Fix as per CSV sheet tracking + creature explanation
This commit is contained in:
@@ -3,6 +3,7 @@ export { default as MGNEItemSheet } from "./sheets/base-item-sheet.mjs"
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export { default as MGNECharacterSheet } from "./sheets/character-sheet.mjs"
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export { default as MGNECreatureSheet } from "./sheets/creature-sheet.mjs"
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export { default as MGNECompanionSheet } from "./sheets/companion-sheet.mjs"
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export { default as MGNEPartySheet } from "./sheets/party-sheet.mjs"
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export { default as MGNEWeaponSheet } from "./sheets/weapon-sheet.mjs"
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export { default as MGNEArmorSheet } from "./sheets/armor-sheet.mjs"
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export { default as MGNEShieldSheet } from "./sheets/shield-sheet.mjs"
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@@ -10,3 +11,4 @@ export { default as MGNEEquipmentSheet } from "./sheets/equipment-sheet.mjs"
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export { default as MGNEResonanceCoreSheet } from "./sheets/resonance-core-sheet.mjs"
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export { default as MGNEArtifactSheet } from "./sheets/artifact-sheet.mjs"
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export { default as MGNEFeatureSheet } from "./sheets/feature-sheet.mjs"
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export { default as MGNECreatureTraitSheet } from "./sheets/creature-trait-sheet.mjs"
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@@ -64,6 +64,8 @@ export default class MGNEActorSheet extends HandlebarsApplicationMixin(foundry.a
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switch (rollType) {
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case "ability":
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return this.document.rollAbility(target.dataset.abilityId)
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case "armor":
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return this.document.rollArmorSave()
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case "defense":
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return this.document.rollDefense()
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case "weapon":
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@@ -78,6 +80,8 @@ export default class MGNEActorSheet extends HandlebarsApplicationMixin(foundry.a
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return this.document.rollResonation(itemId)
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case "morale":
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return this.document.rollMorale()
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case "durability":
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return this.document.rollDurability(itemId)
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case "usage":
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return this.document.rollUsage(itemId)
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default:
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@@ -2,6 +2,10 @@ import MGNEActorSheet from "./base-actor-sheet.mjs"
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import { SYSTEM } from "../../config/system.mjs"
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import { buildCharacterSelectOptions } from "./select-options.mjs"
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export function stripHtml(html) {
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return (html ?? "").replace(/<[^>]+>/g, " ").replace(/\s+/g, " ").trim()
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}
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export default class MGNECharacterSheet extends MGNEActorSheet {
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static DEFAULT_OPTIONS = {
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classes: ["character"],
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@@ -79,16 +83,16 @@ export default class MGNECharacterSheet extends MGNEActorSheet {
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break
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case "equipment":
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context.tab = context.tabs.equipment
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context.weapons = doc.itemTypes.weapon
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context.armors = doc.itemTypes.armor
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context.shields = doc.itemTypes.shield
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context.equipmentItems = doc.itemTypes.equipment
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context.cores = doc.itemTypes["resonance-core"]
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context.artifacts = doc.itemTypes.artifact
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context.weapons = doc.itemTypes.weapon.map(i => ({ ...i, tooltip: stripHtml(i.system.description) }))
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context.armors = doc.itemTypes.armor.map(i => ({ ...i, tooltip: stripHtml(i.system.description) }))
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context.shields = doc.itemTypes.shield.map(i => ({ ...i, tooltip: stripHtml(i.system.description) }))
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context.equipmentItems = doc.itemTypes.equipment.map(i => ({ ...i, tooltip: stripHtml(i.system.description) }))
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context.cores = doc.itemTypes["resonance-core"].map(i => ({ ...i, tooltip: stripHtml(i.system.description) }))
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context.artifacts = doc.itemTypes.artifact.map(i => ({ ...i, tooltip: stripHtml(i.system.description) }))
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break
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case "features":
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context.tab = context.tabs.features
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context.features = doc.itemTypes.feature
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context.features = doc.itemTypes.feature.map(i => ({ ...i, tooltip: stripHtml(i.system.description) }))
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break
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case "notes":
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context.tab = context.tabs.notes
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@@ -1,5 +1,4 @@
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import MGNEActorSheet from "./base-actor-sheet.mjs"
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import { SYSTEM } from "../../config/system.mjs"
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export default class MGNECompanionSheet extends MGNEActorSheet {
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static DEFAULT_OPTIONS = {
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@@ -13,14 +12,4 @@ export default class MGNECompanionSheet extends MGNEActorSheet {
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static PARTS = {
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main: { template: "systems/fvtt-machine-gods-noxian-expanse/templates/companion-main.hbs" },
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}
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async _prepareContext() {
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const context = await super._prepareContext()
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context.abilityList = SYSTEM.abilityOrder.map(id => ({
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id,
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...SYSTEM.abilities[id],
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value: context.source.system.abilities?.[id]?.value ?? 0,
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}))
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return context
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}
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}
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@@ -1,12 +1,17 @@
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import MGNEActorSheet from "./base-actor-sheet.mjs"
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import { SYSTEM } from "../../config/system.mjs"
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import { stripHtml } from "./character-sheet.mjs"
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export default class MGNECreatureSheet extends MGNEActorSheet {
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static DEFAULT_OPTIONS = {
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classes: ["creature"],
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position: {
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width: 760,
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height: 640,
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height: 680,
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},
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actions: {
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rollActionTable: MGNECreatureSheet.prototype._rollActionTable,
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clearActionTable: MGNECreatureSheet.prototype._clearActionTable,
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openActionTable: MGNECreatureSheet.prototype._openActionTable,
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},
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}
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@@ -14,13 +19,67 @@ export default class MGNECreatureSheet extends MGNEActorSheet {
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main: { template: "systems/fvtt-machine-gods-noxian-expanse/templates/creature-main.hbs" },
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}
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_processSubmitData(event, form, submitData) {
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// Foundry sends null for unchecked checkboxes in a SetField array — strip them
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if (Array.isArray(submitData.system?.creatureType)) {
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submitData.system.creatureType = submitData.system.creatureType.filter(v => v != null && v !== "")
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}
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return super._processSubmitData(event, form, submitData)
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}
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async _prepareContext() {
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const context = await super._prepareContext()
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context.abilityList = SYSTEM.abilityOrder.map(id => ({
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id,
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...SYSTEM.abilities[id],
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value: context.source.system.abilities?.[id]?.value ?? 0,
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context.traits = (this.document.itemTypes["creature-trait"] ?? [])
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.map(i => ({ ...i, tooltip: stripHtml(i.system.description) }))
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// Resolve linked action table
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const uuid = this.document.system.actionTableUuid
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if (uuid) {
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const table = await fromUuid(uuid).catch(() => null)
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context.actionTable = table ? { name: table.name, uuid } : null
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} else {
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context.actionTable = null
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}
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// Build creature type checkboxes
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const typeSet = this.document.system.creatureType ?? new Set()
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context.creatureTypes = ["human", "construct", "animal"].map(key => ({
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key,
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label: game.i18n.localize(`MGNE.Creature.Types.${key.charAt(0).toUpperCase() + key.slice(1)}`),
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checked: typeSet.has(key),
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}))
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return context
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}
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async _onDrop(event) {
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
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if (data?.type === "RollTable") {
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const table = await fromUuid(data.uuid)
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if (table) {
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await this.document.update({ "system.actionTableUuid": data.uuid })
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return
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}
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}
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return super._onDrop(event)
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}
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async _rollActionTable() {
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const uuid = this.document.system.actionTableUuid
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if (!uuid) return ui.notifications.warn(game.i18n.localize("MGNE.Creature.NoTableLinked"))
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const table = await fromUuid(uuid).catch(() => null)
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if (!table) return ui.notifications.warn(game.i18n.localize("MGNE.Creature.TableNotFound"))
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await table.draw()
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}
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async _clearActionTable() {
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await this.document.update({ "system.actionTableUuid": "" })
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}
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async _openActionTable() {
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const uuid = this.document.system.actionTableUuid
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if (!uuid) return
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const table = await fromUuid(uuid).catch(() => null)
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if (table) table.sheet.render(true)
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}
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}
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@@ -0,0 +1,7 @@
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import MGNEItemSheet from "./base-item-sheet.mjs"
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export default class MGNECreatureTraitSheet extends MGNEItemSheet {
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static PARTS = {
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main: { template: "systems/fvtt-machine-gods-noxian-expanse/templates/creature-trait.hbs" },
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}
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}
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@@ -0,0 +1,162 @@
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import MGNEActorSheet from "./base-actor-sheet.mjs"
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const SYSTEM_ID = "fvtt-machine-gods-noxian-expanse"
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const PARTY_LOOT_TYPES = new Set(["weapon", "armor", "shield", "equipment", "resonance-core", "artifact"])
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export default class MGNEPartySheet extends MGNEActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["party"],
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position: { width: 820, height: 640 },
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actions: {
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openMember: MGNEPartySheet.#onOpenMember,
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removeMember: MGNEPartySheet.#onRemoveMember,
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moveMemberUp: MGNEPartySheet.#onMoveMemberUp,
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moveMemberDown: MGNEPartySheet.#onMoveMemberDown,
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adjustCredits: MGNEPartySheet.#onAdjustCredits,
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},
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}
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/** @override */
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static PARTS = {
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main: { template: `systems/${SYSTEM_ID}/templates/party-main.hbs` },
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tabs: { template: `systems/${SYSTEM_ID}/templates/party-tabs.hbs` },
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members: { template: `systems/${SYSTEM_ID}/templates/party-members.hbs` },
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loot: { template: `systems/${SYSTEM_ID}/templates/party-loot.hbs` },
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notes: { template: `systems/${SYSTEM_ID}/templates/party-notes.hbs` },
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}
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tabGroups = { sheet: "members" }
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#getTabs() {
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const tabs = {
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members: { id: "members", group: "sheet", label: game.i18n.localize("MGNE.Tabs.members") },
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loot: { id: "loot", group: "sheet", label: game.i18n.localize("MGNE.Tabs.loot") },
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notes: { id: "notes", group: "sheet", label: game.i18n.localize("MGNE.Tabs.notes") },
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}
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for (const tab of Object.values(tabs)) {
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tab.active = this.tabGroups[tab.group] === tab.id
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tab.cssClass = tab.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 "members": {
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context.tab = context.tabs.members
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// Build member list using actorId for moves; store refIdx (position in
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// memberRefs) so move actions always operate on the correct slot even
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// when some refs point to deleted actors.
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const refs = doc.system.memberRefs ?? []
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const members = []
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for (let refIdx = 0; refIdx < refs.length; refIdx++) {
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const actor = game.actors?.get(refs[refIdx].id)
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if (!actor) continue
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members.push({
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id: actor.id,
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refIdx,
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name: actor.name,
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img: actor.img,
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type: actor.type,
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typeLabel: game.i18n.localize(`TYPES.Actor.${actor.type}`),
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hp: actor.system.hp
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? `${actor.system.hp.value ?? "—"}/${actor.system.hp.max ?? "—"}`
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: "—",
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})
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}
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// isFirst/isLast based on visible list, but swap uses refIdx
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for (let vi = 0; vi < members.length; vi++) {
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members[vi].isFirst = vi === 0
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members[vi].isLast = vi === members.length - 1
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}
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context.members = members
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break
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}
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case "loot": {
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context.tab = context.tabs.loot
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context.lootItems = doc.items.contents
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.filter(i => PARTY_LOOT_TYPES.has(i.type))
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.map(i => ({
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id: i.id,
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img: i.img,
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name: i.name,
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typeLabel: game.i18n.localize(`TYPES.Item.${i.type}`),
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}))
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break
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}
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case "notes":
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context.tab = context.tabs.notes
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break
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}
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return context
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}
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/** @override */
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async _onDrop(event) {
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if (!this.isEditable) return
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
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if (data.type === "Actor") {
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const actor = await fromUuid(data.uuid)
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if (!actor || !["character", "companion"].includes(actor.type)) return
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const refs = foundry.utils.deepClone(this.document.system.memberRefs ?? [])
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if (refs.some(r => r.id === actor.id)) return
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refs.push({ id: actor.id })
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return this.document.update({ "system.memberRefs": refs })
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}
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if (data.type === "Item") {
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const item = await fromUuid(data.uuid)
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if (!item || !PARTY_LOOT_TYPES.has(item.type)) return
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return this.document.createEmbeddedDocuments("Item", [item.toObject()])
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}
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}
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// ── Actions ─────────────────────────────────────────────────────────────────
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static async #onOpenMember(_event, target) {
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const actor = game.actors?.get(target.dataset.actorId)
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if (actor) actor.sheet.render(true)
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}
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static async #onRemoveMember(_event, target) {
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const id = target.dataset.actorId
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const refs = (this.document.system.memberRefs ?? []).filter(r => r.id !== id)
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await this.document.update({ "system.memberRefs": refs })
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}
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static async #onMoveMemberUp(_event, target) {
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const refIdx = parseInt(target.dataset.refIdx, 10)
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if (refIdx <= 0) return
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const refs = foundry.utils.deepClone(this.document.system.memberRefs ?? []);
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[refs[refIdx - 1], refs[refIdx]] = [refs[refIdx], refs[refIdx - 1]]
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await this.document.update({ "system.memberRefs": refs })
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}
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static async #onMoveMemberDown(_event, target) {
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const refIdx = parseInt(target.dataset.refIdx, 10)
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const refs = foundry.utils.deepClone(this.document.system.memberRefs ?? [])
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if (refIdx >= refs.length - 1) return;
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[refs[refIdx], refs[refIdx + 1]] = [refs[refIdx + 1], refs[refIdx]]
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await this.document.update({ "system.memberRefs": refs })
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}
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static async #onAdjustCredits(_event, target) {
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const delta = parseInt(target.dataset.delta, 10)
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const current = this.document.system.credits ?? 0
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await this.document.update({ "system.credits": Math.max(0, current + delta) })
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}
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}
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@@ -31,12 +31,13 @@ export function buildSharedSelectOptions() {
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armorPenalties: numericOptions(0, 6),
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shieldPenalties: numericOptions(0, 4),
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weaponCategories: objectOptions(SYSTEM.weaponCategories),
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weaponProperties: Object.entries(SYSTEM.weaponProperties).map(([key, p]) => ({ value: key, label: p.label, hint: p.hint })),
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weightCategories: objectOptions(SYSTEM.weightCategories),
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usageDice: objectOptions(SYSTEM.usageDieChoices),
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armorDice: objectOptions(SYSTEM.armorDieChoices),
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omenDice: objectOptions(SYSTEM.omenDieChoices),
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resonanceList: objectOptions(SYSTEM.resonanceList),
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equipmentSubtypes: objectOptions(SYSTEM.equipmentSubtypes),
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artifactIds: objectOptions(SYSTEM.artifactChoices),
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featureIds: objectOptions(SYSTEM.featureChoices),
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}
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}
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