Merge branch 'gm_toolbox_monitor_application_v2' into 'dev'

ApplicationV2 GM Toolbox and GM Monitor

See merge request teaml5r/l5r5e!37
This commit is contained in:
Vlyan
2025-05-01 12:05:54 +00:00
18 changed files with 958 additions and 575 deletions

View File

@@ -117,7 +117,6 @@ export class ActorL5r5e extends Actor {
});
}
// Now using updateDocuments
return Actor.updateDocuments([docData], context).then(() => {
// Notify the "Gm Monitor" if this actor is watched
if (game.settings.get(CONFIG.l5r5e.namespace, "gm-monitor-actors").some((uuid) => uuid === this.uuid)) {

View File

@@ -792,7 +792,7 @@ export class RollnKeepDialog extends FormApplication {
const messageId = card.parents(".chat-message").data("message-id");
// Already open ? close it
const app = Object.values(ui.windows).find((e) => e.id === `l5r5e-roll-n-keep-dialog-${messageId}`);
const app = game.l5r5e.HelpersL5r5e.getApplication(`l5r5e-roll-n-keep-dialog-${messageId}`);
if (app) {
app.close();
} else {

View File

@@ -1,201 +1,142 @@
/**
* L5R GM Monitor Windows
* @extends {FormApplication}
*/
export class GmMonitor extends FormApplication {
/**
* Settings
*/
object = {
view: "characters", // characters|armies
actors: [],
const HandlebarsApplicationMixin = foundry.applications.api.HandlebarsApplicationMixin;
const ApplicationV2 = foundry.applications.api.ApplicationV2;
export class GmMonitor extends HandlebarsApplicationMixin(ApplicationV2) {
/** @override ApplicationV2 */
static get DEFAULT_OPTIONS() {
return {
id: "l5r5e-gm-monitor",
tag: "div",
window: {
contentClasses: ["l5r5e", "gm-monitor"],
title: "l5r5e.gm.monitor.title",
minimizable: true,
controls: [
{
label: game.i18n.localize("l5r5e.gm.monitor.add_selected_tokens"),
icon: "fas fa-users",
action: "add_selected_tokens",
},
{
label: game.i18n.localize("l5r5e.gm.monitor.switch_view"),
icon: "fas fa-repeat",
action: "change_view_tab"
}
],
resizable: true,
editable: true,
},
position: {
width: "600",
height: "150"
},
actions: {
add_selected_tokens: GmMonitor.#addSelectedTokens,
change_view_tab: GmMonitor.#rotateViewTab,
remove_actor: GmMonitor.#removeActor,
toggle_prepared: GmMonitor.#togglePrepared,
change_stance: {
buttons: [0, 2],
handler: GmMonitor.#changeStance,
},
modify_fatigue: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyFatigue,
},
modify_strife: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyStrife,
},
modify_voidPoint: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyVoidPoint,
},
modify_casualties: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyCasualties,
},
modify_panic: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyPanic,
}
},
dragDrop: [{ dragSelector: null, dropSelector: null }],
}
};
/** @override HandlebarsApplicationMixin */
static PARTS = {
hidden_tabs: {
template: "templates/generic/tab-navigation.hbs"
},
character: {
id: "character",
template: "systems/l5r5e/templates/" + "gm/monitor/character-view.html"
},
army: {
if: "army",
template: "systems/l5r5e/templates/" + "gm/monitor/army-view.html"
}
};
/**
* Assign the default options
* @override
* @type {Record<string, string>}
* @override ApplicationV2
*/
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "l5r5e-gm-monitor",
classes: ["l5r5e", "gm-monitor"],
template: CONFIG.l5r5e.paths.templates + "gm/gm-monitor.html",
title: game.i18n.localize("l5r5e.gm.monitor.title"),
width: 800,
height: 300,
resizable: true,
closeOnSubmit: false,
submitOnClose: false,
submitOnChange: false,
dragDrop: [{ dragSelector: null, dropSelector: null }],
});
tabGroups = {
view: "character"
};
/**
* Data that is pushed to html
*/
context = {
actors: []
}
/**
* Add the Switch View button on top of sheet
* @override
* hooks we act upon, saved since we need to remove them when this window is not open
*/
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
// Switch view Characters/Armies
buttons.unshift({
label: game.i18n.localize("l5r5e.gm.monitor.switch_view"),
class: "switch-view",
icon: "fas fa-repeat",
onclick: () =>
game.l5r5e.HelpersL5r5e.debounce(
"SwitchView-" + this.object.id,
() => {
this.object.view = this.object.view === "armies" ? "characters" : "armies";
this.render(false);
},
500,
true
)(),
});
// Add selected tokens
buttons.unshift({
label: game.i18n.localize("l5r5e.gm.monitor.add_selected_tokens"),
class: "add-selected-token",
icon: "fas fa-users",
onclick: () =>
game.l5r5e.HelpersL5r5e.debounce(
"AddSelectedToken-" + this.object.id,
() => this.#addSelectedTokens(),
500,
true
)(),
});
return buttons;
}
#hooks = [];
/**
* Constructor
* @param {ApplicationOptions} options
* The DragDrop instance which handles interactivity resulting from DragTransfer events.
* @type {DragDrop}
*/
constructor(options = {}) {
super(options);
this._initialize();
#dragDrop;
constructor() {
super();
this.#initialize();
}
/**
* Refresh data (used from socket)
*/
async refresh() {
if (!game.user.isGM) {
return;
}
this._initialize();
this.render(false);
}
/** @override ApplicationV2 */
async _preClose(options) {
await super._preClose(options);
options.animate = false;
/**
* Initialize the values
* @private
*/
_initialize() {
let actors;
const uuidList = game.settings.get(CONFIG.l5r5e.namespace, "gm-monitor-actors");
if (uuidList.length > 0) {
// Get actors from stored uuids
actors = uuidList
.map(uuid => {
const doc = fromUuidSync(uuid);
if (doc instanceof TokenDocument) {
return doc.actor;
}
return doc;
})
.filter(a => !!a); // skip null
} else {
// If empty add pc with owner
actors = game.actors.filter((actor) => actor.type === "character" && actor.hasPlayerOwnerActive);
this._saveActorsIds();
}
// Sort by name asc
actors.sort((a, b) => {
return a.name.localeCompare(b.name);
});
this.object.actors = actors;
}
/**
* Add selected token on monitor if not already present
*/
#addSelectedTokens() {
if (canvas.tokens.controlled.length > 0) {
const actors2Add = canvas.tokens.controlled
.map(t => t.actor)
.filter(t => !!t && !this.object.actors.find((a) => a.uuid === t.uuid));
if (actors2Add.length < 1) {
return;
}
this.object.actors = [
...this.object.actors,
...actors2Add
];
this._saveActorsIds().then(() => this.render(false));
for (const hook of this.#hooks) {
Hooks.off(hook.hook, hook.fn);
}
}
/**
* Prevent non GM to render this windows
* @override
*/
render(force = false, options = {}) {
if (!game.user.isGM) {
return false;
}
return super.render(force, options);
}
/** @override ApplicationV2 */
async _onRender(context, options) {
await super._onRender(context, options);
/**
* Construct and return the data object used to render the HTML template for this form application.
* @param options
* @return {Object}
* @override
*/
async getData(options = null) {
return {
...(await super.getData(options)),
data: {
...this.object,
actors: this.object.actors.filter((a) => (this.object.view === "armies" ? a.isArmy : !a.isArmy)),
},
};
}
// Todo: Move this to common l5r5e application v2
game.l5r5e.HelpersL5r5e.commonListeners($(this.element));
/**
* Listen to html elements
* @param {jQuery} html HTML content of the sheet.
* @override
*/
activateListeners(html) {
super.activateListeners(html);
if (!game.user.isGM) {
return;
}
// Commons
game.l5r5e.HelpersL5r5e.commonListeners(html);
// Delete
html.find(`.actor-remove-control`).on("click", this._removeActor.bind(this));
// Add/Subtract
html.find(`.actor-modify-control`).on("mousedown", this._modifyActor.bind(this));
this.#dragDrop = new DragDrop({
dragSelector: null,
dropSelector: null,
callbacks: {
drop: this.#onDrop.bind(this)
}
}).bind(this.element);
// Tooltips
game.l5r5e.HelpersL5r5e.popupManager(html.find(".actor-infos-control"), async (event) => {
game.l5r5e.HelpersL5r5e.popupManager($(this.element).find(".actor-infos-control"), async (event) => {
const type = $(event.currentTarget).data("type");
if (!type) {
return;
@@ -208,29 +149,71 @@ export class GmMonitor extends FormApplication {
if (!uuid) {
return;
}
const actor = this.object.actors.find((a) => a.uuid === uuid);
const actor = this.context.actors.find((actor) => actor.uuid === uuid);
if (!actor) {
return;
}
switch (type) {
case "armors":
return this._getTooltipArmors(actor);
return this.#getTooltipArmors(actor);
case "weapons":
return this._getTooltipWeapons(actor);
return this.#getTooltipWeapons(actor);
case "global":
return actor.isArmy ? this._getTooltipArmiesGlobal(actor) : this._getTooltipGlobal(actor);
return actor.isArmy ? this.#getTooltipArmiesGlobal(actor) : this.#getTooltipGlobal(actor);
}
});
}
/** @override ApplicationV2 */
async _prepareContext() {
return {
tabs: this.getTabs(),
}
}
/**
* @param {string} partId The part being rendered
* @param {ApplicationRenderContext} context Shared context provided by _prepareContext
* @returns {Promise<ApplicationRenderContext>} Context data for a specific part
*
* @override HandlebarsApplicationMixin
*/
async _preparePartContext(partId, context) {
switch (partId) {
case "character":
context.characters = this.context.actors.filter((actor) => !actor.isArmy);
break;
case "army":
context.armies = this.context.actors.filter((actor) => actor.isArmy);
break;
}
return context;
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
getTabs() {
const tabs = {
character: { id: "character", group: "view", icon: "fa-solid fa-tag", label: "REGION.SECTIONS.identity" },
army: { id: "army", group: "view", icon: "fa-solid fa-shapes", label: "REGION.SECTIONS.shapes" },
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id;
v.cssClass = v.active ? "active" : "";
}
return tabs;
}
/**
* Handle dropped data on the Actor sheet
* @param {DragEvent} event
* @param {DragEvent} event The originating DragEvent
*/
async _onDrop(event) {
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable) {
async #onDrop(event) {
if (!this.options.window.editable) {
return;
}
@@ -240,7 +223,7 @@ export class GmMonitor extends FormApplication {
}
const data = JSON.parse(json);
if (!data || data.type !== "Actor" || !data.uuid || !!this.object.actors.find((a) => a.uuid === data.uuid)) {
if (!data || data.type !== "Actor" || !data.uuid || !!this.context.actors.find((a) => a.uuid === data.uuid)) {
return;
}
@@ -250,159 +233,383 @@ export class GmMonitor extends FormApplication {
}
// Switch view to current character type
this.object.view = actor.isArmy ? "armies" : "characters";
if (actor.isArmy) {
this.changeTab("army", "view");
}
else {
this.changeTab("character", "view");
}
this.object.actors.push(actor);
this.context.actors.push(actor);
return this._saveActorsIds();
return this.saveActorsIds();
}
/** required for updating via our socket implementation game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor")*/
async refresh() {
this.render();
}
/**
* Save the actors ids in settings
* @return {Promise<*>}
* Save the actors ids in setting
* @private
*/
async _saveActorsIds() {
async saveActorsIds() {
return game.settings.set(
CONFIG.l5r5e.namespace,
"gm-monitor-actors",
this.object.actors.map((a) => a.uuid)
this.context.actors.map((a) => a.uuid)
);
}
/**
* Remove the link to a property for the current item
* @param {Event} event
* @return {Promise<void>}
* @private
*/
async _removeActor(event) {
event.preventDefault();
event.stopPropagation();
#initialize() {
let actors;
const uuidList = game.settings.get(CONFIG.l5r5e.namespace, "gm-monitor-actors");
if (uuidList.length > 0) {
// Get actors from stored uuids
actors = uuidList
.map(uuid => {
const doc = fromUuidSync(uuid);
if (doc instanceof TokenDocument) {
return doc.actor;
}
return doc;
})
.filter(actor => !!actor); // skip null
const uuid = $(event.currentTarget).data("actor-uuid");
if (!uuid) {
return;
} else {
// If empty add pc with owner
actors = game.actors.filter((actor) => actor.type === "character" && actor.hasPlayerOwnerActive);
this.saveActorsIds();
}
this.object.actors = this.object.actors.filter((a) => a.uuid !== uuid);
// Sort by name asc
actors.sort((a, b) => {
return a.name.localeCompare(b.name);
});
return this._saveActorsIds();
this.context.actors = actors;
this.#hooks.push({
hook: "updateActor",
fn: Hooks.on("updateActor", (actor) => this.#onUpdateActor(actor))
});
this.#hooks.push({
hook: "updateSetting",
fn: Hooks.on("updateSetting", (actor) => this.#onUpdateSetting(actor))
});
}
/**
* Add or subtract fatigue/strife/void/casualties/panic
* @param event
* @return {Promise<void>}
* @private
* Switch between the available views in sequence
*/
async _modifyActor(event) {
event.preventDefault();
event.stopPropagation();
static #rotateViewTab() {
const tabArray = Object.values(this.getTabs());
const activeTabIndex = tabArray.findIndex((tab) => tab.active);
const nextTabIndex = activeTabIndex + 1 < tabArray.length ? activeTabIndex + 1 : 0;
this.changeTab(tabArray[nextTabIndex].id, tabArray[nextTabIndex].group)
}
const type = $(event.currentTarget).data("type");
if (!type) {
console.warn("L5R5E | GMM | type not set", type);
return;
/**
* Add selected token on monitor if not already present
*/
static #addSelectedTokens() {
if (canvas.tokens.controlled.length > 0) {
const actors2Add = canvas.tokens.controlled
.map(t => t.actor)
.filter(t => !!t && !this.context.actors.find((a) => a.uuid === t.uuid));
if (actors2Add.length < 1) {
return;
}
this.context.actors = [
...this.context.actors,
...actors2Add
];
this.saveActorsIds();
}
const uuid = $(event.currentTarget).data("actor-uuid");
}
/**
* Update baseValue based on the type of event
* @param {Int} baseValue The Base value we can to modify
* @param {Int} whichButton The type of click made
*/
static #newValue(baseValue, whichButton) {
switch (whichButton) {
case 0: //Left click
return Math.max(0, baseValue + 1);
case 1: //Middle click
return 0;
case 2: //Right click
return Math.max(0, baseValue - 1);
}
}
/**
* @param {HTMLElement} target Html target to get actor information from
*/
static async #getActorValidated(target) {
const uuid = $(target).data("actor-uuid");
if (!uuid) {
console.warn("L5R5E | GMM | actor uuid not set", type);
return;
return {isValid: false, actor: null};
}
const actor = fromUuidSync(uuid);
const actor = await fromUuid(uuid);
if (!actor) {
console.warn("L5R5E | GMM | Actor not found", type);
return {isValid: false, actor: null};
}
return {isValid:true, actor: actor};
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyCasualties(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
// Mouse bt : middle = 0, left +1, right -1
const add = event.which === 2 ? -999 : event.which === 1 ? 1 : -1;
const casualties_strength = actor.system.battle_readiness.casualties_strength.value;
return actor.update({
system: {
battle_readiness: {
casualties_strength: {
value: GmMonitor.#newValue(casualties_strength, event.button),
}
},
},
});
}
// Stance
let stanceIdx = CONFIG.l5r5e.stances.findIndex((s) => s === actor.system.stance) + (event.which === 1 ? 1 : -1);
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyPanic(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const panic_discipline = actor.system.battle_readiness.panic_discipline.value;
return actor.update({
system: {
battle_readiness: {
panic_discipline: {
value: GmMonitor.#newValue(panic_discipline, event.button),
}
},
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #togglePrepared(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
return actor.update({
system: {
prepared: !actor.system.prepared
}
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #changeStance(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
let stanceIdx = CONFIG.l5r5e.stances.findIndex((stance) => stance === actor.system.stance) + (event.button === 0 ? 1 : -1);
if (stanceIdx < 0) {
stanceIdx = CONFIG.l5r5e.stances.length - 1;
} else if (stanceIdx > CONFIG.l5r5e.stances.length - 1) {
stanceIdx = 0;
}
const updateData = {};
switch (type) {
// *** Characters ***
case "fatigue":
updateData["system.fatigue.value"] = Math.max(0, actor.system.fatigue.value + add);
break;
case "strife":
updateData["system.strife.value"] = Math.max(0, actor.system.strife.value + add);
break;
case "void_points":
updateData["system.void_points.value"] = Math.min(
actor.system.void_points.max,
Math.max(0, actor.system.void_points.value + add)
);
break;
case "stance":
updateData["system.stance"] = CONFIG.l5r5e.stances[stanceIdx];
break;
case "prepared":
updateData["system.prepared"] = !actor.system.prepared;
break;
// *** Armies ***
case "casualties":
updateData["system.battle_readiness.casualties_strength.value"] = Math.max(
0,
actor.system.battle_readiness.casualties_strength.value + add
);
break;
case "panic":
updateData["system.battle_readiness.panic_discipline.value"] = Math.max(
0,
actor.system.battle_readiness.panic_discipline.value + add
);
break;
default:
console.warn("L5R5E | GMM | Unsupported type", type);
break;
}
if (!foundry.utils.isEmpty(updateData)) {
await actor.update(updateData);
this.render(false);
}
return actor.update({
system: {
stance: CONFIG.l5r5e.stances[stanceIdx]
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyFatigue(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const fatigue = actor.system.fatigue.value;
return actor.update({
system: {
fatigue: {
value: GmMonitor.#newValue(fatigue, event.button)
}
}
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyStrife(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const strife = actor.system.strife.value;
return actor.update({
system: {
strife: {
value: GmMonitor.#newValue(strife, event.button),
},
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyVoidPoint(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const void_points = actor.system.void_points.value;
const void_points_max = actor.system.void_points.max;
return actor.update({
system: {
void_points: {
value: Math.min(
void_points_max,
GmMonitor.#newValue(void_points, event.button)
),
},
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #removeActor(event, target) {
const uuid = $(target).data("actor-uuid");
if (!uuid) {
return;
}
this.context.actors = this.context.actors.filter((actor) => actor.uuid !== uuid);
return this.saveActorsIds();
}
/**
* Get armors information for this actor
* @param {ActorL5r5e} actor
* @return {string}
* @private
*/
async #getTooltipArmors(actor) {
// Equipped Armors
const armors = actor.items
.filter((item) => item.type === "armor" && item.system.equipped)
.map(
(item) =>
item.name +
` (<i class="fas fa-tint">${item.system.armor.physical}</i>` +
` / <i class="fas fa-bolt">${item.system.armor.supernatural}</i>)`
);
// *** Template ***
return renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor/tooltips/armors.html`, {
armors,
});
}
/**
* Get weapons information for this actor
* @param {ActorL5r5e} actor
* @return {string}
* @private
*/
async #getTooltipWeapons(actor) {
const display = (weapon) => {
return (
weapon.name +
` (<i class="fas fa-arrows-alt-h"> ${weapon.system.range}</i>` +
` / <i class="fas fa-tint"> ${weapon.system.damage}</i>` +
` / <i class="fas fa-skull"> ${weapon.system.deadliness}</i>)`
);
};
// Readied Weapons
const equippedWeapons = actor.items.filter((item) => item.type === "weapon" && item.system.equipped);
const readied = equippedWeapons
.filter((weapon) => !!weapon.system.readied)
.map((weapon) => display(weapon));
// Equipped Weapons
const sheathed = equippedWeapons
.filter((weapon) => !weapon.system.readied)
.map((weapon) => display(weapon));
// *** Template ***
return renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor/tooltips/weapons.html`, {
readied,
sheathed,
});
}
/**
* Get tooltips information for this character
* @param {ActorL5r5e} actor
* @return {string}
* @private
*/
async _getTooltipGlobal(actor) {
async #getTooltipGlobal(actor) {
const actorData = (await actor.sheet?.getData()?.data) || actor;
// Peculiarities
const pec = actor.items.filter((e) => e.type === "peculiarity");
const adv = pec
.filter((e) => ["distinction", "passion"].includes(e.system.peculiarity_type))
.map((e) => e.name)
const Peculiarities = actor.items.filter((e) => e.type === "peculiarity");
const advantages = Peculiarities
.filter((item) => ["distinction", "passion"].includes(item.system.peculiarity_type))
.map((item) => item.name)
.join(", ");
const dis = pec
.filter((e) => ["adversity", "anxiety"].includes(e.system.peculiarity_type))
.map((e) => e.name)
const disadvantages = Peculiarities
.filter((item) => ["adversity", "anxiety"].includes(item.system.peculiarity_type))
.map((item) => item.name)
.join(", ");
// *** Template ***
return renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor-tooltips/global.html`, {
return renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor/tooltips/global.html`, {
actorData: actorData,
advantages: adv,
disadvantages: dis,
advantages: advantages,
disadvantages: disadvantages,
suffix: actorData.system.template === "pow" ? "_pow" : "",
actor_type: actor.type,
});
@@ -414,68 +621,39 @@ export class GmMonitor extends FormApplication {
* @return {string}
* @private
*/
async _getTooltipArmiesGlobal(actor) {
async #getTooltipArmiesGlobal(actor) {
const actorData = (await actor.sheet?.getData()?.data) || actor;
// *** Template ***
return renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor-tooltips/global-armies.html`, {
return renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor/tooltips/global-armies.html`, {
actorData: actorData,
});
}
/**
* Get weapons information for this actor
* @param {ActorL5r5e} actor
* @return {string}
* @private
* @param {ActorL5r5e} actor The actor that is being updated
*/
async _getTooltipWeapons(actor) {
const display = (e) => {
return (
e.name +
` (<i class="fas fa-arrows-alt-h"> ${e.system.range}</i>` +
` / <i class="fas fa-tint"> ${e.system.damage}</i>` +
` / <i class="fas fa-skull"> ${e.system.deadliness}</i>)`
);
};
// Readied Weapons
const readied = actor.items
.filter((e) => e.type === "weapon" && e.system.equipped && !!e.system.readied)
.map((e) => display(e));
// Equipped Weapons
const sheathed = actor.items
.filter((e) => e.type === "weapon" && e.system.equipped && !e.system.readied)
.map((e) => display(e));
// *** Template ***
return renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor-tooltips/weapons.html`, {
readied,
sheathed,
});
#onUpdateActor(actor) {
if (this.context.actors.includes(actor)) {
this.render(false);
}
}
/**
* Get armors information for this actor
* @param {ActorL5r5e} actor
* @return {string}
* @private
* @param {Setting} setting The setting that is being updated
*/
async _getTooltipArmors(actor) {
// Equipped Armors
const armors = actor.items
.filter((e) => e.type === "armor" && e.system.equipped)
.map(
(e) =>
e.name +
` (<i class="fas fa-tint">${e.system.armor.physical}</i>` +
` / <i class="fas fa-bolt">${e.system.armor.supernatural}</i>)`
);
// *** Template ***
return renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor-tooltips/armors.html`, {
armors,
});
#onUpdateSetting(setting) {
switch (setting.key) {
case "l5r5e.gm-monitor-actors":
this.render(false);
break;
case "l5r5e.initiative-prepared-character":
case "l5r5e.initiative-prepared-adversary":
case "l5r5e.initiative-prepared-minion":
this.render(false);
break;
default:
return;
}
}
}

View File

@@ -1,41 +1,96 @@
/**
* L5R GM Toolbox dialog
* @extends {FormApplication}
*/
export class GmToolbox extends FormApplication {
/**
* Settings
*/
object = {};
const HandlebarsApplicationMixin = foundry.applications.api.HandlebarsApplicationMixin;
const ApplicationV2 = foundry.applications.api.ApplicationV2;
export class GmToolbox extends HandlebarsApplicationMixin(ApplicationV2) {
/** @override ApplicationV2 */
static get DEFAULT_OPTIONS() { return {
id: "l5r5e-gm-toolbox",
window: {
contentClasses: ["l5r5e", "gm-toolbox"],
title: "l5r5e.gm.toolbox.title",
minimizable: true,
},
position: {
width: "auto",
height: "auto"
},
actions: {
open_gm_monitor: GmToolbox.#openGmMonitor,
toggle_hide_difficulty: GmToolbox.#onToggleHideDifficulty,
change_difficulty: {
buttons: [0, 1, 2],
handler: GmToolbox.#onChangeDifficulty
},
reset_void: {
buttons: [0, 1, 2, 3, 4], // all the buttons (left, middle, right, extra 1, extra 2)
handler: GmToolbox.#onResetVoid
},
sleep: {
buttons: [0, 1, 2, 3, 4],
handler: GmToolbox.#onSleep
},
scene_end: {
buttons: [0, 1, 2, 3, 4],
handler: GmToolbox.#onSceneEnd
},
}
}};
/** @override HandlebarsApplicationMixin */
static PARTS = {
main: {
id: "gm-tool-content",
template: "systems/l5r5e/templates/" + "gm/gm-toolbox.html"
}
};
/**
* Assign the default options
* @override
* hooks we act upon, saved since we need to remove them when this window is not open
*/
static get defaultOptions() {
const x = $(window).width();
const y = $(window).height();
return foundry.utils.mergeObject(super.defaultOptions, {
id: "l5r5e-gm-toolbox",
classes: ["l5r5e", "gm-toolbox"],
template: CONFIG.l5r5e.paths.templates + "gm/gm-toolbox.html",
title: game.i18n.localize("l5r5e.gm.toolbox.title"),
left: x - 630,
top: y - 98,
closeOnSubmit: false,
submitOnClose: false,
submitOnChange: true,
minimizable: false,
#hooks = [];
constructor() {
super();
this.#hooks.push({
hook: "updateSetting",
fn: Hooks.on("updateSetting", (setting) => this.#onUpdateSetting(setting))
});
}
/** @override ApplicationV2*/
async _prepareContext() {
return {
difficulty: game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-value"),
difficultyHidden: game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden"),
};
}
/**
* Constructor
* @param {ApplicationOptions} options
* The ApplicationV2 always adds the close button so just remove it when redering the frame
* @override ApplicationV2
*/
constructor(options = {}) {
super(options);
this._initialize();
async _renderFrame(options) {
const frame = await super._renderFrame(options);
$(frame).find('button[data-action="close"]').remove();
return frame;
}
/**
* The ApplicationV2 always adds the close button so just remove it when redering the frame
* @override ApplicationV2
*/
_onFirstRender(context, options) {
const x = $(window).width();
const y = $(window).height();
options.position.top = y - 100;
options.position.left = x - 630;
}
/**
* The GM Toolbox should not be removed when toggling the main menu with the esc key etc.
* @override ApplicationV2
*/
async close(options) {
return;
}
/**
@@ -45,210 +100,155 @@ export class GmToolbox extends FormApplication {
if (!game.user.isGM) {
return;
}
this._initialize();
this.render(false);
}
/**
* Initialize the values
* @private
*/
_initialize() {
this.object = {
difficulty: game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-value"),
difficultyHidden: game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden"),
};
}
/**
* Do not close this dialog
* @override
*/
async close(options = {}) {
// TODO better implementation needed : see KeyboardManager._onEscape(event, up, modifiers)
// This windows is always open, so esc key is stuck at step 2 : Object.keys(ui.windows).length > 0
// Case 3 (GM) - release controlled objects
if (canvas?.ready && game.user.isGM && Object.keys(canvas.activeLayer.controlled).length) {
canvas.activeLayer.releaseAll();
static #openGmMonitor() {
const app = foundry.applications.instances.get("l5r5e-gm-monitor")
if (app) {
app.close();
} else {
// Case 4 - toggle the main menu
ui.menu.toggle();
new game.l5r5e.GmMonitor().render(true);
}
}
/**
* Prevent non GM to render this windows
* @override
* @param {PointerEvent} event The originating click event
*/
render(force = false, options = {}) {
if (!game.user.isGM) {
static #onChangeDifficulty(event) {
let difficulty = game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-value");
switch (event.button) {
case 0: // left click
difficulty = Math.min(9, difficulty + 1);
break;
case 1: // middle click
difficulty = 2;
break;
case 2: // right click
difficulty = Math.max(0, difficulty - 1);
break;
}
game.settings.set(CONFIG.l5r5e.namespace, "initiative-difficulty-value", difficulty);
}
static #onToggleHideDifficulty() {
const hiddenSetting = game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden")
game.settings.set(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden", !hiddenSetting);
}
/**
* @param {Boolean} allActors
* @param {ActorL5r5e} actor
* @returns {Boolean}
*/
static #updatableCharacter(allActors, actor) {
if (!actor.isCharacterType) {
return false;
}
this.position.width = "auto";
this.position.height = "auto";
return super.render(force, options);
}
/**
* Remove the close button
* @override
*/
_getHeaderButtons() {
return [];
}
/**
* Construct and return the data object used to render the HTML template for this form application.
* @param options
* @return {Object}
* @override
*/
async getData(options = null) {
return {
...(await super.getData(options)),
data: this.object,
};
}
/**
* Listen to html elements
* @param {jQuery} html HTML content of the sheet.
* @override
*/
activateListeners(html) {
super.activateListeners(html);
if (!game.user.isGM) {
return;
if (allActors) {
return true;
}
// Modify difficulty hidden
html.find(`.difficulty_hidden`).on("click", (event) => {
event.preventDefault();
event.stopPropagation();
this.object.difficultyHidden = !this.object.difficultyHidden;
game.settings
.set(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden", this.object.difficultyHidden)
.then(() => this.submit());
});
// Modify difficulty (TN)
html.find(`.difficulty`).on("mousedown", (event) => {
event.preventDefault();
event.stopPropagation();
switch (event.which) {
case 1:
// left clic - add 1
this.object.difficulty = Math.min(9, this.object.difficulty + 1);
break;
case 2:
// middle clic - reset to 2
this.object.difficulty = 2;
break;
case 3:
// right clic - minus 1
this.object.difficulty = Math.max(0, this.object.difficulty - 1);
break;
}
game.settings.set(CONFIG.l5r5e.namespace, "initiative-difficulty-value", this.object.difficulty).then(() => this.submit());
});
// Scene End, Sleep, Void Pts
html.find(`.gm_actor_updates`).on("mousedown", this._updatesActors.bind(this));
// GM Monitor
html.find(`.gm_monitor`).on("click", (event) => {
event.preventDefault();
event.stopPropagation();
const app = Object.values(ui.windows).find((e) => e.id === "l5r5e-gm-monitor");
if (app) {
app.close();
} else {
new game.l5r5e.GmMonitor().render(true);
}
});
return actor.isCharacter && actor.hasPlayerOwnerActive
}
/**
* This method is called upon form submission after form data is validated
* @param event The initial triggering submission event
* @param formData The object of validated form data with which to update the object
* @returns A Promise which resolves once the update operation has completed
* @override
*
* @param {Boolean} allActors
* @param {String} type
*/
async _updateObject(event, formData) {
this.render(false);
static #uiNotification(allActors, type) {
ui.notifications.info(
` <i class="fas fa-user${allActors ? "s" : ""}"></i> ` + game.i18n.localize(`l5r5e.gm.toolbox.${type}_info`)
);
}
/**
* Update all actors
* @param {Event} event
* @private
* @param {PointerEvent} event The originating click event
*/
async _updatesActors(event) {
if (!game.user.isGM) {
return;
}
// Left clic: assigned characters only, others: all actors
const isAll = event.which !== 1;
const type = $(event.currentTarget).data("type");
static async #onResetVoid(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
// Only characters types
if (!actor.isCharacterType) {
if (!GmToolbox.#updatableCharacter(allActors, actor)) {
continue;
}
// Manage left/right button
if (!isAll && (!actor.isCharacter || !actor.hasPlayerOwnerActive)) {
continue;
}
switch (type) {
case "sleep":
// Remove 'water x2' fatigue points
actor.system.fatigue.value = Math.max(
0,
actor.system.fatigue.value - Math.ceil(actor.system.rings.water * 2)
);
break;
case "scene_end":
// If more than half the value => roundup half conflit & fatigue
actor.system.fatigue.value = Math.min(
actor.system.fatigue.value,
Math.ceil(actor.system.fatigue.max / 2)
);
actor.system.strife.value = Math.min(
actor.system.strife.value,
Math.ceil(actor.system.strife.max / 2)
);
break;
case "reset_void":
actor.system.void_points.value = Math.ceil(actor.system.void_points.max / 2);
break;
}
await actor.update({
system: {
fatigue: {
value: actor.system.fatigue.value,
},
strife: {
value: actor.system.strife.value,
},
void_points: {
value: actor.system.void_points.value,
value: Math.ceil(actor.system.void_points.max / 2),
},
},
});
}
ui.notifications.info(
` <i class="fas fa-user${isAll ? "s" : ""}"></i> ` + game.i18n.localize(`l5r5e.gm.toolbox.${type}_info`)
);
GmToolbox.#uiNotification(allActors, "reset_void");
}
/**
* @param {PointerEvent} event The originating click event
*/
static async #onSleep(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
if (!GmToolbox.#updatableCharacter(allActors, actor)) {
continue;
}
await actor.update({
system: {
fatigue: {
value: Math.max(0,
actor.system.fatigue.value - Math.ceil(actor.system.rings.water * 2)
),
}
},
});
}
GmToolbox.#uiNotification(allActors, "sleep");
}
/**
* @param {PointerEvent} event The originating click event
*/
static async #onSceneEnd(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
if (!GmToolbox.#updatableCharacter(allActors, actor)) {
continue;
}
await actor.update({
system: {
fatigue: {
value: Math.min(
actor.system.fatigue.value,
Math.ceil(actor.system.fatigue.max / 2)
)
},
strife: {
value: Math.min(
actor.system.strife.value,
Math.ceil(actor.system.strife.max / 2)
)
}
}
});
}
GmToolbox.#uiNotification(allActors, "scene_end");
}
/**
* @param {Setting} setting The setting that is being updated
*/
async #onUpdateSetting(setting) {
switch (setting.key) {
case "l5r5e.initiative-difficulty-value":
case "l5r5e.initiative-difficulty-hidden":
this.render(false);
break;
default:
return;
}
}
}

View File

@@ -401,12 +401,22 @@ export class HelpersL5r5e {
});
}
static getApplication(appId) {
const app = Object.values(ui.windows).find((e) => e.id === appId);
if(app)
return app;
const appV2 = foundry.applications.instances.get(appId)
if(appV2)
return appV2;
}
/**
* Notify Applications using Difficulty settings that the values was changed
*/
static notifyDifficultyChange() {
["l5r5e-dice-picker-dialog", "l5r5e-gm-toolbox"].forEach((appId) => {
const app = Object.values(ui.windows).find((e) => e.id === appId);
["l5r5e-dice-picker-dialog"].forEach((appId) => {
const app = this.getApplication(appId);
if (app && typeof app.refresh === "function") {
app.refresh();
}
@@ -419,9 +429,7 @@ export class HelpersL5r5e {
*/
static refreshLocalAndSocket(appId) {
game.l5r5e.sockets.refreshAppId(appId);
Object.values(ui.windows)
.find((e) => e.id === appId)
?.refresh();
this.getApplication(appId)?.refresh();
}
/**

View File

@@ -43,7 +43,7 @@ export default class HooksL5r5e {
// Settings TN and EncounterType
if (game.user.isGM) {
new game.l5r5e.GmToolbox().render(true);
new game.l5r5e.GmToolbox().render(true);
}
// ***** UI *****
@@ -544,4 +544,11 @@ export default class HooksL5r5e {
await game.user.assignHotbarMacro(macro, slot);
}
static async createCombatant(document, options, userId) {
console.log(document, options, userId);
new game.l5r5e.CombatActions().render(true);
}
}

View File

@@ -76,7 +76,7 @@ export class SocketHandlerL5r5e {
})();
}
_onRefreshAppId(payload) {
const app = Object.values(ui.windows).find((e) => e.id === payload.appId);
const app = game.l5r5e.HelpersL5r5e.getApplication(payload.appId);
if (!app || typeof app.refresh !== "function") {
return;
}
@@ -96,7 +96,7 @@ export class SocketHandlerL5r5e {
});
}
_onUpdateMessageIdAndRefresh(payload) {
const app = Object.values(ui.windows).find((e) => e.id === payload.appId);
const app = game.l5r5e.HelpersL5r5e.getApplication(payload.appId);
if (!app || !app.message || typeof app.refresh !== "function") {
return;
}

View File

@@ -6,6 +6,7 @@
@import "../scss/cursors";
@import "../scss/dices";
@import "../scss/ui";
@import "../scss/global-appv2.scss";
.l5r5e {
@import "../scss/dices-chat";

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,51 @@
.application {
background: unset;
color: var(--color-text-dark-primary);
.scrollable {
--scroll-margin: 0;
}
.window-header {
background: linear-gradient(
$l5r5e-linear-gradient-second,
$l5r5e-linear-gradient-second-dark,
$l5r5e-linear-gradient-second
);
.window-title {
font-family: $font-secondary;
font-size: 1.25rem;
}
}
.window-content {
background: rgb(255, 250, 230) url("../assets/imgs/bg-l5r.webp") no-repeat;
padding: 0.25rem;
}
}
// More specifified stuff down here as to not make it too hard to read the overriden defaults
.application {
.window-content {
table {
background: transparent;
border: 1px solid $l5r5e-title;
thead {
background: $l5r5e-title;
color: $l5r5e-label;
text-shadow: none;
border-bottom: $l5r5e-title;
}
tbody {
}
tr {
&:nth-child(odd) {
background: $l5r5e-odd;
}
&:nth-child(even) {
background: $l5r5e-even;
}
}
}
}
}

View File

@@ -860,6 +860,13 @@ button {
min-width: 240px;
.window-content {
[data-application-part="hidden_tabs"] {
display: none;
}
table {
margin: 0;
overflow: auto;
}
form {
padding: 0 0.5rem;
}
@@ -895,47 +902,39 @@ button {
}
#l5r5e-gm-toolbox {
//bottom: 0;
//right: 0.5rem;
display: flex;
background-position: center;
background-size: 100%;
background: linear-gradient(
$l5r5e-linear-gradient-second,
$l5r5e-linear-gradient-second-dark,
$l5r5e-linear-gradient-second
);
background-origin: padding-box;
border: 1px solid rgb(195, 165, 130);
background-origin: padding-box;
border-image: url("../assets/ui/macro-button.webp") 10 repeat;
border-image-width: 0.5rem;
border-image-outset: 0px;
padding: 0;
margin: 0.5rem;
.window-header {
text-align: center;
border-bottom: 1px solid rgb(195, 165, 130);
h4 {
background: none; //keep the same background as the toolbox, not the default black opaque
.window-title {
text-align: center;
}
h1 {
letter-spacing: 0.25rem;
line-height: 2.25rem;
color: $white-light;
padding-top: 1ch;
}
}
.window-content {
text-align: center;
vertical-align: middle;
background: transparent;
color: $white-light;
form {
padding: 0;
}
background: none;
padding: 0;
.gm-tools-container {
color: var(--color-text-primary);
display: flex;
font-size: 2rem;
line-height: 2rem;
min-height: 2rem;
margin: 0;
padding: 0;
li {
flex: 1;
display: flex;

View File

@@ -1,19 +1,19 @@
<form class="l5r5e gm-toolbox" autocomplete="off">
<ul class="gm-tools-container">
<li class="gm_monitor" title="{{localize 'l5r5e.gm.monitor.title'}}">
<li class="gm_monitor" data-action="open_gm_monitor" title="{{localize 'l5r5e.gm.monitor.title'}}">
<i class="fas fa-table"></i>
</li>
<li class="difficulty_hidden" title="{{localize 'l5r5e.gm.toolbox.difficulty_hidden'}}">
<i class="fa fa-eye{{#if data.difficultyHidden}}-slash{{/if}}"></i>
<strong class="difficulty" title="{{localize 'l5r5e.gm.toolbox.difficulty'}}">{{data.difficulty}}</strong>
<li class="difficulty_hidden" data-action="toggle_hide_difficulty" title="{{localize 'l5r5e.gm.toolbox.difficulty_hidden'}}">
<i class="fa fa-eye{{#if difficultyHidden}}-slash{{/if}}"></i>
<strong class="difficulty" data-action="change_difficulty" title="{{localize 'l5r5e.gm.toolbox.difficulty'}}">{{difficulty}}</strong>
</li>
<li class="gm_actor_updates reset_void" data-type="reset_void" title="{{localize 'l5r5e.gm.toolbox.reset_void'}}">
<li class="gm_actor_updates reset_void" data-action="reset_void" title="{{localize 'l5r5e.gm.toolbox.reset_void'}}">
<i class="fas fa-podcast"></i>
</li>
<li class="gm_actor_updates sleep" data-type="sleep" title="{{localize 'l5r5e.gm.toolbox.sleep'}}">
<li class="gm_actor_updates sleep" data-action="sleep" title="{{localize 'l5r5e.gm.toolbox.sleep'}}">
<i class="fa fa-bed"></i>
</li>
<li class="gm_actor_updates scene_end" data-type="scene_end" title="{{localize 'l5r5e.gm.toolbox.scene_end'}}">
<li class="gm_actor_updates scene_end" data-action="scene_end" title="{{localize 'l5r5e.gm.toolbox.scene_end'}}">
<i class="fas fa-star-half-alt"></i>
</li>
</ul>

View File

@@ -0,0 +1,55 @@
<section class="tab standard-form scrollable {{tabs.army.cssClass}}"
data-tab="army" data-group="{{tabs.army.group}}">
<table>
<thead>
<th class="img"></th>
<th class="name">{{localize 'l5r5e.sheets.name'}}</th>
<th class="warlord">{{localize 'l5r5e.army.warlord'}}</th>
<th class="casualties"><i class="fas fa-user-injured" title="{{localize 'l5r5e.army.battle_readiness.casualties'}}"></i> / <i class="fas fa-fist-raised" title="{{localize 'l5r5e.army.battle_readiness.strength'}}"></i></th>
<th class="panic"><i class="fas fa-ghost" title="{{localize 'l5r5e.army.battle_readiness.panic'}}"></i> / <i class="fas fa-user-friends" title="{{localize 'l5r5e.army.battle_readiness.discipline'}}"></i></th>
<th class="commander">{{localize 'l5r5e.army.commander'}} {{localize 'l5r5e.gm.monitor.honor_glory_status'}}</th>
<th class=""></th>
<th class=""></th>
</thead>
<tbody>
{{#each armies as |army|}}
<tr>
<td><img data-actor-uuid="{{army.uuid}}" draggable="true" class="profile actor-profile dragndrop-actor-uuid pointer" title="{{army.name}}" src="{{army.img}}"></td>
<td><a data-uuid="{{army.uuid}}" class="open-sheet-from-uuid">{{army.name}}</a></td>
<td>
{{#if army.system.warlord_actor_id}}
<a data-actor-id="{{army.system.warlord_actor_id}}" class="open-sheet-from-uuid">{{army.system.warlord}}</a>
{{else}}
{{army.system.warlord}}
{{/if}}
</td>
<td>
<a title="{{localize 'l5r5e.gm.monitor.mouse_control'}}" data-actor-uuid="{{army.uuid}}" data-action="modify_casualties" class="actor-modify-control">
<span class="{{#ifCond army.system.battle_readiness.casualties_strength.value '>' army.system.battle_readiness.casualties_strength.max}}badvalue{{/ifCond}}">{{army.system.battle_readiness.casualties_strength.value}}</span>
/ {{army.system.battle_readiness.casualties_strength.max}}
</a>
</td>
<td>
<a title="{{localize 'l5r5e.gm.monitor.mouse_control'}}" data-actor-uuid="{{army.uuid}}" data-action="modify_panic" class="actor-modify-control">
<span class="{{#ifCond army.system.battle_readiness.panic_discipline.value '>' army.system.battle_readiness.panic_discipline.max}}badvalue{{/ifCond}}">{{army.system.battle_readiness.panic_discipline.value}}</span>
/ {{army.system.battle_readiness.panic_discipline.max}}
</a>
</td>
<td>
{{#if army.system.commander_actor_id}}
<a data-actor-id="{{army.system.commander_actor_id}}" class="open-sheet-from-uuid">{{army.system.commander}}</a>
{{else}}
{{army.system.commander}}
{{/if}}
<br>
<span class="{{#ifCond army.system.commander_standing.honor '>' 64}}goodvalue{{/ifCond}}{{#ifCond army.system.commander_standing.honor '<' 30}}badvalue{{/ifCond}}">{{army.system.commander_standing.honor}}</span>
/ <span class="{{#ifCond army.system.commander_standing.glory '>' 64}}goodvalue{{/ifCond}}{{#ifCond army.system.commander_standing.glory '<' 20}}badvalue{{/ifCond}}">{{army.system.commander_standing.glory}}</span>
/ {{army.system.commander_standing.status}}
</td>
<td><i data-actor-uuid="{{army.uuid}}" data-type="global" class="fas fa-question-circle actor-infos-control"></i></td>
<td><span data-actor-uuid="{{army.uuid}}" data-action="remove_actor" class="actor-remove-control pointer" title="{{localize 'Delete'}}"><i class="fas fa-trash"></i></span></td>
</tr>
{{/each}}
</tbody>
</table>
</section>

View File

@@ -0,0 +1,85 @@
<section class="tab standard-form scrollable {{tabs.character.cssClass}}"
data-tab="character" data-group="{{tabs.character.group}}">
<table>
<thead>
<th class="img"></th>
<th class="name">{{localize 'l5r5e.sheets.name'}}</th>
<th class="stance"><i class="i_earth"></i></th>
<th class="prepared"><i class="fas prepared-icon-true"></i></th>
<th class="weapon"><i class="fas fa-fan"></i></th>
<th class="armor"><i class="fas fa-user-shield"></i></th>
<th class="rank">{{localize 'l5r5e.sheets.rank'}}</th>
<th class="fatigue">{{localize 'l5r5e.attributes.fatigue'}}</th>
<th class="strife">{{localize 'l5r5e.attributes.strife'}}</th>
<th class="vigilance">{{localize 'l5r5e.gm.monitor.focus_vigilance'}}</th>
<th class="void"><i class="i_void"></i></th>
<th class=""></th>
<th class=""></th>
</thead>
<tbody>
{{#each characters as |actor|}}
<tr>
<td><img data-actor-uuid="{{actor.uuid}}" draggable="true" class="profile actor-profile dragndrop-actor-uuid pointer" title="{{actor.name}}" src="{{actor.img}}"></td>
<td>
<a data-uuid="{{actor.uuid}}" class="open-sheet-from-uuid">{{actor.name}}</a>
{{#if actor.system.attitude}}<p>({{actor.system.attitude}})</p>{{/if}}
</td>
<td>
<a data-actor-uuid="{{actor.uuid}}" class="actor-modify-control" data-action="change_stance">
<i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.stance'}} ({{localizeRing actor.system.stance}} - {{lookup actor.system.rings actor.system.stance}})</h2>{{localizeStanceTip actor.system.stance}}" class="i_{{actor.system.stance}} actor-infos-control"></i>
</a>
</td>
<td>
<a data-actor-uuid="{{actor.uuid}}" class="actor-modify-control" data-action="toggle_prepared">
<i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.initiative.title'}} : {{localize (localize 'l5r5e.conflict.initiative.prepared_{value}' value=actor.isPrepared)}}</h2>" class="fa fas prepared-icon-{{actor.isPrepared}} {{#ifCond actor.isPrepared '==' 'false'}}badvalue{{/ifCond}} actor-infos-control"></i>
</a>
</td>
<td>{{#if actor.haveWeaponEquipped}}<i data-type="weapons" data-actor-uuid="{{actor.uuid}}" class="fas fa-fan actor-infos-control {{#if actor.haveWeaponReadied}}badvalue{{/if}}"></i>{{/if}}</td>
<td>{{#if actor.haveArmorEquipped}}<i data-type="armors" data-actor-uuid="{{actor.uuid}}" class="fas fa-user-shield actor-infos-control"></i>{{/if}}</td>
<td>
<p>
{{#if actor.system.identity.school_rank}}
{{actor.system.identity.school_rank}}
{{else}}
<i class="i_bushi" title="{{localize 'l5r5e.social.npc.combat'}}"></i> {{actor.system.conflict_rank.martial}} <i class="i_courtier" title="{{localize 'l5r5e.social.npc.intrigue'}}"></i> {{actor.system.conflict_rank.social}}
{{/if}}
</p>
<p>
{{#if actor.system.rings_affinities}}
{{#each actor.system.rings_affinities as |ringValue ringId|}}
{{#if ringValue}}
<i class="i_{{ringId}}" title="{{localizeRing ringId}}"></i> {{ringValue}}
{{/if}}
{{/each}}
{{/if}}
</p>
</td>
<td>
<a title="{{localize 'l5r5e.gm.monitor.mouse_control'}}" data-actor-uuid="{{actor.uuid}}" data-action="modify_fatigue" class="actor-modify-control">
<span class="{{#ifCond actor.system.fatigue.value '>' actor.system.fatigue.max}}badvalue{{/ifCond}}">{{actor.system.fatigue.value}}</span>
/ {{actor.system.fatigue.max}}
</a>
</td>
<td>
<a title="{{localize 'l5r5e.gm.monitor.mouse_control'}}" data-actor-uuid="{{actor.uuid}}" data-action="modify_strife" class="actor-modify-control">
<span class="{{#ifCond actor.system.strife.value '>' actor.system.strife.max}}badvalue{{/ifCond}}">{{actor.system.strife.value}}</span>
/ {{actor.system.strife.max}}
</a>
</td>
<td>
{{actor.system.focus}}
/ {{#if actor.system.is_compromised}}<span class="badvalue">1</span>{{else}}{{actor.system.vigilance}}{{/if}}
</td>
<td>
<a title="{{localize 'l5r5e.gm.monitor.mouse_control'}}" data-actor-uuid="{{actor.uuid}}" data-action="modify_voidPoint" class="actor-modify-control">
{{actor.system.void_points.value}}
/ {{actor.system.void_points.max}}
</a>
</td>
<td><i data-actor-uuid="{{actor.uuid}}" data-type="global" class="fas fa-question-circle actor-infos-control"></i></td>
<td><span data-actor-uuid="{{actor.uuid}}" class="actor-remove-control pointer" data-action="remove_actor" title="{{localize 'Delete'}}"><i class="fas fa-trash"></i></span></td>
</tr>
{{/each}}
</tbody>
</table>
</section>