Foundry V10 Compatability and Skill Calculations

This commit is contained in:
Anthony Murphy
2022-09-05 10:15:56 +10:00
parent 09196a90cc
commit 3a585a5772
40 changed files with 548 additions and 450 deletions

View File

@@ -17,17 +17,74 @@ export default class RMSSSkillSheet extends ItemSheet {
}
// Make the data available to the sheet template
getData() {
const baseData = super.getData();
async getData() {
const baseData = await super.getData();
var enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
// Get a list of the parent item's skill categories for the dropdown
var owned_skillcats = this.prepareSkillCategoryValues();
// Figure out if a valid Skill Category is already selected
var selected_skillcat = this.prepareSelectedSkillCategory(owned_skillcats, this.object.system.category);
this.prepareSelectedSkillCategoryBonus(selected_skillcat);
let sheetData = {
owner: this.item.isOwner,
editable :this.isEditable,
item: baseData.item,
data: baseData.item.data.data,
config: CONFIG.rmss
system: baseData.item.system,
config: CONFIG.rmss,
owned_skillcats: owned_skillcats,
enrichedDescription: enrichedDescription,
selected_skillcat: selected_skillcat
};
return sheetData;
}
prepareSkillCategoryValues() {
// If there is no player owning this Skill then we cannot assign a category.
var skillcat_list = {None: "Skill Has No Owner", };
if (this.item.isEmbedded === null) {
return(skillcat_list);
}
else
{
const skillcats = this.item.parent.getOwnedSkillCategories();
return(skillcats);
}
}
// Determine which Stat is selected and test that it is in the current list of categories.
prepareSelectedSkillCategory(ownedskillcats, selected_category) {
// Start By setting the owned category to None, if nothing happens this will be the default
var default_selected_category = "None";
// Get a list of keys from the currently owned skill categories and compare to the current value
if (Object.keys(ownedskillcats).includes(selected_category)) {
return(selected_category);
} else {
return(default_selected_category);
}
}
prepareSelectedSkillCategoryBonus(selected_skillcat) {
if (this.item.isEmbedded === null) {
console.log("Skill has no owner");
}
else
{
const items = this.object.parent.items;
for (const item of items) {
if (item.type === "skill_category" && item._id === selected_skillcat) {
this.object.system.category_bonus = item.system.total_bonus;
}
}
}
}
}