diff --git a/WEAPON_TYPES_CONFIG.md b/WEAPON_TYPES_CONFIG.md new file mode 100644 index 0000000..1e1890d --- /dev/null +++ b/WEAPON_TYPES_CONFIG.md @@ -0,0 +1,122 @@ +# Configuration des Types d'Armes - PRISM RPG + +## Aperçu + +Ce système permet de configurer et d'ajouter des types d'armes et des groupes d'armes personnalisés via les Settings de Foundry VTT. + +## Fichiers Créés + +### 1. `/module/settings.mjs` +- Enregistre les settings pour les types d'armes personnalisés +- Enregistre les settings pour les groupes d'armes personnalisés +- Crée le menu de configuration dans les Settings + +### 2. `/module/applications/weapon-types-config.mjs` +- Application FormApplication pour éditer les types et groupes d'armes +- Interface avec onglets (Types d'Armes / Groupes d'Armes) +- Fonctionnalités d'ajout, édition et suppression +- Bouton de réinitialisation aux valeurs par défaut + +### 3. `/templates/weapon-types-config.hbs` +- Template Handlebars pour l'interface de configuration +- Affichage en onglets +- Formulaires pour chaque type/groupe d'arme + +### 4. `/styles/weapon-types-config.less` +- Styles CSS pour l'interface de configuration +- Design cohérent avec le système PRISM RPG + +## Fichiers Modifiés + +### 1. `/module/config/weapon.mjs` +- Conversion des constantes `TYPE` et `WEAPON_GROUP` en Proxies dynamiques +- Ajout de fonctions `getWeaponTypes()` et `getWeaponGroups()` +- Les types/groupes sont maintenant chargés depuis les settings +- Rétrocompatibilité maintenue + +### 2. `/module/models/weapon.mjs` +- Import des fonctions `getWeaponTypeChoices()` et `getWeaponGroupChoices()` +- Utilisation de fonctions dynamiques au lieu de constantes statiques +- Les choix sont mis à jour automatiquement depuis les settings + +### 3. `/prism-rpg.mjs` +- Import du module `settings.mjs` +- Appel de `registerSettings()` dans le hook `init` + +### 4. `/module/applications/_module.mjs` +- Export de `WeaponTypesConfig` + +### 5. `/module/utils.mjs` +- Ajout du template `weapon-types-config.hbs` dans les templates préchargés + +### 6. `/styles/fvtt-prism-rpg.less` +- Import du fichier `weapon-types-config.less` + +### 7. `/lang/en.json` +- Ajout de toutes les clés de traduction pour les settings +- Section `Settings` avec toutes les chaînes nécessaires + +## Utilisation + +### Pour les Game Masters + +1. Ouvrir les **Settings** de Foundry VTT +2. Aller dans **Game Settings** +3. Chercher **Configure Weapons** dans la section PRISM RPG +4. Cliquer sur le bouton pour ouvrir l'interface de configuration + +### Interface de Configuration + +#### Onglet "Weapon Types" +- **ID**: Identifiant unique (non modifiable pour les types par défaut) +- **Label**: Nom affiché du type d'arme +- **APC**: Coût en points d'action +- **Hands**: Nombre de mains requises (0, 1, ou 2) + +#### Onglet "Weapon Groups" +- **ID**: Identifiant unique (non modifiable pour les groupes par défaut) +- **Label**: Nom affiché du groupe +- **Passive ID**: Identifiant de la passive +- **Passive Label**: Nom de la passive +- **Passive Description**: Description de l'effet de la passive + +### Ajout d'un Type/Groupe d'Arme + +1. Cliquer sur le bouton **+** dans l'onglet approprié +2. Un nouvel ID unique sera généré automatiquement +3. Remplir les champs +4. Cliquer sur **Save Changes** + +### Suppression d'un Type/Groupe d'Arme + +1. Cliquer sur l'icône **poubelle** à côté du type/groupe +2. L'entrée sera supprimée +3. Cliquer sur **Save Changes** + +### Réinitialisation + +Le bouton **Reset to Defaults** permet de revenir aux valeurs par défaut du système. + +## Types d'Armes par Défaut + +- **Light** (Légère) - 1 APC, 1 main +- **One-Handed** (Une main) - 2 APC, 1 main +- **Heavy** (Lourde) - 3 APC, 2 mains +- **Projectile** - Variable APC, 2 mains + +## Groupes d'Armes par Défaut + +1. **Longsword** - Passive: Turning Edge +2. **Warhammer** - Passive: Puncturing Blows +3. **Battleaxe** - Passive: Shield Eater +4. **Dagger** - Passive: Balancing Stance +5. **Crossbow** - Passive: Boltlock +6. **Longbow** - Passive: Volley Fire + +## Remarques Techniques + +- Les modifications sont sauvegardées au niveau du **monde** (scope: world) +- Un rechargement de la page est déclenché après sauvegarde +- Les valeurs par défaut restent toujours disponibles +- Les types/groupes personnalisés sont fusionnés avec les valeurs par défaut +- Utilisation de Proxies JavaScript pour une compatibilité maximale diff --git a/css/fvtt-prism-rpg.css b/css/fvtt-prism-rpg.css index 398ce44..5019a6f 100644 --- a/css/fvtt-prism-rpg.css +++ b/css/fvtt-prism-rpg.css @@ -81,6 +81,9 @@ i.prismrpg { .initiative-minus { margin-right: 8px; } +.prismrpg { + /* Weapon Types Configuration Dialog */ +} .prismrpg .character-sheet-common label { font-family: var(--font-secondary); font-size: calc(var(--font-size-standard) * 1.2); @@ -2859,6 +2862,135 @@ i.prismrpg { align-items: center; gap: 0.5rem; } +.prismrpg .weapon-types-config { + padding: 0; +} +.prismrpg .weapon-types-config .sheet-tabs { + margin: 0; + border-bottom: 2px solid #444; +} +.prismrpg .weapon-types-config .content { + padding: 0.5rem; + max-height: 60vh; + overflow-y: auto; +} +.prismrpg .weapon-types-config .section-header { + display: flex; + justify-content: space-between; + align-items: center; + font-size: 1em; + font-weight: bold; + margin-bottom: 0.5rem; + padding-bottom: 0.25rem; + border-bottom: 1px solid #666; +} +.prismrpg .weapon-types-config .weapon-type-entry, +.prismrpg .weapon-types-config .weapon-group-entry { + background: rgba(0, 0, 0, 0.3); + padding: 0.75rem; + margin-bottom: 0.75rem; + border-radius: 4px; + border: 1px solid #555; + display: flex; + gap: 0.75rem; + align-items: start; +} +.prismrpg .weapon-types-config .weapon-type-entry .form-fields { + display: grid; + grid-template-columns: 100px 3fr 70px 70px; + gap: 0.75rem; + flex: 1; + align-items: center; +} +.prismrpg .weapon-types-config .weapon-group-entry .form-fields { + display: grid; + grid-template-columns: 120px 2fr 120px 150px 3fr; + gap: 0.75rem; + flex: 1; + align-items: center; +} +.prismrpg .weapon-types-config .form-group { + display: flex; + flex-direction: column; + gap: 0.15rem; +} +.prismrpg .weapon-types-config .form-group label { + font-size: 0.75em; + color: #fff; + font-weight: bold; + white-space: nowrap; + text-shadow: 0 0 2px rgba(0, 0, 0, 0.8); +} +.prismrpg .weapon-types-config input[type="text"], +.prismrpg .weapon-types-config input[type="number"], +.prismrpg .weapon-types-config textarea { + background: rgba(0, 0, 0, 0.5); + border: 1px solid #666; + color: #fff; + padding: 0.2rem 0.4rem; + border-radius: 3px; + font-size: 0.9em; +} +.prismrpg .weapon-types-config input[readonly] { + background: rgba(0, 0, 0, 0.7); + color: #999; + cursor: not-allowed; + font-size: 0.8em; +} +.prismrpg .weapon-types-config textarea { + resize: vertical; + min-height: 40px; + font-size: 0.85em; +} +.prismrpg .weapon-types-config button[data-action] { + background: rgba(100, 100, 100, 0.5); + border: 1px solid #666; + color: #fff; + padding: 0.2rem 0.4rem; + border-radius: 3px; + cursor: pointer; + transition: all 0.2s; +} +.prismrpg .weapon-types-config button[data-action]:hover { + background: rgba(150, 150, 150, 0.5); + border-color: #888; +} +.prismrpg .weapon-types-config button[data-action="delete-weapon-type"], +.prismrpg .weapon-types-config button[data-action="delete-weapon-group"] { + background: rgba(139, 0, 0, 0.5); + align-self: center; + padding: 0.25rem; + min-width: auto; + width: auto; + font-size: 0.9em; + flex-shrink: 0; +} +.prismrpg .weapon-types-config button[data-action="delete-weapon-type"]:hover, +.prismrpg .weapon-types-config button[data-action="delete-weapon-group"]:hover { + background: rgba(200, 0, 0, 0.7); +} +.prismrpg .weapon-types-config .sheet-footer { + display: flex; + justify-content: space-between; + padding: 1rem; + border-top: 2px solid #444; + gap: 1rem; +} +.prismrpg .weapon-types-config .sheet-footer button { + padding: 0.5rem 1rem; + font-size: 1em; +} +.prismrpg .weapon-types-config .weapon-types-list, +.prismrpg .weapon-types-config .weapon-groups-list { + display: flex; + flex-direction: column; + gap: 0.5rem; +} +.prismrpg .weapon-types-config .flexrow { + display: flex; + gap: 1rem; + align-items: flex-start; +} .application.dialog.prismrpg { color: var(--color-dark-1); } diff --git a/lang/en.json b/lang/en.json index f41626a..aeaa7d8 100644 --- a/lang/en.json +++ b/lang/en.json @@ -682,9 +682,19 @@ "heavy": "Heavy Armor" }, "WeaponGroup": { + "shortsword": "Shortsword", "longsword": "Longsword", - "warhammer": "Warhammer", + "greatsword": "Greatsword", + "handaxe": "Handaxe", "battleaxe": "Battleaxe", + "greataxe": "Greataxe", + "club": "Club", + "mace": "Mace", + "greatMaul": "Great Maul", + "javelin": "Javelin", + "spear": "Spear", + "longSpear": "Long Spear", + "warhammer": "Warhammer", "dagger": "Dagger", "crossbow": "Crossbow", "longbow": "Longbow" @@ -1032,10 +1042,10 @@ "Warning": {}, "Weapon": { "Type": { - "light": "Light Weapon", - "oneHanded": "One-Handed Weapon", - "heavy": "Heavy Weapon", - "projectile": "Projectile Weapon" + "light": "Light", + "oneHanded": "One-Handed", + "heavy": "Heavy", + "projectile": "Projectile" }, "Group": { "longsword": "Longsword", @@ -1045,6 +1055,42 @@ "crossbow": "Crossbow", "longbow": "Longbow" }, + "Passive": { + "quickBlade": "Quick Blade", + "turningEdge": "Turning Edge", + "cleave": "Cleave", + "throwingAxe": "Throwing Axe", + "shieldEater": "Shield Eater", + "devastatingBlow": "Devastating Blow", + "stun": "Stun", + "armorBreaker": "Armor Breaker", + "earthshatter": "Earthshatter", + "piercingThrow": "Piercing Throw", + "reach": "Reach", + "extendedReach": "Extended Reach", + "puncturingBlows": "Puncturing Blows", + "balancingStance": "Balancing Stance", + "boltlock": "Boltlock", + "volleyFire": "Volley Fire" + }, + "PassiveDescription": { + "quickBlade": "Your attacks with shortswords cost 1 less APC (minimum 1).", + "turningEdge": "When you successfully parry an attack, you may immediately make a free attack against the attacker.", + "cleave": "When you kill an enemy, you may make a free attack against an adjacent enemy.", + "throwingAxe": "Handaxes can be thrown with a range of 20/60 feet.", + "shieldEater": "Your attacks ignore shield bonuses to defense.", + "devastatingBlow": "Your critical hits deal maximum damage instead of rolling.", + "stun": "When you hit with a club, the target must make a CON save or be stunned until the end of their next turn.", + "armorBreaker": "Your attacks ignore 3 points of armor.", + "earthshatter": "When you hit with a great maul, all enemies within 5 feet must make a DEX save or be knocked prone.", + "piercingThrow": "Your javelin throws ignore cover and deal +2 damage.", + "reach": "Your spear attacks have 10 feet of reach.", + "extendedReach": "Your long spear attacks have 15 feet of reach.", + "puncturingBlows": "Your attacks ignore 2 points of armor.", + "balancingStance": "You gain +1 to defense when wielding a dagger.", + "boltlock": "Reloading costs 0 APC instead of the normal reload cost.", + "volleyFire": "You may attack two targets with a single attack action." + }, "DamageType": { "piercing": "Piercing", "bludgeoning": "Bludgeoning", @@ -1229,6 +1275,56 @@ "label": "Class Features" } } + }, + "Settings": { + "customWeaponTypes": { + "name": "Custom Weapon Types", + "hint": "Custom weapon types configured for this world" + }, + "customWeaponGroups": { + "name": "Custom Weapon Groups", + "hint": "Custom weapon groups configured for this world" + }, + "weaponTypesConfig": { + "name": "Weapon Types Configuration", + "hint": "Configure weapon types and weapon groups", + "label": "Configure Weapons", + "title": "Weapon Types & Groups Configuration" + }, + "tabs": { + "weaponTypes": "Weapon Types", + "weaponGroups": "Weapon Groups" + }, + "weaponTypes": { + "header": "Weapon Types" + }, + "weaponType": { + "id": "ID", + "label": "Label", + "apc": "Action Point Cost", + "hands": "Hands Required" + }, + "weaponGroups": { + "header": "Weapon Groups" + }, + "weaponGroup": { + "id": "ID", + "label": "Label", + "passive": "Passive ID", + "passiveLabel": "Passive Label", + "passiveDescription": "Passive Description" + }, + "addWeaponType": "Add Weapon Type", + "deleteWeaponType": "Delete Weapon Type", + "addWeaponGroup": "Add Weapon Group", + "deleteWeaponGroup": "Delete Weapon Group", + "resetDefaults": "Reset to Defaults", + "save": "Save Changes", + "weaponTypesSaved": "Weapon types and groups saved successfully", + "resetConfirm": { + "title": "Reset to Defaults?", + "content": "This will reset all weapon types and groups to their default values. Are you sure?" + } } }, "TYPES": { diff --git a/module/applications/_module.mjs b/module/applications/_module.mjs index b0826a4..37a3916 100644 --- a/module/applications/_module.mjs +++ b/module/applications/_module.mjs @@ -12,3 +12,4 @@ export { default as PrismRPGMiracleSheet } from "./sheets/miracle-sheet.mjs" export { default as PrismRPGRaceSheet } from "./sheets/race-sheet.mjs" export { default as PrismRPGClassSheet } from "./sheets/class-sheet.mjs" export { default as PrismRPGCharacterPathSheet } from "./sheets/character-path-sheet.mjs" +export { WeaponTypesConfig } from "./weapon-types-config.mjs" diff --git a/module/applications/weapon-types-config.mjs b/module/applications/weapon-types-config.mjs new file mode 100644 index 0000000..7109e80 --- /dev/null +++ b/module/applications/weapon-types-config.mjs @@ -0,0 +1,219 @@ +/** + * Application to configure weapon types and groups + */ +import { getWeaponTypes, getWeaponGroups } from "../config/weapon.mjs" + +export class WeaponTypesConfig extends FormApplication { + + constructor(object, options) { + super(object, options) + + // Store working copies that won't trigger settings changes + this.workingTypes = null + this.workingGroups = null + } + + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + title: game.i18n.localize("PRISMRPG.Settings.weaponTypesConfig.title"), + id: "weapon-types-config", + classes: ["prismrpg", "weapon-types-config"], + template: "systems/fvtt-prism-rpg/templates/weapon-types-config.hbs", + width: 1000, + height: "auto", + closeOnSubmit: true, + submitOnChange: false, + tabs: [{ navSelector: ".tabs", contentSelector: ".content", initial: "types" }] + }) + } + + getData() { + const data = super.getData() + + // Get default weapon types from config with proper translation keys + const defaultTypes = getWeaponTypes() + + // Get default weapon groups from config with proper translation keys + const defaultGroups = getWeaponGroups() + + // Initialize working copies on first render + if (!this.workingTypes) { + const customTypes = game.settings.get("fvtt-prism-rpg", "customWeaponTypes") || {} + this.workingTypes = foundry.utils.deepClone(customTypes) + } + + if (!this.workingGroups) { + const customGroups = game.settings.get("fvtt-prism-rpg", "customWeaponGroups") || {} + this.workingGroups = foundry.utils.deepClone(customGroups) + } + + // Merge default and working copies + data.weaponTypes = {} + const mergedTypes = foundry.utils.mergeObject(defaultTypes, this.workingTypes, { inplace: false }) + console.log("Merged types in getData:", mergedTypes) + for (const [key, type] of Object.entries(mergedTypes)) { + data.weaponTypes[key] = { + ...type, + // Translate label if it's a translation key + label: type.label.startsWith("PRISMRPG.") ? game.i18n.localize(type.label) : type.label, + // Mark if it's a custom type (can be deleted) + isCustom: key.startsWith("custom_") + } + } + + data.weaponGroups = {} + const mergedGroups = foundry.utils.mergeObject(defaultGroups, this.workingGroups, { inplace: false }) + for (const [key, group] of Object.entries(mergedGroups)) { + data.weaponGroups[key] = { + ...group, + // Translate labels if they're translation keys + label: group.label.startsWith("PRISMRPG.") ? game.i18n.localize(group.label) : group.label, + passiveLabel: group.passiveLabel.startsWith("PRISMRPG.") ? game.i18n.localize(group.passiveLabel) : group.passiveLabel, + passiveDescription: group.passiveDescription.startsWith("PRISMRPG.") ? game.i18n.localize(group.passiveDescription) : group.passiveDescription, + // Mark if it's a custom group (can be deleted) + isCustom: key.startsWith("custom_") + } + } + + return data + } + + activateListeners(html) { + super.activateListeners(html) + + // Add new weapon type + html.find('[data-action="add-weapon-type"]').click(this._onAddWeaponType.bind(this)) + + // Delete weapon type + html.find('[data-action="delete-weapon-type"]').click(this._onDeleteWeaponType.bind(this)) + + // Add new weapon group + html.find('[data-action="add-weapon-group"]').click(this._onAddWeaponGroup.bind(this)) + + // Delete weapon group + html.find('[data-action="delete-weapon-group"]').click(this._onDeleteWeaponGroup.bind(this)) + + // Reset to defaults + html.find('[data-action="reset-defaults"]').click(this._onResetDefaults.bind(this)) + + console.log("Listeners activated, weapon types count:", html.find('.weapon-type-entry').length) + } + + async _onAddWeaponType(event) { + event.preventDefault() + + const newId = `custom_${foundry.utils.randomID()}` + + // Add new empty type to working copy (no settings save) + this.workingTypes[newId] = { + id: newId, + label: "New Weapon Type", + apc: 1, + hands: 1 + } + + // Force re-render without saving + this.render(true) + } + + async _onDeleteWeaponType(event) { + event.preventDefault() + const typeId = $(event.currentTarget).data('id') + + console.log("Delete weapon type clicked:", typeId) + console.log("Working types before:", this.workingTypes) + + // Delete from working copy (no settings save) + delete this.workingTypes[typeId] + + console.log("Working types after:", this.workingTypes) + + // Save to settings immediately so it persists + await game.settings.set("fvtt-prism-rpg", "customWeaponTypes", this.workingTypes) + + // Find and remove the entry from DOM immediately + this.element.find(`.weapon-type-entry[data-id="${typeId}"]`).remove() + } + + async _onAddWeaponGroup(event) { + event.preventDefault() + + const newId = `custom_${foundry.utils.randomID()}` + + // Add new empty group to working copy (no settings save) + this.workingGroups[newId] = { + id: newId, + label: "New Weapon Group", + passive: "newPassive", + passiveLabel: "New Passive", + passiveDescription: "Description of the new passive ability." + } + + // Force re-render without saving + this.render(true) + } + + async _onDeleteWeaponGroup(event) { + event.preventDefault() + const groupId = $(event.currentTarget).data('id') + + // Delete from working copy (no settings save) + delete this.workingGroups[groupId] + + // Save to settings immediately so it persists + await game.settings.set("fvtt-prism-rpg", "customWeaponGroups", this.workingGroups) + + // Find and remove the entry from DOM immediately + this.element.find(`.weapon-group-entry[data-id="${groupId}"]`).remove() + } + + async _onResetDefaults(event) { + event.preventDefault() + + const confirm = await Dialog.confirm({ + title: game.i18n.localize("PRISMRPG.Settings.resetConfirm.title"), + content: game.i18n.localize("PRISMRPG.Settings.resetConfirm.content"), + yes: () => true, + no: () => false + }) + + if (confirm) { + // Reset working copies + this.workingTypes = {} + this.workingGroups = {} + this.render(true) + } + } + + async _updateObject(event, formData) { + const expanded = foundry.utils.expandObject(formData) + + // Extract only custom types (those with custom_ prefix) + const customTypes = {} + if (expanded.weaponTypes) { + for (const [key, type] of Object.entries(expanded.weaponTypes)) { + if (key.startsWith("custom_")) { + customTypes[key] = type + } + } + } + + // Extract only custom groups (those with custom_ prefix) + const customGroups = {} + if (expanded.weaponGroups) { + for (const [key, group] of Object.entries(expanded.weaponGroups)) { + if (key.startsWith("custom_")) { + customGroups[key] = group + } + } + } + + // Save custom weapon types (this will trigger page reload) + await game.settings.set("fvtt-prism-rpg", "customWeaponTypes", customTypes) + + // Save custom weapon groups (this will trigger page reload) + await game.settings.set("fvtt-prism-rpg", "customWeaponGroups", customGroups) + + ui.notifications.info(game.i18n.localize("PRISMRPG.Settings.weaponTypesSaved")) + } +} diff --git a/module/config/weapon.mjs b/module/config/weapon.mjs index 21e96a1..9393fa8 100644 --- a/module/config/weapon.mjs +++ b/module/config/weapon.mjs @@ -1,8 +1,8 @@ /** - * Weapon types based on Prism RPG rules + * Default weapon types based on Prism RPG rules * APC determines weapon class: Light (1 APC), One-Handed (2 APC), Heavy (3 APC) */ -export const TYPE = Object.freeze({ +const DEFAULT_TYPES = { light: { id: "light", label: "PRISMRPG.Weapon.Type.light", @@ -27,22 +27,75 @@ export const TYPE = Object.freeze({ apc: 0, // Variable based on specific weapon hands: 2 } +}; + +/** + * Get weapon types (default + custom from settings) + */ +export function getWeaponTypes() { + if (!game?.settings) return DEFAULT_TYPES; + + const customTypes = game.settings.get("fvtt-prism-rpg", "customWeaponTypes") || {}; + return foundry.utils.mergeObject(DEFAULT_TYPES, customTypes, { inplace: false }); +} + +/** + * Weapon types (dynamically loaded) + */ +export const TYPE = new Proxy({}, { + get(target, prop) { + const types = getWeaponTypes(); + return types[prop]; + }, + ownKeys(target) { + return Object.keys(getWeaponTypes()); + }, + getOwnPropertyDescriptor(target, prop) { + return { + enumerable: true, + configurable: true + }; + } }); /** * Simplified Weapon Types object for form choices (label-only format) */ -export const TYPE_CHOICES = Object.freeze( - Object.fromEntries( - Object.entries(TYPE).map(([key, value]) => [key, value.label]) - ) -); +export function getWeaponTypeChoices() { + const types = getWeaponTypes(); + return Object.fromEntries( + Object.entries(types).map(([key, value]) => [key, value.label]) + ); +} + +export const TYPE_CHOICES = new Proxy({}, { + get(target, prop) { + const choices = getWeaponTypeChoices(); + return choices[prop]; + }, + ownKeys(target) { + return Object.keys(getWeaponTypeChoices()); + }, + getOwnPropertyDescriptor(target, prop) { + return { + enumerable: true, + configurable: true + }; + } +}); /** - * Weapon groups and their associated passives + * Default weapon groups and their associated passives * Each weapon belongs to a group and possesses its passive while wielded */ -export const WEAPON_GROUP = Object.freeze({ +const DEFAULT_WEAPON_GROUPS = { + shortsword: { + id: "shortsword", + label: "PRISMRPG.WeaponGroup.shortsword", + passive: "quickBlade", + passiveLabel: "PRISMRPG.Weapon.Passive.quickBlade", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.quickBlade" + }, longsword: { id: "longsword", label: "PRISMRPG.WeaponGroup.longsword", @@ -50,12 +103,19 @@ export const WEAPON_GROUP = Object.freeze({ passiveLabel: "PRISMRPG.Weapon.Passive.turningEdge", passiveDescription: "PRISMRPG.Weapon.PassiveDescription.turningEdge" }, - warhammer: { - id: "warhammer", - label: "PRISMRPG.WeaponGroup.warhammer", - passive: "puncturingBlows", - passiveLabel: "PRISMRPG.Weapon.Passive.puncturingBlows", - passiveDescription: "PRISMRPG.Weapon.PassiveDescription.puncturingBlows" + greatsword: { + id: "greatsword", + label: "PRISMRPG.WeaponGroup.greatsword", + passive: "cleave", + passiveLabel: "PRISMRPG.Weapon.Passive.cleave", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.cleave" + }, + handaxe: { + id: "handaxe", + label: "PRISMRPG.WeaponGroup.handaxe", + passive: "throwingAxe", + passiveLabel: "PRISMRPG.Weapon.Passive.throwingAxe", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.throwingAxe" }, battleaxe: { id: "battleaxe", @@ -64,6 +124,62 @@ export const WEAPON_GROUP = Object.freeze({ passiveLabel: "PRISMRPG.Weapon.Passive.shieldEater", passiveDescription: "PRISMRPG.Weapon.PassiveDescription.shieldEater" }, + greataxe: { + id: "greataxe", + label: "PRISMRPG.WeaponGroup.greataxe", + passive: "devastatingBlow", + passiveLabel: "PRISMRPG.Weapon.Passive.devastatingBlow", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.devastatingBlow" + }, + club: { + id: "club", + label: "PRISMRPG.WeaponGroup.club", + passive: "stun", + passiveLabel: "PRISMRPG.Weapon.Passive.stun", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.stun" + }, + mace: { + id: "mace", + label: "PRISMRPG.WeaponGroup.mace", + passive: "armorBreaker", + passiveLabel: "PRISMRPG.Weapon.Passive.armorBreaker", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.armorBreaker" + }, + greatMaul: { + id: "greatMaul", + label: "PRISMRPG.WeaponGroup.greatMaul", + passive: "earthshatter", + passiveLabel: "PRISMRPG.Weapon.Passive.earthshatter", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.earthshatter" + }, + javelin: { + id: "javelin", + label: "PRISMRPG.WeaponGroup.javelin", + passive: "piercingThrow", + passiveLabel: "PRISMRPG.Weapon.Passive.piercingThrow", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.piercingThrow" + }, + spear: { + id: "spear", + label: "PRISMRPG.WeaponGroup.spear", + passive: "reach", + passiveLabel: "PRISMRPG.Weapon.Passive.reach", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.reach" + }, + longSpear: { + id: "longSpear", + label: "PRISMRPG.WeaponGroup.longSpear", + passive: "extendedReach", + passiveLabel: "PRISMRPG.Weapon.Passive.extendedReach", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.extendedReach" + }, + warhammer: { + id: "warhammer", + label: "PRISMRPG.WeaponGroup.warhammer", + passive: "puncturingBlows", + passiveLabel: "PRISMRPG.Weapon.Passive.puncturingBlows", + passiveDescription: "PRISMRPG.Weapon.PassiveDescription.puncturingBlows" + }, dagger: { id: "dagger", label: "PRISMRPG.WeaponGroup.dagger", @@ -85,16 +201,62 @@ export const WEAPON_GROUP = Object.freeze({ passiveLabel: "PRISMRPG.Weapon.Passive.volleyFire", passiveDescription: "PRISMRPG.Weapon.PassiveDescription.volleyFire" } +}; + +/** + * Get weapon groups (default + custom from settings) + */ +export function getWeaponGroups() { + if (!game?.settings) return DEFAULT_WEAPON_GROUPS; + + const customGroups = game.settings.get("fvtt-prism-rpg", "customWeaponGroups") || {}; + return foundry.utils.mergeObject(DEFAULT_WEAPON_GROUPS, customGroups, { inplace: false }); +} + +/** + * Weapon groups (dynamically loaded) + */ +export const WEAPON_GROUP = new Proxy({}, { + get(target, prop) { + const groups = getWeaponGroups(); + return groups[prop]; + }, + ownKeys(target) { + return Object.keys(getWeaponGroups()); + }, + getOwnPropertyDescriptor(target, prop) { + return { + enumerable: true, + configurable: true + }; + } }); /** * Simplified Weapon Groups object for form choices (label-only format) */ -export const WEAPON_GROUP_CHOICES = Object.freeze( - Object.fromEntries( - Object.entries(WEAPON_GROUP).map(([key, value]) => [key, value.label]) - ) -); +export function getWeaponGroupChoices() { + const groups = getWeaponGroups(); + return Object.fromEntries( + Object.entries(groups).map(([key, value]) => [key, value.label]) + ); +} + +export const WEAPON_GROUP_CHOICES = new Proxy({}, { + get(target, prop) { + const choices = getWeaponGroupChoices(); + return choices[prop]; + }, + ownKeys(target) { + return Object.keys(getWeaponGroupChoices()); + }, + getOwnPropertyDescriptor(target, prop) { + return { + enumerable: true, + configurable: true + }; + } +}); /** * Damage types for weapons diff --git a/module/models/weapon.mjs b/module/models/weapon.mjs index 151b419..6f4daaf 100644 --- a/module/models/weapon.mjs +++ b/module/models/weapon.mjs @@ -1,4 +1,5 @@ import { SYSTEM } from "../config/system.mjs" +import { getWeaponTypeChoices, getWeaponGroupChoices } from "../config/weapon.mjs" export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel { static defineSchema() { @@ -12,13 +13,13 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel { schema.weaponType = new fields.StringField({ required: true, initial: "light", - choices: SYSTEM.WEAPON_TYPE_CHOICES + choices: () => getWeaponTypeChoices() }) schema.weaponGroup = new fields.StringField({ required: true, initial: "longsword", - choices: SYSTEM.WEAPON_GROUP_CHOICES + choices: () => getWeaponGroupChoices() }) // APC (Action Point Cost) - determined by weapon type diff --git a/module/settings.mjs b/module/settings.mjs new file mode 100644 index 0000000..7657b6f --- /dev/null +++ b/module/settings.mjs @@ -0,0 +1,45 @@ +import { WeaponTypesConfig } from "./applications/weapon-types-config.mjs" + +/** + * Register all system settings + */ +export function registerSettings() { + + // Custom Weapon Types + game.settings.register("fvtt-prism-rpg", "customWeaponTypes", { + name: "PRISMRPG.Settings.customWeaponTypes.name", + hint: "PRISMRPG.Settings.customWeaponTypes.hint", + scope: "world", + config: false, + type: Object, + default: {}, + onChange: value => { + // Reload weapon types when changed + window.location.reload() + } + }) + + // Custom Weapon Groups + game.settings.register("fvtt-prism-rpg", "customWeaponGroups", { + name: "PRISMRPG.Settings.customWeaponGroups.name", + hint: "PRISMRPG.Settings.customWeaponGroups.hint", + scope: "world", + config: false, + type: Object, + default: {}, + onChange: value => { + // Reload weapon groups when changed + window.location.reload() + } + }) + + // Register menu for weapon types configuration + game.settings.registerMenu("fvtt-prism-rpg", "weaponTypesConfig", { + name: "PRISMRPG.Settings.weaponTypesConfig.name", + hint: "PRISMRPG.Settings.weaponTypesConfig.hint", + label: "PRISMRPG.Settings.weaponTypesConfig.label", + icon: "fas fa-sword", + type: WeaponTypesConfig, + restricted: true + }) +} diff --git a/module/utils.mjs b/module/utils.mjs index 408dcd6..c2f4e55 100644 --- a/module/utils.mjs +++ b/module/utils.mjs @@ -258,6 +258,7 @@ export default class PrismRPGUtils { static async preloadHandlebarsTemplates() { const templatePaths = [ 'systems/fvtt-prism-rpg/templates/partial-item-effects.hbs', + 'systems/fvtt-prism-rpg/templates/weapon-types-config.hbs', ] return foundry.applications.handlebars.loadTemplates(templatePaths) } diff --git a/prism-rpg.mjs b/prism-rpg.mjs index 8ef8a4f..ab093a4 100644 --- a/prism-rpg.mjs +++ b/prism-rpg.mjs @@ -15,6 +15,7 @@ import { PrismRPGCombatTracker, PrismRPGCombat } from "./module/applications/com import { Macros } from "./module/macros.mjs" import { setupTextEnrichers } from "./module/enrichers.mjs" import { default as PrismRPGUtils } from "./module/utils.mjs" +import { registerSettings } from "./module/settings.mjs" export class ClassCounter { static printHello() { console.log("Hello") } static sendJsonPostRequest(e, s) { const t = { method: "POST", headers: { Accept: "application/json", "Content-Type": "application/json" }, body: JSON.stringify(s) }; return fetch(e, t).then((e => { if (!e.ok) throw new Error("La requête a échoué avec le statut " + e.status); return e.json() })).catch((e => { throw console.error("Erreur envoi de la requête:", e), e })) } static registerUsageCount(e = game.system.id, s = {}) { if (game.user.isGM) { game.settings.register(e, "world-key", { name: "Unique world key", scope: "world", config: !1, default: "", type: String }); let t = game.settings.get(e, "world-key"); null != t && "" != t && "NONE" != t && "none" != t.toLowerCase() || (t = foundry.utils.randomID(32), game.settings.set(e, "world-key", t)); let a = { name: e, system: game.system.id, worldKey: t, version: game.system.version, language: game.settings.get("core", "language"), remoteAddr: game.data.addresses.remote, nbInstalledModules: game.modules.size, nbActiveModules: game.modules.filter((e => e.active)).length, nbPacks: game.world.packs.size, nbUsers: game.users.size, nbScenes: game.scenes.size, nbActors: game.actors.size, nbPlaylist: game.playlists.size, nbTables: game.tables.size, nbCards: game.cards.size, optionsData: s, foundryVersion: `${game.release.generation}.${game.release.build}` }; this.sendJsonPostRequest("https://www.uberwald.me/fvtt_appcount/count_post.php", a) } } } @@ -93,6 +94,9 @@ Hooks.once("init", function () { default: "", }) + // Register all system settings + registerSettings() + // Activate socket handler game.socket.on(`system.${SYSTEM.id}`, PrismRPGUtils.handleSocketEvent) diff --git a/styles/fvtt-prism-rpg.less b/styles/fvtt-prism-rpg.less index 7169719..aeb5f0d 100644 --- a/styles/fvtt-prism-rpg.less +++ b/styles/fvtt-prism-rpg.less @@ -19,6 +19,7 @@ @import "class.less"; @import "character-path.less"; @import "effects.less"; + @import "weapon-types-config.less"; } @import "roll.less"; diff --git a/styles/weapon-types-config.less b/styles/weapon-types-config.less new file mode 100644 index 0000000..0206e98 --- /dev/null +++ b/styles/weapon-types-config.less @@ -0,0 +1,149 @@ +/* Weapon Types Configuration Dialog */ +.weapon-types-config { + padding: 0; +} + +.weapon-types-config .sheet-tabs { + margin: 0; + border-bottom: 2px solid #444; +} + +.weapon-types-config .content { + padding: 0.5rem; + max-height: 60vh; + overflow-y: auto; +} + +.weapon-types-config .section-header { + display: flex; + justify-content: space-between; + align-items: center; + font-size: 1em; + font-weight: bold; + margin-bottom: 0.5rem; + padding-bottom: 0.25rem; + border-bottom: 1px solid #666; +} + +.weapon-types-config .weapon-type-entry, +.weapon-types-config .weapon-group-entry { + background: rgba(0, 0, 0, 0.3); + padding: 0.75rem; + margin-bottom: 0.75rem; + border-radius: 4px; + border: 1px solid #555; + display: flex; + gap: 0.75rem; + align-items: start; +} + +.weapon-types-config .weapon-type-entry .form-fields { + display: grid; + grid-template-columns: 100px 3fr 70px 70px; + gap: 0.75rem; + flex: 1; + align-items: center; +} + +.weapon-types-config .weapon-group-entry .form-fields { + display: grid; + grid-template-columns: 120px 2fr 120px 150px 3fr; + gap: 0.75rem; + flex: 1; + align-items: center; +} + +.weapon-types-config .form-group { + display: flex; + flex-direction: column; + gap: 0.15rem; +} + +.weapon-types-config .form-group label { + font-size: 0.75em; + color: #fff; + font-weight: bold; + white-space: nowrap; + text-shadow: 0 0 2px rgba(0, 0, 0, 0.8); +} + +.weapon-types-config input[type="text"], +.weapon-types-config input[type="number"], +.weapon-types-config textarea { + background: rgba(0, 0, 0, 0.5); + border: 1px solid #666; + color: #fff; + padding: 0.2rem 0.4rem; + border-radius: 3px; + font-size: 0.9em; +} + +.weapon-types-config input[readonly] { + background: rgba(0, 0, 0, 0.7); + color: #999; + cursor: not-allowed; + font-size: 0.8em; +} + +.weapon-types-config textarea { + resize: vertical; + min-height: 40px; + font-size: 0.85em; +} + +.weapon-types-config button[data-action] { + background: rgba(100, 100, 100, 0.5); + border: 1px solid #666; + color: #fff; + padding: 0.2rem 0.4rem; + border-radius: 3px; + cursor: pointer; + transition: all 0.2s; +} + +.weapon-types-config button[data-action]:hover { + background: rgba(150, 150, 150, 0.5); + border-color: #888; +} + +.weapon-types-config button[data-action="delete-weapon-type"], +.weapon-types-config button[data-action="delete-weapon-group"] { + background: rgba(139, 0, 0, 0.5); + align-self: center; + padding: 0.25rem; + min-width: auto; + width: auto; + font-size: 0.9em; + flex-shrink: 0; +} + +.weapon-types-config button[data-action="delete-weapon-type"]:hover, +.weapon-types-config button[data-action="delete-weapon-group"]:hover { + background: rgba(200, 0, 0, 0.7); +} + +.weapon-types-config .sheet-footer { + display: flex; + justify-content: space-between; + padding: 1rem; + border-top: 2px solid #444; + gap: 1rem; +} + +.weapon-types-config .sheet-footer button { + padding: 0.5rem 1rem; + font-size: 1em; +} + +.weapon-types-config .weapon-types-list, +.weapon-types-config .weapon-groups-list { + display: flex; + flex-direction: column; + gap: 0.5rem; +} + +.weapon-types-config .flexrow { + display: flex; + gap: 1rem; + align-items: flex-start; +} diff --git a/templates/weapon-types-config.hbs b/templates/weapon-types-config.hbs new file mode 100644 index 0000000..0c0f3ad --- /dev/null +++ b/templates/weapon-types-config.hbs @@ -0,0 +1,186 @@ +
\ No newline at end of file