Utilisation de system dans les Item/Actor Sheet

Utilisation de system dans les data de formulaire pour tous
les Item/Actor (à la base, ou les sous-éléments)

Corrections sur les sorts en réserve (ce ne sont pas des Item)

Petites améliorations:

* `actor.itemTypes[type]`
   revient à faire (sans besoin de filtrer)
    `actor.items.filter(it => it.type == type)`
* dans les ItemSheet, this.object et this.document
  remplacés par this.item
* dans les ActorSheet, this.object et this.document
  remplacés par this.actor

Quelques corrections en plus:
* parade ne marchait pas
* problèmes sur le commerce
This commit is contained in:
Vincent Vandemeulebrouck
2022-09-07 18:47:56 +02:00
parent 5cd9fb3a1c
commit 509b7f97dc
90 changed files with 786 additions and 815 deletions

View File

@ -1,7 +1,6 @@
import { Misc } from "./misc.js";
import { SYSTEM_RDD, SYSTEM_SOCKET_ID } from "./constants.js";
export const MESSAGE_DATA = 'message-data';
/**
* Class providing helper methods to get the list of users, and
@ -19,61 +18,50 @@ export class ChatUtility {
/* -------------------------------------------- */
static notifyUser(userId, level = 'info', message) {
const data = {
const socketData = {
userId: userId, level: level, message: message
};
if (game.user.id == userId) {
ChatUtility.onNotifyUser(data);
ChatUtility.onNotifyUser(socketData);
}
else {
game.socket.emit(SYSTEM_SOCKET_ID, {
msg: "msg_user_ui_notifications", data: data
msg: "msg_user_ui_notifications", data: socketData
});
}
}
static onNotifyUser(data) {
if (game.user.id == data.userId) {
switch (data.level) {
case 'warn': ui.notifications.warn(data.message); break;
case 'error': ui.notifications.error(data.message); break;
default: ui.notifications.info(data.message); break;
static onNotifyUser(socketData) {
if (game.user.id == socketData.userId) {
switch (socketData.level) {
case 'warn': ui.notifications.warn(socketData.message); break;
case 'error': ui.notifications.error(socketData.message); break;
default: ui.notifications.info(socketData.message); break;
}
}
}
/* -------------------------------------------- */
static onRemoveMessages(data) {
static onRemoveMessages(socketData) {
if (Misc.isUniqueConnectedGM()) {
if (data.part) {
const toDelete = game.messages.filter(it => it.data.content.includes(data.part));
if (socketData.part) {
const toDelete = game.messages.filter(it => it.content.includes(socketData.part));
toDelete.forEach(it => it.delete());
}
if (data.messageId) {
game.messages.get(data.messageId)?.delete();
if (socketData.messageId) {
game.messages.get(socketData.messageId)?.delete();
}
}
}
static onRemoveMessages(data) {
if (Misc.isUniqueConnectedGM()) {
if (data.part) {
const toDelete = game.messages.filter(it => it.content.includes(data.part));
toDelete.forEach(it => it.delete());
}
if (data.messageId) {
game.messages.get(data.messageId)?.delete();
}
}
}
/* -------------------------------------------- */
static removeMessages(data) {
static removeMessages(socketData) {
if (Misc.isUniqueConnectedGM()) {
ChatUtility.onRemoveMessages(data);
ChatUtility.onRemoveMessages(socketData);
}
else {
game.socket.emit(SYSTEM_SOCKET_ID, { msg: "msg_delete_chat_message", data: data });
game.socket.emit(SYSTEM_SOCKET_ID, { msg: "msg_delete_chat_message", data: socketData });
}
}
@ -154,17 +142,17 @@ export class ChatUtility {
}
/* -------------------------------------------- */
static handleGMChatMessage(data) {
console.log("blindMessageToGM", data);
static handleGMChatMessage(socketData) {
console.log("blindMessageToGM", socketData);
if (game.user.isGM) { // message privé pour GM only
data.user = game.user.id;
ChatMessage.create(data);
socketData.user = game.user.id;
ChatMessage.create(socketData);
}
}
static async setMessageData(chatMessage, key, data) {
if (data) {
await chatMessage.setFlag(SYSTEM_RDD, key, JSON.stringify(data));
static async setMessageData(chatMessage, key, flag) {
if (flag) {
await chatMessage.setFlag(SYSTEM_RDD, key, JSON.stringify(flag));
}
}