Files
fvtt-oath-hammer/module/applications/sheets/character-sheet.mjs

198 lines
8.1 KiB
JavaScript

import OathHammerActorSheet from "./base-actor-sheet.mjs"
import { SYSTEM } from "../../config/system.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,
},
}
/** @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()
// lineage/class/experience available to all parts (header + identity tab)
const doc = this.document
context.lineage = doc.itemTypes.lineage?.[0] ?? null
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.abilities = doc.itemTypes.ability
context.oaths = doc.itemTypes.oath
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].map(v => ({ value: v, label: String(v), selected: v === sk.rank })),
total: attrRanks[attr] + sk.rank,
// legacy - kept for formInput compatibility
name: `system.skills.${skillKey}.rank`,
field: skillSchemaFields[skillKey].fields.rank,
}
})
}))
break
}
case "combat":
context.tab = context.tabs.combat
context.weapons = doc.itemTypes.weapon
context.armors = doc.itemTypes.armor
context.ammunition = doc.itemTypes.ammunition
break
case "magic":
context.tab = context.tabs.magic
context.spells = doc.itemTypes.spell
context.miracles = doc.itemTypes.miracle
break
case "equipment":
context.tab = context.tabs.equipment
context.equipment = doc.itemTypes.equipment
context.magicItems = doc.itemTypes["magic-item"]
break
case "notes":
context.tab = context.tabs.notes
context.enrichedBackground = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.background, { async: true })
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.description, { async: true })
context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.notes, { async: true })
break
}
return context
}
/** Auto-fill colorDice count when color type changes */
static #COLOR_THRESHOLDS = { white: 4, red: 3, black: 2 }
_onRender(context, options) {
super._onRender?.(context, options)
// Color dice auto-fill
this.element.querySelectorAll('select.color-dice-select').forEach(select => {
select.addEventListener('change', event => {
const threshold = OathHammerCharacterSheet.#COLOR_THRESHOLDS[event.target.value] ?? 4
const countInput = event.target.closest('.skill-color-col')?.querySelector('input[type="number"]')
if (countInput) {
countInput.value = threshold
countInput.dispatchEvent(new Event('change', { bubbles: true }))
}
const dot = event.target.closest('.skill-color-col')?.querySelector('.color-dice-dot')
if (dot) dot.className = `color-dice-dot color-dice-${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" }])
}
}