Fix actions/tour

This commit is contained in:
2025-02-13 23:19:32 +01:00
parent 47dd1adb30
commit fa21d30994
4543 changed files with 680810 additions and 0 deletions

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export { default as FTLNomadWeaponSheet } from "./sheets/weapon-sheet.mjs"
export { default as FTLNomadArmorSheet } from "./sheets/armor-sheet.mjs"
export { default as FTLNomadVehicleSheet } from "./sheets/vehicle-sheet.mjs"
export { default as FTLNomadPsionicSheet } from "./sheets/psionic-sheet.mjs"
export { default as FTLNomadLanguageSheet } from "./sheets/language-sheet.mjs"
export { default as FTLNomadTalentSheet } from "./sheets/talent-sheet.mjs"
export { default as FTLNomadNPCSheet } from "./sheets/npc-sheet.mjs"

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import FTLNomadItemSheet from "./base-item-sheet.mjs"
export default class FTLNomadArmorSheet extends FTLNomadItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["armor"],
position: {
width: 400,
},
window: {
contentClasses: ["armor-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/armor.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
return context
}
}

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const { HandlebarsApplicationMixin } = foundry.applications.api
export default class FTLNomadActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
/**
* Different sheet modes.r
* @enum {number}
*/
static SHEET_MODES = { EDIT: 0, PLAY: 1 }
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["fvtt-ftl-nomad", "actor"],
position: {
width: 1400,
height: "auto",
},
form: {
submitOnChange: true,
},
window: {
resizable: true,
},
dragDrop: [{ dragSelector: '[data-drag="true"], .rollable', dropSelector: null }],
actions: {
editImage: CthulhuEternalActorSheet.#onEditImage,
toggleSheet: CthulhuEternalActorSheet.#onToggleSheet,
edit: CthulhuEternalActorSheet.#onItemEdit,
delete: CthulhuEternalActorSheet.#onItemDelete,
updateCheckboxArray: CthulhuEternalActorSheet.#onUpdateCheckboxArray,
},
}
/**
* The current sheet mode.
* @type {number}
*/
_sheetMode = this.constructor.SHEET_MODES.PLAY
/**
* Is the sheet currently in 'Play' mode?
* @type {boolean}
*/
get isPlayMode() {
return this._sheetMode === this.constructor.SHEET_MODES.PLAY
}
/**
* Is the sheet currently in 'Edit' mode?
* @type {boolean}
*/
get isEditMode() {
return this._sheetMode === this.constructor.SHEET_MODES.EDIT
}
/** @override */
async _prepareContext() {
const context = {
fields: this.document.schema.fields,
systemFields: this.document.system.schema.fields,
actor: this.document,
system: this.document.system,
source: this.document.toObject(),
enrichedDescription: await TextEditor.enrichHTML(this.document.system.description, { async: true }),
isEditMode: this.isEditMode,
isPlayMode: this.isPlayMode,
isEditable: this.isEditable,
}
return context
}
/** @override */
_onRender(context, options) {
this.#dragDrop.forEach((d) => d.bind(this.element))
// Add listeners to rollable elements
const rollables = this.element.querySelectorAll(".rollable")
rollables.forEach((d) => d.addEventListener("click", this._onRoll.bind(this)))
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
* @returns {DragDrop[]} An array of DragDrop handlers
* @private
*/
#createDragDropHandlers() {
return this.options.dragDrop.map((d) => {
d.permissions = {
dragstart: this._canDragStart.bind(this),
drop: this._canDragDrop.bind(this),
}
d.callbacks = {
dragover: this._onDragOver.bind(this),
drop: this._onDrop.bind(this),
}
return new DragDrop(d)
})
}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {
}
/**
* Define whether a user is able to begin a dragstart workflow for a given drag selector
* @param {string} selector The candidate HTML selector for dragging
* @returns {boolean} Can the current user drag this selector?
* @protected
*/
_canDragStart(selector) {
return this.isEditable
}
/**
* Define whether a user is able to conclude a drag-and-drop workflow for a given drop selector
* @param {string} selector The candidate HTML selector for the drop target
* @returns {boolean} Can the current user drop on this selector?
* @protected
*/
_canDragDrop(selector) {
return true //this.isEditable && this.document.isOwner
}
/**
* Callback actions which occur when a dragged element is over a drop target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
_onDragOver(event) {}
async _onDropItem(item) {
console.log("Dropped item", item)
let itemData = item.toObject()
await this.document.createEmbeddedDocuments("Item", [itemData], { renderSheet: false })
}
// #endregion
// #region Actions
/**
* Handle toggling between Edit and Play mode.
* @param {Event} event The initiating click event.
* @param {HTMLElement} target The current target of the event listener.
*/
static #onToggleSheet(event, target) {
const modes = this.constructor.SHEET_MODES
this._sheetMode = this.isEditMode ? modes.PLAY : modes.EDIT
this.render()
}
static #onUpdateCheckboxArray(event, target) {
console.log("Update checkbox array", event, target)
let arrayName = target.dataset.name
let arrayIdx = Number(target.dataset.index)
let dataPath = `system.san.${arrayName}`
let tab = foundry.utils.duplicate(this.document.system.san[arrayName])
tab[arrayIdx] = target.checked
this.actor.update( { [dataPath]: tab } )
// Dump
console.log("Array name", arrayName, arrayIdx, target.checked, dataPath)
}
/**
* Handle changing a Document's image.
*
* @this CthulhuEternalCharacterSheet
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
* @returns {Promise}
* @private
*/
static async #onEditImage(event, target) {
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}
const fp = new FilePicker({
current,
type: "image",
redirectToRoot: img ? [img] : [],
callback: (path) => {
this.document.update({ [attr]: path })
},
top: this.position.top + 40,
left: this.position.left + 10,
})
return fp.browse()
}
/**
* Edit an existing item within the Actor
* Start with the uuid, if it's not found, fallback to the id (as Embedded item in the actor)
* @this CthulhuEternalCharacterSheet
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target the capturing HTML element which defined a [data-action]
*/
static async #onItemEdit(event, target) {
const id = target.getAttribute("data-item-id")
const uuid = target.getAttribute("data-item-uuid")
let item
item = await fromUuid(uuid)
if (!item) item = this.document.items.get(id)
if (!item) return
item.sheet.render(true)
}
/**
* Delete an existing talent within the Actor
* Use the uuid to display the talent sheet
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target the capturing HTML element which defined a [data-action]
*/
static async #onItemDelete(event, target) {
const itemUuid = target.getAttribute("data-item-uuid")
const item = await fromUuid(itemUuid)
await item.deleteDialog()
}
// #endregion
}

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const { HandlebarsApplicationMixin } = foundry.applications.api
export default class FTLNomadItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {
/**
* Different sheet modes.
* @enum {number}
*/
static SHEET_MODES = { EDIT: 0, PLAY: 1 }
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["fvtt-ftl-nomad", "item"],
position: {
width: 600,
height: "auto",
},
form: {
submitOnChange: true,
},
window: {
resizable: true,
},
dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }],
actions: {
toggleSheet: CthulhuEternalItemSheet.#onToggleSheet,
editImage: CthulhuEternalItemSheet.#onEditImage,
},
}
/**
* The current sheet mode.
* @type {number}
*/
_sheetMode = this.constructor.SHEET_MODES.PLAY
/**
* Is the sheet currently in 'Play' mode?
* @type {boolean}
*/
get isPlayMode() {
return this._sheetMode === this.constructor.SHEET_MODES.PLAY
}
/**
* Is the sheet currently in 'Edit' mode?
* @type {boolean}
*/
get isEditMode() {
return this._sheetMode === this.constructor.SHEET_MODES.EDIT
}
/** @override */
async _prepareContext() {
const context = {
fields: this.document.schema.fields,
systemFields: this.document.system.schema.fields,
item: this.document,
system: this.document.system,
source: this.document.toObject(),
enrichedDescription: await TextEditor.enrichHTML(this.document.system.description, { async: true }),
isEditMode: this.isEditMode,
isPlayMode: this.isPlayMode,
isEditable: this.isEditable,
}
return context
}
/** @override */
_onRender(context, options) {
this.#dragDrop.forEach((d) => d.bind(this.element))
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
* @returns {DragDrop[]} An array of DragDrop handlers
* @private
*/
#createDragDropHandlers() {
return this.options.dragDrop.map((d) => {
d.permissions = {
dragstart: this._canDragStart.bind(this),
drop: this._canDragDrop.bind(this),
}
d.callbacks = {
dragstart: this._onDragStart.bind(this),
dragover: this._onDragOver.bind(this),
drop: this._onDrop.bind(this),
}
return new DragDrop(d)
})
}
/**
* Define whether a user is able to begin a dragstart workflow for a given drag selector
* @param {string} selector The candidate HTML selector for dragging
* @returns {boolean} Can the current user drag this selector?
* @protected
*/
_canDragStart(selector) {
return this.isEditable
}
/**
* Define whether a user is able to conclude a drag-and-drop workflow for a given drop selector
* @param {string} selector The candidate HTML selector for the drop target
* @returns {boolean} Can the current user drop on this selector?
* @protected
*/
_canDragDrop(selector) {
return this.isEditable && this.document.isOwner
}
/**
* Callback actions which occur at the beginning of a drag start workflow.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
_onDragStart(event) {
const el = event.currentTarget
if ("link" in event.target.dataset) return
// Extract the data you need
let dragData = null
if (!dragData) return
// Set data transfer
event.dataTransfer.setData("text/plain", JSON.stringify(dragData))
}
/**
* Callback actions which occur when a dragged element is over a drop target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
_onDragOver(event) {}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {}
// #endregion
// #region Actions
/**
* Handle toggling between Edit and Play mode.
* @param {Event} event The initiating click event.
* @param {HTMLElement} target The current target of the event listener.
*/
static #onToggleSheet(event, target) {
const modes = this.constructor.SHEET_MODES
this._sheetMode = this.isEditMode ? modes.PLAY : modes.EDIT
this.render()
}
/**
* Handle changing a Document's image.
*
* @this CthulhuEternalCharacterSheet
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
* @returns {Promise}
* @private
*/
static async #onEditImage(event, target) {
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}
const fp = new FilePicker({
current,
type: "image",
redirectToRoot: img ? [img] : [],
callback: (path) => {
this.document.update({ [attr]: path })
},
top: this.position.top + 40,
left: this.position.left + 10,
})
return fp.browse()
}
// #endregion
}

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import FTLNomadActorSheet from "./base-actor-sheet.mjs"
export default class FTLNomadCharacterSheet extends FTLNomadActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["character"],
position: {
width: 860,
height: 620,
},
window: {
contentClasses: ["character-content"],
},
actions: {
setBP: FTLNomadCharacterSheet.#onSetBP,
createGear: FTLNomadCharacterSheet.#onCreateGear,
createArmor: FTLNomadCharacterSheet.#onCreateArmor,
createWeapon: FTLNomadCharacterSheet.#onCreateWeapon,
createBond: FTLNomadCharacterSheet.#onCreateBond,
createInjury: FTLNomadCharacterSheet.#onCreateInjury,
createMentalDisorder: FTLNomadCharacterSheet.#onCreateMentalDisorder,
createMotivation: FTLNomadCharacterSheet.#onCreateMotivation,
createSkill: FTLNomadCharacterSheet.#onCreateSkill,
createRitual: FTLNomadCharacterSheet.#onCreateRitual,
createTome: FTLNomadCharacterSheet.#onCreateTome,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-ftl-nomad/templates/protagonist-main.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
skills: {
template: "systems/fvtt-ftl-nomad/templates/protagonist-skills.hbs",
},
status: {
template: "systems/fvtt-ftl-nomad/templates/protagonist-status.hbs",
},
equipment: {
template: "systems/fvtt-ftl-nomad/templates/protagonist-equipment.hbs",
},
biography: {
template: "systems/fvtt-ftl-nomad/templates/protagonist-biography.hbs",
},
}
/** @override */
tabGroups = {
sheet: "skills",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
const tabs = {
skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "FTLNOMAD.Label.skills" },
status: { id: "status", group: "sheet", icon: "fa-solid fa-file-waveform", label: "FTLNOMAD.Label.status" },
equipment: { id: "equipment", group: "sheet", icon: "fa-solid fa-shapes", label: "FTLNOMAD.Label.equipment" },
biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "FTLNOMAD.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()
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
context.enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes, { async: true })
context.tooltipsCharacteristic = {
str: game.i18n.localize("FTLNOMAD.Characteristic.Str"),
dex: game.i18n.localize("FTLNOMAD.Characteristic.Dex"),
con: game.i18n.localize("FTLNOMAD.Characteristic.Con"),
int: game.i18n.localize("FTLNOMAD.Characteristic.Int"),
pow: game.i18n.localize("FTLNOMAD.Characteristic.Pow"),
cha: game.i18n.localize("FTLNOMAD.Characteristic.Cha")
}
return context
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
break
case "skills":
context.tab = context.tabs.skills
context.skills = doc.itemTypes.skill
context.skills.sort((a, b) => a.name.localeCompare(b.name))
break
case "equipment":
context.tab = context.tabs.equipment
context.weapons = doc.itemTypes.weapon
context.weapons.sort((a, b) => a.name.localeCompare(b.name))
context.armors = doc.itemTypes.armor
context.armors.sort((a, b) => a.name.localeCompare(b.name))
context.gears = doc.itemTypes.gear
context.gears.sort((a, b) => a.name.localeCompare(b.name))
context.rituals = doc.itemTypes.ritual
context.rituals.sort((a, b) => a.name.localeCompare(b.name))
context.tomes = doc.itemTypes.tome
context.tomes.sort((a, b) => a.name.localeCompare(b.name))
break
case "status":
context.tab = context.tabs.status
context.injuries = doc.itemTypes.injury
context.injuries.sort((a, b) => a.name.localeCompare(b.name))
context.mentaldisorders = doc.itemTypes.mentaldisorder
context.mentaldisorders.sort((a, b) => a.name.localeCompare(b.name))
context.motivations = doc.itemTypes.motivation
context.motivations.sort((a, b) => a.name.localeCompare(b.name))
context.bonds = doc.itemTypes.bond
context.bonds.sort((a, b) => a.name.localeCompare(b.name))
break
case "biography":
context.tab = context.tabs.biography
context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
context.enrichedNotes = await TextEditor.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 #onSetBP(event, target) {
this.document.system.setBP()
}
static #onCreateGear(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newGear"), type: "gear" }])
}
static #onCreateWeapon(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newWeapon"), type: "weapon" }])
}
static #onCreateArmor(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newArmor"), type: "armor" }])
}
static #onCreateBond(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newBond"), type: "bond" }])
}
static #onCreateInjury(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newInjury"), type: "injury" }])
}
static #onCreateMentalDisorder(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newMentalDisorder"), type: "mentaldisorder" }])
}
static #onCreateMotivation(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newMotivation"), type: "motivation" }])
}
static #onCreateSkill(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newSkill"), type: "skill" }])
}
static #onCreateRitual(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newRitual"), type: "ritual" }])
}
static #onCreateTome(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newTome"), type: "tome" }])
}
/**
* 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<void>} 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
let li
// Debug : console.log(">>>>", event, target, rollType)
// Deprecated : if (this.isEditMode) return
switch (rollType) {
case "resource":
item = foundry.utils.duplicate(this.actor.system.resources)
item.name = game.i18n.localize(`FTLNOMAD.Label.Resources`)
item.targetScore = item.permanentRating
break
case "char":
let charId = $(event.currentTarget).data("char-id")
item = foundry.utils.duplicate(this.actor.system.characteristics[charId])
item.name = game.i18n.localize(`FTLNOMAD.Label.${charId}Long`)
item.targetScore = item.value * 5
break
case "skill":
li = $(event.currentTarget).parents(".item");
item = this.actor.items.get(li.data("item-id"));
break
case "weapon":
case "damage":
li = $(event.currentTarget).parents(".item");
item = this.actor.items.get(li.data("item-id"));
item.damageBonus = this.actor.system.damageBonus
break
case "san":
item = foundry.utils.duplicate(this.actor.system.san)
item.name = game.i18n.localize("FTLNOMAD.Label.SAN")
item.targetScore = item.value
break;
default:
throw new Error(`Unknown roll type ${rollType}`)
}
await this.document.system.roll(rollType, item)
}
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)
}
}
}

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import FTLNomadItemSheet from "./base-item-sheet.mjs"
export default class FTLNomadEquipmentSheet extends FTLNomadItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["equipment"],
position: {
width: 600,
},
window: {
contentClasses: ["equipment-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/equipment.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
return context
}
}

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import FTLNomadItemSheet from "./base-item-sheet.mjs"
export default class FTLNomadLanguageSheet extends FTLNomadItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["language"],
position: {
width: 600,
},
window: {
contentClasses: ["language-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/language.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
return context
}
}

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import FTLNomadActorSheet from "./base-actor-sheet.mjs"
export default class FTLNomadNPCSheet extends FTLNomadActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["npc"],
position: {
width: 860,
height: 620,
},
window: {
contentClasses: ["npc-content"],
},
actions: {
createArmor: FTLNomadNPCSheet.#onCreateArmor,
createWeapon: FTLNomadNPCSheet.#onCreateWeapon,
createSkill: FTLNomadNPCSheet.#onCreateSkill,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/npc-main.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
skills: {
template: "systems/fvtt-cthulhu-eternal/templates/npc-skills.hbs",
},
biography: {
template: "systems/fvtt-cthulhu-eternal/templates/npc-biography.hbs",
},
}
/** @override */
tabGroups = {
sheet: "skills",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
const tabs = {
skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "FTLNOMAD.Label.skills" },
biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "FTLNOMAD.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()
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
context.enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes, { async: true })
return context
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
break
case "skills":
context.tab = context.tabs.skills
context.skills = doc.itemTypes.skill
context.skills.sort((a, b) => a.name.localeCompare(b.name))
context.weapons = doc.itemTypes.weapon
context.weapons.sort((a, b) => a.name.localeCompare(b.name))
context.armors = doc.itemTypes.armor
context.armors.sort((a, b) => a.name.localeCompare(b.name))
break
case "biography":
context.tab = context.tabs.biography
context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
context.enrichedNotes = await TextEditor.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 #onCreateWeapon(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newWeapon"), type: "weapon" }])
}
static #onCreateArmor(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newArmor"), type: "armor" }])
}
static #onCreateSkill(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newSkill"), type: "skill" }])
}
/**
* 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<void>} 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
let li
// Debug : console.log(">>>>", event, target, rollType)
// Deprecated : if (this.isEditMode) return
switch (rollType) {
case "char":
let charId = $(event.currentTarget).data("char-id")
item = foundry.utils.duplicate(this.actor.system.characteristics[charId])
item.name = game.i18n.localize(`FTLNOMAD.Label.${charId}Long`)
item.targetScore = item.value * 5
break
case "skill":
li = $(event.currentTarget).parents(".item");
item = this.actor.items.get(li.data("item-id"));
break
case "weapon":
case "damage":
li = $(event.currentTarget).parents(".item");
item = this.actor.items.get(li.data("item-id"));
item.damageBonus = this.actor.system.damageBonus
break
default:
throw new Error(`Unknown roll type ${rollType}`)
}
await this.document.system.roll(rollType, item)
}
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)
}
}
}

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import FTLNomadItemSheet from "./base-item-sheet.mjs"
export default class FTLNomadPsionicSheet extends FTLNomadItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["psionic"],
position: {
width: 600,
},
window: {
contentClasses: ["psionic-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/psionic.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
return context
}
}

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import FTLNomadItemSheet from "./base-item-sheet.mjs"
export default class FTLNomadTalentSheet extends FTLNomadItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["talent"],
position: {
width: 600,
},
window: {
contentClasses: ["talent-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/talent.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
return context
}
}

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import FTLNomadActorSheet from "./base-actor-sheet.mjs"
export default class FTLNomadVehicleSheet extends FTLNomadActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["vehicle"],
position: {
width: 680,
height: 540,
},
window: {
contentClasses: ["vehicle-content"],
},
actions: {
createGear: CthulhuEternalVehicleSheet.#onCreateGear,
createWeapon: CthulhuEternalVehicleSheet.#onCreateWeapon,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/vehicle-main.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
equipment: {
template: "systems/fvtt-cthulhu-eternal/templates/vehicle-equipment.hbs",
},
description: {
template: "systems/fvtt-cthulhu-eternal/templates/vehicle-description.hbs",
},
}
/** @override */
tabGroups = {
sheet: "equipment",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
const tabs = {
equipment: { id: "equipment", group: "sheet", icon: "fa-solid fa-shapes", label: "CTHULHUETERNAL.Label.equipment" },
description: { id: "description", group: "sheet", icon: "fa-solid fa-book", label: "CTHULHUETERNAL.Label.description" },
}
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.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
context.enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes, { async: true })
return context
}
_generateTooltip(type, target) {
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
break
case "equipment":
context.tab = context.tabs.equipment
context.weapons = doc.itemTypes.weapon
context.gears = doc.itemTypes.gear
break
case "description":
context.tab = context.tabs.description
context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
context.enrichedNotes = await TextEditor.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 #onCreateGear(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newGear"), type: "gear" }])
}
static #onCreateWeapon(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newWeapon"), type: "weapon" }])
}
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)
}
}
}

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import FTLNomadItemSheet from "./base-item-sheet.mjs"
export default class FTLNomadWeaponSheet extends FTLNomadItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["weapon"],
position: {
width: 620,
},
window: {
contentClasses: ["weapon-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-cthulhu-eternal/templates/weapon.hbs",
},
}
}