Files
fvtt-oath-hammer/module/applications/sheets/settlement-sheet.mjs
LeRatierBretonnier b3fd7e1aa1 feat: add Settlement actor type with Overview/Buildings/Inventory tabs
- New TypeDataModel: archetype, territory, renown, currency (gp/sp/cp),
  garrison, underSiege, isCapital, founded, taxNotes, description, notes
- 3-tab ApplicationV2 sheet with drag & drop for building/weapon/armor/equipment
- Currency steppers (+/−), building constructed toggle, qty controls
- LESS-based CSS (settlement-sheet.less) + base.less updated for shared styles
- Full i18n keys in lang/en.json (8 settlement archetypes)
- system.json: registered settlement actor type

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-03-20 17:01:38 +01:00

133 lines
4.2 KiB
JavaScript

import OathHammerActorSheet from "./base-actor-sheet.mjs"
const ALLOWED_ITEM_TYPES = new Set(["building", "equipment", "weapon", "armor"])
export default class OathHammerSettlementSheet extends OathHammerActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["settlement"],
position: {
width: 840,
height: "auto",
},
window: {
contentClasses: ["settlement-content"],
},
actions: {
adjustCurrency: OathHammerSettlementSheet.#onAdjustCurrency,
adjustQty: OathHammerSettlementSheet.#onAdjustQty,
toggleConstructed: OathHammerSettlementSheet.#onToggleConstructed,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-oath-hammer/templates/actor/settlement-sheet.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
overview: {
template: "systems/fvtt-oath-hammer/templates/actor/settlement-overview.hbs",
},
buildings: {
template: "systems/fvtt-oath-hammer/templates/actor/settlement-buildings.hbs",
},
inventory: {
template: "systems/fvtt-oath-hammer/templates/actor/settlement-inventory.hbs",
},
}
/** @override */
tabGroups = {
sheet: "overview",
}
#getTabs() {
const tabs = {
overview: { id: "overview", group: "sheet", icon: "fa-solid fa-city", label: "OATHHAMMER.Tab.Overview" },
buildings: { id: "buildings", group: "sheet", icon: "fa-solid fa-building", label: "OATHHAMMER.Tab.Buildings" },
inventory: { id: "inventory", group: "sheet", icon: "fa-solid fa-boxes-stacked", label: "OATHHAMMER.Tab.Inventory" },
}
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.archetypeChoices = Object.fromEntries(
Object.entries(SYSTEM.SETTLEMENT_ARCHETYPES).map(([k, v]) => [k, game.i18n.localize(v)])
)
return context
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
break
case "overview":
context.tab = context.tabs.overview
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
doc.system.description, { async: true }
)
break
case "buildings":
context.tab = context.tabs.buildings
context.buildings = doc.itemTypes.building
break
case "inventory": {
context.tab = context.tabs.inventory
context.weapons = doc.itemTypes.weapon
context.armors = doc.itemTypes.armor
context.equipments = doc.itemTypes.equipment
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 || !ALLOWED_ITEM_TYPES.has(item.type)) return
return this._onDropItem(item)
}
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 #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 #onToggleConstructed(event, target) {
const itemId = target.dataset.itemId
if (!itemId) return
const item = this.document.items.get(itemId)
if (!item) return
await item.update({ "system.constructed": !item.system.constructed })
}
}