Files
vermine2047/module/applications/sheets/creature-sheet.mjs
T
2026-08-04 00:49:37 +02:00

118 lines
4.9 KiB
JavaScript

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")
})
}
}