fvtt-warhero/modules/warhero-actor-sheet.js

254 lines
9.3 KiB
JavaScript

/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
import { WarheroUtility } from "./warhero-utility.js";
/* -------------------------------------------- */
export class WarheroActorSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["fvtt-warhero", "sheet", "actor"],
template: "systems/fvtt-warhero/templates/actor-sheet.html",
width: 720,
height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: true
});
}
/* -------------------------------------------- */
async getData() {
this.actor.setLevel()
this.actor.computeDRTotal()
this.actor.computeParryBonusTotal()
this.actor.computeBonusLanguages()
const objectData = duplicate(this.object.system)
let race = this.actor.getRace()
let formData = {
title: this.title,
id: this.actor.id,
type: this.actor.type,
img: this.actor.img,
name: this.actor.name,
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
system: objectData,
limited: this.object.limited,
compentencyItems:this.actor.getCompetencyItems( ),
skills: this.actor.getNormalSkills( ),
raceSkills: this.actor.getRaceSkills( ),
classSkills: this.actor.getClassSkills( ),
languages: this.actor.getLanguages( ),
weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
conditions: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getConditions()) ),
armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
equippedWeapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getEquippedWeapons())),
equippedArmors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getEquippedArmors())),
equippedShields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getEquippedShields())),
powers: this.actor.sortPowers(),
allItems: this.actor.getAllItems(),
subActors: duplicate(this.actor.getSubActors()),
competency: this.actor.getCompetency(),
race: duplicate(race),
mainClass: this.actor.getMainClass(),
secondaryClass: this.actor.getSecondaryClass(),
totalMoney: this.actor.computeTotalMoney(),
equipments: duplicate(this.actor.getEquipmentsOnly()),
//moneys: duplicate(this.actor.getMoneys()),
description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
notes: await TextEditor.enrichHTML(this.object.system.biodata.notes, {async: true}),
options: this.options,
owner: this.document.isOwner,
editScore: this.options.editScore,
isGM: game.user.isGM
}
if (this.actor.type == "party") {
formData.partySlots = this.actor.buildPartySlots()
} else {
formData.equipmentContainers = this.actor.buildEquipmentsSlot()
formData.bodyContainers = this.actor.buildBodySlot()
}
// Dynamic patch
formData.system.secondary.counterspell.hasmax = false
// Race mngt
if ( race && race.name) {
formData.hpprogression = game.system.warhero.config.progressionList[race.system.hpprogresion]
}
this.formData = formData
console.log("PC : ", formData, this.object);
return formData;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
html.bind("keydown", function(e) { // Ignore Enter in actores sheet
if (e.keyCode === 13) return false;
});
// Update Inventory Item
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
const item = this.actor.items.get( itemId );
item.sheet.render(true);
});
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item")
WarheroUtility.confirmDelete(this, li)
})
html.find('.item-add').click(ev => {
let dataType = $(ev.currentTarget).data("type")
let slotKey = $(ev.currentTarget).data("slot")
this.actor.createEmbeddedDocuments('Item', [{ name: "NewItem", type: dataType, system: { slotlocation: slotKey} }], { renderSheet: true })
})
html.find('.equip-activate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.equipActivate( itemId)
});
html.find('.equip-deactivate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.equipDeactivate( itemId)
});
html.find('.subactor-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let actorId = li.data("actor-id");
let actor = game.actors.get( actorId );
actor.sheet.render(true);
});
html.find('.subactor-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let actorId = li.data("actor-id");
this.actor.delSubActor(actorId);
});
html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 );
} );
html.find('.quantity-plus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), +1 );
} );
html.find('.skill-use-minus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecSkillUse( li.data("item-id"), -1 );
} );
html.find('.skill-use-plus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecSkillUse( li.data("item-id"), +1 );
} );
html.find('.ammo-minus').click(event => {
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), -1 );
} );
html.find('.ammo-plus').click(event => {
const li = $(event.currentTarget).parents(".item")
this.actor.incDecAmmo( li.data("item-id"), +1 )
} );
html.find('.roll-this').click((event) => {
const rollType = $(event.currentTarget).data("type")
const statKey = $(event.currentTarget).data("key")
this.actor.rollFromType(rollType, statKey)
});
html.find('.roll-save').click((event) => {
const rollType = $(event.currentTarget).data("type")
const statKey = $(event.currentTarget).data("key")
this.actor.rollSaveFromType(rollType, statKey)
});
html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item")
const weaponId = li.data("item-id")
this.actor.rollWeapon(weaponId)
});
html.find('.power-roll').click((event) => {
const li = $(event.currentTarget).parents(".item")
const powerId = li.data("item-id")
this.actor.rollPower(powerId)
});
html.find('.roll-damage').click((event) => {
const li = $(event.currentTarget).parents(".item")
const weaponId = li.data("item-id")
this.actor.rollDamage(weaponId)
});
html.find('.roll-damage-2hands').click((event) => {
const li = $(event.currentTarget).parents(".item")
const weaponId = li.data("item-id")
this.actor.rollDamage(weaponId, true)
});
html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore;
this.render(true);
});
html.find('.item-link a').click((event) => {
const itemId = $(event.currentTarget).data("item-id");
const item = this.actor.getOwnedItem(itemId);
item.sheet.render(true);
});
html.find('.item-equip').click(ev => {
const li = $(ev.currentTarget).parents(".item");
this.actor.equipItem( li.data("item-id") );
this.render(true);
});
html.find('.update-field').change(ev => {
const fieldName = $(ev.currentTarget).data("field-name");
let value = Number(ev.currentTarget.value);
this.actor.update( { [`${fieldName}`]: value } );
});
}
/* -------------------------------------------- */
/** @override */
setPosition(options = {}) {
const position = super.setPosition(options);
const sheetBody = this.element.find(".sheet-body");
const bodyHeight = position.height - 192;
sheetBody.css("height", bodyHeight);
return position;
}
/* -------------------------------------------- */
async _onDropItem(event, dragData) {
console.log(">>>>>> DROPPED!!!!")
const item = fromUuidSync(dragData.uuid)
if (item == undefined) {
item = this.actor.items.get( item.id )
}
let ret = await this.actor.preprocessItem( event, item, true )
if ( ret ) {
super._onDropItem(event, dragData)
}
}
/* -------------------------------------------- */
/** @override */
_updateObject(event, formData) {
// Update the Actor
return this.object.update(formData);
}
}