Fix as per CSV sheet tracking + creature explanation

This commit is contained in:
2026-05-17 17:43:33 +02:00
parent a572c66678
commit 374854cc8b
99 changed files with 2716 additions and 464 deletions
+162
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import MGNEActorSheet from "./base-actor-sheet.mjs"
const SYSTEM_ID = "fvtt-machine-gods-noxian-expanse"
const PARTY_LOOT_TYPES = new Set(["weapon", "armor", "shield", "equipment", "resonance-core", "artifact"])
export default class MGNEPartySheet extends MGNEActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["party"],
position: { width: 820, height: 640 },
actions: {
openMember: MGNEPartySheet.#onOpenMember,
removeMember: MGNEPartySheet.#onRemoveMember,
moveMemberUp: MGNEPartySheet.#onMoveMemberUp,
moveMemberDown: MGNEPartySheet.#onMoveMemberDown,
adjustCredits: MGNEPartySheet.#onAdjustCredits,
},
}
/** @override */
static PARTS = {
main: { template: `systems/${SYSTEM_ID}/templates/party-main.hbs` },
tabs: { template: `systems/${SYSTEM_ID}/templates/party-tabs.hbs` },
members: { template: `systems/${SYSTEM_ID}/templates/party-members.hbs` },
loot: { template: `systems/${SYSTEM_ID}/templates/party-loot.hbs` },
notes: { template: `systems/${SYSTEM_ID}/templates/party-notes.hbs` },
}
tabGroups = { sheet: "members" }
#getTabs() {
const tabs = {
members: { id: "members", group: "sheet", label: game.i18n.localize("MGNE.Tabs.members") },
loot: { id: "loot", group: "sheet", label: game.i18n.localize("MGNE.Tabs.loot") },
notes: { id: "notes", group: "sheet", label: game.i18n.localize("MGNE.Tabs.notes") },
}
for (const tab of Object.values(tabs)) {
tab.active = this.tabGroups[tab.group] === tab.id
tab.cssClass = tab.active ? "active" : ""
}
return tabs
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "members": {
context.tab = context.tabs.members
// Build member list using actorId for moves; store refIdx (position in
// memberRefs) so move actions always operate on the correct slot even
// when some refs point to deleted actors.
const refs = doc.system.memberRefs ?? []
const members = []
for (let refIdx = 0; refIdx < refs.length; refIdx++) {
const actor = game.actors?.get(refs[refIdx].id)
if (!actor) continue
members.push({
id: actor.id,
refIdx,
name: actor.name,
img: actor.img,
type: actor.type,
typeLabel: game.i18n.localize(`TYPES.Actor.${actor.type}`),
hp: actor.system.hp
? `${actor.system.hp.value ?? "—"}/${actor.system.hp.max ?? "—"}`
: "—",
})
}
// isFirst/isLast based on visible list, but swap uses refIdx
for (let vi = 0; vi < members.length; vi++) {
members[vi].isFirst = vi === 0
members[vi].isLast = vi === members.length - 1
}
context.members = members
break
}
case "loot": {
context.tab = context.tabs.loot
context.lootItems = doc.items.contents
.filter(i => PARTY_LOOT_TYPES.has(i.type))
.map(i => ({
id: i.id,
img: i.img,
name: i.name,
typeLabel: game.i18n.localize(`TYPES.Item.${i.type}`),
}))
break
}
case "notes":
context.tab = context.tabs.notes
break
}
return context
}
/** @override */
async _onDrop(event) {
if (!this.isEditable) return
const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
if (data.type === "Actor") {
const actor = await fromUuid(data.uuid)
if (!actor || !["character", "companion"].includes(actor.type)) return
const refs = foundry.utils.deepClone(this.document.system.memberRefs ?? [])
if (refs.some(r => r.id === actor.id)) return
refs.push({ id: actor.id })
return this.document.update({ "system.memberRefs": refs })
}
if (data.type === "Item") {
const item = await fromUuid(data.uuid)
if (!item || !PARTY_LOOT_TYPES.has(item.type)) return
return this.document.createEmbeddedDocuments("Item", [item.toObject()])
}
}
// ── Actions ─────────────────────────────────────────────────────────────────
static async #onOpenMember(_event, target) {
const actor = game.actors?.get(target.dataset.actorId)
if (actor) actor.sheet.render(true)
}
static async #onRemoveMember(_event, target) {
const id = target.dataset.actorId
const refs = (this.document.system.memberRefs ?? []).filter(r => r.id !== id)
await this.document.update({ "system.memberRefs": refs })
}
static async #onMoveMemberUp(_event, target) {
const refIdx = parseInt(target.dataset.refIdx, 10)
if (refIdx <= 0) return
const refs = foundry.utils.deepClone(this.document.system.memberRefs ?? []);
[refs[refIdx - 1], refs[refIdx]] = [refs[refIdx], refs[refIdx - 1]]
await this.document.update({ "system.memberRefs": refs })
}
static async #onMoveMemberDown(_event, target) {
const refIdx = parseInt(target.dataset.refIdx, 10)
const refs = foundry.utils.deepClone(this.document.system.memberRefs ?? [])
if (refIdx >= refs.length - 1) return;
[refs[refIdx], refs[refIdx + 1]] = [refs[refIdx + 1], refs[refIdx]]
await this.document.update({ "system.memberRefs": refs })
}
static async #onAdjustCredits(_event, target) {
const delta = parseInt(target.dataset.delta, 10)
const current = this.document.system.credits ?? 0
await this.document.update({ "system.credits": Math.max(0, current + delta) })
}
}