342 lines
14 KiB
JavaScript
342 lines
14 KiB
JavaScript
import OathHammerActorSheet from "./base-actor-sheet.mjs"
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import { SYSTEM } from "../../config/system.mjs"
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import OathHammerRollDialog from "../roll-dialog.mjs"
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import OathHammerWeaponDialog from "../weapon-dialog.mjs"
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import OathHammerSpellDialog from "../spell-dialog.mjs"
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import OathHammerMiracleDialog from "../miracle-dialog.mjs"
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import OathHammerDefenseDialog from "../defense-dialog.mjs"
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import OathHammerArmorDialog from "../armor-dialog.mjs"
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import { rollSkillCheck, rollWeaponAttack, rollWeaponDamage, rollSpellCast, rollMiracleCast, rollArmorSave, rollWeaponDefense } from "../../rolls.mjs"
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export default class OathHammerCharacterSheet extends OathHammerActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["character"],
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position: {
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width: 972,
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height: 780,
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},
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window: {
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contentClasses: ["character-content"],
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},
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actions: {
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createWeapon: OathHammerCharacterSheet.#onCreateWeapon,
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createSpell: OathHammerCharacterSheet.#onCreateSpell,
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createMiracle: OathHammerCharacterSheet.#onCreateMiracle,
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createEquipment: OathHammerCharacterSheet.#onCreateEquipment,
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createTrait: OathHammerCharacterSheet.#onCreateTrait,
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rollSkill: OathHammerCharacterSheet.#onRollSkill,
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attackWeapon: OathHammerCharacterSheet.#onAttackWeapon,
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defendWeapon: OathHammerCharacterSheet.#onDefendWeapon,
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damageWeapon: OathHammerCharacterSheet.#onDamageWeapon,
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castSpell: OathHammerCharacterSheet.#onCastSpell,
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castMiracle: OathHammerCharacterSheet.#onCastMiracle,
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rollArmorSave: OathHammerCharacterSheet.#onRollArmorSave,
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resetMiracleBlocked: OathHammerCharacterSheet.#onResetMiracleBlocked,
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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/actor/character-sheet.hbs" },
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tabs: { template: "templates/generic/tab-navigation.hbs" },
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identity: { template: "systems/fvtt-oath-hammer/templates/actor/character-identity.hbs" },
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skills: { template: "systems/fvtt-oath-hammer/templates/actor/character-skills.hbs" },
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combat: { template: "systems/fvtt-oath-hammer/templates/actor/character-combat.hbs" },
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magic: { template: "systems/fvtt-oath-hammer/templates/actor/character-magic.hbs" },
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equipment: { template: "systems/fvtt-oath-hammer/templates/actor/character-equipment.hbs" },
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notes: { template: "systems/fvtt-oath-hammer/templates/actor/character-notes.hbs" },
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}
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/** @override */
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tabGroups = {
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sheet: "identity",
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}
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#getTabs() {
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const tabs = {
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identity: { id: "identity", group: "sheet", icon: "fa-solid fa-person", label: "OATHHAMMER.Tab.Identity" },
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skills: { id: "skills", group: "sheet", icon: "fa-solid fa-scroll", 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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magic: { id: "magic", group: "sheet", icon: "fa-solid fa-wand-magic-sparkles", label: "OATHHAMMER.Tab.Magic" },
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equipment: { id: "equipment", group: "sheet", icon: "fa-solid fa-backpack", label: "OATHHAMMER.Tab.Equipment" },
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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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// class/experience available to all parts (header + identity tab)
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const doc = this.document
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context.characterClass = doc.itemTypes["class"]?.[0] ?? null
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return context
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}
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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 "identity":
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context.tab = context.tabs.identity
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context.traits = doc.itemTypes.trait.map(a => {
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const typeKey = SYSTEM.TRAIT_TYPE_CHOICES[a.system.traitType]
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const periodKey = SYSTEM.TRAIT_USAGE_PERIOD[a.system.usagePeriod]
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const isPassive = a.system.usagePeriod === "none"
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return {
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id: a.id, uuid: a.uuid, img: a.img, name: a.name, system: a.system,
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_typeLabel: typeKey ? game.i18n.localize(typeKey) : a.system.traitType,
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_usageLabel: isPassive
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? game.i18n.localize("OATHHAMMER.UsagePeriod.None")
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: `${a.system.maxUses > 0 ? a.system.maxUses + " / " : ""}${game.i18n.localize(periodKey)}`
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}
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})
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context.oaths = doc.itemTypes.oath.map(o => {
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const typeEntry = SYSTEM.OATH_TYPES[o.system.oathType]
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return {
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id: o.id, uuid: o.uuid, img: o.img, name: o.name, system: o.system,
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_typeLabel: typeEntry ? game.i18n.localize(typeEntry.label) : o.system.oathType,
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_violated: o.system.violated
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}
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})
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context.enrichedBackground = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.background ?? "", { async: true })
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break
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case "skills": {
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context.tab = context.tabs.skills
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const sys = doc.system
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const skillSchemaFields = doc.system.schema.fields.skills.fields
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const attrRanks = {
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might: sys.attributes.might.rank,
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toughness: sys.attributes.toughness.rank,
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agility: sys.attributes.agility.rank,
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willpower: sys.attributes.willpower.rank,
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intelligence: sys.attributes.intelligence.rank,
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fate: sys.attributes.fate.rank,
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}
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context.skillGroups = Object.entries(SYSTEM.SKILLS_BY_ATTRIBUTE).map(([attr, skillKeys]) => ({
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attribute: attr,
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label: `OATHHAMMER.Attribute.${attr.charAt(0).toUpperCase()}${attr.slice(1)}`,
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attrRank: attrRanks[attr],
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skillData: skillKeys.map(skillKey => {
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const sk = sys.skills[skillKey]
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return {
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key: skillKey,
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label: SYSTEM.SKILLS[skillKey].label,
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rank: sk.rank,
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modifier: sk.modifier,
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colorDice: sk.colorDice,
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colorDiceType: sk.colorDiceType,
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rankName: `system.skills.${skillKey}.rank`,
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modifierName: `system.skills.${skillKey}.modifier`,
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colorDiceName: `system.skills.${skillKey}.colorDice`,
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colorDiceTypeName: `system.skills.${skillKey}.colorDiceType`,
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rankOptions: [0,1,2,3,4].map(v => ({ value: v, label: String(v), selected: v === sk.rank })),
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total: attrRanks[attr] + sk.rank,
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// legacy - kept for formInput compatibility
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name: `system.skills.${skillKey}.rank`,
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field: skillSchemaFields[skillKey].fields.rank,
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}
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})
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}))
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break
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}
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case "combat":
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context.tab = context.tabs.combat
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context.weapons = doc.itemTypes.weapon.map(w => {
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const groupKey = SYSTEM.WEAPON_PROFICIENCY_GROUPS[w.system.proficiencyGroup]
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const traitsLabel = [...w.system.traits].map(t => {
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const tk = SYSTEM.WEAPON_TRAITS[t]
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return tk ? game.i18n.localize(tk) : t
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}).join(", ")
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return {
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id: w.id, uuid: w.uuid, img: w.img, name: w.name, system: w.system,
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_groupLabel: groupKey ? game.i18n.localize(groupKey) : w.system.proficiencyGroup,
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_traitsTooltip: traitsLabel || null,
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_isMagic: w.system.isMagic
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}
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})
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context.armors = doc.itemTypes.armor.map(a => {
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const typeKey = SYSTEM.ARMOR_TYPE_CHOICES[a.system.armorType]
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const traitsLabel = [...a.system.traits].map(t => {
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const tk = SYSTEM.ARMOR_TRAITS[t]
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return tk ? game.i18n.localize(tk) : t
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}).join(", ")
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return {
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id: a.id, uuid: a.uuid, img: a.img, name: a.name, system: a.system,
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_typeLabel: typeKey ? game.i18n.localize(typeKey) : a.system.armorType,
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_traitsTooltip: traitsLabel || null,
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_isMagic: a.system.isMagic
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}
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})
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context.ammunition = doc.itemTypes.ammunition
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// Slot tracking: max = 10 + (Might rank × 2); used = sum of all items' slots
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context.slotsMax = 10 + (doc.system.attributes.might.rank * 2)
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context.slotsUsed = doc.items.reduce((sum, item) => sum + (item.system.slots ?? 0), 0)
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context.slotsOver = context.slotsUsed > context.slotsMax
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break
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case "magic":
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context.tab = context.tabs.magic
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context.spells = doc.itemTypes.spell
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context.miracles = doc.itemTypes.miracle
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break
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case "equipment":
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context.tab = context.tabs.equipment
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context.equipment = doc.itemTypes.equipment
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context.magicItems = doc.itemTypes["magic-item"]
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context.slotsMax = 10 + (doc.system.attributes.might.rank * 2)
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context.slotsUsed = doc.items.reduce((sum, item) => sum + (item.system.slots ?? 0), 0)
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context.slotsOver = context.slotsUsed > context.slotsMax
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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(doc.system.description ?? "", { async: true })
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context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.notes ?? "", { async: true })
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break
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}
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return context
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}
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/** Auto-fill colorDice count when color type changes */
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static #COLOR_THRESHOLDS = { white: 4, red: 3, black: 2 }
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_onRender(context, options) {
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super._onRender?.(context, options)
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// Color dice auto-fill
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this.element.querySelectorAll('select.color-dice-select').forEach(select => {
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select.addEventListener('change', event => {
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const threshold = OathHammerCharacterSheet.#COLOR_THRESHOLDS[event.target.value] ?? 4
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const countInput = event.target.closest('.skill-color-col')?.querySelector('input[type="number"]')
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if (countInput) {
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countInput.value = threshold
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countInput.dispatchEvent(new Event('change', { bubbles: true }))
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}
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const dot = event.target.closest('.skill-color-col')?.querySelector('.color-dice-dot')
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if (dot) dot.className = `color-dice-dot color-dice-${event.target.value}`
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})
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})
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// Equipped checkbox — directly updates the item
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this.element.querySelectorAll('input.item-equipped-cb').forEach(cb => {
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cb.addEventListener('change', event => {
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const itemId = event.target.dataset.itemId
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const item = this.document.items.get(itemId)
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if (item) item.update({ 'system.equipped': event.target.checked })
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})
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})
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}
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async _onDrop(event) {
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if (!this.isEditable) return
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
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if (data.type === "Item") {
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const item = await fromUuid(data.uuid)
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return this._onDropItem(item)
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}
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}
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static #onCreateWeapon(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Weapon"), type: "weapon" }])
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}
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static #onCreateSpell(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Spell"), type: "spell" }])
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}
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static #onCreateMiracle(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Miracle"), type: "miracle" }])
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}
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static #onCreateEquipment(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Equipment"), type: "equipment" }])
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}
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static #onCreateTrait(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Trait"), type: "trait" }])
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}
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static async #onRollSkill(event, target) {
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const skillKey = target.dataset.skill
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if (!skillKey) return
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const result = await OathHammerRollDialog.prompt(this.document, skillKey)
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if (!result) return
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await rollSkillCheck(this.document, skillKey, result.dv, result)
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}
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static async #onAttackWeapon(event, target) {
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const weaponId = target.dataset.itemId
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if (!weaponId) return
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const weapon = this.document.items.get(weaponId)
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if (!weapon) return
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const opts = await OathHammerWeaponDialog.promptAttack(this.document, weapon)
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if (!opts) return
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await rollWeaponAttack(this.document, weapon, opts)
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}
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static async #onDefendWeapon(event, target) {
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const weaponId = target.dataset.itemId
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if (!weaponId) return
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const weapon = this.document.items.get(weaponId)
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if (!weapon) return
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const opts = await OathHammerWeaponDialog.promptDefense(this.document, weapon)
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if (!opts) return
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await rollWeaponDefense(this.document, weapon, opts)
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}
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static async #onDamageWeapon(event, target) {
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const weaponId = target.dataset.itemId
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if (!weaponId) return
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const weapon = this.document.items.get(weaponId)
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if (!weapon) return
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const opts = await OathHammerWeaponDialog.promptDamage(this.document, weapon, 0)
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if (!opts) return
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await rollWeaponDamage(this.document, weapon, opts)
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}
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static async #onCastSpell(event, target) {
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const spellId = target.dataset.itemId
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if (!spellId) return
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const spell = this.document.items.get(spellId)
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if (!spell) return
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const opts = await OathHammerSpellDialog.prompt(this.document, spell)
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if (!opts) return
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await rollSpellCast(this.document, spell, opts)
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}
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static async #onCastMiracle(event, target) {
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const miracleId = target.dataset.itemId
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if (!miracleId) return
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const miracle = this.document.items.get(miracleId)
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if (!miracle) return
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if (this.document.system.miracleBlocked) {
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ui.notifications.warn(game.i18n.localize("OATHHAMMER.Warning.MiracleBlocked"))
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return
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}
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const opts = await OathHammerMiracleDialog.prompt(this.document, miracle)
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if (!opts) return
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await rollMiracleCast(this.document, miracle, opts)
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}
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static async #onResetMiracleBlocked() {
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await this.document.update({ "system.miracleBlocked": false })
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}
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static async #onRollArmorSave(event, target) {
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const armorId = target.dataset.itemId
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if (!armorId) return
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const armor = this.document.items.get(armorId)
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if (!armor) return
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const opts = await OathHammerArmorDialog.prompt(this.document, armor)
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if (!opts) return
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await rollArmorSave(this.document, armor, opts)
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}
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}
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