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286 lines
8.9 KiB
JavaScript
286 lines
8.9 KiB
JavaScript
import FTLNomadActorSheet from "./base-actor-sheet.mjs"
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export default class FTLNomadStarshipSheet extends FTLNomadActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["starship"],
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position: {
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width: 680,
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height: 640,
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},
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window: {
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contentClasses: ["starship-content"],
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},
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actions: {
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createEquipment: FTLNomadStarshipSheet.#onCreateEquipment,
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createWeapon: FTLNomadStarshipSheet.#onCreateWeapon,
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removeCrew: FTLNomadStarshipSheet.#onRemoveCrew,
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viewCrew: FTLNomadStarshipSheet.#onViewCrew,
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pilotCrew: FTLNomadStarshipSheet.#onPilotCrew,
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},
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}
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/**
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* Remove a crew member from the starship
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* @param {Event} event The initiating click event
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* @param {HTMLElement} target The current target of the event listener
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*/
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static async #onRemoveCrew(event, target) {
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const crewUuid = target.dataset.crewUuid
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const actor = await fromUuid(crewUuid)
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// Show confirmation dialog
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const confirmed = await foundry.applications.api.DialogV2.confirm({
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window: { title: game.i18n.localize("FTLNOMAD.RemoveCrewTitle") },
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content: game.i18n.format("FTLNOMAD.RemoveCrewContent", { name: actor?.name || "Unknown" }),
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rejectClose: false,
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modal: true
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})
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if (!confirmed) return
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const currentCrew = this.document.system.crewList || []
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const updatedCrew = currentCrew.filter(uuid => uuid !== crewUuid)
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await this.document.update({ "system.crewList": updatedCrew })
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}
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/**
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* Open the actor sheet of a crew member
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* @param {Event} event The initiating click event
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* @param {HTMLElement} target The current target of the event listener
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*/
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static async #onViewCrew(event, target) {
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const actorUuid = target.closest('.crew-member').dataset.actorUuid
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const actor = await fromUuid(actorUuid)
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if (actor) {
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actor.sheet.render(true)
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}
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}
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/**
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* Roll a piloting check for a crew member with starship agility bonus
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* @param {Event} event The initiating click event
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* @param {HTMLElement} target The current target of the event listener
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*/
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static async #onPilotCrew(event, target) {
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const actorUuid = target.closest('.crew-member').dataset.actorUuid
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const actor = await fromUuid(actorUuid)
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console.log("Pilot crew - Actor:", actor, "Type:", actor?.type)
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if (!actor) {
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ui.notifications.warn("Actor not found")
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return
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}
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if (actor.type !== "character") {
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ui.notifications.warn(`This actor is of type "${actor.type}", not "character"`)
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return
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}
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// Get starship agility bonus
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const starshipAgility = this.document.system.agility || 0
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// Get the vehicles skill from the actor
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const vehiclesSkill = actor.system.skills?.vehicles
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if (!vehiclesSkill) {
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ui.notifications.warn(game.i18n.localize("FTLNOMAD.Warning.noVehiclesSkill"))
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return
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}
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// Import the Roll class
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const FTLNomadRoll = (await import("../../documents/roll.mjs")).default
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// Call the roll prompt with the starship agility as a vehicle bonus
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let roll = await FTLNomadRoll.prompt({
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rollType: "skill",
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rollItem: vehiclesSkill,
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actorId: actor.id,
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actorName: actor.name,
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actorImage: actor.img,
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talents: actor.items.filter(i => i.type === "talent" && i.system.isAdvantage),
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isEncumbered: actor.system.isEncumbered(),
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hasTarget: false,
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vehicleBonus: starshipAgility
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})
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if (!roll) return null
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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/** @override */
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static PARTS = {
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main: {
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template: "systems/fvtt-ftl-nomad/templates/starship-main.hbs",
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},
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tabs: {
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template: "templates/generic/tab-navigation.hbs",
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},
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equipment: {
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template: "systems/fvtt-ftl-nomad/templates/starship-equipment.hbs",
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},
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description: {
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template: "systems/fvtt-ftl-nomad/templates/starship-description.hbs",
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},
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}
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/** @override */
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tabGroups = {
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sheet: "equipment",
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}
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/**
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* Prepare an array of form header tabs.
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* @returns {Record<string, Partial<ApplicationTab>>}
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*/
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#getTabs() {
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const tabs = {
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equipment: { id: "equipment", group: "sheet", icon: "fa-solid fa-shapes", label: "FTLNOMAD.Label.equipment" },
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description: { id: "description", group: "sheet", icon: "fa-solid fa-book", label: "FTLNOMAD.Label.description" },
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.active ? "active" : ""
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}
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return tabs
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}
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/** @override */
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async _prepareContext() {
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const context = await super._prepareContext()
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context.tabs = this.#getTabs()
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context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
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context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.notes, { async: true })
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context.enrichedModifications = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.modifications, { async: true })
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// Prepare crew members data
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context.crewMembers = await this.#prepareCrewMembers()
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return context
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}
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/**
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* Prepare crew members data from stored UUIDs
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* @returns {Promise<Array>}
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*/
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async #prepareCrewMembers() {
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const crewUuids = this.document.system.crewList || []
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const crewMembers = []
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for (const uuid of crewUuids) {
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const actor = await fromUuid(uuid)
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if (actor) {
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crewMembers.push({
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uuid: uuid,
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id: actor.id,
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name: actor.name,
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img: actor.img
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})
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}
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}
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return crewMembers
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}
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_generateTooltip(type, target) {
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}
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/** @override */
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async _preparePartContext(partId, context) {
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const doc = this.document
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switch (partId) {
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case "main":
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break
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case "equipment":
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context.tab = context.tabs.equipment
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context.weapons = doc.itemTypes.weapon
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context.weapons.sort((a, b) => a.name.localeCompare(b.name))
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context.equipments = doc.itemTypes.equipment
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context.equipments.sort((a, b) => a.name.localeCompare(b.name))
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break
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case "description":
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context.tab = context.tabs.description
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context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.description, { async: true })
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context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.notes, { async: true })
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break
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}
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return context
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}
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static #onCreateEquipment(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newEquipment"), type: "equipment" }])
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}
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static #onCreateWeapon(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("FTLNOMAD.Label.newWeapon"), type: "weapon" }])
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}
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async _onRoll(event, target) {
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let rollType = $(event.currentTarget).data("roll-type")
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let item
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console.log("rollType", rollType)
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switch (rollType) {
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case "damage":
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let li = $(event.currentTarget).parents(".item");
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item = this.actor.items.get(li.data("item-id"));
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break
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case "starship-guns":
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item = { name: "Starship Guns", type: "weapon", system: { damage: this.actor.system.guns, rangeType: "heavyweapon" } }
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rollType = "damage"
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break
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default:
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throw new Error(`Unknown roll type ${rollType}`)
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}
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await this.document.system.roll(rollType, item)
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}
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async _onDrop(event) {
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if (!this.isEditable || !this.isEditMode) return
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const data = TextEditor.getDragEventData(event)
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// Handle different data types
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switch (data.type) {
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case "Item":
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const item = await fromUuid(data.uuid)
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return super._onDropItem(item)
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case "Actor":
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const actor = await fromUuid(data.uuid)
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return this.#onDropActor(actor)
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}
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}
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/**
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* Handle dropping an actor onto the starship sheet to add them to the crew
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* @param {Actor} actor The actor being dropped
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*/
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async #onDropActor(actor) {
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if (!actor) return
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// Check if actor is of type "character"
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if (actor.type !== "character") {
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ui.notifications.info(game.i18n.localize("FTLNOMAD.Warning.onlyCharactersAllowed"))
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return
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}
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// Check if the actor has a linked prototype
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if (!actor.prototypeToken?.actorLink) {
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ui.notifications.info(game.i18n.localize("FTLNOMAD.Warning.noLinkedPrototype"))
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return
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}
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const currentCrew = this.document.system.crewList || []
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// Check if actor is already in crew
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if (currentCrew.includes(actor.uuid)) {
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ui.notifications.warn(game.i18n.localize("FTLNOMAD.Warning.alreadyInCrew"))
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return
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}
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// Add actor UUID to crew array
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const updatedCrew = [...currentCrew, actor.uuid]
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await this.document.update({ "system.crewList": updatedCrew })
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}
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}
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