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

220 lines
7.6 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,
collectTaxes: OathHammerSettlementSheet.#onCollectTaxes,
openRegiment: OathHammerSettlementSheet.#onOpenRegiment,
removeRegiment: OathHammerSettlementSheet.#onRemoveRegiment,
},
}
/** @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",
},
garrison: {
template: "systems/fvtt-oath-hammer/templates/actor/settlement-garrison.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" },
garrison: { id: "garrison", group: "sheet", icon: "fa-solid fa-shield-halved", label: "OATHHAMMER.Tab.Garrison" },
}
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.map(b => ({
id: b.id, uuid: b.uuid, img: b.img, name: b.name, system: b.system,
_descTooltip: b.system.description?.replace(/<[^>]+>/g, "").trim().slice(0, 400) ?? ""
}))
context.hasTaxBuildings = doc.itemTypes.building.some(b => b.system.constructed && b.system.taxRevenue?.trim())
break
case "inventory": {
context.tab = context.tabs.inventory
context.weapons = doc.itemTypes.weapon
context.armors = doc.itemTypes.armor
context.equipments = doc.itemTypes.equipment
break
}
case "garrison":
context.tab = context.tabs.garrison
context.regiments = (doc.system.garrisonRefs ?? [])
.map(id => game.actors?.get(id))
.filter(Boolean)
break
}
return context
}
/** @override */
async _onDrop(event) {
if (!this.isEditable || !this.isEditMode) return
const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
// Regiment actors dropped onto garrison tab
if (data.type === "Actor") {
const actor = await fromUuid(data.uuid)
if (!actor || actor.type !== "regiment") return
const refs = foundry.utils.deepClone(this.document.system.garrisonRefs ?? [])
if (refs.includes(actor.id)) return // already linked
refs.push(actor.id)
return this.document.update({ "system.garrisonRefs": refs })
}
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 })
}
static async #onOpenRegiment(event, target) {
const actor = game.actors?.get(target.dataset.actorId)
if (actor) actor.sheet.render(true)
}
static async #onRemoveRegiment(event, target) {
const actorId = target.dataset.actorId
const refs = (this.document.system.garrisonRefs ?? []).filter(id => id !== actorId)
await this.document.update({ "system.garrisonRefs": refs })
}
static async #onCollectTaxes() {
const actor = this.document
// Only constructed buildings with a non-empty taxRevenue formula
const taxBuildings = actor.itemTypes.building.filter(
b => b.system.constructed && b.system.taxRevenue?.trim()
)
if (!taxBuildings.length) {
ui.notifications.warn(game.i18n.localize("OATHHAMMER.Settlement.NoTaxRevenue"))
return
}
// Roll each building's formula individually, sum totals
const rolls = []
const lines = []
let total = 0
for (const b of taxBuildings) {
const r = new Roll(b.system.taxRevenue.trim())
await r.evaluate()
rolls.push(r)
total += r.total
lines.push(`<li><strong>${b.name}</strong> — ${b.system.taxRevenue} = <em>${r.total} gp</em></li>`)
}
const content = `
<div class="oh-roll-card oh-weapon-card">
<div class="oh-roll-header">
<span class="oh-roll-title">🏛 ${actor.name}</span>
<span class="oh-roll-subtitle">${game.i18n.localize("OATHHAMMER.Settlement.CollectTaxes")}</span>
</div>
<div class="oh-roll-info">
<ul style="margin:4px 0;padding-left:1.2em;">${lines.join("")}</ul>
</div>
<div class="oh-roll-result">
<span class="oh-roll-successes">${total} gp</span>
<span class="oh-roll-verdict">${game.i18n.localize("OATHHAMMER.Settlement.TotalRevenue")}</span>
</div>
</div>`
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls,
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, game.settings.get("core", "rollMode"))
await ChatMessage.create(msgData)
}
}