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139
rmss/module/sheets/actors/rmss_player_sheet.js
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139
rmss/module/sheets/actors/rmss_player_sheet.js
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export default class RMSSPlayerSheet extends ActorSheet {
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// Override Default Options, Set CSS Classes, Set Default Sheet, Set up Sheet Tabs
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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template: "systems/rmss/templates/sheets/actors/rmss-character-sheet.html",
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classes: ["rmss", "sheet", "actor"],
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
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});
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}
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// Make the data available to the sheet template
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getData() {
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const context = super.getData();
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// Use a safe clone of the actor data for further operations.
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const actorData = this.actor.data.toObject(false);
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// Add the actor's data to context.data for easier access, as well as flags.
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context.data = actorData.data;
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context.flags = actorData.flags;
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// Prepare character data and items.
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if (actorData.type == 'character') {
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this._prepareItems(context);
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this._prepareCharacterData(context);
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}
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// Prepare NPC data and items.
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if (actorData.type == 'npc') {
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this._prepareItems(context);
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}
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return context;
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}
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_prepareCharacterData(context) {
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}
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_prepareItems(context) {
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// Initialize containers.
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const gear = [];
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const playerskill= [];
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const skillcat = [];
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// Iterate through items, allocating to containers
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for (let i of context.items) {
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i.img = i.img || DEFAULT_TOKEN;
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// Append to gear.
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if (i.type === 'item' || i.type === 'armor' || i.type === 'weapon' || i.type === 'herb_or_poison') {
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gear.push(i);
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}
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// Append to skill categories.
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else if (i.type === 'skill_category') {
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skillcat.push(i);
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}
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// Append to playerskill
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else if (i.type === 'skill') {
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playerskill.push(i);
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}
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}
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// Sort Skill/Skillcat Arrays
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skillcat.sort(function (a, b){
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if (a.name < b.name) {
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return -1;
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}
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if (a.name > b.name) {
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return 1;
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}
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return 0;
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});
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playerskill.sort(function (a, b){
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if (a.name < b.name) {
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return -1;
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}
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if (a.name > b.name) {
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return 1;
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}
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return 0;
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});
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// Assign and return
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context.gear = gear;
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context.skillcat = skillcat;
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context.playerskill = playerskill;
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}
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activateListeners(html) {
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super.activateListeners(html);
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// NOTE: Can you do skill/item favorites this way?
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// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log(this);
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item.sheet.render(true);
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});
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// -------------------------------------------------------------
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// Everything below here is only needed if the sheet is editable
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if (!this.isEditable) return;
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// Add Item
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html.find('.item-create').click(this._onItemCreate.bind(this));
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// Delete Item
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html.find('.item-delete').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log(ev.currentTarget.getAttribute("data-item-id"));
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item.delete();
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});
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}
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async _onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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const name = `New ${type.capitalize()}`;
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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data: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.data["type"];
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// Finally, create the item!
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return await Item.create(itemData, {parent: this.actor});
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}
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}
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