daggerheart/module/applications/sheets/actors/party.mjs
Nick Salyzyn a168d8de65
[PR] Changing the drag targets in the inventory item v2 template (#1443)
* Adding styles to make the text div take up the full area of the inventory items

* Moving the draggable spots to internal divs and images

* For better visuals in dragDrop, always make the drag image the first image selected

* Fixing the dragDrop behavior on the sidebar, which still uses the classic layout

* Fixing other uses of dragDrop to handle the layout change

* Moving the draggable attribute to the parent img-portrait from img directly

* Switching to the less pretty version of the drag drop in case of currency problems

* Reverting how the dragSelector DEFAULT_OPTION is set and only modifying a few

* Removing extra space in styles/less/global/inventory-item.less

Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>

* Fixing up the character sheet to once again allow selecting the text areas

---------

Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
2025-12-23 14:14:55 +01:00

479 lines
17 KiB
JavaScript

import DHBaseActorSheet from '../api/base-actor.mjs';
import { getDocFromElement } from '../../../helpers/utils.mjs';
import { ItemBrowser } from '../../ui/itemBrowser.mjs';
import FilterMenu from '../../ux/filter-menu.mjs';
import DaggerheartMenu from '../../sidebar/tabs/daggerheartMenu.mjs';
import { socketEvent } from '../../../systemRegistration/socket.mjs';
import GroupRollDialog from '../../dialogs/group-roll-dialog.mjs';
import DhpActor from '../../../documents/actor.mjs';
import DHItem from '../../../documents/item.mjs';
export default class Party extends DHBaseActorSheet {
constructor(options) {
super(options);
this.refreshSelections = DaggerheartMenu.defaultRefreshSelections();
}
/**@inheritdoc */
static DEFAULT_OPTIONS = {
classes: ['party'],
position: {
width: 550,
height: 900
},
window: {
resizable: true
},
actions: {
deletePartyMember: Party.#deletePartyMember,
deleteItem: Party.#deleteItem,
toggleHope: Party.#toggleHope,
toggleHitPoints: Party.#toggleHitPoints,
toggleStress: Party.#toggleStress,
toggleArmorSlot: Party.#toggleArmorSlot,
tempBrowser: Party.#tempBrowser,
refeshActions: Party.#refeshActions,
triggerRest: Party.#triggerRest,
tagTeamRoll: Party.#tagTeamRoll,
groupRoll: Party.#groupRoll,
selectRefreshable: DaggerheartMenu.selectRefreshable,
refreshActors: DaggerheartMenu.refreshActors
},
dragDrop: [{ dragSelector: '[data-item-id]', dropSelector: null }]
};
/**@override */
static PARTS = {
header: { template: 'systems/daggerheart/templates/sheets/actors/party/header.hbs' },
tabs: { template: 'systems/daggerheart/templates/sheets/global/tabs/tab-navigation.hbs' },
partyMembers: { template: 'systems/daggerheart/templates/sheets/actors/party/party-members.hbs' },
resources: {
template: 'systems/daggerheart/templates/sheets/actors/party/resources.hbs',
scrollable: ['']
},
/* NOT YET IMPLEMENTED */
// projects: {
// template: 'systems/daggerheart/templates/sheets/actors/party/projects.hbs',
// scrollable: ['']
// },
inventory: {
template: 'systems/daggerheart/templates/sheets/actors/party/inventory.hbs',
scrollable: ['.tab.inventory .items-section']
},
notes: { template: 'systems/daggerheart/templates/sheets/actors/party/notes.hbs' }
};
/** @inheritdoc */
static TABS = {
primary: {
tabs: [
{ id: 'partyMembers' },
{ id: 'resources' },
/* NOT YET IMPLEMENTED */
// { id: 'projects' },
{ id: 'inventory' },
{ id: 'notes' }
],
initial: 'partyMembers',
labelPrefix: 'DAGGERHEART.GENERAL.Tabs'
}
};
static ALLOWED_ACTOR_TYPES = ['character', 'companion', 'adversary'];
static DICE_ROLL_ACTOR_TYPES = ['character'];
async _onRender(context, options) {
await super._onRender(context, options);
this._createFilterMenus();
this._createSearchFilter();
}
/* -------------------------------------------- */
/* Prepare Context */
/* -------------------------------------------- */
async _preparePartContext(partId, context, options) {
context = await super._preparePartContext(partId, context, options);
switch (partId) {
case 'header':
await this._prepareHeaderContext(context, options);
break;
case 'notes':
await this._prepareNotesContext(context, options);
break;
}
return context;
}
/**
* Prepare render context for the Header part.
* @param {ApplicationRenderContext} context
* @param {ApplicationRenderOptions} options
* @returns {Promise<void>}
* @protected
*/
async _prepareHeaderContext(context, _options) {
const { system } = this.document;
const { TextEditor } = foundry.applications.ux;
context.description = await TextEditor.implementation.enrichHTML(system.description, {
secrets: this.document.isOwner,
relativeTo: this.document
});
}
/**
* Prepare render context for the Biography part.
* @param {ApplicationRenderContext} context
* @param {ApplicationRenderOptions} options
* @returns {Promise<void>}
* @protected
*/
async _prepareNotesContext(context, _options) {
const { system } = this.document;
const { TextEditor } = foundry.applications.ux;
const paths = {
notes: 'notes'
};
for (const [key, path] of Object.entries(paths)) {
const value = foundry.utils.getProperty(system, path);
context[key] = {
field: system.schema.getField(path),
value,
enriched: await TextEditor.implementation.enrichHTML(value, {
secrets: this.document.isOwner,
relativeTo: this.document
})
};
}
}
/**
* Toggles a hope resource value.
* @type {ApplicationClickAction}
*/
static async #toggleHope(_, target) {
const hopeValue = Number.parseInt(target.dataset.value);
const actor = await foundry.utils.fromUuid(target.dataset.actorId);
const newValue = actor.system.resources.hope.value >= hopeValue ? hopeValue - 1 : hopeValue;
await actor.update({ 'system.resources.hope.value': newValue });
this.render();
}
/**
* Toggles a hp resource value.
* @type {ApplicationClickAction}
*/
static async #toggleHitPoints(_, target) {
const hitPointsValue = Number.parseInt(target.dataset.value);
const actor = await foundry.utils.fromUuid(target.dataset.actorId);
const newValue = actor.system.resources.hitPoints.value >= hitPointsValue ? hitPointsValue - 1 : hitPointsValue;
await actor.update({ 'system.resources.hitPoints.value': newValue });
this.render();
}
/**
* Toggles a stress resource value.
* @type {ApplicationClickAction}
*/
static async #toggleStress(_, target) {
const stressValue = Number.parseInt(target.dataset.value);
const actor = await foundry.utils.fromUuid(target.dataset.actorId);
const newValue = actor.system.resources.stress.value >= stressValue ? stressValue - 1 : stressValue;
await actor.update({ 'system.resources.stress.value': newValue });
this.render();
}
/**
* Toggles a armor slot resource value.
* @type {ApplicationClickAction}
*/
static async #toggleArmorSlot(_, target, element) {
const armorItem = await foundry.utils.fromUuid(target.dataset.itemUuid);
const armorValue = Number.parseInt(target.dataset.value);
const newValue = armorItem.system.marks.value >= armorValue ? armorValue - 1 : armorValue;
await armorItem.update({ 'system.marks.value': newValue });
this.render();
}
/**
* Opens Compedium Browser
*/
static async #tempBrowser(_, target) {
new ItemBrowser().render({ force: true });
}
static async #refeshActions() {
const confirmed = await foundry.applications.api.DialogV2.confirm({
window: {
title: 'New Section',
icon: 'fa-solid fa-campground'
},
content: await foundry.applications.handlebars.renderTemplate(
'systems/daggerheart/templates/sidebar/daggerheart-menu/main.hbs',
{
refreshables: DaggerheartMenu.defaultRefreshSelections()
}
),
classes: ['daggerheart', 'dialog', 'dh-style', 'tab', 'sidebar-tab', 'daggerheartMenu-sidebar']
});
if (!confirmed) return;
}
static async #triggerRest(_, button) {
const confirmed = await foundry.applications.api.DialogV2.confirm({
window: {
title: game.i18n.localize(`DAGGERHEART.APPLICATIONS.Downtime.${button.dataset.type}.title`),
icon: button.dataset.type === 'shortRest' ? 'fa-solid fa-utensils' : 'fa-solid fa-bed'
},
content: 'This will trigger a dialog to players make their downtime moves, are you sure?',
classes: ['daggerheart', 'dialog', 'dh-style']
});
if (!confirmed) return;
this.document.system.partyMembers.forEach(actor => {
game.socket.emit(`system.${CONFIG.DH.id}`, {
action: socketEvent.DowntimeTrigger,
data: {
actorId: actor.uuid,
downtimeType: button.dataset.type
}
});
});
}
static async downtimeMoveQuery({ actorId, downtimeType }) {
const actor = await foundry.utils.fromUuid(actorId);
if (!actor || !actor?.isOwner) reject();
new game.system.api.applications.dialogs.Downtime(actor, downtimeType === 'shortRest').render({
force: true
});
}
static async #tagTeamRoll() {
new game.system.api.applications.dialogs.TagTeamDialog(
this.document.system.partyMembers.filter(x => Party.DICE_ROLL_ACTOR_TYPES.includes(x.type))
).render({
force: true
});
}
static async #groupRoll(_params) {
new GroupRollDialog(
this.document.system.partyMembers.filter(x => Party.DICE_ROLL_ACTOR_TYPES.includes(x.type))
).render({ force: true });
}
/**
* Get the set of ContextMenu options for Consumable and Loot.
* @returns {import('@client/applications/ux/context-menu.mjs').ContextMenuEntry[]} - The Array of context options passed to the ContextMenu instance
* @this {CharacterSheet}
* @protected
*/
static #getItemContextOptions() {
return this._getContextMenuCommonOptions.call(this, { usable: true, toChat: true });
}
/* -------------------------------------------- */
/* Filter Tracking */
/* -------------------------------------------- */
/**
* The currently active search filter.
* @type {foundry.applications.ux.SearchFilter}
*/
#search = {};
/**
* The currently active search filter.
* @type {FilterMenu}
*/
#menu = {};
/**
* Tracks which item IDs are currently displayed, organized by filter type and section.
* @type {{
* inventory: {
* search: Set<string>,
* menu: Set<string>
* },
* loadout: {
* search: Set<string>,
* menu: Set<string>
* },
* }}
*/
#filteredItems = {
inventory: {
search: new Set(),
menu: new Set()
},
loadout: {
search: new Set(),
menu: new Set()
}
};
/* -------------------------------------------- */
/* Search Inputs */
/* -------------------------------------------- */
/**
* Create and initialize search filter instances for the inventory and loadout sections.
*
* Sets up two {@link foundry.applications.ux.SearchFilter} instances:
* - One for the inventory, which filters items in the inventory grid.
* - One for the loadout, which filters items in the loadout/card grid.
* @private
*/
_createSearchFilter() {
//Filters could be a application option if needed
const filters = [
{
key: 'inventory',
input: 'input[type="search"].search-inventory',
content: '[data-application-part="inventory"] .items-section',
callback: this._onSearchFilterInventory.bind(this)
}
];
for (const { key, input, content, callback } of filters) {
const filter = new foundry.applications.ux.SearchFilter({
inputSelector: input,
contentSelector: content,
callback
});
filter.bind(this.element);
this.#search[key] = filter;
}
}
/**
* Handle invetory items search and filtering.
* @param {KeyboardEvent} event The keyboard input event.
* @param {string} query The input search string.
* @param {RegExp} rgx The regular expression query that should be matched against.
* @param {HTMLElement} html The container to filter items from.
* @protected
*/
async _onSearchFilterInventory(_event, query, rgx, html) {
this.#filteredItems.inventory.search.clear();
for (const li of html.querySelectorAll('.inventory-item')) {
const item = await getDocFromElement(li);
const matchesSearch = !query || foundry.applications.ux.SearchFilter.testQuery(rgx, item.name);
if (matchesSearch) this.#filteredItems.inventory.search.add(item.id);
const { menu } = this.#filteredItems.inventory;
li.hidden = !(menu.has(item.id) && matchesSearch);
}
}
/* -------------------------------------------- */
/* Filter Menus */
/* -------------------------------------------- */
_createFilterMenus() {
//Menus could be a application option if needed
const menus = [
{
key: 'inventory',
container: '[data-application-part="inventory"]',
content: '.items-section',
callback: this._onMenuFilterInventory.bind(this),
target: '.filter-button',
filters: FilterMenu.invetoryFilters
}
];
menus.forEach(m => {
const container = this.element.querySelector(m.container);
this.#menu[m.key] = new FilterMenu(container, m.target, m.filters, m.callback, {
contentSelector: m.content
});
});
}
/**
* Callback when filters change
* @param {PointerEvent} event
* @param {HTMLElement} html
* @param {import('../ux/filter-menu.mjs').FilterItem[]} filters
*/
async _onMenuFilterInventory(_event, html, filters) {
this.#filteredItems.inventory.menu.clear();
for (const li of html.querySelectorAll('.inventory-item')) {
const item = await getDocFromElement(li);
const matchesMenu =
filters.length === 0 || filters.some(f => foundry.applications.ux.SearchFilter.evaluateFilter(item, f));
if (matchesMenu) this.#filteredItems.inventory.menu.add(item.id);
const { search } = this.#filteredItems.inventory;
li.hidden = !(search.has(item.id) && matchesMenu);
}
}
/* -------------------------------------------- */
async _onDropActor(event, document) {
const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event);
if (document instanceof DhpActor && Party.ALLOWED_ACTOR_TYPES.includes(document.type)) {
const currentMembers = this.document.system.partyMembers.map(x => x.uuid);
if (currentMembers.includes(data.uuid)) {
return ui.notifications.warn(game.i18n.localize('DAGGERHEART.UI.Notifications.duplicateCharacter'));
}
await this.document.update({ 'system.partyMembers': [...currentMembers, document.uuid] });
} else {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.UI.Notifications.onlyCharactersInPartySheet'));
}
return null;
}
static async #deletePartyMember(event, target) {
const doc = await getDocFromElement(target.closest('.inventory-item'));
if (!event.shiftKey) {
const confirmed = await foundry.applications.api.DialogV2.confirm({
window: {
title: game.i18n.format('DAGGERHEART.APPLICATIONS.DeleteConfirmation.title', {
type: game.i18n.localize('TYPES.Actor.adversary'),
name: doc.name
})
},
content: game.i18n.format('DAGGERHEART.APPLICATIONS.DeleteConfirmation.text', { name: doc.name })
});
if (!confirmed) return;
}
const currentMembers = this.document.system.partyMembers.map(x => x.uuid);
const newMemberdList = currentMembers.filter(uuid => uuid !== doc.uuid);
await this.document.update({ 'system.partyMembers': newMemberdList });
}
static async #deleteItem(event, target) {
const doc = await getDocFromElement(target.closest('.inventory-item'));
if (!event.shiftKey) {
const confirmed = await foundry.applications.api.DialogV2.confirm({
window: {
title: game.i18n.format('DAGGERHEART.APPLICATIONS.DeleteConfirmation.title', {
type: game.i18n.localize('TYPES.Actor.party'),
name: doc.name
})
},
content: game.i18n.format('DAGGERHEART.APPLICATIONS.DeleteConfirmation.text', { name: doc.name })
});
if (!confirmed) return;
}
this.document.deleteEmbeddedDocuments('Item', [doc.id]);
}
}