Add effects and tabs
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@@ -12,3 +12,4 @@ export { default as PrismRPGMiracleSheet } from "./sheets/miracle-sheet.mjs"
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export { default as PrismRPGRaceSheet } from "./sheets/race-sheet.mjs"
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export { default as PrismRPGClassSheet } from "./sheets/class-sheet.mjs"
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export { default as PrismRPGCharacterPathSheet } from "./sheets/character-path-sheet.mjs"
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export { WeaponTypesConfig } from "./weapon-types-config.mjs"
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@@ -0,0 +1,219 @@
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/**
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* Application to configure weapon types and groups
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*/
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import { getWeaponTypes, getWeaponGroups } from "../config/weapon.mjs"
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export class WeaponTypesConfig extends FormApplication {
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constructor(object, options) {
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super(object, options)
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// Store working copies that won't trigger settings changes
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this.workingTypes = null
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this.workingGroups = null
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}
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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title: game.i18n.localize("PRISMRPG.Settings.weaponTypesConfig.title"),
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id: "weapon-types-config",
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classes: ["prismrpg", "weapon-types-config"],
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template: "systems/fvtt-prism-rpg/templates/weapon-types-config.hbs",
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width: 1000,
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height: "auto",
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closeOnSubmit: true,
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submitOnChange: false,
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tabs: [{ navSelector: ".tabs", contentSelector: ".content", initial: "types" }]
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})
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}
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getData() {
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const data = super.getData()
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// Get default weapon types from config with proper translation keys
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const defaultTypes = getWeaponTypes()
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// Get default weapon groups from config with proper translation keys
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const defaultGroups = getWeaponGroups()
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// Initialize working copies on first render
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if (!this.workingTypes) {
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const customTypes = game.settings.get("fvtt-prism-rpg", "customWeaponTypes") || {}
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this.workingTypes = foundry.utils.deepClone(customTypes)
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}
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if (!this.workingGroups) {
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const customGroups = game.settings.get("fvtt-prism-rpg", "customWeaponGroups") || {}
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this.workingGroups = foundry.utils.deepClone(customGroups)
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}
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// Merge default and working copies
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data.weaponTypes = {}
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const mergedTypes = foundry.utils.mergeObject(defaultTypes, this.workingTypes, { inplace: false })
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console.log("Merged types in getData:", mergedTypes)
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for (const [key, type] of Object.entries(mergedTypes)) {
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data.weaponTypes[key] = {
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...type,
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// Translate label if it's a translation key
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label: type.label.startsWith("PRISMRPG.") ? game.i18n.localize(type.label) : type.label,
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// Mark if it's a custom type (can be deleted)
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isCustom: key.startsWith("custom_")
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}
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}
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data.weaponGroups = {}
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const mergedGroups = foundry.utils.mergeObject(defaultGroups, this.workingGroups, { inplace: false })
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for (const [key, group] of Object.entries(mergedGroups)) {
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data.weaponGroups[key] = {
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...group,
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// Translate labels if they're translation keys
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label: group.label.startsWith("PRISMRPG.") ? game.i18n.localize(group.label) : group.label,
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passiveLabel: group.passiveLabel.startsWith("PRISMRPG.") ? game.i18n.localize(group.passiveLabel) : group.passiveLabel,
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passiveDescription: group.passiveDescription.startsWith("PRISMRPG.") ? game.i18n.localize(group.passiveDescription) : group.passiveDescription,
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// Mark if it's a custom group (can be deleted)
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isCustom: key.startsWith("custom_")
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}
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}
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return data
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}
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activateListeners(html) {
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super.activateListeners(html)
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// Add new weapon type
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html.find('[data-action="add-weapon-type"]').click(this._onAddWeaponType.bind(this))
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// Delete weapon type
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html.find('[data-action="delete-weapon-type"]').click(this._onDeleteWeaponType.bind(this))
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// Add new weapon group
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html.find('[data-action="add-weapon-group"]').click(this._onAddWeaponGroup.bind(this))
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// Delete weapon group
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html.find('[data-action="delete-weapon-group"]').click(this._onDeleteWeaponGroup.bind(this))
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// Reset to defaults
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html.find('[data-action="reset-defaults"]').click(this._onResetDefaults.bind(this))
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console.log("Listeners activated, weapon types count:", html.find('.weapon-type-entry').length)
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}
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async _onAddWeaponType(event) {
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event.preventDefault()
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const newId = `custom_${foundry.utils.randomID()}`
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// Add new empty type to working copy (no settings save)
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this.workingTypes[newId] = {
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id: newId,
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label: "New Weapon Type",
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apc: 1,
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hands: 1
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}
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// Force re-render without saving
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this.render(true)
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}
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async _onDeleteWeaponType(event) {
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event.preventDefault()
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const typeId = $(event.currentTarget).data('id')
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console.log("Delete weapon type clicked:", typeId)
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console.log("Working types before:", this.workingTypes)
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// Delete from working copy (no settings save)
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delete this.workingTypes[typeId]
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console.log("Working types after:", this.workingTypes)
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// Save to settings immediately so it persists
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await game.settings.set("fvtt-prism-rpg", "customWeaponTypes", this.workingTypes)
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// Find and remove the entry from DOM immediately
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this.element.find(`.weapon-type-entry[data-id="${typeId}"]`).remove()
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}
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async _onAddWeaponGroup(event) {
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event.preventDefault()
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const newId = `custom_${foundry.utils.randomID()}`
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// Add new empty group to working copy (no settings save)
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this.workingGroups[newId] = {
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id: newId,
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label: "New Weapon Group",
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passive: "newPassive",
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passiveLabel: "New Passive",
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passiveDescription: "Description of the new passive ability."
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}
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// Force re-render without saving
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this.render(true)
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}
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async _onDeleteWeaponGroup(event) {
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event.preventDefault()
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const groupId = $(event.currentTarget).data('id')
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// Delete from working copy (no settings save)
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delete this.workingGroups[groupId]
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// Save to settings immediately so it persists
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await game.settings.set("fvtt-prism-rpg", "customWeaponGroups", this.workingGroups)
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// Find and remove the entry from DOM immediately
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this.element.find(`.weapon-group-entry[data-id="${groupId}"]`).remove()
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}
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async _onResetDefaults(event) {
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event.preventDefault()
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const confirm = await Dialog.confirm({
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title: game.i18n.localize("PRISMRPG.Settings.resetConfirm.title"),
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content: game.i18n.localize("PRISMRPG.Settings.resetConfirm.content"),
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yes: () => true,
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no: () => false
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})
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if (confirm) {
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// Reset working copies
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this.workingTypes = {}
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this.workingGroups = {}
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this.render(true)
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}
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}
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async _updateObject(event, formData) {
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const expanded = foundry.utils.expandObject(formData)
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// Extract only custom types (those with custom_ prefix)
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const customTypes = {}
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if (expanded.weaponTypes) {
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for (const [key, type] of Object.entries(expanded.weaponTypes)) {
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if (key.startsWith("custom_")) {
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customTypes[key] = type
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}
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}
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}
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// Extract only custom groups (those with custom_ prefix)
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const customGroups = {}
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if (expanded.weaponGroups) {
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for (const [key, group] of Object.entries(expanded.weaponGroups)) {
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if (key.startsWith("custom_")) {
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customGroups[key] = group
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}
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}
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}
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// Save custom weapon types (this will trigger page reload)
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await game.settings.set("fvtt-prism-rpg", "customWeaponTypes", customTypes)
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// Save custom weapon groups (this will trigger page reload)
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await game.settings.set("fvtt-prism-rpg", "customWeaponGroups", customGroups)
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ui.notifications.info(game.i18n.localize("PRISMRPG.Settings.weaponTypesSaved"))
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}
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}
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