Actor sheet -> working !!!

This commit is contained in:
2026-06-06 15:48:18 +02:00
parent 9b77a0c552
commit 891769816a
13 changed files with 129 additions and 69 deletions
+14 -7
View File
@@ -24,15 +24,24 @@
.resource-label {
font-size: 0.75rem;
color: @color-text-light-2;
color: @color-text-light-highlight;
text-transform: uppercase;
font-weight: bold;
text-shadow: 0 0 3px rgba(0, 0, 0, 0.9);
}
.resource {
border: none;
border-left: 1px solid gray;
padding: 0.2rem 1rem;
border: 1px solid @color-border-dark-3;
border-left: 3px solid @theme-color-primary;
background: rgba(0, 0, 0, 0.1);
padding: 0.5rem 1rem;
text-align: center;
.transition();
&:hover {
background: rgba(0, 0, 0, 0.2);
border-color: @theme-color-primary;
}
.flexrow {
min-width: 5rem;
@@ -56,13 +65,11 @@
}
select {
background: rgba(0, 0, 0, 0.4);
.custom-select-style();
color: @color-text-light-1;
font-family: "DistressBlack", sans-serif;
font-size: 0.875rem;
text-align: center;
border: none;
box-shadow: 0px 0px 3px rgba(31, 26, 26, 0.979) inset;
text-shadow: 0 0 3px rgba(0, 0, 0, 0.9);
}
@@ -64,6 +64,35 @@ export class VermineBaseActorSheet extends HandlebarsApplicationMixin(foundry.ap
_canDragStart() { return this.isEditable }
_canDragDrop() { return this.isEditable }
// ── Soumission du formulaire ────────────────────────────────────────
/** @override - coerce string values from HTML form inputs to numbers */
_prepareSubmitData(submitData, form, formData) {
const fd = foundry.utils.deepClone(formData.object)
for (const [key, value] of Object.entries(fd)) {
if (!key.startsWith("system.") || typeof value === "number") continue
const segments = key.slice(7).split(".")
let node = this.document.system.schema
for (const seg of segments) {
if (node instanceof foundry.data.fields.SchemaField) node = node.fields[seg]
else { node = undefined; break }
}
if (!(node instanceof foundry.data.fields.NumberField)) continue
// Handle arrays from duplicate-named form inputs
let raw = Array.isArray(value) ? value.filter(v => v !== "" && v !== null).pop() : value
if (raw === undefined) continue
if (typeof raw === "string" && raw.trim() === "") { fd[key] = 0; continue }
const num = Number(typeof raw === "string" ? raw.trim() : raw)
if (!isNaN(num)) fd[key] = num
}
return fd
}
// ── Contexte commun ─────────────────────────────────────────────────
async _prepareContext() {
@@ -12,6 +12,7 @@ export class VermineCharacterSheetV2 extends VermineBaseActorSheet {
}
static PARTS = {
header: { template: "systems/vermine2047/templates/actor/appv2/character-header.hbs" },
main: { template: "systems/vermine2047/templates/actor/appv2/character-main.hbs" },
tabs: { template: "templates/generic/tab-navigation.hbs" },
abilities: { template: "systems/vermine2047/templates/actor/appv2/character-abilities.hbs" },
@@ -39,6 +39,14 @@ export class VermineCreatureSheetV2 extends VermineBaseActorSheet {
return context
}
changeTab(tab, group, options = {}) {
super.changeTab(tab, group, options)
if (group === "sheet") {
const main = this.element?.querySelector('[data-group="sheet"][data-tab="main"]')
if (main) main.classList.add("active")
}
}
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
+8 -1
View File
@@ -7,7 +7,6 @@ export class VermineGroupSheetV2 extends VermineBaseActorSheet {
position: { width: 700, height: 600 },
window: { contentClasses: ["group-content"] },
actions: {
chooseTotem: VermineGroupSheetV2.#onChooseTotem,
chooseActor: VermineGroupSheetV2.#onChooseActor,
deleteMember: VermineGroupSheetV2.#onDeleteMember,
deleteEncounter: VermineGroupSheetV2.#onDeleteEncounter,
@@ -62,6 +61,14 @@ export class VermineGroupSheetV2 extends VermineBaseActorSheet {
return context
}
changeTab(tab, group, options = {}) {
super.changeTab(tab, group, options)
if (group === "sheet") {
const main = this.element?.querySelector('[data-group="sheet"][data-tab="main"]')
if (main) main.classList.add("active")
}
}
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
+52 -51
View File
@@ -15,6 +15,7 @@ export default class VermineActor extends Actor {
* is queried and has a roll executed directly from it).
*/
prepareDerivedData() {
super.prepareDerivedData();
const actorData = this;
const systemData = actorData.system;
const flags = actorData.flags.vermine2047 || {};
@@ -64,30 +65,30 @@ export default class VermineActor extends Actor {
this.system.combatStatus = { difficulty: "9", label: "Passif" };
return;
}
// Ensure difficulty exists
if (!this.system.combatStatus.difficulty) {
this.system.combatStatus.difficulty = "9";
}
//combat initiative reaction difficulty
const difficulty = parseInt(this.system.combatStatus.difficulty) || 9;
// Only update if values are different to avoid triggering unnecessary updates
const currentLabel = this.system.combatStatus.label;
let newLabel = "Passif";
switch (difficulty) {
case 5: newLabel = "Offensif"; break;
case 7: newLabel = "Actif"; break;
case 9: newLabel = "Passif"; break;
}
// Only update if label changed
if (currentLabel !== newLabel) {
this.system.combatStatus.label = newLabel;
}
// Only update difficulty if it was undefined or invalid
if (!this.system.combatStatus.difficulty || isNaN(parseInt(this.system.combatStatus.difficulty))) {
this.system.combatStatus.difficulty = "9";
@@ -102,15 +103,15 @@ export default class VermineActor extends Actor {
// Make modifications to data here. For example:
const systemData = actorData.system;
// Set wound thresholds based on threat level
this._setNpcThresholds();
// Set reserve max values based on role
this._setNpcAttributes();
this.prepareCombatStatus();
// Prepare abilities with labels
for (let [k, v] of Object.entries(systemData.abilities)) {
v.label = game.i18n.localize(CONFIG.VERMINE.abilities[k]) ?? k;
@@ -153,15 +154,15 @@ export default class VermineActor extends Actor {
*/
_prepareGroupData(actorData) {
if (actorData.type !== 'group') return;
this.prepareCombatStatus();
// Initialize group-specific data if not present
this._initGroupData();
// Calculate reserve max based on group level
this._calculateGroupReserve();
// Update morale level based on dice value
this._updateGroupMorale();
}
@@ -171,19 +172,19 @@ export default class VermineActor extends Actor {
*/
_initGroupData() {
if (this.type !== 'group') return;
const system = this.system;
// Initialize objectives if not present
if (!system.objectives) {
system.objectives = { major: [], minor: [] };
}
// Initialize groupAbilities if not present
if (!system.groupAbilities) {
system.groupAbilities = [];
}
// Initialize reserve if not present
if (!system.reserve) {
system.reserve = { value: 0, min: 0, max: 10 };
@@ -196,12 +197,12 @@ export default class VermineActor extends Actor {
*/
_calculateGroupReserve() {
if (this.type !== 'group') return;
const level = this.system.level?.value || 1;
// Reserve max is based on group level (simplified: level * 1D for now)
// Can be customized based on specific rules
this.system.reserve.max = Math.min(10, level * 2);
// Ensure value doesn't exceed max
if (this.system.reserve.value > this.system.reserve.max) {
this.system.reserve.value = this.system.reserve.max;
@@ -214,13 +215,13 @@ export default class VermineActor extends Actor {
*/
_updateGroupMorale() {
if (this.type !== 'group') return;
const moraleValue = this.system.morale?.value || 0;
const moraleLevel = this.system.morale?.level;
// If level is already explicitly set, keep it
if (moraleLevel && moraleLevel !== "high") return;
// Determine morale level based on dice value
if (moraleValue >= 7) {
this.system.morale.level = "high";
@@ -239,12 +240,12 @@ export default class VermineActor extends Actor {
*/
_prepareCreatureData(actorData) {
if (actorData.type !== 'creature') return;
this.prepareCombatStatus();
// Calculate computed values from pattern, size, role, and pack
this._calculateCreatureComputedValues();
// Set wound thresholds from creature characteristics
this._calculateCreatureWoundThresholds();
}
@@ -257,46 +258,46 @@ export default class VermineActor extends Actor {
*/
_calculateCreatureComputedValues() {
if (this.type !== 'creature') return;
const patternLevel = this.system.pattern?.value || 1;
const sizeLevel = this.system.size?.value || 1;
const roleLevel = this.system.role?.value || 1;
const packLevel = this.system.pack?.value || 0;
// Get config values
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {};
const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {};
const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel] || {};
const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {};
// Calculate computed values
this.system.computed = this.system.computed || {};
// Attack: pattern + size + pack + role.reaction
this.system.computed.attack = (patternConfig.attack || 0) +
(sizeConfig.attack || 0) +
(packConfig.attack || 0) +
this.system.computed.attack = (patternConfig.attack || 0) +
(sizeConfig.attack || 0) +
(packConfig.attack || 0) +
(roleConfig.reaction || 0);
// Damage: pattern + size.vigor + pack
this.system.computed.damage = (patternConfig.damage || 0) +
(sizeConfig.vigor || 0) +
this.system.computed.damage = (patternConfig.damage || 0) +
(sizeConfig.vigor || 0) +
(packConfig.damage || 0);
// Vigor: size.vigor + pack.damage
this.system.computed.vigor = (sizeConfig.vigor || 0) + (packConfig.damage || 0);
// Reaction: role.reaction + role.reaction_bonus
this.system.computed.reaction = (roleConfig.reaction || 0) + (roleConfig.reaction_bonus || 0);
this.system.computed.reactionBonus = roleConfig.reaction_bonus || 0;
// Pools (reserves)
this.system.computed.pools = roleConfig.pools || 0;
// Gear and hindrance
this.system.computed.gear = roleConfig.gear || 9;
this.system.computed.gearHindrance = roleConfig.gear_hindrance || 0;
// Protection
this.system.computed.protection = roleConfig.protection || 1;
}
@@ -307,26 +308,26 @@ export default class VermineActor extends Actor {
*/
_calculateCreatureWoundThresholds() {
if (this.type !== 'creature') return;
const patternLevel = this.system.pattern?.value || 1;
const sizeLevel = this.system.size?.value || 1;
const packLevel = this.system.pack?.value || 0;
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {};
const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {};
const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {};
// Calculate wound thresholds (sum of all sources)
this.system.minorWound.threshold = (patternConfig.minorWound || 0) +
(sizeConfig.minorWound || 0) +
this.system.minorWound.threshold = (patternConfig.minorWound || 0) +
(sizeConfig.minorWound || 0) +
(packConfig.minorWound || 0);
this.system.majorWound.threshold = (patternConfig.majorWound || 0) +
(sizeConfig.majorWound || 0) +
this.system.majorWound.threshold = (patternConfig.majorWound || 0) +
(sizeConfig.majorWound || 0) +
(packConfig.majorWound || 0);
this.system.deadlyWound.threshold = (patternConfig.deadlyWound || 0) +
(sizeConfig.deadlyWound || 0) +
this.system.deadlyWound.threshold = (patternConfig.deadlyWound || 0) +
(sizeConfig.deadlyWound || 0) +
(packConfig.deadlyWound || 0);
// Set max wounds
this.system.minorWound.max = Math.min(5, this.system.minorWound.threshold + 2);
this.system.majorWound.max = Math.min(4, this.system.majorWound.threshold + 1);
+13 -1
View File
@@ -3,6 +3,18 @@
* Fonctions factory retournant des objets SchemaField réutilisables.
*/
const fields = foundry.data.fields
/** NumberField qui accepte les strings vides en les remplaçant par `initial`. */
class LooseNumberField extends fields.NumberField {
clean(value, options) {
if (value === "" || value === null || value === undefined) {
return this.initial ?? 0
}
return super.clean(value, options)
}
}
/**
* Retourne un schema pour une blessure (minor/major/deadly)
* @param {number} defaultThreshold
@@ -63,7 +75,7 @@ export function attributeSchema(defaultVal = 0, defaultMin = 0, defaultMax = 10)
const fields = foundry.data.fields
const reqInt = { required: true, nullable: false, integer: true }
return new fields.SchemaField({
value: new fields.NumberField({ ...reqInt, initial: defaultVal, min: defaultMin }),
value: new LooseNumberField({ ...reqInt, initial: defaultVal, min: defaultMin }),
min: new fields.NumberField({ ...reqInt, initial: defaultMin, min: 0 }),
max: new fields.NumberField({ ...reqInt, initial: defaultMax, min: 0 })
})
@@ -1,5 +1,4 @@
<div class="tab abilities sheet-part" data-group="sheet" data-tab="abilities">
{{> "systems/vermine2047/templates/actor/appv2/character-header.hbs"}}
{{!-- Character --}}
<h3>{{ localize 'VERMINE.abilities' }}</h3>
<div class="grid grid-4col">
@@ -1,5 +1,4 @@
<div class="tab combat sheet-part" data-group="sheet" data-tab="combat">
{{> "systems/vermine2047/templates/actor/appv2/character-header.hbs"}}
<div class="align-center">
<div class="shadow">
<h4>situation de combat par défaut</h4>
@@ -1,5 +1,4 @@
<div class="tab equipment sheet-part" data-group="sheet" data-tab="equipment">
{{> "systems/vermine2047/templates/actor/appv2/character-header.hbs"}}
<div class="grid grid-2col">
<div>
<ol class="items-list">
+4 -4
View File
@@ -44,16 +44,16 @@
<div class="reputation flexrow flex-group-center">
<label>{{ localize 'VERMINE.reputation' }}</label>
{{#if isEditMode}}
<input name="system.attributes.reputation.value" type="number" min="0"
value="{{#if (or (not system.attributes.reputation.value) (eq system.attributes.reputation.value 0))}}0{{else}}{{system.attributes.reputation.value}}{{/if}}" />
<input name="system.attributes.reputation.value" data-type="Number" type="number"
value="{{system.attributes.reputation.value}}" />
{{else}}
<span>{{system.attributes.reputation.value}}</span>
{{/if}}
<label>{{ localize 'VERMINE.experience' }}</label>
{{#if isEditMode}}
<input name="system.attributes.xp.value" type="number" min="0"
value="{{#if (or (not system.attributes.xp.value) (eq system.attributes.xp.value 0))}}0{{else}}{{system.attributes.xp.value}}{{/if}}" />
<input name="system.attributes.xp.value" data-type="Number" type="number"
value="{{system.attributes.xp.value}}" />
{{else}}
<span>{{system.attributes.xp.value}}</span>
{{/if}}
@@ -1,5 +1,4 @@
<div class="tab stories sheet-part" data-group="sheet" data-tab="stories">
{{> "systems/vermine2047/templates/actor/appv2/character-header.hbs"}}
<section class="flexrow flex-group-left flex-align-left gap-md">
<div>
<h4>{{ localize 'IDENTITY.theme'}}</h4>
@@ -1,5 +1,4 @@
<div class="tab totem sheet-part" data-group="sheet" data-tab="totem">
{{> "systems/vermine2047/templates/actor/appv2/character-header.hbs"}}
{{#if system.identity.totem}}
<div class="totem-details">
<img