import { __ID__, filePath } from "../consts.mjs"; import { AttributeManager } from "./AttributeManager.mjs"; import { attributeSorter } from "../utils/attributeSort.mjs"; import { TAFDocumentSheetConfig } from "./TAFDocumentSheetConfig.mjs"; import { TAFDocumentSheetMixin } from "./mixins/TAFDocumentSheetMixin.mjs"; import { toPrecision } from "../utils/roundToPrecision.mjs"; const { HandlebarsApplicationMixin } = foundry.applications.api; const { ActorSheetV2 } = foundry.applications.sheets; const { getProperty } = foundry.utils; const { TextEditor } = foundry.applications.ux; export class PlayerSheet extends TAFDocumentSheetMixin( HandlebarsApplicationMixin( ActorSheetV2, )) { // #region Options static DEFAULT_OPTIONS = { classes: [ __ID__, `PlayerSheet`, ], position: { width: 575, height: 740, }, window: { resizable: true, }, form: { submitOnChange: true, closeOnSubmit: false, }, actions: { manageAttributes: this.#manageAttributes, configureSheet: this.#configureSheet, toggleExpand: this.#toggleExpand, }, }; static PARTS = { header: { template: filePath(`templates/PlayerSheet/header.hbs`) }, attributes: { template: filePath(`templates/PlayerSheet/attributes.hbs`) }, tabs: { template: filePath(`templates/generic/tabs.hbs`) }, content: { template: filePath(`templates/PlayerSheet/content.hbs`) }, items: { template: filePath(`templates/PlayerSheet/item-lists.hbs`), scrollable: [``], templates: [ filePath(`templates/PlayerSheet/item.hbs`), ], }, }; /** * This tells the Application's TAFDocumentSheetMixin how to rerender this app * when specific properties get changed on the actor, so that it doesn't need * to full-app rendering if we can do a partial rerender instead. */ static PROPERTY_TO_PARTIAL = { "name": [`header`], "img": [`header`], "system.attr": [`attributes`], "system.attr.value": [`attributes`, `content`], "system.attr.max": [`attributes`, `content`], "system.content": [`content`], "system.carryCapacity": [`items`], }; static TABS = { primary: { initial: `content`, labelPrefix: `taf.Apps.PlayerSheet.tab-names`, tabs: [ { id: `content` }, { id: `items` }, ], }, }; // #endregion Options // #region Instance Data /** * This Set is used to keep track of which items have had their full * details expanded so that it can be persisted across rerenders as * they occur. */ #expandedItems = new Set(); // #endregion Instance Data // #region Lifecycle _initializeApplicationOptions(options) { const sizing = getProperty(options.document, `flags.${__ID__}.PlayerSheet.size`) ?? {}; const setting = { width: game.settings.get(__ID__, `sheetDefaultWidth`), height: game.settings.get(__ID__, `sheetDefaultHeight`), resizable: game.settings.get(__ID__, `sheetDefaultResizable`), }; options.window ??= {}; if (sizing.resizable !== ``) { options.window.resizable ??= sizing.resizable === `true`; } else if (setting.resizable !== ``) { options.window.resizable ??= setting.resizable === `true`; }; options.position ??= {}; // Set width if (sizing.width) { options.position.width ??= sizing.width; } else if (setting.width) { options.position.width ??= setting.width; }; // Set height if (sizing.height) { options.position.height ??= sizing.height; } else if (setting.height) { options.position.height ??= setting.height; }; return super._initializeApplicationOptions(options); }; _getHeaderControls() { const controls = super._getHeaderControls(); controls.push({ icon: `fa-solid fa-at`, label: `taf.Apps.PlayerSheet.manage-attributes`, action: `manageAttributes`, visible: () => { const isGM = game.user.isGM; const allowPlayerEdits = game.settings.get(__ID__, `canPlayersManageAttributes`); const editable = this.isEditable; return isGM || (allowPlayerEdits && editable); }, }); return controls; }; async close() { this.#attributeManager?.close(); this.#attributeManager = null; return super.close(); }; // #endregion Lifecycle // #region Data Prep async _prepareContext() { return { meta: { idp: this.id, editable: this.isEditable, }, actor: this.actor, system: this.actor.system, editable: this.isEditable, }; }; async _preparePartContext(partID, ctx) { switch (partID) { case `attributes`: { await this._prepareAttributes(ctx); break; }; case `tabs`: { ctx.hideTabs = this.actor.items.size <= 0; ctx.tabs = await this._prepareTabs(`primary`); break; }; case `content`: { await this._prepareContent(ctx); break; }; case `items`: { await this._prepareItems(ctx); break; }; }; return ctx; }; async _prepareAttributes(ctx) { ctx.hasAttributes = this.actor.system.hasAttributes; const attrs = []; for (const [id, data] of Object.entries(this.actor.system.attr)) { attrs.push({ ...data, id, path: `system.attr.${id}`, }); }; ctx.attrs = attrs.toSorted(attributeSorter); }; async _prepareContent(ctx) { // Whether or not the prose-mirror is toggled or always-edit ctx.toggled = true; ctx.tabActive = this.tabGroups.primary === `content` || this.actor.items.size === 0; ctx.enriched = { system: { content: await TextEditor.implementation.enrichHTML(this.actor.system.content), }, }; }; async _prepareItems(ctx) { ctx.tabActive = this.tabGroups.primary === `items`; const weightUnit = game.settings.get(__ID__, `weightUnit`); let totalWeight = 0; ctx.itemGroups = []; for (const [groupName, items] of Object.entries(this.actor.itemTypes)) { const preparedItems = []; let summedWeight = 0; for (const item of items) { summedWeight += item.system.quantifiedWeight; preparedItems.push(await this._prepareItem(item)); }; totalWeight += summedWeight; ctx.itemGroups.push({ name: groupName.titleCase(), items: preparedItems, weight: toPrecision(summedWeight, 2) + weightUnit, }); }; totalWeight = toPrecision(totalWeight, 2); ctx.totalWeight = totalWeight + weightUnit; ctx.carryCapacityPercent = Math.round(totalWeight / this.actor.system.carryCapacity * 100); }; async _prepareItem(item) { const weightUnit = game.settings.get(__ID__, `weightUnit`); const ctx = { uuid: item.uuid, img: item.img, name: item.name, equipped: item.system.equipped, quantity: item.system.quantity, weight: item.system.quantifiedWeight + weightUnit, isExpanded: this.#expandedItems.has(item.uuid), canExpand: item.system.description.length > 0, }; ctx.description = ``; if (item.system.description.length > 0) { ctx.description = await TextEditor.implementation.enrichHTML(item.system.description); }; return ctx; }; // #endregion Data Prep // #region Actions #attributeManager = null; /** * This action opens an instance of the AttributeManager application * so that the user can edit and update all of the attributes for the * actor. This persists the application instance for the duration of * the ActorSheet's lifespan. * * @this {PlayerSheet} */ static async #manageAttributes() { this.#attributeManager ??= new AttributeManager({ document: this.actor }); if (this.#attributeManager.rendered) { await this.#attributeManager.bringToFront(); } else { await this.#attributeManager.render({ force: true, window: { windowId: this.window.windowId }, }); }; }; /** * This action overrides the default Foundry action in order to tell * it to open my custom DocumentSheetConfig application instead of * opening the non-customized sheet config app. * * @this {PlayerSheet} */ static async #configureSheet(event) { event.stopPropagation(); if ( event.detail > 1 ) { return } new TAFDocumentSheetConfig({ document: this.document, position: { top: this.position.top + 40, left: this.position.left + ((this.position.width - 60) / 2), }, }).render({ force: true, window: { windowId: this.window.windowId }, }); }; /** * This action is used by the item lists in order to expand/collapse * the descriptions while maintaining that state across renders. * * @this {PlayerSheet} */ static async #toggleExpand(event, target) { const element = target.closest(`[data-item-uuid]`); const { itemUuid } = element?.dataset ?? {}; if (!itemUuid) { return }; const expanded = this.#expandedItems.has(itemUuid); const newExpanded = !expanded; this.#expandedItems[newExpanded ? `add` : `delete`]?.(itemUuid); target.dataset.expanded = newExpanded; const collapses = element.querySelectorAll(`[data-expanded]`); collapses.forEach(el => { el.dataset.expanded = newExpanded; }); }; // #endregion Actions };