- équipement des armes et protections (champ equipped, liste des équipés, toggle) - échanges de coups automatisés (attaque/défense/résolution/blessures dans le chat) - dialogue d'attaque par type (personnage/PNJ/créature), portées et difficultés - conservation du scroll des fiches lors des modifs (option scrollable + classe active) - verrouillage des compétences PNJ en mode jeu - corrections review combat (défenseur, difficulté >10, multi-cibles, permissions)
88 lines
3.6 KiB
JavaScript
88 lines
3.6 KiB
JavaScript
import VermineBaseActorSheet from "./base-actor-sheet.mjs"
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export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
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// La fiche PNJ s'ouvre en mode édition : caractéristiques, compétences et
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// niveaux 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: ["npc"],
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position: { width: 750, height: 680 },
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window: { contentClasses: ["npc-content"] }
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}
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static PARTS = {
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main: { template: "systems/vermine2047/templates/actor/appv2/npc-main.hbs", scrollable: [""] },
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tabs: { template: "templates/generic/tab-navigation.hbs" },
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characteristics: { template: "systems/vermine2047/templates/actor/appv2/npc-characteristics.hbs", scrollable: [""] },
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skills: { template: "systems/vermine2047/templates/actor/appv2/npc-skills.hbs", scrollable: [""] },
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equipment: { template: "systems/vermine2047/templates/actor/appv2/npc-equipment.hbs", scrollable: [""] },
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threat: { template: "systems/vermine2047/templates/actor/appv2/npc-threat.hbs", scrollable: [""] },
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combat: { template: "systems/vermine2047/templates/actor/appv2/npc-combat.hbs", scrollable: [""] },
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notes: { template: "systems/vermine2047/templates/actor/appv2/npc-notes.hbs", scrollable: [""] }
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}
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tabGroups = { sheet: "characteristics" }
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#getTabs() {
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const tabs = {
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characteristics: { id: "characteristics", group: "sheet", icon: "fas fa-dice", label: "VERMINE.abilities" },
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skills: { id: "skills", group: "sheet", icon: "fas fa-brain", label: "VERMINE.skills" },
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equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" },
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threat: { id: "threat", group: "sheet", icon: "fas fa-exclamation-triangle", label: "ADVERSITY.threat" },
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combat: { id: "combat", group: "sheet", icon: "fas fa-sword", label: "VERMINE.combat" },
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notes: { id: "notes", group: "sheet", icon: "fas fa-sticky-note", label: "IDENTITY.notes" }
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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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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.npcThreatOptions = CONFIG.VERMINE.npcThreatLevels
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context.npcExperienceOptions = CONFIG.VERMINE.npcExperienceLevels
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context.npcRoleOptions = CONFIG.VERMINE.npcRoleLevels
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context.totemOptions = CONFIG.VERMINE.totems
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context.originOptions = CONFIG.VERMINE.origins
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break
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case "characteristics":
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context.tab = context.tabs.characteristics
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break
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case "skills":
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context.tab = context.tabs.skills
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break
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case "equipment":
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context.tab = context.tabs.equipment
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context.weapons = doc.itemTypes.weapon
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context.defenses = doc.itemTypes.defense
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break
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case "threat":
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context.tab = context.tabs.threat
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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.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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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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case "notes":
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context.tab = context.tabs.notes
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break
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}
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return context
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}
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}
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