ALl features OK, excetp creatures sub-type, WIP3
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@@ -11,6 +11,10 @@ export default class MournbladeCYD2PersonnageSheet extends MournbladeCYD2ActorSh
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...super.DEFAULT_OPTIONS.window,
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title: "SHEETS.Actor.personnage",
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},
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actions: {
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...super.DEFAULT_OPTIONS.actions,
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removeLinkedActor: MournbladeCYD2PersonnageSheet.#onRemoveLinkedActor,
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},
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};
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/** @override */
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@@ -53,6 +57,131 @@ export default class MournbladeCYD2PersonnageSheet extends MournbladeCYD2ActorSh
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context.adversiteTotal = (actor.system.adversite?.bleue || 0) + (actor.system.adversite?.rouge || 0) + (actor.system.adversite?.noire || 0);
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context.richesse = actor.computeRichesse?.() ?? { po: 0, pa: 0, sc: 0, valueSC: 0 };
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context.valeurEquipement = actor.computeValeurEquipement?.() ?? { po: 0, pa: 0, sc: 0, valueSC: 0 };
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// Prepare sorcellerie linked actors for display
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context.creaturesInvoqueesActors = await this._getLinkedActors(actor.system.sorcellerie.creaturesinvoquees);
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context.demonsLiesActors = await this._getLinkedActors(actor.system.sorcellerie.demonslies);
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context.enchantementsActors = await this._getLinkedActors(actor.system.sorcellerie.enchantements);
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// Prepare enriched HTML for sorcellerie fields
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context.enrichedInvocationsEnCours = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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actor.system.sorcellerie?.invocationsencours || "", { async: true }
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);
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return context;
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}
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/**
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* Get actor objects from UUID references
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* @param {string[]} uuids - Array of actor UUIDs
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* @returns {Promise<Actor[]>} Array of actor documents
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*/
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async _getLinkedActors(uuids) {
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if (!uuids || !Array.isArray(uuids) || uuids.length === 0) return [];
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const actors = [];
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for (const uuid of uuids) {
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const actor = await fromUuid(uuid);
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if (actor) {
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actors.push(actor);
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}
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}
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return actors;
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}
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/**
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* Handle actor drop on the sheet
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* @override
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*/
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async _onDropActor(event, data) {
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if (!this.document.isOwner) return;
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const droppedActor = await Actor.fromDropData(data);
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if (!droppedActor) return;
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// Only allow dropping Creature type actors
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if (droppedActor.type !== 'creature') return;
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// Determine which list to add to based on creature subtype
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let fieldPath = '';
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const subType = droppedActor.system.soustype || 'creature';
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switch (subType) {
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case 'demon':
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fieldPath = 'system.sorcellerie.demonslies';
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break;
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case 'automata':
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fieldPath = 'system.sorcellerie.enchantements';
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break;
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case 'creature':
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default:
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fieldPath = 'system.sorcellerie.creaturesinvoquees';
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break;
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}
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// Add the actor UUID to the appropriate array
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const currentValue = foundry.utils.getProperty(this.document.system, fieldPath) || [];
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// Avoid duplicates
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if (!currentValue.includes(droppedActor.uuid)) {
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currentValue.push(droppedActor.uuid);
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await this.document.update({ [fieldPath]: currentValue });
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}
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this.render();
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}
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/**
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* Handle removal of a linked actor from sorcellerie sections
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* @param {Event} event - The click event
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* @param {HTMLElement} target - The clicked element
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*/
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static async #onRemoveLinkedActor(event, target) {
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const li = target.closest(".item");
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if (!li) return;
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const field = target.dataset.field;
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const uuid = target.dataset.uuid;
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if (!field || !uuid) return;
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const fieldPath = `system.sorcellerie.${field}`;
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const currentValue = foundry.utils.getProperty(this.document.system, fieldPath) || [];
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// Remove the UUID from the array
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const newValue = currentValue.filter(u => u !== uuid);
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await this.document.update({ [fieldPath]: newValue });
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this.render();
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}
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/**
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* Handle click on linked actor name to open its sheet
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* @param {Event} event - The click event
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*/
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static async #onOpenLinkedActor(event) {
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const target = event.target.closest(".linked-actor-name");
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if (!target) return;
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const uuid = target.dataset.actorUuid;
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if (!uuid) return;
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const actor = await fromUuid(uuid);
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if (actor) {
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actor.sheet.render(true);
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}
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}
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/** @override */
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_onRender(context, options) {
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super._onRender(context, options);
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// Add click handler for linked actor names
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this.element.querySelectorAll('.linked-actor-name').forEach(el => {
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el.addEventListener('click', (event) => {
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event.preventDefault();
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this.constructor.#onOpenLinkedActor(event);
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});
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});
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}
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}
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