData\", data)\n Hooks.callAll(\"cde:loksyuUpdated\", data)\n}\n\n/** Read current TinJi value from world settings */\nexport function getTinjiValue() {\n return game.settings.get(SYSTEM_ID, \"tinjiData\") ?? 0\n}\n\n/** Write TinJi value to world settings */\nexport async function setTinjiValue(value) {\n await game.settings.set(SYSTEM_ID, \"tinjiData\", Math.max(0, value))\n Hooks.callAll(\"cde:tinjiUpdated\", Math.max(0, value))\n}\n\n/**\n * After a WuXing roll, add the loksyu faces (yin + yang) of the relevant\n * aspect to the loksyu settings data.\n *\n * @param {string} activeAspect - e.g. \"fire\"\n * @param {Object} faces - Die face counts { 0: n, 1: n, \u2026, 9: n }\n */\nexport async function updateLoksyuFromRoll(activeAspect, faces) {\n const cycle = WU_XING_CYCLE[activeAspect]\n if (!cycle) return\n\n const lokAspect = cycle[3]\n const [yinFace, yangFace] = ASPECT_FACES[lokAspect] ?? []\n if (yinFace === undefined) return\n\n const yinCount = faces[yinFace] ?? 0\n const yangCount = faces[yangFace] ?? 0\n if (yinCount === 0 && yangCount === 0) return\n\n const data = getLoksyuData()\n const current = data[lokAspect] ?? { yin: 0, yang: 0 }\n data[lokAspect] = {\n yin: (current.yin ?? 0) + yinCount,\n yang: (current.yang ?? 0) + yangCount,\n }\n await setLoksyuData(data)\n}\n\n/**\n * After a WuXing roll, add tinji faces to the TinJi settings.\n *\n * @param {number} count - Number of tinji faces rolled\n */\nexport async function updateTinjiFromRoll(count) {\n if (!count || count <= 0) return\n const current = getTinjiValue()\n await setTinjiValue(current + count)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Wu Xing rolling system for Chroniques de l'\u00C9trange.\n *\n * The Wu Xing cycle maps each aspect (by index 0-4) to die face groups:\n * - metal=0 : faces 3,8\n * - water=1 : faces 1,6\n * - earth=2 : faces 0/10,5\n * - fire=3 : faces 2,7\n * - wood=4 : faces 4,9\n *\n * For a given active aspect the five result categories are:\n * successes / auspicious / noxious / loksyu (yin face, yang face) / tinji\n * Each category is associated with one of the five aspects in Wu Xing cycle order.\n */\n\nimport { MAGICS, ASPECT_LABELS, ASPECT_ICONS, ASPECT_FACES, ASPECT_NAMES, WU_XING_CYCLE } from \"../config/constants.js\"\nimport { updateLoksyuFromRoll, updateTinjiFromRoll } from \"./apps/singletons.js\"\n\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html\"\nconst SKILL_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-dice-prompt.html\"\nconst SKILL_SPECIAL_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-special-dice-prompt.html\"\nconst MAGIC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-magic-dice-prompt.html\"\nconst WEAPON_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-weapon-dice-prompt.html\"\n\n/** Maps i18n element label \u2192 aspect name (for speciality default aspect lookup) */\nconst LABELELEMENT_TO_ASPECT = {\n \"CDE.Metal\": \"metal\",\n \"CDE.Water\": \"water\",\n \"CDE.Earth\": \"earth\",\n \"CDE.Fire\": \"fire\",\n \"CDE.Wood\": \"wood\",\n}\n\n/** Maps weapon range string \u2192 dice malus applied to the attack pool */\nconst RANGE_MALUS = {\n contact: 0,\n courte: 0,\n mediane: -1,\n longue: -2,\n extreme: -3,\n}\n\n/** Maps weapon type string \u2192 default skill key */\nconst WEAPON_TYPE_SKILL = {\n melee: \"kungfu\",\n thrown: \"rangedcombat\",\n ranged: \"rangedcombat\",\n firearm: \"rangedcombat\",\n}\n\n/** Maps weapon damageAspect name \u2192 ASPECT_NAMES index */\nconst WEAPON_ASPECT_INDEX = { metal: 0, eau: 1, water: 1, terre: 2, earth: 2, feu: 3, fire: 3, bois: 4, wood: 4 }\n\n/** Count how many times each die face appeared in the roll results */\nfunction countFaces(rollResults) {\n const counts = { 1:0, 2:0, 3:0, 4:0, 5:0, 6:0, 7:0, 8:0, 9:0, 0:0 }\n for (const die of rollResults) {\n const face = die.result === 10 ? 0 : die.result\n counts[face]++\n }\n return counts\n}\n\n/**\n * Compute Wu Xing result categories from face counts and active aspect.\n * Returns { successesdice, auspiciousdice, noxiousdice, loksyudice, tinjidice, loksyurepartition }\n */\nfunction computeWuXingResults(faces, aspectName, bonusAuspicious = 0) {\n const cycle = WU_XING_CYCLE[aspectName]\n if (!cycle) return null\n\n const [succAspect, ausAspect, noxAspect, lokAspect, tinAspect] = cycle\n const [succYin, succYang] = ASPECT_FACES[succAspect]\n const [ausYin, ausYang] = ASPECT_FACES[ausAspect]\n const [noxYin, noxYang] = ASPECT_FACES[noxAspect]\n const [lokYin, lokYang] = ASPECT_FACES[lokAspect]\n const [tinYin, tinYang] = ASPECT_FACES[tinAspect]\n\n const yin = game.i18n.localize(\"CDE.Yin\")\n const yang = game.i18n.localize(\"CDE.Yang\")\n\n return {\n successesdice: faces[succYin] + faces[succYang],\n auspiciousdice: faces[ausYin] + faces[ausYang] + bonusAuspicious,\n noxiousdice: faces[noxYin] + faces[noxYang],\n loksyudice: faces[lokYin] + faces[lokYang],\n loksyurepartition: `[${yin}(${faces[lokYin]}) ${yang}(${faces[lokYang]})]`,\n tinjidice: faces[tinYin] + faces[tinYang],\n }\n}\n\n/** Read a named field from a dialog DOM element */\nfunction readField(dlg, name) {\n const el = dlg.querySelector(`[name=\"${name}\"]`)\n if (!el) return null\n return el.type === \"checkbox\" ? el.checked : el.value\n}\n\n/**\n * Open a DialogV2.prompt with the given template + data and return the resolved form values.\n * The callback receives the DialogV2 application instance; fields are read from its .element.\n * @returns {Promise|null>}\n */\nasync function showRollPrompt({ title, template, data, fields }) {\n const content = await foundry.applications.handlebars.renderTemplate(template, data)\n return foundry.applications.api.DialogV2.prompt({\n window: { title },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (event, button, dialog) => {\n // In AppV2, dialog is the application instance; .element is the root HTMLElement\n const root = dialog.element ?? dialog\n const result = {}\n for (const field of fields) {\n result[field] = readField(root, field)\n }\n return result\n },\n },\n })\n}\n\n/**\n * Open the skill roll prompt and return the user-confirmed parameters.\n * @param {object} params - Initial values\n * @returns {Promise}\n */\nasync function showSkillPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: params.isSpecial ? SKILL_SPECIAL_PROMPT_TEMPLATE : SKILL_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice,\n aspect: Number(params.aspect ?? 0),\n bonusmalus: params.bonusmalus ?? 0,\n woundmalus: params.woundmalus ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"aspect\", \"bonusmalus\", \"woundmalus\", \"bonusauspiciousdice\", \"typeofthrow\"],\n })\n}\n\n/**\n * Open the magic roll prompt and return the user-confirmed parameters.\n */\nasync function showMagicPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: MAGIC_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice ?? 0,\n aspectskill: Number(params.aspectskill ?? 0),\n bonusmalusskill: params.bonusmalusskill ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n aspectspeciality: Number(params.aspectspeciality ?? 0),\n rolldifficulty: params.rolldifficulty ?? 1,\n bonusmalusspeciality: params.bonusmalusspeciality ?? 0,\n heispend: params.heispend ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"aspectskill\", \"bonusmalusskill\", \"bonusauspiciousdice\",\n \"aspectspeciality\", \"rolldifficulty\", \"bonusmalusspeciality\",\n \"heispend\", \"typeofthrow\"],\n })\n}\n\n/**\n * Open the weapon attack roll prompt and return user-confirmed parameters.\n */\nasync function showWeaponPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: WEAPON_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice ?? 0,\n weaponName: params.weaponName ?? \"\",\n weaponTypeLabel: params.weaponTypeLabel ?? \"CDE.Weapon\",\n weaponAspectIcon: params.weaponAspectIcon ?? \"\",\n weaponAspectLabel: params.weaponAspectLabel ?? \"\",\n damageBase: params.damageBase ?? 1,\n weaponskill: params.weaponskill ?? \"kungfu\",\n aspect: Number(params.aspect ?? 0),\n effectiverange: params.effectiverange ?? \"contact\",\n bonusmalus: params.bonusmalus ?? 0,\n woundmalus: params.woundmalus ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"weaponskill\", \"aspect\", \"effectiverange\", \"bonusmalus\", \"woundmalus\",\n \"bonusauspiciousdice\", \"typeofthrow\"],\n })\n}\n\n/**\n * Build and send a single enriched ChatMessage containing both the roll\n * (for Dice So Nice) and the Wu Xing result card.\n */\nasync function sendResultMessage(actor, resultData, roll, rollMode) {\n const html = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, resultData)\n return ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor }),\n content: html,\n rolls: [roll],\n rollMode,\n flags: {\n \"fvtt-chroniques-de-l-etrange\": { rollResult: { ...resultData } },\n },\n })\n}\n\nconst ROLL_MODES = [\"roll\", \"gmroll\", \"blindroll\", \"selfroll\"]\n\n/**\n * Main entry point: roll dice for a given actor.\n *\n * @param {Actor} actor\n * @param {string} rollKey - e.g. \"prowess-skill\", \"fire-aspect\", \"alchemy-magic-elixirs\"\n */\nexport async function rollForActor(actor, rollKey) {\n const parts = rollKey.split(\"-\")\n const skillLibel = parts[0]\n const typeLibel = parts[1]\n const specialLibel = parts[2] ?? null\n\n const sys = actor.system\n const typeOfThrow = Number(sys.prefs?.typeofthrow?.choice ?? 0)\n\n let numberofdice = 0\n let title = \"\"\n let isSpecial = false\n let isMagic = false\n let isMagicSpecial = false\n let kfDefaultAspect = -1 // set in \"itemkungfu\" case, used when computing defaultAspect\n\n // ---- Determine dice count + title ----\n const MAGIC_I18N_KEYS = {\n internalcinnabar: \"CDE.InternalCinnabar\",\n alchemy: \"CDE.Alchemy\",\n masteryoftheway: \"CDE.MasteryOfTheWay\",\n exorcism: \"CDE.Exorcism\",\n geomancy: \"CDE.Geomancy\",\n }\n\n switch (typeLibel) {\n case \"aspect\":\n numberofdice = sys.aspect[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.aspect[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"aptitude\":\n // NPC aptitude roll \u2014 flat pool with WuXing prompt\n numberofdice = sys.aptitudes?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(`CDE.${skillLibel.charAt(0).toUpperCase() + skillLibel.slice(1)}`)\n break\n case \"skill\":\n numberofdice = sys.skills?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.skills?.[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"special\":\n numberofdice = sys.skills?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.skills?.[skillLibel]?.label ?? \"CDE.Roll\")\n title += ` [${game.i18n.localize(\"CDE.Speciality\")}]`\n isSpecial = true\n if (!sys.skills?.[skillLibel]?.specialities) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error2\"))\n return\n }\n break\n case \"resource\":\n numberofdice = sys.resources?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.resources?.[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"field\":\n numberofdice = sys.resources?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.resources?.[skillLibel]?.label ?? \"CDE.Roll\")\n title += ` [${game.i18n.localize(\"CDE.Field\")}]`\n isSpecial = true\n if (!sys.resources?.[skillLibel]?.specialities) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error4\"))\n return\n }\n break\n case \"magic\":\n numberofdice = sys.magics?.[skillLibel]?.value ?? 0\n isMagic = true\n title = game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? \"CDE.Magics\")\n break\n case \"magicspecial\":\n numberofdice = sys.magics?.[skillLibel]?.value ?? 0\n isMagicSpecial = true\n isMagic = true\n if (!sys.magics?.[skillLibel]?.speciality?.[specialLibel]?.check) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error6\"))\n return\n }\n title = `${game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? \"CDE.Magics\")} [${game.i18n.localize(MAGICS?.[skillLibel]?.speciality?.[specialLibel]?.label ?? \"\")}]`\n break\n case \"itemkungfu\": {\n // skillLibel = item._id \u2014 look up the kungfu item to find which skill + aspect to use\n const kfItem = actor.items.get(skillLibel)\n if (!kfItem) { ui.notifications.warn(game.i18n.localize(\"CDE.Error0\")); return }\n const kfSkill = kfItem.system.skill ?? \"kungfu\"\n numberofdice = sys.skills?.[kfSkill]?.value ?? 0\n title = `${kfItem.name} [${game.i18n.localize(sys.skills?.[kfSkill]?.label ?? \"CDE.KungFu\")}]`\n kfDefaultAspect = ASPECT_NAMES.indexOf(kfItem.system.aspect ?? \"metal\")\n if (kfDefaultAspect < 0) kfDefaultAspect = 0\n break\n }\n case \"itemweapon\": {\n // skillLibel = item._id \u2014 look up the weapon item to find type + aspect + damage\n const wpItem = actor.items.get(skillLibel)\n if (!wpItem) { ui.notifications.warn(game.i18n.localize(\"CDE.Error0\")); return }\n\n const wpType = wpItem.system.weaponType ?? \"melee\"\n const wpSkill = WEAPON_TYPE_SKILL[wpType] ?? \"kungfu\"\n numberofdice = sys.skills?.[wpSkill]?.value ?? 0\n\n const wpAspectRaw = wpItem.system.damageAspect ?? \"metal\"\n const wpAspectIdx = WEAPON_ASPECT_INDEX[wpAspectRaw] ?? 0\n const wpRange = wpItem.system.range ?? \"contact\"\n\n const WEAPON_TYPE_LABELS = {\n melee: \"CDE.WeaponMelee\",\n thrown: \"CDE.WeaponThrown\",\n ranged: \"CDE.WeaponRanged\",\n firearm: \"CDE.WeaponFirearm\",\n }\n\n // Show weapon-specific prompt\n const wParams = await showWeaponPrompt({\n title: `${wpItem.name} [${game.i18n.localize(sys.skills?.[wpSkill]?.label ?? \"CDE.WeaponRoll\")}]`,\n numberofdice,\n weaponName: wpItem.name,\n weaponTypeLabel: WEAPON_TYPE_LABELS[wpType] ?? \"CDE.Weapon\",\n weaponAspectIcon: ASPECT_ICONS[ASPECT_NAMES[wpAspectIdx]] ?? \"\",\n weaponAspectLabel: game.i18n.localize(ASPECT_LABELS[ASPECT_NAMES[wpAspectIdx]] ?? \"\"),\n damageBase: wpItem.system.damageBase ?? 1,\n weaponskill: wpSkill,\n aspect: wpAspectIdx,\n effectiverange: wpRange,\n bonusmalus: 0,\n woundmalus: 0,\n bonusauspiciousdice: 0,\n typeofthrow: typeOfThrow,\n })\n\n if (!wParams) return // cancelled\n\n // Resolve final pool from weapon prompt values\n const wpChosenSkill = wParams.weaponskill ?? wpSkill\n const wpSkillDice = sys.skills?.[wpChosenSkill]?.value ?? 0\n const wpAspFinal = Number(wParams.aspect ?? wpAspectIdx)\n const wpAspectDice = sys.aspect[ASPECT_NAMES[wpAspFinal]]?.value ?? 0\n const wpRangeMalus = RANGE_MALUS[wParams.effectiverange ?? \"contact\"] ?? 0\n const wpBonusMalus = Number(wParams.bonusmalus ?? 0)\n const wpWoundMalus = Number(wParams.woundmalus ?? 0)\n const wpBonusAusp = Number(wParams.bonusauspiciousdice ?? 0)\n const wpThrowMode = Number(wParams.typeofthrow ?? 0)\n const wpDamageBase = wpItem.system.damageBase ?? 1\n\n const wpTotalDice = wpSkillDice + wpAspectDice + wpRangeMalus + wpBonusMalus - wpWoundMalus\n if (wpTotalDice <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n const wpRoll = new Roll(`${wpTotalDice}d10`)\n await wpRoll.evaluate()\n\n const wpAspectName = ASPECT_NAMES[wpAspFinal] ?? \"metal\"\n const wpFaces = countFaces(wpRoll.dice[0]?.results ?? [])\n const wpResults = computeWuXingResults(wpFaces, wpAspectName, wpBonusAusp)\n if (!wpResults) return\n\n const wpModParts = []\n if (wpRangeMalus !== 0) wpModParts.push(`${wpRangeMalus} ${game.i18n.localize(\"CDE.RangePenalty\")}`)\n if (wpBonusMalus !== 0) wpModParts.push(`${wpBonusMalus > 0 ? \"+\" : \"\"}${wpBonusMalus} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (wpWoundMalus !== 0) wpModParts.push(`-${wpWoundMalus} ${game.i18n.localize(\"CDE.WoundMalus\")}`)\n if (wpBonusAusp !== 0) wpModParts.push(`+${wpBonusAusp} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n\n const wpMsg = await sendResultMessage(actor, {\n rollLabel: `${wpItem.name}`,\n aspectName: wpAspectName,\n aspectLabel: game.i18n.localize(ASPECT_LABELS[wpAspectName] ?? \"\"),\n aspectIcon: ASPECT_ICONS[wpAspectName] ?? \"\",\n totalDice: wpTotalDice,\n modifiersText: wpModParts.length ? wpModParts.join(\" \u00B7 \") : \"\",\n spellPower: null,\n rollDifficulty: null,\n actorName: actor.name ?? \"\",\n actorImg: actor.img ?? \"\",\n // weapon-specific\n weaponName: wpItem.name,\n damageBase: wpDamageBase,\n totalDamage: wpResults.successesdice * wpDamageBase,\n ...wpResults,\n aspect: wpAspectName,\n d1: wpFaces[1], d2: wpFaces[2], d3: wpFaces[3], d4: wpFaces[4], d5: wpFaces[5],\n d6: wpFaces[6], d7: wpFaces[7], d8: wpFaces[8], d9: wpFaces[9], d0: wpFaces[0],\n }, wpRoll, ROLL_MODES[wpThrowMode] ?? \"roll\")\n\n if (game.modules.get(\"dice-so-nice\")?.active && wpMsg?.id) {\n await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id)\n }\n // Auto-update Loksyu/TinJi singletons from weapon roll faces\n if ((wpResults.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wpAspectName, wpFaces)\n if ((wpResults.tinjidice ?? 0) > 0) await updateTinjiFromRoll(wpResults.tinjidice)\n return\n }\n default:\n ui.notifications.warn(`Unknown roll type: ${typeLibel}`)\n return\n }\n\n // For magic rolls the prompt allows adding HEI dice, so don't block early.\n // For itemkungfu, allow 0 base dice (user can add bonus dice in the prompt).\n if (numberofdice <= 0 && typeLibel !== \"aspect\" && typeLibel !== \"itemkungfu\" && !isMagic) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n // ---- Pre-compute default aspect for magic based on skill ----\n const MAGIC_ASPECTS = {\n internalcinnabar: 0, // metal\n alchemy: 1, // water\n masteryoftheway: 2, // earth\n exorcism: 3, // fire\n geomancy: 4, // wood\n }\n\n let defaultAspect = typeLibel === \"aspect\"\n ? [\"metal\",\"water\",\"earth\",\"fire\",\"wood\"].indexOf(skillLibel)\n : 0\n if (isMagic && MAGIC_ASPECTS[skillLibel] !== undefined) {\n defaultAspect = MAGIC_ASPECTS[skillLibel]\n }\n if (kfDefaultAspect >= 0) {\n defaultAspect = kfDefaultAspect\n }\n\n let defaultSpecialAspect = 0\n if (isMagicSpecial && specialLibel) {\n // Look up the speciality's element from the MAGICS config constant\n const specialCfg = MAGICS?.[skillLibel]?.speciality?.[specialLibel]\n const aspectName = LABELELEMENT_TO_ASPECT[specialCfg?.labelelement]\n if (aspectName) {\n defaultSpecialAspect = ASPECT_NAMES.indexOf(aspectName)\n }\n }\n\n // ---- Show roll prompt ----\n let params\n\n if (isMagic) {\n params = await showMagicPrompt({\n title,\n numberofdice,\n aspectskill: defaultAspect,\n bonusmalusskill: 0,\n bonusauspiciousdice: 0,\n aspectspeciality: defaultSpecialAspect,\n rolldifficulty: 1,\n bonusmalusspeciality: 0,\n heispend: 0,\n typeofthrow: typeOfThrow,\n })\n } else {\n params = await showSkillPrompt({\n title,\n numberofdice,\n aspect: defaultAspect,\n bonusmalus: 0,\n woundmalus: 0,\n bonusauspiciousdice: 0,\n typeofthrow: typeOfThrow,\n isSpecial,\n })\n }\n\n if (!params) return // cancelled\n\n // ---- Compute total dice and roll ----\n let aspectIndex, bonusMalus, bonusAuspicious, throwMode\n let spellAspectIndex = null // magic only: aspect of the speciality for Wu Xing\n let rollDifficulty = 1 // magic only: multiplier applied to successes\n\n if (isMagic) {\n const skillAspectIndex = Number(params.aspectskill ?? 0)\n spellAspectIndex = Number(params.aspectspeciality ?? skillAspectIndex)\n aspectIndex = skillAspectIndex // used only for skill dice pool\n bonusMalus = Number(params.bonusmalusskill ?? 0)\n bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)\n rollDifficulty = Math.max(1, Number(params.rolldifficulty ?? 1))\n throwMode = Number(params.typeofthrow ?? 0)\n // magic: magic skill + aspect + bonuses + 1 (speciality base) + HEI spent\n const aspectDice = sys.aspect?.[ASPECT_NAMES[aspectIndex]]?.value ?? 0\n const bonusSpec = Number(params.bonusmalusspeciality ?? 0)\n const heiDice = Number(params.heispend ?? 0)\n numberofdice = numberofdice + aspectDice + bonusMalus + 1 + bonusSpec + heiDice\n } else {\n aspectIndex = Number(params.aspect ?? 0)\n bonusMalus = Number(params.bonusmalus ?? 0)\n const woundMalus = Number(params.woundmalus ?? 0)\n bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)\n throwMode = Number(params.typeofthrow ?? 0)\n\n const aspectDice = (typeLibel !== \"aspect\")\n ? (sys.aspect?.[ASPECT_NAMES[aspectIndex]]?.value ?? 0)\n : 0\n\n numberofdice = numberofdice + aspectDice + bonusMalus - woundMalus\n if (isSpecial) numberofdice += 1 // +1d for speciality\n }\n\n if (numberofdice <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n // ---- Roll ----\n const roll = new Roll(`${numberofdice}d10`)\n await roll.evaluate()\n\n const rollModeKey = ROLL_MODES[throwMode] ?? \"roll\"\n\n // ---- Compute Wu Xing results ----\n // For magic rolls, the spell's aspect (aspectspeciality) governs the Wu Xing\n // cycle (which faces count as successes/auspicious/etc.), not the skill aspect.\n const wuXingAspectName = spellAspectIndex !== null\n ? ASPECT_NAMES[spellAspectIndex]\n : ASPECT_NAMES[aspectIndex]\n const allResults = roll.dice[0]?.results ?? []\n const faces = countFaces(allResults)\n const results = computeWuXingResults(faces, wuXingAspectName, bonusAuspicious)\n if (!results) return\n\n // For magic, successesdice \u00D7 rollDifficulty = spell power\n const spellPower = isMagic ? results.successesdice * rollDifficulty : null\n\n // ---- Build modifier summary text ----\n const modParts = []\n if (isMagic) {\n const bm = Number(params.bonusmalusskill ?? 0)\n const bs = Number(params.bonusmalusspeciality ?? 0)\n const hs = Number(params.heispend ?? 0)\n const ba = Number(params.bonusauspiciousdice ?? 0)\n if (bm !== 0) modParts.push(`${bm > 0 ? \"+\" : \"\"}${bm} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (bs !== 0) modParts.push(`${bs > 0 ? \"+\" : \"\"}${bs} ${game.i18n.localize(\"CDE.SpellBonus\")}`)\n if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n if (hs !== 0) modParts.push(`${hs} ${game.i18n.localize(\"CDE.HeiSpend\")}`)\n if (rollDifficulty !== 1) modParts.push(`\u00D7${rollDifficulty} ${game.i18n.localize(\"CDE.RollDifficulty\")}`)\n } else {\n const bm = Number(params.bonusmalus ?? 0)\n const wm = Number(params.woundmalus ?? 0)\n const ba = Number(params.bonusauspiciousdice ?? 0)\n if (bm !== 0) modParts.push(`${bm > 0 ? \"+\" : \"\"}${bm} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (wm !== 0) modParts.push(`-${wm} ${game.i18n.localize(\"CDE.WoundMalus\")}`)\n if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n }\n\n // ---- Send single enriched ChatMessage (roll + result card) ----\n const msg = await sendResultMessage(actor, {\n // Roll identity\n rollLabel: title,\n aspectName: wuXingAspectName,\n aspectLabel: game.i18n.localize(ASPECT_LABELS[wuXingAspectName] ?? \"\"),\n aspectIcon: ASPECT_ICONS[wuXingAspectName] ?? \"\",\n totalDice: numberofdice,\n modifiersText: modParts.length ? modParts.join(\" \u00B7 \") : \"\",\n // Spell power (magic only)\n spellPower,\n rollDifficulty: isMagic ? rollDifficulty : null,\n // Actor info\n actorName: actor.name ?? \"\",\n actorImg: actor.img ?? \"\",\n // Wu Xing results\n aspect: wuXingAspectName,\n ...results,\n // Die face counts\n d1: faces[1], d2: faces[2], d3: faces[3], d4: faces[4], d5: faces[5],\n d6: faces[6], d7: faces[7], d8: faces[8], d9: faces[9], d0: faces[0],\n }, roll, rollModeKey)\n\n // ---- Wait for Dice So Nice animation ----\n if (game.modules.get(\"dice-so-nice\")?.active && msg?.id) {\n await game.dice3d.waitFor3DAnimationByMessageID(msg.id)\n }\n\n // ---- Auto-update Loksyu / TinJi singletons ----\n if ((results.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wuXingAspectName, faces)\n if ((results.tinjidice ?? 0) > 0) await updateTinjiFromRoll(results.tinjidice)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst { HandlebarsApplicationMixin } = foundry.applications.api\n\nexport class CDEBaseActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {\n static DEFAULT_OPTIONS = {\n classes: [\"fvtt-chroniques-de-l-etrange\", \"actor\"],\n position: { width: 920, height: 800 },\n window: { resizable: true },\n form: { submitOnChange: true },\n dragDrop: [{ dragSelector: \".item, [data-drag='true']\", dropSelector: null }],\n actions: {\n create: CDEBaseActorSheet.#onItemCreate,\n edit: CDEBaseActorSheet.#onItemEdit,\n delete: CDEBaseActorSheet.#onItemDelete,\n editImage: CDEBaseActorSheet.#onEditImage,\n },\n }\n\n tabGroups = { primary: \"description\" }\n\n get title() {\n return this.document.name\n }\n\n async _prepareContext() {\n const descriptionHTML = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const cssClass = this.options.classes?.join(\" \") ?? \"\"\n return {\n actor: this.document,\n system: this.document.system,\n systemData: this.document.system,\n systemFields: this.document.system.schema.fields,\n items: this.document.items.contents,\n descriptionHTML,\n editable: this.isEditable,\n cssClass,\n }\n }\n\n // Restore the active tab after every render (including re-renders from submitOnChange).\n // AppV2 does NOT preserve tab state natively \u2014 we must re-apply it from this.tabGroups,\n // which is dynamically updated by changeTab() when the user clicks a tab.\n _onRender(context, options) {\n super._onRender?.(context, options)\n for (const [group, tab] of Object.entries(this.tabGroups)) {\n this.changeTab(tab, group, { force: true })\n }\n }\n\n static async #onItemCreate(event, target) {\n const type = target.dataset.type ?? \"item\"\n const cls = getDocumentClass(\"Item\")\n const labels = {\n item: \"CDE.ItemNew\",\n weapon: \"CDE.WeaponNew\",\n armor: \"CDE.ArmorNew\",\n sanhei: \"CDE.SanheiNew\",\n ingredient: \"CDE.IngredientNew\",\n kungfu: \"CDE.KFNew\",\n spell: \"CDE.SpellNew\",\n supernatural: \"CDE.SupernaturalNew\",\n }\n const name = game.i18n.localize(labels[type] ?? \"CDE.ItemNew\")\n const systemData = {}\n if (type === \"spell\" && target.dataset.discipline) {\n systemData.discipline = target.dataset.discipline\n }\n return cls.create({ name, type, system: systemData }, { parent: this.document })\n }\n\n static #onItemEdit(event, target) {\n const itemId = target.dataset.itemId ?? target.closest(\"[data-item-id]\")?.dataset.itemId\n const item = this.document.items.get(itemId)\n if (item) item.sheet.render(true)\n }\n\n static #onItemDelete(event, target) {\n const itemId = target.dataset.itemId ?? target.closest(\"[data-item-id]\")?.dataset.itemId\n const item = this.document.items.get(itemId)\n if (item) item.delete()\n }\n\n static async #onEditImage(event, target) {\n const attr = target.dataset.edit\n const current = foundry.utils.getProperty(this.document, attr)\n const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}\n const fp = new FilePicker({\n current,\n type: \"image\",\n redirectToRoot: img ? [img] : [],\n callback: (path) => this.document.update({ [attr]: path }),\n top: this.position.top + 40,\n left: this.position.left + 10,\n })\n return fp.browse()\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { MAGICS, SUBTYPES } from \"../../../config/constants.js\"\nimport { rollInitiativePC } from \"../../initiative.js\"\nimport { rollForActor } from \"../../rolling.js\"\nimport { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDECharacterSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"character\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-character-sheet.html\" },\n }\n\n tabGroups = { primary: \"description\" }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n context.equipments = context.items.filter((item) => item.type === \"item\")\n context.weapons = context.items.filter((item) => item.type === \"weapon\")\n context.armors = context.items.filter((item) => item.type === \"armor\")\n context.sanheis = context.items.filter((item) => item.type === \"sanhei\")\n context.ingredients = context.items.filter((item) => item.type === \"ingredient\")\n context.spells = context.items.filter((item) => item.type === \"spell\")\n context.kungfus = context.items.filter((item) => item.type === \"kungfu\")\n context.CDE = { MAGICS, SUBTYPES }\n\n // Group spells by discipline key (matches MAGICS keys)\n const spellsByDiscipline = {}\n for (const spell of context.spells) {\n const disc = spell.system?.discipline ?? \"internalcinnabar\"\n if (!spellsByDiscipline[disc]) spellsByDiscipline[disc] = []\n spellsByDiscipline[disc].push(spell)\n }\n\n // Build magicsDisplay: only include the 5 relevant specialities per magic type + grimoire\n const systemMagics = context.systemData.magics ?? {}\n context.magicsDisplay = Object.fromEntries(\n Object.entries(MAGICS).map(([magicKey, magicDef]) => {\n const magicData = systemMagics[magicKey] ?? {}\n return [\n magicKey,\n {\n value: magicData.value ?? 0,\n visible: magicData.visible ?? false,\n speciality: Object.fromEntries(\n Object.keys(magicDef.speciality).map((specKey) => [\n specKey,\n { check: magicData.speciality?.[specKey]?.check ?? false },\n ])\n ),\n grimoire: spellsByDiscipline[magicKey] ?? [],\n },\n ]\n })\n )\n\n return context\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInitiativeControls()\n this.#bindPrefs()\n this.#bindRollButtons()\n this.#bindComponentRandomize()\n this.#bindDiagramZoom()\n }\n\n #bindInitiativeControls() {\n const buttons = this.element?.querySelectorAll(\".click-initiative\")\n if (!buttons?.length) return\n buttons.forEach((button) => {\n button.addEventListener(\"click\", async () => {\n const action = button.dataset.libelId\n let initiative = this.document.system.initiative ?? 1\n if (action === \"plus\") {\n initiative = initiative >= 24 ? 1 : initiative + 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"minus\") {\n initiative = initiative <= 1 ? 24 : initiative - 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"create\") {\n await rollInitiativePC(this.document)\n }\n })\n })\n }\n\n #bindPrefs() {\n const button = this.element?.querySelector(\".click-prefs\")\n if (!button) return\n button.addEventListener(\"click\", async () => {\n const current = this.document.system.prefs?.typeofthrow ?? { choice: \"0\", check: true }\n const html = `\n \n \n ${game.i18n.localize(\"CDE.ThrowType\")}\n \n 0\n 1\n 2\n 3\n \n \n \n ${game.i18n.localize(\"CDE.EnablePrompt\")}\n \n \n `\n const prefs = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.Preferences\") },\n content: html,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => {\n const root = dialog.element ?? dialog\n const choice = root.querySelector(\"select[name='choice']\")?.value ?? \"0\"\n const check = root.querySelector(\"input[name='check']\")?.checked ?? false\n return { choice, check }\n },\n },\n })\n if (prefs) {\n await this.document.update({\n \"system.prefs.typeofthrow.choice\": String(prefs.choice),\n \"system.prefs.typeofthrow.check\": !!prefs.check,\n })\n }\n })\n }\n\n #bindRollButtons() {\n const cells = this.element?.querySelectorAll(\"td.click[data-libel-id], td.click2[data-libel-id], .cde-roll-trigger[data-libel-id]\")\n if (!cells?.length) return\n cells.forEach((cell) => {\n cell.addEventListener(\"click\", (event) => {\n event.preventDefault()\n const rollKey = cell.dataset.libelId\n if (rollKey) rollForActor(this.document, rollKey)\n })\n })\n }\n\n #bindDiagramZoom() {\n const img = this.element?.querySelector(\"[data-action='zoom-diagram']\")\n if (!img) return\n img.addEventListener(\"click\", () => {\n new ImagePopout(img.src, {\n title: game.i18n.localize(\"CDE.NghangDiagramTitle\"),\n shareable: false,\n }).render(true)\n })\n }\n\n #bindComponentRandomize() {\n const btn = this.element?.querySelector(\"[data-action='randomize-component']\")\n if (!btn) return\n btn.addEventListener(\"click\", async () => {\n const roll = new Roll(\"1d10\")\n await roll.evaluate()\n const face = roll.total === 10 ? 0 : roll.total\n const COMPONENT_KEYS = { 1:\"one\", 2:\"two\", 3:\"three\", 4:\"four\", 5:\"five\",\n 6:\"six\", 7:\"seven\", 8:\"eight\", 9:\"nine\", 0:\"zero\" }\n const componentKey = COMPONENT_KEYS[face]\n const componentValue = this.document.system.component?.[componentKey]?.value ?? \"\"\n const label = componentValue\n ? `${componentValue}`\n : `${game.i18n.localize(\"CDE.Component\")}${face}`\n const content = `\n \n ${game.i18n.localize(\"CDE.ChanceThrowResult\")}\n ${label}\n `\n await ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor: this.document }),\n content,\n rolls: [roll],\n rollMode: game.settings.get(\"core\", \"rollMode\") ?? \"roll\",\n })\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { rollInitiativeNPC } from \"../../initiative.js\"\nimport { rollForActor } from \"../../rolling.js\"\nimport { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDENpcSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"npc\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-npc-sheet.html\" },\n }\n\n tabGroups = { primary: \"description\" }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n context.supernaturals = context.items.filter((item) => item.type === \"supernatural\")\n context.spells = context.items.filter((item) => item.type === \"spell\")\n context.kungfus = context.items.filter((item) => item.type === \"kungfu\")\n context.weapons = context.items.filter((item) => item.type === \"weapon\")\n context.armors = context.items.filter((item) => item.type === \"armor\")\n context.equipments = context.items.filter((item) => item.type === \"item\")\n return context\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInitiativeControls()\n this.#bindRollButtons()\n }\n\n #bindRollButtons() {\n const cells = this.element?.querySelectorAll(\".cde-roll-trigger[data-libel-id]\")\n if (!cells?.length) return\n cells.forEach((cell) => {\n cell.addEventListener(\"click\", (event) => {\n event.preventDefault()\n const rollKey = cell.dataset.libelId\n if (rollKey) rollForActor(this.document, rollKey)\n })\n })\n }\n\n #bindInitiativeControls() {\n const buttons = this.element?.querySelectorAll(\".click-initiative-npc\")\n if (!buttons?.length) return\n buttons.forEach((button) => {\n button.addEventListener(\"click\", async () => {\n const action = button.dataset.libelId\n let initiative = this.document.system.initiative ?? 1\n if (action === \"plus\") {\n initiative = initiative >= 24 ? 1 : initiative + 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"minus\") {\n initiative = initiative <= 1 ? 24 : initiative - 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"create\") {\n await rollInitiativeNPC(this.document)\n }\n })\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst { HandlebarsApplicationMixin } = foundry.applications.api\n\nexport class CDEBaseItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {\n static DEFAULT_OPTIONS = {\n classes: [\"fvtt-chroniques-de-l-etrange\", \"item\"],\n position: { width: 520, height: \"auto\" },\n window: { resizable: true },\n form: { submitOnChange: true },\n actions: {\n editImage: CDEBaseItemSheet.#onEditImage,\n },\n }\n\n tabGroups = { primary: \"details\" }\n\n get title() {\n return this.document.name\n }\n\n async _prepareContext() {\n const cssClass = this.options.classes?.join(\" \") ?? \"\"\n const enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.notes ?? \"\", { async: true })\n return {\n item: this.document,\n system: this.document.system,\n systemData: this.document.system,\n systemFields: this.document.system.schema.fields,\n editable: this.isEditable,\n cssClass,\n enrichedDescription,\n enrichedNotes,\n descriptionHTML: enrichedDescription,\n notesHTML: enrichedNotes,\n }\n }\n\n // Restore the active tab after every render (including re-renders from submitOnChange).\n _onRender(context, options) {\n super._onRender?.(context, options)\n for (const [group, tab] of Object.entries(this.tabGroups)) {\n this.changeTab(tab, group, { force: true })\n }\n }\n\n static async #onEditImage(event, target) {\n const attr = target.dataset.edit\n const current = foundry.utils.getProperty(this.document, attr)\n const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}\n const fp = new FilePicker({\n current,\n type: \"image\",\n redirectToRoot: img ? [img] : [],\n callback: (path) => this.document.update({ [attr]: path }),\n top: this.position.top + 40,\n left: this.position.left + 10,\n })\n return fp.browse()\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEItemSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"equipment\"],\n position: { width: 560, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-item-sheet.html\" },\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEKungfuSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"kungfu\"],\n position: { width: 720, height: 680 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-kungfu-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const techniques = this.document.system.techniques ?? {}\n const enrich = (value) => foundry.applications.ux.TextEditor.implementation.enrichHTML(value ?? \"\", { async: true })\n context.descriptionTechnique1HTML = await enrich(techniques.technique1?.technique)\n context.descriptionTechnique2HTML = await enrich(techniques.technique2?.technique)\n context.descriptionTechnique3HTML = await enrich(techniques.technique3?.technique)\n return context\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESpellSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"spell\"],\n position: { width: 660, height: 680 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-spell-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n context.spellDescriptionHTML = await enrich(this.document.system.description)\n context.componentsDescriptionHTML = await enrich(this.document.system.components)\n context.effectsDescriptionHTML = await enrich(this.document.system.effects)\n context.examplesDescriptionHTML = await enrich(this.document.system.examples)\n return context\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESupernaturalSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"supernatural\"],\n position: { width: 560, height: 520 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-supernatural-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n context.effectsHTML = await enrich(this.document.system.effects)\n return context\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEWeaponSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"weapon\"],\n position: { width: 580, height: 520 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-weapon-sheet.html\" },\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEArmorSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"armor\"],\n position: { width: 520, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-armor-sheet.html\" },\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESanheiSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"sanhei\"],\n position: { width: 580, height: 620 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-sanhei-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n const props = this.document.system.properties\n context.prop1DescriptionHTML = await enrich(props.prop1.description)\n context.prop2DescriptionHTML = await enrich(props.prop2.description)\n context.prop3DescriptionHTML = await enrich(props.prop3.description)\n context.propFields = this.document.system.schema.fields.properties.fields\n return context\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEIngredientSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"ingredient\"],\n position: { width: 520, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-ingredient-sheet.html\" },\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { getLoksyuData, setLoksyuData } from \"./singletons.js\"\nimport { SYSTEM_ID } from \"../../config/constants.js\"\n\nexport class CDELoksyuApp extends foundry.applications.api.HandlebarsApplicationMixin(\n foundry.applications.api.ApplicationV2\n) {\n static DEFAULT_OPTIONS = {\n id: \"cde-loksyu-app\",\n tag: \"div\",\n window: {\n title: \"CDE.Loksyu\",\n icon: \"fas fa-yin-yang\",\n resizable: false,\n },\n classes: [\"cde-app\", \"cde-loksyu-standalone\"],\n position: { width: 520, height: \"auto\" },\n actions: {\n resetElement: CDELoksyuApp.#onResetElement,\n resetAll: CDELoksyuApp.#onResetAll,\n zoomVisual: CDELoksyuApp.#onZoomVisual,\n },\n }\n\n static PARTS = {\n main: {\n template: `systems/${SYSTEM_ID}/templates/apps/cde-loksyu-app.html`,\n },\n }\n\n /** @type {Function|null} bound hook handler */\n _updateHook = null\n\n /** Singleton accessor \u2014 open or bring to front */\n static open() {\n const existing = Array.from(foundry.applications.instances.values()).find(\n (app) => app instanceof CDELoksyuApp\n )\n if (existing) { existing.bringToFront(); return existing }\n const app = new CDELoksyuApp()\n app.render(true)\n return app\n }\n\n async _prepareContext() {\n const sys = getLoksyuData()\n const ELEMENTS = [\n { key: \"wood\", nameKey: \"CDE.Wood\", qualKey: \"CDE.WoodQualities\", img: `systems/${SYSTEM_ID}/images/cde_bois.webp` },\n { key: \"fire\", nameKey: \"CDE.Fire\", qualKey: \"CDE.FireQualities\", img: `systems/${SYSTEM_ID}/images/cde_feu.webp` },\n { key: \"earth\", nameKey: \"CDE.Earth\", qualKey: \"CDE.EarthQualities\", img: `systems/${SYSTEM_ID}/images/cde_terre.webp` },\n { key: \"metal\", nameKey: \"CDE.Metal\", qualKey: \"CDE.MetalQualities\", img: `systems/${SYSTEM_ID}/images/cde_metal.webp` },\n { key: \"water\", nameKey: \"CDE.Water\", qualKey: \"CDE.WaterQualities\", img: `systems/${SYSTEM_ID}/images/cde_eau.webp` },\n ]\n\n return {\n canEdit: game.user.isGM,\n elements: ELEMENTS.map((el) => ({\n ...el,\n yang: sys[el.key]?.yang ?? 0,\n yin: sys[el.key]?.yin ?? 0,\n })),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInputs()\n\n this._updateHook = Hooks.on(\"cde:loksyuUpdated\", () => this.render())\n }\n\n _onClose(options) {\n if (this._updateHook !== null) {\n Hooks.off(\"cde:loksyuUpdated\", this._updateHook)\n this._updateHook = null\n }\n super._onClose(options)\n }\n\n #bindInputs() {\n const inputs = this.element?.querySelectorAll(\"input[data-field]\")\n if (!inputs?.length) return\n inputs.forEach((input) => {\n input.addEventListener(\"change\", async (ev) => {\n const field = ev.currentTarget.dataset.field\n const val = parseInt(ev.currentTarget.value, 10)\n if (!field || isNaN(val)) return\n // field is like \"wood.yin\" or \"fire.yang\"\n const [aspect, dim] = field.split(\".\")\n if (!aspect || !dim) return\n const data = getLoksyuData()\n if (!data[aspect]) data[aspect] = { yin: 0, yang: 0 }\n data[aspect][dim] = Math.max(0, val)\n await setLoksyuData(data)\n })\n })\n }\n\n static async #onResetElement(event, target) {\n const key = target.dataset.element\n if (!key) return\n const data = getLoksyuData()\n data[key] = { yin: 0, yang: 0 }\n await setLoksyuData(data)\n }\n\n static async #onResetAll(_event, _target) {\n const KEYS = [\"wood\", \"fire\", \"earth\", \"metal\", \"water\"]\n const data = getLoksyuData()\n for (const k of KEYS) data[k] = { yin: 0, yang: 0 }\n await setLoksyuData(data)\n }\n\n static #onZoomVisual(_event, target) {\n new ImagePopout(target.src, {\n title: game.i18n.localize(\"CDE.LoksyuDiagramTitle\"),\n shareable: false,\n }).render(true)\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { getTinjiValue, setTinjiValue } from \"./singletons.js\"\nimport { SYSTEM_ID } from \"../../config/constants.js\"\n\nexport class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationMixin(\n foundry.applications.api.ApplicationV2\n) {\n static DEFAULT_OPTIONS = {\n id: \"cde-tinji-app\",\n tag: \"div\",\n window: {\n title: \"CDE.TinJi2\",\n icon: \"fas fa-star\",\n resizable: false,\n },\n classes: [\"cde-app\", \"cde-tinji-standalone\"],\n position: { width: 380, height: \"auto\" },\n actions: {\n increment: CDETinjiApp.#onIncrement,\n decrement: CDETinjiApp.#onDecrement,\n reset: CDETinjiApp.#onReset,\n spend: CDETinjiApp.#onSpend,\n },\n }\n\n static PARTS = {\n main: {\n template: `systems/${SYSTEM_ID}/templates/apps/cde-tinji-app.html`,\n },\n }\n\n /** @type {Function|null} */\n _updateHook = null\n\n static open() {\n const existing = Array.from(foundry.applications.instances.values()).find(\n (app) => app instanceof CDETinjiApp\n )\n if (existing) { existing.bringToFront(); return existing }\n const app = new CDETinjiApp()\n app.render(true)\n return app\n }\n\n async _prepareContext() {\n return {\n canEdit: game.user.isGM,\n value: getTinjiValue(),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindDirectInput()\n this._updateHook = Hooks.on(\"cde:tinjiUpdated\", () => this.render())\n }\n\n _onClose(options) {\n if (this._updateHook !== null) {\n Hooks.off(\"cde:tinjiUpdated\", this._updateHook)\n this._updateHook = null\n }\n super._onClose(options)\n }\n\n #bindDirectInput() {\n const input = this.element?.querySelector(\"input.cde-tinji-direct\")\n if (!input) return\n input.addEventListener(\"change\", async (ev) => {\n const val = parseInt(ev.currentTarget.value, 10)\n if (!isNaN(val)) await setTinjiValue(val)\n })\n }\n\n static async #onIncrement() {\n await setTinjiValue(getTinjiValue() + 1)\n }\n\n static async #onDecrement() {\n const current = getTinjiValue()\n if (current <= 0) return\n await setTinjiValue(current - 1)\n }\n\n static async #onReset() {\n await setTinjiValue(0)\n }\n\n static async #onSpend() {\n const current = getTinjiValue()\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await setTinjiValue(current - 1)\n ChatMessage.create({\n user: game.user.id,\n content: `\n \n ${game.i18n.localize(\"CDE.TinJi2\")}\n ${game.i18n.format(\"CDE.TinjiSpent\", { name: game.user.name })}\n (${current - 1} ${game.i18n.localize(\"CDE.TinjiRemaining\")})\n `,\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Post-roll interactive action buttons injected into dice result chat messages.\n * Allows players to pull dice from the Loksyu (as Successes or d\u00E9s-fastes)\n * and allows the GM to spend Tin Ji to intervene.\n *\n * After a draw, the originating roll result message is updated in-place\n * with the new counts, without creating noise.\n */\n\nimport { getLoksyuData, setLoksyuData, getTinjiValue, setTinjiValue } from \"./apps/singletons.js\"\nimport { SYSTEM_ID, WU_XING_CYCLE, ASPECT_LABELS, ASPECT_ICONS } from \"../config/constants.js\"\n\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html\"\n\n/**\n * Inject or refresh post-roll action buttons in the given chat message HTML element.\n * Called from renderChatMessageHTML hook.\n * @param {ChatMessage} message\n * @param {HTMLElement} html - the chat message HTML element (li.chat-message)\n */\nexport function injectRollActions(message, html) {\n const rollCard = html.querySelector(\".cde-roll-result\")\n if (!rollCard) return\n const aspect = rollCard.dataset.aspect\n if (!aspect || !WU_XING_CYCLE[aspect]) return\n refreshRollActions(rollCard, aspect, message)\n}\n\n/**\n * Re-render the action buttons section based on current Loksyu / TinJi state.\n */\nfunction refreshRollActions(rollCard, aspect, message) {\n rollCard.querySelector(\".cde-roll-actions\")?.remove()\n\n const cycle = WU_XING_CYCLE[aspect]\n const fasteAspect = cycle[1]\n\n const loksyu = getLoksyuData()\n const tinji = getTinjiValue()\n\n const successAvail = (loksyu[aspect]?.yin ?? 0) + (loksyu[aspect]?.yang ?? 0)\n const fasteAvail = (loksyu[fasteAspect]?.yin ?? 0) + (loksyu[fasteAspect]?.yang ?? 0)\n const isGM = game.user.isGM\n\n const hasSomething = successAvail > 0 || fasteAvail > 0 || (isGM && tinji > 0)\n if (!hasSomething) return\n\n const aspLabel = game.i18n.localize(ASPECT_LABELS[aspect])\n const fasteLabel = game.i18n.localize(ASPECT_LABELS[fasteAspect])\n\n let btns = \"\"\n\n if (successAvail > 0) {\n btns += `\n \n +1 ${game.i18n.localize(\"CDE.Successes\")}\n ${successAvail}\n `\n }\n\n if (fasteAvail > 0) {\n btns += `\n \n +1 ${game.i18n.localize(\"CDE.AuspiciousDie\")}\n ${fasteAvail}\n `\n }\n\n if (isGM && tinji > 0) {\n btns += `\n \u5929\n ${game.i18n.localize(\"CDE.TinJi2\")}\n ${tinji}\n `\n }\n\n const wrapper = document.createElement(\"div\")\n wrapper.className = \"cde-roll-actions\"\n wrapper.innerHTML = `\n \n \n ${game.i18n.localize(\"CDE.PostRollActions\")}\n \n ${btns}\n `\n rollCard.appendChild(wrapper)\n\n wrapper.addEventListener(\"click\", async ev => {\n const btn = ev.target.closest(\"[data-action]\")\n if (!btn || btn.disabled) return\n const action = btn.dataset.action\n if (action === \"loksyu-success\") {\n await _drawFromLoksyu(message, aspect, \"success\", aspLabel)\n } else if (action === \"loksyu-faste\") {\n await _drawFromLoksyu(message, fasteAspect, \"faste\", fasteLabel)\n } else if (action === \"tinji\") {\n await _spendTinjiPostRoll()\n }\n // Buttons will be re-injected automatically via renderChatMessageHTML\n // after message.update(). For tinji (no message update), refresh manually.\n if (action === \"tinji\") refreshRollActions(rollCard, aspect, message)\n })\n}\n\n/**\n * Pull one die from a given Loksyu aspect slot, update Loksyu settings,\n * and update the originating roll-result message in-place.\n *\n * @param {ChatMessage} message - the roll result chat message to update\n * @param {string} aspect - which Loksyu aspect slot to draw from\n * @param {\"success\"|\"faste\"} type\n * @param {string} aspectLabel - localised aspect name for the notification\n */\nasync function _drawFromLoksyu(message, aspect, type, aspectLabel) {\n const data = getLoksyuData()\n const entry = data[aspect] ?? { yin: 0, yang: 0 }\n const total = entry.yin + entry.yang\n if (total <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.LoksyuEmpty\"))\n return\n }\n\n // Remove 1 die (prefer yang first)\n if (entry.yang > 0) entry.yang--\n else entry.yin--\n data[aspect] = entry\n await setLoksyuData(data)\n\n // Update the roll-result message in-place if it has stored flags\n const flags = message?.flags?.[SYSTEM_ID]\n if (flags?.rollResult && message.isOwner) {\n const updated = foundry.utils.deepClone(flags.rollResult)\n if (type === \"success\") {\n updated.successesdice = (updated.successesdice ?? 0) + 1\n updated.loksyuBonusSuc = (updated.loksyuBonusSuc ?? 0) + 1\n // Recalculate weapon damage if applicable\n if (updated.damageBase) updated.totalDamage = updated.successesdice * updated.damageBase\n } else {\n updated.auspiciousdice = (updated.auspiciousdice ?? 0) + 1\n updated.loksyuBonusFaste = (updated.loksyuBonusFaste ?? 0) + 1\n }\n const newHtml = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, updated)\n await message.update({\n content: newHtml,\n [`flags.${SYSTEM_ID}.rollResult`]: updated,\n })\n // renderChatMessageHTML hook fires automatically \u2192 buttons re-injected\n }\n\n const remain = entry.yin + entry.yang\n const typeLabel = type === \"success\"\n ? game.i18n.localize(\"CDE.Successes\")\n : game.i18n.localize(\"CDE.AuspiciousDie\")\n\n ChatMessage.create({\n user: game.user.id,\n content: `\n \n \n ${game.user.name}\n ${game.i18n.localize(\"CDE.LoksyuDrawsA\")}\n ${typeLabel}\n ${game.i18n.localize(\"CDE.LoksyuFromAspect\")} ${aspectLabel}\n \n \n `,\n })\n}\n\n/**\n * Spend 1 Tin Ji point (GM only) and post a notification.\n */\nasync function _spendTinjiPostRoll() {\n if (!game.user.isGM) return\n const current = getTinjiValue()\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await setTinjiValue(current - 1)\n ChatMessage.create({\n user: game.user.id,\n content: `\n \u5929\n \n ${game.user.name} ${game.i18n.localize(\"CDE.TinjiSpent\").replace(\"{name}\", game.user.name)}\n \n (${current - 1} ${game.i18n.localize(\"CDE.TinjiRemaining\")})\n `,\n })\n}\n\n/**\n * Refresh all visible roll-result buttons when Loksyu or TinJi settings change.\n * Wired up via Hooks.on(\"updateSetting\", ...) in system.js.\n */\nexport function refreshAllRollActions() {\n document.querySelectorAll(\".chat-message .cde-roll-result[data-aspect]\").forEach(card => {\n const aspect = card.dataset.aspect\n if (!aspect || !WU_XING_CYCLE[aspect]) return\n // Find the ChatMessage document from the ancestor element's data-message-id\n const msgEl = card.closest(\"[data-message-id]\")\n const msgId = msgEl?.dataset?.messageId\n const message = msgId ? game.messages.get(msgId) : null\n refreshRollActions(card, aspect, message)\n })\n}\n\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { ACTOR_TYPES, ITEM_TYPES, MAGICS, SUBTYPES, SYSTEM_ID } from \"./config/constants.js\"\nimport { registerSettings, migrateIfNeeded } from \"./config/settings.js\"\nimport { preLocalizeConfig } from \"./config/localize.js\"\nimport { configureRuntime } from \"./config/runtime.js\"\nimport { CharacterDataModel, NpcDataModel } from \"./data/actors/index.js\"\nimport { EquipmentDataModel, KungfuDataModel, SpellDataModel, SupernaturalDataModel, WeaponDataModel, ArmorDataModel, SanheiDataModel, IngredientDataModel } from \"./data/items/index.js\"\nimport { CDEMessage } from \"./documents/chat-message.js\"\nimport { CDEActor } from \"./documents/actor.js\"\nimport { CDEItem } from \"./documents/item.js\"\nimport { registerDice } from \"./ui/dice.js\"\nimport { registerHandlebarsHelpers } from \"./ui/helpers.js\"\nimport { preloadPartials } from \"./ui/templates.js\"\nimport { CDECharacterSheet, CDENpcSheet } from \"./ui/sheets/actors/index.js\"\nimport { CDEItemSheet, CDEKungfuSheet, CDESpellSheet, CDESupernaturalSheet, CDEWeaponSheet, CDEArmorSheet, CDESanheiSheet, CDEIngredientSheet } from \"./ui/sheets/items/index.js\"\nimport { CDELoksyuApp } from \"./ui/apps/loksyu-app.js\"\nimport { CDETinjiApp } from \"./ui/apps/tinji-app.js\"\nimport { injectRollActions, refreshAllRollActions } from \"./ui/roll-actions.js\"\n\nHooks.once(\"i18nInit\", preLocalizeConfig)\n\nHooks.once(\"init\", async () => {\n console.info(`CHRONIQUESDELETRANGE | Initializing ${SYSTEM_ID}`)\n\n registerSettings()\n\n game.system.CONST = { MAGICS, SUBTYPES }\n\n // Expose standalone apps globally for macros\n game.cde = { CDELoksyuApp, CDETinjiApp }\n\n CONFIG.Actor.dataModels = {\n [ACTOR_TYPES.character]: CharacterDataModel,\n [ACTOR_TYPES.npc]: NpcDataModel,\n }\n CONFIG.Item.dataModels = {\n [ITEM_TYPES.item]: EquipmentDataModel,\n [ITEM_TYPES.kungfu]: KungfuDataModel,\n [ITEM_TYPES.spell]: SpellDataModel,\n [ITEM_TYPES.supernatural]: SupernaturalDataModel,\n [ITEM_TYPES.weapon]: WeaponDataModel,\n [ITEM_TYPES.armor]: ArmorDataModel,\n [ITEM_TYPES.sanhei]: SanheiDataModel,\n [ITEM_TYPES.ingredient]: IngredientDataModel,\n }\n\n CONFIG.Actor.documentClass = CDEActor\n CONFIG.Item.documentClass = CDEItem\n CONFIG.ChatMessage.documentClass = CDEMessage\n\n configureRuntime()\n\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Actor, \"core\", foundry.appv1.sheets.ActorSheet)\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Item, \"core\", foundry.appv1.sheets.ItemSheet)\n\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDECharacterSheet, {\n types: [ACTOR_TYPES.character],\n makeDefault: true,\n label: \"CDE Character Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDENpcSheet, {\n types: [ACTOR_TYPES.npc],\n makeDefault: true,\n label: \"CDE NPC Sheet (V2)\",\n })\n\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEItemSheet, {\n types: [ITEM_TYPES.item],\n makeDefault: true,\n label: \"CDE Item Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEKungfuSheet, {\n types: [ITEM_TYPES.kungfu],\n makeDefault: true,\n label: \"CDE KungFu Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESpellSheet, {\n types: [ITEM_TYPES.spell],\n makeDefault: true,\n label: \"CDE Spell Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESupernaturalSheet, {\n types: [ITEM_TYPES.supernatural],\n makeDefault: true,\n label: \"CDE Supernatural Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEWeaponSheet, {\n types: [ITEM_TYPES.weapon],\n makeDefault: true,\n label: \"CDE Weapon Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEArmorSheet, {\n types: [ITEM_TYPES.armor],\n makeDefault: true,\n label: \"CDE Armor Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESanheiSheet, {\n types: [ITEM_TYPES.sanhei],\n makeDefault: true,\n label: \"CDE Sanhei Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEIngredientSheet, {\n types: [ITEM_TYPES.ingredient],\n makeDefault: true,\n label: \"CDE Ingredient Sheet (V2)\",\n })\n\n await preloadPartials()\n registerHandlebarsHelpers()\n registerDice()\n\n console.info(`CHRONIQUESDELETRANGE | Initialized`)\n})\n\nHooks.once(\"ready\", async () => {\n await migrateIfNeeded()\n})\n\n/** Add Loksyu + Tin Ji quick-access buttons to the chat panel (FoundryVTT v13) */\nHooks.on(\"renderChatLog\", (_app, html) => {\n const el = html instanceof HTMLElement ? html : (html[0] ?? html)\n if (!el?.querySelector) return\n\n // Avoid double-injection on re-renders\n if (el.querySelector(\".cde-chat-app-buttons\")) return\n\n const wrapper = document.createElement(\"div\")\n wrapper.classList.add(\"cde-chat-app-buttons\")\n wrapper.innerHTML = `\n \n ${game.i18n.localize(\"CDE.Loksyu\")}\n \n \n ${game.i18n.localize(\"CDE.TinJi2\")}\n \n `\n\n // Use event delegation to avoid being swallowed by Foundry's own handlers\n wrapper.addEventListener(\"click\", (ev) => {\n if (ev.target.closest(\".cde-chat-btn--loksyu\")) CDELoksyuApp.open()\n if (ev.target.closest(\".cde-chat-btn--tinji\")) CDETinjiApp.open()\n })\n\n // Insert before the chat form \u2014 works on v12 and v13\n const anchor = el.querySelector(\".chat-form\")\n ?? el.querySelector(\".chat-message-form\")\n ?? el.querySelector(\"form\")\n if (anchor) anchor.parentElement.insertBefore(wrapper, anchor)\n else el.appendChild(wrapper)\n})\n\n/** Inject Loksyu / TinJi action buttons into roll-result chat messages */\nHooks.on(\"renderChatMessageHTML\", (message, html) => {\n injectRollActions(message, html)\n})\n\n/** Refresh all visible roll-result buttons whenever Loksyu or TinJi settings change */\nHooks.on(\"updateSetting\", setting => {\n if (!setting.key) return\n if (setting.key.includes(\"loksyuData\") || setting.key.includes(\"tinjiData\")) {\n refreshAllRollActions()\n }\n})\n"], - "mappings": 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+ "sources": ["../src/config/constants.js", "../src/config/settings.js", "../src/config/localize.js", "../src/config/runtime.js", "../src/data/actors/character.js", "../src/data/actors/npc.js", "../src/data/items/item.js", "../src/data/items/kungfu.js", "../src/data/items/spell.js", "../src/data/items/supernatural.js", "../src/data/items/weapon.js", "../src/data/items/armor.js", "../src/data/items/sanhei.js", "../src/data/items/ingredient.js", "../src/documents/chat-message.js", "../src/documents/actor.js", "../src/documents/item.js", "../src/ui/dice.js", "../src/ui/helpers.js", "../src/ui/templates.js", "../src/ui/initiative.js", "../src/ui/apps/singletons.js", "../src/ui/rolling.js", "../src/ui/sheets/actors/base.js", "../src/ui/sheets/actors/character.js", "../src/ui/sheets/actors/npc.js", "../src/ui/sheets/items/base.js", "../src/ui/sheets/items/item.js", "../src/ui/sheets/items/kungfu.js", "../src/ui/sheets/items/spell.js", "../src/ui/sheets/items/supernatural.js", "../src/ui/sheets/items/weapon.js", "../src/ui/sheets/items/armor.js", "../src/ui/sheets/items/sanhei.js", "../src/ui/sheets/items/ingredient.js", "../src/ui/apps/loksyu-app.js", "../src/ui/apps/tinji-app.js", "../src/documents/combat.js", "../src/ui/apps/wheel-app.js", "../src/ui/roll-actions.js", "../src/system.js"], + "sourcesContent": ["/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport const SYSTEM_ID = \"fvtt-chroniques-de-l-etrange\"\n\nexport const ACTOR_TYPES = {\n character: \"character\",\n npc: \"npc\",\n}\n\nexport const ITEM_TYPES = {\n item: \"item\",\n kungfu: \"kungfu\",\n spell: \"spell\",\n supernatural: \"supernatural\",\n weapon: \"weapon\",\n armor: \"armor\",\n sanhei: \"sanhei\",\n ingredient: \"ingredient\",\n}\n\nexport const SUBTYPES = {\n weapon: { id: \"weapon\", label: \"CDE.Weapon\" },\n armor: { id: \"armor\", label: \"CDE.Armor\" },\n sanhei: { id: \"sanhei\", label: \"CDE.Sanhei\" },\n other: { id: \"other\", label: \"CDE.Other\" },\n}\n\nexport const MAGICS = {\n internalcinnabar: {\n id: \"internalcinnabar\",\n background: \"linear-grey\",\n label: \"CDE.InternalCinnabar\",\n aspectlabel: \"CDE.Metal\",\n speciality: {\n essence: { label: \"CDE.Essence\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n mind: { label: \"CDE.Mind\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n purification: { label: \"CDE.Purification\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n manipulation: { label: \"CDE.Manipulation\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n aura: { label: \"CDE.Aura\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n alchemy: {\n id: \"alchemy\",\n background: \"linear-blue\",\n label: \"CDE.Alchemy\",\n aspectlabel: \"CDE.Water\",\n speciality: {\n acupuncture: { label: \"CDE.Acupuncture\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n elixirs: { label: \"CDE.Elixirs\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n poisons: { label: \"CDE.Poisons\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n arsenal: { label: \"CDE.Arsenal\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n potions: { label: \"CDE.Potions\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n masteryoftheway: {\n id: \"masteryoftheway\",\n background: \"linear-brown\",\n label: \"CDE.MasteryOfTheWay\",\n aspectlabel: \"CDE.Earth\",\n speciality: {\n curse: { label: \"CDE.Curse\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n transfiguration: { label: \"CDE.Transfiguration\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n necromancy: { label: \"CDE.Necromancy\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n climatecontrol: { label: \"CDE.ClimateControl\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n goldenmagic: { label: \"CDE.GoldenMagic\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n exorcism: {\n id: \"exorcism\",\n background: \"linear-red\",\n label: \"CDE.Exorcism\",\n aspectlabel: \"CDE.Fire\",\n speciality: {\n invocation: { label: \"CDE.Invocation\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n tracking: { label: \"CDE.Tracking\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n protection: { label: \"CDE.Protection\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n punishment: { label: \"CDE.Punishment\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n domination: { label: \"CDE.Domination\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n geomancy: {\n id: \"geomancy\",\n background: \"linear-green\",\n label: \"CDE.Geomancy\",\n aspectlabel: \"CDE.Wood\",\n speciality: {\n neutralization: { label: \"CDE.Neutralization\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n divination: { label: \"CDE.Divination\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n earthlyprayer: { label: \"CDE.EarthlyPrayer\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n heavenlyprayer: { label: \"CDE.HeavenlyPrayer\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n fungseoi: { label: \"CDE.Fungseoi\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n}\n\n/** Map aspect name \u2192 i18n label key */\nexport const ASPECT_LABELS = {\n metal: \"CDE.Metal\",\n water: \"CDE.Water\",\n earth: \"CDE.Earth\",\n fire: \"CDE.Fire\",\n wood: \"CDE.Wood\",\n}\n\n/** Map aspect name \u2192 image path */\nexport const ASPECT_ICONS = {\n metal: \"systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n water: \"systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n earth: \"systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n fire: \"systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n wood: \"systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n}\n\n/** Map aspect name \u2192 die face pair [yin, yang] (face=10 stored as 0) */\nexport const ASPECT_FACES = {\n metal: [3, 8],\n water: [1, 6],\n earth: [0, 5], // 0 = face \"10\"\n fire: [2, 7],\n wood: [4, 9],\n}\n\n/** Ordered aspect names by index (metal=0, water=1, earth=2, fire=3, wood=4) */\nexport const ASPECT_NAMES = [\"metal\", \"water\", \"earth\", \"fire\", \"wood\"]\n\n/**\n * Wu Xing generating/overcoming cycle.\n * For each active aspect, the five result categories in order:\n * [successes, auspicious, noxious, loksyu, tinji]\n */\nexport const WU_XING_CYCLE = {\n wood: [\"wood\", \"fire\", \"water\", \"earth\", \"metal\"],\n fire: [\"fire\", \"earth\", \"wood\", \"metal\", \"water\"],\n earth: [\"earth\", \"metal\", \"fire\", \"water\", \"wood\"],\n metal: [\"metal\", \"water\", \"earth\", \"wood\", \"fire\"],\n water: [\"water\", \"wood\", \"metal\", \"fire\", \"earth\"],\n}\n\nexport const TEMPLATE_PARTIALS = [\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-skills.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-magics.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-nghang.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-treasures.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-items.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-kungfus.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-spells.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-supernaturals.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-spells.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-kungfus.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-loksyu-app.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html\",\n]\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { SYSTEM_ID } from \"./constants.js\"\n\n/**\n * Register all world/client settings for the system.\n * Called during the \"init\" hook before sheets and data-models are set up.\n */\nexport function registerSettings() {\n game.settings.register(SYSTEM_ID, \"loksyuData\", {\n scope: \"world\",\n config: false,\n type: Object,\n default: {\n wood: { yin: 0, yang: 0 },\n fire: { yin: 0, yang: 0 },\n earth: { yin: 0, yang: 0 },\n metal: { yin: 0, yang: 0 },\n water: { yin: 0, yang: 0 },\n },\n })\n\n game.settings.register(SYSTEM_ID, \"tinjiData\", {\n scope: \"world\",\n config: false,\n type: Number,\n default: 0,\n })\n}\n\n/**\n * Run any pending data migrations on the \"ready\" hook.\n * Reserved for future schema migrations.\n */\nexport async function migrateIfNeeded() {\n // No migrations required yet.\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { MAGICS, SUBTYPES } from \"./constants.js\"\n\nexport function preLocalizeConfig() {\n const localizeConfigObject = (obj, keys) => {\n for (const o of Object.values(obj)) {\n for (const key of keys) {\n o[key] = game.i18n.localize(o[key])\n }\n }\n }\n\n localizeConfigObject(SUBTYPES, [\"label\"])\n Object.values(MAGICS).forEach((magic) => {\n magic.label = game.i18n.localize(magic.label)\n magic.aspectlabel = game.i18n.localize(magic.aspectlabel)\n Object.values(magic.speciality).forEach((spec) => {\n spec.label = game.i18n.localize(spec.label)\n spec.labelelement = game.i18n.localize(spec.labelelement)\n })\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport function configureRuntime() {\n CONFIG.Actor.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/actor-banner.webp\"\n CONFIG.Adventure.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/adventure-banner.webp\"\n CONFIG.Cards.compendiumBanner = \"ui/banners/cards-banner.webp\"\n CONFIG.Item.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/item-banner.webp\"\n CONFIG.JournalEntry.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/journalentry-banner.webp\"\n CONFIG.Macro.compendiumBanner = \"ui/banners/macro-banner.webp\"\n CONFIG.Playlist.compendiumBanner = \"ui/banners/playlist-banner.webp\"\n CONFIG.RollTable.compendiumBanner = \"ui/banners/rolltable-banner.webp\"\n CONFIG.Scene.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/scene-banner.webp\"\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class CharacterDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const aspectField = (label, chinese) =>\n new fields.SchemaField({\n chinese: stringField(chinese),\n label: stringField(label),\n value: numberField(15, { min: 0 }),\n })\n\n const skillField = (label) =>\n new fields.SchemaField({\n label: stringField(label),\n specialities: stringField(\"\"),\n value: numberField(0, { min: 0 }),\n })\n\n const resourceField = (label) =>\n new fields.SchemaField({\n label: stringField(label),\n specialities: stringField(\"\"),\n value: numberField(0, { min: 0 }),\n debt: boolField(false),\n })\n\n const componentField = () =>\n new fields.SchemaField({\n value: stringField(\"\"),\n })\n\n const magicSpecialityField = () =>\n new fields.SchemaField({\n check: boolField(false),\n })\n\n const magicField = () =>\n new fields.SchemaField({\n visible: boolField(true),\n value: numberField(0, { min: 0 }),\n speciality: new fields.SchemaField({\n essence: magicSpecialityField(),\n mind: magicSpecialityField(),\n purification: magicSpecialityField(),\n manipulation: magicSpecialityField(),\n aura: magicSpecialityField(),\n acupuncture: magicSpecialityField(),\n elixirs: magicSpecialityField(),\n poisons: magicSpecialityField(),\n arsenal: magicSpecialityField(),\n potions: magicSpecialityField(),\n curse: magicSpecialityField(),\n transfiguration: magicSpecialityField(),\n necromancy: magicSpecialityField(),\n climatecontrol: magicSpecialityField(),\n goldenmagic: magicSpecialityField(),\n invocation: magicSpecialityField(),\n tracking: magicSpecialityField(),\n protection: magicSpecialityField(),\n punishment: magicSpecialityField(),\n domination: magicSpecialityField(),\n neutralization: magicSpecialityField(),\n divination: magicSpecialityField(),\n earthlyprayer: magicSpecialityField(),\n heavenlyprayer: magicSpecialityField(),\n fungseoi: magicSpecialityField(),\n }),\n })\n\n const treasureBranch = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n max: numberField(0, { min: 0 }),\n min: numberField(0, { min: 0 }),\n })\n\n const treasureLevel = () =>\n new fields.SchemaField({\n san: treasureBranch(),\n zing: treasureBranch(),\n })\n\n const schema = {\n concept: stringField(\"\"),\n guardian: numberField(0, { min: 0, max: 5 }),\n initiative: numberField(1, { min: 0 }),\n anti_initiative: numberField(24, { min: 0 }),\n description: htmlField(\"\"),\n prefs: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(true),\n choice: stringField(\"0\"),\n }),\n }),\n prompt: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(true),\n choice: stringField(\"0\"),\n }),\n configure: new fields.SchemaField({\n numberofdice: numberField(0),\n aspect: numberField(0),\n bonus: numberField(0),\n bonusauspiciousdice: numberField(0),\n typeofthrow: numberField(0),\n aspectskill: numberField(0),\n bonusmalusskill: numberField(0),\n aspectspeciality: numberField(0),\n rolldifficulty: numberField(0),\n bonusmalusspeciality: numberField(0),\n }),\n }),\n aspect: new fields.SchemaField({\n fire: aspectField(\"CDE.Fire\", \"\u328B\"),\n earth: aspectField(\"CDE.Earth\", \"\u328F\"),\n metal: aspectField(\"CDE.Metal\", \"\u328E\"),\n water: aspectField(\"CDE.Water\", \"\u328C\"),\n wood: aspectField(\"CDE.Wood\", \"\u328D\"),\n }),\n skills: new fields.SchemaField({\n art: skillField(\"CDE.Art\"),\n investigation: skillField(\"CDE.Investigation\"),\n erudition: skillField(\"CDE.Erudition\"),\n knavery: skillField(\"CDE.Knavery\"),\n wordliness: skillField(\"CDE.Wordliness\"),\n prowess: skillField(\"CDE.Prowess\"),\n sciences: skillField(\"CDE.Sciences\"),\n technologies: skillField(\"CDE.Technologies\"),\n kungfu: skillField(\"CDE.KungFu\"),\n rangedcombat: skillField(\"CDE.RangedCombat\"),\n }),\n resources: new fields.SchemaField({\n supply: resourceField(\"CDE.Supply\"),\n inquiry: resourceField(\"CDE.Inquiry\"),\n influence: resourceField(\"CDE.Influence\"),\n }),\n component: new fields.SchemaField({\n one: componentField(),\n two: componentField(),\n three: componentField(),\n four: componentField(),\n five: componentField(),\n six: componentField(),\n seven: componentField(),\n eight: componentField(),\n nine: componentField(),\n zero: componentField(),\n }),\n magics: new fields.SchemaField({\n internalcinnabar: magicField(),\n alchemy: magicField(),\n masteryoftheway: magicField(),\n exorcism: magicField(),\n geomancy: magicField(),\n }),\n threetreasures: new fields.SchemaField({\n heiyang: new fields.SchemaField({ value: numberField(0, { min: 0 }), max: numberField(0, { min: 0 }) }),\n heiyin: new fields.SchemaField({ value: numberField(0, { min: 0 }), max: numberField(0, { min: 0 }) }),\n dicelevel: new fields.SchemaField({\n level0d: treasureLevel(),\n level1d: treasureLevel(),\n level2d: treasureLevel(),\n }),\n }),\n experience: new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n max: numberField(0, { min: 0 }),\n min: numberField(0, { min: 0 }),\n }),\n }\n\n return schema\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class NpcDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const aptitudeField = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n speciality: stringField(\"\"),\n })\n\n const trackedField = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n calcul: numberField(0, { min: 0 }),\n note: stringField(\"\"),\n })\n\n return {\n type: stringField(\"\"),\n threat: numberField(0, { min: 0, max: 4 }), // profane(0) | apprentice(1) | initiate(2) | accomplished(3) | renowned(4)\n nuisance: numberField(0, { min: 0, max: 5 }), // figurant(0) | minion(1) | adversary(2) | ally(3) | boss(4) | divinity(5)\n initiative: numberField(1, { min: 0 }),\n anti_initiative: numberField(24, { min: 0 }),\n aptitudes: new fields.SchemaField({\n physical: aptitudeField(),\n martial: aptitudeField(),\n mental: aptitudeField(),\n social: aptitudeField(),\n spiritual: aptitudeField(),\n }),\n vitality: trackedField(),\n hei: trackedField(),\n description: htmlField(\"\"),\n prefs: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(false),\n choice: stringField(\"0\"),\n }),\n }),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class EquipmentDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n quantity: numberField(1, { min: 0 }),\n weight: numberField(0, { min: 0 }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class KungfuDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n\n const techniqueField = () =>\n new fields.SchemaField({\n check: boolField(false),\n name: stringField(\"\"),\n activation: stringField(\"action-attack\"), // action-attack | action-defense | action-aid | action-attack-defense | reaction | dice | damage-inflicted | damage-received\n technique: htmlField(\"\"),\n })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n orientation: stringField(\"yin\"), // yin | yang | yinyang\n aspect: stringField(\"metal\"), // metal | eau | terre | feu | bois\n skill: stringField(\"kungfu\"), // kungfu | rangedcombat\n speciality: stringField(\"\"),\n style: stringField(\"\"),\n techniques: new fields.SchemaField({\n technique1: techniqueField(),\n technique2: techniqueField(),\n technique3: techniqueField(),\n }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class SpellDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n specialityname: stringField(\"\"),\n associatedelement: stringField(\"metal\"), // metal | eau | terre | feu | bois\n hei: stringField(\"\"),\n realizationtimeritual: stringField(\"\"),\n realizationtimeaccelerated: stringField(\"\"),\n flashback: stringField(\"\"),\n components: htmlField(\"\"),\n effects: htmlField(\"\"),\n examples: htmlField(\"\"),\n notes: htmlField(\"\"),\n discipline: stringField(\"internalcinnabar\"),\n heiType: stringField(\"yin\"),\n heiCost: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 1 }),\n difficulty: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 1 }),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class SupernaturalDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n notes: htmlField(\"\"),\n heiType: stringField(\"yin\"),\n heiCost: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 0 }),\n trigger: stringField(\"\"),\n effects: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class WeaponDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n weaponType: stringField(\"melee\"),\n material: stringField(\"\"),\n damageAspect: stringField(\"metal\"),\n damageBase: intField(1),\n range: stringField(\"contact\"), // contact | courte | mediane | longue | extreme\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class ArmorDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n protectionValue: intField(0),\n domain: stringField(\"\"),\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class SanheiDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n const propertySchema = () => new fields.SchemaField({\n name: stringField(\"\"),\n heiCost: intField(0),\n heiType: stringField(\"yin\"),\n description: htmlField(\"\"),\n })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n heiType: stringField(\"yin\"),\n properties: new fields.SchemaField({\n prop1: propertySchema(),\n prop2: propertySchema(),\n prop3: propertySchema(),\n }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport default class IngredientDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n school: stringField(\"all\"),\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport class CDEMessage extends ChatMessage {\n async renderHTML({ canDelete, canClose = false, ...rest } = {}) {\n const html = await super.renderHTML({ canDelete, canClose, ...rest })\n this.#enrichChatCard(html)\n return html\n }\n\n getAssociatedActor() {\n if (this.speaker.scene && this.speaker.token) {\n const scene = game.scenes.get(this.speaker.scene)\n const token = scene?.tokens.get(this.speaker.token)\n if (token) return token.actor\n }\n return game.actors.get(this.speaker.actor)\n }\n\n #enrichChatCard(html) {\n const actor = this.getAssociatedActor()\n\n let img\n let nameText\n if (this.isContentVisible) {\n img = actor?.img ?? this.author.avatar\n nameText = this.alias\n } else {\n img = this.author.avatar\n nameText = this.author.name\n }\n\n const avatar = document.createElement(\"a\")\n avatar.classList.add(\"avatar\")\n if (actor) avatar.dataset.uuid = actor.uuid\n const avatarImg = document.createElement(\"img\")\n Object.assign(avatarImg, { src: img, alt: nameText })\n avatar.append(avatarImg)\n\n const name = document.createElement(\"span\")\n name.classList.add(\"name-stacked\")\n const title = document.createElement(\"span\")\n title.classList.add(\"title\")\n title.append(nameText)\n name.append(title)\n\n const sender = html.querySelector(\".message-sender\")\n sender?.replaceChildren(avatar, name)\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { ACTOR_TYPES } from \"../config/constants.js\"\n\nexport class CDEActor extends Actor {\n getRollData() {\n const data = this.toObject(false).system\n return data\n }\n\n prepareBaseData() {\n super.prepareBaseData()\n\n if (this.type === ACTOR_TYPES.character) {\n this.system.anti_initiative = 25 - (this.system.initiative ?? 0)\n }\n\n if (this.type === ACTOR_TYPES.npc) {\n this.system.vitality.calcul = (this.system.aptitudes.physical.value ?? 0) * 4\n this.system.hei.calcul = (this.system.aptitudes.spiritual.value ?? 0) * 4\n this.system.anti_initiative = 25 - (this.system.initiative ?? 0)\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/** Default icons per item type. */\nconst DEFAULT_ICONS = {\n kungfu: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-kungfu.svg\",\n spell: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-spell.svg\",\n supernatural: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-supernatural.svg\",\n weapon: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-weapon.svg\",\n armor: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-armor.svg\",\n sanhei: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-sanhei.svg\",\n ingredient: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-ingredient.svg\",\n item: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-item.svg\",\n};\n\nexport class CDEItem extends Item {\n\n /** @override */\n async _preCreate(data, options, userId) {\n await super._preCreate(data, options, userId);\n const defaultIcon = DEFAULT_ICONS[this.type];\n if (defaultIcon && (!data.img || data.img === Item.DEFAULT_ICON)) {\n this.updateSource({ img: defaultIcon });\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst DIGIT_LABELS = [\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-1.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-2.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-3.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-4.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-5.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-6.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-7.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-8.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-9.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-10.webp\",\n]\n\nconst CLASSIC_LABELS = [\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-1.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-2.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-3.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-4.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-5.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-6.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-7.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-8.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-9.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-10.webp\",\n]\n\nexport function registerDice() {\n Hooks.once(\"diceSoNiceReady\", (dice3d) => {\n dice3d.addColorset(\n {\n name: \"cde\",\n description: \"CdE\",\n foreground: \"#000000\",\n background: \"#ffffff\",\n edge: \"#ffffff\",\n font: \"DeliusUnicase\",\n texture: \"ice\",\n material: \"plastic\",\n },\n \"preferred\",\n )\n\n dice3d.addSystem({ id: \"fvtt-chroniques-de-l-etrangedigit\", name: \"Chroniques de l'\u00E9trange digits\" }, \"preferred\")\n dice3d.addDicePreset({ type: \"d10\", labels: DIGIT_LABELS, system: \"fvtt-chroniques-de-l-etrangedigit\" })\n\n dice3d.addSystem({ id: \"fvtt-chroniques-de-l-etrange\", name: \"Chroniques de l'\u00E9trange\" }, \"preferred\")\n dice3d.addDicePreset({ type: \"d10\", labels: CLASSIC_LABELS, system: \"fvtt-chroniques-de-l-etrange\" })\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { MAGICS } from \"../config/constants.js\"\n\nexport function registerHandlebarsHelpers() {\n const { Handlebars } = globalThis\n if (!Handlebars) return\n\n Handlebars.registerHelper(\"select\", function (selected, options) {\n const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected))\n const rgx = new RegExp(` value=[\"']${escapedValue}[\"']`)\n const html = options.fn(this)\n return html.replace(rgx, \"$& selected\")\n })\n\n Handlebars.registerHelper(\"getMagicBackground\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.background ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicLabel\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.label ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicAspectLabel\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.aspectlabel ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabel\", function (magic, speciality) {\n return game.i18n.localize(MAGICS[magic]?.speciality?.[speciality]?.label ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityClassIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.classicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.icon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityElementIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.elementicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabelIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.labelicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabelElement\", function (magic, speciality) {\n return game.i18n.localize(MAGICS[magic]?.speciality?.[speciality]?.labelelement ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicAspectIcon\", function (magic) {\n const icons = {\n internalcinnabar: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n alchemy: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n masteryoftheway: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n exorcism: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n geomancy: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n }\n return icons[magic] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getElementIcon\", function (aspect) {\n const icons = {\n metal: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n water: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n earth: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n fire: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n wood: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n // legacy French keys\n eau: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n terre: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n feu: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n bois: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n }\n return icons[aspect] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getOrientationIcon\", function (orientation) {\n const icons = {\n yin: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\",\n yang: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\",\n yinyang: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\",\n }\n return icons[orientation] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getOrientationLabel\", function (orientation) {\n const keys = {\n yin: \"CDE.OrientationYin\",\n yang: \"CDE.OrientationYang\",\n yinyang: \"CDE.OrientationYinYang\",\n }\n return game.i18n.localize(keys[orientation] ?? \"CDE.Orientation\")\n })\n\n Handlebars.registerHelper(\"getActivationLabel\", function (activation) {\n const keys = {\n \"action-attack\": \"CDE.ActivationAttack\",\n \"action-defense\": \"CDE.ActivationDefense\",\n \"action-aid\": \"CDE.ActivationAid\",\n \"action-attack-defense\": \"CDE.ActivationAttackOrDefense\",\n reaction: \"CDE.ActivationReaction\",\n dice: \"CDE.ActivationDice\",\n \"damage-inflicted\": \"CDE.ActivationDamageInflicted\",\n \"damage-received\": \"CDE.ActivationDamageReceived\",\n }\n return game.i18n.localize(keys[activation] ?? \"CDE.Activation\")\n })\n\n /**\n * Compute the SVG x,y coordinates for a cran on the initiative wheel.\n * Cran 1\u201324 are arranged counter-clockwise from the bottom (reference at 6 o'clock).\n * angle = 90\u00B0 + cran * 15\u00B0 (counter-clockwise = positive in standard math, negative in SVG).\n * In SVG coords: x = cx + r*cos(a), y = cy - r*sin(a) [y-axis is flipped in SVG].\n */\n Handlebars.registerHelper(\"cranPosition\", function (cran, cx, cy, r) {\n const angleDeg = 90 + cran * 15 // counter-clockwise from bottom\n const angleRad = (angleDeg * Math.PI) / 180\n const x = Math.round(cx + r * Math.cos(angleRad))\n const y = Math.round(cy - r * Math.sin(angleRad))\n return { x, y }\n })\n\n /** X offset for overlapping fighters on the same cran. Centres a 30px image on the cran cx. */\n Handlebars.registerHelper(\"fighterX\", function (cx, index, total) {\n const offset = total > 1 ? (index - (total - 1) / 2) * 34 : 0\n return Math.round(cx - 15 + offset)\n })\n\n /** Y offset for fighters \u2014 positions image just above the cran circle. */\n Handlebars.registerHelper(\"fighterY\", function (cy, index, total) {\n return Math.round(cy - 50)\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { TEMPLATE_PARTIALS } from \"../config/constants.js\"\n\nexport async function preloadPartials() {\n return foundry.applications.handlebars.loadTemplates(TEMPLATE_PARTIALS)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Initiative determination system for Chroniques de l'\u00C9trange.\n *\n * PJ formula: Initiative = Prouesse + Premi\u00E8re action (comp\u00E9tence/ressource/magie)\n * PNJ formula: Initiative = Aptitude physique + Premi\u00E8re action (aptitude)\n *\n * Range 1-24 ; anti-initiative = 25 \u2212 initiative.\n * Combat order is ascending (low initiative acts first).\n */\n\nconst PC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-prompt.html\"\nconst NPC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-prompt-npc.html\"\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-result.html\"\n\n/** Skills, resources and magics available as \"premi\u00E8re action\" for a PC. */\nfunction buildPCOptions(sys) {\n const sk = sys.skills ?? {}\n const rs = sys.resources ?? {}\n const mg = sys.magics ?? {}\n return [\n { key: \"art\", label: game.i18n.localize(\"CDE.Art\"), value: sk.art?.value ?? 0 },\n { key: \"investigation\", label: game.i18n.localize(\"CDE.Investigation\"), value: sk.investigation?.value ?? 0 },\n { key: \"erudition\", label: game.i18n.localize(\"CDE.Erudition\"), value: sk.erudition?.value ?? 0 },\n { key: \"knavery\", label: game.i18n.localize(\"CDE.Knavery\"), value: sk.knavery?.value ?? 0 },\n { key: \"wordliness\", label: game.i18n.localize(\"CDE.Wordliness\"), value: sk.wordliness?.value ?? 0 },\n { key: \"prowess\", label: game.i18n.localize(\"CDE.Prowess\"), value: sk.prowess?.value ?? 0 },\n { key: \"sciences\", label: game.i18n.localize(\"CDE.Sciences\"), value: sk.sciences?.value ?? 0 },\n { key: \"technologies\", label: game.i18n.localize(\"CDE.Technologies\"), value: sk.technologies?.value ?? 0 },\n { key: \"kungfu\", label: game.i18n.localize(\"CDE.KungFu\"), value: sk.kungfu?.value ?? 0 },\n { key: \"rangedcombat\", label: game.i18n.localize(\"CDE.RangedCombat\"), value: sk.rangedcombat?.value ?? 0 },\n { key: \"supply\", label: game.i18n.localize(\"CDE.Supply\"), value: rs.supply?.value ?? 0 },\n { key: \"inquiry\", label: game.i18n.localize(\"CDE.Inquiry\"), value: rs.inquiry?.value ?? 0 },\n { key: \"influence\", label: game.i18n.localize(\"CDE.Influence\"), value: rs.influence?.value ?? 0 },\n { key: \"internalcinnabar\", label: game.i18n.localize(\"CDE.InternalCinnabar\"), value: mg.internalcinnabar?.value ?? 0 },\n { key: \"alchemy\", label: game.i18n.localize(\"CDE.Alchemy\"), value: mg.alchemy?.value ?? 0 },\n { key: \"masteryoftheway\", label: game.i18n.localize(\"CDE.MasteryOfTheWay\"), value: mg.masteryoftheway?.value ?? 0 },\n { key: \"exorcism\", label: game.i18n.localize(\"CDE.Exorcism\"), value: mg.exorcism?.value ?? 0 },\n { key: \"geomancy\", label: game.i18n.localize(\"CDE.Geomancy\"), value: mg.geomancy?.value ?? 0 },\n ]\n}\n\n/** Aptitudes available as \"premi\u00E8re action\" for an NPC. */\nfunction buildNPCOptions(sys) {\n const ap = sys.aptitudes ?? {}\n return [\n { key: \"physical\", label: game.i18n.localize(\"CDE.Physical\"), value: ap.physical?.value ?? 0 },\n { key: \"martial\", label: game.i18n.localize(\"CDE.Martial\"), value: ap.martial?.value ?? 0 },\n { key: \"mental\", label: game.i18n.localize(\"CDE.Mental\"), value: ap.mental?.value ?? 0 },\n { key: \"social\", label: game.i18n.localize(\"CDE.Social\"), value: ap.social?.value ?? 0 },\n { key: \"spiritual\", label: game.i18n.localize(\"CDE.Spiritual\"), value: ap.spiritual?.value ?? 0 },\n ]\n}\n\n/** Parse the dialog element and extract firstaction + modifier. */\nfunction readInitFields(dialog) {\n const root = dialog.element ?? dialog\n const selectedKey = root.querySelector(\"select[name='firstaction']\")?.value ?? \"\"\n const modifier = parseInt(root.querySelector(\"input[name='modifier']\")?.value ?? \"0\", 10) || 0\n return { selectedKey, modifier }\n}\n\n/** Post a styled initiative chat message. */\nasync function sendInitChatMessage({ actor, baseName, baseValue, actionName, actionValue, modifier, initiative, antiInitiative }) {\n const html = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, {\n actorName: actor.name,\n actorImg: actor.img,\n baseName,\n baseValue,\n actionName,\n actionValue,\n modifier,\n hasModifier: modifier !== 0,\n initiative,\n antiInitiative,\n })\n await ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor }),\n content: html,\n })\n}\n\n/**\n * Open the PC initiative dialog, compute initiative (Prouesse + Premi\u00E8re action + modificateur)\n * and update the actor, then post a chat card.\n */\nexport async function rollInitiativePC(actor) {\n const sys = actor.system\n const prowess = sys.skills?.prowess?.value ?? 0\n const options = buildPCOptions(sys)\n const baseName = game.i18n.localize(\"CDE.Prowess\")\n\n const content = await foundry.applications.handlebars.renderTemplate(PC_PROMPT_TEMPLATE, {\n prowessValue: prowess,\n options,\n modifier: 0,\n })\n\n const result = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.InitiativeRoll\") },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => readInitFields(dialog),\n },\n })\n if (!result) return\n\n const { selectedKey, modifier } = result\n const selected = options.find((o) => o.key === selectedKey) ?? options[0]\n const rawValue = prowess + selected.value + modifier\n const initiative = Math.max(1, Math.min(24, rawValue))\n const antiInit = 25 - initiative\n\n await actor.update({ \"system.initiative\": initiative })\n await sendInitChatMessage({\n actor,\n baseName,\n baseValue: prowess,\n actionName: selected.label,\n actionValue: selected.value,\n modifier,\n initiative,\n antiInitiative: antiInit,\n })\n}\n\n/**\n * Open the NPC initiative dialog, compute initiative (Aptitude physique + Premi\u00E8re action + modificateur)\n * and update the actor, then post a chat card.\n */\nexport async function rollInitiativeNPC(actor) {\n const sys = actor.system\n const physical = sys.aptitudes?.physical?.value ?? 0\n const options = buildNPCOptions(sys)\n const baseName = game.i18n.localize(\"CDE.Physical\")\n\n const content = await foundry.applications.handlebars.renderTemplate(NPC_PROMPT_TEMPLATE, {\n physicalValue: physical,\n options,\n modifier: 0,\n })\n\n const result = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.InitiativeRoll\") },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => readInitFields(dialog),\n },\n })\n if (!result) return\n\n const { selectedKey, modifier } = result\n const selected = options.find((o) => o.key === selectedKey) ?? options[0]\n const rawValue = physical + selected.value + modifier\n const initiative = Math.max(1, Math.min(24, rawValue))\n const antiInit = 25 - initiative\n\n await actor.update({ \"system.initiative\": initiative })\n await sendInitChatMessage({\n actor,\n baseName,\n baseValue: physical,\n actionName: selected.label,\n actionValue: selected.value,\n modifier,\n initiative,\n antiInitiative: antiInit,\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Loksyu / TinJi settings-based helpers.\n *\n * Data is stored as world settings instead of singleton Actor documents.\n */\n\nimport { SYSTEM_ID, WU_XING_CYCLE, ASPECT_FACES } from \"../../config/constants.js\"\n\n/** Read the current loksyu data object from world settings */\nexport function getLoksyuData() {\n return game.settings.get(SYSTEM_ID, \"loksyuData\") ?? {\n wood: {yin:0,yang:0}, fire: {yin:0,yang:0}, earth: {yin:0,yang:0}, metal: {yin:0,yang:0}, water: {yin:0,yang:0},\n }\n}\n\n/** Write the loksyu data object to world settings */\nexport async function setLoksyuData(data) {\n await game.settings.set(SYSTEM_ID, \"loksyuData\", data)\n Hooks.callAll(\"cde:loksyuUpdated\", data)\n}\n\n/** Read current TinJi value from world settings */\nexport function getTinjiValue() {\n return game.settings.get(SYSTEM_ID, \"tinjiData\") ?? 0\n}\n\n/** Write TinJi value to world settings */\nexport async function setTinjiValue(value) {\n await game.settings.set(SYSTEM_ID, \"tinjiData\", Math.max(0, value))\n Hooks.callAll(\"cde:tinjiUpdated\", Math.max(0, value))\n}\n\n/**\n * After a WuXing roll, add the loksyu faces (yin + yang) of the relevant\n * aspect to the loksyu settings data.\n *\n * @param {string} activeAspect - e.g. \"fire\"\n * @param {Object} faces - Die face counts { 0: n, 1: n, \u2026, 9: n }\n */\nexport async function updateLoksyuFromRoll(activeAspect, faces) {\n const cycle = WU_XING_CYCLE[activeAspect]\n if (!cycle) return\n\n const lokAspect = cycle[3]\n const [yinFace, yangFace] = ASPECT_FACES[lokAspect] ?? []\n if (yinFace === undefined) return\n\n const yinCount = faces[yinFace] ?? 0\n const yangCount = faces[yangFace] ?? 0\n if (yinCount === 0 && yangCount === 0) return\n\n const data = getLoksyuData()\n const current = data[lokAspect] ?? { yin: 0, yang: 0 }\n data[lokAspect] = {\n yin: (current.yin ?? 0) + yinCount,\n yang: (current.yang ?? 0) + yangCount,\n }\n await setLoksyuData(data)\n}\n\n/**\n * After a WuXing roll, add tinji faces to the TinJi settings.\n *\n * @param {number} count - Number of tinji faces rolled\n */\nexport async function updateTinjiFromRoll(count) {\n if (!count || count <= 0) return\n const current = getTinjiValue()\n await setTinjiValue(current + count)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Wu Xing rolling system for Chroniques de l'\u00C9trange.\n *\n * The Wu Xing cycle maps each aspect (by index 0-4) to die face groups:\n * - metal=0 : faces 3,8\n * - water=1 : faces 1,6\n * - earth=2 : faces 0/10,5\n * - fire=3 : faces 2,7\n * - wood=4 : faces 4,9\n *\n * For a given active aspect the five result categories are:\n * successes / auspicious / noxious / loksyu (yin face, yang face) / tinji\n * Each category is associated with one of the five aspects in Wu Xing cycle order.\n */\n\nimport { MAGICS, ASPECT_LABELS, ASPECT_ICONS, ASPECT_FACES, ASPECT_NAMES, WU_XING_CYCLE } from \"../config/constants.js\"\nimport { updateLoksyuFromRoll, updateTinjiFromRoll } from \"./apps/singletons.js\"\n\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html\"\nconst SKILL_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-dice-prompt.html\"\nconst SKILL_SPECIAL_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-special-dice-prompt.html\"\nconst MAGIC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-magic-dice-prompt.html\"\nconst WEAPON_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-weapon-dice-prompt.html\"\n\n/** Maps i18n element label \u2192 aspect name (for speciality default aspect lookup) */\nconst LABELELEMENT_TO_ASPECT = {\n \"CDE.Metal\": \"metal\",\n \"CDE.Water\": \"water\",\n \"CDE.Earth\": \"earth\",\n \"CDE.Fire\": \"fire\",\n \"CDE.Wood\": \"wood\",\n}\n\n/** Maps weapon range string \u2192 dice malus applied to the attack pool */\nconst RANGE_MALUS = {\n contact: 0,\n courte: 0,\n mediane: -1,\n longue: -2,\n extreme: -3,\n}\n\n/** Maps weapon type string \u2192 default skill key */\nconst WEAPON_TYPE_SKILL = {\n melee: \"kungfu\",\n thrown: \"rangedcombat\",\n ranged: \"rangedcombat\",\n firearm: \"rangedcombat\",\n}\n\n/** Maps weapon damageAspect name \u2192 ASPECT_NAMES index */\nconst WEAPON_ASPECT_INDEX = { metal: 0, eau: 1, water: 1, terre: 2, earth: 2, feu: 3, fire: 3, bois: 4, wood: 4 }\n\n/** Count how many times each die face appeared in the roll results */\nfunction countFaces(rollResults) {\n const counts = { 1:0, 2:0, 3:0, 4:0, 5:0, 6:0, 7:0, 8:0, 9:0, 0:0 }\n for (const die of rollResults) {\n const face = die.result === 10 ? 0 : die.result\n counts[face]++\n }\n return counts\n}\n\n/**\n * Compute Wu Xing result categories from face counts and active aspect.\n * Returns { successesdice, auspiciousdice, noxiousdice, loksyudice, tinjidice, loksyurepartition }\n */\nfunction computeWuXingResults(faces, aspectName, bonusAuspicious = 0) {\n const cycle = WU_XING_CYCLE[aspectName]\n if (!cycle) return null\n\n const [succAspect, ausAspect, noxAspect, lokAspect, tinAspect] = cycle\n const [succYin, succYang] = ASPECT_FACES[succAspect]\n const [ausYin, ausYang] = ASPECT_FACES[ausAspect]\n const [noxYin, noxYang] = ASPECT_FACES[noxAspect]\n const [lokYin, lokYang] = ASPECT_FACES[lokAspect]\n const [tinYin, tinYang] = ASPECT_FACES[tinAspect]\n\n const yin = game.i18n.localize(\"CDE.Yin\")\n const yang = game.i18n.localize(\"CDE.Yang\")\n\n return {\n successesdice: faces[succYin] + faces[succYang],\n auspiciousdice: faces[ausYin] + faces[ausYang] + bonusAuspicious,\n noxiousdice: faces[noxYin] + faces[noxYang],\n loksyudice: faces[lokYin] + faces[lokYang],\n loksyurepartition: `[${yin}(${faces[lokYin]}) ${yang}(${faces[lokYang]})]`,\n tinjidice: faces[tinYin] + faces[tinYang],\n }\n}\n\n/** Read a named field from a dialog DOM element */\nfunction readField(dlg, name) {\n const el = dlg.querySelector(`[name=\"${name}\"]`)\n if (!el) return null\n return el.type === \"checkbox\" ? el.checked : el.value\n}\n\n/**\n * Open a DialogV2.prompt with the given template + data and return the resolved form values.\n * The callback receives the DialogV2 application instance; fields are read from its .element.\n * @returns {Promise|null>}\n */\nasync function showRollPrompt({ title, template, data, fields }) {\n const content = await foundry.applications.handlebars.renderTemplate(template, data)\n return foundry.applications.api.DialogV2.prompt({\n window: { title },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (event, button, dialog) => {\n // In AppV2, dialog is the application instance; .element is the root HTMLElement\n const root = dialog.element ?? dialog\n const result = {}\n for (const field of fields) {\n result[field] = readField(root, field)\n }\n return result\n },\n },\n })\n}\n\n/**\n * Open the skill roll prompt and return the user-confirmed parameters.\n * @param {object} params - Initial values\n * @returns {Promise}\n */\nasync function showSkillPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: params.isSpecial ? SKILL_SPECIAL_PROMPT_TEMPLATE : SKILL_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice,\n aspect: Number(params.aspect ?? 0),\n bonusmalus: params.bonusmalus ?? 0,\n woundmalus: params.woundmalus ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"aspect\", \"bonusmalus\", \"woundmalus\", \"bonusauspiciousdice\", \"typeofthrow\"],\n })\n}\n\n/**\n * Open the magic roll prompt and return the user-confirmed parameters.\n */\nasync function showMagicPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: MAGIC_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice ?? 0,\n aspectskill: Number(params.aspectskill ?? 0),\n bonusmalusskill: params.bonusmalusskill ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n aspectspeciality: Number(params.aspectspeciality ?? 0),\n rolldifficulty: params.rolldifficulty ?? 1,\n bonusmalusspeciality: params.bonusmalusspeciality ?? 0,\n heispend: params.heispend ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"aspectskill\", \"bonusmalusskill\", \"bonusauspiciousdice\",\n \"aspectspeciality\", \"rolldifficulty\", \"bonusmalusspeciality\",\n \"heispend\", \"typeofthrow\"],\n })\n}\n\n/**\n * Open the weapon attack roll prompt and return user-confirmed parameters.\n */\nasync function showWeaponPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: WEAPON_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice ?? 0,\n weaponName: params.weaponName ?? \"\",\n weaponTypeLabel: params.weaponTypeLabel ?? \"CDE.Weapon\",\n weaponAspectIcon: params.weaponAspectIcon ?? \"\",\n weaponAspectLabel: params.weaponAspectLabel ?? \"\",\n damageBase: params.damageBase ?? 1,\n weaponskill: params.weaponskill ?? \"kungfu\",\n aspect: Number(params.aspect ?? 0),\n effectiverange: params.effectiverange ?? \"contact\",\n bonusmalus: params.bonusmalus ?? 0,\n woundmalus: params.woundmalus ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"weaponskill\", \"aspect\", \"effectiverange\", \"bonusmalus\", \"woundmalus\",\n \"bonusauspiciousdice\", \"typeofthrow\"],\n })\n}\n\n/**\n * Build and send a single enriched ChatMessage containing both the roll\n * (for Dice So Nice) and the Wu Xing result card.\n */\nasync function sendResultMessage(actor, resultData, roll, rollMode) {\n const html = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, resultData)\n return ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor }),\n content: html,\n rolls: [roll],\n rollMode,\n flags: {\n \"fvtt-chroniques-de-l-etrange\": { rollResult: { ...resultData } },\n },\n })\n}\n\nconst ROLL_MODES = [\"roll\", \"gmroll\", \"blindroll\", \"selfroll\"]\n\n/**\n * Main entry point: roll dice for a given actor.\n *\n * @param {Actor} actor\n * @param {string} rollKey - e.g. \"prowess-skill\", \"fire-aspect\", \"alchemy-magic-elixirs\"\n */\nexport async function rollForActor(actor, rollKey) {\n const parts = rollKey.split(\"-\")\n const skillLibel = parts[0]\n const typeLibel = parts[1]\n const specialLibel = parts[2] ?? null\n\n const sys = actor.system\n const typeOfThrow = Number(sys.prefs?.typeofthrow?.choice ?? 0)\n\n let numberofdice = 0\n let title = \"\"\n let isSpecial = false\n let isMagic = false\n let isMagicSpecial = false\n let kfDefaultAspect = -1 // set in \"itemkungfu\" case, used when computing defaultAspect\n\n // ---- Determine dice count + title ----\n const MAGIC_I18N_KEYS = {\n internalcinnabar: \"CDE.InternalCinnabar\",\n alchemy: \"CDE.Alchemy\",\n masteryoftheway: \"CDE.MasteryOfTheWay\",\n exorcism: \"CDE.Exorcism\",\n geomancy: \"CDE.Geomancy\",\n }\n\n switch (typeLibel) {\n case \"aspect\":\n numberofdice = sys.aspect[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.aspect[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"aptitude\":\n // NPC aptitude roll \u2014 flat pool with WuXing prompt\n numberofdice = sys.aptitudes?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(`CDE.${skillLibel.charAt(0).toUpperCase() + skillLibel.slice(1)}`)\n break\n case \"skill\":\n numberofdice = sys.skills?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.skills?.[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"special\":\n numberofdice = sys.skills?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.skills?.[skillLibel]?.label ?? \"CDE.Roll\")\n title += ` [${game.i18n.localize(\"CDE.Speciality\")}]`\n isSpecial = true\n if (!sys.skills?.[skillLibel]?.specialities) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error2\"))\n return\n }\n break\n case \"resource\":\n numberofdice = sys.resources?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.resources?.[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"field\":\n numberofdice = sys.resources?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.resources?.[skillLibel]?.label ?? \"CDE.Roll\")\n title += ` [${game.i18n.localize(\"CDE.Field\")}]`\n isSpecial = true\n if (!sys.resources?.[skillLibel]?.specialities) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error4\"))\n return\n }\n break\n case \"magic\":\n numberofdice = sys.magics?.[skillLibel]?.value ?? 0\n isMagic = true\n title = game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? \"CDE.Magics\")\n break\n case \"magicspecial\":\n numberofdice = sys.magics?.[skillLibel]?.value ?? 0\n isMagicSpecial = true\n isMagic = true\n if (!sys.magics?.[skillLibel]?.speciality?.[specialLibel]?.check) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error6\"))\n return\n }\n title = `${game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? \"CDE.Magics\")} [${game.i18n.localize(MAGICS?.[skillLibel]?.speciality?.[specialLibel]?.label ?? \"\")}]`\n break\n case \"itemkungfu\": {\n // skillLibel = item._id \u2014 look up the kungfu item to find which skill + aspect to use\n const kfItem = actor.items.get(skillLibel)\n if (!kfItem) { ui.notifications.warn(game.i18n.localize(\"CDE.Error0\")); return }\n const kfSkill = kfItem.system.skill ?? \"kungfu\"\n numberofdice = sys.skills?.[kfSkill]?.value ?? 0\n title = `${kfItem.name} [${game.i18n.localize(sys.skills?.[kfSkill]?.label ?? \"CDE.KungFu\")}]`\n kfDefaultAspect = ASPECT_NAMES.indexOf(kfItem.system.aspect ?? \"metal\")\n if (kfDefaultAspect < 0) kfDefaultAspect = 0\n break\n }\n case \"itemweapon\": {\n // skillLibel = item._id \u2014 look up the weapon item to find type + aspect + damage\n const wpItem = actor.items.get(skillLibel)\n if (!wpItem) { ui.notifications.warn(game.i18n.localize(\"CDE.Error0\")); return }\n\n const wpType = wpItem.system.weaponType ?? \"melee\"\n const wpSkill = WEAPON_TYPE_SKILL[wpType] ?? \"kungfu\"\n numberofdice = sys.skills?.[wpSkill]?.value ?? 0\n\n const wpAspectRaw = wpItem.system.damageAspect ?? \"metal\"\n const wpAspectIdx = WEAPON_ASPECT_INDEX[wpAspectRaw] ?? 0\n const wpRange = wpItem.system.range ?? \"contact\"\n\n const WEAPON_TYPE_LABELS = {\n melee: \"CDE.WeaponMelee\",\n thrown: \"CDE.WeaponThrown\",\n ranged: \"CDE.WeaponRanged\",\n firearm: \"CDE.WeaponFirearm\",\n }\n\n // Show weapon-specific prompt\n const wParams = await showWeaponPrompt({\n title: `${wpItem.name} [${game.i18n.localize(sys.skills?.[wpSkill]?.label ?? \"CDE.WeaponRoll\")}]`,\n numberofdice,\n weaponName: wpItem.name,\n weaponTypeLabel: WEAPON_TYPE_LABELS[wpType] ?? \"CDE.Weapon\",\n weaponAspectIcon: ASPECT_ICONS[ASPECT_NAMES[wpAspectIdx]] ?? \"\",\n weaponAspectLabel: game.i18n.localize(ASPECT_LABELS[ASPECT_NAMES[wpAspectIdx]] ?? \"\"),\n damageBase: wpItem.system.damageBase ?? 1,\n weaponskill: wpSkill,\n aspect: wpAspectIdx,\n effectiverange: wpRange,\n bonusmalus: 0,\n woundmalus: 0,\n bonusauspiciousdice: 0,\n typeofthrow: typeOfThrow,\n })\n\n if (!wParams) return // cancelled\n\n // Resolve final pool from weapon prompt values\n const wpChosenSkill = wParams.weaponskill ?? wpSkill\n const wpSkillDice = sys.skills?.[wpChosenSkill]?.value ?? 0\n const wpAspFinal = Number(wParams.aspect ?? wpAspectIdx)\n const wpAspectDice = sys.aspect[ASPECT_NAMES[wpAspFinal]]?.value ?? 0\n const wpRangeMalus = RANGE_MALUS[wParams.effectiverange ?? \"contact\"] ?? 0\n const wpBonusMalus = Number(wParams.bonusmalus ?? 0)\n const wpWoundMalus = Number(wParams.woundmalus ?? 0)\n const wpBonusAusp = Number(wParams.bonusauspiciousdice ?? 0)\n const wpThrowMode = Number(wParams.typeofthrow ?? 0)\n const wpDamageBase = wpItem.system.damageBase ?? 1\n\n const wpTotalDice = wpSkillDice + wpAspectDice + wpRangeMalus + wpBonusMalus - wpWoundMalus\n if (wpTotalDice <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n const wpRoll = new Roll(`${wpTotalDice}d10`)\n await wpRoll.evaluate()\n\n const wpAspectName = ASPECT_NAMES[wpAspFinal] ?? \"metal\"\n const wpFaces = countFaces(wpRoll.dice[0]?.results ?? [])\n const wpResults = computeWuXingResults(wpFaces, wpAspectName, wpBonusAusp)\n if (!wpResults) return\n\n const wpModParts = []\n if (wpRangeMalus !== 0) wpModParts.push(`${wpRangeMalus} ${game.i18n.localize(\"CDE.RangePenalty\")}`)\n if (wpBonusMalus !== 0) wpModParts.push(`${wpBonusMalus > 0 ? \"+\" : \"\"}${wpBonusMalus} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (wpWoundMalus !== 0) wpModParts.push(`-${wpWoundMalus} ${game.i18n.localize(\"CDE.WoundMalus\")}`)\n if (wpBonusAusp !== 0) wpModParts.push(`+${wpBonusAusp} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n\n const wpMsg = await sendResultMessage(actor, {\n rollLabel: `${wpItem.name}`,\n aspectName: wpAspectName,\n aspectLabel: game.i18n.localize(ASPECT_LABELS[wpAspectName] ?? \"\"),\n aspectIcon: ASPECT_ICONS[wpAspectName] ?? \"\",\n totalDice: wpTotalDice,\n modifiersText: wpModParts.length ? wpModParts.join(\" \u00B7 \") : \"\",\n spellPower: null,\n rollDifficulty: null,\n actorName: actor.name ?? \"\",\n actorImg: actor.img ?? \"\",\n // weapon-specific\n weaponName: wpItem.name,\n damageBase: wpDamageBase,\n totalDamage: wpResults.successesdice * wpDamageBase,\n ...wpResults,\n aspect: wpAspectName,\n d1: wpFaces[1], d2: wpFaces[2], d3: wpFaces[3], d4: wpFaces[4], d5: wpFaces[5],\n d6: wpFaces[6], d7: wpFaces[7], d8: wpFaces[8], d9: wpFaces[9], d0: wpFaces[0],\n }, wpRoll, ROLL_MODES[wpThrowMode] ?? \"roll\")\n\n if (game.modules.get(\"dice-so-nice\")?.active && wpMsg?.id) {\n await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id)\n }\n // Auto-update Loksyu/TinJi singletons from weapon roll faces\n if ((wpResults.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wpAspectName, wpFaces)\n if ((wpResults.tinjidice ?? 0) > 0) await updateTinjiFromRoll(wpResults.tinjidice)\n return\n }\n default:\n ui.notifications.warn(`Unknown roll type: ${typeLibel}`)\n return\n }\n\n // For magic rolls the prompt allows adding HEI dice, so don't block early.\n // For itemkungfu, allow 0 base dice (user can add bonus dice in the prompt).\n if (numberofdice <= 0 && typeLibel !== \"aspect\" && typeLibel !== \"itemkungfu\" && !isMagic) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n // ---- Pre-compute default aspect for magic based on skill ----\n const MAGIC_ASPECTS = {\n internalcinnabar: 0, // metal\n alchemy: 1, // water\n masteryoftheway: 2, // earth\n exorcism: 3, // fire\n geomancy: 4, // wood\n }\n\n let defaultAspect = typeLibel === \"aspect\"\n ? [\"metal\",\"water\",\"earth\",\"fire\",\"wood\"].indexOf(skillLibel)\n : 0\n if (isMagic && MAGIC_ASPECTS[skillLibel] !== undefined) {\n defaultAspect = MAGIC_ASPECTS[skillLibel]\n }\n if (kfDefaultAspect >= 0) {\n defaultAspect = kfDefaultAspect\n }\n\n let defaultSpecialAspect = 0\n if (isMagicSpecial && specialLibel) {\n // Look up the speciality's element from the MAGICS config constant\n const specialCfg = MAGICS?.[skillLibel]?.speciality?.[specialLibel]\n const aspectName = LABELELEMENT_TO_ASPECT[specialCfg?.labelelement]\n if (aspectName) {\n defaultSpecialAspect = ASPECT_NAMES.indexOf(aspectName)\n }\n }\n\n // ---- Show roll prompt ----\n let params\n\n if (isMagic) {\n params = await showMagicPrompt({\n title,\n numberofdice,\n aspectskill: defaultAspect,\n bonusmalusskill: 0,\n bonusauspiciousdice: 0,\n aspectspeciality: defaultSpecialAspect,\n rolldifficulty: 1,\n bonusmalusspeciality: 0,\n heispend: 0,\n typeofthrow: typeOfThrow,\n })\n } else {\n params = await showSkillPrompt({\n title,\n numberofdice,\n aspect: defaultAspect,\n bonusmalus: 0,\n woundmalus: 0,\n bonusauspiciousdice: 0,\n typeofthrow: typeOfThrow,\n isSpecial,\n })\n }\n\n if (!params) return // cancelled\n\n // ---- Compute total dice and roll ----\n let aspectIndex, bonusMalus, bonusAuspicious, throwMode\n let spellAspectIndex = null // magic only: aspect of the speciality for Wu Xing\n let rollDifficulty = 1 // magic only: multiplier applied to successes\n\n if (isMagic) {\n const skillAspectIndex = Number(params.aspectskill ?? 0)\n spellAspectIndex = Number(params.aspectspeciality ?? skillAspectIndex)\n aspectIndex = skillAspectIndex // used only for skill dice pool\n bonusMalus = Number(params.bonusmalusskill ?? 0)\n bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)\n rollDifficulty = Math.max(1, Number(params.rolldifficulty ?? 1))\n throwMode = Number(params.typeofthrow ?? 0)\n // magic: magic skill + aspect + bonuses + 1 (speciality base) + HEI spent\n const aspectDice = sys.aspect?.[ASPECT_NAMES[aspectIndex]]?.value ?? 0\n const bonusSpec = Number(params.bonusmalusspeciality ?? 0)\n const heiDice = Number(params.heispend ?? 0)\n numberofdice = numberofdice + aspectDice + bonusMalus + 1 + bonusSpec + heiDice\n } else {\n aspectIndex = Number(params.aspect ?? 0)\n bonusMalus = Number(params.bonusmalus ?? 0)\n const woundMalus = Number(params.woundmalus ?? 0)\n bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)\n throwMode = Number(params.typeofthrow ?? 0)\n\n const aspectDice = (typeLibel !== \"aspect\")\n ? (sys.aspect?.[ASPECT_NAMES[aspectIndex]]?.value ?? 0)\n : 0\n\n numberofdice = numberofdice + aspectDice + bonusMalus - woundMalus\n if (isSpecial) numberofdice += 1 // +1d for speciality\n }\n\n if (numberofdice <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n // ---- Roll ----\n const roll = new Roll(`${numberofdice}d10`)\n await roll.evaluate()\n\n const rollModeKey = ROLL_MODES[throwMode] ?? \"roll\"\n\n // ---- Compute Wu Xing results ----\n // For magic rolls, the spell's aspect (aspectspeciality) governs the Wu Xing\n // cycle (which faces count as successes/auspicious/etc.), not the skill aspect.\n const wuXingAspectName = spellAspectIndex !== null\n ? ASPECT_NAMES[spellAspectIndex]\n : ASPECT_NAMES[aspectIndex]\n const allResults = roll.dice[0]?.results ?? []\n const faces = countFaces(allResults)\n const results = computeWuXingResults(faces, wuXingAspectName, bonusAuspicious)\n if (!results) return\n\n // For magic, successesdice \u00D7 rollDifficulty = spell power\n const spellPower = isMagic ? results.successesdice * rollDifficulty : null\n\n // ---- Build modifier summary text ----\n const modParts = []\n if (isMagic) {\n const bm = Number(params.bonusmalusskill ?? 0)\n const bs = Number(params.bonusmalusspeciality ?? 0)\n const hs = Number(params.heispend ?? 0)\n const ba = Number(params.bonusauspiciousdice ?? 0)\n if (bm !== 0) modParts.push(`${bm > 0 ? \"+\" : \"\"}${bm} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (bs !== 0) modParts.push(`${bs > 0 ? \"+\" : \"\"}${bs} ${game.i18n.localize(\"CDE.SpellBonus\")}`)\n if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n if (hs !== 0) modParts.push(`${hs} ${game.i18n.localize(\"CDE.HeiSpend\")}`)\n if (rollDifficulty !== 1) modParts.push(`\u00D7${rollDifficulty} ${game.i18n.localize(\"CDE.RollDifficulty\")}`)\n } else {\n const bm = Number(params.bonusmalus ?? 0)\n const wm = Number(params.woundmalus ?? 0)\n const ba = Number(params.bonusauspiciousdice ?? 0)\n if (bm !== 0) modParts.push(`${bm > 0 ? \"+\" : \"\"}${bm} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (wm !== 0) modParts.push(`-${wm} ${game.i18n.localize(\"CDE.WoundMalus\")}`)\n if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n }\n\n // ---- Send single enriched ChatMessage (roll + result card) ----\n const msg = await sendResultMessage(actor, {\n // Roll identity\n rollLabel: title,\n aspectName: wuXingAspectName,\n aspectLabel: game.i18n.localize(ASPECT_LABELS[wuXingAspectName] ?? \"\"),\n aspectIcon: ASPECT_ICONS[wuXingAspectName] ?? \"\",\n totalDice: numberofdice,\n modifiersText: modParts.length ? modParts.join(\" \u00B7 \") : \"\",\n // Spell power (magic only)\n spellPower,\n rollDifficulty: isMagic ? rollDifficulty : null,\n // Actor info\n actorName: actor.name ?? \"\",\n actorImg: actor.img ?? \"\",\n // Wu Xing results\n aspect: wuXingAspectName,\n ...results,\n // Die face counts\n d1: faces[1], d2: faces[2], d3: faces[3], d4: faces[4], d5: faces[5],\n d6: faces[6], d7: faces[7], d8: faces[8], d9: faces[9], d0: faces[0],\n }, roll, rollModeKey)\n\n // ---- Wait for Dice So Nice animation ----\n if (game.modules.get(\"dice-so-nice\")?.active && msg?.id) {\n await game.dice3d.waitFor3DAnimationByMessageID(msg.id)\n }\n\n // ---- Auto-update Loksyu / TinJi singletons ----\n if ((results.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wuXingAspectName, faces)\n if ((results.tinjidice ?? 0) > 0) await updateTinjiFromRoll(results.tinjidice)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst { HandlebarsApplicationMixin } = foundry.applications.api\n\nexport class CDEBaseActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {\n static DEFAULT_OPTIONS = {\n classes: [\"fvtt-chroniques-de-l-etrange\", \"actor\"],\n position: { width: 920, height: 800 },\n window: { resizable: true },\n form: { submitOnChange: true },\n dragDrop: [{ dragSelector: \".item, [data-drag='true']\", dropSelector: null }],\n actions: {\n create: CDEBaseActorSheet.#onItemCreate,\n edit: CDEBaseActorSheet.#onItemEdit,\n delete: CDEBaseActorSheet.#onItemDelete,\n editImage: CDEBaseActorSheet.#onEditImage,\n },\n }\n\n tabGroups = { primary: \"description\" }\n\n get title() {\n return this.document.name\n }\n\n async _prepareContext() {\n const descriptionHTML = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const cssClass = this.options.classes?.join(\" \") ?? \"\"\n return {\n actor: this.document,\n system: this.document.system,\n systemData: this.document.system,\n systemFields: this.document.system.schema.fields,\n items: this.document.items.contents,\n descriptionHTML,\n editable: this.isEditable,\n cssClass,\n }\n }\n\n // Restore the active tab after every render (including re-renders from submitOnChange).\n // AppV2 does NOT preserve tab state natively \u2014 we must re-apply it from this.tabGroups,\n // which is dynamically updated by changeTab() when the user clicks a tab.\n _onRender(context, options) {\n super._onRender?.(context, options)\n for (const [group, tab] of Object.entries(this.tabGroups)) {\n this.changeTab(tab, group, { force: true })\n }\n }\n\n static async #onItemCreate(event, target) {\n const type = target.dataset.type ?? \"item\"\n const cls = getDocumentClass(\"Item\")\n const labels = {\n item: \"CDE.ItemNew\",\n weapon: \"CDE.WeaponNew\",\n armor: \"CDE.ArmorNew\",\n sanhei: \"CDE.SanheiNew\",\n ingredient: \"CDE.IngredientNew\",\n kungfu: \"CDE.KFNew\",\n spell: \"CDE.SpellNew\",\n supernatural: \"CDE.SupernaturalNew\",\n }\n const name = game.i18n.localize(labels[type] ?? \"CDE.ItemNew\")\n const systemData = {}\n if (type === \"spell\" && target.dataset.discipline) {\n systemData.discipline = target.dataset.discipline\n }\n return cls.create({ name, type, system: systemData }, { parent: this.document })\n }\n\n static #onItemEdit(event, target) {\n const itemId = target.dataset.itemId ?? target.closest(\"[data-item-id]\")?.dataset.itemId\n const item = this.document.items.get(itemId)\n if (item) item.sheet.render(true)\n }\n\n static #onItemDelete(event, target) {\n const itemId = target.dataset.itemId ?? target.closest(\"[data-item-id]\")?.dataset.itemId\n const item = this.document.items.get(itemId)\n if (item) item.delete()\n }\n\n static async #onEditImage(event, target) {\n const attr = target.dataset.edit\n const current = foundry.utils.getProperty(this.document, attr)\n const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}\n const fp = new FilePicker({\n current,\n type: \"image\",\n redirectToRoot: img ? [img] : [],\n callback: (path) => this.document.update({ [attr]: path }),\n top: this.position.top + 40,\n left: this.position.left + 10,\n })\n return fp.browse()\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { MAGICS, SUBTYPES } from \"../../../config/constants.js\"\nimport { rollInitiativePC } from \"../../initiative.js\"\nimport { rollForActor } from \"../../rolling.js\"\nimport { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDECharacterSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"character\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-character-sheet.html\" },\n }\n\n tabGroups = { primary: \"description\" }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n context.equipments = context.items.filter((item) => item.type === \"item\")\n context.weapons = context.items.filter((item) => item.type === \"weapon\")\n context.armors = context.items.filter((item) => item.type === \"armor\")\n context.sanheis = context.items.filter((item) => item.type === \"sanhei\")\n context.ingredients = context.items.filter((item) => item.type === \"ingredient\")\n context.spells = context.items.filter((item) => item.type === \"spell\")\n context.kungfus = context.items.filter((item) => item.type === \"kungfu\")\n context.CDE = { MAGICS, SUBTYPES }\n\n // Group spells by discipline key (matches MAGICS keys)\n const spellsByDiscipline = {}\n for (const spell of context.spells) {\n const disc = spell.system?.discipline ?? \"internalcinnabar\"\n if (!spellsByDiscipline[disc]) spellsByDiscipline[disc] = []\n spellsByDiscipline[disc].push(spell)\n }\n\n // Build magicsDisplay: only include the 5 relevant specialities per magic type + grimoire\n const systemMagics = context.systemData.magics ?? {}\n context.magicsDisplay = Object.fromEntries(\n Object.entries(MAGICS).map(([magicKey, magicDef]) => {\n const magicData = systemMagics[magicKey] ?? {}\n return [\n magicKey,\n {\n value: magicData.value ?? 0,\n visible: magicData.visible ?? false,\n speciality: Object.fromEntries(\n Object.keys(magicDef.speciality).map((specKey) => [\n specKey,\n { check: magicData.speciality?.[specKey]?.check ?? false },\n ])\n ),\n grimoire: spellsByDiscipline[magicKey] ?? [],\n },\n ]\n })\n )\n\n return context\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInitiativeControls()\n this.#bindPrefs()\n this.#bindRollButtons()\n this.#bindComponentRandomize()\n this.#bindDiagramZoom()\n }\n\n #bindInitiativeControls() {\n const buttons = this.element?.querySelectorAll(\".click-initiative\")\n if (!buttons?.length) return\n buttons.forEach((button) => {\n button.addEventListener(\"click\", async () => {\n const action = button.dataset.libelId\n let initiative = this.document.system.initiative ?? 1\n if (action === \"plus\") {\n initiative = initiative >= 24 ? 1 : initiative + 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"minus\") {\n initiative = initiative <= 1 ? 24 : initiative - 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"create\") {\n await rollInitiativePC(this.document)\n }\n })\n })\n }\n\n #bindPrefs() {\n const button = this.element?.querySelector(\".click-prefs\")\n if (!button) return\n button.addEventListener(\"click\", async () => {\n const current = this.document.system.prefs?.typeofthrow ?? { choice: \"0\", check: true }\n const html = `\n \n \n ${game.i18n.localize(\"CDE.ThrowType\")}\n \n 0\n 1\n 2\n 3\n \n \n \n ${game.i18n.localize(\"CDE.EnablePrompt\")}\n \n \n `\n const prefs = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.Preferences\") },\n content: html,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => {\n const root = dialog.element ?? dialog\n const choice = root.querySelector(\"select[name='choice']\")?.value ?? \"0\"\n const check = root.querySelector(\"input[name='check']\")?.checked ?? false\n return { choice, check }\n },\n },\n })\n if (prefs) {\n await this.document.update({\n \"system.prefs.typeofthrow.choice\": String(prefs.choice),\n \"system.prefs.typeofthrow.check\": !!prefs.check,\n })\n }\n })\n }\n\n #bindRollButtons() {\n const cells = this.element?.querySelectorAll(\"td.click[data-libel-id], td.click2[data-libel-id], .cde-roll-trigger[data-libel-id]\")\n if (!cells?.length) return\n cells.forEach((cell) => {\n cell.addEventListener(\"click\", (event) => {\n event.preventDefault()\n const rollKey = cell.dataset.libelId\n if (rollKey) rollForActor(this.document, rollKey)\n })\n })\n }\n\n #bindDiagramZoom() {\n const img = this.element?.querySelector(\"[data-action='zoom-diagram']\")\n if (!img) return\n img.addEventListener(\"click\", () => {\n new ImagePopout(img.src, {\n title: game.i18n.localize(\"CDE.NghangDiagramTitle\"),\n shareable: false,\n }).render(true)\n })\n }\n\n #bindComponentRandomize() {\n const btn = this.element?.querySelector(\"[data-action='randomize-component']\")\n if (!btn) return\n btn.addEventListener(\"click\", async () => {\n const roll = new Roll(\"1d10\")\n await roll.evaluate()\n const face = roll.total === 10 ? 0 : roll.total\n const COMPONENT_KEYS = { 1:\"one\", 2:\"two\", 3:\"three\", 4:\"four\", 5:\"five\",\n 6:\"six\", 7:\"seven\", 8:\"eight\", 9:\"nine\", 0:\"zero\" }\n const componentKey = COMPONENT_KEYS[face]\n const componentValue = this.document.system.component?.[componentKey]?.value ?? \"\"\n const label = componentValue\n ? `${componentValue}`\n : `${game.i18n.localize(\"CDE.Component\")}${face}`\n const content = `\n \n ${game.i18n.localize(\"CDE.ChanceThrowResult\")}\n ${label}\n `\n await ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor: this.document }),\n content,\n rolls: [roll],\n rollMode: game.settings.get(\"core\", \"rollMode\") ?? \"roll\",\n })\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { rollInitiativeNPC } from \"../../initiative.js\"\nimport { rollForActor } from \"../../rolling.js\"\nimport { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDENpcSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"npc\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-npc-sheet.html\" },\n }\n\n tabGroups = { primary: \"description\" }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n context.supernaturals = context.items.filter((item) => item.type === \"supernatural\")\n context.spells = context.items.filter((item) => item.type === \"spell\")\n context.kungfus = context.items.filter((item) => item.type === \"kungfu\")\n context.weapons = context.items.filter((item) => item.type === \"weapon\")\n context.armors = context.items.filter((item) => item.type === \"armor\")\n context.equipments = context.items.filter((item) => item.type === \"item\")\n return context\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInitiativeControls()\n this.#bindRollButtons()\n }\n\n #bindRollButtons() {\n const cells = this.element?.querySelectorAll(\".cde-roll-trigger[data-libel-id]\")\n if (!cells?.length) return\n cells.forEach((cell) => {\n cell.addEventListener(\"click\", (event) => {\n event.preventDefault()\n const rollKey = cell.dataset.libelId\n if (rollKey) rollForActor(this.document, rollKey)\n })\n })\n }\n\n #bindInitiativeControls() {\n const buttons = this.element?.querySelectorAll(\".click-initiative-npc\")\n if (!buttons?.length) return\n buttons.forEach((button) => {\n button.addEventListener(\"click\", async () => {\n const action = button.dataset.libelId\n let initiative = this.document.system.initiative ?? 1\n if (action === \"plus\") {\n initiative = initiative >= 24 ? 1 : initiative + 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"minus\") {\n initiative = initiative <= 1 ? 24 : initiative - 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"create\") {\n await rollInitiativeNPC(this.document)\n }\n })\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst { HandlebarsApplicationMixin } = foundry.applications.api\n\nexport class CDEBaseItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {\n static DEFAULT_OPTIONS = {\n classes: [\"fvtt-chroniques-de-l-etrange\", \"item\"],\n position: { width: 520, height: \"auto\" },\n window: { resizable: true },\n form: { submitOnChange: true },\n actions: {\n editImage: CDEBaseItemSheet.#onEditImage,\n },\n }\n\n tabGroups = { primary: \"details\" }\n\n get title() {\n return this.document.name\n }\n\n async _prepareContext() {\n const cssClass = this.options.classes?.join(\" \") ?? \"\"\n const enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.notes ?? \"\", { async: true })\n return {\n item: this.document,\n system: this.document.system,\n systemData: this.document.system,\n systemFields: this.document.system.schema.fields,\n editable: this.isEditable,\n cssClass,\n enrichedDescription,\n enrichedNotes,\n descriptionHTML: enrichedDescription,\n notesHTML: enrichedNotes,\n }\n }\n\n // Restore the active tab after every render (including re-renders from submitOnChange).\n _onRender(context, options) {\n super._onRender?.(context, options)\n for (const [group, tab] of Object.entries(this.tabGroups)) {\n this.changeTab(tab, group, { force: true })\n }\n }\n\n static async #onEditImage(event, target) {\n const attr = target.dataset.edit\n const current = foundry.utils.getProperty(this.document, attr)\n const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}\n const fp = new FilePicker({\n current,\n type: \"image\",\n redirectToRoot: img ? [img] : [],\n callback: (path) => this.document.update({ [attr]: path }),\n top: this.position.top + 40,\n left: this.position.left + 10,\n })\n return fp.browse()\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEItemSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"equipment\"],\n position: { width: 560, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-item-sheet.html\" },\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEKungfuSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"kungfu\"],\n position: { width: 720, height: 680 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-kungfu-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const techniques = this.document.system.techniques ?? {}\n const enrich = (value) => foundry.applications.ux.TextEditor.implementation.enrichHTML(value ?? \"\", { async: true })\n context.descriptionTechnique1HTML = await enrich(techniques.technique1?.technique)\n context.descriptionTechnique2HTML = await enrich(techniques.technique2?.technique)\n context.descriptionTechnique3HTML = await enrich(techniques.technique3?.technique)\n return context\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESpellSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"spell\"],\n position: { width: 660, height: 680 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-spell-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n context.spellDescriptionHTML = await enrich(this.document.system.description)\n context.componentsDescriptionHTML = await enrich(this.document.system.components)\n context.effectsDescriptionHTML = await enrich(this.document.system.effects)\n context.examplesDescriptionHTML = await enrich(this.document.system.examples)\n return context\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESupernaturalSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"supernatural\"],\n position: { width: 560, height: 520 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-supernatural-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n context.effectsHTML = await enrich(this.document.system.effects)\n return context\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEWeaponSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"weapon\"],\n position: { width: 580, height: 520 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-weapon-sheet.html\" },\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEArmorSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"armor\"],\n position: { width: 520, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-armor-sheet.html\" },\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESanheiSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"sanhei\"],\n position: { width: 580, height: 620 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-sanhei-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n const props = this.document.system.properties\n context.prop1DescriptionHTML = await enrich(props.prop1.description)\n context.prop2DescriptionHTML = await enrich(props.prop2.description)\n context.prop3DescriptionHTML = await enrich(props.prop3.description)\n context.propFields = this.document.system.schema.fields.properties.fields\n return context\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEIngredientSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"ingredient\"],\n position: { width: 520, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-ingredient-sheet.html\" },\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { getLoksyuData, setLoksyuData } from \"./singletons.js\"\nimport { SYSTEM_ID } from \"../../config/constants.js\"\n\nexport class CDELoksyuApp extends foundry.applications.api.HandlebarsApplicationMixin(\n foundry.applications.api.ApplicationV2\n) {\n static DEFAULT_OPTIONS = {\n id: \"cde-loksyu-app\",\n tag: \"div\",\n window: {\n title: \"CDE.Loksyu\",\n icon: \"fas fa-yin-yang\",\n resizable: false,\n },\n classes: [\"cde-app\", \"cde-loksyu-standalone\"],\n position: { width: 520, height: \"auto\" },\n actions: {\n resetElement: CDELoksyuApp.#onResetElement,\n resetAll: CDELoksyuApp.#onResetAll,\n zoomVisual: CDELoksyuApp.#onZoomVisual,\n },\n }\n\n static PARTS = {\n main: {\n template: `systems/${SYSTEM_ID}/templates/apps/cde-loksyu-app.html`,\n },\n }\n\n /** @type {Function|null} bound hook handler */\n _updateHook = null\n\n /** Singleton accessor \u2014 open or bring to front */\n static open() {\n const existing = Array.from(foundry.applications.instances.values()).find(\n (app) => app instanceof CDELoksyuApp\n )\n if (existing) { existing.bringToFront(); return existing }\n const app = new CDELoksyuApp()\n app.render(true)\n return app\n }\n\n async _prepareContext() {\n const sys = getLoksyuData()\n const ELEMENTS = [\n { key: \"wood\", nameKey: \"CDE.Wood\", qualKey: \"CDE.WoodQualities\", img: `systems/${SYSTEM_ID}/images/cde_bois.webp` },\n { key: \"fire\", nameKey: \"CDE.Fire\", qualKey: \"CDE.FireQualities\", img: `systems/${SYSTEM_ID}/images/cde_feu.webp` },\n { key: \"earth\", nameKey: \"CDE.Earth\", qualKey: \"CDE.EarthQualities\", img: `systems/${SYSTEM_ID}/images/cde_terre.webp` },\n { key: \"metal\", nameKey: \"CDE.Metal\", qualKey: \"CDE.MetalQualities\", img: `systems/${SYSTEM_ID}/images/cde_metal.webp` },\n { key: \"water\", nameKey: \"CDE.Water\", qualKey: \"CDE.WaterQualities\", img: `systems/${SYSTEM_ID}/images/cde_eau.webp` },\n ]\n\n return {\n canEdit: game.user.isGM,\n elements: ELEMENTS.map((el) => ({\n ...el,\n yang: sys[el.key]?.yang ?? 0,\n yin: sys[el.key]?.yin ?? 0,\n })),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInputs()\n\n this._updateHook = Hooks.on(\"cde:loksyuUpdated\", () => this.render())\n }\n\n _onClose(options) {\n if (this._updateHook !== null) {\n Hooks.off(\"cde:loksyuUpdated\", this._updateHook)\n this._updateHook = null\n }\n super._onClose(options)\n }\n\n #bindInputs() {\n const inputs = this.element?.querySelectorAll(\"input[data-field]\")\n if (!inputs?.length) return\n inputs.forEach((input) => {\n input.addEventListener(\"change\", async (ev) => {\n const field = ev.currentTarget.dataset.field\n const val = parseInt(ev.currentTarget.value, 10)\n if (!field || isNaN(val)) return\n // field is like \"wood.yin\" or \"fire.yang\"\n const [aspect, dim] = field.split(\".\")\n if (!aspect || !dim) return\n const data = getLoksyuData()\n if (!data[aspect]) data[aspect] = { yin: 0, yang: 0 }\n data[aspect][dim] = Math.max(0, val)\n await setLoksyuData(data)\n })\n })\n }\n\n static async #onResetElement(event, target) {\n const key = target.dataset.element\n if (!key) return\n const data = getLoksyuData()\n data[key] = { yin: 0, yang: 0 }\n await setLoksyuData(data)\n }\n\n static async #onResetAll(_event, _target) {\n const KEYS = [\"wood\", \"fire\", \"earth\", \"metal\", \"water\"]\n const data = getLoksyuData()\n for (const k of KEYS) data[k] = { yin: 0, yang: 0 }\n await setLoksyuData(data)\n }\n\n static #onZoomVisual(_event, target) {\n new ImagePopout(target.src, {\n title: game.i18n.localize(\"CDE.LoksyuDiagramTitle\"),\n shareable: false,\n }).render(true)\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { getTinjiValue, setTinjiValue } from \"./singletons.js\"\nimport { SYSTEM_ID } from \"../../config/constants.js\"\n\nexport class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationMixin(\n foundry.applications.api.ApplicationV2\n) {\n static DEFAULT_OPTIONS = {\n id: \"cde-tinji-app\",\n tag: \"div\",\n window: {\n title: \"CDE.TinJi2\",\n icon: \"fas fa-star\",\n resizable: false,\n },\n classes: [\"cde-app\", \"cde-tinji-standalone\"],\n position: { width: 380, height: \"auto\" },\n actions: {\n increment: CDETinjiApp.#onIncrement,\n decrement: CDETinjiApp.#onDecrement,\n reset: CDETinjiApp.#onReset,\n spend: CDETinjiApp.#onSpend,\n },\n }\n\n static PARTS = {\n main: {\n template: `systems/${SYSTEM_ID}/templates/apps/cde-tinji-app.html`,\n },\n }\n\n /** @type {Function|null} */\n _updateHook = null\n\n static open() {\n const existing = Array.from(foundry.applications.instances.values()).find(\n (app) => app instanceof CDETinjiApp\n )\n if (existing) { existing.bringToFront(); return existing }\n const app = new CDETinjiApp()\n app.render(true)\n return app\n }\n\n async _prepareContext() {\n return {\n canEdit: game.user.isGM,\n value: getTinjiValue(),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindDirectInput()\n this._updateHook = Hooks.on(\"cde:tinjiUpdated\", () => this.render())\n }\n\n _onClose(options) {\n if (this._updateHook !== null) {\n Hooks.off(\"cde:tinjiUpdated\", this._updateHook)\n this._updateHook = null\n }\n super._onClose(options)\n }\n\n #bindDirectInput() {\n const input = this.element?.querySelector(\"input.cde-tinji-direct\")\n if (!input) return\n input.addEventListener(\"change\", async (ev) => {\n const val = parseInt(ev.currentTarget.value, 10)\n if (!isNaN(val)) await setTinjiValue(val)\n })\n }\n\n static async #onIncrement() {\n await setTinjiValue(getTinjiValue() + 1)\n }\n\n static async #onDecrement() {\n const current = getTinjiValue()\n if (current <= 0) return\n await setTinjiValue(current - 1)\n }\n\n static async #onReset() {\n await setTinjiValue(0)\n }\n\n static async #onSpend() {\n const current = getTinjiValue()\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await setTinjiValue(current - 1)\n ChatMessage.create({\n user: game.user.id,\n content: `\n \n ${game.i18n.localize(\"CDE.TinJi2\")}\n ${game.i18n.format(\"CDE.TinjiSpent\", { name: game.user.name })}\n (${current - 1} ${game.i18n.localize(\"CDE.TinjiRemaining\")})\n `,\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { rollInitiativePC, rollInitiativeNPC } from \"../ui/initiative.js\"\nimport { ACTOR_TYPES } from \"../config/constants.js\"\n\n/**\n * Custom Combat document for Chroniques de l'\u00C9trange.\n *\n * The initiative wheel has 24 crans (positions). The character with the\n * highest initiative acts first (furthest counter-clockwise from reference).\n * After each action, their position advances clockwise by the action's cran cost\n * (initiative decreases, wrapping from 1 \u2192 24).\n *\n * Sort order: descending by initiative (highest acts first).\n */\nexport class CDECombat extends Combat {\n\n /**\n * Override rollInitiative to open the PC or NPC initiative dialog\n * for each selected combatant, then sync the result to the Combatant document.\n */\n async rollInitiative(ids, options = {}) {\n const combatantIds = typeof ids === \"string\" ? [ids] : ids\n for (const id of combatantIds) {\n const combatant = this.combatants.get(id)\n if (!combatant) continue\n const actor = combatant.actor\n if (!actor) continue\n\n if (actor.type === ACTOR_TYPES.character) {\n await rollInitiativePC(actor)\n } else {\n await rollInitiativeNPC(actor)\n }\n // combatant.initiative is synced by the updateActor hook in system.js\n // (triggered by actor.update inside rollInitiativePC/NPC)\n }\n return this\n }\n\n /**\n * Sort combatants: highest initiative first (furthest counter-clockwise = acts first).\n * Ties: PCs before NPCs; among PCs, by name; among NPCs, by name.\n * Calls super.setupTurns() first to ensure this.current is properly initialized.\n */\n setupTurns() {\n super.setupTurns()\n this.turns = this.turns.slice().sort((a, b) => {\n const ia = a.initiative ?? 0\n const ib = b.initiative ?? 0\n if (ia !== ib) return ib - ia // descending \u2014 highest acts first\n\n // Tie-break: PCs before NPCs\n const aIsPC = a.actor?.type === ACTOR_TYPES.character ? 1 : 0\n const bIsPC = b.actor?.type === ACTOR_TYPES.character ? 1 : 0\n if (aIsPC !== bIsPC) return bIsPC - aIsPC\n\n return (a.name ?? \"\").localeCompare(b.name ?? \"\")\n })\n return this.turns\n }\n}\n\n/**\n * Advance a combatant's wheel position by the given action cran cost.\n * Position wraps: after reaching 1, it continues from 24.\n *\n * @param {Combatant} combatant\n * @param {number} cranCost\n */\nexport async function advanceCombatantPosition(combatant, cranCost) {\n const current = combatant.initiative ?? combatant.actor?.system?.initiative ?? 1\n const newValue = ((current - cranCost - 1 + 48) % 24) + 1\n // Update combatant only; the updateCombatant hook in system.js syncs actor.initiative.\n await combatant.update({ initiative: newValue })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { advanceCombatantPosition } from \"../../documents/combat.js\"\n\nconst WHEEL_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html\"\n\n/**\n * Action costs for common combat actions (in crans).\n * Listed in order from cheapest to most expensive.\n */\nexport const ACTION_COSTS = [\n { key: \"draw\", label: \"CDE.ActionCostDraw\", cost: 1 },\n { key: \"changestyle\", label: \"CDE.ActionCostChangeStyle\", cost: 1 },\n { key: \"defense\", label: \"CDE.ActionCostDefense\", cost: 1 },\n { key: \"aim\", label: \"CDE.ActionCostAim\", cost: 2 },\n { key: \"help\", label: \"CDE.ActionCostHelp\", cost: 2 },\n { key: \"defally\", label: \"CDE.ActionCostDefendAlly\", cost: 2 },\n { key: \"move\", label: \"CDE.ActionCostMove\", cost: 2 },\n { key: \"attack\", label: \"CDE.ActionCostAttack\", cost: 3 },\n { key: \"delay\", label: \"CDE.ActionCostDelay\", cost: 6 },\n]\n\n/**\n * Wu Xing color segments for the 24-cran wheel.\n * 6 colors \u00D7 4 crans = 24. Each colour covers crans [start..start+3].\n * An effect lasting 6 crans returns to the same colour.\n */\nconst WHEEL_SEGMENTS = [\n { label: \"M\u00E9tal\", color: \"#b8c4cc\", textColor: \"#1a1a1a\", crans: [1, 2, 3, 4] },\n { label: \"Eau\", color: \"#3a7bd5\", textColor: \"#ffffff\", crans: [5, 6, 7, 8] },\n { label: \"Terre\", color: \"#c8a84b\", textColor: \"#1a1a1a\", crans: [9, 10, 11, 12] },\n { label: \"Feu\", color: \"#d94f3d\", textColor: \"#ffffff\", crans: [13, 14, 15, 16] },\n { label: \"Bois\", color: \"#4a9b5a\", textColor: \"#ffffff\", crans: [17, 18, 19, 20] },\n { label: \"Rep\u00E8re\", color: \"#1a1a2e\", textColor: \"#aaaaaa\", crans: [21, 22, 23, 24] },\n]\n\n/** Return the segment data for a given cran (1\u201324). */\nfunction segmentForCran(cran) {\n return WHEEL_SEGMENTS.find(s => s.crans.includes(cran)) ?? WHEEL_SEGMENTS[0]\n}\n\n/**\n * Roue d'Initiative \u2014 visual initiative wheel for CDE combat.\n *\n * Shows all combatants in the current combat scene on a 24-cran wheel.\n * Provides action-cost buttons to advance a combatant's position.\n *\n * Singleton: open via CDEWheelApp.open().\n */\nexport class CDEWheelApp extends foundry.applications.api.ApplicationV2 {\n static DEFAULT_OPTIONS = {\n id: \"cde-wheel-app\",\n classes: [\"cde-wheel-app\"],\n tag: \"div\",\n window: {\n title: \"CDE.InitiativeWheel\",\n icon: \"fas fa-circle-notch\",\n resizable: true,\n },\n position: { width: 820, height: 620 },\n actions: {\n advanceCran: CDEWheelApp.#advanceCran,\n setSurprised: CDEWheelApp.#setSurprised,\n rollInitiative: CDEWheelApp.#rollInitiative,\n },\n }\n\n /** @type {CDEWheelApp|null} */\n static #instance = null\n\n /** Open (or bring to front) the singleton instance. */\n static open() {\n if (!CDEWheelApp.#instance || CDEWheelApp.#instance.rendered === false) {\n CDEWheelApp.#instance = new CDEWheelApp()\n CDEWheelApp.#instance.render(true)\n } else {\n CDEWheelApp.#instance.bringToFront()\n }\n return CDEWheelApp.#instance\n }\n\n /** Currently selected combatant id (for action panel). */\n #selectedId = null\n\n async _prepareContext(options) {\n const combat = game.combat\n const combatants = combat ? [...combat.combatants.values()] : []\n const sorted = [...combatants].sort((a, b) => (b.initiative ?? 0) - (a.initiative ?? 0))\n const cranData = this.#buildCranData(combatants)\n const selected = this.#selectedId\n ? combatants.find(c => c.id === this.#selectedId)\n : null\n const actionCosts = ACTION_COSTS.map(a => ({\n ...a,\n label: game.i18n.localize(a.label),\n }))\n\n return {\n hasCombat: !!combat,\n combatants: sorted.map(c => ({\n id: c.id,\n name: c.name,\n img: c.token?.texture?.src ?? c.actor?.img ?? \"icons/svg/mystery-man.svg\",\n initiative: c.initiative ?? \"\u2014\",\n segment: segmentForCran(c.initiative ?? 1),\n isActive: combat?.current?.combatantId === c.id,\n isSelected: c.id === this.#selectedId,\n hasInitiative: c.initiative != null,\n })),\n cranData,\n selected,\n selectedName: selected?.name ?? null,\n actionCosts,\n }\n }\n\n async _renderHTML(context, options) {\n return foundry.applications.handlebars.renderTemplate(WHEEL_TEMPLATE, context)\n }\n\n _replaceHTML(result, content, options) {\n content.innerHTML = result\n this.#bindEvents(content)\n }\n\n /** Build per-cran data for the SVG wheel. */\n #buildCranData(combatants) {\n const data = []\n for (let cran = 1; cran <= 24; cran++) {\n const segment = segmentForCran(cran)\n const fighters = combatants.filter(c => Math.round(c.initiative) === cran)\n data.push({ cran, segment, fighters })\n }\n return data\n }\n\n /** Bind click events for combatant selection. */\n #bindEvents(content) {\n content.querySelectorAll(\"[data-select-combatant]\").forEach(el => {\n el.addEventListener(\"click\", () => {\n this.#selectedId = el.dataset.selectCombatant\n this.render()\n })\n })\n }\n\n /** Action: advance selected combatant by given cran cost. */\n static async #advanceCran(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const cost = parseInt(element.dataset.cost, 10)\n if (!cost || isNaN(cost)) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n await advanceCombatantPosition(combatant, cost)\n }\n\n /** Action: set selected combatant to surprised (position 1 = reference). */\n static async #setSurprised(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n // Update combatant only \u2014 updateCombatant hook in system.js syncs actor\n await combatant.update({ initiative: 1 })\n }\n\n /** Action: open the initiative dialog for the selected combatant. */\n static async #rollInitiative(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n await game.combat.rollInitiative([app.#selectedId])\n }\n\n /** Re-render when combat state changes. */\n static registerHooks() {\n const refresh = () => {\n if (CDEWheelApp.#instance?.rendered) CDEWheelApp.#instance.render()\n }\n Hooks.on(\"updateCombat\", refresh)\n Hooks.on(\"updateCombatant\", refresh)\n Hooks.on(\"createCombatant\", refresh)\n Hooks.on(\"deleteCombatant\", refresh)\n Hooks.on(\"updateActor\", (_actor, diff) => {\n if (foundry.utils.hasProperty(diff, \"system.initiative\")) refresh()\n })\n Hooks.on(\"deleteCombat\", () => {\n if (CDEWheelApp.#instance?.rendered) CDEWheelApp.#instance.render()\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Post-roll interactive action buttons injected into dice result chat messages.\n * Allows players to pull dice from the Loksyu (as Successes or d\u00E9s-fastes)\n * and allows the GM to spend Tin Ji to intervene.\n *\n * After a draw, the originating roll result message is updated in-place\n * with the new counts, without creating noise.\n */\n\nimport { getLoksyuData, setLoksyuData, getTinjiValue, setTinjiValue } from \"./apps/singletons.js\"\nimport { SYSTEM_ID, WU_XING_CYCLE, ASPECT_LABELS, ASPECT_ICONS } from \"../config/constants.js\"\n\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html\"\n\n/**\n * Inject or refresh post-roll action buttons in the given chat message HTML element.\n * Called from renderChatMessageHTML hook.\n * @param {ChatMessage} message\n * @param {HTMLElement} html - the chat message HTML element (li.chat-message)\n */\nexport function injectRollActions(message, html) {\n const rollCard = html.querySelector(\".cde-roll-result\")\n if (!rollCard) return\n const aspect = rollCard.dataset.aspect\n if (!aspect || !WU_XING_CYCLE[aspect]) return\n refreshRollActions(rollCard, aspect, message)\n}\n\n/**\n * Re-render the action buttons section based on current Loksyu / TinJi state.\n */\nfunction refreshRollActions(rollCard, aspect, message) {\n rollCard.querySelector(\".cde-roll-actions\")?.remove()\n\n const cycle = WU_XING_CYCLE[aspect]\n const fasteAspect = cycle[1]\n\n const loksyu = getLoksyuData()\n const tinji = getTinjiValue()\n\n const successAvail = (loksyu[aspect]?.yin ?? 0) + (loksyu[aspect]?.yang ?? 0)\n const fasteAvail = (loksyu[fasteAspect]?.yin ?? 0) + (loksyu[fasteAspect]?.yang ?? 0)\n const isGM = game.user.isGM\n\n const hasSomething = successAvail > 0 || fasteAvail > 0 || (isGM && tinji > 0)\n if (!hasSomething) return\n\n const aspLabel = game.i18n.localize(ASPECT_LABELS[aspect])\n const fasteLabel = game.i18n.localize(ASPECT_LABELS[fasteAspect])\n\n let btns = \"\"\n\n if (successAvail > 0) {\n btns += `\n \n +1 ${game.i18n.localize(\"CDE.Successes\")}\n ${successAvail}\n `\n }\n\n if (fasteAvail > 0) {\n btns += `\n \n +1 ${game.i18n.localize(\"CDE.AuspiciousDie\")}\n ${fasteAvail}\n `\n }\n\n if (isGM && tinji > 0) {\n btns += `\n \u5929\n ${game.i18n.localize(\"CDE.TinJi2\")}\n ${tinji}\n `\n }\n\n const wrapper = document.createElement(\"div\")\n wrapper.className = \"cde-roll-actions\"\n wrapper.innerHTML = `\n \n \n ${game.i18n.localize(\"CDE.PostRollActions\")}\n \n ${btns}\n `\n rollCard.appendChild(wrapper)\n\n wrapper.addEventListener(\"click\", async ev => {\n const btn = ev.target.closest(\"[data-action]\")\n if (!btn || btn.disabled) return\n const action = btn.dataset.action\n if (action === \"loksyu-success\") {\n await _drawFromLoksyu(message, aspect, \"success\", aspLabel)\n } else if (action === \"loksyu-faste\") {\n await _drawFromLoksyu(message, fasteAspect, \"faste\", fasteLabel)\n } else if (action === \"tinji\") {\n await _spendTinjiPostRoll()\n }\n // Buttons will be re-injected automatically via renderChatMessageHTML\n // after message.update(). For tinji (no message update), refresh manually.\n if (action === \"tinji\") refreshRollActions(rollCard, aspect, message)\n })\n}\n\n/**\n * Pull one die from a given Loksyu aspect slot, update Loksyu settings,\n * and update the originating roll-result message in-place.\n *\n * @param {ChatMessage} message - the roll result chat message to update\n * @param {string} aspect - which Loksyu aspect slot to draw from\n * @param {\"success\"|\"faste\"} type\n * @param {string} aspectLabel - localised aspect name for the notification\n */\nasync function _drawFromLoksyu(message, aspect, type, aspectLabel) {\n const data = getLoksyuData()\n const entry = data[aspect] ?? { yin: 0, yang: 0 }\n const total = entry.yin + entry.yang\n if (total <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.LoksyuEmpty\"))\n return\n }\n\n // Remove 1 die (prefer yang first)\n if (entry.yang > 0) entry.yang--\n else entry.yin--\n data[aspect] = entry\n await setLoksyuData(data)\n\n // Update the roll-result message in-place if it has stored flags\n const flags = message?.flags?.[SYSTEM_ID]\n if (flags?.rollResult && message.isOwner) {\n const updated = foundry.utils.deepClone(flags.rollResult)\n if (type === \"success\") {\n updated.successesdice = (updated.successesdice ?? 0) + 1\n updated.loksyuBonusSuc = (updated.loksyuBonusSuc ?? 0) + 1\n // Recalculate weapon damage if applicable\n if (updated.damageBase) updated.totalDamage = updated.successesdice * updated.damageBase\n } else {\n updated.auspiciousdice = (updated.auspiciousdice ?? 0) + 1\n updated.loksyuBonusFaste = (updated.loksyuBonusFaste ?? 0) + 1\n }\n const newHtml = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, updated)\n await message.update({\n content: newHtml,\n [`flags.${SYSTEM_ID}.rollResult`]: updated,\n })\n // renderChatMessageHTML hook fires automatically \u2192 buttons re-injected\n }\n\n const remain = entry.yin + entry.yang\n const typeLabel = type === \"success\"\n ? game.i18n.localize(\"CDE.Successes\")\n : game.i18n.localize(\"CDE.AuspiciousDie\")\n\n ChatMessage.create({\n user: game.user.id,\n content: `\n \n \n ${game.user.name}\n ${game.i18n.localize(\"CDE.LoksyuDrawsA\")}\n ${typeLabel}\n ${game.i18n.localize(\"CDE.LoksyuFromAspect\")} ${aspectLabel}\n \n \n `,\n })\n}\n\n/**\n * Spend 1 Tin Ji point (GM only) and post a notification.\n */\nasync function _spendTinjiPostRoll() {\n if (!game.user.isGM) return\n const current = getTinjiValue()\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await setTinjiValue(current - 1)\n ChatMessage.create({\n user: game.user.id,\n content: `\n \u5929\n \n ${game.user.name} ${game.i18n.localize(\"CDE.TinjiSpent\").replace(\"{name}\", game.user.name)}\n \n (${current - 1} ${game.i18n.localize(\"CDE.TinjiRemaining\")})\n `,\n })\n}\n\n/**\n * Refresh all visible roll-result buttons when Loksyu or TinJi settings change.\n * Wired up via Hooks.on(\"updateSetting\", ...) in system.js.\n */\nexport function refreshAllRollActions() {\n document.querySelectorAll(\".chat-message .cde-roll-result[data-aspect]\").forEach(card => {\n const aspect = card.dataset.aspect\n if (!aspect || !WU_XING_CYCLE[aspect]) return\n // Find the ChatMessage document from the ancestor element's data-message-id\n const msgEl = card.closest(\"[data-message-id]\")\n const msgId = msgEl?.dataset?.messageId\n const message = msgId ? game.messages.get(msgId) : null\n refreshRollActions(card, aspect, message)\n })\n}\n\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { ACTOR_TYPES, ITEM_TYPES, MAGICS, SUBTYPES, SYSTEM_ID } from \"./config/constants.js\"\nimport { registerSettings, migrateIfNeeded } from \"./config/settings.js\"\nimport { preLocalizeConfig } from \"./config/localize.js\"\nimport { configureRuntime } from \"./config/runtime.js\"\nimport { CharacterDataModel, NpcDataModel } from \"./data/actors/index.js\"\nimport { EquipmentDataModel, KungfuDataModel, SpellDataModel, SupernaturalDataModel, WeaponDataModel, ArmorDataModel, SanheiDataModel, IngredientDataModel } from \"./data/items/index.js\"\nimport { CDEMessage } from \"./documents/chat-message.js\"\nimport { CDEActor } from \"./documents/actor.js\"\nimport { CDEItem } from \"./documents/item.js\"\nimport { registerDice } from \"./ui/dice.js\"\nimport { registerHandlebarsHelpers } from \"./ui/helpers.js\"\nimport { preloadPartials } from \"./ui/templates.js\"\nimport { CDECharacterSheet, CDENpcSheet } from \"./ui/sheets/actors/index.js\"\nimport { CDEItemSheet, CDEKungfuSheet, CDESpellSheet, CDESupernaturalSheet, CDEWeaponSheet, CDEArmorSheet, CDESanheiSheet, CDEIngredientSheet } from \"./ui/sheets/items/index.js\"\nimport { CDELoksyuApp } from \"./ui/apps/loksyu-app.js\"\nimport { CDETinjiApp } from \"./ui/apps/tinji-app.js\"\nimport { CDEWheelApp } from \"./ui/apps/wheel-app.js\"\nimport { injectRollActions, refreshAllRollActions } from \"./ui/roll-actions.js\"\nimport { CDECombat } from \"./documents/combat.js\"\n\nHooks.once(\"i18nInit\", preLocalizeConfig)\n\nHooks.once(\"init\", async () => {\n console.info(`CHRONIQUESDELETRANGE | Initializing ${SYSTEM_ID}`)\n\n registerSettings()\n\n game.system.CONST = { MAGICS, SUBTYPES }\n\n // Expose standalone apps globally for macros\n game.cde = { CDELoksyuApp, CDETinjiApp, CDEWheelApp }\n\n CONFIG.Combat.documentClass = CDECombat\n\n CONFIG.Actor.dataModels = {\n [ACTOR_TYPES.character]: CharacterDataModel,\n [ACTOR_TYPES.npc]: NpcDataModel,\n }\n CONFIG.Item.dataModels = {\n [ITEM_TYPES.item]: EquipmentDataModel,\n [ITEM_TYPES.kungfu]: KungfuDataModel,\n [ITEM_TYPES.spell]: SpellDataModel,\n [ITEM_TYPES.supernatural]: SupernaturalDataModel,\n [ITEM_TYPES.weapon]: WeaponDataModel,\n [ITEM_TYPES.armor]: ArmorDataModel,\n [ITEM_TYPES.sanhei]: SanheiDataModel,\n [ITEM_TYPES.ingredient]: IngredientDataModel,\n }\n\n CONFIG.Actor.documentClass = CDEActor\n CONFIG.Item.documentClass = CDEItem\n CONFIG.ChatMessage.documentClass = CDEMessage\n\n configureRuntime()\n\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Actor, \"core\", foundry.appv1.sheets.ActorSheet)\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Item, \"core\", foundry.appv1.sheets.ItemSheet)\n\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDECharacterSheet, {\n types: [ACTOR_TYPES.character],\n makeDefault: true,\n label: \"CDE Character Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDENpcSheet, {\n types: [ACTOR_TYPES.npc],\n makeDefault: true,\n label: \"CDE NPC Sheet (V2)\",\n })\n\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEItemSheet, {\n types: [ITEM_TYPES.item],\n makeDefault: true,\n label: \"CDE Item Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEKungfuSheet, {\n types: [ITEM_TYPES.kungfu],\n makeDefault: true,\n label: \"CDE KungFu Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESpellSheet, {\n types: [ITEM_TYPES.spell],\n makeDefault: true,\n label: \"CDE Spell Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESupernaturalSheet, {\n types: [ITEM_TYPES.supernatural],\n makeDefault: true,\n label: \"CDE Supernatural Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEWeaponSheet, {\n types: [ITEM_TYPES.weapon],\n makeDefault: true,\n label: \"CDE Weapon Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEArmorSheet, {\n types: [ITEM_TYPES.armor],\n makeDefault: true,\n label: \"CDE Armor Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESanheiSheet, {\n types: [ITEM_TYPES.sanhei],\n makeDefault: true,\n label: \"CDE Sanhei Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEIngredientSheet, {\n types: [ITEM_TYPES.ingredient],\n makeDefault: true,\n label: \"CDE Ingredient Sheet (V2)\",\n })\n\n await preloadPartials()\n registerHandlebarsHelpers()\n registerDice()\n\n console.info(`CHRONIQUESDELETRANGE | Initialized`)\n})\n\nHooks.once(\"ready\", async () => {\n await migrateIfNeeded()\n CDEWheelApp.registerHooks()\n})\n\n/** Add Loksyu + Tin Ji quick-access buttons to the chat panel (FoundryVTT v13) */\nHooks.on(\"renderChatLog\", (_app, html) => {\n const el = html instanceof HTMLElement ? html : (html[0] ?? html)\n if (!el?.querySelector) return\n\n // Avoid double-injection on re-renders\n if (el.querySelector(\".cde-chat-app-buttons\")) return\n\n const wrapper = document.createElement(\"div\")\n wrapper.classList.add(\"cde-chat-app-buttons\")\n wrapper.innerHTML = `\n \n ${game.i18n.localize(\"CDE.Loksyu\")}\n \n \n ${game.i18n.localize(\"CDE.TinJi2\")}\n \n \n ${game.i18n.localize(\"CDE.InitiativeWheel\")}\n \n `\n\n // Use event delegation to avoid being swallowed by Foundry's own handlers\n wrapper.addEventListener(\"click\", (ev) => {\n if (ev.target.closest(\".cde-chat-btn--loksyu\")) CDELoksyuApp.open()\n if (ev.target.closest(\".cde-chat-btn--tinji\")) CDETinjiApp.open()\n if (ev.target.closest(\".cde-chat-btn--wheel\")) CDEWheelApp.open()\n })\n\n // Insert before the chat form \u2014 works on v12 and v13\n const anchor = el.querySelector(\".chat-form\")\n ?? el.querySelector(\".chat-message-form\")\n ?? el.querySelector(\"form\")\n if (anchor) anchor.parentElement.insertBefore(wrapper, anchor)\n else el.appendChild(wrapper)\n})\n\n/** Inject Loksyu / TinJi action buttons into roll-result chat messages */\nHooks.on(\"renderChatMessageHTML\", (message, html) => {\n injectRollActions(message, html)\n})\n\n/** Refresh all visible roll-result buttons whenever Loksyu or TinJi settings change */\nHooks.on(\"updateSetting\", setting => {\n if (!setting.key) return\n if (setting.key.includes(\"loksyuData\") || setting.key.includes(\"tinjiData\")) {\n refreshAllRollActions()\n }\n})\n\n/**\n * When an actor's initiative changes (via +/- buttons on the sheet),\n * sync the corresponding combatant in the active combat.\n */\nHooks.on(\"updateActor\", (actor, diff) => {\n if (!foundry.utils.hasProperty(diff, \"system.initiative\")) return\n if (!game.combat) return\n const initiative = actor.system.initiative\n const combatant = game.combat.combatants.find(c => c.actor?.id === actor.id)\n if (combatant && combatant.initiative !== initiative) {\n combatant.update({ initiative }).catch(() => {})\n }\n})\n\n/**\n * When a combatant's initiative changes (via wheel action buttons),\n * sync the actor's system.initiative to match.\n * Uses setTimeout to defer until after Foundry's update chain resolves,\n * avoiding concurrent #recordPreviousState errors on the combat document.\n */\nHooks.on(\"updateCombatant\", (combatant, diff) => {\n if (!(\"initiative\" in diff)) return\n const initiative = combatant.initiative\n if (initiative == null) return\n setTimeout(() => {\n const actor = combatant.actor\n if (actor && actor.system?.initiative !== initiative) {\n actor.update({ \"system.initiative\": initiative }).catch(() => {})\n }\n }, 0)\n})\n"], + "mappings": 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"names": ["RESULT_TEMPLATE", "HandlebarsApplicationMixin", "app", "app", "RESULT_TEMPLATE"] } diff --git a/lang/fr-cde.json b/lang/fr-cde.json index c667c24..d179341 100644 --- a/lang/fr-cde.json +++ b/lang/fr-cde.json @@ -131,6 +131,28 @@ "CDE.InitiativeNPCSpeciality": "Première action (Aptitude) que vous escomptez effectuer", "CDE.InitiativeRoll": "Jet d'initiative", "CDE.InitiativeSpeciality": "Première action (Compétence) que vous escomptez effectuer", + "CDE.InitiativeWheel": "Roue d'Initiative", + "CDE.InitiativeWheelOpen": "Ouvrir la Roue d'Initiative", + "CDE.InitiativeWheelHint": "Roue d'initiative – Les Chroniques de l'Étrange", + "CDE.ActionCostAttack": "Attaque", + "CDE.ActionCostDefense": "Défense", + "CDE.ActionCostDefendAlly": "Défendre un allié", + "CDE.ActionCostMove": "Déplacement", + "CDE.ActionCostHelp": "Aide", + "CDE.ActionCostAim": "Viser", + "CDE.ActionCostChangeStyle": "Changer d'art", + "CDE.ActionCostDraw": "Dégainer", + "CDE.ActionCostDelay": "Retarder (événement)", + "CDE.ActionCostAdvance": "Avancer de {n} crans", + "CDE.ActiveCombatant": "Combat en cours — ce personnage agit maintenant", + "CDE.AdvanceCombatant": "Avancer sur la roue", + "CDE.Combatants": "Combattants", + "CDE.NoCombatActive": "Aucun combat en cours", + "CDE.SelectCombatantHint": "Cliquez sur un combattant pour sélectionner ses actions", + "CDE.SurprisedAction": "Pris par surprise", + "CDE.SurprisedHint": "Place le personnage sur le cran de référence (position 1)", + "CDE.WheelCran": "Cran", + "CDE.WheelReference": "Repère", "CDE.Inquiry": "Renseignement", "CDE.InternalCinnabar": "Cinabre Interne", "CDE.Investigation": "Enquête", diff --git a/packs/cde-armors/000004.log b/packs/cde-armors/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-armors/000007.log b/packs/cde-armors/000007.log new file mode 100644 index 0000000..819af2b Binary files /dev/null and b/packs/cde-armors/000007.log differ diff --git a/packs/cde-armors/CURRENT b/packs/cde-armors/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-armors/CURRENT +++ b/packs/cde-armors/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-armors/LOG b/packs/cde-armors/LOG index 4719a47..ab97ea8 100644 --- a/packs/cde-armors/LOG +++ b/packs/cde-armors/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.055628 7f2779bff6c0 Delete type=3 #1 -2026/04/27-17:47:13.058468 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.061813 7f272b7fe6c0 Level-0 table #5: 1330 bytes OK -2026/04/27-17:47:13.067956 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.068111 7f272b7fe6c0 Manual compaction at level-0 from '!items!3aig6MWvZCRoWXPW' @ 72057594037927935 : 1 .. '!items!cXaQG1TBE0jzrbNt' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.390845 7fed927fc6c0 Recovering log #4 +2026/04/27-20:01:11.400505 7fed927fc6c0 Delete type=3 #2 +2026/04/27-20:01:11.400599 7fed927fc6c0 Delete type=0 #4 diff --git a/packs/cde-armors/LOG.old b/packs/cde-armors/LOG.old new file mode 100644 index 0000000..4719a47 --- /dev/null +++ b/packs/cde-armors/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.055628 7f2779bff6c0 Delete type=3 #1 +2026/04/27-17:47:13.058468 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.061813 7f272b7fe6c0 Level-0 table #5: 1330 bytes OK +2026/04/27-17:47:13.067956 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.068111 7f272b7fe6c0 Manual compaction at level-0 from '!items!3aig6MWvZCRoWXPW' @ 72057594037927935 : 1 .. '!items!cXaQG1TBE0jzrbNt' @ 0 : 0; will stop at (end) diff --git a/packs/cde-armors/MANIFEST-000002 b/packs/cde-armors/MANIFEST-000002 deleted file mode 100644 index 310d652..0000000 Binary files a/packs/cde-armors/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-armors/MANIFEST-000006 b/packs/cde-armors/MANIFEST-000006 new file mode 100644 index 0000000..e6e2d8f Binary files /dev/null and b/packs/cde-armors/MANIFEST-000006 differ diff --git a/packs/cde-ingredients/000004.log b/packs/cde-ingredients/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-ingredients/000007.log b/packs/cde-ingredients/000007.log new file mode 100644 index 0000000..ba697d7 Binary files /dev/null and b/packs/cde-ingredients/000007.log differ diff --git a/packs/cde-ingredients/CURRENT b/packs/cde-ingredients/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-ingredients/CURRENT +++ b/packs/cde-ingredients/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-ingredients/LOG b/packs/cde-ingredients/LOG index 3a3c5b2..37728c6 100644 --- a/packs/cde-ingredients/LOG +++ b/packs/cde-ingredients/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.085519 7f27793fe6c0 Delete type=3 #1 -2026/04/27-17:47:13.087023 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.091030 7f272b7fe6c0 Level-0 table #5: 5923 bytes OK -2026/04/27-17:47:13.097545 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.097759 7f272b7fe6c0 Manual compaction at level-0 from '!items!0NDBw1YB54q3hLH0' @ 72057594037927935 : 1 .. '!items!ykekdZlirabRobEF' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.418750 7fed93fff6c0 Recovering log #4 +2026/04/27-20:01:11.428738 7fed93fff6c0 Delete type=3 #2 +2026/04/27-20:01:11.428793 7fed93fff6c0 Delete type=0 #4 diff --git a/packs/cde-ingredients/LOG.old b/packs/cde-ingredients/LOG.old new file mode 100644 index 0000000..3a3c5b2 --- /dev/null +++ b/packs/cde-ingredients/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.085519 7f27793fe6c0 Delete type=3 #1 +2026/04/27-17:47:13.087023 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.091030 7f272b7fe6c0 Level-0 table #5: 5923 bytes OK +2026/04/27-17:47:13.097545 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.097759 7f272b7fe6c0 Manual compaction at level-0 from '!items!0NDBw1YB54q3hLH0' @ 72057594037927935 : 1 .. '!items!ykekdZlirabRobEF' @ 0 : 0; will stop at (end) diff --git a/packs/cde-ingredients/MANIFEST-000002 b/packs/cde-ingredients/MANIFEST-000002 deleted file mode 100644 index d3df0d3..0000000 Binary files a/packs/cde-ingredients/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-ingredients/MANIFEST-000006 b/packs/cde-ingredients/MANIFEST-000006 new file mode 100644 index 0000000..3792c69 Binary files /dev/null and b/packs/cde-ingredients/MANIFEST-000006 differ diff --git a/packs/cde-items/000004.log b/packs/cde-items/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-items/000007.log b/packs/cde-items/000007.log new file mode 100644 index 0000000..3bfce3f Binary files /dev/null and b/packs/cde-items/000007.log differ diff --git a/packs/cde-items/CURRENT b/packs/cde-items/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-items/CURRENT +++ b/packs/cde-items/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-items/LOG b/packs/cde-items/LOG index 470cf8c..3d9e6a0 100644 --- a/packs/cde-items/LOG +++ b/packs/cde-items/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.116591 7f272bfff6c0 Delete type=3 #1 -2026/04/27-17:47:13.117666 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.121072 7f272b7fe6c0 Level-0 table #5: 559 bytes OK -2026/04/27-17:47:13.127453 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.127641 7f272b7fe6c0 Manual compaction at level-0 from '!items!HKq5ANSGiBIdcnki' @ 72057594037927935 : 1 .. '!items!HKq5ANSGiBIdcnki' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.433002 7fed92ffd6c0 Recovering log #4 +2026/04/27-20:01:11.442974 7fed92ffd6c0 Delete type=3 #2 +2026/04/27-20:01:11.443041 7fed92ffd6c0 Delete type=0 #4 diff --git a/packs/cde-items/LOG.old b/packs/cde-items/LOG.old new file mode 100644 index 0000000..470cf8c --- /dev/null +++ b/packs/cde-items/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.116591 7f272bfff6c0 Delete type=3 #1 +2026/04/27-17:47:13.117666 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.121072 7f272b7fe6c0 Level-0 table #5: 559 bytes OK +2026/04/27-17:47:13.127453 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.127641 7f272b7fe6c0 Manual compaction at level-0 from '!items!HKq5ANSGiBIdcnki' @ 72057594037927935 : 1 .. '!items!HKq5ANSGiBIdcnki' @ 0 : 0; will stop at (end) diff --git a/packs/cde-items/MANIFEST-000002 b/packs/cde-items/MANIFEST-000002 deleted file mode 100644 index 8f67c48..0000000 Binary files a/packs/cde-items/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-items/MANIFEST-000006 b/packs/cde-items/MANIFEST-000006 new file mode 100644 index 0000000..03bfbe0 Binary files /dev/null and b/packs/cde-items/MANIFEST-000006 differ diff --git a/packs/cde-kungfus/000004.log b/packs/cde-kungfus/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-kungfus/000007.log b/packs/cde-kungfus/000007.log new file mode 100644 index 0000000..4560b9d Binary files /dev/null and b/packs/cde-kungfus/000007.log differ diff --git a/packs/cde-kungfus/CURRENT b/packs/cde-kungfus/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-kungfus/CURRENT +++ b/packs/cde-kungfus/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-kungfus/LOG b/packs/cde-kungfus/LOG index be26fad..3404137 100644 --- a/packs/cde-kungfus/LOG +++ b/packs/cde-kungfus/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.145290 7f2778bfd6c0 Delete type=3 #1 -2026/04/27-17:47:13.146592 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.150681 7f272b7fe6c0 Level-0 table #5: 32988 bytes OK -2026/04/27-17:47:13.157088 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.157210 7f272b7fe6c0 Manual compaction at level-0 from '!items!2nKXEHLG0fXtSOdy' @ 72057594037927935 : 1 .. '!items!tlIc1bmIAbQeUwj7' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.327150 7fed93fff6c0 Recovering log #4 +2026/04/27-20:01:11.338223 7fed93fff6c0 Delete type=3 #2 +2026/04/27-20:01:11.338311 7fed93fff6c0 Delete type=0 #4 diff --git a/packs/cde-kungfus/LOG.old b/packs/cde-kungfus/LOG.old new file mode 100644 index 0000000..be26fad --- /dev/null +++ b/packs/cde-kungfus/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.145290 7f2778bfd6c0 Delete type=3 #1 +2026/04/27-17:47:13.146592 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.150681 7f272b7fe6c0 Level-0 table #5: 32988 bytes OK +2026/04/27-17:47:13.157088 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.157210 7f272b7fe6c0 Manual compaction at level-0 from '!items!2nKXEHLG0fXtSOdy' @ 72057594037927935 : 1 .. '!items!tlIc1bmIAbQeUwj7' @ 0 : 0; will stop at (end) diff --git a/packs/cde-kungfus/MANIFEST-000002 b/packs/cde-kungfus/MANIFEST-000002 deleted file mode 100644 index 07622ce..0000000 Binary files a/packs/cde-kungfus/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-kungfus/MANIFEST-000006 b/packs/cde-kungfus/MANIFEST-000006 new file mode 100644 index 0000000..5ec5cd6 Binary files /dev/null and b/packs/cde-kungfus/MANIFEST-000006 differ diff --git a/packs/cde-npcs/000004.log b/packs/cde-npcs/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-npcs/000007.log b/packs/cde-npcs/000007.log new file mode 100644 index 0000000..1cf226b Binary files /dev/null and b/packs/cde-npcs/000007.log differ diff --git a/packs/cde-npcs/CURRENT b/packs/cde-npcs/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-npcs/CURRENT +++ b/packs/cde-npcs/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-npcs/LOG b/packs/cde-npcs/LOG index 14c7db3..30b06eb 100644 --- a/packs/cde-npcs/LOG +++ b/packs/cde-npcs/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.175381 7f2778bfd6c0 Delete type=3 #1 -2026/04/27-17:47:13.176524 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.180270 7f272b7fe6c0 Level-0 table #5: 21686 bytes OK -2026/04/27-17:47:13.186334 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.186548 7f272b7fe6c0 Manual compaction at level-0 from '!actors!4ZjFZ1HoJV9mJStt' @ 72057594037927935 : 1 .. '!actors!zVpmacwoWEG8YTCQ' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.445769 7fed937fe6c0 Recovering log #4 +2026/04/27-20:01:11.456194 7fed937fe6c0 Delete type=3 #2 +2026/04/27-20:01:11.456260 7fed937fe6c0 Delete type=0 #4 diff --git a/packs/cde-npcs/LOG.old b/packs/cde-npcs/LOG.old new file mode 100644 index 0000000..14c7db3 --- /dev/null +++ b/packs/cde-npcs/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.175381 7f2778bfd6c0 Delete type=3 #1 +2026/04/27-17:47:13.176524 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.180270 7f272b7fe6c0 Level-0 table #5: 21686 bytes OK +2026/04/27-17:47:13.186334 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.186548 7f272b7fe6c0 Manual compaction at level-0 from '!actors!4ZjFZ1HoJV9mJStt' @ 72057594037927935 : 1 .. '!actors!zVpmacwoWEG8YTCQ' @ 0 : 0; will stop at (end) diff --git a/packs/cde-npcs/MANIFEST-000002 b/packs/cde-npcs/MANIFEST-000002 deleted file mode 100644 index c4a90df..0000000 Binary files a/packs/cde-npcs/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-npcs/MANIFEST-000006 b/packs/cde-npcs/MANIFEST-000006 new file mode 100644 index 0000000..b4ae1d2 Binary files /dev/null and b/packs/cde-npcs/MANIFEST-000006 differ diff --git a/packs/cde-sanhei/000004.log b/packs/cde-sanhei/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-sanhei/000007.log b/packs/cde-sanhei/000007.log new file mode 100644 index 0000000..f1f0e5d Binary files /dev/null and b/packs/cde-sanhei/000007.log differ diff --git a/packs/cde-sanhei/CURRENT b/packs/cde-sanhei/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-sanhei/CURRENT +++ b/packs/cde-sanhei/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-sanhei/LOG b/packs/cde-sanhei/LOG index 6b5d8d2..a758d72 100644 --- a/packs/cde-sanhei/LOG +++ b/packs/cde-sanhei/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.202702 7f27793fe6c0 Delete type=3 #1 -2026/04/27-17:47:13.203697 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.207185 7f272b7fe6c0 Level-0 table #5: 4830 bytes OK -2026/04/27-17:47:13.213948 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.214169 7f272b7fe6c0 Manual compaction at level-0 from '!items!DC2kimCi9sWxqhXG' @ 72057594037927935 : 1 .. '!items!qzfAEhmvVxEMzm0k' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.404989 7fed937fe6c0 Recovering log #4 +2026/04/27-20:01:11.415714 7fed937fe6c0 Delete type=3 #2 +2026/04/27-20:01:11.415769 7fed937fe6c0 Delete type=0 #4 diff --git a/packs/cde-sanhei/LOG.old b/packs/cde-sanhei/LOG.old new file mode 100644 index 0000000..6b5d8d2 --- /dev/null +++ b/packs/cde-sanhei/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.202702 7f27793fe6c0 Delete type=3 #1 +2026/04/27-17:47:13.203697 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.207185 7f272b7fe6c0 Level-0 table #5: 4830 bytes OK +2026/04/27-17:47:13.213948 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.214169 7f272b7fe6c0 Manual compaction at level-0 from '!items!DC2kimCi9sWxqhXG' @ 72057594037927935 : 1 .. '!items!qzfAEhmvVxEMzm0k' @ 0 : 0; will stop at (end) diff --git a/packs/cde-sanhei/MANIFEST-000002 b/packs/cde-sanhei/MANIFEST-000002 deleted file mode 100644 index f18fe73..0000000 Binary files a/packs/cde-sanhei/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-sanhei/MANIFEST-000006 b/packs/cde-sanhei/MANIFEST-000006 new file mode 100644 index 0000000..ad4c48d Binary files /dev/null and b/packs/cde-sanhei/MANIFEST-000006 differ diff --git a/packs/cde-spells/000004.log b/packs/cde-spells/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-spells/000007.log b/packs/cde-spells/000007.log new file mode 100644 index 0000000..58eb4a5 Binary files /dev/null and b/packs/cde-spells/000007.log differ diff --git a/packs/cde-spells/CURRENT b/packs/cde-spells/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-spells/CURRENT +++ b/packs/cde-spells/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-spells/LOG b/packs/cde-spells/LOG index 751e0ca..2e07d15 100644 --- a/packs/cde-spells/LOG +++ b/packs/cde-spells/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.236474 7f2778bfd6c0 Delete type=3 #1 -2026/04/27-17:47:13.238827 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.244095 7f272b7fe6c0 Level-0 table #5: 120353 bytes OK -2026/04/27-17:47:13.250468 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.250702 7f272b7fe6c0 Manual compaction at level-0 from '!items!2f51pcvFkcZjaxDk' @ 72057594037927935 : 1 .. '!items!yVN7PZw35iIaBl0H' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.343717 7fed927fc6c0 Recovering log #4 +2026/04/27-20:01:11.353301 7fed927fc6c0 Delete type=3 #2 +2026/04/27-20:01:11.353373 7fed927fc6c0 Delete type=0 #4 diff --git a/packs/cde-spells/LOG.old b/packs/cde-spells/LOG.old new file mode 100644 index 0000000..751e0ca --- /dev/null +++ b/packs/cde-spells/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.236474 7f2778bfd6c0 Delete type=3 #1 +2026/04/27-17:47:13.238827 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.244095 7f272b7fe6c0 Level-0 table #5: 120353 bytes OK +2026/04/27-17:47:13.250468 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.250702 7f272b7fe6c0 Manual compaction at level-0 from '!items!2f51pcvFkcZjaxDk' @ 72057594037927935 : 1 .. '!items!yVN7PZw35iIaBl0H' @ 0 : 0; will stop at (end) diff --git a/packs/cde-spells/MANIFEST-000002 b/packs/cde-spells/MANIFEST-000002 deleted file mode 100644 index 721ffe0..0000000 Binary files a/packs/cde-spells/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-spells/MANIFEST-000006 b/packs/cde-spells/MANIFEST-000006 new file mode 100644 index 0000000..4a3ed8a Binary files /dev/null and b/packs/cde-spells/MANIFEST-000006 differ diff --git a/packs/cde-supernaturals/000004.log b/packs/cde-supernaturals/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-supernaturals/000007.log b/packs/cde-supernaturals/000007.log new file mode 100644 index 0000000..db502b0 Binary files /dev/null and b/packs/cde-supernaturals/000007.log differ diff --git a/packs/cde-supernaturals/CURRENT b/packs/cde-supernaturals/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-supernaturals/CURRENT +++ b/packs/cde-supernaturals/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-supernaturals/LOG b/packs/cde-supernaturals/LOG index f2eee5f..2f55213 100644 --- a/packs/cde-supernaturals/LOG +++ b/packs/cde-supernaturals/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.267650 7f272bfff6c0 Delete type=3 #1 -2026/04/27-17:47:13.268718 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.272210 7f272b7fe6c0 Level-0 table #5: 8622 bytes OK -2026/04/27-17:47:13.278603 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.278822 7f272b7fe6c0 Manual compaction at level-0 from '!items!APN91pQL0NBfZsG7' @ 72057594037927935 : 1 .. '!items!xxZKGqDVxAfr140W' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.363742 7fed937fe6c0 Recovering log #4 +2026/04/27-20:01:11.374069 7fed937fe6c0 Delete type=3 #2 +2026/04/27-20:01:11.374139 7fed937fe6c0 Delete type=0 #4 diff --git a/packs/cde-supernaturals/LOG.old b/packs/cde-supernaturals/LOG.old new file mode 100644 index 0000000..f2eee5f --- /dev/null +++ b/packs/cde-supernaturals/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.267650 7f272bfff6c0 Delete type=3 #1 +2026/04/27-17:47:13.268718 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.272210 7f272b7fe6c0 Level-0 table #5: 8622 bytes OK +2026/04/27-17:47:13.278603 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.278822 7f272b7fe6c0 Manual compaction at level-0 from '!items!APN91pQL0NBfZsG7' @ 72057594037927935 : 1 .. '!items!xxZKGqDVxAfr140W' @ 0 : 0; will stop at (end) diff --git a/packs/cde-supernaturals/MANIFEST-000002 b/packs/cde-supernaturals/MANIFEST-000002 deleted file mode 100644 index 80ee5f4..0000000 Binary files a/packs/cde-supernaturals/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-supernaturals/MANIFEST-000006 b/packs/cde-supernaturals/MANIFEST-000006 new file mode 100644 index 0000000..3a55a6e Binary files /dev/null and b/packs/cde-supernaturals/MANIFEST-000006 differ diff --git a/packs/cde-weapons/000004.log b/packs/cde-weapons/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/cde-weapons/000007.log b/packs/cde-weapons/000007.log new file mode 100644 index 0000000..8f142c7 Binary files /dev/null and b/packs/cde-weapons/000007.log differ diff --git a/packs/cde-weapons/CURRENT b/packs/cde-weapons/CURRENT index 1a84852..f7753e2 100644 --- a/packs/cde-weapons/CURRENT +++ b/packs/cde-weapons/CURRENT @@ -1 +1 @@ -MANIFEST-000002 +MANIFEST-000006 diff --git a/packs/cde-weapons/LOG b/packs/cde-weapons/LOG index d75ac8b..03a8379 100644 --- a/packs/cde-weapons/LOG +++ b/packs/cde-weapons/LOG @@ -1,5 +1,3 @@ -2026/04/27-17:47:13.302798 7f2779bff6c0 Delete type=3 #1 -2026/04/27-17:47:13.303703 7f272b7fe6c0 Level-0 table #5: started -2026/04/27-17:47:13.307266 7f272b7fe6c0 Level-0 table #5: 4359 bytes OK -2026/04/27-17:47:13.314111 7f272b7fe6c0 Delete type=0 #3 -2026/04/27-17:47:13.314243 7f272b7fe6c0 Manual compaction at level-0 from '!items!2IYbyCPF9LJojzsj' @ 72057594037927935 : 1 .. '!items!uOpWyMGK3oiUJ1Sl' @ 0 : 0; will stop at (end) +2026/04/27-20:01:11.377813 7fed93fff6c0 Recovering log #4 +2026/04/27-20:01:11.387818 7fed93fff6c0 Delete type=3 #2 +2026/04/27-20:01:11.387923 7fed93fff6c0 Delete type=0 #4 diff --git a/packs/cde-weapons/LOG.old b/packs/cde-weapons/LOG.old new file mode 100644 index 0000000..d75ac8b --- /dev/null +++ b/packs/cde-weapons/LOG.old @@ -0,0 +1,5 @@ +2026/04/27-17:47:13.302798 7f2779bff6c0 Delete type=3 #1 +2026/04/27-17:47:13.303703 7f272b7fe6c0 Level-0 table #5: started +2026/04/27-17:47:13.307266 7f272b7fe6c0 Level-0 table #5: 4359 bytes OK +2026/04/27-17:47:13.314111 7f272b7fe6c0 Delete type=0 #3 +2026/04/27-17:47:13.314243 7f272b7fe6c0 Manual compaction at level-0 from '!items!2IYbyCPF9LJojzsj' @ 72057594037927935 : 1 .. '!items!uOpWyMGK3oiUJ1Sl' @ 0 : 0; will stop at (end) diff --git a/packs/cde-weapons/MANIFEST-000002 b/packs/cde-weapons/MANIFEST-000002 deleted file mode 100644 index 63ce538..0000000 Binary files a/packs/cde-weapons/MANIFEST-000002 and /dev/null differ diff --git a/packs/cde-weapons/MANIFEST-000006 b/packs/cde-weapons/MANIFEST-000006 new file mode 100644 index 0000000..3024560 Binary files /dev/null and b/packs/cde-weapons/MANIFEST-000006 differ diff --git a/src/config/constants.js b/src/config/constants.js index 8344b98..6641376 100644 --- a/src/config/constants.js +++ b/src/config/constants.js @@ -161,4 +161,5 @@ export const TEMPLATE_PARTIALS = [ "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html", "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-loksyu-app.html", "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html", + "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html", ] diff --git a/src/documents/combat.js b/src/documents/combat.js new file mode 100644 index 0000000..4b9d01c --- /dev/null +++ b/src/documents/combat.js @@ -0,0 +1,87 @@ +/** + * Chroniques de l'Étrange — Système FoundryVTT + * + * Chroniques de l'Étrange est un jeu de rôle édité par Antre-Monde Éditions. + * Ce système FoundryVTT est une implémentation indépendante et n'est pas + * affilié à Antre-Monde Éditions, + * mais a été réalisé avec l'autorisation d'Antre-Monde Éditions. + * + * @author LeRatierBretonnien + * @copyright 2024–2026 LeRatierBretonnien + * @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/ + */ + +import { rollInitiativePC, rollInitiativeNPC } from "../ui/initiative.js" +import { ACTOR_TYPES } from "../config/constants.js" + +/** + * Custom Combat document for Chroniques de l'Étrange. + * + * The initiative wheel has 24 crans (positions). The character with the + * highest initiative acts first (furthest counter-clockwise from reference). + * After each action, their position advances clockwise by the action's cran cost + * (initiative decreases, wrapping from 1 → 24). + * + * Sort order: descending by initiative (highest acts first). + */ +export class CDECombat extends Combat { + + /** + * Override rollInitiative to open the PC or NPC initiative dialog + * for each selected combatant, then sync the result to the Combatant document. + */ + async rollInitiative(ids, options = {}) { + const combatantIds = typeof ids === "string" ? [ids] : ids + for (const id of combatantIds) { + const combatant = this.combatants.get(id) + if (!combatant) continue + const actor = combatant.actor + if (!actor) continue + + if (actor.type === ACTOR_TYPES.character) { + await rollInitiativePC(actor) + } else { + await rollInitiativeNPC(actor) + } + // combatant.initiative is synced by the updateActor hook in system.js + // (triggered by actor.update inside rollInitiativePC/NPC) + } + return this + } + + /** + * Sort combatants: highest initiative first (furthest counter-clockwise = acts first). + * Ties: PCs before NPCs; among PCs, by name; among NPCs, by name. + * Calls super.setupTurns() first to ensure this.current is properly initialized. + */ + setupTurns() { + super.setupTurns() + this.turns = this.turns.slice().sort((a, b) => { + const ia = a.initiative ?? 0 + const ib = b.initiative ?? 0 + if (ia !== ib) return ib - ia // descending — highest acts first + + // Tie-break: PCs before NPCs + const aIsPC = a.actor?.type === ACTOR_TYPES.character ? 1 : 0 + const bIsPC = b.actor?.type === ACTOR_TYPES.character ? 1 : 0 + if (aIsPC !== bIsPC) return bIsPC - aIsPC + + return (a.name ?? "").localeCompare(b.name ?? "") + }) + return this.turns + } +} + +/** + * Advance a combatant's wheel position by the given action cran cost. + * Position wraps: after reaching 1, it continues from 24. + * + * @param {Combatant} combatant + * @param {number} cranCost + */ +export async function advanceCombatantPosition(combatant, cranCost) { + const current = combatant.initiative ?? combatant.actor?.system?.initiative ?? 1 + const newValue = ((current - cranCost - 1 + 48) % 24) + 1 + // Update combatant only; the updateCombatant hook in system.js syncs actor.initiative. + await combatant.update({ initiative: newValue }) +} diff --git a/src/system.js b/src/system.js index 06e6650..d06d7f0 100644 --- a/src/system.js +++ b/src/system.js @@ -27,7 +27,9 @@ import { CDECharacterSheet, CDENpcSheet } from "./ui/sheets/actors/index.js" import { CDEItemSheet, CDEKungfuSheet, CDESpellSheet, CDESupernaturalSheet, CDEWeaponSheet, CDEArmorSheet, CDESanheiSheet, CDEIngredientSheet } from "./ui/sheets/items/index.js" import { CDELoksyuApp } from "./ui/apps/loksyu-app.js" import { CDETinjiApp } from "./ui/apps/tinji-app.js" +import { CDEWheelApp } from "./ui/apps/wheel-app.js" import { injectRollActions, refreshAllRollActions } from "./ui/roll-actions.js" +import { CDECombat } from "./documents/combat.js" Hooks.once("i18nInit", preLocalizeConfig) @@ -39,7 +41,9 @@ Hooks.once("init", async () => { game.system.CONST = { MAGICS, SUBTYPES } // Expose standalone apps globally for macros - game.cde = { CDELoksyuApp, CDETinjiApp } + game.cde = { CDELoksyuApp, CDETinjiApp, CDEWheelApp } + + CONFIG.Combat.documentClass = CDECombat CONFIG.Actor.dataModels = { [ACTOR_TYPES.character]: CharacterDataModel, @@ -126,6 +130,7 @@ Hooks.once("init", async () => { Hooks.once("ready", async () => { await migrateIfNeeded() + CDEWheelApp.registerHooks() }) /** Add Loksyu + Tin Ji quick-access buttons to the chat panel (FoundryVTT v13) */ @@ -145,12 +150,16 @@ Hooks.on("renderChatLog", (_app, html) => { ${game.i18n.localize("CDE.TinJi2")} + + ${game.i18n.localize("CDE.InitiativeWheel")} + ` // Use event delegation to avoid being swallowed by Foundry's own handlers wrapper.addEventListener("click", (ev) => { if (ev.target.closest(".cde-chat-btn--loksyu")) CDELoksyuApp.open() if (ev.target.closest(".cde-chat-btn--tinji")) CDETinjiApp.open() + if (ev.target.closest(".cde-chat-btn--wheel")) CDEWheelApp.open() }) // Insert before the chat form — works on v12 and v13 @@ -173,3 +182,35 @@ Hooks.on("updateSetting", setting => { refreshAllRollActions() } }) + +/** + * When an actor's initiative changes (via +/- buttons on the sheet), + * sync the corresponding combatant in the active combat. + */ +Hooks.on("updateActor", (actor, diff) => { + if (!foundry.utils.hasProperty(diff, "system.initiative")) return + if (!game.combat) return + const initiative = actor.system.initiative + const combatant = game.combat.combatants.find(c => c.actor?.id === actor.id) + if (combatant && combatant.initiative !== initiative) { + combatant.update({ initiative }).catch(() => {}) + } +}) + +/** + * When a combatant's initiative changes (via wheel action buttons), + * sync the actor's system.initiative to match. + * Uses setTimeout to defer until after Foundry's update chain resolves, + * avoiding concurrent #recordPreviousState errors on the combat document. + */ +Hooks.on("updateCombatant", (combatant, diff) => { + if (!("initiative" in diff)) return + const initiative = combatant.initiative + if (initiative == null) return + setTimeout(() => { + const actor = combatant.actor + if (actor && actor.system?.initiative !== initiative) { + actor.update({ "system.initiative": initiative }).catch(() => {}) + } + }, 0) +}) diff --git a/src/ui/apps/index.js b/src/ui/apps/index.js index a8d0f02..50d270f 100644 --- a/src/ui/apps/index.js +++ b/src/ui/apps/index.js @@ -14,3 +14,4 @@ export { CDELoksyuApp } from "./loksyu-app.js" export { CDETinjiApp } from "./tinji-app.js" export { updateLoksyuFromRoll, updateTinjiFromRoll } from "./singletons.js" +export { CDEWheelApp } from "./wheel-app.js" diff --git a/src/ui/apps/wheel-app.js b/src/ui/apps/wheel-app.js new file mode 100644 index 0000000..24135e5 --- /dev/null +++ b/src/ui/apps/wheel-app.js @@ -0,0 +1,204 @@ +/** + * Chroniques de l'Étrange — Système FoundryVTT + * + * Chroniques de l'Étrange est un jeu de rôle édité par Antre-Monde Éditions. + * Ce système FoundryVTT est une implémentation indépendante et n'est pas + * affilié à Antre-Monde Éditions, + * mais a été réalisé avec l'autorisation d'Antre-Monde Éditions. + * + * @author LeRatierBretonnien + * @copyright 2024–2026 LeRatierBretonnien + * @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/ + */ + +import { advanceCombatantPosition } from "../../documents/combat.js" + +const WHEEL_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html" + +/** + * Action costs for common combat actions (in crans). + * Listed in order from cheapest to most expensive. + */ +export const ACTION_COSTS = [ + { key: "draw", label: "CDE.ActionCostDraw", cost: 1 }, + { key: "changestyle", label: "CDE.ActionCostChangeStyle", cost: 1 }, + { key: "defense", label: "CDE.ActionCostDefense", cost: 1 }, + { key: "aim", label: "CDE.ActionCostAim", cost: 2 }, + { key: "help", label: "CDE.ActionCostHelp", cost: 2 }, + { key: "defally", label: "CDE.ActionCostDefendAlly", cost: 2 }, + { key: "move", label: "CDE.ActionCostMove", cost: 2 }, + { key: "attack", label: "CDE.ActionCostAttack", cost: 3 }, + { key: "delay", label: "CDE.ActionCostDelay", cost: 6 }, +] + +/** + * Wu Xing color segments for the 24-cran wheel. + * 6 colors × 4 crans = 24. Each colour covers crans [start..start+3]. + * An effect lasting 6 crans returns to the same colour. + */ +const WHEEL_SEGMENTS = [ + { label: "Métal", color: "#b8c4cc", textColor: "#1a1a1a", crans: [1, 2, 3, 4] }, + { label: "Eau", color: "#3a7bd5", textColor: "#ffffff", crans: [5, 6, 7, 8] }, + { label: "Terre", color: "#c8a84b", textColor: "#1a1a1a", crans: [9, 10, 11, 12] }, + { label: "Feu", color: "#d94f3d", textColor: "#ffffff", crans: [13, 14, 15, 16] }, + { label: "Bois", color: "#4a9b5a", textColor: "#ffffff", crans: [17, 18, 19, 20] }, + { label: "Repère", color: "#1a1a2e", textColor: "#aaaaaa", crans: [21, 22, 23, 24] }, +] + +/** Return the segment data for a given cran (1–24). */ +function segmentForCran(cran) { + return WHEEL_SEGMENTS.find(s => s.crans.includes(cran)) ?? WHEEL_SEGMENTS[0] +} + +/** + * Roue d'Initiative — visual initiative wheel for CDE combat. + * + * Shows all combatants in the current combat scene on a 24-cran wheel. + * Provides action-cost buttons to advance a combatant's position. + * + * Singleton: open via CDEWheelApp.open(). + */ +export class CDEWheelApp extends foundry.applications.api.ApplicationV2 { + static DEFAULT_OPTIONS = { + id: "cde-wheel-app", + classes: ["cde-wheel-app"], + tag: "div", + window: { + title: "CDE.InitiativeWheel", + icon: "fas fa-circle-notch", + resizable: true, + }, + position: { width: 820, height: 620 }, + actions: { + advanceCran: CDEWheelApp.#advanceCran, + setSurprised: CDEWheelApp.#setSurprised, + rollInitiative: CDEWheelApp.#rollInitiative, + }, + } + + /** @type {CDEWheelApp|null} */ + static #instance = null + + /** Open (or bring to front) the singleton instance. */ + static open() { + if (!CDEWheelApp.#instance || CDEWheelApp.#instance.rendered === false) { + CDEWheelApp.#instance = new CDEWheelApp() + CDEWheelApp.#instance.render(true) + } else { + CDEWheelApp.#instance.bringToFront() + } + return CDEWheelApp.#instance + } + + /** Currently selected combatant id (for action panel). */ + #selectedId = null + + async _prepareContext(options) { + const combat = game.combat + const combatants = combat ? [...combat.combatants.values()] : [] + const sorted = [...combatants].sort((a, b) => (b.initiative ?? 0) - (a.initiative ?? 0)) + const cranData = this.#buildCranData(combatants) + const selected = this.#selectedId + ? combatants.find(c => c.id === this.#selectedId) + : null + const actionCosts = ACTION_COSTS.map(a => ({ + ...a, + label: game.i18n.localize(a.label), + })) + + return { + hasCombat: !!combat, + combatants: sorted.map(c => ({ + id: c.id, + name: c.name, + img: c.token?.texture?.src ?? c.actor?.img ?? "icons/svg/mystery-man.svg", + initiative: c.initiative ?? "—", + segment: segmentForCran(c.initiative ?? 1), + isActive: combat?.current?.combatantId === c.id, + isSelected: c.id === this.#selectedId, + hasInitiative: c.initiative != null, + })), + cranData, + selected, + selectedName: selected?.name ?? null, + actionCosts, + } + } + + async _renderHTML(context, options) { + return foundry.applications.handlebars.renderTemplate(WHEEL_TEMPLATE, context) + } + + _replaceHTML(result, content, options) { + content.innerHTML = result + this.#bindEvents(content) + } + + /** Build per-cran data for the SVG wheel. */ + #buildCranData(combatants) { + const data = [] + for (let cran = 1; cran <= 24; cran++) { + const segment = segmentForCran(cran) + const fighters = combatants.filter(c => Math.round(c.initiative) === cran) + data.push({ cran, segment, fighters }) + } + return data + } + + /** Bind click events for combatant selection. */ + #bindEvents(content) { + content.querySelectorAll("[data-select-combatant]").forEach(el => { + el.addEventListener("click", () => { + this.#selectedId = el.dataset.selectCombatant + this.render() + }) + }) + } + + /** Action: advance selected combatant by given cran cost. */ + static async #advanceCran(event, element) { + const app = CDEWheelApp.#instance + if (!app?.#selectedId) return + const cost = parseInt(element.dataset.cost, 10) + if (!cost || isNaN(cost)) return + const combatant = game.combat?.combatants.get(app.#selectedId) + if (!combatant) return + await advanceCombatantPosition(combatant, cost) + } + + /** Action: set selected combatant to surprised (position 1 = reference). */ + static async #setSurprised(event, element) { + const app = CDEWheelApp.#instance + if (!app?.#selectedId) return + const combatant = game.combat?.combatants.get(app.#selectedId) + if (!combatant) return + // Update combatant only — updateCombatant hook in system.js syncs actor + await combatant.update({ initiative: 1 }) + } + + /** Action: open the initiative dialog for the selected combatant. */ + static async #rollInitiative(event, element) { + const app = CDEWheelApp.#instance + if (!app?.#selectedId) return + const combatant = game.combat?.combatants.get(app.#selectedId) + if (!combatant) return + await game.combat.rollInitiative([app.#selectedId]) + } + + /** Re-render when combat state changes. */ + static registerHooks() { + const refresh = () => { + if (CDEWheelApp.#instance?.rendered) CDEWheelApp.#instance.render() + } + Hooks.on("updateCombat", refresh) + Hooks.on("updateCombatant", refresh) + Hooks.on("createCombatant", refresh) + Hooks.on("deleteCombatant", refresh) + Hooks.on("updateActor", (_actor, diff) => { + if (foundry.utils.hasProperty(diff, "system.initiative")) refresh() + }) + Hooks.on("deleteCombat", () => { + if (CDEWheelApp.#instance?.rendered) CDEWheelApp.#instance.render() + }) + } +} diff --git a/src/ui/helpers.js b/src/ui/helpers.js index 7e23697..c2c9e13 100644 --- a/src/ui/helpers.js +++ b/src/ui/helpers.js @@ -118,4 +118,29 @@ export function registerHandlebarsHelpers() { } return game.i18n.localize(keys[activation] ?? "CDE.Activation") }) + + /** + * Compute the SVG x,y coordinates for a cran on the initiative wheel. + * Cran 1–24 are arranged counter-clockwise from the bottom (reference at 6 o'clock). + * angle = 90° + cran * 15° (counter-clockwise = positive in standard math, negative in SVG). + * In SVG coords: x = cx + r*cos(a), y = cy - r*sin(a) [y-axis is flipped in SVG]. + */ + Handlebars.registerHelper("cranPosition", function (cran, cx, cy, r) { + const angleDeg = 90 + cran * 15 // counter-clockwise from bottom + const angleRad = (angleDeg * Math.PI) / 180 + const x = Math.round(cx + r * Math.cos(angleRad)) + const y = Math.round(cy - r * Math.sin(angleRad)) + return { x, y } + }) + + /** X offset for overlapping fighters on the same cran. Centres a 30px image on the cran cx. */ + Handlebars.registerHelper("fighterX", function (cx, index, total) { + const offset = total > 1 ? (index - (total - 1) / 2) * 34 : 0 + return Math.round(cx - 15 + offset) + }) + + /** Y offset for fighters — positions image just above the cran circle. */ + Handlebars.registerHelper("fighterY", function (cy, index, total) { + return Math.round(cy - 50) + }) } diff --git a/system.json b/system.json index 9bcedbb..dd62d87 100644 --- a/system.json +++ b/system.json @@ -25,7 +25,10 @@ "path": "packs/cde-kungfus", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "OBSERVER", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } }, { "name": "cde-spells", @@ -34,7 +37,10 @@ "path": "packs/cde-spells", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "OBSERVER", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } }, { "name": "cde-supernaturals", @@ -43,7 +49,10 @@ "path": "packs/cde-supernaturals", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "OBSERVER", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } }, { "name": "cde-weapons", @@ -52,7 +61,10 @@ "path": "packs/cde-weapons", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "OBSERVER", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } }, { "name": "cde-armors", @@ -61,7 +73,10 @@ "path": "packs/cde-armors", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "OBSERVER", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } }, { "name": "cde-sanhei", @@ -70,7 +85,10 @@ "path": "packs/cde-sanhei", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "OBSERVER", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } }, { "name": "cde-ingredients", @@ -79,7 +97,10 @@ "path": "packs/cde-ingredients", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "OBSERVER", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } }, { "name": "cde-items", @@ -88,7 +109,10 @@ "path": "packs/cde-items", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "OBSERVER", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } }, { "name": "cde-npcs", @@ -97,7 +121,10 @@ "path": "packs/cde-npcs", "system": "fvtt-chroniques-de-l-etrange", "flags": {}, - "ownership": { "PLAYER": "NONE", "ASSISTANT": "OWNER" } + "ownership": { + "PLAYER": "NONE", + "ASSISTANT": "OWNER" + } } ], "languages": [ @@ -185,16 +212,15 @@ "minimum": "13", "verified": "13" }, - "relationships": { - }, + "relationships": {}, "background": "/systems/fvtt-chroniques-de-l-etrange/images/background/accueil.webp", "grid": { "distance": 5, "units": "m" }, - "initiative": "@anti_initiative", + "initiative": "@initiative", "primaryTokenAttribute": "threetreasures.heiyang", "secondaryTokenAttribute": "threetreasures.heiyin", "manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-chroniques-de-l-etrange/raw/branch/main/system.json", "download": "https://www.uberwald.me/gitea/uberwald/fvtt-chroniques-de-l-etrange/raw/branch/main/13.0.0.zip" -} +} \ No newline at end of file diff --git a/templates/apps/cde-wheel-app.html b/templates/apps/cde-wheel-app.html new file mode 100644 index 0000000..79ab516 --- /dev/null +++ b/templates/apps/cde-wheel-app.html @@ -0,0 +1,148 @@ +{{! Roue d'Initiative — Chroniques de l'Étrange }} + + + {{! ── SVG Wheel ── }} + + {{#if hasCombat}} + + + {{! Background circle }} + + + {{! Cran slots — 24 positions, arranged counter-clockwise from bottom }} + {{#each cranData}} + {{#with (cranPosition cran 200 200 158)}} + + + {{../cran}} + + {{! Combatant avatar(s) on this cran — placed above the cran circle }} + {{#each ../fighters}} + + {{/each}} + + {{/with}} + {{/each}} + + {{! Centre: system name }} + CHRONIQUES + DE L'ÉTRANGE + + {{! Reference marker at bottom (cran 0 / position between 24 and 1) }} + + + {{ localize "CDE.WheelReference" }} + + + + {{! Wu Xing colour legend — HTML strip below SVG }} + + Métal + Eau + Terre + Feu + Bois + + {{else}} + + + {{ localize "CDE.NoCombatActive" }} + + {{/if}} + + + {{! ── Right panel: combatant list + actions ── }} + + + {{! Combatant list }} + + {{ localize "CDE.Combatants" }} + {{#if hasCombat}} + {{#each combatants}} + + + {{name}} + + {{initiative}} + + {{#if isActive}}{{/if}} + + {{/each}} + {{else}} + {{ localize "CDE.NoCombatActive" }} + {{/if}} + + + {{! Action cost panel — only shown when a combatant is selected }} + {{#if selected}} + + + {{ localize "CDE.AdvanceCombatant" }} — {{selectedName}} + + + + {{#each actionCosts}} + + {{label}} + −{{cost}} + + {{/each}} + + + + + + {{ localize "CDE.InitiativeRoll" }} + + + + {{ localize "CDE.SurprisedAction" }} + + + + {{else}} + + + + {{ localize "CDE.SelectCombatantHint" }} + + + {{/if}} + + {{! end panel }} +{{! end layout }}
{{ localize "CDE.NoCombatActive" }}
+ + {{ localize "CDE.SelectCombatantHint" }} +