Make a unique ArmourSheet so that it can have a better UX for indicating protection locations

This commit is contained in:
Oliver-Akins 2025-07-20 21:35:27 -06:00
parent 2b88bcc2ef
commit 94942c8eab
9 changed files with 407 additions and 6 deletions

View file

@ -0,0 +1,115 @@
import { filePath } from "../../consts.mjs";
import { gameTerms } from "../../gameTerms.mjs";
import { GenericAppMixin } from "../GenericApp.mjs";
import { Logger } from "../../utils/Logger.mjs";
const { HandlebarsApplicationMixin } = foundry.applications.api;
const { ItemSheetV2 } = foundry.applications.sheets;
export class ArmourSheet extends GenericAppMixin(HandlebarsApplicationMixin(ItemSheetV2)) {
// #region Options
static DEFAULT_OPTIONS = {
classes: [
`ripcrypt--item`,
`ArmourSheet`,
],
position: {
width: `auto`,
height: `auto`,
},
window: {
resizable: false,
},
form: {
submitOnChange: true,
closeOnSubmit: false,
},
};
static PARTS = {
header: {
template: filePath(`templates/Apps/partials/item-header.hbs`),
},
content: {
template: filePath(`templates/Apps/ArmourSheet/content.hbs`),
},
};
// #endregion
// #region Lifecycle
async _onRender() {
// remove the flag if it exists when we render the sheet
delete this.document?.system?.forceRerender;
};
/**
* Used to make it so that items that don't get updated because of the
* _preUpdate hook removing/changing the data submitted, can still get
* re-rendered when the diff is empty. If the document does get updated,
* this rerendering does not happen.
*
* @override
*/
async _processSubmitData(...args) {
await super._processSubmitData(...args);
if (this.document.system.forceRerender) {
await this.render(false);
};
};
// #endregion
// #region Data Prep
async _preparePartContext(partId, _, opts) {
const ctx = await super._preparePartContext(partId, {}, opts);
ctx.item = this.document;
ctx.system = this.document.system;
switch (partId) {
case `content`: {
this._prepareContentContext(ctx, opts);
break;
};
};
Logger.debug(`Context:`, ctx);
return ctx;
};
async _prepareContentContext(ctx) {
ctx.weights = [
{
label: `RipCrypt.common.empty`,
value: null,
},
...Object.values(gameTerms.WeightRatings).map(opt => ({
label: `RipCrypt.common.weightRatings.${opt}`,
value: opt,
})),
];
ctx.accesses = [
{
label: `RipCrypt.common.empty`,
value: ``,
},
...gameTerms.Access.map(opt => ({
label: `RipCrypt.common.accessLevels.${opt}`,
value: opt,
})),
];
ctx.protects = {
head: this.document.system.location.has(gameTerms.Anatomy.HEAD),
body: this.document.system.location.has(gameTerms.Anatomy.BODY),
arms: this.document.system.location.has(gameTerms.Anatomy.ARMS),
legs: this.document.system.location.has(gameTerms.Anatomy.LEGS),
};
};
// #endregion
// #region Actions
// #endregion
};