feat: fiche PNJ (profil + niveaux) et passage du véhicule en acteur
Release Creation / build (release) Failing after 1m17s

This commit is contained in:
2026-08-04 20:34:20 +02:00
parent ea3322e843
commit cf905cdcfb
36 changed files with 1288 additions and 707 deletions
+31 -17
View File
@@ -2,8 +2,9 @@ import VermineBaseActorSheet from "./base-actor-sheet.mjs"
export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
// La fiche PNJ s'ouvre en mode édition : caractéristiques, compétences et
// niveaux se règlent dès l'ouverture (le mode jeu reste accessible via le toggle).
// La fiche PNJ s'ouvre en mode édition : profil et niveaux (Menace,
// Expérience, Rôle) se règlent dès l'ouverture (le mode jeu reste accessible
// via le toggle).
_sheetMode = this.constructor.SHEET_MODES.EDIT
static DEFAULT_OPTIONS = {
@@ -15,22 +16,18 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/npc-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
characteristics: { template: "systems/vermine2047/templates/actor/appv2/npc-characteristics.hbs", scrollable: [""] },
skills: { template: "systems/vermine2047/templates/actor/appv2/npc-skills.hbs", scrollable: [""] },
traits: { template: "systems/vermine2047/templates/actor/appv2/npc-traits.hbs", scrollable: [""] },
equipment: { template: "systems/vermine2047/templates/actor/appv2/npc-equipment.hbs", scrollable: [""] },
threat: { template: "systems/vermine2047/templates/actor/appv2/npc-threat.hbs", scrollable: [""] },
combat: { template: "systems/vermine2047/templates/actor/appv2/npc-combat.hbs", scrollable: [""] },
notes: { template: "systems/vermine2047/templates/actor/appv2/npc-notes.hbs", scrollable: [""] }
}
tabGroups = { sheet: "characteristics" }
tabGroups = { sheet: "traits" }
#getTabs() {
const tabs = {
characteristics: { id: "characteristics", group: "sheet", icon: "fas fa-dice", label: "VERMINE.abilities" },
skills: { id: "skills", group: "sheet", icon: "fas fa-brain", label: "VERMINE.skills" },
traits: { id: "traits", group: "sheet", icon: "fas fa-dice", label: "VERMINE.traits" },
equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" },
threat: { id: "threat", group: "sheet", icon: "fas fa-exclamation-triangle", label: "ADVERSITY.threat" },
combat: { id: "combat", group: "sheet", icon: "fas fa-sword", label: "VERMINE.combat" },
notes: { id: "notes", group: "sheet", icon: "fas fa-sticky-note", label: "IDENTITY.notes" }
}
@@ -57,20 +54,14 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
context.totemOptions = CONFIG.VERMINE.totems
context.originOptions = CONFIG.VERMINE.origins
break
case "characteristics":
context.tab = context.tabs.characteristics
break
case "skills":
context.tab = context.tabs.skills
case "traits":
context.tab = context.tabs.traits
break
case "equipment":
context.tab = context.tabs.equipment
context.weapons = doc.itemTypes.weapon
context.defenses = doc.itemTypes.defense
break
case "threat":
context.tab = context.tabs.threat
break
case "combat":
context.tab = context.tabs.combat
context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
@@ -84,4 +75,27 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
}
return context
}
/** @override - Le PNJ n'a ni caractéristiques ni compétences : les jets
* rapides utilisent la valeur d'Attaque (dialogue de combat) ou les valeurs
* dérivées Action / Spécialité / Réaction (dialogue PNJ simplifié). */
async _onRoll(event) {
event.preventDefault()
const el = event.currentTarget
const type = el.dataset.type
if (!type) return
if (type === "attack") {
const { default: CombatDialog } = await import("../../system/dialogs/combatDialog.mjs")
const dialog = await CombatDialog.create({ actorId: this.document.id })
if (dialog) dialog.render(true)
return
}
if (["action", "specialty", "reaction"].includes(type)) {
const { default: NpcRollDialog } = await import("../../system/dialogs/npcRollDialog.mjs")
const dialog = await NpcRollDialog.create({ actorId: this.document.id, rolltype: type })
if (dialog) dialog.render(true)
return
}
return super._onRoll(event)
}
}