30d6f71fc7
- 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>
155 lines
5.1 KiB
JavaScript
155 lines
5.1 KiB
JavaScript
import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
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import { VermineActorSheet } from "./actor-sheet.mjs";
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import { TotemPicker } from "../system/applications.mjs";
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/**
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* Extend the basic ActorSheet for NPC type
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* @extends {VermineActorSheet}
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*/
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export class VermineNpcSheet 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", "npc"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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width: 600,
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height: 700,
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tabs: [
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{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "characteristics" }
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]
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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.
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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 items for all actor types
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this._prepareItems(context);
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// Prepare NPC-specific data
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if (actorData.type === 'npc') {
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this._prepareNpcData(context);
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}
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// Add roll data for TinyMCE editors
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context.rollData = this.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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/**
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* Prepare NPC specific data
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*/
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_prepareNpcData(context) {
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// Calculate derived values from threat, experience, and role
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const threat = CONFIG.VERMINE.npcThreatLevels[context.system.threat.value];
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const experience = CONFIG.VERMINE.npcExperienceLevels[context.system.experience.value];
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const role = CONFIG.VERMINE.npcRoleLevels[context.system.role.value];
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// Add calculated values to context for easier access
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context.threatData = threat;
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context.experienceData = experience;
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context.roleData = role;
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// Set wound thresholds based on threat level
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if (threat) {
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context.system.minorWound.threshold = threat.minorWound || context.system.minorWound.threshold;
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context.system.majorWound.threshold = threat.majorWound || context.system.majorWound.threshold;
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context.system.deadlyWound.threshold = threat.deadlyWound || context.system.deadlyWound.threshold;
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// Set max wounds
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context.system.minorWound.max = threat.minorWound || context.system.minorWound.max;
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context.system.majorWound.max = threat.majorWound || context.system.majorWound.max;
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context.system.deadlyWound.max = threat.deadlyWound || context.system.deadlyWound.max;
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}
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// Set reserve max values based on role
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if (role) {
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context.system.attributes.effort.max = role.pools || context.system.attributes.effort.max;
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context.system.attributes.self_control.max = role.reaction_bonus || context.system.attributes.self_control.max;
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}
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// Prepare abilities with labels
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for (let [k, v] of Object.entries(context.system.abilities)) {
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v.label = game.i18n.localize(CONFIG.VERMINE.abilities[k]) ?? k;
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}
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// Prepare skills with localized names
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for (let [k, v] of Object.entries(context.system.skills)) {
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const skillKey = `VERMINE.skill.${k}`;
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v.name = game.i18n.localize(skillKey);
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if (v.name === skillKey) {
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// Fallback to key if no translation
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v.name = k.charAt(0).toUpperCase() + k.slice(1);
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}
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}
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// Prepare skill categories
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for (let [k, v] of Object.entries(context.system.skill_categories)) {
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if (k !== 'preferred') {
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v.label = game.i18n.localize(v.label) ?? k;
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}
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}
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}
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/**
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* Organize and classify Items for NPC sheets.
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*
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* @param {Object} context - The context to prepare.
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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.weapons = this.actor.itemTypes['weapon'];
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context.defenses = this.actor.itemTypes['defense'];
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context.vehicles = this.actor.itemTypes['vehicle'];
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context.abilities = this.actor.itemTypes['ability'];
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context.specialties = this.actor.itemTypes['specialty'];
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context.backgrounds = this.actor.itemTypes['background'];
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context.traumas = this.actor.itemTypes['trauma'];
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context.evolutions = this.actor.itemTypes['evolution'];
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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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// Choose Totem
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html.find('.chooseTotem').click(this._onTotemButton.bind(this));
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}
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/**
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* Handle totem pick
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* @param {Event} event - The originating click event
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* @private
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*/
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_onTotemButton(event) {
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event.preventDefault();
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const el = event.currentTarget;
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const totemPicker = new TotemPicker(el, this.actor);
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totemPicker.render(true);
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}
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}
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