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>
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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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* 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) {
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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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* 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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*
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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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v.label = game.i18n.localize(context.system.abilities[k].label) ?? k;
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}
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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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*
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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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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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html.find('.item-create').click(this._onItemCreate.bind(this));
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}
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async _onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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// const name = `New ${type.capitalize()}`;
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const name = game.i18n.localize('ITEMS.new_' + type);
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console.log('onItemCreate child', data.type, this.actor.type);
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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system: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.system["type"];
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// Finally, create the item!
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return await Item.create(itemData, { parent: this.actor });
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}
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}
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