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171 lines
5.1 KiB
JavaScript
171 lines
5.1 KiB
JavaScript
import LethalFantasyActorSheet from "./base-actor-sheet.mjs"
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import LethalFantasyRoll from "../../documents/roll.mjs"
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export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["monster"],
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position: {
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width: 1060,
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height: 780,
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},
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window: {
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contentClasses: ["monster-content"],
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},
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actions: {
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rangedAttackDefense: LethalFantasyMonsterSheet.#onRangedAttackDefense,
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rollInitiative: LethalFantasyMonsterSheet.#onRollInitiative,
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},
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}
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/** @override */
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static PARTS = {
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main: {
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template: "systems/fvtt-lethal-fantasy/templates/monster-main.hbs",
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},
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tabs: {
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template: "templates/generic/tab-navigation.hbs",
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},
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combat: {
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template: "systems/fvtt-lethal-fantasy/templates/monster-combat.hbs",
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},
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biography: {
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template: "systems/fvtt-lethal-fantasy/templates/monster-biography.hbs",
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},
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}
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/** @override */
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tabGroups = {
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sheet: "combat",
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}
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/**
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* Prepare an array of form header tabs.
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* @returns {Record<string, Partial<ApplicationTab>>}
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*/
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#getTabs() {
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let tabs = {
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combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "LETHALFANTASY.Label.combat" },
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biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "LETHALFANTASY.Label.biography" },
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.active ? "active" : ""
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}
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return tabs
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}
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/** @override */
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async _prepareContext() {
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const context = await super._prepareContext()
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context.tabs = this.#getTabs()
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return context
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}
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/** @override */
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async _preparePartContext(partId, context) {
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const doc = this.document
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switch (partId) {
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case "main":
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break
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case "combat":
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context.tab = context.tabs.combat
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context.weapons = doc.itemTypes.weapon
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break
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case "biography":
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context.tab = context.tabs.biography
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context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.description, { async: true })
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context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.notes, { async: true })
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break
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}
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return context
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}
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// #region Drag-and-Drop Workflow
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/**
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* Callback actions which occur when a dragged element is dropped on a target.
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* @param {DragEvent} event The originating DragEvent
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* @protected
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*/
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async _onDrop(event) {
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if (!this.isEditable || !this.isEditMode) return
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const data = TextEditor.getDragEventData(event)
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// Handle different data types
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switch (data.type) {
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case "Item":
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const item = await fromUuid(data.uuid)
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return this._onDropItem(item)
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}
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}
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static async #onRangedAttackDefense(event, target) {
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const hasTarget = false
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let roll = await LethalFantasyRoll.promptRangedDefense({
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actorId: this.actor.id,
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actorName: this.actor.name,
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actorImage: this.actor.img,
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})
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if (!roll) return null
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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static async #onRollInitiative(event, target) {
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await this.document.system.rollInitiative(event, target)
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}
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getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
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let maxValue = 0
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let goodSkill = skills[0]
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for (let s of skills) {
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if (rollType === "weapon-attack") {
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if (s.system.weaponBonus.attack > maxValue) {
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maxValue = Number(s.system.weaponBonus.attack)
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goodSkill = s
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}
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}
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if (rollType === "weapon-defense") {
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if (s.system.weaponBonus.defense > maxValue) {
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maxValue = Number(s.system.weaponBonus.defense)
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goodSkill = s
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}
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}
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if (rollType.includes("weapon-damage")) {
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if (s.system.weaponBonus.damage > maxValue) {
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maxValue = Number(s.system.weaponBonus.damage)
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goodSkill = s
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}
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}
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}
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goodSkill.weaponSkillModifier = maxValue * multiplier
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return goodSkill
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}
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/**
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* Handles the roll action triggered by user interaction.
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*
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* @param {PointerEvent} event The event object representing the user interaction.
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* @param {HTMLElement} target The target element that triggered the roll.
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*
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* @returns {Promise<void>} A promise that resolves when the roll action is complete.
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*
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* @throws {Error} Throws an error if the roll type is not recognized.
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*
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* @description This method checks the current mode (edit or not) and determines the type of roll
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* (save, resource, or damage) based on the target element's data attributes. It retrieves the
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* corresponding value from the document's system and performs the roll.
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*/
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async _onRoll(event, target) {
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if (this.isEditMode) return
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const rollType = event.target.dataset.rollType
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let rollKey = event.target.dataset.rollKey
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let rollDice = event.target.dataset?.rollDice || "0"
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this.actor.system.prepareMonsterRoll(rollType, rollKey, rollDice)
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}
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}
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