import OathHammerActorSheet from "./base-actor-sheet.mjs" import { SYSTEM } from "../../config/system.mjs" import { rollInitiativeCheck, rollNPCSkill, rollNPCArmor, rollNPCSpell, rollNPCMiracle, rollNPCAttackDamage } from "../../rolls.mjs" export default class OathHammerNPCSheet extends OathHammerActorSheet { static DEFAULT_OPTIONS = { classes: ["npc"], position: { width: 720, height: "auto" }, window: { contentClasses: ["npc-content"] }, actions: { rollInitiative: OathHammerNPCSheet.#onRollInitiative, adjustGrit: OathHammerNPCSheet.#onAdjustGrit, rollSkillNPC: OathHammerNPCSheet.#onRollSkillNPC, rollArmor: OathHammerNPCSheet.#onRollArmor, createSpell: OathHammerNPCSheet.#onCreateSpell, createMiracle: OathHammerNPCSheet.#onCreateMiracle, castNPCSpell: OathHammerNPCSheet.#onCastNPCSpell, castNPCMiracle: OathHammerNPCSheet.#onCastNPCMiracle, createNpcAttack: OathHammerNPCSheet.#onCreateNpcAttack, rollNpcAttack: OathHammerNPCSheet.#onRollNpcAttack, }, } static PARTS = { main: { template: "systems/fvtt-oath-hammer/templates/actor/npc-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/npc-combat.hbs" }, traits: { template: "systems/fvtt-oath-hammer/templates/actor/npc-traits.hbs" }, magic: { template: "systems/fvtt-oath-hammer/templates/actor/npc-magic.hbs" }, equipment: { template: "systems/fvtt-oath-hammer/templates/actor/npc-equipment.hbs" }, notes: { template: "systems/fvtt-oath-hammer/templates/actor/npc-notes.hbs" }, } tabGroups = { sheet: "skills" } #getTabs() { const isNPC = this.document.system.subtype === "npc" const hasMagic = this.document.items.some(i => i.type === "spell" || i.type === "miracle") 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" }, } if (isNPC) { tabs.equipment = { id: "equipment", group: "sheet", icon: "fa-solid fa-backpack", label: "OATHHAMMER.Tab.Equipment" } } if (hasMagic || !this.isPlayMode) { tabs.magic = { id: "magic", group: "sheet", icon: "fa-solid fa-wand-sparkles", label: "OATHHAMMER.Tab.Magic" } } 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() context.subtypeChoices = Object.fromEntries( Object.entries(SYSTEM.NPC_SUBTYPES).map(([k, v]) => [k, game.i18n.localize(v)]) ) context.subtypeLabels = context.subtypeChoices 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]) ) return context } /** @override */ async _preparePartContext(partId, context) { const doc = this.document switch (partId) { 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) ?? "" })) context.combatantInitiative = game.combat?.combatants.find(c => c.actor?.id === doc.id)?.initiative ?? null break case "traits": context.tab = context.tabs.traits context.traits = (doc.itemTypes.trait ?? []).slice().sort((a, b) => a.name.localeCompare(b.name)).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 "magic": context.tab = context.tabs.magic context.spells = (doc.itemTypes.spell ?? []).map(s => ({ id: s.id, uuid: s.uuid, img: s.img, name: s.name, system: s.system, _descTooltip: s.system.effect?.replace(/<[^>]+>/g, "").slice(0, 300) ?? "", traditionLabel: game.i18n.localize(SYSTEM.SORCEROUS_TRADITIONS[s.system.tradition]?.label ?? s.system.tradition) })) context.miracles = (doc.itemTypes.miracle ?? []).map(m => ({ id: m.id, uuid: m.uuid, img: m.img, name: m.name, system: m.system, _descTooltip: m.system.effect?.replace(/<[^>]+>/g, "").slice(0, 300) ?? "", traditionLabel: game.i18n.localize(SYSTEM.DIVINE_TRADITIONS[m.system.divineTradition] ?? m.system.divineTradition) })) break case "equipment": context.tab = context.tabs.equipment context.armors = doc.itemTypes.armor ?? [] context.equipment = doc.itemTypes.equipment ?? [] 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) if (data.type !== "Item") return const item = await fromUuid(data.uuid) if (!item) return const ALLOWED = new Set(["skillnpc", "npcattack", "trait", "armor", "equipment", "spell", "miracle"]) if (!ALLOWED.has(item.type)) return return this._onDropItem(item) } 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 #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 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, colorEmoji: attack.system.colorEmoji, colorType: attack.system.colorDiceType, threshold: attack.system.threshold, bonusOptions, showExplodeOn5: true, colorChoices: Object.fromEntries( Object.entries(SYSTEM.DICE_COLOR_TYPES).map(([k, v]) => [k, game.i18n.localize(v)]) ), rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes), visibility: game.settings.get("core", "rollMode"), } ) const result = await foundry.applications.api.DialogV2.wait({ window: { title: attack.name, resizable: true }, classes: ["fvtt-oath-hammer"], position: { width: 420 }, content, rejectClose: false, buttons: [{ label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-burst", callback: (_ev, btn) => { const o = {}; for (const el of btn.form.elements) { if (!el.name) continue; o[el.name] = el.type === "checkbox" ? String(el.checked) : el.value } return o } }], }) if (!result) return await rollNPCAttackDamage(this.document, attack, { bonus: parseInt(result.bonus) || 0, explodeOn5: result.explodeOn5 === "true", visibility: result.visibility, }) } static #onCreateSpell() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Spell"), type: "spell" }]) } static #onCreateMiracle() { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Miracle"), type: "miracle" }]) } static async #onCastNPCSpell(event, target) { const spell = this.document.items.get(target.dataset.itemId) if (!spell) return const colorChoices = Object.fromEntries( Object.entries(SYSTEM.DICE_COLOR_TYPES).map(([k, v]) => [k, game.i18n.localize(v)]) ) const poolOptions = Array.from({ length: 10 }, (_, i) => { const v = i + 1 return { value: v, label: String(v), selected: v === 3 } }) 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-magic-dialog.hbs", { itemName: spell.name, itemImg: spell.img, dv: spell.system.difficultyValue, poolOptions, bonusOptions, colorChoices, showColor: true, showExplodeOn5: true, rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes), visibility: game.settings.get("core", "rollMode"), } ) const result = await foundry.applications.api.DialogV2.wait({ window: { title: spell.name, resizable: true }, classes: ["fvtt-oath-hammer"], position: { width: 420 }, content, rejectClose: false, buttons: [{ label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-wand-sparkles", callback: (_ev, btn) => { const o = {}; for (const el of btn.form.elements) { if (!el.name) continue; o[el.name] = el.type === "checkbox" ? String(el.checked) : el.value } return o } }], }) if (!result) return await rollNPCSpell(this.document, spell, { dicePool: parseInt(result.dicePool) || 3, bonus: parseInt(result.bonus) || 0, colorOverride: result.colorOverride || null, explodeOn5: result.explodeOn5 === "true", visibility: result.visibility, }) } static async #onCastNPCMiracle(event, target) { const miracle = this.document.items.get(target.dataset.itemId) if (!miracle) return const poolOptions = Array.from({ length: 10 }, (_, i) => { const v = i + 1 return { value: v, label: String(v), selected: v === 3 } }) const bonusOptions = Array.from({ length: 13 }, (_, i) => { const v = i - 6 return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 } }) const content = await foundry.applications.handlebars.renderTemplate( "systems/fvtt-oath-hammer/templates/npc-magic-dialog.hbs", { itemName: miracle.name, itemImg: miracle.img, dv: null, showColor: false, poolOptions, bonusOptions, showExplodeOn5: true, rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes), visibility: game.settings.get("core", "rollMode"), } ) const result = await foundry.applications.api.DialogV2.wait({ window: { title: miracle.name, resizable: true }, classes: ["fvtt-oath-hammer"], position: { width: 420 }, content, rejectClose: false, buttons: [{ label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-hands-praying", callback: (_ev, btn) => { const o = {}; for (const el of btn.form.elements) { if (!el.name) continue; o[el.name] = el.type === "checkbox" ? String(el.checked) : el.value } return o } }], }) if (!result) return await rollNPCMiracle(this.document, miracle, { dicePool: parseInt(result.dicePool) || 3, bonus: parseInt(result.bonus) || 0, explodeOn5: result.explodeOn5 === "true", visibility: result.visibility, }) } static async #onRollArmor() { const actor = this.document const sys = actor.system const colorType = sys.armorDice?.colorDiceType || "white" const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4 const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜" const dicePool = sys.armorDice?.value ?? 0 const colorChoices = Object.fromEntries( Object.entries(SYSTEM.DICE_COLOR_TYPES).map(([k, v]) => [k, game.i18n.localize(v)]) ) const bonusOptions = Array.from({ length: 13 }, (_, i) => { const v = i - 6 return { value: v, label: v > 0 ? `+${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: actor.img, dicePool, colorEmoji, colorType, threshold, bonusOptions, colorChoices, showExplodeOn5: true, rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes), visibility: game.settings.get("core", "rollMode"), } ) const result = await foundry.applications.api.DialogV2.wait({ window: { title: game.i18n.localize("OATHHAMMER.Label.ArmorDice"), resizable: true }, classes: ["fvtt-oath-hammer"], position: { width: 420 }, content, rejectClose: false, buttons: [{ label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6", callback: (_ev, btn) => { const o = {}; for (const el of btn.form.elements) { if (!el.name) continue; o[el.name] = el.type === "checkbox" ? String(el.checked) : el.value } return o } }], }) if (!result) return await rollNPCArmor(actor, { bonus: parseInt(result.bonus) || 0, colorOverride: result.colorOverride || null, explodeOn5: result.explodeOn5 === "true", visibility: result.visibility, }) } static async #onRollInitiative() { const actor = this.document const combatant = game.combat?.combatants.find(c => c.actor?.id === actor.id) if (combatant) { await game.combat.rollInitiative([combatant.id]) } else { await rollInitiativeCheck(actor) } } static async #onRollSkillNPC(event, target) { const itemId = target.dataset.itemId const item = this.document.items.get(itemId) if (!item) return const colorChoices = Object.fromEntries( Object.entries(SYSTEM.DICE_COLOR_TYPES).map(([k, v]) => [k, game.i18n.localize(v)]) ) 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: item.name, skillImg: item.img, dicePool: item.system.dicePool, colorEmoji: item.system.colorEmoji, colorType: item.system.colorDiceType, threshold: item.system.threshold, bonusOptions, colorChoices, showExplodeOn5: true, rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes), visibility: game.settings.get("core", "rollMode"), } ) const result = await foundry.applications.api.DialogV2.wait({ window: { title: item.name, resizable: true }, classes: ["fvtt-oath-hammer"], position: { width: 420 }, content, rejectClose: false, buttons: [{ label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6", callback: (_ev, btn) => { const o = {}; for (const el of btn.form.elements) { if (!el.name) continue; o[el.name] = el.type === "checkbox" ? String(el.checked) : el.value } return o } }], }) if (!result) return await rollNPCSkill(this.document, item, { bonus: parseInt(result.bonus) || 0, colorOverride: result.colorOverride || null, explodeOn5: result.explodeOn5 === "true", visibility: result.visibility, }) } }