fvtt-pegasus-rpg/modules/pegasus-actor-sheet.js

194 lines
6.4 KiB
JavaScript

/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
import { PegasusUtility } from "./pegasus-utility.js";
import { PegasusItemSheet } from "./pegasus-item-sheet.js";
/* -------------------------------------------- */
export class PegasusActorSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["fvtt-pegasus-rpg", "sheet", "actor"],
template: "systems/fvtt-pegasus-rpg/templates/actor-sheet.html",
width: 640,
height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: false
});
}
/* -------------------------------------------- */
async getData() {
const objectData = PegasusUtility.data(this.object);
let actorData = duplicate(PegasusUtility.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,
effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
limited: this.object.limited,
specs: this.actor.getSpecs( ),
weapons: this.actor.checkAndPrepareWeapons( duplicate(this.actor.getWeapons()) ),
armors: duplicate(this.actor.getArmors()),
shields: duplicate(this.actor.getShields()),
equipments: duplicate(this.actor.getEquipments()),
perks: duplicate(this.actor.getPerks()),
powers: duplicate(this.actor.getPowers()),
subActors: duplicate(this.actor.getSubActors()),
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;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// 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");
PegasusUtility.confirmDelete(this, li);
});
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('.equipement-moins').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.decrementeQuantite( li.data("item-id") );
} );
html.find('.equipement-plus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incrementeQuantite( li.data("item-id") );
} );
html.find('.skill-roll').click((event) => {
const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id");
this.actor.rollSkill(skillId);
});
html.find('.technique-roll').click((event) => {
const li = $(event.currentTarget).parents(".item");
const techId = li.data("item-id");
this.actor.rollTechnique(techId);
});
html.find('.weapon-roll').click((event) => {
const li = $(event.currentTarget).parents(".item");
const weaponId = li.data("item-id");
this.actor.rollWeapon(weaponId);
});
html.find('.river-flush').click((event) => {
const diceIndex = $(event.currentTarget).data("dice-index");
this.actor.flushDice(diceIndex);
});
html.find('.river-use').click((event) => {
const diceIndex = $(event.currentTarget).data("dice-index");
this.actor.addDice(diceIndex);
});
html.find('.weapon-label a').click((event) => {
const li = $(event.currentTarget).parents(".item");
const armeId = li.data("item-id");
const statId = li.data("stat-id");
this.actor.rollWeapon(armeId, statId);
});
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('.weapon-damage-critical').click((event) => {
const li = $(event.currentTarget).parents(".item");
const weapon = this.actor.getOwnedItem(li.data("item-id"));
this.actor.rollDamage(weapon, 'criticaldamage');
});
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);
});
}
/* -------------------------------------------- */
/** @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 _onDrop(event) {
let data = event.dataTransfer.getData('text/plain');
if (data) {
let dataItem = JSON.parse( data);
let npc = game.actors.get( dataItem.id);
if ( npc ) {
this.actor.addSubActor( dataItem.id);
return;
}
}
super._onDrop(event);
}
/* -------------------------------------------- */
/** @override */
_updateObject(event, formData) {
// Update the Actor
return this.object.update(formData);
}
}