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fvtt-ftl-nomad/module/applications/sheets/starship-sheet.mjs
LeRatierBretonnien 27b09d4546
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Add crew member option with pilot rolls integrated
2025-11-09 22:12:00 +01:00

286 lines
8.9 KiB
JavaScript

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