194 lines
5.9 KiB
JavaScript

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<string, Partial<ApplicationTab>>}
*/
#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<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) {
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
}