Initial import
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import PrismRPGActorSheet from "./base-actor-sheet.mjs"
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import PrismRPGRoll from "../../documents/roll.mjs"
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export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
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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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createEquipment: PrismRPGCharacterSheet.#onCreateEquipment,
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rangedAttackDefense: PrismRPGCharacterSheet.#onRangedAttackDefense,
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rollInitiative: PrismRPGCharacterSheet.#onRollInitiative,
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armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus,
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armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus,
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divinityPointsPlus: PrismRPGCharacterSheet.#onDivinityPointsPlus,
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divinityPointsMinus: PrismRPGCharacterSheet.#onDivinityPointsMinus,
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aetherPointsPlus: PrismRPGCharacterSheet.#onAetherPointsPlus,
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aetherPointsMinus: PrismRPGCharacterSheet.#onAetherPointsMinus,
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},
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}
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/** @override */
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static PARTS = {
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main: {
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template: "systems/fvtt-prism-rpg/templates/character-main.hbs",
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},
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tabs: {
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template: "templates/generic/tab-navigation.hbs",
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},
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skills: {
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template: "systems/fvtt-prism-rpg/templates/character-skills.hbs",
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},
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combat: {
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template: "systems/fvtt-prism-rpg/templates/character-combat.hbs",
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},
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equipment: {
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template: "systems/fvtt-prism-rpg/templates/character-equipment.hbs",
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},
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spells: {
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template: "systems/fvtt-prism-rpg/templates/character-spells.hbs",
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},
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miracles: {
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template: "systems/fvtt-prism-rpg/templates/character-miracles.hbs",
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},
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biography: {
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template: "systems/fvtt-prism-rpg/templates/character-biography.hbs",
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},
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}
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/** @override */
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tabGroups = {
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sheet: "skills",
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}
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/**
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* Prepare an array of form header tabs.
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* @returns {Record<string, Partial<ApplicationTab>>}
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*/
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#getTabs() {
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let tabs = {
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skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "PRISMRPG.Label.skills" },
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combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "PRISMRPG.Label.combat" },
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equipment: { id: "equipment", group: "sheet", icon: "fa-solid fa-backpack", label: "PRISMRPG.Label.equipment" },
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biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "PRISMRPG.Label.biography" },
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}
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if (this.actor.system.biodata.magicUser) {
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tabs.spells = { id: "spells", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-wand-magic-sparkles", label: "PRISMRPG.Label.spells" }
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}
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if (this.actor.system.biodata.clericUser) {
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tabs.miracles = { id: "miracles", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-hands-praying", label: "PRISMRPG.Label.miracles" }
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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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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 "skills":
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context.tab = context.tabs.skills
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context.skills = doc.itemTypes.skill
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context.gifts = doc.itemTypes.gift
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context.vulnerabilities = doc.itemTypes.vulnerability
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break
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case "spells":
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context.tab = context.tabs.spells
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context.spells = doc.itemTypes.spell
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context.hasSpells = context.spells.length > 0
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break
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case "miracles":
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context.tab = context.tabs.miracles
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context.miracles = doc.itemTypes.miracle
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context.hasMiracles = context.miracles.length > 0
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break
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case "combat":
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context.tab = context.tabs.combat
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context.weapons = doc.itemTypes.weapon
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context.armors = doc.itemTypes.armor
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context.shields = doc.itemTypes.shield
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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.equipments = doc.itemTypes.equipment
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break
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case "biography":
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context.tab = context.tabs.biography
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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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// #region Drag-and-Drop Workflow
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/**
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* Callback actions which occur when a dragged element is dropped on a target.
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* @param {DragEvent} event The originating DragEvent
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* @protected
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*/
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async _onDrop(event) {
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if (!this.isEditable || !this.isEditMode) return
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
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// Handle different data types
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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 async #onRangedAttackDefense(event, target) {
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// Future use : const hasTarget = false
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let roll = await PrismRPGRoll.promptRangedDefense({
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actorId: this.actor.id,
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actorName: this.actor.name,
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actorImage: this.actor.img,
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})
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if (!roll) return null
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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static async #onRollInitiative(event, target) {
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await this.document.system.rollInitiative()
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}
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static #onArmorHitPointsPlus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP += 1
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this.actor.update({ "system.combat.armorHitPoints": armorHP })
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}
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static #onArmorHitPointsMinus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP -= 1
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this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
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}
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static #onDivinityPointsPlus(event, target) {
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let points = this.actor.system.divinityPoints.value
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points += 1
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points = Math.min(points, this.actor.system.divinityPoints.max)
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this.actor.update({ "system.divinityPoints.value": points })
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}
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static #onDivinityPointsMinus(event, target) {
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let points = this.actor.system.divinityPoints.value
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points -= 1
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points = Math.max(points, 0)
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this.actor.update({ "system.divinityPoints.value": points })
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}
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static #onAetherPointsPlus(event, target) {
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let points = this.actor.system.aetherPoints.value
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points += 1
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points = Math.min(points, this.actor.system.aetherPoints.max)
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this.actor.update({ "system.aetherPoints.value": points })
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}
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static #onAetherPointsMinus(event, target) {
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let points = this.actor.system.aetherPoints.value
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points -= 1
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points = Math.max(points, 0)
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this.actor.update({ "system.aetherPoints.value": points })
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}
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static #onCreateEquipment(event, target) {
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}
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_onRender(context, options) {
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// Inputs with class `item-quantity`
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const woundDescription = this.element.querySelectorAll('.wound-data')
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for (const input of woundDescription) {
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input.addEventListener("change", (e) => {
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e.preventDefault();
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e.stopImmediatePropagation();
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const newValue = e.currentTarget.value
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const index = e.currentTarget.dataset.index
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const fieldName = e.currentTarget.dataset.name
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let tab = foundry.utils.duplicate(this.actor.system.hp.wounds)
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tab[index][fieldName] = newValue
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console.log(tab, index, fieldName, newValue)
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this.actor.update({ "system.hp.wounds": tab });
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})
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}
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super._onRender();
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}
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/**
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* Handles the roll action triggered by user interaction.
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*
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* @param {PointerEvent} event The event object representing the user interaction.
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* @param {HTMLElement} target The target element that triggered the roll.
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*
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* @returns {Promise<void>} A promise that resolves when the roll action is complete.
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*
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* @throws {Error} Throws an error if the roll type is not recognized.
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*
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* @description This method checks the current mode (edit or not) and determines the type of roll
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* (save, resource, or damage) based on the target element's data attributes. It retrieves the
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* corresponding value from the document's system and performs the roll.
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*/
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async _onRoll(event, target) {
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if (this.isEditMode) return
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const rollType = event.target.dataset.rollType
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let rollKey = event.target.dataset.rollKey;
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let rollDice = event.target.dataset?.rollDice;
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this.actor.prepareRoll(rollType, rollKey, rollDice)
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}
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// #endregion
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}
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