some autocomplete clan & family testing
This commit is contained in:
@@ -15,17 +15,19 @@ export class CharacterGeneratorDialog extends FormApplication {
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* Payload Object
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*/
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object = {
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avg_rings: 3,
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avgRings: 3,
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clan: "random",
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gender: "random",
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generateAttributes: true,
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generateDemeanor: true,
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generateName: true,
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generateNarrative: true,
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generatePeculiarities: true,
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generateItems: true,
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generateTechniques: true,
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generateSocial: true,
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generate: {
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attributes: true,
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demeanor: true,
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items: true,
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name: true,
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narrative: true,
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peculiarities: true,
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social: true,
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techniques: true,
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},
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};
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/**
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@@ -60,6 +62,32 @@ export class CharacterGeneratorDialog extends FormApplication {
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constructor(actor = null, options = {}) {
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super({}, options);
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this.actor = actor;
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this.initializeFromActor();
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}
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/**
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* Try to get values from actor to initialize the generator
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*/
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initializeFromActor() {
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const actorDatas = this.actor.data.data;
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// Identity
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//this.object.age = actorDatas.age;
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this.object.clan = actorDatas.identity.clan || "random";
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this.object.gender = actorDatas.identity.female
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? "female"
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: actorDatas.identity.female === false
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? "male"
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: "random";
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// Rings
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this.object.avgRings = CharacterGenerator.sanitizeMinMax(
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Math.round(
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Object.values(actorDatas.rings).reduce((acc, ringValue) => {
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return acc + ringValue;
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}, 0) / 5
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)
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);
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}
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/**
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@@ -68,7 +96,7 @@ export class CharacterGeneratorDialog extends FormApplication {
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* @return {Object}
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*/
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async getData(options = null) {
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const clans = Object.keys(CharacterGenerator.clansAndFamilies).map((e) => ({
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const clans = Array.from(CONFIG.l5r5e.families.keys()).map((e) => ({
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id: e,
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label: game.i18n.localize("l5r5e.clans." + e),
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}));
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@@ -93,23 +121,22 @@ export class CharacterGeneratorDialog extends FormApplication {
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* @override
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*/
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async _updateObject(event, formData) {
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formData = foundry.utils.expandObject(formData);
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// Generate datas
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const generator = new CharacterGenerator({
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avgRingsValue: formData.avg_rings,
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avgRingsValue: formData.avgRings,
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clanName: formData.clan,
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gender: formData.gender,
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});
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// Update current Object with new data to keep selection
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// Get selected value from generator for random values
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this.object = {
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...formData,
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clan: generator.data.clan,
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gender: generator.data.gender,
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};
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// Update actor with selection
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const updatedDatas = await generator.toActor(this.actor, formData);
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const updatedDatas = await generator.toActor(this.actor, formData.generate);
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await this.actor.update(updatedDatas);
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this.render(false);
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@@ -3,36 +3,6 @@
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*/
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export class CharacterGenerator {
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//<editor-fold desc="Config Datas">
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static clansAndFamilies = {
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// Majors
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imperial: ["Miya", "Otomo", "Seppun"],
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crab: ["Hida", "Kaiu", "Hiruma", "Yasuki", "Kuni"],
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crane: ["Asahina", "Daidoji", "Doji", "Kakita"],
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dragon: ["Kitsuki", "Mirumoto", "Togashi"],
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lion: ["Akodo", "Ikoma", "Kitsu", "Matsu"],
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phoenix: ["Agasha", "Asako", "Isawa", "Shiba"],
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scorpion: ["Bayushi", "Shosuro", "Soshi", "Yogo"],
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unicorn: ["Ide", "Iuchi", "Moto", "Shinjo", "Utaku"],
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mantis: ["(mantis)"], // no family name, boat name
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// Minors
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ronin: ["(ronin)"], // can be anything
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badger: ["Ichiro"],
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bat: ["Komori"],
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boar: ["Heichi"],
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dragonfly: ["Tonbo"],
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firefly: ["Hotaru"],
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hare: ["Ujina", "Usagi"],
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monkey: ["Toku", "Fuzake"],
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oriole: ["Tsi"],
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ox: ["Morito"],
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sparrow: ["Suzume"],
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tortoise: ["Kasuga"],
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// ivory_kingdoms
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// qamarist
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// ujik
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};
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static demeanorList = [
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{ id: "adaptable", mod: { fire: 2, earth: -2 } },
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{ id: "adaptable", mod: { water: 2, earth: -2 } },
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@@ -130,17 +100,17 @@ export class CharacterGenerator {
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* @param {string} gender random|male|female
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*/
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constructor({ avgRingsValue = 3, clanName = "random", gender = "random" }) {
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if (!CharacterGenerator.clansAndFamilies[clanName]) {
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if (!CONFIG.l5r5e.families.has(clanName)) {
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clanName = "random";
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}
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if (clanName === "random") {
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clanName = CharacterGenerator._getRandomArrayValue(Object.keys(CharacterGenerator.clansAndFamilies));
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clanName = CharacterGenerator._getRandomArrayValue(Array.from(CONFIG.l5r5e.families.keys()));
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}
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if (gender === "random" || !["male", "female"].includes(gender)) {
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gender = Math.random() > 0.5 ? "male" : "female";
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}
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this.data.avgRingsValue = CharacterGenerator._sanitizeMinMax(avgRingsValue);
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this.data.avgRingsValue = CharacterGenerator.sanitizeMinMax(avgRingsValue);
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this.data.clan = clanName;
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this.data.family = CharacterGenerator._getRandomFamily(clanName);
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this.data.gender = gender;
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@@ -182,9 +152,8 @@ export class CharacterGenerator {
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* Always return a number between 1 and 5
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* @param {number} number
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* @return {number}
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* @private
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*/
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static _sanitizeMinMax(number) {
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static sanitizeMinMax(number) {
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return Math.min(5, Math.max(1, number));
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}
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@@ -222,10 +191,11 @@ export class CharacterGenerator {
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// Ronin specific, can be any other family name
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if (clanName === "ronin") {
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originClan = CharacterGenerator._getRandomArrayValue(
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Object.keys(CharacterGenerator.clansAndFamilies).filter((e) => e !== "ronin")
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Array.from(CONFIG.l5r5e.families.keys()).filter((e) => e !== "ronin")
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);
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}
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return CharacterGenerator._getRandomArrayValue(CharacterGenerator.clansAndFamilies[originClan]);
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return CharacterGenerator._getRandomArrayValue(CONFIG.l5r5e.families.get(originClan));
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}
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/**
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@@ -288,33 +258,41 @@ export class CharacterGenerator {
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* Modify the current actor datas with selected options
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*
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* @param {ActorL5r5e} actor Actor object
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* @param {boolean} generateName If true generate a new name
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* @param {boolean} generateAttributes If true generate rings, attributes, skills and confrontation ranks
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* @param {boolean} generateSocial If true generate Social Standing
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* @param {boolean} generateDemeanor If true generate Demeanor and rings affinities
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* @param {boolean} generatePeculiarities If true generate Advantage and Disadvantage
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* @param {boolean} generateItems If true generate Armor, Weapons and Items
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* @param {boolean} generateTechniques If true generate Shuji, Katas...
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* @param {boolean} generateNarrative If true generate Narrative and fluff
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* @param {Object} generate
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* @param {boolean} generate.name If true generate a new name
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* @param {boolean} generate.attributes If true generate rings, attributes, skills and confrontation ranks
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* @param {boolean} generate.social If true generate Social Standing
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* @param {boolean} generate.demeanor If true generate Demeanor and rings affinities
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* @param {boolean} generate.peculiarities If true generate Advantage and Disadvantage
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* @param {boolean} generate.items If true generate Armor, Weapons and Items
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* @param {boolean} generate.techniques If true generate Shuji, Katas...
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* @param {boolean} generate.narrative If true generate Narrative and fluff
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* @return {Promise<Object>}
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*/
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async toActor(
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actor,
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{
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generateName = true,
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generateAttributes = true,
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generateSocial = true,
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generateDemeanor = true,
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generatePeculiarities = true,
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generateItems = true,
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generateTechniques = true,
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generateNarrative = true,
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} = {}
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generate = {
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name: true,
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attributes: true,
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social: true,
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demeanor: true,
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peculiarities: true,
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items: true,
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techniques: true,
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narrative: true,
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}
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) {
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const actorDatas = actor.data.data;
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console.log(generate); // TODO tmp
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// Name
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const newName = generateName ? await this.getRandomizedName() : actor.data.name;
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const newName = generate.name ? await this.getRandomizedName() : actor.data.name;
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actorDatas.identity.age = this.data.age;
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actorDatas.identity.clan = this.data.clan;
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actorDatas.identity.family = this.data.family;
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actorDatas.identity.female = this.data.gender === "female";
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// Img (only if default)
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const folder = "systems/l5r5e/assets/icons/actors";
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@@ -327,38 +305,38 @@ export class CharacterGenerator {
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: actor.data.img;
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// Generate attributes (rings, attributes, skills, confrontation ranks)
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if (generateAttributes) {
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if (generate.attributes) {
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this._generateAttributes(actorDatas);
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}
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// Social Standing
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if (generateSocial) {
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if (generate.social) {
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actorDatas.social.honor = this.data.honor;
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actorDatas.social.glory = this.data.glory;
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actorDatas.social.status = this.data.status;
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}
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// Demeanor (npc only)
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if (generateDemeanor && actor.type === "npc") {
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if (generate.demeanor && actor.type === "npc") {
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this._generateDemeanor(actorDatas);
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}
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// Items types
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if (generatePeculiarities || generateItems || generateTechniques) {
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if (generate.peculiarities || generate.items || generate.techniques) {
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const newItemsData = [];
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// Advantage / Disadvantage
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if (generatePeculiarities) {
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if (generate.peculiarities) {
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await this._generatePeculiarities(actor, newItemsData);
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}
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// Items
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if (generateItems) {
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if (generate.items) {
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await this._generateItems(actor, newItemsData);
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}
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// Techniques
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if (generateTechniques) {
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if (generate.techniques) {
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await this._generateTechniques(actor, newItemsData);
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}
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@@ -369,7 +347,7 @@ export class CharacterGenerator {
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}
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// Narrative
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if (generateNarrative) {
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if (generate.narrative) {
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this._generateNarrative(actorDatas);
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}
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@@ -393,7 +371,7 @@ export class CharacterGenerator {
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// Rings
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CONFIG.l5r5e.stances.forEach((ringName) => {
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// avgRingsValue + (-1|0|1)
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actorDatas.rings[ringName] = CharacterGenerator._sanitizeMinMax(
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actorDatas.rings[ringName] = CharacterGenerator.sanitizeMinMax(
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this.data.avgRingsValue - 1 + Math.floor(Math.random() * 3)
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);
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stats.min = Math.min(stats.min, actorDatas.rings[ringName]);
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@@ -76,6 +76,24 @@ export class CharacterSheetL5r5e extends BaseCharacterSheetL5r5e {
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return;
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}
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// Autocomplete
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game.l5r5e.HelpersL5r5e.autocomplete(
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html,
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"data.identity.clan",
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Object.entries(game.i18n.translations.l5r5e.clans)
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.filter(([k, v]) => k !== "title")
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.map(([k, v]) => v)
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);
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game.l5r5e.HelpersL5r5e.autocomplete(
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html,
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"data.identity.family",
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CONFIG.l5r5e.families.get(
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Object.entries(game.i18n.translations.l5r5e.clans).find(
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([k, v]) => v === this.actor.data.data.identity.clan
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)?.[0]
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)
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);
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// Open linked school curriculum journal
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html.find(".school-journal-link").on("click", this._openLinkedJournal.bind(this));
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@@ -18,12 +18,13 @@ export class NpcSheetL5r5e extends BaseCharacterSheetL5r5e {
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}
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/**
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* Add the NpcGenerator button on top of sheet
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* Add the CharacterGenerator button in L5R specific bar
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* @override
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* @return {{label: string, class: string, icon: string, onclick: Function|null}[]}
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*/
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_getHeaderButtons() {
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let buttons = super._getHeaderButtons();
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if (!this.isEditable || this.actor.limited) {
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_getL5rHeaderButtons() {
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const buttons = super._getL5rHeaderButtons();
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if (!this.isEditable || this.actor.limited || this.actor.data.data.soft_locked) {
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return buttons;
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}
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@@ -43,7 +43,7 @@ L5R5E.techniques.set("title_ability", { type: "title", displayInTypes: false });
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// Custom
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L5R5E.techniques.set("specificity", { type: "custom", displayInTypes: false });
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// Map SkillId - CategoryId
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// *** SkillId - CategoryId ***
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L5R5E.skills = new Map();
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L5R5E.skills.set("aesthetics", "artisan");
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L5R5E.skills.set("composition", "artisan");
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@@ -74,7 +74,7 @@ L5R5E.skills.set("seafaring", "trade");
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L5R5E.skills.set("skulduggery", "trade");
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L5R5E.skills.set("survival", "trade");
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// Symbols Map
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// *** Symbols ***
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L5R5E.symbols = new Map();
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L5R5E.symbols.set("(op)", { class: "i_opportunity", label: "l5r5e.chatdices.opportunities" });
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L5R5E.symbols.set("(su)", { class: "i_success", label: "l5r5e.chatdices.successes" });
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@@ -114,3 +114,29 @@ L5R5E.symbols.set("(unicorn)", { class: "i_unicorn", label: "" });
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L5R5E.symbols.set("(bushi)", { class: "i_bushi", label: "" });
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L5R5E.symbols.set("(courtier)", { class: "i_courtier", label: "" });
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L5R5E.symbols.set("(shugenja)", { class: "i_shugenja", label: "" });
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// *** Clans and Families ***
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L5R5E.families = new Map();
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// Majors
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L5R5E.families.set("imperial", ["Miya", "Otomo", "Seppun"]);
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L5R5E.families.set("crab", ["Hida", "Kaiu", "Hiruma", "Yasuki", "Kuni"]);
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L5R5E.families.set("crane", ["Asahina", "Daidoji", "Doji", "Kakita"]);
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L5R5E.families.set("dragon", ["Kitsuki", "Mirumoto", "Togashi"]);
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L5R5E.families.set("lion", ["Akodo", "Ikoma", "Kitsu", "Matsu"]);
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L5R5E.families.set("phoenix", ["Agasha", "Asako", "Isawa", "Shiba"]);
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L5R5E.families.set("scorpion", ["Bayushi", "Shosuro", "Soshi", "Yogo"]);
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L5R5E.families.set("unicorn", ["Ide", "Iuchi", "Moto", "Shinjo", "Utaku"]);
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// Minors
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L5R5E.families.set("mantis", ["(boat name)"]); // no family name, boat name
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L5R5E.families.set("ronin", ["(ronin)"]); // can be anything
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L5R5E.families.set("badger", ["Ichiro"]);
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L5R5E.families.set("bat", ["Komori"]);
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L5R5E.families.set("boar", ["Heichi"]);
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L5R5E.families.set("dragonfly", ["Tonbo"]);
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L5R5E.families.set("firefly", ["Hotaru"]);
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L5R5E.families.set("hare", ["Ujina", "Usagi"]);
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L5R5E.families.set("monkey", ["Toku", "Fuzake"]);
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L5R5E.families.set("oriole", ["Tsi"]);
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L5R5E.families.set("ox", ["Morito"]);
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L5R5E.families.set("sparrow", ["Suzume"]);
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L5R5E.families.set("tortoise", ["Kasuga"]);
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@@ -690,4 +690,123 @@ export class HelpersL5r5e {
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}
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return await table.drawMany(retrieve, opt);
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}
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/**
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* Return the string without accents
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* @param {string} str
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* @return {string}
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*/
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static noAccents(str) {
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return str.normalize("NFKD").replace(/[\u0300-\u036f]/g, "");
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}
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/**
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* Autocomplete method
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* @param {jQuery} html HTML content of the sheet.
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* @param {string} name Html name of the input
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* @param {string[]} list Array of string to display
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*/
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static autocomplete(html, name, list = []) {
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const inp = document.getElementsByName(name)?.[0];
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if (list.length < 1) {
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return;
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}
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let currentFocus;
|
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const closeAllLists = (elmnt = null) => {
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const collection = document.getElementsByClassName("autocomplete-items");
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for (let item of collection) {
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if (!elmnt || (elmnt !== item && elmnt !== inp)) {
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item.parentNode.removeChild(item);
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}
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}
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};
|
||||
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// execute a function when someone writes in the text field
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inp.addEventListener("input", (inputEvent) => {
|
||||
closeAllLists();
|
||||
|
||||
const val = inputEvent.target.value;
|
||||
if (!val) {
|
||||
return false;
|
||||
}
|
||||
|
||||
currentFocus = -1;
|
||||
|
||||
// create a DIV element that will contain the items (values)
|
||||
const listDiv = document.createElement("DIV");
|
||||
listDiv.setAttribute("id", inputEvent.target.id + "autocomplete-list");
|
||||
listDiv.setAttribute("class", "autocomplete-items");
|
||||
|
||||
// append the DIV element as a child of the autocomplete container
|
||||
inputEvent.target.parentNode.appendChild(listDiv);
|
||||
|
||||
list.forEach((value, index) => {
|
||||
if (
|
||||
HelpersL5r5e.noAccents(value.substring(0, val.length).toLowerCase()) ===
|
||||
HelpersL5r5e.noAccents(val.toLowerCase())
|
||||
) {
|
||||
const choiceDiv = document.createElement("DIV");
|
||||
choiceDiv.setAttribute("data-id", index);
|
||||
choiceDiv.innerHTML = `<strong>${value.substring(0, val.length)}</strong>${value.substring(
|
||||
val.length
|
||||
)}`;
|
||||
|
||||
choiceDiv.addEventListener("click", (clickEvent) => {
|
||||
const selectedIndex = clickEvent.target.attributes["data-id"].value;
|
||||
if (!list[selectedIndex]) {
|
||||
return;
|
||||
}
|
||||
inp.value = list[selectedIndex];
|
||||
closeAllLists();
|
||||
});
|
||||
listDiv.appendChild(choiceDiv);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// execute a function presses a key on the keyboard
|
||||
inp.addEventListener("keydown", function (e) {
|
||||
const collection = document.getElementById(this.id + "autocomplete-list")?.getElementsByTagName("div");
|
||||
if (!collection) {
|
||||
return;
|
||||
}
|
||||
switch (e.code) {
|
||||
case "ArrowUp":
|
||||
case "ArrowDown":
|
||||
// focus index
|
||||
currentFocus += e.code === "ArrowUp" ? -1 : 1;
|
||||
if (currentFocus >= collection.length) {
|
||||
currentFocus = 0;
|
||||
}
|
||||
if (currentFocus < 0) {
|
||||
currentFocus = collection.length - 1;
|
||||
}
|
||||
// css classes
|
||||
for (let item of collection) {
|
||||
item.classList.remove("autocomplete-active");
|
||||
}
|
||||
collection[currentFocus]?.classList.add("autocomplete-active");
|
||||
break;
|
||||
|
||||
case "Tab":
|
||||
case "Enter":
|
||||
e.preventDefault();
|
||||
if (currentFocus > -1 && !!collection[currentFocus]) {
|
||||
collection[currentFocus].click();
|
||||
}
|
||||
break;
|
||||
|
||||
case "Escape":
|
||||
closeAllLists();
|
||||
break;
|
||||
} //swi
|
||||
});
|
||||
|
||||
// execute a function when someone clicks in the document
|
||||
html.on("focusout", (e) => {
|
||||
console.log("aaaaaaaaaa");
|
||||
closeAllLists(e.target);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user