import LethalFantasyActorSheet from "./base-actor-sheet.mjs" import { ROLL_TYPE } from "../../config/system.mjs" export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet { /** @override */ static DEFAULT_OPTIONS = { classes: ["character"], position: { width: 1150, height: 780, }, window: { contentClasses: ["character-content"], }, actions: { createEquipment: LethalFantasyCharacterSheet.#onCreateEquipment, }, } /** @override */ static PARTS = { main: { template: "systems/fvtt-lethal-fantasy/templates/character-main.hbs", }, tabs: { template: "templates/generic/tab-navigation.hbs", }, skills: { template: "systems/fvtt-lethal-fantasy/templates/character-skills.hbs", }, weapons: { template: "systems/fvtt-lethal-fantasy/templates/character-weapons.hbs", }, spells: { template: "systems/fvtt-lethal-fantasy/templates/character-spells.hbs", }, biography: { template: "systems/fvtt-lethal-fantasy/templates/character-biography.hbs", }, } /** @override */ tabGroups = { sheet: "skills", } /** * Prepare an array of form header tabs. * @returns {Record>} */ #getTabs() { const tabs = { skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "LETHALFANTASY.Label.skills" }, weapons: { id: "weapons", group: "sheet", icon: "fa-solid fa-swords", label: "LETHALFANTASY.Label.weapons" }, spells: { id: "spells", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-wand-magic-sparkles", label: "LETHALFANTASY.Label.spells" }, biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "LETHALFANTASY.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.tooltipsCaracteristiques = { } context.tooltipsRessources = { } context.rollType = { } return context } _generateTooltip(type, target) { } /** @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.gifts = doc.itemTypes.gifts context.vulnerabilities = doc.itemTypes.vulnerability break case "spells": context.tab = context.tabs.spells context.spells = doc.itemTypes.spell context.hasSpells = context.spells.length > 0 break case "weapons": context.tab = context.tabs.weapons context.weapons = doc.itemTypes.weapon context.armors = doc.itemTypes.armor context.equipments = doc.itemTypes.equipment 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 } // #region Drag-and-Drop Workflow /** * Callback actions which occur when a dragged element is dropped on a target. * @param {DragEvent} event The originating DragEvent * @protected */ 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 this._onDropItem(item) } } async #onDropPathItem(item) { await this.document.addPath(item) } /** * 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 #onCreateEquipment(event, target) { // Création d'une armure if (event.shiftKey) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("LETHALFANTASY.Label.newArmor"), type: "armor" }]) } // Création d'une arme else { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("LETHALFANTASY.Label.newWeapon"), type: "weapon" }]) } } /** * 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} 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) { if (this.isEditMode) return console.log(event, target) const rollType = event.target.dataset.rollType let rollTarget switch (rollType) { case "challenge": let rollKey = event.target.dataset.rollKey rollTarget = foundry.utils.duplicate(this.document.system.challenges[rollKey]) rollTarget.rollKey = rollKey break case ROLL_TYPE.RESOURCE: rollTarget = elt.dataset.rollTarget break case ROLL_TYPE.DAMAGE: rollTarget = elt.dataset.itemId break default: break } await this.document.system.roll(rollType, rollTarget) } // #endregion }