176 lines
6.0 KiB
JavaScript
176 lines
6.0 KiB
JavaScript
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import CthulhuEternalActorSheet from "./base-actor-sheet.mjs"
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export default class CthulhuEternalCreatureSheet extends CthulhuEternalActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["creature"],
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position: {
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width: 860,
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height: 620,
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},
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window: {
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contentClasses: ["creature-content"],
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},
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actions: {
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createArmor: CthulhuEternalCreatureSheet.#onCreateArmor,
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createWeapon: CthulhuEternalCreatureSheet.#onCreateWeapon,
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createSkill: CthulhuEternalCreatureSheet.#onCreateSkill,
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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-cthulhu-eternal/templates/creature-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-cthulhu-eternal/templates/creature-skills.hbs",
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},
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biography: {
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template: "systems/fvtt-cthulhu-eternal/templates/creature-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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const tabs = {
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skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "CTHULHUETERNAL.Label.skills" },
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biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "CTHULHUETERNAL.Label.biography" },
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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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context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
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context.enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes, { async: true })
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context.tooltipsCharacteristic = {
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str: game.i18n.localize("CTHULHUETERNAL.Characteristic.Str"),
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dex: game.i18n.localize("CTHULHUETERNAL.Characteristic.Dex"),
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con: game.i18n.localize("CTHULHUETERNAL.Characteristic.Con"),
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int: game.i18n.localize("CTHULHUETERNAL.Characteristic.Int"),
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pow: game.i18n.localize("CTHULHUETERNAL.Characteristic.Pow"),
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cha: game.i18n.localize("CTHULHUETERNAL.Characteristic.Cha")
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}
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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.skills.sort((a, b) => a.name.localeCompare(b.name))
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context.weapons = doc.itemTypes.weapon
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context.weapons.sort((a, b) => a.name.localeCompare(b.name))
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context.armors = doc.itemTypes.armor
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context.armors.sort((a, b) => a.name.localeCompare(b.name))
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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 TextEditor.enrichHTML(doc.system.description, { async: true })
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context.enrichedNotes = await TextEditor.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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/**
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* Creates a new attack item directly from the sheet and embeds it into the document.
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* @param {Event} event The initiating click event.
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* @param {HTMLElement} target The current target of the event listener.
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*/
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static #onCreateWeapon(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newWeapon"), type: "weapon" }])
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}
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static #onCreateArmor(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newArmor"), type: "armor" }])
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}
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static #onCreateSkill(event, target) {
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this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newSkill"), type: "skill" }])
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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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const rollType = $(event.currentTarget).data("roll-type")
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let item
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let li
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// Debug : console.log(">>>>", event, target, rollType)
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// Deprecated : if (this.isEditMode) return
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switch (rollType) {
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case "char":
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let charId = $(event.currentTarget).data("char-id")
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item = foundry.utils.duplicate(this.actor.system.characteristics[charId])
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item.name = game.i18n.localize(`CTHULHUETERNAL.Label.${charId}Long`)
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item.targetScore = item.value * 5
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break
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case "skill":
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li = $(event.currentTarget).parents(".item");
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item = this.actor.items.get(li.data("item-id"));
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break
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case "weapon":
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case "damage":
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li = $(event.currentTarget).parents(".item");
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item = this.actor.items.get(li.data("item-id"));
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item.damageBonus = this.actor.system.damageBonus
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break
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default:
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throw new Error(`Unknown roll type ${rollType}`)
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}
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await this.document.system.roll(rollType, item)
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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 = TextEditor.getDragEventData(event)
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// Handle different data types
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switch (data.type) {
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case "Item":
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const item = await fromUuid(data.uuid)
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return super._onDropItem(item)
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}
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}
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}
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