import LethalFantasyActorSheet from "./base-actor-sheet.mjs" import LethalFantasyRoll from "../../documents/roll.mjs" export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet { /** @override */ static DEFAULT_OPTIONS = { classes: ["character"], position: { width: 972, height: 780, }, window: { contentClasses: ["character-content"], }, actions: { createEquipment: LethalFantasyCharacterSheet.#onCreateEquipment, rangedAttackDefense: LethalFantasyCharacterSheet.#onRangedAttackDefense, rollInitiative: LethalFantasyCharacterSheet.#onRollInitiative, armorHitPointsPlus: LethalFantasyCharacterSheet.#onArmorHitPointsPlus, armorHitPointsMinus: LethalFantasyCharacterSheet.#onArmorHitPointsMinus, divinityPointsPlus: LethalFantasyCharacterSheet.#onDivinityPointsPlus, divinityPointsMinus: LethalFantasyCharacterSheet.#onDivinityPointsMinus, aetherPointsPlus: LethalFantasyCharacterSheet.#onAetherPointsPlus, aetherPointsMinus: LethalFantasyCharacterSheet.#onAetherPointsMinus, }, } /** @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", }, combat: { template: "systems/fvtt-lethal-fantasy/templates/character-combat.hbs", }, equipment: { template: "systems/fvtt-lethal-fantasy/templates/character-equipment.hbs", }, spells: { template: "systems/fvtt-lethal-fantasy/templates/character-spells.hbs", }, miracles: { template: "systems/fvtt-lethal-fantasy/templates/character-miracles.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() { let tabs = { skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "LETHALFANTASY.Label.skills" }, combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "LETHALFANTASY.Label.combat" }, equipment: { id: "equipment", group: "sheet", icon: "fa-solid fa-backpack", label: "LETHALFANTASY.Label.equipment" }, biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "LETHALFANTASY.Label.biography" }, } if (this.actor.system.biodata.magicUser) { tabs.spells = { id: "spells", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-wand-magic-sparkles", label: "LETHALFANTASY.Label.spells" } } if (this.actor.system.biodata.clericUser) { tabs.miracles = { id: "miracles", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-hands-praying", label: "LETHALFANTASY.Label.miracles" } } 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() 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.gifts = doc.itemTypes.gift 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 "miracles": context.tab = context.tabs.miracles context.miracles = doc.itemTypes.miracle context.hasMiracles = context.miracles.length > 0 break case "combat": context.tab = context.tabs.combat context.weapons = doc.itemTypes.weapon context.armors = doc.itemTypes.armor context.shields = doc.itemTypes.shield break case "equipment": context.tab = context.tabs.equipment context.equipments = doc.itemTypes.equipment break case "biography": context.tab = context.tabs.biography 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 } // #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 = foundry.applications.ux.TextEditor.implementation.getDragEventData(event) // Handle different data types if (data.type === "Item") { const item = await fromUuid(data.uuid) return this._onDropItem(item) } } static async #onRangedAttackDefense(event, target) { // Future use : const hasTarget = false let roll = await LethalFantasyRoll.promptRangedDefense({ actorId: this.actor.id, actorName: this.actor.name, actorImage: this.actor.img, }) if (!roll) return null await roll.toMessage({}, { rollMode: roll.options.rollMode }) } static async #onRollInitiative(event, target) { await this.document.system.rollInitiative() } static #onArmorHitPointsPlus(event, target) { let armorHP = this.actor.system.combat.armorHitPoints armorHP += 1 this.actor.update({ "system.combat.armorHitPoints": armorHP }) } static #onArmorHitPointsMinus(event, target) { let armorHP = this.actor.system.combat.armorHitPoints armorHP -= 1 this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) }) } static #onDivinityPointsPlus(event, target) { let points = this.actor.system.divinityPoints.value points += 1 points = Math.min(points, this.actor.system.divinityPoints.max) this.actor.update({ "system.divinityPoints.value": points }) } static #onDivinityPointsMinus(event, target) { let points = this.actor.system.divinityPoints.value points -= 1 points = Math.max(points, 0) this.actor.update({ "system.divinityPoints.value": points }) } static #onAetherPointsPlus(event, target) { let points = this.actor.system.aetherPoints.value points += 1 points = Math.min(points, this.actor.system.aetherPoints.max) this.actor.update({ "system.aetherPoints.value": points }) } static #onAetherPointsMinus(event, target) { let points = this.actor.system.aetherPoints.value points -= 1 points = Math.max(points, 0) this.actor.update({ "system.aetherPoints.value": points }) } static #onCreateEquipment(event, target) { } _onRender(context, options) { // Inputs with class `item-quantity` const woundDescription = this.element.querySelectorAll('.wound-data') for (const input of woundDescription) { input.addEventListener("change", (e) => { e.preventDefault(); e.stopImmediatePropagation(); const newValue = e.currentTarget.value const index = e.currentTarget.dataset.index const fieldName = e.currentTarget.dataset.name let tab = foundry.utils.duplicate(this.actor.system.hp.wounds) tab[index][fieldName] = newValue console.log(tab, index, fieldName, newValue) this.actor.update({ "system.hp.wounds": tab }); }) } super._onRender(); } /** * 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("Roll event", event) const rollType = event.target.dataset.rollType let rollKey = event.target.dataset.rollKey; let rollDice = event.target.dataset?.rollDice; this.actor.prepareRoll(rollType, rollKey, rollDice) } // #endregion }