Files
vermine2047/module/sheets/npc-group.mjs
T
uberwald 30d6f71fc7 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>
2026-06-04 22:22:52 +02:00

276 lines
8.4 KiB
JavaScript

import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
import { VermineActorSheet } from "./actor-sheet.mjs";
import { TotemPicker, ActorPicker } from "../system/applications.mjs";
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {VermineActorSheet}
*/
export class VermineGroupSheet extends VermineActorSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["vermine2047", "sheet", "actor", "group"],
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
width: 700,
height: 600,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
/** @override */
get template() {
return `systems/vermine2047/templates/actor/actor-${this.actor.type}-sheet.hbs`;
}
/* -------------------------------------------- */
/** @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.
const context = super.getData();
// Use a safe clone of the actor data for further operations.
const actorData = this.actor.toObject(false);
// Add the actor's data to context.data for easier access, as well as flags.
context.system = actorData.system;
context.flags = actorData.flags;
context.config = CONFIG.VERMINE;
// Prepare character data and items.
if (actorData.type == 'character') {
this._prepareItems(context);
this._prepareCharacterData(context);
}
// Prepare NPC data and items.
if (actorData.type == 'npc') {
this._prepareItems(context);
}
if (actorData.type == 'group') {
this._prepareItems(context);
this._prepareGroupData(context);
}
// Add roll data for TinyMCE editors.
context.rollData = this.actor.getRollData();
// Prepare active effects
context.effects = prepareActiveEffectCategories(this.actor.effects);
return context;
}
/**
* 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;
}
}
/**
* 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.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareItems(context) {
context.specialties = this.actor.itemTypes['specialty'];
context.backgrounds = this.actor.itemTypes['background'];
context.evolutions = this.actor.itemTypes['evolution'];
context.traumas = this.actor.itemTypes['trauma'];
context.gear = this.actor.itemTypes['item'];
context.weapons = this.actor.itemTypes['weapon'];
context.defenses = this.actor.itemTypes['defense'];
context.vehicles = this.actor.itemTypes['vehicle'];
context.totem_abilities = this.actor.itemTypes['ability'].filter(i => i.system.type === 'totem');
context.abilities = this.actor.itemTypes['ability'].filter(i => i.system.type !== 'totem');
context.members = this.actor.system.members;
context.encounters = this.actor.system.encounters;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Choose Totem
html.find('.chooseTotem').click(this._onTotemButton.bind(this));
// Choose Members / Encounters
html.find('.chooseActor').click(this._onRoadButton.bind(this));
html.find('.member-delete').click(ev => {
const li = $(ev.currentTarget).parents("li.actor");
const actorId = li.data("actor-id");
const actorIdIndex = this.actor.system.members.indexOf(actorId);
if (actorIdIndex !== -1) {
this.actor.system.members.splice(actorIdIndex, 1);
}
this.actor.update({ "system.members": this.actor.system.members });
this.render(true);
});
html.find('.encounter-delete').click(ev => {
const li = $(ev.currentTarget).parents("li.actor");
const actorId = li.data("actor-id");
const actorIdIndex = this.actor.system.encounters.indexOf(actorId);
if (actorIdIndex !== -1) {
this.actor.system.encounters.splice(actorIdIndex, 1);
}
this.actor.update({ "system.encounters": this.actor.system.encounters });
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 });
});
}
/**
* Handle totem pick
* @param {Event} event The originating click event
* @private
*/
_onTotemButton(event) {
event.preventDefault();
const el = event.currentTarget;
// const dataset = el.dataset;
const totemPicker = new TotemPicker(el, this.actor);
totemPicker.render(true);
}
/**
* Handle actor pick
* @param {Event} event The originating click event
* @private
*/
_onRoadButton(event) {
event.preventDefault();
const el = event.currentTarget;
// const dataset = el.dataset;
const actorPicker = new ActorPicker(el, this.actor);
actorPicker.render(true);
}
}