Add party an army sheeets
This commit is contained in:
@@ -1,80 +1,266 @@
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import OathHammerItemSheet from "./base-item-sheet.mjs"
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import OathHammerActorSheet from "./base-actor-sheet.mjs"
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import { rollNPCSkill, rollNPCArmor, rollNPCAttackDamage } from "../../rolls.mjs"
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import { SYSTEM } from "../../config/system.mjs"
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export default class OathHammerRegimentSheet extends OathHammerItemSheet {
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export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["regiment"],
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position: { width: 560, height: "auto" },
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position: { width: 680, height: 620 },
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window: { contentClasses: ["regiment-content"] },
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actions: {
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addSkill: OathHammerRegimentSheet.#onAddSkill,
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removeSkill: OathHammerRegimentSheet.#onRemoveSkill,
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addAttack: OathHammerRegimentSheet.#onAddAttack,
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removeAttack:OathHammerRegimentSheet.#onRemoveAttack,
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addTrait: OathHammerRegimentSheet.#onAddTrait,
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removeTrait: OathHammerRegimentSheet.#onRemoveTrait,
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adjustGrit: OathHammerRegimentSheet.#onAdjustGrit,
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rollArmor: OathHammerRegimentSheet.#onRollArmor,
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rollSkillNPC: OathHammerRegimentSheet.#onRollSkillNPC,
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createNpcAttack: OathHammerRegimentSheet.#onCreateNpcAttack,
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rollNpcAttack: OathHammerRegimentSheet.#onRollNpcAttack,
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createSkill: OathHammerRegimentSheet.#onCreateSkill,
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createTrait: OathHammerRegimentSheet.#onCreateTrait,
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openLeader: OathHammerRegimentSheet.#onOpenLeader,
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clearLeader: OathHammerRegimentSheet.#onClearLeader,
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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/fvtt-oath-hammer/templates/item/regiment-sheet.hbs" },
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main: { template: "systems/fvtt-oath-hammer/templates/actor/regiment-sheet.hbs" },
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tabs: { template: "templates/generic/tab-navigation.hbs" },
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skills: { template: "systems/fvtt-oath-hammer/templates/actor/npc-skills.hbs" },
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combat: { template: "systems/fvtt-oath-hammer/templates/actor/regiment-combat.hbs" },
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traits: { template: "systems/fvtt-oath-hammer/templates/actor/npc-traits.hbs" },
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notes: { template: "systems/fvtt-oath-hammer/templates/actor/npc-notes.hbs" },
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}
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tabGroups = { sheet: "skills" }
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#getTabs() {
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const tabs = {
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skills: { id: "skills", group: "sheet", icon: "fa-solid fa-dice-d6", label: "OATHHAMMER.Tab.Skills" },
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combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "OATHHAMMER.Tab.Combat" },
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traits: { id: "traits", group: "sheet", icon: "fa-solid fa-star", label: "OATHHAMMER.Tab.Traits" },
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notes: { id: "notes", group: "sheet", icon: "fa-solid fa-book", label: "OATHHAMMER.Tab.Notes" },
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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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const armorColor = this.document.system.armorDice?.colorDiceType ?? "white"
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context.armorDiceEmoji = armorColor === "black" ? "⬛" : armorColor === "red" ? "🔴" : "⬜"
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context.colorChoices = Object.fromEntries(
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Object.entries(SYSTEM.DICE_COLOR_TYPES).map(([k, v]) => [k, game.i18n.localize(v)])
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)
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context.dicePoolChoices = Object.fromEntries(
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Array.from({ length: 21 }, (_, i) => [i, String(i)])
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)
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context.apChoices = Object.fromEntries(
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Array.from({ length: 7 }, (_, i) => [i, String(i)])
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)
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// Resolve leader actor
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const leaderUuid = this.document.system.leaderUuid
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if (leaderUuid) {
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const leader = await fromUuid(leaderUuid)
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context.leader = leader ? { id: leader.id, uuid: leader.uuid, name: leader.name, img: leader.img } : null
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} else {
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context.leader = null
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}
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return context
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}
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// ── Array helpers ────────────────────────────────────────────────────────────
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static async #onAddSkill() {
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const skills = foundry.utils.deepClone(this.document.system.skills ?? [])
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skills.push({ name: "", value: 2, colorDiceType: "white" })
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await this.document.update({ "system.skills": skills })
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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 "skills":
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context.tab = context.tabs.skills
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context.skills = doc.itemTypes.skillnpc ?? []
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break
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case "combat":
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context.tab = context.tabs.combat
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context.npcAttacks = (doc.itemTypes.npcattack ?? []).map(a => ({
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id: a.id, uuid: a.uuid, img: a.img, name: a.name, system: a.system,
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_descTooltip: a.system.description?.replace(/<[^>]+>/g, "").slice(0, 300) ?? ""
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}))
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break
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case "traits":
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context.tab = context.tabs.traits
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context.traits = (doc.itemTypes.trait ?? []).map(t => ({
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id: t.id, uuid: t.uuid, img: t.img, name: t.name, system: t.system,
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_descTooltip: t.system.description?.replace(/<[^>]+>/g, "").slice(0, 300) ?? ""
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}))
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break
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case "notes":
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context.tab = context.tabs.notes
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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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context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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doc.system.notes ?? "", { async: true }
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)
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break
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}
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return context
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}
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static async #onRemoveSkill(event, target) {
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const idx = parseInt(target.dataset.idx, 10)
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const skills = foundry.utils.deepClone(this.document.system.skills ?? [])
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skills.splice(idx, 1)
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await this.document.update({ "system.skills": skills })
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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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// Actor drop → set as unit leader (must be token-linked)
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if (data.type === "Actor") {
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const actor = await fromUuid(data.uuid)
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if (!actor) return
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if (!actor.prototypeToken?.actorLink) {
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ui.notifications.warn(game.i18n.localize("OATHHAMMER.Warning.LeaderNotLinked"))
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return
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}
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return this.document.update({ "system.leaderUuid": actor.uuid })
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}
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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) return
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const ALLOWED = new Set(["skillnpc", "npcattack", "trait"])
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if (!ALLOWED.has(item.type)) return
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return this._onDropItem(item)
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}
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static async #onAddAttack() {
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const attacks = foundry.utils.deepClone(this.document.system.attacks ?? [])
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attacks.push({ name: "", damageDice: 6, colorDiceType: "white", ap: 0, special: "" })
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await this.document.update({ "system.attacks": attacks })
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// ── Actions ────────────────────────────────────────────────────────────────
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static async #onAdjustGrit(event, target) {
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const delta = parseInt(target.dataset.delta, 10)
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const current = this.document.system.grit?.value ?? 0
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const max = this.document.system.grit?.max ?? current
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await this.document.update({ "system.grit.value": Math.max(0, Math.min(max, current + delta)) })
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}
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static async #onRemoveAttack(event, target) {
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const idx = parseInt(target.dataset.idx, 10)
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const attacks = foundry.utils.deepClone(this.document.system.attacks ?? [])
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attacks.splice(idx, 1)
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await this.document.update({ "system.attacks": attacks })
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static async #onRollArmor() {
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const doc = this.document
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const armorDice = doc.system.armorDice
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if (!armorDice?.value) return ui.notifications.info("No armor dice to roll.")
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const bonusOptions = Array.from({ length: 13 }, (_, i) => {
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const v = i - 6
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
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{
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skillName: game.i18n.localize("OATHHAMMER.Label.ArmorDice"),
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skillImg: doc.img, basePool: armorDice.value, bonusOptions,
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colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
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selectedColor: armorDice.colorDiceType,
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rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes),
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visibility: game.settings.get("core", "rollMode")
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}
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)
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const result = await foundry.applications.api.DialogV2.prompt({
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window: { title: `${doc.name} — ${game.i18n.localize("OATHHAMMER.Roll.ArmorRoll")}`, resizable: true },
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classes: ["fvtt-oath-hammer"], position: { width: 420 }, content,
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ok: { label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6" },
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})
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if (!result) return
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const form = new DOMParser().parseFromString(result, "text/html")
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const getValue = n => form.querySelector(`[name="${n}"]`)?.value
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await rollNPCArmor(doc, {
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bonus: parseInt(getValue("bonus")) || 0,
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colorOverride: getValue("colorOverride") || null,
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visibility: getValue("visibility"),
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})
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}
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static async #onAddTrait() {
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const traits = foundry.utils.deepClone(this.document.system.traits ?? [])
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traits.push({ name: "", description: "" })
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await this.document.update({ "system.traits": traits })
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static async #onRollSkillNPC(event, target) {
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const skill = this.document.items.get(target.dataset.itemId)
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if (!skill) return
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const bonusOptions = Array.from({ length: 13 }, (_, i) => {
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const v = i - 6
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
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{
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skillName: skill.name, skillImg: skill.img, basePool: skill.system.dicePool, bonusOptions,
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colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
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selectedColor: skill.system.colorDiceType,
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rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes),
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visibility: game.settings.get("core", "rollMode")
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}
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)
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const result = await foundry.applications.api.DialogV2.prompt({
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window: { title: `${skill.name} — ${game.i18n.localize("OATHHAMMER.Tab.Skills")}`, resizable: true },
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classes: ["fvtt-oath-hammer"], position: { width: 420 }, content,
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ok: { label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6" },
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})
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if (!result) return
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const form = new DOMParser().parseFromString(result, "text/html")
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const getValue = n => form.querySelector(`[name="${n}"]`)?.value
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await rollNPCSkill(this.document, skill, {
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bonus: parseInt(getValue("bonus")) || 0,
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colorOverride: getValue("colorOverride") || null,
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visibility: getValue("visibility"),
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})
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}
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static async #onRemoveTrait(event, target) {
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const idx = parseInt(target.dataset.idx, 10)
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const traits = foundry.utils.deepClone(this.document.system.traits ?? [])
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traits.splice(idx, 1)
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await this.document.update({ "system.traits": traits })
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static #onCreateNpcAttack() {
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this.document.createEmbeddedDocuments("Item", [{
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name: game.i18n.localize("OATHHAMMER.NewItem.NpcAttack"), type: "npcattack"
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}])
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}
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static async #onRollNpcAttack(event, target) {
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const attack = this.document.items.get(target.dataset.itemId)
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if (!attack) return
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const bonusOptions = Array.from({ length: 13 }, (_, i) => {
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const v = i - 6
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
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{
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skillName: attack.name, skillImg: attack.img, basePool: attack.system.damageDice, bonusOptions,
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colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
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selectedColor: attack.system.colorDiceType,
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rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes),
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visibility: game.settings.get("core", "rollMode")
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}
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)
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const result = await foundry.applications.api.DialogV2.prompt({
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window: { title: `${attack.name} — ${game.i18n.localize("OATHHAMMER.Dialog.Damage")}`, resizable: true },
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classes: ["fvtt-oath-hammer"], position: { width: 420 }, content,
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ok: { label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6" },
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})
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if (!result) return
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const form = new DOMParser().parseFromString(result, "text/html")
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const getValue = n => form.querySelector(`[name="${n}"]`)?.value
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await rollNPCAttackDamage(this.document, attack, {
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bonus: parseInt(getValue("bonus")) || 0,
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colorOverride: getValue("colorOverride") || null,
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visibility: getValue("visibility"),
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})
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}
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static #onCreateSkill() {
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this.document.createEmbeddedDocuments("Item", [{
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name: game.i18n.localize("OATHHAMMER.NewItem.SkillNPC"), type: "skillnpc"
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}])
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}
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static #onCreateTrait() {
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this.document.createEmbeddedDocuments("Item", [{
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name: game.i18n.localize("OATHHAMMER.NewItem.Trait"), type: "trait"
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}])
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}
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static async #onOpenLeader() {
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const leaderUuid = this.document.system.leaderUuid
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if (!leaderUuid) return
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const leader = await fromUuid(leaderUuid)
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if (leader) leader.sheet.render(true)
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}
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static async #onClearLeader() {
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await this.document.update({ "system.leaderUuid": null })
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}
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}
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