- resetPhaseLimits ne touche plus au compteur de phase (seul le dialogue d'attribution du MJ l'avance) : évite le double-incrément quand joueur et MJ valident la même phase. - _onDropActor : import d'une copie monde pour un véhicule déposé depuis un compendium, confirmation avant de transférer un véhicule déjà rattaché à un autre Groupe, try/catch avec retour utilisateur. - #onClickRadioHexa : garde isEditable (pas d'erreur de permission pour un utilisateur non éditeur).
228 lines
9.0 KiB
JavaScript
228 lines
9.0 KiB
JavaScript
import VermineBaseActorSheet from "./base-actor-sheet.mjs"
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export default class VermineGroupSheetV2 extends VermineBaseActorSheet {
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static DEFAULT_OPTIONS = {
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classes: ["group"],
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position: { width: 700, height: 600 },
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window: { contentClasses: ["group-content"] },
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actions: {
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chooseTotem: VermineGroupSheetV2.#onChooseTotem,
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chooseActor: VermineGroupSheetV2.#onChooseActor,
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deleteMember: VermineGroupSheetV2.#onDeleteMember,
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deleteEncounter: VermineGroupSheetV2.#onDeleteEncounter,
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deleteObjective: VermineGroupSheetV2.#onDeleteObjective,
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addObjective: VermineGroupSheetV2.#onAddObjective,
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createTotemAbility: VermineGroupSheetV2.#onCreateTotemAbility,
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openLearning: VermineGroupSheetV2.#onOpenLearning,
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openExperiencePhase: VermineGroupSheetV2.#onOpenExperiencePhase,
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validatePhase: VermineGroupSheetV2.#onValidatePhase
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}
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}
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static PARTS = {
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main: { template: "systems/vermine2047/templates/actor/appv2/group-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/group-info.hbs", scrollable: [""] },
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gear: { template: "systems/vermine2047/templates/actor/appv2/group-gear.hbs", scrollable: [""] },
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road: { template: "systems/vermine2047/templates/actor/appv2/group-road.hbs", scrollable: [""] },
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reserve: { template: "systems/vermine2047/templates/actor/appv2/group-reserve.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-star", label: "VERMINE.information" },
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gear: { id: "gear", group: "sheet", icon: "fas fa-gear", label: "VERMINE.gear" },
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road: { id: "road", group: "sheet", icon: "fas fa-route", label: "VERMINE.road" },
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reserve: { id: "reserve", group: "sheet", icon: "fas fa-users", label: "VERMINE.reserve" }
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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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// Résoudre les IDs des membres/encounters en données acteur
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context.resolvedMembers = {}
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if (this.document.system.members?.length > 0) {
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for (const memberId of this.document.system.members) {
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const a = game.actors.get(memberId)
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if (a) context.resolvedMembers[memberId] = { name: a.name, id: a.id }
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}
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}
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context.resolvedEncounters = {}
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if (this.document.system.encounters?.length > 0) {
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for (const encId of this.document.system.encounters) {
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const a = game.actors.get(encId)
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if (a) {
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context.resolvedEncounters[encId] = {
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name: a.name,
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id: a.id,
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type: a.type,
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profile: a.system?.identity?.profile || "",
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totem: a.system?.identity?.totem || ""
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}
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}
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}
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}
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// Notes de voyage (riche texte)
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const roadNotes = this.document.system?.roadNotes
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context.enrichedRoadNotes = roadNotes
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? await foundry.applications.ux.TextEditor.implementation.enrichHTML(roadNotes, { async: true })
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: ""
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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": break
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case "info":
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context.tab = context.tabs.info
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context.abilities = doc.itemTypes.ability.filter(i => i.system.type !== "totem")
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context.totem_abilities = doc.itemTypes.ability.filter(i => i.system.type === "totem")
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break
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case "gear":
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context.tab = context.tabs.gear
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context.gear = doc.itemTypes.item
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context.weapons = doc.itemTypes.weapon
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context.defenses = doc.itemTypes.defense
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context.vehicles = this.#getOwnedVehicles()
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break
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case "road":
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context.tab = context.tabs.road
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break
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case "reserve":
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context.tab = context.tabs.reserve
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break
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}
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return context
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}
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/** Véhicules (acteurs) appartenant à ce groupe via system.ownerId. */
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#getOwnedVehicles() {
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return game.actors.filter(a => a.type === "vehicle" && a.system.ownerId === this.document.id)
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}
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/**
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* Dépôt d'un acteur Véhicule sur la fiche : lie le véhicule au Groupe
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* (system.ownerId) au lieu de le dupliquer, puis affiche la liste.
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* Gère les dépôts depuis un compendium (copie importée dans le monde)
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* et demande confirmation si le véhicule appartient déjà à un autre Groupe.
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* @override
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*/
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async _onDropActor(event, data) {
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let actor = data instanceof foundry.abstract.Document ? data : await fromUuid(data.uuid)
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if (actor?.type !== "vehicle") {
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return super._onDropActor?.(event, data)
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}
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// Véhicule issu d'un compendium : importer une copie dans le monde.
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if (actor.compendium) {
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try {
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const copy = await game.actors.importFromCompendium(actor.compendium, actor._id, { renderSheet: false })
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if (!copy) return
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actor = copy
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} catch {
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ui.notifications.warn(game.i18n.localize("VERMINE.vehicle_import_failed"))
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return
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}
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}
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// Véhicule déjà rattaché à un autre Groupe : confirmation avant transfert.
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const currentOwner = actor.system?.ownerId
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if (currentOwner && currentOwner !== this.document.id) {
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const other = game.actors.get(currentOwner)
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const content = game.i18n.localize("VERMINE.vehicle_assign_confirm").replace("{group}", other?.name ?? currentOwner)
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const confirmed = await Dialog.confirm({
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title: game.i18n.localize("VERMINE.vehicle_assign"),
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content,
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defaultYes: false
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})
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if (!confirmed) return
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}
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try {
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await actor.update({ "system.ownerId": this.document.id })
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} catch {
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ui.notifications.warn(game.i18n.localize("VERMINE.vehicle_assign_failed"))
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return
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}
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this.render()
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}
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// Actions : délégation aux applications AppV1 existantes pour TotemPicker/ActorPicker
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static async #onChooseTotem(event, target) {
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const { TotemPicker } = await import("../../system/applications.mjs")
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// Le Totem du Groupe remplit automatiquement Instincts/Interdits.
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new TotemPicker(target, this.document, { fillInstincts: true }).render(true)
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}
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static async #onChooseActor(event, target) {
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const { ActorPicker } = await import("../../system/applications.mjs")
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new ActorPicker(target, this.document).render(true)
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}
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static #onDeleteMember(event, target) {
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const li = target.closest("li.actor")
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if (!li) return
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const actorId = li.dataset.actorId
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const idx = this.document.system.members.indexOf(actorId)
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if (idx !== -1) {
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const members = [...this.document.system.members]
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members.splice(idx, 1)
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this.document.update({ "system.members": members })
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}
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}
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static #onDeleteEncounter(event, target) {
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const li = target.closest("li.actor")
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if (!li) return
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const actorId = li.dataset.actorId
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const idx = this.document.system.encounters.indexOf(actorId)
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if (idx !== -1) {
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const encounters = [...this.document.system.encounters]
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encounters.splice(idx, 1)
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this.document.update({ "system.encounters": encounters })
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}
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}
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static #onDeleteObjective(event, target) {
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const type = target.dataset.type
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const index = parseInt(target.dataset.index)
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if (isNaN(index)) return
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const objectives = foundry.utils.duplicate(this.document.system.objectives || { major: [], minor: [] })
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objectives[type].splice(index, 1)
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this.document.update({ "system.objectives": objectives })
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}
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static #onAddObjective(event, target) {
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const type = target.dataset.type === "major_objective" ? "major" : "minor"
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const objectives = foundry.utils.duplicate(this.document.system.objectives || { major: [], minor: [] })
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objectives[type].push("")
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this.document.update({ "system.objectives": objectives })
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}
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static async #onCreateTotemAbility(event, target) {
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const name = game.i18n.localize("ITEMS.new_ability")
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await this.document.createEmbeddedDocuments("Item", [{ name, type: "ability", system: { type: "totem" } }])
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}
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static async #onOpenExperiencePhase(event, target) {
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const { default: ExperiencePhaseDialog } = await import("../../system/dialogs/experiencePhaseDialog.mjs")
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const dialog = await ExperiencePhaseDialog.create()
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if (dialog) dialog.render(true)
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}
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static async #onOpenLearning(event, target) {
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const { default: GroupLearningDialog } = await import("../../system/dialogs/groupLearningDialog.mjs")
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const dialog = await GroupLearningDialog.create({ actorId: this.document.id })
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if (dialog) dialog.render(true)
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}
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/** Valide la phase d'Expérience courante du Groupe et réinitialise les limites. */
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static async #onValidatePhase() {
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const { VermineExperience } = await import("../../system/experience.mjs")
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await VermineExperience.resetPhaseLimits(this.document)
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ui.notifications.info(game.i18n.localize("VERMINE.validate_phase_done"))
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}
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}
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