Phase 2.5: Skill Check System Implementation
Features:
- ApplicationV2-based roll dialogs with HandlebarsApplicationMixin
- Base VagabondRollDialog class for shared dialog functionality
- SkillCheckDialog for skill checks with auto-calculated difficulty
- Favor/Hinder system using Active Effects flags (simplified from schema)
- FavorHinderDebug panel for testing flags without actor sheets
- Auto-created development macros (Favor/Hinder Debug, Skill Check)
- Custom chat cards for skill roll results
Technical Changes:
- Removed favorHinder from character schema (now uses flags)
- Updated getNetFavorHinder() to use flag-based approach
- Returns { net, favorSources, hinderSources } for transparency
- Universal form styling fixes for Foundry dark theme compatibility
- Added Macro to ESLint globals
Flag Convention:
- flags.vagabond.favor.skills.<skillId>
- flags.vagabond.hinder.skills.<skillId>
- flags.vagabond.favor.attacks
- flags.vagabond.hinder.attacks
- flags.vagabond.favor.saves.<saveType>
- flags.vagabond.hinder.saves.<saveType>
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
335 lines
9.5 KiB
JavaScript
335 lines
9.5 KiB
JavaScript
/**
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* Favor/Hinder Debug Application for Vagabond RPG
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*
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* A development/testing tool that allows setting and viewing
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* favor/hinder flags on actors. Useful for testing the roll system
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* without a full actor sheet implementation.
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*
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* @extends ApplicationV2
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* @mixes HandlebarsApplicationMixin
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*/
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const { ApplicationV2, HandlebarsApplicationMixin } = foundry.applications.api;
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export default class FavorHinderDebug extends HandlebarsApplicationMixin(ApplicationV2) {
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constructor(options = {}) {
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super(options);
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// Default to selected token's actor, or first character actor
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this.selectedActorId = this._getDefaultActorId();
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}
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/* -------------------------------------------- */
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/* Static Properties */
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/* -------------------------------------------- */
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/** @override */
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static DEFAULT_OPTIONS = {
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id: "vagabond-favor-hinder-debug",
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classes: ["vagabond", "favor-hinder-debug"],
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tag: "div",
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window: {
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title: "Favor/Hinder Debug",
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icon: "fa-solid fa-bug",
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resizable: true,
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},
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position: {
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width: 500,
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height: "auto",
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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/vagabond/templates/dialog/favor-hinder-debug.hbs",
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},
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};
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/* -------------------------------------------- */
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/* Getters */
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/* -------------------------------------------- */
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/**
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* Get the currently selected actor.
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* @returns {VagabondActor|null}
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*/
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get actor() {
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return game.actors.get(this.selectedActorId) || null;
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}
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/* -------------------------------------------- */
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/* Helper Methods */
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/* -------------------------------------------- */
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/**
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* Get the default actor ID (selected token only, otherwise blank).
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* @returns {string|null}
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* @private
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*/
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_getDefaultActorId() {
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// Only default to selected token's actor, otherwise blank
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const controlled = canvas.tokens?.controlled?.[0];
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if (controlled?.actor?.type === "character") {
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return controlled.actor.id;
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}
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return null;
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}
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/**
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* Get all current favor/hinder flags for an actor.
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* @param {VagabondActor} actor
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* @returns {Object} Organized flag data
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* @private
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*/
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_getActorFlags(actor) {
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if (!actor) return { skills: {}, attacks: {}, saves: {} };
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const flags = {
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skills: {},
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attacks: { favor: false, hinder: false },
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saves: {},
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};
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// Skills
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for (const skillId of Object.keys(CONFIG.VAGABOND.skills)) {
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flags.skills[skillId] = {
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favor: actor.getFlag("vagabond", `favor.skills.${skillId}`) || false,
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hinder: actor.getFlag("vagabond", `hinder.skills.${skillId}`) || false,
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};
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}
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// Attacks
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flags.attacks.favor = actor.getFlag("vagabond", "favor.attacks") || false;
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flags.attacks.hinder = actor.getFlag("vagabond", "hinder.attacks") || false;
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// Saves
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for (const saveId of Object.keys(CONFIG.VAGABOND.saves)) {
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flags.saves[saveId] = {
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favor: actor.getFlag("vagabond", `favor.saves.${saveId}`) || false,
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hinder: actor.getFlag("vagabond", `hinder.saves.${saveId}`) || false,
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};
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}
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return flags;
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}
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/* -------------------------------------------- */
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/* Data Preparation */
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/* -------------------------------------------- */
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/** @override */
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async _prepareContext(_options) {
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const context = {};
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// Get all character actors for dropdown
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context.actors = game.actors
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.filter((a) => a.type === "character")
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.map((a) => ({
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id: a.id,
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name: a.name,
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selected: a.id === this.selectedActorId,
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}));
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context.selectedActorId = this.selectedActorId;
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context.actor = this.actor;
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// Get current flags if actor selected
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if (this.actor) {
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const flags = this._getActorFlags(this.actor);
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// Skills with labels
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context.skills = Object.entries(CONFIG.VAGABOND.skills).map(([id, config]) => ({
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id,
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label: game.i18n.localize(config.label),
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stat: config.stat,
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favor: flags.skills[id]?.favor || false,
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hinder: flags.skills[id]?.hinder || false,
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}));
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// Attacks
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context.attacks = {
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favor: flags.attacks.favor,
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hinder: flags.attacks.hinder,
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};
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// Saves with labels
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context.saves = Object.entries(CONFIG.VAGABOND.saves).map(([id, config]) => ({
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id,
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label: game.i18n.localize(config.label),
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favor: flags.saves[id]?.favor || false,
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hinder: flags.saves[id]?.hinder || false,
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}));
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}
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return context;
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}
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/* -------------------------------------------- */
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/* Event Handlers */
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/* -------------------------------------------- */
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/** @override */
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_onRender(context, options) {
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super._onRender(context, options);
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// Actor selection dropdown
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const actorSelect = this.element.querySelector('[name="actorId"]');
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actorSelect?.addEventListener("change", (event) => {
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this.selectedActorId = event.target.value;
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this.render();
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});
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// Skill checkboxes
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const skillCheckboxes = this.element.querySelectorAll(".skill-flag");
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for (const checkbox of skillCheckboxes) {
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checkbox.addEventListener("change", (event) => this._onSkillFlagChange(event));
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}
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// Attack checkboxes
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const attackCheckboxes = this.element.querySelectorAll(".attack-flag");
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for (const checkbox of attackCheckboxes) {
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checkbox.addEventListener("change", (event) => this._onAttackFlagChange(event));
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}
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// Save checkboxes
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const saveCheckboxes = this.element.querySelectorAll(".save-flag");
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for (const checkbox of saveCheckboxes) {
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checkbox.addEventListener("change", (event) => this._onSaveFlagChange(event));
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}
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// Clear all button
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const clearBtn = this.element.querySelector('[data-action="clear-all"]');
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clearBtn?.addEventListener("click", () => this._onClearAll());
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// Test roll button
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const testRollBtn = this.element.querySelector('[data-action="test-roll"]');
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testRollBtn?.addEventListener("click", () => this._onTestRoll());
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}
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/**
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* Handle skill flag checkbox change.
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* @param {Event} event
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* @private
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*/
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async _onSkillFlagChange(event) {
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if (!this.actor) return;
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const checkbox = event.currentTarget;
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const skillId = checkbox.dataset.skill;
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const flagType = checkbox.dataset.flagType; // "favor" or "hinder"
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const isChecked = checkbox.checked;
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const flagPath = `${flagType}.skills.${skillId}`;
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if (isChecked) {
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await this.actor.setFlag("vagabond", flagPath, true);
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} else {
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await this.actor.unsetFlag("vagabond", flagPath);
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}
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// Show notification
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const skillLabel = game.i18n.localize(CONFIG.VAGABOND.skills[skillId].label);
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const action = isChecked ? "added to" : "removed from";
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ui.notifications.info(
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`${flagType.charAt(0).toUpperCase() + flagType.slice(1)} ${action} ${this.actor.name} for ${skillLabel}`
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);
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}
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/**
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* Handle attack flag checkbox change.
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* @param {Event} event
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* @private
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*/
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async _onAttackFlagChange(event) {
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if (!this.actor) return;
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const checkbox = event.currentTarget;
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const flagType = checkbox.dataset.flagType;
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const isChecked = checkbox.checked;
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const flagPath = `${flagType}.attacks`;
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if (isChecked) {
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await this.actor.setFlag("vagabond", flagPath, true);
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} else {
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await this.actor.unsetFlag("vagabond", flagPath);
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}
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const action = isChecked ? "added to" : "removed from";
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ui.notifications.info(`Attack ${flagType} ${action} ${this.actor.name}`);
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}
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/**
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* Handle save flag checkbox change.
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* @param {Event} event
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* @private
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*/
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async _onSaveFlagChange(event) {
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if (!this.actor) return;
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const checkbox = event.currentTarget;
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const saveId = checkbox.dataset.save;
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const flagType = checkbox.dataset.flagType;
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const isChecked = checkbox.checked;
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const flagPath = `${flagType}.saves.${saveId}`;
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if (isChecked) {
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await this.actor.setFlag("vagabond", flagPath, true);
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} else {
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await this.actor.unsetFlag("vagabond", flagPath);
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}
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const saveLabel = game.i18n.localize(CONFIG.VAGABOND.saves[saveId].label);
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const action = isChecked ? "added to" : "removed from";
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ui.notifications.info(
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`${flagType.charAt(0).toUpperCase() + flagType.slice(1)} ${action} ${this.actor.name} for ${saveLabel} save`
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);
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}
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/**
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* Clear all favor/hinder flags from the selected actor.
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* @private
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*/
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async _onClearAll() {
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if (!this.actor) return;
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// Clear all flags by unsetting the root favor/hinder objects
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await this.actor.unsetFlag("vagabond", "favor");
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await this.actor.unsetFlag("vagabond", "hinder");
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ui.notifications.info(`Cleared all favor/hinder flags from ${this.actor.name}`);
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this.render();
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}
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/**
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* Open a skill check dialog for testing.
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* @private
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*/
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async _onTestRoll() {
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if (!this.actor) {
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ui.notifications.warn("Select an actor first");
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return;
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}
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// Import and open the skill check dialog
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const { SkillCheckDialog } = game.vagabond.applications;
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SkillCheckDialog.prompt(this.actor);
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}
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/* -------------------------------------------- */
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/* Static Methods */
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/* -------------------------------------------- */
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/**
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* Open the debug panel.
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* @returns {Promise<FavorHinderDebug>}
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*/
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static async open() {
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const app = new this();
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return app.render(true);
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}
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}
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