Minor fixes
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import LethalFantasyActorSheet from "./base-actor-sheet.mjs"
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import { ROLL_TYPE } from "../../config/system.mjs"
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export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["character"],
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position: {
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width: 1150,
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height: 780,
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},
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window: {
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contentClasses: ["character-content"],
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},
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actions: {
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createEquipment: LethalFantasyCharacterSheet.#onCreateEquipment,
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},
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}
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/** @override */
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static PARTS = {
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main: {
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template: "systems/fvtt-lethal-fantasy/templates/character-main.hbs",
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},
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tabs: {
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template: "templates/generic/tab-navigation.hbs",
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},
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skills: {
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template: "systems/fvtt-lethal-fantasy/templates/character-skills.hbs",
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},
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weapons: {
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template: "systems/fvtt-lethal-fantasy/templates/character-weapons.hbs",
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},
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spells: {
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template: "systems/fvtt-lethal-fantasy/templates/character-spells.hbs",
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},
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biography: {
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template: "systems/fvtt-lethal-fantasy/templates/character-biography.hbs",
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},
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}
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/** @override */
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tabGroups = {
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sheet: "skills",
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}
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/**
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* Prepare an array of form header tabs.
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* @returns {Record<string, Partial<ApplicationTab>>}
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*/
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#getTabs() {
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const tabs = {
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skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "LETHALFANTASY.Label.skills" },
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weapons: { id: "weapons", group: "sheet", icon: "fa-solid fa-shapes", label: "LETHALFANTASY.Label.weapons" },
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spells: { id: "spells", group: "sheet", icon: "fa-solid fa-shapes", label: "LETHALFANTASY.Label.spells" },
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biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "LETHALFANTASY.Label.biography" },
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.active ? "active" : ""
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}
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return tabs
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}
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/** @override */
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async _prepareContext() {
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const context = await super._prepareContext()
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context.tabs = this.#getTabs()
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context.tooltipsCaracteristiques = {
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}
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context.tooltipsRessources = {
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}
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context.rollType = {
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}
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return context
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}
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_generateTooltip(type, target) {
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}
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/** @override */
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async _preparePartContext(partId, context) {
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const doc = this.document
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switch (partId) {
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case "main":
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break
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case "skills":
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context.tab = context.tabs.skills
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context.skills = doc.itemTypes.skill
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context.gifts = doc.itemTypes.gifts
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context.vulnerabilities = doc.itemTypes.vulnerability
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break
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case "spells":
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context.spells = doc.itemTypes.spell
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context.hasSpells = context.spells.length > 0
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break
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case "weapons":
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context.tab = context.tabs.weapons
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context.weapons = doc.itemTypes.weapon
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context.armors = doc.itemTypes.armor
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context.equipments = doc.itemTypes.equipment
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case "biography":
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context.tab = context.tabs.biography
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context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
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context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true })
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break
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}
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return context
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}
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// #region Drag-and-Drop Workflow
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/**
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* Callback actions which occur when a dragged element is dropped on a target.
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* @param {DragEvent} event The originating DragEvent
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* @protected
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*/
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async _onDrop(event) {
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if (!this.isEditable || !this.isEditMode) return
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const data = TextEditor.getDragEventData(event)
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// Handle different data types
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switch (data.type) {
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case "Item":
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const item = await fromUuid(data.uuid)
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return this._onDropItem(item)
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}
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}
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async #onDropPathItem(item) {
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await this.document.addPath(item)
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}
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/**
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* Creates a new attack item directly from the sheet and embeds it into the document.
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* @param {Event} event The initiating click event.
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* @param {HTMLElement} target The current target of the event listener.
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*/
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static #onCreateEquipment(event, target) {
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// Création d'une armure
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if (event.shiftKey) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("LETHALFANTASY.Label.newArmor"), type: "armor" }])
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}
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// Création d'une arme
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else {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("LETHALFANTASY.Label.newWeapon"), type: "weapon" }])
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}
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}
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/**
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* Handles the roll action triggered by user interaction.
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*
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* @param {PointerEvent} event The event object representing the user interaction.
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* @param {HTMLElement} target The target element that triggered the roll.
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*
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* @returns {Promise<void>} A promise that resolves when the roll action is complete.
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*
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* @throws {Error} Throws an error if the roll type is not recognized.
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*
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* @description This method checks the current mode (edit or not) and determines the type of roll
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* (save, resource, or damage) based on the target element's data attributes. It retrieves the
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* corresponding value from the document's system and performs the roll.
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*/
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async _onRoll(event, target) {
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if (this.isEditMode) return
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// Jet de sauvegarde
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let elt = event.currentTarget.querySelector("input")
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// Jet de ressource
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if (!elt) elt = event.currentTarget.querySelector("select")
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// Jet de dégâts
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if (!elt) elt = event.currentTarget
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const rollType = elt.dataset.rollType
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let rollTarget
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switch (rollType) {
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case ROLL_TYPE.SAVE:
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rollTarget = elt.dataset.rollTarget
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break
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case ROLL_TYPE.RESOURCE:
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rollTarget = elt.dataset.rollTarget
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break
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case ROLL_TYPE.DAMAGE:
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rollTarget = elt.dataset.itemId
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break
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default:
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break
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}
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await this.document.system.roll(rollType, rollTarget)
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}
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// #endregion
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}
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