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

289 lines
12 KiB
JavaScript

import OathHammerActorSheet from "./base-actor-sheet.mjs"
import { rollNPCSkill, rollNPCArmor, rollNPCAttackDamage } from "../../rolls.mjs"
import { SYSTEM } from "../../config/system.mjs"
export default class OathHammerRegimentSheet extends OathHammerActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["regiment"],
position: { width: 680, height: 620 },
window: { contentClasses: ["regiment-content"] },
actions: {
adjustGrit: OathHammerRegimentSheet.#onAdjustGrit,
rollArmor: OathHammerRegimentSheet.#onRollArmor,
rollSkillNPC: OathHammerRegimentSheet.#onRollSkillNPC,
createNpcAttack: OathHammerRegimentSheet.#onCreateNpcAttack,
rollNpcAttack: OathHammerRegimentSheet.#onRollNpcAttack,
createSkill: OathHammerRegimentSheet.#onCreateSkill,
createTrait: OathHammerRegimentSheet.#onCreateTrait,
openLeader: OathHammerRegimentSheet.#onOpenLeader,
clearLeader: OathHammerRegimentSheet.#onClearLeader,
},
}
/** @override */
static PARTS = {
main: { template: "systems/fvtt-oath-hammer/templates/actor/regiment-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/regiment-combat.hbs" },
traits: { template: "systems/fvtt-oath-hammer/templates/actor/npc-traits.hbs" },
notes: { template: "systems/fvtt-oath-hammer/templates/actor/npc-notes.hbs" },
}
tabGroups = { sheet: "skills" }
#getTabs() {
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" },
}
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()
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])
)
// Resolve leader actor
const leaderUuid = this.document.system.leaderUuid
if (leaderUuid) {
const leader = await fromUuid(leaderUuid)
context.leader = leader ? { id: leader.id, uuid: leader.uuid, name: leader.name, img: leader.img } : null
} else {
context.leader = null
}
return context
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
break
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) ?? ""
}))
break
case "traits":
context.tab = context.tabs.traits
context.traits = (doc.itemTypes.trait ?? []).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 "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)
// Actor drop → set as unit leader (must be token-linked)
if (data.type === "Actor") {
const actor = await fromUuid(data.uuid)
if (!actor) return
if (!actor.prototypeToken?.actorLink) {
ui.notifications.warn(game.i18n.localize("OATHHAMMER.Warning.LeaderNotLinked"))
return
}
return this.document.update({ "system.leaderUuid": actor.uuid })
}
if (data.type !== "Item") return
const item = await fromUuid(data.uuid)
if (!item) return
const ALLOWED = new Set(["skillnpc", "npcattack", "trait"])
if (!ALLOWED.has(item.type)) return
return this._onDropItem(item)
}
// ── Actions ────────────────────────────────────────────────────────────────
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 async #onRollArmor() {
const doc = this.document
const armorDice = doc.system.armorDice
if (!armorDice?.value) return ui.notifications.info("No armor dice to roll.")
const colorType = armorDice.colorDiceType || "white"
const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
const bonusOptions = Array.from({ length: 13 }, (_, i) => {
const v = i - 6
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
})
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
{
skillName: game.i18n.localize("OATHHAMMER.Label.ArmorDice"),
skillImg: doc.img, dicePool: armorDice.value,
colorType, colorEmoji, threshold, bonusOptions,
colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
showExplodeOn5: true,
rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes),
visibility: game.settings.get("core", "rollMode")
}
)
const result = await foundry.applications.api.DialogV2.wait({
window: { title: `${doc.name}${game.i18n.localize("OATHHAMMER.Roll.ArmorRoll")}`, resizable: true },
classes: ["fvtt-oath-hammer"], position: { width: 420 }, content,
rejectClose: false,
buttons: [{ label: game.i18n.localize("OATHHAMMER.Dialog.Roll"), icon: "fa-solid fa-dice-d6",
callback: (_ev, btn) => { const o = {}; for (const el of btn.form.elements) { if (!el.name) continue; o[el.name] = el.type === "checkbox" ? String(el.checked) : el.value } return o }
}],
})
if (!result) return
await rollNPCArmor(doc, {
bonus: parseInt(result.bonus) || 0,
colorOverride: result.colorOverride || null,
explodeOn5: result.explodeOn5 === "true",
visibility: result.visibility,
})
}
static async #onRollSkillNPC(event, target) {
const skill = this.document.items.get(target.dataset.itemId)
if (!skill) return
const colorType = skill.system.colorDiceType || "white"
const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
const bonusOptions = Array.from({ length: 13 }, (_, i) => {
const v = i - 6
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
})
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
{
skillName: skill.name, skillImg: skill.img, dicePool: skill.system.dicePool,
colorType, colorEmoji, threshold, bonusOptions,
colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
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: `${skill.name}${game.i18n.localize("OATHHAMMER.Tab.Skills")}`, 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, skill, {
bonus: parseInt(result.bonus) || 0,
colorOverride: result.colorOverride || null,
explodeOn5: result.explodeOn5 === "true",
visibility: result.visibility,
})
}
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 colorType = attack.system.colorDiceType || "white"
const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
const bonusOptions = Array.from({ length: 13 }, (_, i) => {
const v = i - 6
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
})
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
{
skillName: attack.name, skillImg: attack.img,
dicePool: attack.system.damageDice,
colorType, colorEmoji, threshold, bonusOptions,
showExplodeOn5: true,
colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes),
visibility: game.settings.get("core", "rollMode")
}
)
const result = await foundry.applications.api.DialogV2.wait({
window: { title: `${attack.name}${game.i18n.localize("OATHHAMMER.Dialog.Damage")}`, 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 rollNPCAttackDamage(this.document, attack, {
bonus: parseInt(result.bonus) || 0,
colorOverride: result.colorOverride || null,
explodeOn5: result.explodeOn5 === "true",
visibility: result.visibility,
})
}
static #onCreateSkill() {
this.document.createEmbeddedDocuments("Item", [{
name: game.i18n.localize("OATHHAMMER.NewItem.SkillNPC"), type: "skillnpc"
}])
}
static #onCreateTrait() {
this.document.createEmbeddedDocuments("Item", [{
name: game.i18n.localize("OATHHAMMER.NewItem.Trait"), type: "trait"
}])
}
static async #onOpenLeader() {
const leaderUuid = this.document.system.leaderUuid
if (!leaderUuid) return
const leader = await fromUuid(leaderUuid)
if (leader) leader.sheet.render(true)
}
static async #onClearLeader() {
await this.document.update({ "system.leaderUuid": null })
}
}