LeRatierBretonnien b4d6616cb4
All checks were successful
Release Creation / build (release) Successful in 58s
Foundry v13 migration
2025-05-14 10:02:08 +02:00

171 lines
5.1 KiB
JavaScript

import LethalFantasyActorSheet from "./base-actor-sheet.mjs"
import LethalFantasyRoll from "../../documents/roll.mjs"
export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["monster"],
position: {
width: 1060,
height: 780,
},
window: {
contentClasses: ["monster-content"],
},
actions: {
rangedAttackDefense: LethalFantasyMonsterSheet.#onRangedAttackDefense,
rollInitiative: LethalFantasyMonsterSheet.#onRollInitiative,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/monster-main.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
combat: {
template: "systems/fvtt-lethal-fantasy/templates/monster-combat.hbs",
},
biography: {
template: "systems/fvtt-lethal-fantasy/templates/monster-biography.hbs",
},
}
/** @override */
tabGroups = {
sheet: "combat",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
let tabs = {
combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "LETHALFANTASY.Label.combat" },
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()
return context
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
break
case "combat":
context.tab = context.tabs.combat
context.weapons = doc.itemTypes.weapon
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 = TextEditor.getDragEventData(event)
// Handle different data types
switch (data.type) {
case "Item":
const item = await fromUuid(data.uuid)
return this._onDropItem(item)
}
}
static async #onRangedAttackDefense(event, target) {
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(event, target)
}
getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
let maxValue = 0
let goodSkill = skills[0]
for (let s of skills) {
if (rollType === "weapon-attack") {
if (s.system.weaponBonus.attack > maxValue) {
maxValue = Number(s.system.weaponBonus.attack)
goodSkill = s
}
}
if (rollType === "weapon-defense") {
if (s.system.weaponBonus.defense > maxValue) {
maxValue = Number(s.system.weaponBonus.defense)
goodSkill = s
}
}
if (rollType.includes("weapon-damage")) {
if (s.system.weaponBonus.damage > maxValue) {
maxValue = Number(s.system.weaponBonus.damage)
goodSkill = s
}
}
}
goodSkill.weaponSkillModifier = maxValue * multiplier
return goodSkill
}
/**
* 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
const rollType = event.target.dataset.rollType
let rollKey = event.target.dataset.rollKey
let rollDice = event.target.dataset?.rollDice || "0"
this.actor.system.prepareMonsterRoll(rollType, rollKey, rollDice)
}
}