Migration complétée vers appv2
This commit is contained in:
@@ -1,179 +1,227 @@
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/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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* Feuille de personnage Te Deum - AppV2
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*/
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import { TeDeumUtility } from "../common/tedeum-utility.js";
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const { HandlebarsApplicationMixin } = foundry.applications.api
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/* -------------------------------------------- */
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export class TeDeumActorPJSheet extends foundry.appv1.sheets.ActorSheet {
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export class TeDeumActorPJSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
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constructor(options = {}) {
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super(options)
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this._sheetMode = this.constructor.SHEET_MODES.PLAY
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}
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static SHEET_MODES = { EDIT: 0, PLAY: 1 }
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/** @override */
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ["fvtt-te-deum", "sheet", "actor"],
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template: "systems/fvtt-te-deum/templates/actors/actor-sheet.hbs",
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static DEFAULT_OPTIONS = {
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classes: ["fvtt-te-deum", "sheet", "actor"],
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position: {
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width: 860,
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height: 680,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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editScore: true
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});
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},
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form: {
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submitOnChange: true,
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closeOnSubmit: false,
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},
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window: {
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resizable: true,
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},
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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actions: {
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editImage: TeDeumActorPJSheet.#onEditImage,
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toggleSheet: TeDeumActorPJSheet.#onToggleSheet,
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editItem: TeDeumActorPJSheet.#onEditItem,
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deleteItem: TeDeumActorPJSheet.#onDeleteItem,
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createItem: TeDeumActorPJSheet.#onCreateItem,
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createBlessure: TeDeumActorPJSheet.#onCreateBlessure,
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createCompetence: TeDeumActorPJSheet.#onCreateCompetence,
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equipItem: TeDeumActorPJSheet.#onEquipItem,
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modifyQuantity: TeDeumActorPJSheet.#onModifyQuantity,
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rollCompetence: TeDeumActorPJSheet.#onRollCompetence,
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rollArme: TeDeumActorPJSheet.#onRollArme,
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rollDegats: TeDeumActorPJSheet.#onRollDegats,
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},
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}
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/** @override */
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static PARTS = {
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sheet: {
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template: "systems/fvtt-te-deum/templates/actors/actor-sheet.hbs",
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},
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}
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tabGroups = { primary: "principal" }
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get isEditMode() {
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return this._sheetMode === this.constructor.SHEET_MODES.EDIT
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}
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get isPlayMode() {
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return this._sheetMode === this.constructor.SHEET_MODES.PLAY
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}
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/* -------------------------------------------- */
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async getData() {
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let formData = {
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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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title: this.title,
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id: this.actor.id,
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type: this.actor.type,
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img: this.actor.img,
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name: this.actor.name,
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id: actor.id,
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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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editable: this.isEditable,
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cssClass: this.isEditable ? "editable" : "locked",
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system: foundry.utils.duplicate(this.object.system),
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limited: this.object.limited,
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competences: this.actor.getCompetences(),
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system: foundry.utils.duplicate(actor.system),
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systemFields: actor.system.schema.fields,
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limited: actor.limited,
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competences: actor.getCompetences(),
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config: foundry.utils.duplicate(game.system.tedeum.config),
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armes: this.actor.getArmes(),
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caracList: this.actor.prepareCaracteristiques(),
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providence: this.actor.prepareProvidence(),
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arbreCompetences: this.actor.prepareArbreCompetences(),
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equipements: this.actor.getEquipements(),
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simples: this.actor.getSimples(),
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armures: this.actor.getArmures(),
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graces: this.actor.getGraces(),
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blessures: this.actor.getBlessures(),
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maladies: this.actor.getMaladies(),
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poisons: this.actor.getPoisons(),
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combat: this.actor.prepareCombat(),
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bonusDegats: this.actor.getBonusDegats(),
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nbActions: this.actor.getNbActions(),
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initiative: this.actor.getInitiative(),
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pointsArmuresLourdes: this.actor.getNbArmures(),
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nbArmuresLourdes: this.actor.getNbArmuresLourdesActuel(),
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santeModifier: this.actor.getSanteModifier(),
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educations: this.actor.getEducations(),
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description: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.description, { async: true }),
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equipmentfree: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.equipmentfree, { async: true }),
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notes: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.notes, { async: true }),
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histoire: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.histoire, { async: true }),
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options: this.options,
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owner: this.document.isOwner,
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editScore: this.options.editScore,
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isGM: game.user.isGM
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armes: actor.getArmes(),
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caracList: actor.prepareCaracteristiques(),
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providence: actor.prepareProvidence(),
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arbreCompetences: actor.prepareArbreCompetences(),
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equipements: actor.getEquipements(),
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simples: actor.getSimples(),
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armures: actor.getArmures(),
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graces: actor.getGraces(),
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blessures: actor.getBlessures(),
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maladies: actor.getMaladies(),
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poisons: actor.getPoisons(),
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combat: actor.prepareCombat(),
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bonusDegats: actor.getBonusDegats(),
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nbActions: actor.getNbActions(),
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initiative: actor.getInitiative(),
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pointsArmuresLourdes: actor.getNbArmures(),
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nbArmuresLourdes: actor.getNbArmuresLourdesActuel(),
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santeModifier: actor.getSanteModifier(),
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educations: actor.getEducations(),
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enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.description, { async: true }),
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enrichedEquipmentFree: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.equipmentfree, { async: true }),
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enrichedNotes: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.notes, { async: true }),
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enrichedHistoire: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.histoire, { async: true }),
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owner: actor.isOwner,
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isEditMode: this.isEditMode,
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isPlayMode: this.isPlayMode,
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isGM: game.user.isGM,
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}
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this.formData = formData;
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return formData;
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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// Everything below here is only needed if the sheet is editable
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if (!this.options.editable) return;
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html.bind("keydown", function (e) { // Ignore Enter in actores sheet
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if (e.keyCode === 13) return false;
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});
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// Update Inventory Item
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item-id")
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let itemId = li.data("item-id")
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const item = this.actor.items.get(itemId);
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item.sheet.render(true);
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});
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item-id")
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TeDeumUtility.confirmDelete(this, li).catch("Error : No deletion confirmed")
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})
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html.find('.item-add').click(ev => {
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let dataType = $(ev.currentTarget).data("type")
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouveau " + dataType, type: dataType }], { renderSheet: true })
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})
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html.find('.blessure-add').click(ev => {
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let dataType = $(ev.currentTarget).data("type")
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvelle " + dataType, type: dataType, system: { typeBlessure: "estafilade", localisation: "corps", value: 0, appliquee: true, description: "" } }], { renderSheet: true })
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})
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html.find('.competence-add').click(ev => {
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let dataType = $(ev.currentTarget).data("type")
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let caracKey = $(ev.currentTarget).data("carac-key")
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvelle " + dataType, type: dataType, system: { caracteristique: caracKey } }], { renderSheet: true })
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})
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html.find('.subactor-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let actorId = li.data("actor-id");
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let actor = game.actors.get(actorId);
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actor.sheet.render(true);
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});
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html.find('.subactor-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let actorId = li.data("actor-id");
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this.actor.delSubActor(actorId);
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});
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html.find('.quantity-minus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecQuantity(li.data("item-id"), -1);
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});
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html.find('.quantity-plus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecQuantity(li.data("item-id"), +1);
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});
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html.find('.roll-competence').click((event) => {
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let compId = $(event.currentTarget).data("comp-id")
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this.actor.rollCompetence(compId)
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});
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html.find('.roll-arme').click((event) => {
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const armeId = $(event.currentTarget).data("arme-id")
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this.actor.rollArme(armeId)
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});
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html.find('.roll-degats').click((event) => {
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const armeId = $(event.currentTarget).data("arme-id")
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this.actor.rollDegatsArme(armeId)
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});
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html.find('.lock-unlock-sheet').click((event) => {
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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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html.find('.item-equip').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.equipItem(li.data("item-id"));
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this.render(true);
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});
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html.find('.update-field').change(ev => {
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const fieldName = $(ev.currentTarget).data("field-name");
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let value = Number(ev.currentTarget.value);
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this.actor.update({ [`${fieldName}`]: value });
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});
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}
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/* -------------------------------------------- */
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/** @override */
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setPosition(options = {}) {
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const position = super.setPosition(options);
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const sheetBody = this.element.find(".sheet-body");
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const bodyHeight = position.height - 192;
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sheetBody.css("height", bodyHeight);
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return position;
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_onRender(context, options) {
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super._onRender(context, options)
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// Tab navigation
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const nav = this.element.querySelector('nav.tabs[data-group]')
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if (nav) {
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const group = nav.dataset.group
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const activeTab = this.tabGroups[group] || "principal"
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nav.querySelectorAll('[data-tab]').forEach(link => {
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const tab = link.dataset.tab
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link.classList.toggle('active', tab === activeTab)
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link.addEventListener('click', event => {
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event.preventDefault()
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this.tabGroups[group] = tab
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this.render()
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})
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})
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this.element.querySelectorAll(`[data-group="${group}"][data-tab]`).forEach(content => {
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content.classList.toggle('active', content.dataset.tab === activeTab)
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})
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}
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// Ignore Enter key in sheet inputs
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this.element.addEventListener('keydown', e => {
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if (e.keyCode === 13 && e.target.tagName !== 'TEXTAREA') e.preventDefault()
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})
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}
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/* -------------------------------------------- */
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/** @override */
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_updateObject(event, formData) {
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// Update the Actor
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return this.object.update(formData);
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// #region Static action handlers
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static async #onEditImage(event) {
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const fp = new FilePicker({
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type: "image",
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current: this.document.img,
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callback: path => this.document.update({ img: path }),
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})
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fp.browse()
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}
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static async #onToggleSheet(event) {
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this._sheetMode = this.isEditMode
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? this.constructor.SHEET_MODES.PLAY
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: this.constructor.SHEET_MODES.EDIT
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this.render()
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}
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static async #onEditItem(event, target) {
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const li = target.closest("[data-item-id]")
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const item = this.actor.items.get(li?.dataset.itemId)
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if (item) item.sheet.render(true)
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}
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static async #onDeleteItem(event, target) {
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const li = target.closest("[data-item-id]")
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await TeDeumUtility.confirmDelete(this, li)
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}
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static async #onCreateItem(event, target) {
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const type = target.dataset.type
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await this.actor.createEmbeddedDocuments('Item', [{ name: "Nouveau " + type, type }], { renderSheet: true })
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}
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static async #onCreateBlessure(event, target) {
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const type = target.dataset.type
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await this.actor.createEmbeddedDocuments('Item', [{
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name: "Nouvelle " + type, type,
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system: { typeBlessure: "estafilade", localisation: "corps", value: 0, appliquee: true, description: "" }
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}], { renderSheet: true })
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}
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static async #onCreateCompetence(event, target) {
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const type = target.dataset.type
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const caracKey = target.dataset.caracKey
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await this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvelle " + type, type, system: { caracteristique: caracKey } }], { renderSheet: true })
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}
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static async #onEquipItem(event, target) {
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const li = target.closest("[data-item-id]")
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if (!li?.dataset.itemId) return
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await this.actor.equipItem(li.dataset.itemId)
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}
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static async #onModifyQuantity(event, target) {
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const li = target.closest("[data-item-id]")
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if (!li?.dataset.itemId) return
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const item = this.actor.items.get(li.dataset.itemId)
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if (!item) return
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const delta = parseInt(target.dataset.qty) || 0
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await this.actor.incDecQuantity(li.dataset.itemId, delta)
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}
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static async #onRollCompetence(event, target) {
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const li = target.closest("[data-item-id]")
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if (!li?.dataset.itemId) return
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await this.actor.rollCompetence(li.dataset.itemId)
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}
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static async #onRollArme(event, target) {
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const li = target.closest("[data-item-id]")
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if (!li?.dataset.itemId) return
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await this.actor.rollArme(li.dataset.itemId)
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}
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static async #onRollDegats(event, target) {
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const li = target.closest("[data-item-id]")
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if (!li?.dataset.itemId) return
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await this.actor.rollDegatsArme(li.dataset.itemId)
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}
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// #endregion
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}
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