const { HandlebarsApplicationMixin } = foundry.applications.api import { ARMOR_TYPE_CHOICES, WEAPON_PROFICIENCY_GROUPS } from "../../config/system.mjs" import { rollRarityCheck } from "../../rolls.mjs" export default class OathHammerItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) { static SHEET_MODES = { EDIT: 0, PLAY: 1 } constructor(options = {}) { super(options) this.#dragDrop = this.#createDragDropHandlers() } #dragDrop /** @override */ static DEFAULT_OPTIONS = { classes: ["oathhammer", "item"], position: { width: 600, height: "auto", }, form: { submitOnChange: true, }, window: { resizable: true, }, dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }], actions: { toggleSheet: OathHammerItemSheet.#onToggleSheet, editImage: OathHammerItemSheet.#onEditImage, rollRarity: OathHammerItemSheet.#onRollRarity, }, } _sheetMode = this.constructor.SHEET_MODES.PLAY get isPlayMode() { return this._sheetMode === this.constructor.SHEET_MODES.PLAY } get isEditMode() { return this._sheetMode === this.constructor.SHEET_MODES.EDIT } /** @override */ async _prepareContext() { const context = await super._prepareContext() context.fields = this.document.schema.fields context.systemFields = this.document.system.schema.fields context.item = this.document context.system = this.document.system context.source = this.document.toObject() context.isEditMode = this.isEditMode context.isPlayMode = this.isPlayMode context.isEditable = this.isEditable if (this.document.system.description !== undefined) { context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? "", { async: true }) } // Armor-specific numeric selects context.armorValueChoices = Object.fromEntries( Array.from({ length: 13 }, (_, i) => [i, String(i)]) ) context.penaltyChoices = Object.fromEntries( Array.from({ length: 6 }, (_, i) => [-i, String(-i)]) ) // Weapon-specific numeric selects context.damageModChoices = Object.fromEntries( Array.from({ length: 10 }, (_, i) => [i - 4, i - 4 >= 0 ? `+${i - 4}` : String(i - 4)]) ) context.apChoices = Object.fromEntries( Array.from({ length: 7 }, (_, i) => [i, String(i)]) ) // Class proficiency choices (for class-sheet checkboxes) context.armorTypeChoices = ARMOR_TYPE_CHOICES context.weaponGroupChoices = WEAPON_PROFICIENCY_GROUPS return context } /** @override */ _onRender(context, options) { super._onRender(context, options) this.#dragDrop.forEach((d) => d.bind(this.element)) } #createDragDropHandlers() { return this.options.dragDrop.map((d) => { d.permissions = { dragstart: this._canDragStart.bind(this), drop: this._canDragDrop.bind(this), } d.callbacks = { dragstart: this._onDragStart.bind(this), dragover: this._onDragOver.bind(this), drop: this._onDrop.bind(this), } return new foundry.applications.ux.DragDrop.implementation(d) }) } _canDragStart(selector) { return this.isEditable } _canDragDrop(selector) { return this.isEditable && this.document.isOwner } _onDragStart(event) { if ("link" in event.target.dataset) return } _onDragOver(event) {} async _onDrop(event) {} static #onToggleSheet(event, target) { const modes = this.constructor.SHEET_MODES this._sheetMode = this.isEditMode ? modes.PLAY : modes.EDIT this.render() } static async #onEditImage(event, target) { const attr = target.dataset.edit const current = foundry.utils.getProperty(this.document, attr) const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {} const fp = new FilePicker({ current, type: "image", redirectToRoot: img ? [img] : [], callback: (path) => { this.document.update({ [attr]: path }) }, top: this.position.top + 40, left: this.position.left + 10, }) return fp.browse() } static async #onRollRarity(event, target) { const rarity = this.document.system.rarity if (!rarity) return // Find the owning actor (embedded item) or prompt user to select a character let actor = this.document.parent if (!actor || actor.documentName !== "Actor") { // Item not embedded — use the user's selected character actor = game.user.character if (!actor) { ui.notifications.warn(game.i18n.localize("OATHHAMMER.Roll.NoActor")) return } } await rollRarityCheck(actor, rarity, this.document.name) } }