Files
fvtt-mournblade-cyd-2-0/modules/applications/sheets/mournblade-cyd2-personnage-sheet.mjs
T

188 lines
6.6 KiB
JavaScript

import MournbladeCYD2ActorSheetV2 from "./base-actor-sheet.mjs";
import { MournbladeCYD2Utility } from "../../mournblade-cyd2-utility.js";
export default class MournbladeCYD2PersonnageSheet extends MournbladeCYD2ActorSheetV2 {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes],
window: {
...super.DEFAULT_OPTIONS.window,
title: "SHEETS.Actor.personnage",
},
actions: {
...super.DEFAULT_OPTIONS.actions,
removeLinkedActor: MournbladeCYD2PersonnageSheet.#onRemoveLinkedActor,
},
};
/** @override */
static PARTS = {
sheet: {
template: "systems/fvtt-mournblade-cyd-2-0/templates/actor-sheet.hbs",
},
};
/** @override */
tabGroups = { primary: "principal" };
/** @override */
async _prepareContext() {
const context = await super._prepareContext();
const actor = this.document;
context.combativiteList = MournbladeCYD2Utility.getCombativiteList(actor.system.sante.nbcombativite);
context.ameList = MournbladeCYD2Utility.getAmeList(actor.system.ame.nbame, actor.getAmeMax?.() ?? 0);
context.ameMaxList = MournbladeCYD2Utility.getAmeMaxList(actor.system.ame.nbame);
context.skills = actor.getSkills?.() ?? [];
context.armes = foundry.utils.duplicate(actor.getWeapons?.() ?? []);
context.protections = foundry.utils.duplicate(actor.getArmors?.() ?? []);
context.dons = foundry.utils.duplicate(actor.getDons?.() ?? []);
context.pactes = foundry.utils.duplicate(actor.getPactes?.() ?? []);
context.tendances = foundry.utils.duplicate(actor.getTendances?.() ?? []);
context.runes = foundry.utils.duplicate(actor.getRunes?.() ?? []);
context.traitsChaotiques = foundry.utils.duplicate(actor.getTraitsChaotiques?.() ?? []);
context.traitsEspeces = foundry.utils.duplicate(actor.getTraitsEspeces?.() ?? []);
context.profil = actor.getProfil?.() ?? null;
context.historiques = foundry.utils.duplicate(actor.getHistoriques?.() ?? []);
context.combat = actor.getCombatValues?.() ?? {};
context.equipements = foundry.utils.duplicate(actor.getEquipments?.() ?? []);
context.monnaies = foundry.utils.duplicate(actor.getMonnaies?.() ?? []);
context.runeEffects = foundry.utils.duplicate(actor.getRuneEffects?.() ?? []);
context.ressources = foundry.utils.duplicate(actor.getRessources?.() ?? []);
context.talents = foundry.utils.duplicate(actor.getTalents?.() ?? []);
context.protectionTotal = actor.getProtectionTotal?.() ?? 0;
context.adversiteTotal = (actor.system.adversite?.bleue || 0) + (actor.system.adversite?.rouge || 0) + (actor.system.adversite?.noire || 0);
context.richesse = actor.computeRichesse?.() ?? { po: 0, pa: 0, sc: 0, valueSC: 0 };
context.valeurEquipement = actor.computeValeurEquipement?.() ?? { po: 0, pa: 0, sc: 0, valueSC: 0 };
// Prepare sorcellerie linked actors for display
context.creaturesInvoqueesActors = await this._getLinkedActors(actor.system.sorcellerie.creaturesinvoquees);
context.demonsLiesActors = await this._getLinkedActors(actor.system.sorcellerie.demonslies);
context.enchantementsActors = await this._getLinkedActors(actor.system.sorcellerie.enchantements);
// Prepare enriched HTML for sorcellerie fields
context.enrichedInvocationsEnCours = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
actor.system.sorcellerie?.invocationsencours || "", { async: true }
);
return context;
}
/**
* Get actor objects from UUID references
* @param {string[]} uuids - Array of actor UUIDs
* @returns {Promise<Actor[]>} Array of actor documents
*/
async _getLinkedActors(uuids) {
if (!uuids || !Array.isArray(uuids) || uuids.length === 0) return [];
const actors = [];
for (const uuid of uuids) {
const actor = await fromUuid(uuid);
if (actor) {
actors.push(actor);
}
}
return actors;
}
/**
* Handle actor drop on the sheet
* @override
*/
async _onDropActor(event, data) {
if (!this.document.isOwner) return;
const droppedActor = await Actor.fromDropData(data);
if (!droppedActor) return;
// Only allow dropping Creature type actors
if (droppedActor.type !== 'creature') return;
// Determine which list to add to based on creature subtype
let fieldPath = '';
const subType = droppedActor.system.soustype || 'creature';
switch (subType) {
case 'demon':
fieldPath = 'system.sorcellerie.demonslies';
break;
case 'automata':
fieldPath = 'system.sorcellerie.enchantements';
break;
case 'creature':
default:
fieldPath = 'system.sorcellerie.creaturesinvoquees';
break;
}
// Add the actor UUID to the appropriate array
const currentValue = foundry.utils.getProperty(this.document.system, fieldPath) || [];
// Avoid duplicates
if (!currentValue.includes(droppedActor.uuid)) {
currentValue.push(droppedActor.uuid);
await this.document.update({ [fieldPath]: currentValue });
}
this.render();
}
/**
* Handle removal of a linked actor from sorcellerie sections
* @param {Event} event - The click event
* @param {HTMLElement} target - The clicked element
*/
static async #onRemoveLinkedActor(event, target) {
const li = target.closest(".item");
if (!li) return;
const field = target.dataset.field;
const uuid = target.dataset.uuid;
if (!field || !uuid) return;
const fieldPath = `system.sorcellerie.${field}`;
const currentValue = foundry.utils.getProperty(this.document.system, fieldPath) || [];
// Remove the UUID from the array
const newValue = currentValue.filter(u => u !== uuid);
await this.document.update({ [fieldPath]: newValue });
this.render();
}
/**
* Handle click on linked actor name to open its sheet
* @param {Event} event - The click event
*/
static async #onOpenLinkedActor(event) {
const target = event.target.closest(".linked-actor-name");
if (!target) return;
const uuid = target.dataset.actorUuid;
if (!uuid) return;
const actor = await fromUuid(uuid);
if (actor) {
actor.sheet.render(true);
}
}
/** @override */
_onRender(context, options) {
super._onRender(context, options);
// Add click handler for linked actor names
this.element.querySelectorAll('.linked-actor-name').forEach(el => {
el.addEventListener('click', (event) => {
event.preventDefault();
this.constructor.#onOpenLinkedActor(event);
});
});
}
}