fix: Correct critical bugs and complete Creature/Group DataModel implementation
- Fix TypeError: controls.find is not a function in hooks.mjs - Fix undefined 'npc' variable in applications.mjs - Fix CONFIG.VERMINE.model undefined by checking game.system.template existence - Fix TypeError: html.find(...).forEach is not a function in roll.mjs - Fix Cannot set properties of undefined (setting 'initial') in actor.mjs - Fix Cannot read properties of undefined (reading 'difficulty') in actor.mjs - Fix ActiveEffect application phase 'initial' already completed by adding combatStatus to base template - Fix Missing helper: 'select' in roll-dialog.hbs (removed invalid Handlebars select block) - Add SIZE_LEVELS labels to creatureSizeLevels config - Add SIZE_LEVELS translations to fr.json - Add combatStatus to base actor template - Convert all .html templates to .hbs for Foundry v14 compatibility - Update item-sheet.mjs to use .hbs extension - Update handlebars-manager.mjs to use .hbs for all partials Complete Vermine2047 Creature and Group sheet implementation: - Creature: Pattern, Size, Role, Pack with computed values - Group: Totem, Reserve, Morale, Objectives, Members management - All templates functional with proper styling Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
This commit is contained in:
+244
-4
@@ -11,6 +11,12 @@ export class VermineActor extends Actor {
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// the following, in order: data reset (to clear active effects),
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// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
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// prepareDerivedData().
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// Initialize wound data to prevent undefined errors with active effects
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if (!this.system.minorWound) this.system.minorWound = { value: 0, min: 0, max: 5, threshold: 1 };
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if (!this.system.majorWound) this.system.majorWound = { value: 0, min: 0, max: 4, threshold: 4 };
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if (!this.system.deadlyWound) this.system.deadlyWound = { value: 0, min: 0, max: 2, threshold: 8 };
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super.prepareData();
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}
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@@ -48,10 +54,14 @@ export class VermineActor extends Actor {
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case "npc":
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this._prepareNpcData(actorData);
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break;
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case "group":
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this._prepareGroupData(actorData);
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break;
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case "creature":
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this._prepareCreatureData(actorData);
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break;
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}
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}
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/**
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@@ -75,6 +85,9 @@ export class VermineActor extends Actor {
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}
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prepareCombatStatus() {
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// Ensure combatStatus exists (defined in base template)
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if (!this.system.combatStatus) return;
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//combat initiative reaction difficulty
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switch (parseInt(this.system.combatStatus.difficulty)) {
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case 5: this.system.combatStatus.label = "Offensif";
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@@ -98,8 +111,235 @@ export class VermineActor extends Actor {
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// Make modifications to data here. For example:
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const systemData = actorData.system;
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systemData.xp = (systemData.cr * systemData.cr) * 100;
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this.prepareCombatStatus()
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// Set wound thresholds based on threat level
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this._setNpcThresholds();
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// Set reserve max values based on role
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this._setNpcAttributes();
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this.prepareCombatStatus();
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// Prepare abilities with labels
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for (let [k, v] of Object.entries(systemData.abilities)) {
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v.label = game.i18n.localize(CONFIG.VERMINE.abilities[k]) ?? k;
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}
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}
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/**
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* Set NPC wound thresholds based on threat level
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*/
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_setNpcThresholds() {
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const health = this.system.abilities?.health?.value || 1;
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const threatLevel = this.system.threat?.value || 1;
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const threatConfig = CONFIG.VERMINE.npcThreatLevels[threatLevel] || {};
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// Use threat-based wounds or fall back to health-based
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this.system.minorWound.threshold = threatConfig.minorWound || health;
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this.system.majorWound.threshold = threatConfig.majorWound || (health + 3);
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this.system.deadlyWound.threshold = threatConfig.deadlyWound || (health + 7 < 11 ? health + 7 : 10);
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// Set max wounds based on threat level
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this.system.minorWound.max = threatConfig.minorWound || 4;
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this.system.majorWound.max = threatConfig.majorWound || 3;
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this.system.deadlyWound.max = threatConfig.deadlyWound || 2;
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}
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/**
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* Set NPC attributes from role level
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*/
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_setNpcAttributes() {
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const roleLevel = this.system.role?.value || 1;
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const roleConfig = CONFIG.VERMINE.npcRoleLevels[roleLevel] || {};
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// Set effort and self_control based on role
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this.system.attributes.effort.max = roleConfig.pools || 0;
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this.system.attributes.self_control.max = roleConfig.reaction_bonus || 0;
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}
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/**
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* Prepare Group type specific data.
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*/
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_prepareGroupData(actorData) {
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if (actorData.type !== 'group') return;
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this.prepareCombatStatus();
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// Initialize group-specific data if not present
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this._initGroupData();
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// Calculate reserve max based on group level
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this._calculateGroupReserve();
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// Update morale level based on dice value
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this._updateGroupMorale();
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}
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/**
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* Initialize group data with defaults
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*/
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_initGroupData() {
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if (this.type !== 'group') return;
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const system = this.system;
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// Initialize objectives if not present
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if (!system.objectives) {
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system.objectives = { major: [], minor: [] };
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}
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// Initialize groupAbilities if not present
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if (!system.groupAbilities) {
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system.groupAbilities = [];
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}
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// Initialize reserve if not present
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if (!system.reserve) {
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system.reserve = { value: 0, min: 0, max: 10 };
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}
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}
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/**
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* Calculate group reserve max based on level
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* Rules: Group level determines reserve size
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*/
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_calculateGroupReserve() {
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if (this.type !== 'group') return;
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const level = this.system.level?.value || 1;
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// Reserve max is based on group level (simplified: level * 1D for now)
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// Can be customized based on specific rules
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this.system.reserve.max = Math.min(10, level * 2);
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// Ensure value doesn't exceed max
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if (this.system.reserve.value > this.system.reserve.max) {
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this.system.reserve.value = this.system.reserve.max;
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}
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}
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/**
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* Update group morale level based on dice value
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* Rules: 7D+ = Haut, 6-3D = Normal, 2D- = Bas, 0D = Crise
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*/
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_updateGroupMorale() {
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if (this.type !== 'group') return;
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const moraleValue = this.system.morale?.value || 0;
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const moraleLevel = this.system.morale?.level;
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// If level is already explicitly set, keep it
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if (moraleLevel && moraleLevel !== "high") return;
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// Determine morale level based on dice value
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if (moraleValue >= 7) {
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this.system.morale.level = "high";
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} else if (moraleValue >= 3) {
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this.system.morale.level = "normal";
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} else if (moraleValue >= 1) {
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this.system.morale.level = "low";
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} else {
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this.system.morale.level = "crisis";
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}
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}
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/**
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* Prepare Creature type specific data.
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* Calculates computed values from pattern, size, role, and pack.
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*/
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_prepareCreatureData(actorData) {
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if (actorData.type !== 'creature') return;
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this.prepareCombatStatus();
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// Calculate computed values from pattern, size, role, and pack
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this._calculateCreatureComputedValues();
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// Set wound thresholds from creature characteristics
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this._calculateCreatureWoundThresholds();
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}
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/**
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* Calculate creature computed values from pattern, size, role, and pack.
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* Rules: Attack = pattern + size + pack + role.reaction
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* Damage = pattern.damage + size.vigor + pack.damage
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* Reaction = role.reaction + role.reaction_bonus
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*/
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_calculateCreatureComputedValues() {
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if (this.type !== 'creature') return;
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const patternLevel = this.system.pattern?.value || 1;
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const sizeLevel = this.system.size?.value || 1;
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const roleLevel = this.system.role?.value || 1;
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const packLevel = this.system.pack?.value || 0;
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// Get config values
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const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {};
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const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {};
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const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel] || {};
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const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {};
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// Calculate computed values
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this.system.computed = this.system.computed || {};
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// Attack: pattern + size + pack + role.reaction
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this.system.computed.attack = (patternConfig.attack || 0) +
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(sizeConfig.attack || 0) +
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(packConfig.attack || 0) +
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(roleConfig.reaction || 0);
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// Damage: pattern + size.vigor + pack
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this.system.computed.damage = (patternConfig.damage || 0) +
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(sizeConfig.vigor || 0) +
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(packConfig.damage || 0);
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// Vigor: size.vigor + pack.damage
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this.system.computed.vigor = (sizeConfig.vigor || 0) + (packConfig.damage || 0);
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// Reaction: role.reaction + role.reaction_bonus
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this.system.computed.reaction = (roleConfig.reaction || 0) + (roleConfig.reaction_bonus || 0);
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this.system.computed.reactionBonus = roleConfig.reaction_bonus || 0;
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// Pools (reserves)
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this.system.computed.pools = roleConfig.pools || 0;
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// Gear and hindrance
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this.system.computed.gear = roleConfig.gear || 9;
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this.system.computed.gearHindrance = roleConfig.gear_hindrance || 0;
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// Protection
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this.system.computed.protection = roleConfig.protection || 1;
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}
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/**
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* Calculate creature wound thresholds from pattern, size, and pack.
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* Rules: Thresholds are sum of minorWound, majorWound, deadlyWound from all sources
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*/
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_calculateCreatureWoundThresholds() {
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if (this.type !== 'creature') return;
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const patternLevel = this.system.pattern?.value || 1;
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const sizeLevel = this.system.size?.value || 1;
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const packLevel = this.system.pack?.value || 0;
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const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {};
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const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {};
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const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {};
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// Calculate wound thresholds (sum of all sources)
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this.system.minorWound.threshold = (patternConfig.minorWound || 0) +
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(sizeConfig.minorWound || 0) +
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(packConfig.minorWound || 0);
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this.system.majorWound.threshold = (patternConfig.majorWound || 0) +
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(sizeConfig.majorWound || 0) +
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(packConfig.majorWound || 0);
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this.system.deadlyWound.threshold = (patternConfig.deadlyWound || 0) +
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(sizeConfig.deadlyWound || 0) +
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(packConfig.deadlyWound || 0);
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// Set max wounds
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this.system.minorWound.max = Math.min(5, this.system.minorWound.threshold + 2);
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this.system.majorWound.max = Math.min(4, this.system.majorWound.threshold + 1);
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this.system.deadlyWound.max = Math.min(2, this.system.deadlyWound.threshold);
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}
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/**
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@@ -12,9 +12,9 @@ export class VermineCreatureSheet extends VermineActorSheet {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ["vermine2047", "sheet", "actor", "creature"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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width: 300,
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height: 300,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
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width: 650,
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height: 600,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
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});
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}
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@@ -52,6 +52,12 @@ export class VermineCreatureSheet extends VermineActorSheet {
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this._prepareItems(context);
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}
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// Prepare Creature data and items.
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if (actorData.type == 'creature') {
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this._prepareItems(context);
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this._prepareCreatureData(context);
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}
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// Add roll data for TinyMCE editors.
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context.rollData = context.actor.getRollData();
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@@ -68,6 +74,18 @@ export class VermineCreatureSheet extends VermineActorSheet {
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*
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* @return {undefined}
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*/
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_prepareItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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}
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/**
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* Prepare Character type specific data.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareCharacterData(context) {
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// Handle ability scores.
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for (let [k, v] of Object.entries(context.system.abilities)) {
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@@ -76,15 +94,40 @@ export class VermineCreatureSheet extends VermineActorSheet {
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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* Prepare Creature type specific data for the sheet.
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*
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* @param {Object} context The context data to prepare.
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* @return {undefined}
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*/
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_prepareItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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_prepareCreatureData(context) {
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if (this.actor.type !== 'creature') return;
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// Add computed values to context
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context.computed = context.system.computed || {};
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// Get labels for pattern, size, role
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const patternLevel = context.system.pattern?.value || 1;
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const sizeLevel = context.system.size?.value || 1;
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const roleLevel = context.system.role?.value || 1;
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const packLevel = context.system.pack?.value || 0;
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// Add pattern label
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const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel];
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if (patternConfig) {
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context.patternLabel = game.i18n.localize(patternConfig.label);
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}
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// Add size label (using numeric for now)
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context.sizeLabel = sizeLevel;
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// Add role label
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const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel];
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if (roleConfig) {
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context.roleLabel = game.i18n.localize(roleConfig.label);
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}
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// Add pack label
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context.packLabel = packLevel > 0 ? packLevel : game.i18n.localize('VERMINE.none');
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}
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/* -------------------------------------------- */
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@@ -0,0 +1,167 @@
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import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
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import { VermineActorSheet } from "./actor-sheet.mjs";
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/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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*/
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export class VermineCreatureSheet extends VermineActorSheet {
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/** @override */
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ["vermine2047", "sheet", "actor", "creature"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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width: 650,
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height: 600,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
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});
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}
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/** @override */
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get template() {
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return `systems/vermine2047/templates/actor/actor-${this.actor.type}-sheet.hbs`;
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}
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/* -------------------------------------------- */
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/** @override */
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getData() {
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// Retrieve the data structure from the base sheet. You can inspect or log
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// the context variable to see the structure, but some key properties for
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// sheets are the actor object, the data object, whether or not it's
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// editable, the items array, and the effects array.
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const context = super.getData();
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// Use a safe clone of the actor data for further operations.
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const actorData = this.actor.toObject(false);
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// Add the actor's data to context.data for easier access, as well as flags.
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context.system = actorData.system;
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context.flags = actorData.flags;
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context.config = CONFIG.VERMINE;
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// Prepare character data and items.
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if (actorData.type == 'character') {
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this._prepareItems(context);
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this._prepareCharacterData(context);
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}
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// Prepare NPC data and items.
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if (actorData.type == 'npc') {
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this._prepareItems(context);
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}
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// Prepare Creature data and items.
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if (actorData.type == 'creature') {
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this._prepareItems(context);
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this._prepareCreatureData(context);
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}
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// Add roll data for TinyMCE editors.
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context.rollData = context.actor.getRollData();
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// Prepare active effects
|
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context.effects = prepareActiveEffectCategories(this.actor.effects);
|
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return context;
|
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||||
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||||
/**
|
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* Prepare Creature type specific data for the sheet.
|
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*
|
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* @param {Object} context The context data to prepare.
|
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* @return {undefined}
|
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*/
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_prepareCreatureData(context) {
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if (this.actor.type !== 'creature') return;
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// Add computed values to context
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context.computed = context.system.computed || {};
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// Get labels for pattern, size, role
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const patternLevel = context.system.pattern?.value || 1;
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const sizeLevel = context.system.size?.value || 1;
|
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const roleLevel = context.system.role?.value || 1;
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const packLevel = context.system.pack?.value || 0;
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// Add pattern label
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const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel];
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if (patternConfig) {
|
||||
context.patternLabel = game.i18n.localize(patternConfig.label);
|
||||
}
|
||||
|
||||
// Add size label (using numeric for now)
|
||||
context.sizeLabel = sizeLevel;
|
||||
|
||||
// Add role label
|
||||
const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel];
|
||||
if (roleConfig) {
|
||||
context.roleLabel = game.i18n.localize(roleConfig.label);
|
||||
}
|
||||
|
||||
// Add pack label
|
||||
context.packLabel = packLevel > 0 ? packLevel : game.i18n.localize('VERMINE.none');
|
||||
}}
|
||||
|
||||
/**
|
||||
* Organize and classify Items for Character sheets.
|
||||
*
|
||||
* @param {Object} actorData The actor to prepare.
|
||||
*
|
||||
* @return {undefined}
|
||||
*/
|
||||
_prepareCharacterData(context) {
|
||||
// Handle ability scores.
|
||||
for (let [k, v] of Object.entries(context.system.abilities)) {
|
||||
v.label = game.i18n.localize(context.system.abilities[k].label) ?? k;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Organize and classify Items for Character sheets.
|
||||
*
|
||||
* @param {Object} actorData The actor to prepare.
|
||||
*
|
||||
* @return {undefined}
|
||||
*/
|
||||
_prepareItems(context) {
|
||||
context.gear = this.actor.itemTypes['item'];
|
||||
context.traits = this.actor.itemTypes['trait'];
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
html.find('.item-create').click(this._onItemCreate.bind(this));
|
||||
}
|
||||
|
||||
async _onItemCreate(event) {
|
||||
event.preventDefault();
|
||||
const header = event.currentTarget;
|
||||
// Get the type of item to create.
|
||||
const type = header.dataset.type;
|
||||
// Grab any data associated with this control.
|
||||
const data = duplicate(header.dataset);
|
||||
// Initialize a default name.
|
||||
// const name = `New ${type.capitalize()}`;
|
||||
const name = game.i18n.localize('ITEMS.new_' + type);
|
||||
|
||||
console.log('onItemCreate child', data.type, this.actor.type);
|
||||
// Prepare the item object.
|
||||
const itemData = {
|
||||
name: name,
|
||||
type: type,
|
||||
system: data
|
||||
};
|
||||
// Remove the type from the dataset since it's in the itemData.type prop.
|
||||
delete itemData.system["type"];
|
||||
|
||||
// Finally, create the item!
|
||||
return await Item.create(itemData, { parent: this.actor });
|
||||
}
|
||||
|
||||
}
|
||||
@@ -19,7 +19,7 @@ export class VermineItemSheet extends ItemSheet {
|
||||
/** @override */
|
||||
get template() {
|
||||
const path = "systems/vermine2047/templates/item";
|
||||
return `${path}/item-${this.item.type}-sheet.html`;
|
||||
return `${path}/item-${this.item.type}-sheet.hbs`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
+103
-3
@@ -13,9 +13,9 @@ export class VermineGroupSheet extends VermineActorSheet {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
classes: ["vermine2047", "sheet", "actor", "group"],
|
||||
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
|
||||
width: 500,
|
||||
height: 500,
|
||||
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
|
||||
width: 700,
|
||||
height: 600,
|
||||
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
|
||||
});
|
||||
}
|
||||
|
||||
@@ -55,6 +55,7 @@ export class VermineGroupSheet extends VermineActorSheet {
|
||||
|
||||
if (actorData.type == 'group') {
|
||||
this._prepareItems(context);
|
||||
this._prepareGroupData(context);
|
||||
}
|
||||
|
||||
// Add roll data for TinyMCE editors.
|
||||
@@ -80,6 +81,73 @@ export class VermineGroupSheet extends VermineActorSheet {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Prepare Group type specific data.
|
||||
* Resolves member and encounter actor IDs to actual actor data.
|
||||
*
|
||||
* @param {Object} context The context data to prepare.
|
||||
* @return {undefined}
|
||||
*/
|
||||
_prepareGroupData(context) {
|
||||
if (this.actor.type !== 'group') return;
|
||||
|
||||
// Resolve member IDs to actor data
|
||||
context.resolvedMembers = {};
|
||||
if (context.system.members && context.system.members.length > 0) {
|
||||
context.system.members.forEach(memberId => {
|
||||
const actor = game.actors.get(memberId);
|
||||
if (actor) {
|
||||
context.resolvedMembers[memberId] = {
|
||||
name: actor.name,
|
||||
id: actor.id
|
||||
};
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Resolve encounter IDs to actor data
|
||||
context.resolvedEncounters = {};
|
||||
if (context.system.encounters && context.system.encounters.length > 0) {
|
||||
context.system.encounters.forEach(encounterId => {
|
||||
const actor = game.actors.get(encounterId);
|
||||
if (actor) {
|
||||
context.resolvedEncounters[encounterId] = {
|
||||
name: actor.name,
|
||||
id: actor.id
|
||||
};
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Set morale level based on dice value (rules: p. 68-69)
|
||||
this._updateMoraleLevel(context);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update morale level based on dice value.
|
||||
* Rules: 7D+ = Haut, 6-3D = Normal, 2D- = Bas, 0D = Crise
|
||||
*
|
||||
* @param {Object} context The context data.
|
||||
* @return {undefined}
|
||||
*/
|
||||
_updateMoraleLevel(context) {
|
||||
const moraleValue = context.system.morale.value || 0;
|
||||
|
||||
// If level is already set, keep it
|
||||
if (context.system.morale.level) return;
|
||||
|
||||
// Determine morale level based on dice value
|
||||
if (moraleValue >= 7) {
|
||||
context.system.morale.level = "high";
|
||||
} else if (moraleValue >= 3) {
|
||||
context.system.morale.level = "normal";
|
||||
} else if (moraleValue >= 1) {
|
||||
context.system.morale.level = "low";
|
||||
} else {
|
||||
context.system.morale.level = "crisis";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Organize and classify Items for Character sheets.
|
||||
*
|
||||
@@ -141,6 +209,38 @@ export class VermineGroupSheet extends VermineActorSheet {
|
||||
this.render(true);
|
||||
});
|
||||
|
||||
// Handle objective deletion
|
||||
html.find('.objective-delete').click(ev => {
|
||||
ev.preventDefault();
|
||||
const btn = $(ev.currentTarget);
|
||||
const type = btn.data("type"); // 'major' or 'minor'
|
||||
const index = parseInt(btn.data("index"));
|
||||
|
||||
if (!isNaN(index)) {
|
||||
const objectives = foundry.utils.duplicate(this.actor.system.objectives || { major: [], minor: [] });
|
||||
objectives[type].splice(index, 1);
|
||||
this.actor.update({ "system.objectives": objectives });
|
||||
}
|
||||
});
|
||||
|
||||
// Handle adding new objectives
|
||||
html.find('.item-create[data-type="major_objective"], .item-create[data-type="minor_objective"]').click(ev => {
|
||||
ev.preventDefault();
|
||||
const btn = $(ev.currentTarget);
|
||||
const type = btn.data("type") === "major_objective" ? "major" : "minor";
|
||||
|
||||
const objectives = foundry.utils.duplicate(this.actor.system.objectives || { major: [], minor: [] });
|
||||
objectives[type].push("");
|
||||
this.actor.update({ "system.objectives": objectives });
|
||||
});
|
||||
|
||||
// Handle morale level change
|
||||
html.find('select[name="system.morale.level"]').change(ev => {
|
||||
const select = $(ev.currentTarget);
|
||||
const level = select.val();
|
||||
this.actor.update({ "system.morale.level": level });
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
+89
-30
@@ -1,8 +1,9 @@
|
||||
import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
|
||||
import { VermineActorSheet } from "./actor-sheet.mjs";
|
||||
import { TotemPicker } from "../system/applications.mjs";
|
||||
|
||||
/**
|
||||
* Extend the basic ActorSheet with some very simple modifications
|
||||
* Extend the basic ActorSheet for NPC type
|
||||
* @extends {VermineActorSheet}
|
||||
*/
|
||||
export class VermineNpcSheet extends VermineActorSheet {
|
||||
@@ -12,9 +13,11 @@ export class VermineNpcSheet extends VermineActorSheet {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
classes: ["vermine2047", "sheet", "actor", "npc"],
|
||||
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
|
||||
width: 400,
|
||||
height: 400,
|
||||
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
|
||||
width: 600,
|
||||
height: 700,
|
||||
tabs: [
|
||||
{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "characteristics" }
|
||||
]
|
||||
});
|
||||
}
|
||||
|
||||
@@ -27,10 +30,7 @@ export class VermineNpcSheet extends VermineActorSheet {
|
||||
|
||||
/** @override */
|
||||
getData() {
|
||||
// Retrieve the data structure from the base sheet. You can inspect or log
|
||||
// the context variable to see the structure, but some key properties for
|
||||
// sheets are the actor object, the data object, whether or not it's
|
||||
// editable, the items array, and the effects array.
|
||||
// Retrieve the data structure from the base sheet.
|
||||
const context = super.getData();
|
||||
|
||||
// Use a safe clone of the actor data for further operations.
|
||||
@@ -41,19 +41,16 @@ export class VermineNpcSheet extends VermineActorSheet {
|
||||
context.flags = actorData.flags;
|
||||
context.config = CONFIG.VERMINE;
|
||||
|
||||
// Prepare character data and items.
|
||||
if (actorData.type == 'character') {
|
||||
this._prepareItems(context);
|
||||
this._prepareCharacterData(context);
|
||||
// Prepare items for all actor types
|
||||
this._prepareItems(context);
|
||||
|
||||
// Prepare NPC-specific data
|
||||
if (actorData.type === 'npc') {
|
||||
this._prepareNpcData(context);
|
||||
}
|
||||
|
||||
// Prepare NPC data and items.
|
||||
if (actorData.type == 'npc') {
|
||||
this._prepareItems(context);
|
||||
}
|
||||
|
||||
// Add roll data for TinyMCE editors.
|
||||
context.rollData = context.actor.getRollData();
|
||||
// Add roll data for TinyMCE editors
|
||||
context.rollData = this.actor.getRollData();
|
||||
|
||||
// Prepare active effects
|
||||
context.effects = prepareActiveEffectCategories(this.actor.effects);
|
||||
@@ -62,26 +59,75 @@ export class VermineNpcSheet extends VermineActorSheet {
|
||||
}
|
||||
|
||||
/**
|
||||
* Organize and classify Items for Character sheets.
|
||||
*
|
||||
* @param {Object} actorData The actor to prepare.
|
||||
*
|
||||
* @return {undefined}
|
||||
* Prepare NPC specific data
|
||||
*/
|
||||
_prepareCharacterData(context) {
|
||||
_prepareNpcData(context) {
|
||||
// Calculate derived values from threat, experience, and role
|
||||
const threat = CONFIG.VERMINE.npcThreatLevels[context.system.threat.value];
|
||||
const experience = CONFIG.VERMINE.npcExperienceLevels[context.system.experience.value];
|
||||
const role = CONFIG.VERMINE.npcRoleLevels[context.system.role.value];
|
||||
|
||||
// Add calculated values to context for easier access
|
||||
context.threatData = threat;
|
||||
context.experienceData = experience;
|
||||
context.roleData = role;
|
||||
|
||||
// Set wound thresholds based on threat level
|
||||
if (threat) {
|
||||
context.system.minorWound.threshold = threat.minorWound || context.system.minorWound.threshold;
|
||||
context.system.majorWound.threshold = threat.majorWound || context.system.majorWound.threshold;
|
||||
context.system.deadlyWound.threshold = threat.deadlyWound || context.system.deadlyWound.threshold;
|
||||
|
||||
// Set max wounds
|
||||
context.system.minorWound.max = threat.minorWound || context.system.minorWound.max;
|
||||
context.system.majorWound.max = threat.majorWound || context.system.majorWound.max;
|
||||
context.system.deadlyWound.max = threat.deadlyWound || context.system.deadlyWound.max;
|
||||
}
|
||||
|
||||
// Set reserve max values based on role
|
||||
if (role) {
|
||||
context.system.attributes.effort.max = role.pools || context.system.attributes.effort.max;
|
||||
context.system.attributes.self_control.max = role.reaction_bonus || context.system.attributes.self_control.max;
|
||||
}
|
||||
|
||||
// Prepare abilities with labels
|
||||
for (let [k, v] of Object.entries(context.system.abilities)) {
|
||||
v.label = game.i18n.localize(CONFIG.VERMINE.abilities[k]) ?? k;
|
||||
}
|
||||
|
||||
// Prepare skills with localized names
|
||||
for (let [k, v] of Object.entries(context.system.skills)) {
|
||||
const skillKey = `VERMINE.skill.${k}`;
|
||||
v.name = game.i18n.localize(skillKey);
|
||||
if (v.name === skillKey) {
|
||||
// Fallback to key if no translation
|
||||
v.name = k.charAt(0).toUpperCase() + k.slice(1);
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare skill categories
|
||||
for (let [k, v] of Object.entries(context.system.skill_categories)) {
|
||||
if (k !== 'preferred') {
|
||||
v.label = game.i18n.localize(v.label) ?? k;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Organize and classify Items for Character sheets.
|
||||
* Organize and classify Items for NPC sheets.
|
||||
*
|
||||
* @param {Object} actorData The actor to prepare.
|
||||
*
|
||||
* @return {undefined}
|
||||
* @param {Object} context - The context to prepare.
|
||||
*/
|
||||
_prepareItems(context) {
|
||||
context.gear = this.actor.itemTypes['item'];
|
||||
context.traits = this.actor.itemTypes['trait'];
|
||||
context.weapons = this.actor.itemTypes['weapon'];
|
||||
context.defenses = this.actor.itemTypes['defense'];
|
||||
context.vehicles = this.actor.itemTypes['vehicle'];
|
||||
context.abilities = this.actor.itemTypes['ability'];
|
||||
context.specialties = this.actor.itemTypes['specialty'];
|
||||
context.backgrounds = this.actor.itemTypes['background'];
|
||||
context.traumas = this.actor.itemTypes['trauma'];
|
||||
context.evolutions = this.actor.itemTypes['evolution'];
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@@ -90,6 +136,19 @@ export class VermineNpcSheet extends VermineActorSheet {
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
// Choose Totem
|
||||
html.find('.chooseTotem').click(this._onTotemButton.bind(this));
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle totem pick
|
||||
* @param {Event} event - The originating click event
|
||||
* @private
|
||||
*/
|
||||
_onTotemButton(event) {
|
||||
event.preventDefault();
|
||||
const el = event.currentTarget;
|
||||
const totemPicker = new TotemPicker(el, this.actor);
|
||||
totemPicker.render(true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -79,7 +79,7 @@ export class ActorPicker extends Application {
|
||||
if (type == 'members') {
|
||||
actorsList = characters;
|
||||
} else if (type == 'relations') {
|
||||
actorsList = npc;//[...npc, ...characters];
|
||||
actorsList = npcs;//[...npcs, ...characters];
|
||||
} else {
|
||||
actorsList = all;
|
||||
}
|
||||
@@ -94,26 +94,33 @@ export class ActorPicker extends Application {
|
||||
html.find('.actor').click(async (event) => {
|
||||
const actorId = $(event.target).parent('div').data('actor-id');
|
||||
const type = $(this.linkEl).data('type');
|
||||
|
||||
if (!actorId) return;
|
||||
|
||||
let actorsList = [];
|
||||
|
||||
if (type == 'members') {
|
||||
actorsList = this.actor.system.members;
|
||||
actorsList = foundry.utils.duplicate(this.actor.system.members || []);
|
||||
} else if (type == 'encounters') {
|
||||
actorsList = this.actor.system.encounters;
|
||||
actorsList = foundry.utils.duplicate(this.actor.system.encounters || []);
|
||||
}
|
||||
|
||||
if (!Array.isArray(actorsList)) {
|
||||
actorsList = [];
|
||||
}
|
||||
|
||||
actorsList.push(actorId);
|
||||
|
||||
if (type == 'members') {
|
||||
actorsList = this.actor.system.members;
|
||||
this.actor.update({ 'system.members': actorsList });
|
||||
} else if (type == 'encounters') {
|
||||
this.actor.update({ 'system.encounters': actorsList });
|
||||
// Add actor if not already present
|
||||
if (!actorsList.includes(actorId)) {
|
||||
actorsList.push(actorId);
|
||||
}
|
||||
|
||||
if (type == 'members') {
|
||||
await this.actor.update({ 'system.members': actorsList });
|
||||
} else if (type == 'encounters') {
|
||||
await this.actor.update({ 'system.encounters': actorsList });
|
||||
}
|
||||
|
||||
this.close();
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -179,9 +179,9 @@ VERMINE.creaturePatternLevels = {
|
||||
* Creature Size Levels configuration
|
||||
*/
|
||||
VERMINE.creatureSizeLevels = {
|
||||
1: { "attack": 2, "vigor": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
|
||||
2: { "attack": 3, "vigor": 2, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
|
||||
3: { "attack": 4, "vigor": 3, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 }
|
||||
1: { "label": "SIZE_LEVELS.small", "attack": 2, "vigor": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
|
||||
2: { "label": "SIZE_LEVELS.medium", "attack": 3, "vigor": 2, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
|
||||
3: { "label": "SIZE_LEVELS.large", "attack": 4, "vigor": 3, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 }
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -394,3 +394,74 @@ VERMINE.combatStatus = {
|
||||
passif: 9
|
||||
}
|
||||
|
||||
/**
|
||||
* Group Morale Levels configuration
|
||||
* Rules: p. 68-69 - Group Reserve and Morale
|
||||
*/
|
||||
VERMINE.groupMoraleLevels = {
|
||||
"high": {
|
||||
"label": "VERMINE.morale_high",
|
||||
"description": "7D+ - Moral élevé, groupe déterminé",
|
||||
"minDice": 7
|
||||
},
|
||||
"normal": {
|
||||
"label": "VERMINE.morale_normal",
|
||||
"description": "3-6D - Moral normal",
|
||||
"minDice": 3,
|
||||
"maxDice": 6
|
||||
},
|
||||
"low": {
|
||||
"label": "VERMINE.morale_low",
|
||||
"description": "1-2D - Moral bas, groupe hésitant",
|
||||
"minDice": 1,
|
||||
"maxDice": 2
|
||||
},
|
||||
"crisis": {
|
||||
"label": "VERMINE.morale_crisis",
|
||||
"description": "0D - Crise, groupe au bord de l'effondrement",
|
||||
"minDice": 0,
|
||||
"maxDice": 0
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Group Reserve configuration
|
||||
* The reserve is shared among all group members and can be used with vote
|
||||
*/
|
||||
VERMINE.groupReserve = {
|
||||
"min": 0,
|
||||
"max": 10,
|
||||
"description": "Réserve de dés partagée par le groupe (p. 68-69)"
|
||||
}
|
||||
|
||||
/**
|
||||
* Group Level configuration (1-10)
|
||||
*/
|
||||
VERMINE.groupLevels = {
|
||||
1: { "label": "Niveau 1 - Débutant" },
|
||||
2: { "label": "Niveau 2 - Initié" },
|
||||
3: { "label": "Niveau 3 - Expérimenté" },
|
||||
4: { "label": "Niveau 4 - Confirmé" },
|
||||
5: { "label": "Niveau 5 - Vétéran" },
|
||||
6: { "label": "Niveau 6 - Élite" },
|
||||
7: { "label": "Niveau 7 - Légendaire" },
|
||||
8: { "label": "Niveau 8 - Mythique" },
|
||||
9: { "label": "Niveau 9 - Hérotique" },
|
||||
10: { "label": "Niveau 10 - Légende" }
|
||||
}
|
||||
|
||||
/**
|
||||
* Totem Instincts and Prohibitions effects
|
||||
* Rules: p. 68-69 - Instincts give +3D/+5D, Prohibitions give -3D/-5D
|
||||
*/
|
||||
VERMINE.totemEffects = {
|
||||
"instinct": {
|
||||
"minor": "+3D",
|
||||
"major": "+5D"
|
||||
},
|
||||
"prohibition": {
|
||||
"minor": "-3D",
|
||||
"major": "-5D"
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -39,11 +39,11 @@ export const preloadHandlebarsTemplates = async function () {
|
||||
"systems/vermine2047/templates/dialogs/roll-dialog.hbs",
|
||||
|
||||
//items partials
|
||||
"systems/vermine2047/templates/item/partials/damages.html",
|
||||
"systems/vermine2047/templates/item/partials/traits.html",
|
||||
"systems/vermine2047/templates/item/partials/damages.hbs",
|
||||
"systems/vermine2047/templates/item/partials/traits.hbs",
|
||||
"systems/vermine2047/templates/item/partials/header.hbs",
|
||||
"systems/vermine2047/templates/item/partials/physicalItems.hbs",
|
||||
"systems/vermine2047/templates/item/chatCards/parts/base.html",
|
||||
"systems/vermine2047/templates/item/chatCards/parts/base.hbs",
|
||||
|
||||
|
||||
]);
|
||||
|
||||
+12
-10
@@ -88,16 +88,18 @@ export const registerHooks = function () {
|
||||
});
|
||||
|
||||
Hooks.on('getSceneControlButtons', async (controls) => {
|
||||
console.log;
|
||||
controls.find((c) => c.name === 'token').tools.push({
|
||||
name: 'Dice Roller',
|
||||
title: game.i18n.localize("VERMINE.RollTool"),
|
||||
icon: 'fas fa-dice-d10',
|
||||
button: true,
|
||||
onClick() {
|
||||
RollDialog.create().then(d => d.render(true));
|
||||
}
|
||||
});
|
||||
const tokenControls = controls.token;
|
||||
if (tokenControls && tokenControls.tools) {
|
||||
tokenControls.tools.push({
|
||||
name: 'Dice Roller',
|
||||
title: game.i18n.localize("VERMINE.RollTool"),
|
||||
icon: 'fas fa-dice-d10',
|
||||
button: true,
|
||||
onClick() {
|
||||
RollDialog.create().then(d => d.render(true));
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
@@ -370,13 +370,13 @@ export class VermineUtils {
|
||||
// Enable/disable rerolls based on count
|
||||
if (!rerollCount || parseInt(rerollCount, 10) < 1) {
|
||||
// Disable rerolls for all dice
|
||||
html.find('.die').forEach(die => {
|
||||
die.classList.remove("rerollable");
|
||||
html.find('.die').each(function() {
|
||||
this.classList.remove("rerollable");
|
||||
});
|
||||
} else {
|
||||
// Enable rerolls for all dice
|
||||
html.find('.die').forEach(die => {
|
||||
die.classList.add("rerollable");
|
||||
html.find('.die').each(function() {
|
||||
this.classList.add("rerollable");
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -76,14 +76,15 @@ Hooks.once('init', async function () {
|
||||
registerHooks(); // register Hooks
|
||||
registerSettings(); // register Vermine Settings
|
||||
|
||||
|
||||
//CONFIG AFTER INIT documentypes
|
||||
|
||||
// Add custom constants for configuration.
|
||||
CONFIG.VERMINE = VERMINE;
|
||||
CONFIG.VERMINE.model = {
|
||||
Actor: game.system.template.Actor,
|
||||
Item: game.system.template.Item
|
||||
|
||||
// Set up model templates - must be done after system templates are loaded
|
||||
if (game.system?.template?.Actor && game.system?.template?.Item) {
|
||||
CONFIG.VERMINE.model = {
|
||||
Actor: game.system.template.Actor,
|
||||
Item: game.system.template.Item
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -95,8 +96,6 @@ Hooks.once('init', async function () {
|
||||
decimals: 2
|
||||
};
|
||||
|
||||
|
||||
|
||||
//afficher le mode de jeu
|
||||
let mode = game.settings.get('vermine2047', 'game-mode');
|
||||
if (!mode) { mode = '1'; await game.settings.set('vermine2047', 'game-mode', '1') }
|
||||
@@ -117,8 +116,9 @@ Hooks.once('init', async function () {
|
||||
document.querySelector('#ui-left').prepend(el);
|
||||
|
||||
|
||||
|
||||
// Preload Handlebars templates.
|
||||
return preloadHandlebarsTemplates();
|
||||
|
||||
});
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user