import CelestopolActorSheet from "./base-actor-sheet.mjs" import { SYSTEM } from "../../config/system.mjs" export default class CelestopolCharacterSheet extends CelestopolActorSheet { /** @override */ static DEFAULT_OPTIONS = { classes: ["character"], position: { width: 920, height: 660 }, window: { contentClasses: ["character-content"] }, actions: { createAnomaly: CelestopolCharacterSheet.#onCreateAnomaly, createAspect: CelestopolCharacterSheet.#onCreateAspect, createEquipment: CelestopolCharacterSheet.#onCreateEquipment, createWeapon: CelestopolCharacterSheet.#onCreateWeapon, createArmure: CelestopolCharacterSheet.#onCreateArmure, useAnomaly: CelestopolCharacterSheet.#onUseAnomaly, resetAnomalyUses: CelestopolCharacterSheet.#onResetAnomalyUses, }, } /** @override */ static PARTS = { main: { template: "systems/fvtt-celestopol/templates/character-main.hbs" }, tabs: { template: "templates/generic/tab-navigation.hbs" }, competences:{ template: "systems/fvtt-celestopol/templates/character-competences.hbs" }, blessures: { template: "systems/fvtt-celestopol/templates/character-blessures.hbs" }, factions: { template: "systems/fvtt-celestopol/templates/character-factions.hbs" }, equipement: { template: "systems/fvtt-celestopol/templates/character-equipement.hbs" }, biography: { template: "systems/fvtt-celestopol/templates/character-biography.hbs" }, } tabGroups = { sheet: "competences" } #getTabs() { const tabs = { competences:{ id: "competences", group: "sheet", icon: "fa-solid fa-dice-d6", label: "CELESTOPOL.Tab.competences" }, blessures: { id: "blessures", group: "sheet", icon: "fa-solid fa-heart-crack", label: "CELESTOPOL.Tab.blessures" }, factions: { id: "factions", group: "sheet", icon: "fa-solid fa-flag", label: "CELESTOPOL.Tab.factions" }, equipement: { id: "equipement", group: "sheet", icon: "fa-solid fa-shield-halved",label: "CELESTOPOL.Tab.equipement" }, biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "CELESTOPOL.Tab.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() context.stats = SYSTEM.STATS context.skills = SYSTEM.SKILLS context.anomalyTypes = SYSTEM.ANOMALY_TYPES context.factions = SYSTEM.FACTIONS context.woundLevels = SYSTEM.WOUND_LEVELS return context } /** @override */ async _preparePartContext(partId, context) { context.systemFields = this.document.system.schema.fields const doc = this.document switch (partId) { case "main": break case "competences": context.tab = context.tabs.competences context.anomaly = doc.itemTypes.anomaly[0] ?? null context.aspects = doc.itemTypes.aspect if (context.anomaly) { const def = SYSTEM.ANOMALY_DEFINITIONS[context.anomaly.system.subtype] ?? SYSTEM.ANOMALY_DEFINITIONS.none context.anomalySkillLabels = def.technicalSkills.map(key => { if (key === "lune") return game.i18n.localize("CELESTOPOL.Anomaly.moonDie") for (const skills of Object.values(SYSTEM.SKILLS)) { if (skills[key]) return game.i18n.localize(skills[key].label) } return key }) } else { context.anomalySkillLabels = [] } break case "blessures": context.tab = context.tabs.blessures break case "factions": context.tab = context.tabs.factions 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 case "equipement": context.tab = context.tabs.equipement context.weapons = doc.itemTypes.weapon.sort((a, b) => a.name.localeCompare(b.name)) context.armures = doc.itemTypes.armure.sort((a, b) => a.name.localeCompare(b.name)) context.equipments= doc.itemTypes.equipment.sort((a, b) => a.name.localeCompare(b.name)) break } return context } static #onCreateAnomaly() { if (this.document.itemTypes.anomaly.length > 0) { ui.notifications.warn(game.i18n.localize("CELESTOPOL.Anomaly.maxAnomaly")) return } this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CELESTOPOL.Item.newAnomaly"), type: "anomaly", }]) } static #onCreateAspect() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CELESTOPOL.Item.newAspect"), type: "aspect", }]) } static #onCreateEquipment() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("TYPES.Item.equipment"), type: "equipment", }]) } static #onCreateWeapon() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("TYPES.Item.weapon"), type: "weapon", }]) } static #onCreateArmure() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("TYPES.Item.armure"), type: "armure", }]) } static async #onUseAnomaly(event, target) { const itemId = target.dataset.itemId const anomaly = this.document.items.get(itemId) if (!anomaly) return const current = anomaly.system.usesRemaining if (current <= 0) { ui.notifications.warn(game.i18n.localize("CELESTOPOL.Anomaly.noUsesLeft")) return } await anomaly.update({ "system.usesRemaining": current - 1 }) } static async #onResetAnomalyUses(event, target) { const itemId = target.dataset.itemId const anomaly = this.document.items.get(itemId) if (!anomaly) return await anomaly.update({ "system.usesRemaining": anomaly.system.level }) } }