Files
fvtt-ftl-nomad/module/applications/sheets/character-sheet.mjs
2025-02-13 23:19:32 +01:00

253 lines
9.4 KiB
JavaScript

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)
}
}
}