342 lines
11 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: {
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<string, Partial<ApplicationTab>>}
*/
#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} <br> ${progres}`
} else if (type === ROLL_TYPE.RESOURCE) {
return `${game.i18n.localize("TENEBRIS.Label.maximum")} : ${this.document.system.ressources[target].max} <br> ${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<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
// 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
}