import OathHammerActorSheet from "./base-actor-sheet.mjs" import { rollNPCSkill, rollNPCArmor, rollNPCAttackDamage } from "../../rolls.mjs" import { SYSTEM } from "../../config/system.mjs" export default class OathHammerRegimentSheet extends OathHammerActorSheet { /** @override */ static DEFAULT_OPTIONS = { classes: ["regiment"], position: { width: 680, height: 620 }, window: { contentClasses: ["regiment-content"] }, actions: { adjustGrit: OathHammerRegimentSheet.#onAdjustGrit, rollArmor: OathHammerRegimentSheet.#onRollArmor, rollSkillNPC: OathHammerRegimentSheet.#onRollSkillNPC, createNpcAttack: OathHammerRegimentSheet.#onCreateNpcAttack, rollNpcAttack: OathHammerRegimentSheet.#onRollNpcAttack, createSkill: OathHammerRegimentSheet.#onCreateSkill, createTrait: OathHammerRegimentSheet.#onCreateTrait, openLeader: OathHammerRegimentSheet.#onOpenLeader, clearLeader: OathHammerRegimentSheet.#onClearLeader, }, } /** @override */ static PARTS = { main: { template: "systems/fvtt-oath-hammer/templates/actor/regiment-sheet.hbs" }, tabs: { template: "templates/generic/tab-navigation.hbs" }, skills: { template: "systems/fvtt-oath-hammer/templates/actor/npc-skills.hbs" }, combat: { template: "systems/fvtt-oath-hammer/templates/actor/regiment-combat.hbs" }, traits: { template: "systems/fvtt-oath-hammer/templates/actor/npc-traits.hbs" }, notes: { template: "systems/fvtt-oath-hammer/templates/actor/npc-notes.hbs" }, } tabGroups = { sheet: "skills" } #getTabs() { const tabs = { skills: { id: "skills", group: "sheet", icon: "fa-solid fa-dice-d6", label: "OATHHAMMER.Tab.Skills" }, combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "OATHHAMMER.Tab.Combat" }, traits: { id: "traits", group: "sheet", icon: "fa-solid fa-star", label: "OATHHAMMER.Tab.Traits" }, 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() const armorColor = this.document.system.armorDice?.colorDiceType ?? "white" context.armorDiceEmoji = armorColor === "black" ? "⬛" : armorColor === "red" ? "🔴" : "⬜" context.colorChoices = Object.fromEntries( Object.entries(SYSTEM.DICE_COLOR_TYPES).map(([k, v]) => [k, game.i18n.localize(v)]) ) context.traitTypeLabels = Object.fromEntries( Object.entries(SYSTEM.TRAIT_TYPE_CHOICES).map(([k, v]) => [k, v]) ) // Resolve leader actor const leaderUuid = this.document.system.leaderUuid if (leaderUuid) { const leader = await fromUuid(leaderUuid) context.leader = leader ? { id: leader.id, uuid: leader.uuid, name: leader.name, img: leader.img } : null } else { context.leader = null } return context } /** @override */ async _preparePartContext(partId, context) { const doc = this.document switch (partId) { case "main": break case "skills": context.tab = context.tabs.skills context.skills = (doc.itemTypes.skillnpc ?? []).slice().sort((a, b) => a.name.localeCompare(b.name)) break case "combat": context.tab = context.tabs.combat context.npcAttacks = (doc.itemTypes.npcattack ?? []).map(a => ({ id: a.id, uuid: a.uuid, img: a.img, name: a.name, system: a.system, _descTooltip: a.system.description?.replace(/<[^>]+>/g, "").slice(0, 300) ?? "" })) break case "traits": context.tab = context.tabs.traits context.traits = (doc.itemTypes.trait ?? []).map(t => ({ id: t.id, uuid: t.uuid, img: t.img, name: t.name, system: t.system, _descTooltip: t.system.description?.replace(/<[^>]+>/g, "").slice(0, 300) ?? "" })) break case "notes": context.tab = context.tabs.notes 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 } /** @override */ async _onDrop(event) { if (!this.isEditable || !this.isEditMode) return const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event) // Actor drop → set as unit leader (must be token-linked) if (data.type === "Actor") { const actor = await fromUuid(data.uuid) if (!actor) return if (!actor.prototypeToken?.actorLink) { ui.notifications.warn(game.i18n.localize("OATHHAMMER.Warning.LeaderNotLinked")) return } return this.document.update({ "system.leaderUuid": actor.uuid }) } if (data.type !== "Item") return const item = await fromUuid(data.uuid) if (!item) return const ALLOWED = new Set(["skillnpc", "npcattack", "trait"]) if (!ALLOWED.has(item.type)) return return this._onDropItem(item) } // ── Actions ──────────────────────────────────────────────────────────────── static async #onAdjustGrit(event, target) { const delta = parseInt(target.dataset.delta, 10) const current = this.document.system.grit?.value ?? 0 const max = this.document.system.grit?.max ?? current await this.document.update({ "system.grit.value": Math.max(0, Math.min(max, current + delta)) }) } static async #onRollArmor() { const doc = this.document const armorDice = doc.system.armorDice if (!armorDice?.value) return ui.notifications.info("No armor dice to roll.") const colorType = armorDice.colorDiceType || "white" const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4 const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜" const bonusOptions = Array.from({ length: 13 }, (_, i) => { const v = i - 6 return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 } }) const content = await foundry.applications.handlebars.renderTemplate( "systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs", { skillName: game.i18n.localize("OATHHAMMER.Label.ArmorDice"), skillImg: doc.img, dicePool: armorDice.value, colorType, colorEmoji, threshold, bonusOptions, colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" }, showExplodeOn5: true, rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes), visibility: game.settings.get("core", "rollMode") } ) const result = await foundry.applications.api.DialogV2.prompt({ window: { title: `${doc.name} — ${game.i18n.localize("OATHHAMMER.Roll.ArmorRoll")}`, resizable: true }, classes: ["fvtt-oath-hammer"], position: { width: 420 }, content, ok: { label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6" }, }) if (!result) return const form = new DOMParser().parseFromString(result, "text/html") const getValue = n => form.querySelector(`[name="${n}"]`)?.value await rollNPCArmor(doc, { bonus: parseInt(getValue("bonus")) || 0, colorOverride: getValue("colorOverride") || null, explodeOn5: getValue("explodeOn5") === "true", visibility: getValue("visibility"), }) } static async #onRollSkillNPC(event, target) { const skill = this.document.items.get(target.dataset.itemId) if (!skill) return const colorType = skill.system.colorDiceType || "white" const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4 const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜" const bonusOptions = Array.from({ length: 13 }, (_, i) => { const v = i - 6 return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 } }) const content = await foundry.applications.handlebars.renderTemplate( "systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs", { skillName: skill.name, skillImg: skill.img, dicePool: skill.system.dicePool, colorType, colorEmoji, threshold, bonusOptions, colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" }, showExplodeOn5: true, rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes), visibility: game.settings.get("core", "rollMode") } ) const result = await foundry.applications.api.DialogV2.prompt({ window: { title: `${skill.name} — ${game.i18n.localize("OATHHAMMER.Tab.Skills")}`, resizable: true }, classes: ["fvtt-oath-hammer"], position: { width: 420 }, content, ok: { label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6" }, }) if (!result) return const form = new DOMParser().parseFromString(result, "text/html") const getValue = n => form.querySelector(`[name="${n}"]`)?.value await rollNPCSkill(this.document, skill, { bonus: parseInt(getValue("bonus")) || 0, colorOverride: getValue("colorOverride") || null, explodeOn5: getValue("explodeOn5") === "true", visibility: getValue("visibility"), }) } static #onCreateNpcAttack() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.NpcAttack"), type: "npcattack" }]) } static async #onRollNpcAttack(event, target) { const attack = this.document.items.get(target.dataset.itemId) if (!attack) return const colorType = attack.system.colorDiceType || "white" const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4 const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜" const bonusOptions = Array.from({ length: 13 }, (_, i) => { const v = i - 6 return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 } }) const content = await foundry.applications.handlebars.renderTemplate( "systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs", { skillName: attack.name, skillImg: attack.img, dicePool: attack.system.damageDice, colorType, colorEmoji, threshold, bonusOptions, showExplodeOn5: true, colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" }, rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes), visibility: game.settings.get("core", "rollMode") } ) const result = await foundry.applications.api.DialogV2.prompt({ window: { title: `${attack.name} — ${game.i18n.localize("OATHHAMMER.Dialog.Damage")}`, resizable: true }, classes: ["fvtt-oath-hammer"], position: { width: 420 }, content, ok: { label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6" }, }) if (!result) return const form = new DOMParser().parseFromString(result, "text/html") const getValue = n => form.querySelector(`[name="${n}"]`)?.value await rollNPCAttackDamage(this.document, attack, { bonus: parseInt(getValue("bonus")) || 0, colorOverride: getValue("colorOverride") || null, explodeOn5: getValue("explodeOn5") === "true", visibility: getValue("visibility"), }) } static #onCreateSkill() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.SkillNPC"), type: "skillnpc" }]) } static #onCreateTrait() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Trait"), type: "trait" }]) } static async #onOpenLeader() { const leaderUuid = this.document.system.leaderUuid if (!leaderUuid) return const leader = await fromUuid(leaderUuid) if (leader) leader.sheet.render(true) } static async #onClearLeader() { await this.document.update({ "system.leaderUuid": null }) } }