import HellbornActorSheet from "./base-actor-sheet.mjs" export default class HellbornEnemySheet extends HellbornActorSheet { /** @override */ static DEFAULT_OPTIONS = { classes: ["enemy"], position: { width: 860, height: 620, }, window: { contentClasses: ["enemy-content"], }, actions: { createTrait: HellbornEnemySheet.#onCreateTrait, createEquipment: HellbornEnemySheet.#onCreateEquipment, createWeapon: HellbornEnemySheet.#onCreateWeapon, createMalefica: HellbornEnemySheet.#onCreateMalefica, } } /** @override */ static PARTS = { main: { template: "systems/fvtt-hellborn/templates/enemy-main.hbs", }, tabs: { template: "templates/generic/tab-navigation.hbs", }, traits: { template: "systems/fvtt-hellborn/templates/enemy-trait.hbs", }, biography: { template: "systems/fvtt-hellborn/templates/enemy-biography.hbs", }, } /** @override */ tabGroups = { sheet: "traits", } /** * Prepare an array of form header tabs. * @returns {Record>} */ #getTabs() { const tabs = { traits: { id: "traits", group: "sheet", icon: "fa-solid fa-shapes", label: "HELLBORN.Label.traits" }, biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "HELLBORN.Label.biography" }, } for (const v of Object.values(tabs)) { v.active = this.tabGroups[v.group] === v.id v.cssClass = v.active ? "active" : "" } return tabs } /** @override */ async _prepareContext() { const context = await super._prepareContext() context.tabs = this.#getTabs() return context } /** @override */ async _preparePartContext(partId, context) { const doc = this.document switch (partId) { case "main": break case "traits": context.tab = context.tabs.traits context.traits = doc.itemTypes["species-trait"] context.traits.sort((a, b) => a.name.localeCompare(b.name)) context.weapons = doc.itemTypes.weapon context.weapons.sort((a, b) => a.name.localeCompare(b.name)) context.maleficas = doc.itemTypes.malefica context.maleficas.sort((a, b) => a.name.localeCompare(b.name)) context.equipments = doc.itemTypes.equipment context.equipments.sort((a, b) => a.name.localeCompare(b.name)) break case "biography": context.tab = context.tabs.biography context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.description, { async: true }) context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.notes, { async: true }) break } return context } /** * Creates a new attack item directly from the sheet and embeds it into the document. * @param {Event} event The initiating click event. * @param {HTMLElement} target The current target of the event listener. */ static #onCreateTrait(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("HELLBORN.Label.newTrait"), type: "species-trait" }]) } static #onCreateEquipment(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("HELLBORN.Label.newEquipment"), type: "equipment" }]) } static #onCreateMalefica(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("HELLBORN.Label.newMalefica"), type: "malefica" }]) } static #onCreateWeapon(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("HELLBORN.Label.newWeapon"), type: "weapon" }]) } /** * Handles the roll action triggered by user interaction. * * @param {PointerEvent} event The event object representing the user interaction. * @param {HTMLElement} target The target element that triggered the roll. * * @returns {Promise} A promise that resolves when the roll action is complete. * * @throws {Error} Throws an error if the roll type is not recognized. * * @description This method checks the current mode (edit or not) and determines the type of roll * (save, resource, or damage) based on the target element's data attributes. It retrieves the * corresponding value from the document's system and performs the roll. */ async _onRoll(event, target) { const rollType = $(event.currentTarget).data("roll-type") let item switch (rollType) { case "stat": { let statId = $(event.currentTarget).data("stat-id"); item = this.actor.system.stats[statId]; await this.document.system.roll(rollType, item) } break case "weapon": case "damage": { let li = $(event.currentTarget).parents(".item"); item = this.actor.items.get(li.data("item-id")); await this.document.system.roll(rollType, item) } break default: throw new Error(`Unknown roll type ${rollType}`) } } async _onDrop(event) { if (!this.isEditable || !this.isEditMode) return const data = TextEditor.getDragEventData(event) // Handle different data types switch (data.type) { case "Item": const item = await fromUuid(data.uuid) return super._onDropItem(item) } } }