/** * Extend the basic ActorSheet with some very simple modifications * @extends {ActorSheet} */ import { Imperium5Utility } from "./imperium5-utility.js"; import { Imperium5RollDialog } from "./imperium5-roll-dialog.js"; /* -------------------------------------------- */ export class Imperium5ActorSheet extends ActorSheet { /** @override */ static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["fvtt-imperium5", "sheet", "actor"], template: "systems/fvtt-imperium5/templates/actor-sheet.html", width: 800, height: 720, tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "combat" }], dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }], editScore: true }); } /* -------------------------------------------- */ async getData() { const objectData = Imperium5Utility.data(this.object); let actorData = duplicate(Imperium5Utility.templateData(this.object)); let formData = { title: this.title, id: objectData.id, type: objectData.type, img: objectData.img, name: objectData.name, editable: this.isEditable, cssClass: this.isEditable ? "editable" : "locked", data: actorData, archetype: this.actor.getArchetype(), specialites: this.actor.getSpecialites(), familiarites: this.actor.getFamiliarites(), nature: this.actor.getNatureProfonde(), traits: this.actor.getTraits(), symbioses: this.actor.getSymbioses(), equipements: this.actor.getEquipements(), capacites: this.actor.getCapacites(), singularites: this.actor.getSingularites(), contacts: this.actor.getContacts(), effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)), limited: this.object.limited, options: this.options, owner: this.document.isOwner, editScore: this.options.editScore, isGM: game.user.isGM } this.formData = formData; console.log("PC : ", formData, this.object); return formData; } /* -------------------------------------------- */ async openGenericRoll() { let rollData = Imperium5Utility.getBasicRollData() rollData.alias = "Dice Pool Roll", rollData.mode = "generic" rollData.title = `Dice Pool Roll` rollData.img = "icons/dice/d12black.svg" let rollDialog = await Imperium5RollDialog.create( this.actor, rollData); rollDialog.render( true ); } /* -------------------------------------------- */ async rollIDR( itemId, diceValue) { let item = this.actor.data.items.get( itemId) ?? {name: "Unknown"} let myRoll = new Roll(diceValue+"x").roll({ async: false }) await Imperium5Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode")) let chatData = { user: game.user.id, rollMode: game.settings.get("core", "rollMode"), whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')), content: `${this.actor.name} has roll IDR for ${item.name} : ${myRoll.total}` } ChatMessage.create(chatData) } /* -------------------------------------------- */ /** @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"); Imperium5Utility.confirmDelete(this, li); }); html.find('.spec-group-activate').click(ev => { const li = $(ev.currentTarget).parents(".item"); let itemId = li.data("item-id"); this.actor.specPowerActivate( itemId) }); html.find('.spec-group-deactivate').click(ev => { const li = $(ev.currentTarget).parents(".item"); let itemId = li.data("item-id"); this.actor.specPowerDeactivate( itemId) }); 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('.effect-used').click(ev => { const li = $(ev.currentTarget).parents(".item"); let itemId = li.data("item-id"); this.actor.perkEffectUsed( itemId) }); html.find('.perk-status').change(ev => { const li = $(ev.currentTarget).parents(".item"); let itemId = li.data("item-id"); this.actor.updatePerkStatus( itemId, ev.currentTarget.value) }); html.find('.power-cost-spent').change(ev => { const li = $(ev.currentTarget).parents(".item"); let itemId = li.data("item-id"); this.actor.updatePowerSpentCost( itemId, ev.currentTarget.value) }); html.find('.power-dmg-roll').click(ev => { const li = $(ev.currentTarget).parents(".item") let itemId = li.data("item-id") this.actor.powerDmgRoll( itemId ) }) html.find('.perk-used').change(ev => { const li = $(ev.currentTarget).parents(".item") let itemId = li.data("item-id") let index = Number($(ev.currentTarget).data("use-index") ) this.actor.updatePerkUsed( itemId, index, ev.currentTarget.checked ) }); 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('.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('.momentum-minus').click(event => { this.actor.modifyMomentum( -1 ) } ) html.find('.momentum-plus').click(event => { this.actor.modifyMomentum( 1 ) } ) html.find('.unarmed-attack').click((event) => { this.actor.rollUnarmedAttack(); }); html.find('.generic-pool-roll').click((event) => { this.openGenericRoll() } ); html.find('.attack-melee').click((event) => { this.actor.rollPool( 'com'); }); html.find('.attack-ranged').click((event) => { this.actor.rollPool( 'agi'); }); html.find('.defense-roll').click((event) => { this.actor.rollPool( 'def', true); }); html.find('.damage-melee').click((event) => { this.actor.rollPool( 'str'); }); html.find('.damage-ranged').click((event) => { this.actor.rollPool( 'per'); }); html.find('.damage-resistance').click((event) => { this.actor.rollPool( 'phy'); }); html.find('.roll-stat').click((event) => { const statId = $(event.currentTarget).data("stat-key"); this.actor.rollStat(statId); }); html.find('.roll-mr').click((event) => { this.actor.rollMR(); }); html.find('.roll-idr').click((event) => { const diceValue = $(event.currentTarget).data("dice-value") const li = $(event.currentTarget).parents(".item") this.rollIDR( li.data("item-id"), diceValue) }) html.find('.roll-spec').click((event) => { const li = $(event.currentTarget).parents(".item"); const specId = li.data("item-id"); this.actor.rollSpec(specId); }); html.find('.power-roll').click((event) => { const li = $(event.currentTarget).parents(".item"); const powerId = li.data("item-id"); this.actor.rollPower(powerId); }); html.find('.weapon-roll').click((event) => { const li = $(event.currentTarget).parents(".item"); const weaponId = li.data("item-id"); this.actor.rollWeapon(weaponId); }); html.find('.armor-roll').click((event) => { const li = $(event.currentTarget).parents(".item"); const armorId = li.data("item-id"); this.actor.rollArmor(armorId); }); html.find('.weapon-damage-roll').click((event) => { const li = $(event.currentTarget).parents(".item"); const weaponId = li.data("item-id"); this.actor.rollWeapon(weaponId, true); }); html.find('.weapon-damage').click((event) => { const li = $(event.currentTarget).parents(".item"); const weapon = this.actor.getOwnedItem(li.data("item-id")); this.actor.rollDamage(weapon, 'damage'); }); 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('.power-activate').click(ev => { const li = $(ev.currentTarget).parents(".item"); this.actor.activatePower( li.data("item-id") ); this.render(true); }); html.find('.change-worstfear').change(ev => { this.actor.manageWorstFear( ev.currentTarget.checked ) }); html.find('.change-desires').change(ev => { this.actor.manageDesires( ev.currentTarget.checked ) }); html.find('.update-field').change(ev => { const fieldName = $(ev.currentTarget).data("field-name"); let value = Number(ev.currentTarget.value); this.actor.update( { [`${fieldName}`]: value } ); }); html.find('.perk-active').click(ev => { const li = $(ev.currentTarget).parents(".item"); this.actor.activatePerk( li.data("item-id") ); this.render(true); }); } /* -------------------------------------------- */ /** @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!!!!") let item = await Imperium5Utility.searchItem( dragData) if (item == undefined) { item = this.actor.items.get( dragData.data._id ) } //this.actor.preprocessItem( event, item, true ) super._onDropItem(event, dragData) } /* -------------------------------------------- */ /** @override */ _updateObject(event, formData) { // Update the Actor return this.object.update(formData); } }