- gestion des armes dans l'onglet Combat des créatures (équipement + liste) - dégâts de l'arme équipée utilisés à la place de computed.damage (+ Vigueur+) - correction du libellé Vigueur+ (ADVERSITY.vigor au lieu de VERMINE.vigor)
111 lines
5.0 KiB
JavaScript
111 lines
5.0 KiB
JavaScript
import VermineBaseActorSheet from "./base-actor-sheet.mjs"
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export default class VermineCreatureSheetV2 extends VermineBaseActorSheet {
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// La fiche créature s'ouvre en mode édition : Gabarit, Taille, Rôle et Meute
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// se règlent dès l'ouverture (le mode jeu reste accessible via le toggle).
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_sheetMode = this.constructor.SHEET_MODES.EDIT
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static DEFAULT_OPTIONS = {
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classes: ["creature"],
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position: { width: 700, height: 650 },
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window: { contentClasses: ["creature-content"] }
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}
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static PARTS = {
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main: { template: "systems/vermine2047/templates/actor/appv2/creature-main.hbs", scrollable: [""] },
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tabs: { template: "templates/generic/tab-navigation.hbs" },
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info: { template: "systems/vermine2047/templates/actor/appv2/creature-info.hbs", scrollable: [""] },
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stats: { template: "systems/vermine2047/templates/actor/appv2/creature-stats.hbs", scrollable: [""] },
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combat: { template: "systems/vermine2047/templates/actor/appv2/creature-combat.hbs", scrollable: [""] },
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effects: { template: "systems/vermine2047/templates/actor/appv2/creature-effects.hbs", scrollable: [""] }
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}
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tabGroups = { sheet: "info" }
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#getTabs() {
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const tabs = {
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info: { id: "info", group: "sheet", icon: "fas fa-info-circle", label: "VERMINE.information" },
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stats: { id: "stats", group: "sheet", icon: "fas fa-chart-bar", label: "VERMINE.stats" },
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combat: { id: "combat", group: "sheet", icon: "fas fa-sword", label: "VERMINE.combat" },
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effects: { id: "effects", group: "sheet", icon: "fas fa-magic", label: "UI.effects.name" }
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.active ? "active" : ""
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}
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return tabs
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}
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async _prepareContext() {
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const context = await super._prepareContext()
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context.tabs = this.#getTabs()
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return context
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}
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changeTab(tab, group, options = {}) {
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super.changeTab(tab, group, options)
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if (group === "sheet") {
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const main = this.element?.querySelector('[data-group="sheet"][data-tab="main"]')
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if (main) main.classList.add("active")
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}
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}
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async _preparePartContext(partId, context) {
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const doc = this.document
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switch (partId) {
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case "main":
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context.patternOptions = CONFIG.VERMINE.creaturePatternLevels
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context.roleOptions = CONFIG.VERMINE.creatureRoleLevels
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context.sizeOptions = CONFIG.VERMINE.creatureSizeLevels
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context.packOptions = CONFIG.VERMINE.creaturePackLevels
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break
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case "info":
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context.tab = context.tabs.info
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break
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case "stats":
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context.tab = context.tabs.stats
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context.patternLabel = doc.system.pattern?.value ? game.i18n.localize(CONFIG.VERMINE.creaturePatternLevels[doc.system.pattern.value]?.label ?? "") : ""
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context.sizeLabel = doc.system.size?.value !== undefined ? game.i18n.localize(CONFIG.VERMINE.creatureSizeLevels[doc.system.size.value]?.label ?? "") : ""
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context.roleLabel = doc.system.role?.value ? game.i18n.localize(CONFIG.VERMINE.creatureRoleLevels[doc.system.role.value]?.label ?? "") : ""
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context.packLabel = doc.system.pack?.value || game.i18n.localize("VERMINE.none")
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// Contribution cumulée de la Taille (les modificateurs se cumulent : Taille N = somme 1..N)
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const sizeLevels = CONFIG.VERMINE.creatureSizeLevels || {}
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const sizeLevel = doc.system.size?.value ?? 0
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context.sizeCumulative = { attack: 0, vigor: 0, minorWound: 0, majorWound: 0, deadlyWound: 0 }
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for (let i = 1; i <= sizeLevel; i++) {
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const cfg = sizeLevels[i] || {}
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context.sizeCumulative.attack += cfg.attack || 0
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context.sizeCumulative.vigor += cfg.vigor || 0
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context.sizeCumulative.minorWound += cfg.minorWound || 0
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context.sizeCumulative.majorWound += cfg.majorWound || 0
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context.sizeCumulative.deadlyWound += cfg.deadlyWound || 0
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}
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break
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case "combat":
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context.tab = context.tabs.combat
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context.weapons = doc.itemTypes.weapon
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context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
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context.equippedDefenses = doc.itemTypes.defense.filter(i => i.system.equipped)
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break
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case "effects":
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context.tab = context.tabs.effects
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const { prepareActiveEffectCategories } = await import("../../system/effects.mjs")
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context.effects = prepareActiveEffectCategories(doc.effects)
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break
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}
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return context
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}
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/** @override - Les créatures n'ont pas de caractéristiques/compétences : on ouvre le dialogue d'attaque (pool calculé). */
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async _onRoll(event) {
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event.preventDefault()
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const el = event.currentTarget
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const type = el.dataset.type
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if (type !== "creature-attack") return super._onRoll(event)
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const { default: CombatDialog } = await import("../../system/dialogs/combatDialog.mjs")
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const dialog = await CombatDialog.create({ actorId: this.document.id })
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if (dialog) dialog.render(true)
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}
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}
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