feat: add Settlement actor type with Overview/Buildings/Inventory tabs
- New TypeDataModel: archetype, territory, renown, currency (gp/sp/cp), garrison, underSiege, isCapital, founded, taxNotes, description, notes - 3-tab ApplicationV2 sheet with drag & drop for building/weapon/armor/equipment - Currency steppers (+/−), building constructed toggle, qty controls - LESS-based CSS (settlement-sheet.less) + base.less updated for shared styles - Full i18n keys in lang/en.json (8 settlement archetypes) - system.json: registered settlement actor type Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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132
module/applications/sheets/settlement-sheet.mjs
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132
module/applications/sheets/settlement-sheet.mjs
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import OathHammerActorSheet from "./base-actor-sheet.mjs"
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const ALLOWED_ITEM_TYPES = new Set(["building", "equipment", "weapon", "armor"])
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export default class OathHammerSettlementSheet extends OathHammerActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["settlement"],
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position: {
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width: 840,
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height: "auto",
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},
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window: {
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contentClasses: ["settlement-content"],
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},
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actions: {
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adjustCurrency: OathHammerSettlementSheet.#onAdjustCurrency,
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adjustQty: OathHammerSettlementSheet.#onAdjustQty,
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toggleConstructed: OathHammerSettlementSheet.#onToggleConstructed,
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},
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}
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/** @override */
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static PARTS = {
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main: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-sheet.hbs",
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},
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tabs: {
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template: "templates/generic/tab-navigation.hbs",
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},
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overview: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-overview.hbs",
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},
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buildings: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-buildings.hbs",
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},
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inventory: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-inventory.hbs",
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},
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}
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/** @override */
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tabGroups = {
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sheet: "overview",
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}
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#getTabs() {
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const tabs = {
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overview: { id: "overview", group: "sheet", icon: "fa-solid fa-city", label: "OATHHAMMER.Tab.Overview" },
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buildings: { id: "buildings", group: "sheet", icon: "fa-solid fa-building", label: "OATHHAMMER.Tab.Buildings" },
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inventory: { id: "inventory", group: "sheet", icon: "fa-solid fa-boxes-stacked", label: "OATHHAMMER.Tab.Inventory" },
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.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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context.archetypeChoices = Object.fromEntries(
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Object.entries(SYSTEM.SETTLEMENT_ARCHETYPES).map(([k, v]) => [k, game.i18n.localize(v)])
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)
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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 "main":
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break
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case "overview":
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context.tab = context.tabs.overview
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context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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doc.system.description, { async: true }
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)
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break
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case "buildings":
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context.tab = context.tabs.buildings
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context.buildings = doc.itemTypes.building
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break
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case "inventory": {
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context.tab = context.tabs.inventory
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context.weapons = doc.itemTypes.weapon
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context.armors = doc.itemTypes.armor
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context.equipments = doc.itemTypes.equipment
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break
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}
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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 || !this.isEditMode) return
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
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if (data.type !== "Item") return
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const item = await fromUuid(data.uuid)
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if (!item || !ALLOWED_ITEM_TYPES.has(item.type)) return
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return this._onDropItem(item)
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}
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static async #onAdjustCurrency(event, target) {
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const field = target.dataset.field
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const delta = parseInt(target.dataset.delta, 10)
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if (!field || isNaN(delta)) return
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const current = foundry.utils.getProperty(this.document, field) ?? 0
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await this.document.update({ [field]: Math.max(0, current + delta) })
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}
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static async #onAdjustQty(event, target) {
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const itemId = target.dataset.itemId
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const delta = parseInt(target.dataset.delta, 10)
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if (!itemId || isNaN(delta)) return
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const item = this.document.items.get(itemId)
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if (!item) return
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const current = item.system.quantity ?? 0
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await item.update({ "system.quantity": Math.max(0, current + delta) })
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}
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static async #onToggleConstructed(event, target) {
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const itemId = target.dataset.itemId
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if (!itemId) return
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const item = this.document.items.get(itemId)
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if (!item) return
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await item.update({ "system.constructed": !item.system.constructed })
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}
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}
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