import CthulhuEternalActorSheet from "./base-actor-sheet.mjs" export default class CthulhuEternalCreatureSheet extends CthulhuEternalActorSheet { /** @override */ static DEFAULT_OPTIONS = { classes: ["creature"], position: { width: 860, height: 620, }, window: { contentClasses: ["creature-content"], }, actions: { createArmor: CthulhuEternalCreatureSheet.#onCreateArmor, createWeapon: CthulhuEternalCreatureSheet.#onCreateWeapon, createSkill: CthulhuEternalCreatureSheet.#onCreateSkill, }, } /** @override */ static PARTS = { main: { template: "systems/fvtt-cthulhu-eternal/templates/creature-main.hbs", }, tabs: { template: "templates/generic/tab-navigation.hbs", }, skills: { template: "systems/fvtt-cthulhu-eternal/templates/creature-skills.hbs", }, biography: { template: "systems/fvtt-cthulhu-eternal/templates/creature-biography.hbs", }, } /** @override */ tabGroups = { sheet: "skills", } /** * Prepare an array of form header tabs. * @returns {Record>} */ #getTabs() { const tabs = { skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "CTHULHUETERNAL.Label.skills" }, biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "CTHULHUETERNAL.Label.biography" }, } 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.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true }) context.enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes, { async: true }) context.tooltipsCharacteristic = { str: game.i18n.localize("CTHULHUETERNAL.Characteristic.Str"), dex: game.i18n.localize("CTHULHUETERNAL.Characteristic.Dex"), con: game.i18n.localize("CTHULHUETERNAL.Characteristic.Con"), int: game.i18n.localize("CTHULHUETERNAL.Characteristic.Int"), pow: game.i18n.localize("CTHULHUETERNAL.Characteristic.Pow"), cha: game.i18n.localize("CTHULHUETERNAL.Characteristic.Cha") } 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.skill context.skills.sort((a, b) => a.name.localeCompare(b.name)) context.weapons = doc.itemTypes.weapon context.weapons.sort((a, b) => a.name.localeCompare(b.name)) context.armors = doc.itemTypes.armor context.armors.sort((a, b) => a.name.localeCompare(b.name)) break case "biography": context.tab = context.tabs.biography context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true }) context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true }) break } return context } /** * Creates a new attack item directly from the sheet and embeds it into the document. * @param {Event} event The initiating click event. * @param {HTMLElement} target The current target of the event listener. */ static #onCreateWeapon(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newWeapon"), type: "weapon" }]) } static #onCreateArmor(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newArmor"), type: "armor" }]) } static #onCreateSkill(event, target) { this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("CTHULHUETERNAL.Label.newSkill"), type: "skill" }]) } /** * Handles the roll action triggered by user interaction. * * @param {PointerEvent} event The event object representing the user interaction. * @param {HTMLElement} target The target element that triggered the roll. * * @returns {Promise} A promise that resolves when the roll action is complete. * * @throws {Error} Throws an error if the roll type is not recognized. * * @description This method checks the current mode (edit or not) and determines the type of roll * (save, resource, or damage) based on the target element's data attributes. It retrieves the * corresponding value from the document's system and performs the roll. */ async _onRoll(event, target) { const rollType = $(event.currentTarget).data("roll-type") let item let li // Debug : console.log(">>>>", event, target, rollType) // Deprecated : if (this.isEditMode) return switch (rollType) { case "char": let charId = $(event.currentTarget).data("char-id") item = foundry.utils.duplicate(this.actor.system.characteristics[charId]) item.name = game.i18n.localize(`CTHULHUETERNAL.Label.${charId}Long`) item.targetScore = item.value * 5 break case "skill": li = $(event.currentTarget).parents(".item"); item = this.actor.items.get(li.data("item-id")); break case "weapon": case "damage": li = $(event.currentTarget).parents(".item"); item = this.actor.items.get(li.data("item-id")); item.damageBonus = this.actor.system.damageBonus break default: throw new Error(`Unknown roll type ${rollType}`) } await this.document.system.roll(rollType, item) } async _onDrop(event) { if (!this.isEditable || !this.isEditMode) return const data = TextEditor.getDragEventData(event) // Handle different data types switch (data.type) { case "Item": const item = await fromUuid(data.uuid) return super._onDropItem(item) } } }