import VermineBaseActorSheet from "./base-actor-sheet.mjs" export default class VermineCreatureSheetV2 extends VermineBaseActorSheet { // La fiche créature s'ouvre en mode édition : Gabarit, Taille, Rôle et Meute // se règlent dès l'ouverture (le mode jeu reste accessible via le toggle). _sheetMode = this.constructor.SHEET_MODES.EDIT static DEFAULT_OPTIONS = { classes: ["creature"], position: { width: 700, height: 650 }, window: { contentClasses: ["creature-content"] } } static PARTS = { main: { template: "systems/vermine2047/templates/actor/appv2/creature-main.hbs" }, tabs: { template: "templates/generic/tab-navigation.hbs" }, info: { template: "systems/vermine2047/templates/actor/appv2/creature-info.hbs" }, stats: { template: "systems/vermine2047/templates/actor/appv2/creature-stats.hbs" }, combat: { template: "systems/vermine2047/templates/actor/appv2/creature-combat.hbs" }, effects: { template: "systems/vermine2047/templates/actor/appv2/creature-effects.hbs" } } tabGroups = { sheet: "info" } #getTabs() { const tabs = { info: { id: "info", group: "sheet", icon: "fas fa-info-circle", label: "VERMINE.information" }, stats: { id: "stats", group: "sheet", icon: "fas fa-chart-bar", label: "VERMINE.stats" }, combat: { id: "combat", group: "sheet", icon: "fas fa-sword", label: "VERMINE.combat" }, effects: { id: "effects", group: "sheet", icon: "fas fa-magic", label: "UI.effects.name" } } for (const v of Object.values(tabs)) { v.active = this.tabGroups[v.group] === v.id v.cssClass = v.active ? "active" : "" } return tabs } async _prepareContext() { const context = await super._prepareContext() context.tabs = this.#getTabs() 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) { case "main": context.patternOptions = CONFIG.VERMINE.creaturePatternLevels context.roleOptions = CONFIG.VERMINE.creatureRoleLevels context.sizeOptions = CONFIG.VERMINE.creatureSizeLevels context.packOptions = CONFIG.VERMINE.creaturePackLevels break case "info": context.tab = context.tabs.info break case "stats": context.tab = context.tabs.stats context.patternLabel = doc.system.pattern?.value ? game.i18n.localize(CONFIG.VERMINE.creaturePatternLevels[doc.system.pattern.value]?.label ?? "") : "" context.sizeLabel = doc.system.size?.value !== undefined ? game.i18n.localize(CONFIG.VERMINE.creatureSizeLevels[doc.system.size.value]?.label ?? "") : "" context.roleLabel = doc.system.role?.value ? game.i18n.localize(CONFIG.VERMINE.creatureRoleLevels[doc.system.role.value]?.label ?? "") : "" context.packLabel = doc.system.pack?.value || game.i18n.localize("VERMINE.none") // Contribution cumulée de la Taille (les modificateurs se cumulent : Taille N = somme 1..N) const sizeLevels = CONFIG.VERMINE.creatureSizeLevels || {} const sizeLevel = doc.system.size?.value ?? 0 context.sizeCumulative = { attack: 0, vigor: 0, minorWound: 0, majorWound: 0, deadlyWound: 0 } for (let i = 1; i <= sizeLevel; i++) { const cfg = sizeLevels[i] || {} context.sizeCumulative.attack += cfg.attack || 0 context.sizeCumulative.vigor += cfg.vigor || 0 context.sizeCumulative.minorWound += cfg.minorWound || 0 context.sizeCumulative.majorWound += cfg.majorWound || 0 context.sizeCumulative.deadlyWound += cfg.deadlyWound || 0 } break case "combat": context.tab = context.tabs.combat break case "effects": context.tab = context.tabs.effects const { prepareActiveEffectCategories } = await import("../../system/effects.mjs") context.effects = prepareActiveEffectCategories(doc.effects) break } return context } /** @override - Les créatures n'ont pas de caractéristiques/compétences : on lance directement le pool d'attaque. */ async _onRoll(event) { event.preventDefault() const el = event.currentTarget const type = el.dataset.type if (type !== "creature-attack") return super._onRoll(event) const pool = this.document.system.computed?.attack ?? 0 if (!pool) { ui.notifications.warn(game.i18n.localize("VERMINE.error_select_ability")) return } const difficulty = this.document.system.combatStatus?.difficulty ?? 7 const { VermineUtils } = await import("../../system/roll.mjs") await VermineUtils.roll({ actor: this.document, NoD: pool, difficulty: parseInt(difficulty, 10), rollLabel: game.i18n.localize("ADVERSITY.attack") }) } }