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