Corrections sur traits et fiches perso/creature
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Release Creation / build (release) Successful in 8m45s
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@@ -45,6 +45,10 @@ export default class MournbladeCYD2PersonnageSheet extends MournbladeCYD2ActorSh
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context.runes = foundry.utils.duplicate(actor.getRunes?.() ?? []);
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context.traitsChaotiques = foundry.utils.duplicate(actor.getTraitsChaotiques?.() ?? []);
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context.traitsEspeces = foundry.utils.duplicate(actor.getTraitsEspeces?.() ?? []);
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context.traitsDemoniaques = foundry.utils.duplicate(actor.getItemsByType?.("traitdemoniaque") ?? []);
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context.faiblessesDemoniaques = foundry.utils.duplicate(actor.getFaiblessesDemoniaques?.() ?? []);
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context.pouvoirsElementaires = foundry.utils.duplicate(actor.getItemsByType?.("pouvoirselementaire") ?? []);
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context.capacitesAutomata = foundry.utils.duplicate(actor.getItemsByType?.("capaciteautomata") ?? []);
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context.profil = actor.getProfil?.() ?? null;
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context.historiques = foundry.utils.duplicate(actor.getHistoriques?.() ?? []);
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context.combat = actor.getCombatValues?.() ?? {};
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@@ -58,27 +62,19 @@ export default class MournbladeCYD2PersonnageSheet extends MournbladeCYD2ActorSh
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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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// Linked creatures for invocation section
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context.creaturesInvoqueesActors = await this._getLinkedActors(actor.system.sorcellerie.creaturesinvoquees);
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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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@@ -89,98 +85,45 @@ export default class MournbladeCYD2PersonnageSheet extends MournbladeCYD2ActorSh
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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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const uuids = this.document.system.sorcellerie.creaturesinvoquees || [];
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if (!uuids.includes(droppedActor.uuid)) {
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uuids.push(droppedActor.uuid);
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await this.document.update({ "system.sorcellerie.creaturesinvoquees": uuids });
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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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if (!uuid) return;
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const currentValue = this.document.system.sorcellerie.creaturesinvoquees || [];
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await this.document.update({
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"system.sorcellerie.creaturesinvoquees": currentValue.filter(u => u !== uuid)
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});
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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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static async #onOpenInvocationActor(event) {
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const target = event.target.closest(".invocation-actor-link");
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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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if (actor) actor.sheet.render(true);
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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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this.element.querySelectorAll('.invocation-actor-link').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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this.constructor.#onOpenInvocationActor(event);
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});
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});
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}
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