Migration vers datamodels
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255
modules/actors/sheets/pc-npc-sheet.js
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255
modules/actors/sheets/pc-npc-sheet.js
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import EcrymeBaseActorSheet from "./base-actor-sheet.js"
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import { EcrymeUtility } from "../../common/ecryme-utility.js"
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/**
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* Actor sheet for PC and NPC types using Application V2.
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*/
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export default class EcrymeActorSheet extends EcrymeBaseActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["pc-npc"],
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position: { width: 860, height: 680 },
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actions: {
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openAnnency: EcrymeActorSheet.#onOpenAnnency,
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itemEdit: EcrymeActorSheet.#onItemEdit,
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itemDelete: EcrymeActorSheet.#onItemDelete,
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itemCreate: EcrymeActorSheet.#onItemCreate,
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subactorEdit: EcrymeActorSheet.#onSubactorEdit,
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subactorDelete: EcrymeActorSheet.#onSubactorDelete,
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rollSkill: EcrymeActorSheet.#onRollSkill,
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rollSpec: EcrymeActorSheet.#onRollSpec,
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rollSkillConfront: EcrymeActorSheet.#onRollSkillConfront,
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rollCephaly: EcrymeActorSheet.#onRollCephaly,
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rollWeaponConfront:EcrymeActorSheet.#onRollWeaponConfront,
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impactModify: EcrymeActorSheet.#onImpactModify,
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rollWeapon: EcrymeActorSheet.#onRollWeapon,
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lockUnlock: EcrymeActorSheet.#onLockUnlock,
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equipItem: EcrymeActorSheet.#onEquipItem,
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quantityMinus: EcrymeActorSheet.#onQuantityMinus,
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quantityPlus: EcrymeActorSheet.#onQuantityPlus,
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},
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}
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/** @override */
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static PARTS = {
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header: { template: "systems/fvtt-ecryme/templates/actors/partials/actor-header.hbs" },
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tabs: { template: "templates/generic/tab-navigation.hbs" },
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skills: { template: "systems/fvtt-ecryme/templates/actors/actor-skills.hbs" },
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traits: { template: "systems/fvtt-ecryme/templates/actors/actor-traits.hbs" },
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combat: { template: "systems/fvtt-ecryme/templates/actors/actor-combat.hbs" },
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cephaly: { template: "systems/fvtt-ecryme/templates/actors/actor-cephaly.hbs" },
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equipements:{ template: "systems/fvtt-ecryme/templates/actors/actor-equipements.hbs" },
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biodata: { template: "systems/fvtt-ecryme/templates/actors/actor-biodata.hbs" },
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}
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/** @override */
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tabGroups = { primary: "skills" }
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/** Build tabs, conditionally adding cephaly if the module is active */
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_getTabs() {
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const hasCephaly = EcrymeUtility.hasCephaly()
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const tabs = {
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skills: { id: "skills", group: "primary", label: "ECRY.ui.skills" },
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traits: { id: "traits", group: "primary", label: "ECRY.ui.traits" },
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combat: { id: "combat", group: "primary", label: "ECRY.ui.healthcombat" },
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equipements:{ id: "equipements", group: "primary", label: "ECRY.ui.equipment" },
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biodata: { id: "biodata", group: "primary", label: "ECRY.ui.bionotes" },
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}
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if (hasCephaly) {
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// Insert cephaly after combat, rebuilding the object to preserve insertion order
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const ordered = {}
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for (const [k, v] of Object.entries(tabs)) {
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ordered[k] = v
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if (k === "combat") ordered.cephaly = { id: "cephaly", group: "primary", label: "ECRY.ui.cephaly" }
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}
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for (const tab of Object.values(ordered)) {
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tab.active = this.tabGroups[tab.group] === tab.id
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tab.cssClass = tab.active ? "active" : ""
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}
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return ordered
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}
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for (const tab of Object.values(tabs)) {
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tab.active = this.tabGroups[tab.group] === tab.id
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tab.cssClass = tab.active ? "active" : ""
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}
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return tabs
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}
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/** @override */
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async _prepareContext() {
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const actor = this.document
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return {
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actor,
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system: actor.system,
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source: actor.toObject(),
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fields: actor.schema.fields,
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systemFields: actor.system.schema.fields,
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type: actor.type,
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img: actor.img,
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name: actor.name,
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isEditable: this.isEditable,
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config: game.system.ecryme.config,
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hasCephaly: EcrymeUtility.hasCephaly(),
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hasBoheme: EcrymeUtility.hasBoheme(),
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hasAmertume: EcrymeUtility.hasAmertume(),
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skills: actor.prepareSkills(),
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traits: actor.getRollTraits(),
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ideal: actor.getIdeal(),
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spleen: actor.getSpleen(),
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weapons: actor.getWeapons(),
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maneuvers: actor.getManeuvers(),
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impactsMalus: actor.getImpactsMalus(),
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equipments: actor.getEquipments(),
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cephalySkills:actor.getCephalySkills(),
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confrontations: actor.getConfrontations(),
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subActors: actor.getSubActors(),
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annency: actor.getAnnency(),
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owner: this.document.isOwner,
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isGM: game.user.isGM,
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editScore: this.options.editScore ?? true,
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tabs: this._getTabs(),
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}
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}
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/** @override */
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async _preparePartContext(partId, context) {
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context = await super._preparePartContext(partId, context)
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switch (partId) {
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case "skills":
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case "traits":
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case "combat":
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case "cephaly":
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case "equipements":
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context.tab = context.tabs[partId] ?? { cssClass: "" }
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break
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case "biodata":
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context.tab = context.tabs.biodata
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context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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this.document.system.biodata.description, { async: true }
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)
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context.enrichedGmnotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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this.document.system.biodata.gmnotes, { async: true }
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)
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break
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}
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return context
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}
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// #region Drag and Drop
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/** Handle incoming drops: Items from sidebar/compendium, Actors as subactors */
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async _onDrop(event) {
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
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if (!data?.type) return
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if (data.type === "Item") {
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const item = await fromUuid(data.uuid)
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if (!item) return
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await this.document.createEmbeddedDocuments("Item", [item.toObject()])
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} else if (data.type === "Actor") {
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const actor = fromUuidSync(data.uuid)
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if (actor) await this.actor.addSubActor(actor.id)
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}
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}
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/** Handle outgoing drag from embedded item rows */
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_onDragStart(event) {
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const li = event.currentTarget.closest("[data-item-id]")
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if (!li) return
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const item = this.document.items.get(li.dataset.itemId)
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if (!item) return
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event.dataTransfer.setData("text/plain", JSON.stringify(item.toDragData()))
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}
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// #endregion
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// #region Static Action Handlers
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static #onOpenAnnency(event, target) {
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const actorId = target.dataset.annencyId
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game.actors.get(actorId)?.sheet.render(true)
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}
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static #onItemEdit(event, target) {
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const li = target.closest("[data-item-id]")
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const itemId = li?.dataset.itemId ?? target.dataset.itemId
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this.document.items.get(itemId)?.sheet.render(true)
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}
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static async #onItemDelete(event, target) {
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const li = target.closest("[data-item-id]")
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EcrymeUtility.confirmDelete(this, $(li)).catch(() => {})
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}
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static #onItemCreate(event, target) {
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const dataType = target.dataset.type
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this.document.createEmbeddedDocuments("Item", [{ name: "NewItem", type: dataType }], { renderSheet: true })
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}
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static #onSubactorEdit(event, target) {
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const li = target.closest("[data-actor-id]")
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game.actors.get(li?.dataset.actorId)?.sheet.render(true)
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}
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static #onSubactorDelete(event, target) {
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const li = target.closest("[data-actor-id]")
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this.actor.delSubActor(li?.dataset.actorId)
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}
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static #onRollSkill(event, target) {
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this.actor.rollSkill(target.dataset.categoryKey, target.dataset.skillKey)
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}
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static #onRollSpec(event, target) {
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this.actor.rollSpec(target.dataset.categoryKey, target.dataset.skillKey, target.dataset.specId)
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}
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static #onRollSkillConfront(event, target) {
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this.actor.rollSkillConfront(target.dataset.categoryKey, target.dataset.skillKey)
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}
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static #onRollCephaly(event, target) {
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this.actor.rollCephalySkillConfront(target.dataset.skillKey)
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}
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static #onRollWeaponConfront(event, target) {
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const li = target.closest("[data-item-id]")
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this.actor.rollWeaponConfront(li?.dataset.itemId)
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}
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static #onImpactModify(event, target) {
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this.actor.modifyImpact(
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target.dataset.impactType,
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target.dataset.impactLevel,
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Number(target.dataset.impactModifier)
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)
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}
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static #onRollWeapon(event, target) {
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this.actor.rollArme(target.dataset.armeId)
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}
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static #onLockUnlock(event, target) {
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this.options.editScore = !this.options.editScore
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this.render(true)
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}
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static #onEquipItem(event, target) {
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const li = target.closest("[data-item-id]")
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this.actor.equipItem(li?.dataset.itemId)
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this.render(true)
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}
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static #onQuantityMinus(event, target) {
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const li = target.closest("[data-item-id]")
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this.actor.incDecQuantity(li?.dataset.itemId, -1)
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}
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static #onQuantityPlus(event, target) {
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const li = target.closest("[data-item-id]")
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this.actor.incDecQuantity(li?.dataset.itemId, +1)
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}
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// #endregion
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}
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