import { VermineBaseActorSheet } from "./base-actor-sheet.mjs" export class VermineCharacterSheetV2 extends VermineBaseActorSheet { static DEFAULT_OPTIONS = { classes: ["character"], position: { width: 860, height: 720 }, window: { contentClasses: ["character-content"] }, actions: { addSpecialty: VermineCharacterSheetV2.#onAddSpecialty } } static PARTS = { main: { template: "systems/vermine2047/templates/actor/appv2/character-main.hbs" }, tabs: { template: "templates/generic/tab-navigation.hbs" }, abilities: { template: "systems/vermine2047/templates/actor/appv2/character-abilities.hbs" }, totem: { template: "systems/vermine2047/templates/actor/appv2/character-totem.hbs" }, equipment: { template: "systems/vermine2047/templates/actor/appv2/character-equipment.hbs" }, stories: { template: "systems/vermine2047/templates/actor/appv2/character-stories.hbs" }, combat: { template: "systems/vermine2047/templates/actor/appv2/character-combat.hbs" } } tabGroups = { sheet: "abilities" } #getTabs() { const tabs = { abilities: { id: "abilities", group: "sheet", icon: "fas fa-address-card", label: "VERMINE.tabs.abilities" }, totem: { id: "totem", group: "sheet", icon: "fas fa-star", label: "VERMINE.tabs.totem" }, equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" }, stories: { id: "stories", group: "sheet", icon: "fas fa-book-open-reader", label: "VERMINE.tabs.stories" }, combat: { id: "combat", group: "sheet", icon: "fas fa-medal", label: "VERMINE.tabs.combat" } } for (const v of Object.values(tabs)) { v.active = this.tabGroups[v.group] === v.id v.cssClass = v.active ? "active" : "" } return tabs } async _prepareContext() { const context = await super._prepareContext() context.tabs = this.#getTabs() return context } async _preparePartContext(partId, context) { const doc = this.document context.systemFields = doc.system.schema.fields switch (partId) { case "main": break case "abilities": context.tab = context.tabs.abilities break case "totem": context.tab = context.tabs.totem context.abilities = doc.itemTypes.ability.filter(i => i.system.type !== "totem") context.totem_abilities = doc.itemTypes.ability.filter(i => i.system.type === "totem") context.specialties = doc.itemTypes.specialty context.backgrounds = doc.itemTypes.background context.traumas = doc.itemTypes.trauma context.evolutions = doc.itemTypes.evolution break case "equipment": context.tab = context.tabs.equipment context.gear = doc.itemTypes.item context.weapons = doc.itemTypes.weapon context.defenses = doc.itemTypes.defense context.vehicles = doc.itemTypes.vehicle break case "stories": context.tab = context.tabs.stories break case "combat": context.tab = context.tabs.combat const { prepareActiveEffectCategories } = await import("../../system/effects.mjs") context.effects = prepareActiveEffectCategories(doc.effects) break } return context } changeTab(tab, group, options = {}) { super.changeTab(tab, group, options) if (group === "sheet") { const main = this.element?.querySelector('[data-group="sheet"][data-tab="main"]') if (main) main.classList.add("active") } } static async #onAddSpecialty(event, target) { const skillKey = target.dataset.skill const name = game.i18n.localize("ITEMS.new_specialty") const itemData = { name, type: "specialty" } if (skillKey) itemData.system = { skill: skillKey } await this.document.createEmbeddedDocuments("Item", [itemData]) } }