Nettoyage de data

* séparation de options, calc, ...
* extraction de méthodes pour clarifier ce qui est fait dans getData
* fix de la feuille: utiliser data.data
* fix d'Actor:  update({ data.data
This commit is contained in:
Vincent Vandemeulebrouck
2021-03-05 03:42:45 +01:00
parent 2cb7647fc4
commit 3ae461bb71
110 changed files with 600 additions and 433 deletions

View File

@@ -10,6 +10,7 @@ import { RdDItemCompetence } from "./item-competence.js";
import { RdDBonus } from "./rdd-bonus.js";
import { Misc } from "./misc.js";
import { RdDCombatManager } from "./rdd-combat.js";
import { RdDCarac } from "./rdd-carac.js";
/* -------------------------------------------- */
export class RdDActorSheet extends ActorSheet {
@@ -31,122 +32,92 @@ export class RdDActorSheet extends ActorSheet {
}
/* -------------------------------------------- */
getData() {
let data = super.getData();
if ( data.actor.type == 'creature' || data.actor.type == 'humanoide') return data; // Shortcut
async getData() {
// Partie commune
let sheetData = await super.getData();
data.data.editCaracComp = this.options.editCaracComp;
data.data.showCompNiveauBase = this.options.showCompNiveauBase;
data.data.montrerArchetype = this.options.montrerArchetype;
sheetData.options = this.options;
sheetData.itemsByType = Misc.classify(sheetData.items, item => item.type);
sheetData.options.isGM = game.user.isGM;
data.itemsByType = Misc.classify(data.items);
const carac = sheetData.data.data.carac;
// la taille est la taille: on ne peut pas l'utiliser pour un jet
carac.taille.isTaille = true;
// Competence per category
data.data.comptageArchetype = RdDUtility.getLimitesArchetypes();
data.data.competenceXPTotal = 0;
data.competenceByCategory = Misc.classify(
data.itemsByType.competence,
item => item.data.categorie,
item => {
let archetypeKey = (item.data.niveau_archetype < 0) ? 0 : item.data.niveau_archetype;
if (data.data.comptageArchetype[archetypeKey] == undefined) {
data.data.comptageArchetype[archetypeKey] = { "niveau": archetypeKey, "nombreMax": 0, "nombre": 0};
}
data.data.comptageArchetype[archetypeKey].nombre = (data.data.comptageArchetype[archetypeKey]?.nombre??0) + 1; //Comptage archetype
item.data.xpNext = RdDItemCompetence.getCompetenceNextXp(item.data.niveau);
item.data.isLevelUp = item.data.xp >= item.data.xpNext; // Flag de niveau à MAJ
//this.actor.checkCompetenceXP(item.name); // Petite vérification experience
item.data.showCompetence = !data.data.showCompNiveauBase || (Number(item.data.niveau) != Number(RdDUtility.getLevelCategory(item.data.categorie)));
// Ignorer les compétences 'troncs' à ce stade
data.data.competenceXPTotal += RdDItemCompetence.computeCompetenceXPCost(item);
return item;
});
data.data.competenceXPTotal -= RdDItemCompetence.computeEconomieCompetenceTroncXP(data.itemsByType.competence);
if (sheetData.actor.type == 'creature') return sheetData; // Shortcut
// Compute current carac sum
let sum = 0;
let caracList = data.data.data.carac;
for (let caracName in caracList) {
let currentCarac = caracList[caracName];
if (!currentCarac.derivee) {
sum += parseInt(currentCarac.value);
}
currentCarac.xpNext = RdDUtility.getCaracNextXp(currentCarac.value);
currentCarac.isLevelUp = (currentCarac.xp >= currentCarac.xpNext);
}
sum += (data.data.beaute >= 0) ? (data.data.beaute - 10) : 0;
data.data.caracSum = sum;
/* -- partie spécifique aux personnages -- */
// Force empty arme, at least for Esquive
if (data.itemsByType.arme == undefined) data.itemsByType.arme = [];
for (const arme of data.itemsByType.arme) {
arme.data.niveau = 0; // Per default, TODO to be fixed
for (const melee of data.competenceByCategory.melee) {
if (melee.name == arme.data.competence)
arme.data.niveau = melee.data.niveau
}
for (const tir of data.competenceByCategory.tir) {
if (tir.name == arme.data.competence)
arme.data.niveau = tir.data.niveau
}
for (const lancer of data.competenceByCategory.lancer) {
if (lancer.name == arme.data.competence)
arme.data.niveau = lancer.data.niveau
}
const competences = sheetData.itemsByType.competence;
// toujours avoir une liste d'armes (pour mettre esquive et corps à corps)
sheetData.itemsByType.arme = sheetData.itemsByType.arme ?? [];
sheetData.competenceByCategory = Misc.classify(competences, comp => comp.data.categorie);
sheetData.calc = {
comptageArchetype: RdDItemCompetence.computeResumeArchetype(competences),
competenceXPTotal: RdDItemCompetence.computeTotalXP(competences),
caracTotal: RdDCarac.computeTotal(carac),
// Mise à jour de l'encombrement total et du prix de l'équipement
encTotal: await sheetData.actor.computeEncombrementTotalEtMalusArmure(),
prixTotalEquipement: await sheetData.actor.computePrixTotalEquipement(),
surprise: RdDBonus.find(sheetData.actor.getSurprise(false)).descr,
surEncombrementMessage: (sheetData.data.data.compteurs.surenc.value < 0) ? "Sur-Encombrement!" : "",
fatigue: {
malus: RdDUtility.calculMalusFatigue(sheetData.data.data.sante.fatigue.value, sheetData.data.data.sante.endurance.max),
html: "<table class='table-fatigue'>" + RdDUtility.makeHTMLfatigueMatrix(sheetData.data.data.sante.fatigue.value, sheetData.data.data.sante.endurance.max).html() + "</table>"
},
resumeBlessures: sheetData.actor.computeResumeBlessure(sheetData.data.data.blessures),
};
competences.forEach(it => it.visible = this.isCompetenceAffichable(it));
RdDItemCompetence.setLevelUp(competences);
RdDCarac.setLevelUp(carac);
sheetData.armes = sheetData.itemsByType.arme;
RdDItemArme.computeNiveauArmes(sheetData.armes, competences);
RdDItemArme.ajoutCorpsACorps(sheetData.armes, competences, carac);
sheetData.esquive = RdDItemCompetence.getEsquive(competences);
sheetData.armes = RdDCombatManager.finalizeArmeList(sheetData.armes, competences, carac);
sheetData.data.data.compteurs.chance.isChance = true;
RdDUtility.filterItemsPerTypeForSheet(sheetData);
sheetData.tmr = {
sortsReserve: sheetData.data.data.reve.reserve.list,
rencontres: sheetData.data.data.reve.rencontre.list,
caseSpeciales: sheetData.itemsByType.casetmr
}
// To avoid armour and so on...
data.data.combat = duplicate(RdDUtility.checkNull(data.itemsByType['arme']));
data.data.combat = RdDCombatManager.finalizeArmeList(data.data.combat, data.itemsByType.competence, data.data.carac);
RdDUtility.buildArbreDeConteneur(this, sheetData);
data.esquive = { name: "Esquive", niveau: data.competenceByCategory?.melee.find(it => it.name == 'Esquive')?.data.niveau ?? -6};
let corpsACorps = data.competenceByCategory?.melee.find(it => it.name == 'Corps à corps');
if (corpsACorps) {
let cc_init = RdDCombatManager.calculInitiative(corpsACorps.data.niveau, data.data.carac['melee'].value);
data.data.combat.push(RdDItemArme.mainsNues({ niveau: corpsACorps.data.niveau, initiative: cc_init }));
}
this.armesList = duplicate(data.data.combat);
caracList.isTaille = true; // To avoid button link;
let compteursList = data.data.data.compteurs
compteursList.chance.isChance = true;
data.data.data.blessures.resume = this.actor.computeResumeBlessure(data.data.data.blessures);
// Mise à jour de l'encombrement total et du prix de l'équipement
this.actor.computeEncombrementTotalEtMalusArmure();
this.actor.computePrixTotalEquipement();
// Common data
data.data.competenceByCategory = data.competenceByCategory;
data.data.encTotal = this.actor.encTotal;
data.data.prixTotalEquipement = this.actor.prixTotalEquipement;
data.data.surprise = RdDBonus.find(this.actor.getSurprise(false)).descr;
data.data.isGM = game.user.isGM;
data.ajustementsConditions = CONFIG.RDD.ajustementsConditions;
data.difficultesLibres = CONFIG.RDD.difficultesLibres;
// low is normal, this the base used to compute the grid.
data.data.fatigue = {
malus: RdDUtility.calculMalusFatigue(data.data.data.sante.fatigue.value, data.data.data.sante.endurance.max),
html: "<table class='table-fatigue'>" + RdDUtility.makeHTMLfatigueMatrix(data.data.data.sante.fatigue.value, data.data.data.sante.endurance.max).html() + "</table>"
sheetData.subacteurs = {
vehiculesList: sheetData.actor.buildVehiculesList(),
montures: sheetData.actor.buildMonturesList(),
suivants: sheetData.actor.buildSuivantsList()
}
RdDUtility.filterItemsPerTypeForSheet(data);
data.data.sortReserve = data.data.data.reve.reserve.list;
data.data.rencontres = duplicate(data.data.data.reve.rencontre.list);
data.data.caseSpeciales = data.itemsByType['casetmr'];
RdDUtility.buildArbreDeConteneur(this, data);
data.data.surEncombrementMessage = (data.data.data.compteurs.surenc.value < 0) ? "Sur-Encombrement!" : "";
data.data.vehiculesList = this.actor.buildVehiculesList();
data.data.monturesList = this.actor.buildMonturesList();
data.data.suivantsList = this.actor.buildSuivantsList();
return data;
// conserver la liste des armes
this.armesList = sheetData.armes;
return sheetData;
}
computeNiveauArme(armes, competences) {
for (const arme of armes) {
const compArme = competences.find(it => it.name == arme.data.competence);
arme.data.niveau = compArme?.data.niveau ?? -8;
}
}
isCompetenceAffichable(competence) {
return !this.options.showCompNiveauBase || !RdDItemCompetence.isNiveauBase(competence);
}
/* -------------------------------------------- */
async _onDrop(event) {
let toSuper = await RdDUtility.processItemDropEvent(this, event);
if ( toSuper) {
if (toSuper) {
super._onDrop(event);
}
}
@@ -215,12 +186,12 @@ export class RdDActorSheet extends ActorSheet {
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
RdDUtility.confirmerSuppression(this, li);
});
});
html.find('.subacteur-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
RdDUtility.confirmerSuppressionSubacteur(this, li);
});
html.find('#encaisser-direct').click(ev => {
this.actor.encaisser();
});
@@ -337,12 +308,12 @@ export class RdDActorSheet extends ActorSheet {
html.find('.subacteur-label a').click((event) => {
const li = $(event.currentTarget).parents(".item");
let actorId = li.data('actor-id');
let actor = game.actors.get( actorId) ;
if ( actor ) {
let actor = game.actors.get(actorId);
if (actor) {
actor.sheet.render(true);
}
});
// Points de reve actuel
html.find('.ptreve-actuel a').click((event) => {
this.actor.rollCarac('reve-actuel');