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417 lines
16 KiB
JavaScript
417 lines
16 KiB
JavaScript
// W&G Voidships Builder — Voidship Actor Sheet (vehicle+flag emulation)
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// v1.1.0 — Foundry V11–V13 safe
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/* eslint-env es2021 */
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const VB_MOD = "wg-voidships-builder";
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const VB_DEBUG = true; // Debug on
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function dbg(...args) { if (VB_DEBUG) console.debug("[VB]", ...args); }
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// ---------------- Handlebars helpers ----------------
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Hooks.once("init", () => {
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if (!Handlebars.helpers.signed) {
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Handlebars.registerHelper("signed", (v) => {
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const n = Number(v || 0);
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if (!Number.isFinite(n) || n === 0) return "±0";
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return (n > 0 ? "+" : "−") + Math.abs(n);
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});
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}
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if (!Handlebars.helpers.eq) {
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Handlebars.registerHelper("eq", (a, b) => a === b);
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}
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if (!Handlebars.helpers.json) {
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Handlebars.registerHelper("json", (ctx) => {
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try { return JSON.stringify(ctx, null, 2); }
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catch { return String(ctx); }
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});
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}
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});
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class VoidshipSheet extends ActorSheet {
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static get defaultOptions() {
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const opts = super.defaultOptions;
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return foundry.utils.mergeObject(opts, {
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classes: ["wg-voidships", "sheet", "actor", "voidship", "themed", "theme-light"],
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template: `modules/${VB_MOD}/templates/voidship-sheet.hbs`,
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width: 720,
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height: 680,
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tabs: [{ navSelector: ".tabs", contentSelector: ".sheet-body", initial: "wg" }],
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dragDrop: [{ dragSelector: ".voidship-sheet", dropSelector: ".voidship-sheet" }]
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});
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}
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/** Allow viewing for everyone (adjust if you need perms) */
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_canUserView(user) { return !!user; }
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get isVoidship() { return this.actor?.getFlag(VB_MOD, "isVoidship") === true; }
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// ---- math helpers ----
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_sumModsFromItems(items) {
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const mods = { armour: 0, integrity: 0, manoeuvre: 0, detection: 0, speed: 0, space: 0, power: 0 };
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let useSpace = 0, usePower = 0;
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const slotsUsed = { prow: 0, dorsal: 0, port: 0, starboard: 0, keel: 0 };
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for (const it of items) {
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const vs = it.system?.voidship;
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if (!vs) continue;
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const equipped = (it.system?.equipped ?? true);
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const slotKey = String(vs.slot || "").toLowerCase();
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if (equipped && ["prow", "dorsal", "port", "starboard", "keel"].includes(slotKey)) {
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slotsUsed[slotKey] = (slotsUsed[slotKey] || 0) + 1;
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}
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// capacity usage (always counts, bo to realne zużycie – jeśli wolisz tylko equipped, to obejmij warunkiem)
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const use = vs.use || {};
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if (Number.isFinite(Number(use.space))) useSpace += Number(use.space);
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if (Number.isFinite(Number(use.power))) usePower += Number(use.power);
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// mods liczą się tylko jeśli equipped
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if (!equipped) continue;
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const m = vs.mods || {};
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for (const k of Object.keys(mods)) {
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const val = Number(m[k]);
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if (Number.isFinite(val)) mods[k] += val;
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}
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}
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return { mods, use: { space: useSpace, power: usePower }, slotsUsed };
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}
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// ---- data aggregation for template ----
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async getData(options) {
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const data = await super.getData(options);
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const actor = this.actor;
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const VB_MOD = "wg-voidships-builder";
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// Flagowe źródła (przeżywają migracje W&G)
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// czytaj flagi wprost z actor.flags[namespace] (albo pojedyncze klucze)
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const flagsNs = actor.flags?.[VB_MOD] || {};
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const defaultHull = { class: actor.name, size: "Cruiser", slots: { prow: 0, dorsal: 0, port: 0, starboard: 0, keel: 0 } };
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const defaultBase = { armour: 0, integrity: 0, manoeuvre: 0, detection: 0, speed: 0, space: 0, power: 0 };
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const defaultCrew = { command: 0, pilot: 0, sensors: 0, engineering: 0, gunnery: 0, security: 0, flightDeck: 0, passengers: 0 };
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const hull = actor.getFlag(VB_MOD, "hull") ?? flagsNs.hull ?? defaultHull;
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const base = actor.getFlag(VB_MOD, "base") ?? flagsNs.base ?? defaultBase;
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const crew = actor.getFlag(VB_MOD, "crew") ?? flagsNs.crew ?? defaultCrew;
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const rtRaw = actor.getFlag(VB_MOD, "rtRaw") ?? flagsNs.rtRaw ?? {};
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const rt = rtRaw.rt || {};
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const rtCard = {
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speed: rt.speed ?? rtRaw.combat?.speed ?? 0,
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manoeuvrability: rt.manoeuvrability ?? rtRaw.mnvr ?? 0,
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detection: rt.detection ?? 0,
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hullIntegrity: rt.hullIntegrity ?? rtRaw.combat?.wounds?.max ?? 0,
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armour: rt.armour ?? 0,
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space: rt.space ?? 0,
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power: rt.power ?? 0,
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weapons: {
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prow: rt.weapons?.prow ?? 0,
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dorsal: rt.weapons?.dorsal ?? 0,
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port: rt.weapons?.port ?? 0,
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starboard: rt.weapons?.starboard ?? 0,
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keel: rt.weapons?.keel ?? 0
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},
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turret: rt.turret ?? 0,
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notes: rtRaw.notes ?? "",
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source: rt.source ?? rtRaw.source ?? ""
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};
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// ===== KOMPONENTY: czytamy Z FLAG =====
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const items = actor.items.contents;
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const inferSlotFromTags = (tags=[]) => {
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const low = (Array.isArray(tags)?tags:[]).map(t => String(t).toLowerCase());
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const pref = ["prow","dorsal","port","starboard","keel","aetherics","internal"];
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const hit = pref.find(p => low.includes(p));
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return hit ? (hit[0].toUpperCase()+hit.slice(1)) : "Internal";
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};
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const components = [];
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for (const i of items) {
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const fmod = i.flags?.[VB_MOD] || {};
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const vflag = fmod.voidship || null; // <-- TU trzymamy liczby
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const meta = fmod.component || {}; // kind/subtype/tags
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// Dopuszczamy też stare itemy z system.voidship (jeśli coś przetrwa)
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const vsys = i.system?.voidship || null;
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// komponent, jeśli ma vflag LUB meta.tags LUB vsys
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const isComponent = !!(vflag || vsys || (Array.isArray(meta.tags) && meta.tags.length));
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if (!isComponent) continue;
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const vf = vflag || vsys || {};
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const use = {
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space: Number(vf?.use?.space ?? 0),
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power: Number(vf?.use?.power ?? 0)
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};
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const mods = {
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armour: Number(vf?.mods?.armour ?? 0),
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integrity: Number(vf?.mods?.integrity ?? 0),
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manoeuvre: Number(vf?.mods?.manoeuvre ?? 0),
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detection: Number(vf?.mods?.detection ?? 0),
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speed: Number(vf?.mods?.speed ?? 0),
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space: Number(vf?.mods?.space ?? 0),
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power: Number(vf?.mods?.power ?? 0)
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};
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let slot = vf.slot || meta.slot || inferSlotFromTags(meta.tags);
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const equipped = (i.system?.equipped ?? true) && (vf.disabled !== true);
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components.push({
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itemId: i.id,
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name: i.name,
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slot,
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equipped,
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use, mods,
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tags: meta.tags || []
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});
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}
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// Zliczanie slotów (tylko equipped)
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const slotsUsed = components.reduce((acc, c) => {
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if (!c.equipped) return acc;
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const key = String(c.slot || "Internal").toLowerCase();
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if (["prow","dorsal","port","starboard","keel"].includes(key)) acc[key] = (acc[key] || 0) + 1;
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return acc;
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}, { prow: 0, dorsal: 0, port: 0, starboard: 0, keel: 0 });
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// Capacity: bazowe + mody z komponentów (equipped) vs użycie (equipped)
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const modsSum = components.reduce((acc, c) => {
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if (!c.equipped) return acc;
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for (const k of Object.keys(acc)) acc[k] += Number(c.mods[k] || 0);
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return acc;
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}, { armour:0, integrity:0, manoeuvre:0, detection:0, speed:0, space:0, power:0 });
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const useSum = components.reduce((acc, c) => {
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if (!c.equipped) return acc;
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acc.space += Number(c.use.space || 0);
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acc.power += Number(c.use.power || 0);
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return acc;
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}, { space: 0, power: 0 });
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const totals = {
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armour: (Number(base.armour)||0) + modsSum.armour,
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integrity: (Number(base.integrity)||0) + modsSum.integrity,
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manoeuvre: (Number(base.manoeuvre)||0) + modsSum.manoeuvre,
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detection: (Number(base.detection)||0) + modsSum.detection,
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speed: (Number(base.speed)||0) + modsSum.speed,
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space: (Number(base.space)||0) + modsSum.space,
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power: (Number(base.power)||0) + modsSum.power
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};
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totals.spaceFree = totals.space - useSum.space;
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totals.powerFree = totals.power - useSum.power;
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// Ostrzeżenia
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const warnings = {};
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const overSlots =
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(slotsUsed.prow > (hull.slots?.prow || 0)) ||
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(slotsUsed.dorsal > (hull.slots?.dorsal || 0)) ||
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(slotsUsed.port > (hull.slots?.port || 0)) ||
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(slotsUsed.starboard > (hull.slots?.starboard || 0)) ||
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(slotsUsed.keel > (hull.slots?.keel || 0));
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if (overSlots) warnings.slots = "One or more weapon slot groups exceed hull limits.";
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if (totals.spaceFree < 0 || totals.powerFree < 0)
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warnings.capacity = "Not enough Space/Power for installed components.";
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// wstrzyknij do template
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data.hull = hull;
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data.base = base;
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data.crew = crew;
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data.rtCard = rtCard;
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data.components = components;
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data.slotsUsed = slotsUsed;
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data.totals = totals;
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data.mods = modsSum; // ← DODANE: żeby HBS miał liczby modów
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data.warnings = warnings;
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dbg("sheet.getData", { base, hull, totals, slotsUsed, componentsCount: components.length });
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return data;
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}
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// ---- listeners & UI ----
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activateListeners(html) {
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super.activateListeners(html);
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html.find("[data-action='mark-voidship']").on("click", async () => {
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await this.actor.setFlag(VB_MOD, "isVoidship", true);
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ui.notifications.info("Marked as Voidship.");
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this.render(true);
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});
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html.find("[data-action='unmark-voidship']").on("click", async () => {
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await this.actor.unsetFlag(VB_MOD, "isVoidship");
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ui.notifications.info("Unmarked Voidship.");
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this.render(true);
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});
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html.find("[data-action='configure-base']").on("click", async () => {
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const cur = this.actor.getFlag(VB_MOD, "base") || {};
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const content = `
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<form>
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<div class="form-group"><label>Armour</label><input type="number" name="armour" value="${Number(cur.armour || 0)}"/></div>
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<div class="form-group"><label>Integrity</label><input type="number" name="integrity" value="${Number(cur.integrity || 0)}"/></div>
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<div class="form-group"><label>Manoeuvre</label><input type="number" name="manoeuvre" value="${Number(cur.manoeuvre || 0)}"/></div>
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<div class="form-group"><label>Detection</label><input type="number" name="detection" value="${Number(cur.detection || 0)}"/></div>
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<div class="form-group"><label>Speed</label><input type="number" name="speed" value="${Number(cur.speed || 0)}"/></div>
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<div class="form-group"><label>Space</label><input type="number" name="space" value="${Number(cur.space || 0)}"/></div>
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<div class="form-group"><label>Power</label><input type="number" name="power" value="${Number(cur.power || 0)}"/></div>
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</form>`;
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new Dialog({
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title: "Voidship — Base Stats",
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content, buttons: {
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ok: {
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label: "Save",
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callback: async (dlg) => {
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const form = dlg[0].querySelector("form");
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const num = (n) => Number(form.querySelector(`[name="${n}"]`)?.value || 0);
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await this.actor.setFlag(VB_MOD, "base", {
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armour: num("armour"), integrity: num("integrity"),
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manoeuvre: num("manoeuvre"), detection: num("detection"),
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speed: num("speed"), space: num("space"), power: num("power")
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});
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this.render(true);
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}
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},
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cancel: { label: "Cancel" }
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}, default: "ok"
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}, { jQuery: true }).render(true);
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});
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// Components controls
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html.find("[data-action='comp-toggle']").on("click", async (ev) => {
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const row = ev.currentTarget.closest("tr");
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const id = row?.dataset?.itemId;
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const item = this.actor.items.get(id);
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if (!item) return;
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const equipped = !(item.system?.equipped ?? true);
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await item.update({ "system.equipped": equipped });
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this.render(true);
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});
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html.find("[data-action='comp-edit']").on("click", async (ev) => {
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const row = ev.currentTarget.closest("tr");
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const id = row?.dataset?.itemId;
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const item = this.actor.items.get(id);
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if (item) item.sheet?.render(true);
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});
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html.find("[data-action='comp-remove']").on("click", async (ev) => {
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const row = ev.currentTarget.closest("tr");
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const id = row?.dataset?.itemId;
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if (!id) return;
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await this.actor.deleteEmbeddedDocuments("Item", [id]);
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this.render(true);
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});
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}
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// --- robust drop handlers: flag-only storage (survives W&G) ---
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async _onDrop(event) {
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event.preventDefault();
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let raw = {};
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try { raw = JSON.parse(event.dataTransfer?.getData("text/plain") || "{}"); }
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catch { ui.notifications.error("Drop failed: cannot parse drop payload."); return; }
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if (raw?.type === "Item") return this._onDropItem(event, raw);
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dbg("drop.ignored", raw);
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}
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async _onDropItem(event, data) {
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const VB_MOD = "wg-voidships-builder";
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dbg("drop.item.raw", foundry.utils.deepClone(data));
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// 1) spróbuj fromUuid
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let itemDoc = null;
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if (data?.uuid) {
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try { itemDoc = await fromUuid(data.uuid); } catch (e) { dbg("fromUuid.error", e); }
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}
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// 2) inline data
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let itemData = itemDoc?.toObject?.() ?? data?.data ?? null;
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// 3) ostatecznie spróbuj Foundry helpera
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if (!itemData) {
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try {
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const i = await Item.implementation.fromDropData(data);
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itemData = i?.toObject?.() ?? null;
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} catch (e) {
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ui.notifications.error("Drop failed: cannot resolve item data (no UUID/DATA).");
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dbg("fromDropData.error", e, data); return;
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}
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}
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if (!itemData) { ui.notifications.error("Drop failed: no item data."); return; }
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// 4) Czy to komponent? – akceptujemy po flagach lub po system.voidship
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const fmod = itemData.flags?.[VB_MOD] || {};
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const meta = fmod.component || {};
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const vflag = fmod.voidship || null;
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const vsys = itemData.system?.voidship || null;
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const tags = Array.isArray(meta.tags) ? meta.tags : [];
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const isComponent = !!(vflag || vsys || tags.length);
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if (!isComponent) {
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ui.notifications.warn("This item is not a voidship component.");
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dbg("notComponent", { name: itemData.name, flags: itemData.flags });
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return;
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}
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// 5) wyznacz slot + liczby (preferuj to co już jest w flagach; jeśli było tylko w system.voidship – przenieś do flag)
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const inferSlotFromTags = (tags=[]) => {
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const low = (Array.isArray(tags)?tags:[]).map(t => String(t).toLowerCase());
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const pref = ["prow","dorsal","port","starboard","keel","aetherics","internal"];
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const hit = pref.find(p => low.includes(p));
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return hit ? (hit[0].toUpperCase()+hit.slice(1)) : "Internal";
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};
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const vf = vflag || vsys || {};
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const slot = vf.slot || meta.slot || inferSlotFromTags(meta.tags);
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const vfixed = {
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slot,
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use: {
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space: Number(vf?.use?.space ?? 0),
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power: Number(vf?.use?.power ?? 0)
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},
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mods: {
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armour: Number(vf?.mods?.armour ?? 0),
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integrity: Number(vf?.mods?.integrity ?? 0),
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manoeuvre: Number(vf?.mods?.manoeuvre ?? 0),
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detection: Number(vf?.mods?.detection ?? 0),
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speed: Number(vf?.mods?.speed ?? 0),
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space: Number(vf?.mods?.space ?? 0),
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power: Number(vf?.mods?.power ?? 0)
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}
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};
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// 6) Nie dotykamy schema W&G – zapisujemy w FLAGS
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itemData.flags = foundry.utils.mergeObject(itemData.flags || {}, {
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[VB_MOD]: foundry.utils.mergeObject(fmod, { voidship: vfixed }, { inplace: false })
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}, { inplace: false });
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// 7) dopnij equipped (żeby mody się naliczały od razu)
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itemData.system = foundry.utils.mergeObject(itemData.system || {}, { equipped: true }, { inplace: false });
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dbg("drop.finalized", { name: itemData.name, vfixed });
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try {
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const created = await this.actor.createEmbeddedDocuments("Item", [itemData]);
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dbg("drop.created", created?.map(c => ({ id: c.id, name: c.name })));
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this.render(true);
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} catch (e) {
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ui.notifications.error("Failed to add component to this voidship (see console).");
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dbg("drop.create.error", e);
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}
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}
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}
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// Register the sheet
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Hooks.once("init", () => {
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Actors.registerSheet(VB_MOD, VoidshipSheet, {
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types: ["vehicle"],
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makeDefault: false,
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label: "Voidship (W&G)"
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});
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game.wgVoidships = game.wgVoidships || {};
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game.wgVoidships.createVoidship = async function (name = "New Voidship") {
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const actor = await Actor.create({ name, type: "vehicle", folder: null });
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await actor.setFlag(VB_MOD, "isVoidship", true);
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ui.notifications.info(`Voidship created: ${name}`);
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return actor;
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};
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console.log(`${VB_MOD}: VoidshipSheet registered`);
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});
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