import OathHammerActorSheet from "./base-actor-sheet.mjs" import { SYSTEM } from "../../config/system.mjs" import OathHammerRollDialog from "../roll-dialog.mjs" import OathHammerWeaponDialog from "../weapon-dialog.mjs" import OathHammerSpellDialog from "../spell-dialog.mjs" import OathHammerMiracleDialog from "../miracle-dialog.mjs" import OathHammerDefenseDialog from "../defense-dialog.mjs" import OathHammerArmorDialog from "../armor-dialog.mjs" import { rollSkillCheck, rollWeaponAttack, rollWeaponDamage, rollSpellCast, rollMiracleCast, rollArmorSave, rollWeaponDefense, rollInitiativeCheck } from "../../rolls.mjs" export default class OathHammerCharacterSheet extends OathHammerActorSheet { /** @override */ static DEFAULT_OPTIONS = { classes: ["character"], position: { width: 972, height: 780, }, window: { contentClasses: ["character-content"], }, actions: { createWeapon: OathHammerCharacterSheet.#onCreateWeapon, createSpell: OathHammerCharacterSheet.#onCreateSpell, createMiracle: OathHammerCharacterSheet.#onCreateMiracle, createEquipment: OathHammerCharacterSheet.#onCreateEquipment, createTrait: OathHammerCharacterSheet.#onCreateTrait, createOath: OathHammerCharacterSheet.#onCreateOath, rollSkill: OathHammerCharacterSheet.#onRollSkill, attackWeapon: OathHammerCharacterSheet.#onAttackWeapon, defendWeapon: OathHammerCharacterSheet.#onDefendWeapon, damageWeapon: OathHammerCharacterSheet.#onDamageWeapon, castSpell: OathHammerCharacterSheet.#onCastSpell, castMiracle: OathHammerCharacterSheet.#onCastMiracle, rollArmorSave: OathHammerCharacterSheet.#onRollArmorSave, resetMiracleBlocked: OathHammerCharacterSheet.#onResetMiracleBlocked, rollInitiative: OathHammerCharacterSheet.#onRollInitiative, adjustQty: OathHammerCharacterSheet.#onAdjustQty, adjustCurrency: OathHammerCharacterSheet.#onAdjustCurrency, adjustStress: OathHammerCharacterSheet.#onAdjustStress, clearStress: OathHammerCharacterSheet.#onClearStress, }, } /** @override */ static PARTS = { main: { template: "systems/fvtt-oath-hammer/templates/actor/character-sheet.hbs" }, tabs: { template: "templates/generic/tab-navigation.hbs" }, identity: { template: "systems/fvtt-oath-hammer/templates/actor/character-identity.hbs" }, skills: { template: "systems/fvtt-oath-hammer/templates/actor/character-skills.hbs" }, combat: { template: "systems/fvtt-oath-hammer/templates/actor/character-combat.hbs" }, magic: { template: "systems/fvtt-oath-hammer/templates/actor/character-magic.hbs" }, equipment: { template: "systems/fvtt-oath-hammer/templates/actor/character-equipment.hbs" }, notes: { template: "systems/fvtt-oath-hammer/templates/actor/character-notes.hbs" }, } /** @override */ tabGroups = { sheet: "identity", } #getTabs() { const tabs = { identity: { id: "identity", group: "sheet", icon: "fa-solid fa-person", label: "OATHHAMMER.Tab.Identity" }, skills: { id: "skills", group: "sheet", icon: "fa-solid fa-scroll", label: "OATHHAMMER.Tab.Skills" }, combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "OATHHAMMER.Tab.Combat" }, magic: { id: "magic", group: "sheet", icon: "fa-solid fa-wand-magic-sparkles", label: "OATHHAMMER.Tab.Magic" }, equipment: { id: "equipment", group: "sheet", icon: "fa-solid fa-backpack", label: "OATHHAMMER.Tab.Equipment" }, notes: { id: "notes", group: "sheet", icon: "fa-solid fa-book", label: "OATHHAMMER.Tab.Notes" }, } for (const v of Object.values(tabs)) { v.active = this.tabGroups[v.group] === v.id v.cssClass = v.active ? "active" : "" } return tabs } /** @override */ async _prepareContext() { const context = await super._prepareContext() context.tabs = this.#getTabs() // class/experience available to all parts (header + identity tab) const doc = this.document context.characterClass = doc.itemTypes["class"]?.[0] ?? null return context } /** @override */ async _preparePartContext(partId, context) { const doc = this.document switch (partId) { case "main": break case "identity": context.tab = context.tabs.identity context.traits = doc.itemTypes.trait.map(a => { const typeKey = SYSTEM.TRAIT_TYPE_CHOICES[a.system.traitType] const periodKey = SYSTEM.TRAIT_USAGE_PERIOD[a.system.usagePeriod] const isPassive = a.system.usagePeriod === "none" return { id: a.id, uuid: a.uuid, img: a.img, name: a.name, system: a.system, _typeLabel: typeKey ? game.i18n.localize(typeKey) : a.system.traitType, _usageLabel: isPassive ? game.i18n.localize("OATHHAMMER.UsagePeriod.None") : `${a.system.maxUses > 0 ? a.system.maxUses + " / " : ""}${game.i18n.localize(periodKey)}`, _descTooltip: _stripHtml(a.system.description) } }) context.oaths = doc.itemTypes.oath.map(o => { const typeEntry = SYSTEM.OATH_TYPES[o.system.oathType] const parts = [o.system.tenet, o.system.boon, o.system.bane].filter(Boolean) return { id: o.id, uuid: o.uuid, img: o.img, name: o.name, system: o.system, _typeLabel: typeEntry ? game.i18n.localize(typeEntry.label) : o.system.oathType, _violated: o.system.violated, _boonText: _stripHtml(o.system.boon, 80), _baneText: _stripHtml(o.system.bane, 80), _descTooltip: _stripHtml(parts.join(" ")) } }) break case "skills": { context.tab = context.tabs.skills const sys = doc.system const skillSchemaFields = doc.system.schema.fields.skills.fields const attrRanks = { might: sys.attributes.might.rank, toughness: sys.attributes.toughness.rank, agility: sys.attributes.agility.rank, willpower: sys.attributes.willpower.rank, intelligence: sys.attributes.intelligence.rank, fate: sys.attributes.fate.rank, } context.skillGroups = Object.entries(SYSTEM.SKILLS_BY_ATTRIBUTE).map(([attr, skillKeys]) => ({ attribute: attr, label: `OATHHAMMER.Attribute.${attr.charAt(0).toUpperCase()}${attr.slice(1)}`, attrRank: attrRanks[attr], skillData: skillKeys.map(skillKey => { const sk = sys.skills[skillKey] return { key: skillKey, label: SYSTEM.SKILLS[skillKey].label, rank: sk.rank, modifier: sk.modifier, colorDice: sk.colorDice, colorDiceType: sk.colorDiceType, rankName: `system.skills.${skillKey}.rank`, modifierName: `system.skills.${skillKey}.modifier`, colorDiceName: `system.skills.${skillKey}.colorDice`, colorDiceTypeName: `system.skills.${skillKey}.colorDiceType`, rankOptions: [0,1,2,3,4,5,6].map(v => ({ value: v, label: String(v), selected: v === sk.rank })), total: attrRanks[attr] + sk.rank, // legacy - kept for formInput compatibility name: `system.skills.${skillKey}.rank`, field: skillSchemaFields[skillKey].fields.rank, } }) })) break } case "combat": context.tab = context.tabs.combat context.weapons = doc.itemTypes.weapon.map(w => { const groupKey = SYSTEM.WEAPON_PROFICIENCY_GROUPS[w.system.proficiencyGroup] const traitsLabel = [...w.system.traits].map(t => { const tk = SYSTEM.WEAPON_TRAITS[t] return tk ? game.i18n.localize(tk) : t }).join(", ") return { id: w.id, uuid: w.uuid, img: w.img, name: w.name, system: w.system, _groupLabel: groupKey ? game.i18n.localize(groupKey) : w.system.proficiencyGroup, _traitsTooltip: traitsLabel || null, _descTooltip: _stripHtml(w.system.description), _isMagic: w.system.isMagic } }) context.armors = doc.itemTypes.armor.map(a => { const typeKey = SYSTEM.ARMOR_TYPE_CHOICES[a.system.armorType] const traitsLabel = [...a.system.traits].map(t => { const tk = SYSTEM.ARMOR_TRAITS[t] return tk ? game.i18n.localize(tk) : t }).join(", ") return { id: a.id, uuid: a.uuid, img: a.img, name: a.name, system: a.system, _typeLabel: typeKey ? game.i18n.localize(typeKey) : a.system.armorType, _traitsTooltip: traitsLabel || null, _descTooltip: _stripHtml(a.system.description), _isMagic: a.system.isMagic } }) context.ammunition = doc.itemTypes.ammunition // Slot tracking: max = 10 + (Might rank × 2); used = sum of all items' slots × quantity context.slotsMax = 10 + (doc.system.attributes.might.rank * 2) context.slotsUsed = doc.items.reduce((sum, item) => { const qty = item.system.quantity ?? 1 return sum + (item.system.slots ?? 0) * Math.max(qty, 1) }, 0) context.slotsOver = context.slotsUsed > context.slotsMax // Show current initiative score if actor is in an active combat const combatant = game.combat?.combatants.find(c => c.actor?.id === doc.id) context.combatantInitiative = combatant?.initiative ?? null break case "magic": context.tab = context.tabs.magic context.stressBlocked = doc.system.arcaneStress.value >= doc.system.arcaneStress.threshold context.spells = doc.itemTypes.spell.map(s => ({ id: s.id, uuid: s.uuid, img: s.img, name: s.name, system: s.system, _descTooltip: _stripHtml(s.system.effect) })) context.miracles = doc.itemTypes.miracle.map(m => ({ id: m.id, uuid: m.uuid, img: m.img, name: m.name, system: m.system, _descTooltip: _stripHtml(m.system.effect) })) break case "equipment": context.tab = context.tabs.equipment context.equipment = doc.itemTypes.equipment.map(e => ({ id: e.id, uuid: e.uuid, img: e.img, name: e.name, system: e.system, _descTooltip: _stripHtml(e.system.description) })) context.magicItems = doc.itemTypes["magic-item"].map(m => ({ id: m.id, uuid: m.uuid, img: m.img, name: m.name, system: m.system, _descTooltip: _stripHtml(m.system.description) })) context.slotsMax = 10 + (doc.system.attributes.might.rank * 2) context.slotsUsed = doc.items.reduce((sum, item) => { const qty = item.system.quantity ?? 1 return sum + (item.system.slots ?? 0) * Math.max(qty, 1) }, 0) context.slotsOver = context.slotsUsed > context.slotsMax break case "notes": context.tab = context.tabs.notes context.enrichedBackground = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.background ?? "", { async: true }) context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.description ?? "", { async: true }) context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.notes ?? "", { async: true }) break } return context } /** Auto-fill colorDice count when color type changes */ static #COLOR_THRESHOLDS = { white: 4, red: 3, black: 2 } _onRender(context, options) { super._onRender?.(context, options) // Color dice auto-fill this.element.querySelectorAll('select.color-dice-select').forEach(select => { select.addEventListener('change', event => { const threshold = OathHammerCharacterSheet.#COLOR_THRESHOLDS[event.target.value] ?? 4 const countInput = event.target.closest('.skill-color-col')?.querySelector('input[type="number"]') if (countInput) { countInput.value = threshold countInput.dispatchEvent(new Event('change', { bubbles: true })) } const dot = event.target.closest('.skill-color-col')?.querySelector('.color-dice-dot') if (dot) dot.className = `color-dice-dot color-dice-${event.target.value}` }) }) // Equipped checkbox — directly updates the item this.element.querySelectorAll('input.item-equipped-cb').forEach(cb => { cb.addEventListener('change', event => { const itemId = event.target.dataset.itemId const item = this.document.items.get(itemId) if (item) item.update({ 'system.equipped': event.target.checked }) }) }) } async _onDrop(event) { if (!this.isEditable) return const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event) if (data.type === "Item") { const item = await fromUuid(data.uuid) return this._onDropItem(item) } } static #onCreateWeapon(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Weapon"), type: "weapon" }]) } static #onCreateSpell(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Spell"), type: "spell" }]) } static #onCreateMiracle(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Miracle"), type: "miracle" }]) } static #onCreateEquipment(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Equipment"), type: "equipment" }]) } static #onCreateTrait(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Trait"), type: "trait" }]) } static #onCreateOath(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Oath"), type: "oath" }]) } static async #onRollSkill(event, target) { const skillKey = target.dataset.skill if (!skillKey) return const result = await OathHammerRollDialog.prompt(this.document, skillKey) if (!result) return await rollSkillCheck(this.document, skillKey, result.dv, result) } static async #onAttackWeapon(event, target) { const weaponId = target.dataset.itemId if (!weaponId) return const weapon = this.document.items.get(weaponId) if (!weapon) return const opts = await OathHammerWeaponDialog.promptAttack(this.document, weapon) if (!opts) return await rollWeaponAttack(this.document, weapon, opts) } static async #onDefendWeapon(event, target) { const weaponId = target.dataset.itemId if (!weaponId) return const weapon = this.document.items.get(weaponId) if (!weapon) return const opts = await OathHammerWeaponDialog.promptDefense(this.document, weapon) if (!opts) return await rollWeaponDefense(this.document, weapon, opts) } static async #onDamageWeapon(event, target) { const weaponId = target.dataset.itemId if (!weaponId) return const weapon = this.document.items.get(weaponId) if (!weapon) return const opts = await OathHammerWeaponDialog.promptDamage(this.document, weapon, 0) if (!opts) return await rollWeaponDamage(this.document, weapon, opts) } static async #onCastSpell(event, target) { const spellId = target.dataset.itemId if (!spellId) return const spell = this.document.items.get(spellId) if (!spell) return const opts = await OathHammerSpellDialog.prompt(this.document, spell) if (!opts) return await rollSpellCast(this.document, spell, opts) } static async #onCastMiracle(event, target) { const miracleId = target.dataset.itemId if (!miracleId) return const miracle = this.document.items.get(miracleId) if (!miracle) return if (this.document.system.miracleBlocked) { ui.notifications.warn(game.i18n.localize("OATHHAMMER.Warning.MiracleBlocked")) return } const opts = await OathHammerMiracleDialog.prompt(this.document, miracle) if (!opts) return await rollMiracleCast(this.document, miracle, opts) } static async #onResetMiracleBlocked() { await this.document.update({ "system.miracleBlocked": false }) } static async #onRollArmorSave(event, target) { const armorId = target.dataset.itemId if (!armorId) return const armor = this.document.items.get(armorId) if (!armor) return const opts = await OathHammerArmorDialog.prompt(this.document, armor) if (!opts) return await rollArmorSave(this.document, armor, opts) } static async #onRollInitiative() { const actor = this.document const combatant = game.combat?.combatants.find(c => c.actor?.id === actor.id) if (combatant) { // Delegate to OathHammerCombat.rollInitiative — posts to chat and updates tracker await game.combat.rollInitiative([combatant.id]) } else { // Not in combat — roll for display only await rollInitiativeCheck(actor) } } static async #onAdjustQty(event, target) { const itemId = target.dataset.itemId const delta = parseInt(target.dataset.delta, 10) if (!itemId || isNaN(delta)) return const item = this.document.items.get(itemId) if (!item) return const current = item.system.quantity ?? 0 await item.update({ "system.quantity": Math.max(0, current + delta) }) } static async #onAdjustCurrency(event, target) { const field = target.dataset.field const delta = parseInt(target.dataset.delta, 10) if (!field || isNaN(delta)) return const current = foundry.utils.getProperty(this.document, field) ?? 0 await this.document.update({ [field]: Math.max(0, current + delta) }) } static async #onAdjustStress(event, target) { const delta = parseInt(target.dataset.delta, 10) const current = this.document.system.arcaneStress.value ?? 0 const max = this.document.system.arcaneStress.threshold await this.document.update({ "system.arcaneStress.value": Math.max(0, Math.min(max, current + delta)) }) } static async #onClearStress(_event, _target) { await this.document.update({ "system.arcaneStress.value": 0 }) } } /** Strip HTML tags and collapse whitespace for use in data-tooltip attributes. */ function _stripHtml(html, maxLen = 300) { if (!html) return "" const text = html.replace(/<[^>]*>/g, " ").replace(/\s+/g, " ").trim() return text.length > maxLen ? text.slice(0, maxLen - 1) + "…" : text }