Files
vermine2047/module/applications/sheets/npc-sheet.mjs
T
uberwald f2c8cfe246 feat: équipement, échanges de coups et améliorations des fiches
- 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)
2026-08-04 14:14:03 +02:00

88 lines
3.6 KiB
JavaScript

import VermineBaseActorSheet from "./base-actor-sheet.mjs"
export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
// La fiche PNJ s'ouvre en mode édition : caractéristiques, compétences et
// niveaux se règlent dès l'ouverture (le mode jeu reste accessible via le toggle).
_sheetMode = this.constructor.SHEET_MODES.EDIT
static DEFAULT_OPTIONS = {
classes: ["npc"],
position: { width: 750, height: 680 },
window: { contentClasses: ["npc-content"] }
}
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/npc-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
characteristics: { template: "systems/vermine2047/templates/actor/appv2/npc-characteristics.hbs", scrollable: [""] },
skills: { template: "systems/vermine2047/templates/actor/appv2/npc-skills.hbs", scrollable: [""] },
equipment: { template: "systems/vermine2047/templates/actor/appv2/npc-equipment.hbs", scrollable: [""] },
threat: { template: "systems/vermine2047/templates/actor/appv2/npc-threat.hbs", scrollable: [""] },
combat: { template: "systems/vermine2047/templates/actor/appv2/npc-combat.hbs", scrollable: [""] },
notes: { template: "systems/vermine2047/templates/actor/appv2/npc-notes.hbs", scrollable: [""] }
}
tabGroups = { sheet: "characteristics" }
#getTabs() {
const tabs = {
characteristics: { id: "characteristics", group: "sheet", icon: "fas fa-dice", label: "VERMINE.abilities" },
skills: { id: "skills", group: "sheet", icon: "fas fa-brain", label: "VERMINE.skills" },
equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" },
threat: { id: "threat", group: "sheet", icon: "fas fa-exclamation-triangle", label: "ADVERSITY.threat" },
combat: { id: "combat", group: "sheet", icon: "fas fa-sword", label: "VERMINE.combat" },
notes: { id: "notes", group: "sheet", icon: "fas fa-sticky-note", label: "IDENTITY.notes" }
}
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
switch (partId) {
case "main":
context.npcThreatOptions = CONFIG.VERMINE.npcThreatLevels
context.npcExperienceOptions = CONFIG.VERMINE.npcExperienceLevels
context.npcRoleOptions = CONFIG.VERMINE.npcRoleLevels
context.totemOptions = CONFIG.VERMINE.totems
context.originOptions = CONFIG.VERMINE.origins
break
case "characteristics":
context.tab = context.tabs.characteristics
break
case "skills":
context.tab = context.tabs.skills
break
case "equipment":
context.tab = context.tabs.equipment
context.weapons = doc.itemTypes.weapon
context.defenses = doc.itemTypes.defense
break
case "threat":
context.tab = context.tabs.threat
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 "notes":
context.tab = context.tabs.notes
break
}
return context
}
}