Files
vermine2047/module/applications/sheets/character-sheet.mjs
T
uberwald 9cf7d9ac68
Release Creation / build (release) Failing after 1m20s
feat: système d'expérience et transferts de dés d'expérience
- phase d'expérience (récompenses collectives et individuelles, objectifs, traumatisme)
- jets d'apprentissage (compétences, spécialités, caractéristiques, réserves, évolution)
- bonus de réserve acquis par apprentissage intégré au max dérivé
- transferts de dés individuels <-> groupe dans le dialogue de jet
- onglet expérience sur la fiche personnage
- guide utilisateur combat (docs/user/COMBAT.md)
2026-08-04 14:14:09 +02:00

128 lines
5.5 KiB
JavaScript

import VermineBaseActorSheet from "./base-actor-sheet.mjs"
export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
static DEFAULT_OPTIONS = {
classes: ["character"],
position: { width: 860, height: 720 },
window: { contentClasses: ["character-content"] },
actions: {
addSpecialty: VermineCharacterSheetV2.#onAddSpecialty,
openExperiencePhase: VermineCharacterSheetV2.#onOpenExperiencePhase,
openLearning: VermineCharacterSheetV2.#onOpenLearning
}
}
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/character-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
abilities: { template: "systems/vermine2047/templates/actor/appv2/character-abilities.hbs", scrollable: [""] },
totem: { template: "systems/vermine2047/templates/actor/appv2/character-totem.hbs", scrollable: [""] },
equipment: { template: "systems/vermine2047/templates/actor/appv2/character-equipment.hbs", scrollable: [""] },
stories: { template: "systems/vermine2047/templates/actor/appv2/character-stories.hbs", scrollable: [""] },
combat: { template: "systems/vermine2047/templates/actor/appv2/character-combat.hbs", scrollable: [""] },
experience: { template: "systems/vermine2047/templates/actor/appv2/character-experience.hbs", scrollable: [""] }
}
tabGroups = { sheet: "abilities" }
#getTabs() {
const tabs = {
abilities: { id: "abilities", group: "sheet", icon: "fas fa-address-card", label: "VERMINE.tabs.abilities" },
totem: { id: "totem", group: "sheet", icon: "fas fa-star", label: "VERMINE.tabs.totem" },
equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" },
stories: { id: "stories", group: "sheet", icon: "fas fa-book-open-reader", label: "VERMINE.tabs.stories" },
combat: { id: "combat", group: "sheet", icon: "fas fa-medal", label: "VERMINE.tabs.combat" },
experience: { id: "experience", group: "sheet", icon: "fas fa-graduation-cap", label: "VERMINE.tabs.experience" }
}
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
}
async _preparePartContext(partId, context) {
const doc = this.document
context.systemFields = doc.system.schema.fields
switch (partId) {
case "main": break
case "abilities":
context.tab = context.tabs.abilities
context.specialties = doc.itemTypes.specialty
break
case "totem":
context.tab = context.tabs.totem
context.abilities = doc.itemTypes.ability.filter(i => i.system.type !== "totem")
context.totem_abilities = doc.itemTypes.ability.filter(i => i.system.type === "totem")
context.specialties = doc.itemTypes.specialty
context.backgrounds = doc.itemTypes.background
context.traumas = doc.itemTypes.trauma
context.evolutions = doc.itemTypes.evolution
break
case "equipment":
context.tab = context.tabs.equipment
context.gear = doc.itemTypes.item
context.weapons = doc.itemTypes.weapon
context.defenses = doc.itemTypes.defense
context.vehicles = doc.itemTypes.vehicle
break
case "stories":
context.tab = context.tabs.stories
break
case "combat":
context.tab = context.tabs.combat
context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
context.equippedDefenses = doc.itemTypes.defense.filter(i => i.system.equipped)
const { prepareActiveEffectCategories } = await import("../../system/effects.mjs")
context.effects = prepareActiveEffectCategories(doc.effects)
break
case "experience":
context.tab = context.tabs.experience
context.specialtyCount = doc.itemTypes.specialty.length
const ex = doc.system.experience
context.experience = ex
context.collectiveTotal = (ex.collective.danger + ex.collective.discoveries + ex.collective.duration)
context.individualTotal = (ex.individual.implication + ex.individual.influence + ex.individual.interpretation)
context.currentPhase = ex.phase
context.learnedCurrent = ex.learned.phase === ex.phase
break
}
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")
}
}
static async #onAddSpecialty(event, target) {
const skillKey = target.dataset.skill
const name = game.i18n.localize("ITEMS.new_specialty")
const itemData = { name, type: "specialty" }
if (skillKey) itemData.system = { skill: skillKey }
await this.document.createEmbeddedDocuments("Item", [itemData])
}
static async #onOpenExperiencePhase(event, target) {
const { default: ExperiencePhaseDialog } = await import("../../system/dialogs/experiencePhaseDialog.mjs")
const dialog = await ExperiencePhaseDialog.create()
if (dialog) dialog.render(true)
}
static async #onOpenLearning(event, target) {
const { default: LearningDialog } = await import("../../system/dialogs/learningDialog.mjs")
const dialog = await LearningDialog.create({ actorId: this.document.id })
if (dialog) dialog.render(true)
}
}