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: { deleteVoieMajeure: LethalFantasyCharacterSheet.#onDeleteVoieMajeure, deleteVoieMineure: LethalFantasyCharacterSheet.#onDeleteVoieMineure, createEquipment: LethalFantasyCharacterSheet.#onCreateEquipment, }, } /** @override */ static PARTS = { main: { template: "systems/fvtt-lethal-fantasy/templates/character-main.hbs", }, tabs: { template: "templates/generic/tab-navigation.hbs", }, items: { template: "systems/fvtt-lethal-fantasy/templates/character-items.hbs", }, biography: { template: "systems/fvtt-lethal-fantasy/templates/character-biography.hbs", }, } /** @override */ tabGroups = { sheet: "items", } /** * Prepare an array of form header tabs. * @returns {Record>} */ #getTabs() { const tabs = { items: { id: "items", group: "sheet", icon: "fa-solid fa-shapes", label: "TENEBRIS.Character.Label.details" }, biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "TENEBRIS.Character.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 = { rob: this._generateTooltip("save", "rob"), dex: this._generateTooltip("save", "dex"), int: this._generateTooltip("save", "int"), per: this._generateTooltip("save", "per"), vol: this._generateTooltip("save", "vol"), dmax: this._generateTooltip("other", "dmax"), } context.tooltipsRessources = { san: this._generateTooltip("resource", "san"), oeil: this._generateTooltip("resource", "oeil"), verbe: this._generateTooltip("resource", "verbe"), bourse: this._generateTooltip("resource", "bourse"), magie: this._generateTooltip("resource", "magie"), } context.rollType = { saveRob: { action: "roll", rollType: "save", rollTarget: "rob", tooltip: this._generateTooltip("save", "rob"), }, saveDex: { action: "roll", rollType: "save", rollTarget: "dex", tooltip: this._generateTooltip("save", "dex"), }, saveInt: { action: "roll", rollType: "save", rollTarget: "int", tooltip: this._generateTooltip("save", "int"), }, savePer: { action: "roll", rollType: "save", rollTarget: "per", tooltip: this._generateTooltip("save", "per"), drag: true, }, saveVol: { action: "roll", rollType: "save", rollTarget: "vol", tooltip: this._generateTooltip("save", "vol"), drag: true, }, resourceSan: { action: "roll", rollType: "resource", rollTarget: "san", tooltip: this._generateTooltip("resource", "san"), drag: true, }, resourceOeil: { action: "roll", rollType: "resource", rollTarget: "oeil", tooltip: this._generateTooltip("resource", "oeil"), drag: true, }, resourceVerbe: { action: "roll", rollType: "resource", rollTarget: "verbe", tooltip: this._generateTooltip("resource", "verbe"), drag: true, }, resourceBourse: { action: "roll", rollType: "resource", rollTarget: "bourse", tooltip: this._generateTooltip("resource", "bourse"), drag: true, }, resourceMagie: { action: "roll", rollType: "resource", rollTarget: "magie", tooltip: this._generateTooltip("resource", "magie"), drag: true, }, } return context } _generateTooltip(type, target) { if (type === ROLL_TYPE.SAVE) { const progres = this.document.system.caracteristiques[target].progression.progres ? game.i18n.localize("TENEBRIS.Label.hasProgressed") : game.i18n.localize("TENEBRIS.Label.noProgress") return `${game.i18n.localize("TENEBRIS.Label.experience")} : ${this.document.system.caracteristiques[target].progression.experience}
${progres}` } else if (type === ROLL_TYPE.RESOURCE) { return `${game.i18n.localize("TENEBRIS.Label.maximum")} : ${this.document.system.ressources[target].max}
${game.i18n.localize("TENEBRIS.Label.experience")} : ${this.document.system.ressources[target].experience}` } else if (type === "other") { return `${game.i18n.localize("TENEBRIS.Label.experience")} : ${this.document.system.dmax.experience}` } } /** @override */ async _preparePartContext(partId, context) { const doc = this.document switch (partId) { case "main": context.enrichedBiens = await TextEditor.enrichHTML(doc.system.biens, { async: true }) break case "items": context.tab = context.tabs.items const talents = await this._prepareTalents() context.talents = talents context.talentsAppris = talents.filter((talent) => talent.appris) context.weapons = doc.itemTypes.weapon context.armors = doc.itemTypes.armor context.spells = doc.itemTypes.spell context.hasSpells = context.spells.length > 0 break case "biography": context.tab = context.tabs.biography context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true }) context.enrichedLangues = await TextEditor.enrichHTML(doc.system.langues, { async: true }) context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true }) break } return context } /** * Prepares the talents for the character sheet. * * @returns {Array} An array of talents with their properties. */ async _prepareTalents() { const talents = await Promise.all( this.document.itemTypes.talent.map(async (talent) => { const pathName = await talent.system.getPathName() return { id: talent.id, uuid: talent.uuid, name: talent.name, img: talent.img, path: `Obtenu par ${pathName}`, description: talent.system.improvedDescription, progression: talent.system.progression, niveau: talent.system.niveau, appris: talent.system.appris, details: talent.system.details, } }), ) talents.sort((a, b) => b.appris - a.appris || a.name.localeCompare(b.name, game.i18n.lang)) return talents } // #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) if (!["path", "weapon", "armor", "spell"].includes(item.type)) return if (item.type === "path") return this.#onDropPathItem(item) if (item.type === "weapon") return super._onDropItem(item) if (item.type === "armor") return this._onDropItem(item) if (item.type === "spell") return this._onDropItem(item) } } async #onDropPathItem(item) { await this.document.addPath(item) } // #endregion // #region Actions /** * Suppression de la voie majeure * @param {Event} event The initiating click event. * @param {HTMLElement} target The current target of the event listener. */ static async #onDeleteVoieMajeure(event, target) { const proceed = await foundry.applications.api.DialogV2.confirm({ content: game.i18n.localize("TENEBRIS.Dialog.suppressionTalents"), rejectClose: false, modal: true, }) if (!proceed) return const path = this.document.items.get(this.document.system.voies.majeure.id) if (!path) return await this.document.deletePath(path, true) } /** * Suppression de la voie mineure * @param {Event} event The initiating click event. * @param {HTMLElement} target The current target of the event listener. */ static async #onDeleteVoieMineure(event, target) { const proceed = await foundry.applications.api.DialogV2.confirm({ content: game.i18n.localize("TENEBRIS.Dialog.suppressionTalents"), rejectClose: false, modal: true, }) if (!proceed) return const path = this.document.items.get(this.document.system.voies.mineure.id) if (!path) return await this.document.deletePath(path, false) } /** * 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("TENEBRIS.Label.newArmor"), type: "armor" }]) } // Création d'une arme else { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("TENEBRIS.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 // Jet de sauvegarde let elt = event.currentTarget.querySelector("input") // Jet de ressource if (!elt) elt = event.currentTarget.querySelector("select") // Jet de dégâts if (!elt) elt = event.currentTarget const rollType = elt.dataset.rollType let rollTarget switch (rollType) { case ROLL_TYPE.SAVE: rollTarget = elt.dataset.rollTarget 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 }