Rework des fiches creature/PJ et Tinji/Loksyu

This commit is contained in:
2026-03-30 16:36:38 +02:00
parent 0689fae792
commit cab77645b7
70 changed files with 1712 additions and 1075 deletions

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@@ -3,8 +3,6 @@ export const SYSTEM_ID = "fvtt-chroniques-de-l-etrange"
export const ACTOR_TYPES = {
character: "character",
npc: "npc",
tinji: "tinji",
loksyu: "loksyu",
}
export const ITEM_TYPES = {

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@@ -1,4 +1,2 @@
export { default as CharacterDataModel } from "./character.js"
export { default as NpcDataModel } from "./npc.js"
export { default as TinjiDataModel } from "./tinji.js"
export { default as LoksyuDataModel } from "./loksyu.js"

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@@ -1,22 +0,0 @@
export default class LoksyuDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const { fields } = foundry.data
const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })
const htmlField = (initial = "") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })
const polarity = () =>
new fields.SchemaField({
yin: new fields.SchemaField({ value: numberField(0, { min: 0 }) }),
yang: new fields.SchemaField({ value: numberField(0, { min: 0 }) }),
})
return {
fire: polarity(),
earth: polarity(),
metal: polarity(),
water: polarity(),
wood: polarity(),
description: htmlField(""),
}
}
}

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@@ -1,12 +0,0 @@
export default class TinjiDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const { fields } = foundry.data
const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })
const htmlField = (initial = "") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })
return {
value: numberField(0, { min: 0 }),
description: htmlField(""),
}
}
}

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@@ -10,6 +10,20 @@ export function registerSettings() {
type: String,
default: "0.0.0",
})
game.settings.register(SYSTEM_ID, "loksyuData", {
name: "Loksyu Data",
scope: "world",
config: false,
type: Object,
default: { 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} },
})
game.settings.register(SYSTEM_ID, "tinjiData", {
name: "TinJi Data",
scope: "world",
config: false,
type: Number,
default: 0,
})
}
export async function migrateIfNeeded() {

View File

@@ -1,7 +1,7 @@
import { ACTOR_TYPES, ITEM_TYPES, MAGICS, SUBTYPES, SYSTEM_ID } from "./config/constants.js"
import { preLocalizeConfig } from "./config/localize.js"
import { configureRuntime } from "./config/runtime.js"
import { CharacterDataModel, LoksyuDataModel, NpcDataModel, TinjiDataModel } from "./data/actors/index.js"
import { CharacterDataModel, NpcDataModel } from "./data/actors/index.js"
import { EquipmentDataModel, KungfuDataModel, SpellDataModel, SupernaturalDataModel, WeaponDataModel, ArmorDataModel, SanheiDataModel, IngredientDataModel } from "./data/items/index.js"
import { CDEMessage } from "./documents/chat-message.js"
import { CDEActor } from "./documents/actor.js"
@@ -9,11 +9,12 @@ import { CDEItem } from "./documents/item.js"
import { registerDice } from "./ui/dice.js"
import { registerHandlebarsHelpers } from "./ui/helpers.js"
import { preloadPartials } from "./ui/templates.js"
import { CDELoksyuSheet, CDECharacterSheet, CDENpcSheet, CDETinjiSheet } from "./ui/sheets/actors/index.js"
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 { migrateIfNeeded, registerSettings } from "./migration.js"
import { injectRollActions, refreshAllRollActions } from "./ui/roll-actions.js"
Hooks.once("i18nInit", preLocalizeConfig)
@@ -24,11 +25,12 @@ Hooks.once("init", async () => {
game.system.CONST = { MAGICS, SUBTYPES }
// Expose standalone apps globally for macros
game.cde = { CDELoksyuApp, CDETinjiApp }
CONFIG.Actor.dataModels = {
[ACTOR_TYPES.character]: CharacterDataModel,
[ACTOR_TYPES.npc]: NpcDataModel,
[ACTOR_TYPES.tinji]: TinjiDataModel,
[ACTOR_TYPES.loksyu]: LoksyuDataModel,
}
CONFIG.Item.dataModels = {
[ITEM_TYPES.item]: EquipmentDataModel,
@@ -47,8 +49,8 @@ Hooks.once("init", async () => {
configureRuntime()
foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Actor, "core", ActorSheet)
foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Item, "core", ItemSheet)
foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Actor, "core", foundry.appv1.sheets.ActorSheet)
foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Item, "core", foundry.appv1.sheets.ItemSheet)
foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDECharacterSheet, {
types: [ACTOR_TYPES.character],
@@ -60,16 +62,6 @@ Hooks.once("init", async () => {
makeDefault: true,
label: "CDE NPC Sheet (V2)",
})
foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDETinjiSheet, {
types: [ACTOR_TYPES.tinji],
makeDefault: true,
label: "CDE Tinji Sheet (V2)",
})
foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDELoksyuSheet, {
types: [ACTOR_TYPES.loksyu],
makeDefault: true,
label: "CDE Loksyu Sheet (V2)",
})
foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEItemSheet, {
types: [ITEM_TYPES.item],
@@ -124,26 +116,50 @@ Hooks.once("ready", async () => {
await migrateIfNeeded()
})
/** Add Loksyu + Tin Ji quick-access buttons to the chat footer */
/** Add Loksyu + Tin Ji quick-access buttons to the chat panel (FoundryVTT v13) */
Hooks.on("renderChatLog", (_app, html) => {
const el = html instanceof HTMLElement ? html : html[0]
const controls = el?.querySelector?.(".chat-controls")
if (!controls) return
const el = html instanceof HTMLElement ? html : (html[0] ?? html)
if (!el?.querySelector) return
// Avoid double-injection on re-renders
if (el.querySelector(".cde-chat-app-buttons")) return
const wrapper = document.createElement("div")
wrapper.classList.add("cde-chat-app-buttons")
wrapper.innerHTML = `
<button class="cde-chat-btn cde-chat-btn--loksyu" title="${game.i18n.localize("CDE.Loksyu")}">
<button type="button" class="cde-chat-btn cde-chat-btn--loksyu">
<i class="fas fa-yin-yang"></i> ${game.i18n.localize("CDE.Loksyu")}
</button>
<button class="cde-chat-btn cde-chat-btn--tinji" title="${game.i18n.localize("CDE.TinJi2")}">
<button type="button" class="cde-chat-btn cde-chat-btn--tinji">
<i class="fas fa-star"></i> ${game.i18n.localize("CDE.TinJi2")}
</button>
`
controls.appendChild(wrapper)
wrapper.querySelector(".cde-chat-btn--loksyu")?.addEventListener("click", () => CDELoksyuApp.open())
wrapper.querySelector(".cde-chat-btn--tinji")?.addEventListener("click", () => CDETinjiApp.open())
// 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()
})
// Insert before the chat form — works on v12 and v13
const anchor = el.querySelector(".chat-form")
?? el.querySelector(".chat-message-form")
?? el.querySelector("form")
if (anchor) anchor.parentElement.insertBefore(wrapper, anchor)
else el.appendChild(wrapper)
})
/** Inject Loksyu / TinJi action buttons into roll-result chat messages */
Hooks.on("renderChatMessageHTML", (message, html) => {
injectRollActions(message, html)
})
/** Refresh all visible roll-result buttons whenever Loksyu or TinJi settings change */
Hooks.on("updateSetting", setting => {
if (!setting.key) return
if (setting.key.includes("loksyuData") || setting.key.includes("tinjiData")) {
refreshAllRollActions()
}
})
function injectCompendiumLink(html) {

View File

@@ -1,5 +1,4 @@
import { getSingletonActor } from "./singletons.js"
import { ACTOR_TYPES } from "../../config/constants.js"
import { getLoksyuData, setLoksyuData } from "./singletons.js"
const SYSTEM_ID = "fvtt-chroniques-de-l-etrange"
@@ -15,7 +14,7 @@ export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplication
resizable: false,
},
classes: ["cde-app", "cde-loksyu-standalone"],
position: { width: 540, height: "auto" },
position: { width: 520, height: "auto" },
actions: {
resetElement: CDELoksyuApp.#onResetElement,
resetAll: CDELoksyuApp.#onResetAll,
@@ -28,14 +27,12 @@ export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplication
},
}
/** @type {Actor|null} */
#actor = null
/** @type {Function|null} bound hook handler */
#updateHook = null
_updateHook = null
/** Singleton accessor — open or bring to front */
static open() {
const existing = Object.values(foundry.applications.instances ?? {}).find(
const existing = Array.from(foundry.applications.instances.values()).find(
(app) => app instanceof CDELoksyuApp
)
if (existing) { existing.bringToFront(); return existing }
@@ -45,10 +42,7 @@ export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplication
}
async _prepareContext() {
this.#actor = await getSingletonActor(ACTOR_TYPES.loksyu)
if (!this.#actor) return { hasActor: false }
const sys = this.#actor.system
const sys = getLoksyuData()
const ELEMENTS = [
{ key: "wood", nameKey: "CDE.Wood", qualKey: "CDE.WoodQualities", img: `systems/${SYSTEM_ID}/images/cde_bois.webp` },
{ key: "fire", nameKey: "CDE.Fire", qualKey: "CDE.FireQualities", img: `systems/${SYSTEM_ID}/images/cde_feu.webp` },
@@ -58,12 +52,11 @@ export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplication
]
return {
hasActor: true,
canEdit: this.#actor.isOwner,
canEdit: game.user.isGM,
elements: ELEMENTS.map((el) => ({
...el,
yang: sys[el.key]?.yang?.value ?? 0,
yin: sys[el.key]?.yin?.value ?? 0,
yang: sys[el.key]?.yang ?? 0,
yin: sys[el.key]?.yin ?? 0,
})),
}
}
@@ -72,16 +65,13 @@ export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplication
super._onRender(context, options)
this.#bindInputs()
// Subscribe to actor updates to keep the app live
this.#updateHook = Hooks.on("updateActor", (actor) => {
if (actor.id === this.#actor?.id) this.render()
})
this._updateHook = Hooks.on("cde:loksyuUpdated", () => this.render())
}
_onClose(options) {
if (this.#updateHook !== null) {
Hooks.off("updateActor", this.#updateHook)
this.#updateHook = null
if (this._updateHook !== null) {
Hooks.off("cde:loksyuUpdated", this._updateHook)
this._updateHook = null
}
super._onClose(options)
}
@@ -94,28 +84,29 @@ export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplication
const field = ev.currentTarget.dataset.field
const val = parseInt(ev.currentTarget.value, 10)
if (!field || isNaN(val)) return
await this.#actor?.update({ [field]: Math.max(0, val) })
// field is like "wood.yin" or "fire.yang"
const [aspect, dim] = field.split(".")
if (!aspect || !dim) return
const data = getLoksyuData()
if (!data[aspect]) data[aspect] = { yin: 0, yang: 0 }
data[aspect][dim] = Math.max(0, val)
await setLoksyuData(data)
})
})
}
static async #onResetElement(event, target) {
const key = target.dataset.element
if (!key || !this.#actor) return
await this.#actor.update({
[`system.${key}.yin.value`]: 0,
[`system.${key}.yang.value`]: 0,
})
if (!key) return
const data = getLoksyuData()
data[key] = { yin: 0, yang: 0 }
await setLoksyuData(data)
}
static async #onResetAll(_event, _target) {
if (!this.#actor) return
const KEYS = ["wood", "fire", "earth", "metal", "water"]
const update = {}
for (const k of KEYS) {
update[`system.${k}.yin.value`] = 0
update[`system.${k}.yang.value`] = 0
}
await this.#actor.update(update)
const data = getLoksyuData()
for (const k of KEYS) data[k] = { yin: 0, yang: 0 }
await setLoksyuData(data)
}
}

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@@ -1,12 +1,10 @@
/**
* Singleton actor utilities for Loksyu and Tin Ji.
* Loksyu / TinJi settings-based helpers.
*
* Both are world-level shared trackers backed by a singleton Actor document
* of type "loksyu" / "tinji". GMs can create them via the Actors sidebar;
* the apps find the first one or offer to create it.
* Data is stored as world settings instead of singleton Actor documents.
*/
import { ACTOR_TYPES } from "../../config/constants.js"
const SYSTEM_ID = "fvtt-chroniques-de-l-etrange"
/** Wu Xing generating cycle — [successes, auspicious, noxious, loksyu, tinji] */
const WU_XING_CYCLE = {
@@ -17,7 +15,6 @@ const WU_XING_CYCLE = {
water: ["water", "wood", "metal", "fire", "earth"],
}
/** Die face pairs [yin, yang] per aspect (0 = face "10") */
const ASPECT_FACES = {
metal: [3, 8],
water: [1, 6],
@@ -26,39 +23,35 @@ const ASPECT_FACES = {
wood: [4, 9],
}
/**
* Find the first actor of the given type in the world, or create one if the
* current user is a GM and none exists.
*
* @param {"loksyu"|"tinji"} type
* @returns {Promise<Actor|null>}
*/
export async function getSingletonActor(type) {
const existing = game.actors.find((a) => a.type === type)
if (existing) return existing
if (!game.user.isGM) {
ui.notifications.warn(game.i18n.localize(type === ACTOR_TYPES.loksyu ? "CDE.LoksyuNotFound" : "CDE.TinjiNotFound"))
return null
/** Read the current loksyu data object from world settings */
export function getLoksyuData() {
return game.settings.get(SYSTEM_ID, "loksyuData") ?? {
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},
}
}
// Auto-create the singleton when the GM opens the app for the first time.
const nameKey = type === ACTOR_TYPES.loksyu ? "CDE.UpperCaseLoksyu" : "CDE.UpperCaseTinJi"
const actor = await Actor.create({
name: game.i18n.localize(nameKey),
type,
img: type === ACTOR_TYPES.loksyu
? "systems/fvtt-chroniques-de-l-etrange/images/loksyu_long.webp"
: "systems/fvtt-chroniques-de-l-etrange/images/tinji.webp",
})
return actor ?? null
/** Write the loksyu data object to world settings */
export async function setLoksyuData(data) {
await game.settings.set(SYSTEM_ID, "loksyuData", data)
Hooks.callAll("cde:loksyuUpdated", data)
}
/** Read current TinJi value from world settings */
export function getTinjiValue() {
return game.settings.get(SYSTEM_ID, "tinjiData") ?? 0
}
/** Write TinJi value to world settings */
export async function setTinjiValue(value) {
await game.settings.set(SYSTEM_ID, "tinjiData", Math.max(0, value))
Hooks.callAll("cde:tinjiUpdated", Math.max(0, value))
}
/**
* After a WuXing roll, add the loksyu faces (yin + yang) of the relevant
* aspect to the singleton Loksyu actor.
* aspect to the loksyu settings data.
*
* @param {string} activeAspect - The aspect used for the roll (e.g. "fire")
* @param {string} activeAspect - e.g. "fire"
* @param {Object} faces - Die face counts { 0: n, 1: n, …, 9: n }
*/
export async function updateLoksyuFromRoll(activeAspect, faces) {
@@ -73,27 +66,22 @@ export async function updateLoksyuFromRoll(activeAspect, faces) {
const yangCount = faces[yangFace] ?? 0
if (yinCount === 0 && yangCount === 0) return
const actor = await getSingletonActor(ACTOR_TYPES.loksyu)
if (!actor) return
const current = actor.system[lokAspect] ?? { yin: { value: 0 }, yang: { value: 0 } }
await actor.update({
[`system.${lokAspect}.yin.value`]: (current.yin.value ?? 0) + yinCount,
[`system.${lokAspect}.yang.value`]: (current.yang.value ?? 0) + yangCount,
})
const data = getLoksyuData()
const current = data[lokAspect] ?? { yin: 0, yang: 0 }
data[lokAspect] = {
yin: (current.yin ?? 0) + yinCount,
yang: (current.yang ?? 0) + yangCount,
}
await setLoksyuData(data)
}
/**
* After a WuXing roll, add tinji faces to the singleton TinJi actor.
* After a WuXing roll, add tinji faces to the TinJi settings.
*
* @param {number} count - Number of tinji faces rolled
*/
export async function updateTinjiFromRoll(count) {
if (!count || count <= 0) return
const actor = await getSingletonActor(ACTOR_TYPES.tinji)
if (!actor) return
const current = actor.system.value ?? 0
await actor.update({ "system.value": current + count })
const current = getTinjiValue()
await setTinjiValue(current + count)
}

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@@ -1,5 +1,4 @@
import { getSingletonActor } from "./singletons.js"
import { ACTOR_TYPES } from "../../config/constants.js"
import { getTinjiValue, setTinjiValue } from "./singletons.js"
const SYSTEM_ID = "fvtt-chroniques-de-l-etrange"
@@ -30,13 +29,11 @@ export class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationM
},
}
/** @type {Actor|null} */
#actor = null
/** @type {Function|null} */
#updateHook = null
_updateHook = null
static open() {
const existing = Object.values(foundry.applications.instances ?? {}).find(
const existing = Array.from(foundry.applications.instances.values()).find(
(app) => app instanceof CDETinjiApp
)
if (existing) { existing.bringToFront(); return existing }
@@ -46,29 +43,22 @@ export class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationM
}
async _prepareContext() {
this.#actor = await getSingletonActor(ACTOR_TYPES.tinji)
if (!this.#actor) return { hasActor: false, value: 0 }
return {
hasActor: true,
canEdit: this.#actor.isOwner,
value: this.#actor.system.value ?? 0,
canEdit: game.user.isGM,
value: getTinjiValue(),
}
}
_onRender(context, options) {
super._onRender(context, options)
this.#bindDirectInput()
this.#updateHook = Hooks.on("updateActor", (actor) => {
if (actor.id === this.#actor?.id) this.render()
})
this._updateHook = Hooks.on("cde:tinjiUpdated", () => this.render())
}
_onClose(options) {
if (this.#updateHook !== null) {
Hooks.off("updateActor", this.#updateHook)
this.#updateHook = null
if (this._updateHook !== null) {
Hooks.off("cde:tinjiUpdated", this._updateHook)
this._updateHook = null
}
super._onClose(options)
}
@@ -78,39 +68,31 @@ export class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationM
if (!input) return
input.addEventListener("change", async (ev) => {
const val = parseInt(ev.currentTarget.value, 10)
if (!isNaN(val) && this.#actor) {
await this.#actor.update({ "system.value": Math.max(0, val) })
}
if (!isNaN(val)) await setTinjiValue(val)
})
}
static async #onIncrement() {
if (!this.#actor) return
const current = this.#actor.system.value ?? 0
await this.#actor.update({ "system.value": current + 1 })
await setTinjiValue(getTinjiValue() + 1)
}
static async #onDecrement() {
if (!this.#actor) return
const current = this.#actor.system.value ?? 0
const current = getTinjiValue()
if (current <= 0) return
await this.#actor.update({ "system.value": current - 1 })
await setTinjiValue(current - 1)
}
static async #onReset() {
if (!this.#actor) return
await this.#actor.update({ "system.value": 0 })
await setTinjiValue(0)
}
/** Spend 1 Tin Ji die and announce it in chat */
static async #onSpend() {
if (!this.#actor) return
const current = this.#actor.system.value ?? 0
const current = getTinjiValue()
if (current <= 0) {
ui.notifications.warn(game.i18n.localize("CDE.TinjiEmpty"))
return
}
await this.#actor.update({ "system.value": current - 1 })
await setTinjiValue(current - 1)
ChatMessage.create({
user: game.user.id,
content: `<div class="cde-tinji-spend-msg">

236
src/ui/roll-actions.js Normal file
View File

@@ -0,0 +1,236 @@
/**
* Post-roll interactive action buttons injected into dice result chat messages.
* Allows players to pull dice from the Loksyu (as Successes or dés-fastes)
* and allows the GM to spend Tin Ji to intervene.
*
* After a draw, the originating roll result message is updated in-place
* with the new counts, without creating noise.
*/
import { getLoksyuData, setLoksyuData, getTinjiValue, setTinjiValue } from "./apps/singletons.js"
const SYSTEM_ID = "fvtt-chroniques-de-l-etrange"
const RESULT_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html"
const WU_XING_CYCLE = {
wood: ["wood", "fire", "water", "earth", "metal"],
fire: ["fire", "earth", "wood", "metal", "water"],
earth: ["earth", "metal", "fire", "water", "wood"],
metal: ["metal", "water", "earth", "wood", "fire"],
water: ["water", "wood", "metal", "fire", "earth"],
}
const ASPECT_LABELS = {
metal: "CDE.Metal",
water: "CDE.Water",
earth: "CDE.Earth",
fire: "CDE.Fire",
wood: "CDE.Wood",
}
const ASPECT_ICONS = {
metal: "systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp",
water: "systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp",
earth: "systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp",
fire: "systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp",
wood: "systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp",
}
/**
* Inject or refresh post-roll action buttons in the given chat message HTML element.
* Called from renderChatMessageHTML hook.
* @param {ChatMessage} message
* @param {HTMLElement} html - the chat message HTML element (li.chat-message)
*/
export function injectRollActions(message, html) {
const rollCard = html.querySelector(".cde-roll-result")
if (!rollCard) return
const aspect = rollCard.dataset.aspect
if (!aspect || !WU_XING_CYCLE[aspect]) return
refreshRollActions(rollCard, aspect, message)
}
/**
* Re-render the action buttons section based on current Loksyu / TinJi state.
*/
function refreshRollActions(rollCard, aspect, message) {
rollCard.querySelector(".cde-roll-actions")?.remove()
const cycle = WU_XING_CYCLE[aspect]
const fasteAspect = cycle[1]
const loksyu = getLoksyuData()
const tinji = getTinjiValue()
const successAvail = (loksyu[aspect]?.yin ?? 0) + (loksyu[aspect]?.yang ?? 0)
const fasteAvail = (loksyu[fasteAspect]?.yin ?? 0) + (loksyu[fasteAspect]?.yang ?? 0)
const isGM = game.user.isGM
const hasSomething = successAvail > 0 || fasteAvail > 0 || (isGM && tinji > 0)
if (!hasSomething) return
const aspLabel = game.i18n.localize(ASPECT_LABELS[aspect])
const fasteLabel = game.i18n.localize(ASPECT_LABELS[fasteAspect])
let btns = ""
if (successAvail > 0) {
btns += `<button class="cde-roll-action-btn cde-roll-action--success" data-action="loksyu-success">
<img src="${ASPECT_ICONS[aspect]}" class="cde-roll-action-icon" alt="${aspLabel}"/>
<span class="cde-roll-action-label">+1 ${game.i18n.localize("CDE.Successes")}</span>
<span class="cde-roll-action-count">${successAvail}</span>
</button>`
}
if (fasteAvail > 0) {
btns += `<button class="cde-roll-action-btn cde-roll-action--faste" data-action="loksyu-faste">
<img src="${ASPECT_ICONS[fasteAspect]}" class="cde-roll-action-icon" alt="${fasteLabel}"/>
<span class="cde-roll-action-label">+1 ${game.i18n.localize("CDE.AuspiciousDie")}</span>
<span class="cde-roll-action-count">${fasteAvail}</span>
</button>`
}
if (isGM && tinji > 0) {
btns += `<button class="cde-roll-action-btn cde-roll-action--tinji" data-action="tinji">
<span class="cde-roll-action-tinji-char">天</span>
<span class="cde-roll-action-label">${game.i18n.localize("CDE.TinJi2")}</span>
<span class="cde-roll-action-count">${tinji}</span>
</button>`
}
const wrapper = document.createElement("div")
wrapper.className = "cde-roll-actions"
wrapper.innerHTML = `
<div class="cde-roll-actions-title">
<i class="fas fa-yin-yang"></i>
${game.i18n.localize("CDE.PostRollActions")}
</div>
<div class="cde-roll-actions-btns">${btns}</div>
`
rollCard.appendChild(wrapper)
wrapper.addEventListener("click", async ev => {
const btn = ev.target.closest("[data-action]")
if (!btn || btn.disabled) return
const action = btn.dataset.action
if (action === "loksyu-success") {
await _drawFromLoksyu(message, aspect, "success", aspLabel)
} else if (action === "loksyu-faste") {
await _drawFromLoksyu(message, fasteAspect, "faste", fasteLabel)
} else if (action === "tinji") {
await _spendTinjiPostRoll()
}
// Buttons will be re-injected automatically via renderChatMessageHTML
// after message.update(). For tinji (no message update), refresh manually.
if (action === "tinji") refreshRollActions(rollCard, aspect, message)
})
}
/**
* Pull one die from a given Loksyu aspect slot, update Loksyu settings,
* and update the originating roll-result message in-place.
*
* @param {ChatMessage} message - the roll result chat message to update
* @param {string} aspect - which Loksyu aspect slot to draw from
* @param {"success"|"faste"} type
* @param {string} aspectLabel - localised aspect name for the notification
*/
async function _drawFromLoksyu(message, aspect, type, aspectLabel) {
const data = getLoksyuData()
const entry = data[aspect] ?? { yin: 0, yang: 0 }
const total = entry.yin + entry.yang
if (total <= 0) {
ui.notifications.warn(game.i18n.localize("CDE.LoksyuEmpty"))
return
}
// Remove 1 die (prefer yang first)
if (entry.yang > 0) entry.yang--
else entry.yin--
data[aspect] = entry
await setLoksyuData(data)
// Update the roll-result message in-place if it has stored flags
const flags = message?.flags?.[SYSTEM_ID]
if (flags?.rollResult && message.isOwner) {
const updated = foundry.utils.deepClone(flags.rollResult)
if (type === "success") {
updated.successesdice = (updated.successesdice ?? 0) + 1
updated.loksyuBonusSuc = (updated.loksyuBonusSuc ?? 0) + 1
// Recalculate weapon damage if applicable
if (updated.damageBase) updated.totalDamage = updated.successesdice * updated.damageBase
} else {
updated.auspiciousdice = (updated.auspiciousdice ?? 0) + 1
updated.loksyuBonusFaste = (updated.loksyuBonusFaste ?? 0) + 1
}
const newHtml = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, updated)
await message.update({
content: newHtml,
[`flags.${SYSTEM_ID}.rollResult`]: updated,
})
// renderChatMessageHTML hook fires automatically → buttons re-injected
}
const remain = entry.yin + entry.yang
const typeLabel = type === "success"
? game.i18n.localize("CDE.Successes")
: game.i18n.localize("CDE.AuspiciousDie")
ChatMessage.create({
user: game.user.id,
content: `<div class="cde-loksyu-draw-msg">
<div class="cde-loksyu-draw-header">
<img src="${ASPECT_ICONS[aspect]}" class="cde-loksyu-draw-aspect-icon" alt="${aspectLabel}"/>
<span class="cde-loksyu-draw-user">${game.user.name}</span>
<span class="cde-loksyu-draw-action">${game.i18n.localize("CDE.LoksyuDrawsA")}</span>
<span class="cde-loksyu-draw-type">${typeLabel}</span>
<span class="cde-loksyu-draw-from">${game.i18n.localize("CDE.LoksyuFromAspect")} <em>${aspectLabel}</em></span>
</div>
<div class="cde-loksyu-draw-footer">
<i class="fas fa-yin-yang"></i>
<span>${game.i18n.localize("CDE.Loksyu")} ${aspectLabel} : </span>
<strong class="cde-loksyu-remain">${remain} ${game.i18n.localize("CDE.LoksyuRemaining")}</strong>
</div>
</div>`,
})
}
/**
* Spend 1 Tin Ji point (GM only) and post a notification.
*/
async function _spendTinjiPostRoll() {
if (!game.user.isGM) return
const current = getTinjiValue()
if (current <= 0) {
ui.notifications.warn(game.i18n.localize("CDE.TinjiEmpty"))
return
}
await setTinjiValue(current - 1)
ChatMessage.create({
user: game.user.id,
content: `<div class="cde-tinji-spend-msg">
<span class="cde-tinji-icon">天</span>
<span class="cde-tinji-text">
<strong>${game.user.name}</strong> ${game.i18n.localize("CDE.TinjiSpent").replace("{name}", game.user.name)}
</span>
<span class="cde-tinji-remain">(${current - 1} ${game.i18n.localize("CDE.TinjiRemaining")})</span>
</div>`,
})
}
/**
* Refresh all visible roll-result buttons when Loksyu or TinJi settings change.
* Wired up via Hooks.on("updateSetting", ...) in system.js.
*/
export function refreshAllRollActions() {
document.querySelectorAll(".chat-message .cde-roll-result[data-aspect]").forEach(card => {
const aspect = card.dataset.aspect
if (!aspect || !WU_XING_CYCLE[aspect]) return
// Find the ChatMessage document from the ancestor element's data-message-id
const msgEl = card.closest("[data-message-id]")
const msgId = msgEl?.dataset?.messageId
const message = msgId ? game.messages.get(msgId) : null
refreshRollActions(card, aspect, message)
})
}

View File

@@ -250,6 +250,9 @@ async function sendResultMessage(actor, resultData, roll, rollMode) {
content: html,
rolls: [roll],
rollMode,
flags: {
"fvtt-chroniques-de-l-etrange": { rollResult: { ...resultData } },
},
})
}
@@ -297,43 +300,43 @@ export async function rollForActor(actor, rollKey) {
title = game.i18n.localize(`CDE.${skillLibel.charAt(0).toUpperCase() + skillLibel.slice(1)}`)
break
case "skill":
numberofdice = sys.skills[skillLibel]?.value ?? 0
title = game.i18n.localize(sys.skills[skillLibel]?.label ?? "CDE.Roll")
numberofdice = sys.skills?.[skillLibel]?.value ?? 0
title = game.i18n.localize(sys.skills?.[skillLibel]?.label ?? "CDE.Roll")
break
case "special":
numberofdice = sys.skills[skillLibel]?.value ?? 0
title = game.i18n.localize(sys.skills[skillLibel]?.label ?? "CDE.Roll")
numberofdice = sys.skills?.[skillLibel]?.value ?? 0
title = game.i18n.localize(sys.skills?.[skillLibel]?.label ?? "CDE.Roll")
title += ` [${game.i18n.localize("CDE.Speciality")}]`
isSpecial = true
if (!sys.skills[skillLibel]?.specialities) {
if (!sys.skills?.[skillLibel]?.specialities) {
ui.notifications.warn(game.i18n.localize("CDE.Error2"))
return
}
break
case "resource":
numberofdice = sys.resources[skillLibel]?.value ?? 0
title = game.i18n.localize(sys.resources[skillLibel]?.label ?? "CDE.Roll")
numberofdice = sys.resources?.[skillLibel]?.value ?? 0
title = game.i18n.localize(sys.resources?.[skillLibel]?.label ?? "CDE.Roll")
break
case "field":
numberofdice = sys.resources[skillLibel]?.value ?? 0
title = game.i18n.localize(sys.resources[skillLibel]?.label ?? "CDE.Roll")
numberofdice = sys.resources?.[skillLibel]?.value ?? 0
title = game.i18n.localize(sys.resources?.[skillLibel]?.label ?? "CDE.Roll")
title += ` [${game.i18n.localize("CDE.Field")}]`
isSpecial = true
if (!sys.resources[skillLibel]?.specialities) {
if (!sys.resources?.[skillLibel]?.specialities) {
ui.notifications.warn(game.i18n.localize("CDE.Error4"))
return
}
break
case "magic":
numberofdice = sys.magics[skillLibel]?.value ?? 0
numberofdice = sys.magics?.[skillLibel]?.value ?? 0
isMagic = true
title = game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? "CDE.Magics")
break
case "magicspecial":
numberofdice = sys.magics[skillLibel]?.value ?? 0
numberofdice = sys.magics?.[skillLibel]?.value ?? 0
isMagicSpecial = true
isMagic = true
if (!sys.magics[skillLibel]?.speciality?.[specialLibel]?.check) {
if (!sys.magics?.[skillLibel]?.speciality?.[specialLibel]?.check) {
ui.notifications.warn(game.i18n.localize("CDE.Error6"))
return
}
@@ -344,8 +347,8 @@ export async function rollForActor(actor, rollKey) {
const kfItem = actor.items.get(skillLibel)
if (!kfItem) { ui.notifications.warn(game.i18n.localize("CDE.Error0")); return }
const kfSkill = kfItem.system.skill ?? "kungfu"
numberofdice = sys.skills[kfSkill]?.value ?? 0
title = `${kfItem.name} [${game.i18n.localize(sys.skills[kfSkill]?.label ?? "CDE.KungFu")}]`
numberofdice = sys.skills?.[kfSkill]?.value ?? 0
title = `${kfItem.name} [${game.i18n.localize(sys.skills?.[kfSkill]?.label ?? "CDE.KungFu")}]`
kfDefaultAspect = ASPECT_NAMES.indexOf(kfItem.system.aspect ?? "metal")
if (kfDefaultAspect < 0) kfDefaultAspect = 0
break
@@ -357,7 +360,7 @@ export async function rollForActor(actor, rollKey) {
const wpType = wpItem.system.weaponType ?? "melee"
const wpSkill = WEAPON_TYPE_SKILL[wpType] ?? "kungfu"
numberofdice = sys.skills[wpSkill]?.value ?? 0
numberofdice = sys.skills?.[wpSkill]?.value ?? 0
const wpAspectRaw = wpItem.system.damageAspect ?? "metal"
const wpAspectIdx = WEAPON_ASPECT_INDEX[wpAspectRaw] ?? 0
@@ -372,7 +375,7 @@ export async function rollForActor(actor, rollKey) {
// Show weapon-specific prompt
const wParams = await showWeaponPrompt({
title: `${wpItem.name} [${game.i18n.localize(sys.skills[wpSkill]?.label ?? "CDE.WeaponRoll")}]`,
title: `${wpItem.name} [${game.i18n.localize(sys.skills?.[wpSkill]?.label ?? "CDE.WeaponRoll")}]`,
numberofdice,
weaponName: wpItem.name,
weaponTypeLabel: WEAPON_TYPE_LABELS[wpType] ?? "CDE.Weapon",
@@ -392,7 +395,7 @@ export async function rollForActor(actor, rollKey) {
// Resolve final pool from weapon prompt values
const wpChosenSkill = wParams.weaponskill ?? wpSkill
const wpSkillDice = sys.skills[wpChosenSkill]?.value ?? 0
const wpSkillDice = sys.skills?.[wpChosenSkill]?.value ?? 0
const wpAspFinal = Number(wParams.aspect ?? wpAspectIdx)
const wpAspectDice = sys.aspect[ASPECT_NAMES[wpAspFinal]]?.value ?? 0
const wpRangeMalus = RANGE_MALUS[wParams.effectiverange ?? "contact"] ?? 0
@@ -537,7 +540,7 @@ export async function rollForActor(actor, rollKey) {
rollDifficulty = Math.max(1, Number(params.rolldifficulty ?? 1))
throwMode = Number(params.typeofthrow ?? 0)
// magic: magic skill + aspect + bonuses + 1 (speciality base) + HEI spent
const aspectDice = sys.aspect[ASPECT_NAMES[aspectIndex]]?.value ?? 0
const aspectDice = sys.aspect?.[ASPECT_NAMES[aspectIndex]]?.value ?? 0
const bonusSpec = Number(params.bonusmalusspeciality ?? 0)
const heiDice = Number(params.heispend ?? 0)
numberofdice = numberofdice + aspectDice + bonusMalus + 1 + bonusSpec + heiDice
@@ -549,7 +552,7 @@ export async function rollForActor(actor, rollKey) {
throwMode = Number(params.typeofthrow ?? 0)
const aspectDice = (typeLibel !== "aspect")
? (sys.aspect[ASPECT_NAMES[aspectIndex]]?.value ?? 0)
? (sys.aspect?.[ASPECT_NAMES[aspectIndex]]?.value ?? 0)
: 0
numberofdice = numberofdice + aspectDice + bonusMalus - woundMalus

View File

@@ -22,7 +22,7 @@ export class CDEBaseActorSheet extends HandlebarsApplicationMixin(foundry.applic
}
async _prepareContext() {
const descriptionHTML = await TextEditor.enrichHTML(this.document.system.description ?? "", { async: true })
const descriptionHTML = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? "", { async: true })
const cssClass = this.options.classes?.join(" ") ?? ""
return {
actor: this.document,

View File

@@ -1,4 +1,2 @@
export { CDECharacterSheet } from "./character.js"
export { CDENpcSheet } from "./npc.js"
export { CDETinjiSheet } from "./tinji.js"
export { CDELoksyuSheet } from "./loksyu.js"

View File

@@ -1,21 +0,0 @@
import { CDEBaseActorSheet } from "./base.js"
import { CDELoksyuApp } from "../../apps/loksyu-app.js"
export class CDELoksyuSheet extends CDEBaseActorSheet {
static DEFAULT_OPTIONS = {
classes: ["loksyu"],
}
static PARTS = {
main: { template: "systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-loksyu-sheet.html" },
}
tabGroups = { primary: "loksyu" }
/** Redirect any direct actor-sheet open to the standalone app instead */
async _onFirstRender(context, options) {
// Close this actor sheet immediately and open the standalone app
await this.close({ animate: false })
CDELoksyuApp.open()
}
}

View File

@@ -1,20 +0,0 @@
import { CDEBaseActorSheet } from "./base.js"
import { CDETinjiApp } from "../../apps/tinji-app.js"
export class CDETinjiSheet extends CDEBaseActorSheet {
static DEFAULT_OPTIONS = {
classes: ["tinji"],
}
static PARTS = {
main: { template: "systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-tinji-sheet.html" },
}
tabGroups = { primary: "tinji" }
/** Redirect any direct actor-sheet open to the standalone app instead */
async _onFirstRender(context, options) {
await this.close({ animate: false })
CDETinjiApp.open()
}
}

View File

@@ -19,8 +19,8 @@ export class CDEBaseItemSheet extends HandlebarsApplicationMixin(foundry.applica
async _prepareContext() {
const cssClass = this.options.classes?.join(" ") ?? ""
const enrichedDescription = await TextEditor.enrichHTML(this.document.system.description ?? "", { async: true })
const enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes ?? "", { async: true })
const enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? "", { async: true })
const enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.notes ?? "", { async: true })
return {
item: this.document,
system: this.document.system,

View File

@@ -1,5 +1,5 @@
import { TEMPLATE_PARTIALS } from "../config/constants.js"
export async function preloadPartials() {
return loadTemplates(TEMPLATE_PARTIALS)
return foundry.applications.handlebars.loadTemplates(TEMPLATE_PARTIALS)
}