converting advancement to dynamic list skills
This commit is contained in:
@@ -133,146 +133,151 @@ export class BaseCharacterSheetL5r5e extends BaseSheetL5r5e {
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* @param {DragEvent} event
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*/
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async _onDrop(event) {
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// *** Everything below here is only needed if the sheet is editable ***
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if (!this.isEditable || this.actor.system.soft_locked) {
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console.log("L5R5E | This sheet is not editable");
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return;
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}
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// Check item type and subtype
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const item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
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if (!item || !["Item", "JournalEntry"].includes(item.documentName) || item.type === "property") {
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console.log(`L5R5E | Wrong subtype ${item?.type}`, item);
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return;
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}
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// Specific curriculum journal drop
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if (item.documentName === "JournalEntry") {
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// npc does not have this
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if (!this.actor.system.identity?.school_curriculum_journal) {
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console.log("L5R5E | NPC won't go to school :'(");
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return;
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}
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this.actor.system.identity.school_curriculum_journal = {
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id: item._id,
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name: item.name,
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pack: item.pack || null,
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};
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await this.actor.update({
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system: {
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identity: {
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school_curriculum_journal: this.actor.system.identity.school_curriculum_journal,
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},
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},
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});
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return;
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}
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// Dropped an item with same "id" as one owned
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if (this.actor.items) {
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// Exit if we already owned exactly this id (drag a personal item on our own sheet)
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if (
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this.actor.items.some((embedItem) => {
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// Search in children
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if (embedItem.items instanceof Map && embedItem.items.has(item._id)) {
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return true;
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}
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return embedItem._id === item._id;
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})
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) {
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console.log("L5R5E | This element has been ignored because it already exists in this actor", item.uuid);
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try {
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// *** Everything below here is only needed if the sheet is editable ***
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if (!this.isEditable || this.actor.system.soft_locked) {
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console.log("L5R5E | This sheet is not editable");
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return;
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}
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// Add quantity instead if they have (id is different so use type and name)
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if (item.system.quantity) {
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const tmpItem = this.actor.items.find(
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(embedItem) => embedItem.name === item.name && embedItem.type === item.type
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);
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if (tmpItem && this._modifyQuantity(tmpItem.id, 1)) {
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// Check item type and subtype
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const item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
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if (!item || !["Item", "JournalEntry"].includes(item.documentName) || item.type === "property") {
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console.log(`L5R5E | Wrong subtype ${item?.type}`, item);
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return;
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}
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// Specific curriculum journal drop
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if (item.documentName === "JournalEntry") {
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// npc does not have this
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if (!this.actor.system.identity?.school_curriculum_journal) {
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console.log("L5R5E | NPC won't go to school :'(");
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return;
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}
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}
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}
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// Can add the item - Foundry override cause props
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const allowed = Hooks.call("dropActorSheetData", this.actor, this, item);
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if (allowed === false) {
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return;
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}
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let itemData = item.toObject(true);
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// Item subtype specific
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switch (itemData.type) {
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case "army_cohort":
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case "army_fortification":
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console.warn("L5R5E | Army items are not allowed", item?.type, item);
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this.actor.system.identity.school_curriculum_journal = {
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id: item._id,
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name: item.name,
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pack: item.pack || null,
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};
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await this.actor.update({
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system: {
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identity: {
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school_curriculum_journal: this.actor.system.identity.school_curriculum_journal,
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},
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},
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});
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return;
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}
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case "advancement":
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// Specific advancements, remove 1 to selected ring/skill
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await this.actor.addBonus(item);
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break;
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case "title":
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// Generate new Ids for the embed items
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await item.generateNewIdsForAllEmbedItems();
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// Add embed advancements bonus
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for (let [embedId, embedItem] of item.system.items) {
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if (embedItem.type === "advancement") {
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await this.actor.addBonus(embedItem);
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}
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// Dropped an item with same "id" as one owned
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if (this.actor.items) {
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// Exit if we already owned exactly this id (drag a personal item on our own sheet)
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if (
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this.actor.items.some((embedItem) => {
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// Search in children
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if (embedItem.items instanceof Map && embedItem.items.has(item._id)) {
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return true;
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}
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return embedItem._id === item._id;
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})
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) {
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console.log("L5R5E | This element has been ignored because it already exists in this actor", item.uuid);
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return;
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}
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// refresh data
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itemData = item.toObject(true);
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break;
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case "skill":
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itemData.system.rank = 0;
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itemData.system.modifier = 0;
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break;
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case "technique":
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// School_ability and mastery_ability, allow only 1 per type
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if (CONFIG.l5r5e.techniques.get(itemData.system.technique_type)?.type === "school") {
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if (
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Array.from(this.actor.items).some((e) => {
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return e.type === "technique" && e.system.technique_type === itemData.system.technique_type;
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})
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) {
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ui.notifications.info(game.i18n.localize("l5r5e.techniques.only_one"));
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// Add quantity instead if they have (id is different so use type and name)
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if (item.system.quantity) {
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const tmpItem = this.actor.items.find(
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(embedItem) => embedItem.name === item.name && embedItem.type === item.type
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);
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if (tmpItem && this._modifyQuantity(tmpItem.id, 1)) {
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return;
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}
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// No cost for schools
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itemData.system.xp_cost = 0;
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itemData.system.xp_used = 0;
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itemData.system.in_curriculum = true;
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} else {
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// Check if technique is allowed for this character
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// if (!game.user.isGM && !this.actor.system.techniques[itemData.system.technique_type]) {
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// ui.notifications.info(game.i18n.localize("l5r5e.techniques.not_allowed"));
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// return;
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// }
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// Verify cost
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itemData.system.xp_cost =
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itemData.system.xp_cost > 0 ? itemData.system.xp_cost : CONFIG.l5r5e.xp.techniqueCost;
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itemData.system.xp_used = itemData.system.xp_cost;
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}
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break;
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}
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}
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// Modify the bought at rank to the current actor rank
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if (itemData.system.bought_at_rank !== undefined && this.actor.system.identity?.school_rank) {
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itemData.system.bought_at_rank = this.actor.system.identity.school_rank;
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}
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// Can add the item - Foundry override cause props
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const allowed = Hooks.call("dropActorSheetData", this.actor, this, item);
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if (allowed === false) {
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return;
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}
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// Finally create the embed
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return this.actor.createEmbeddedDocuments("Item", [itemData]);
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let itemData = item.toObject(true);
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// Item subtype specific
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switch (itemData.type) {
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case "army_cohort":
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case "army_fortification":
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console.warn("L5R5E | Army items are not allowed", item?.type, item);
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return;
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case "advancement":
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// Specific advancements, add x to selected ring/skill
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await this.actor.addBonus(item);
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break;
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case "title":
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// Generate new Ids for the embed items
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await item.generateNewIdsForAllEmbedItems();
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// Add embed advancements bonus
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for (let [embedId, embedItem] of item.system.items) {
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if (embedItem.type === "advancement") {
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await this.actor.addBonus(embedItem);
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}
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}
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// refresh data
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itemData = item.toObject(true);
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break;
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case "skill":
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itemData.system.rank = 0;
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itemData.system.modifier = 0;
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break;
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case "technique":
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// School_ability and mastery_ability, allow only 1 per type
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if (CONFIG.l5r5e.techniques.get(itemData.system.technique_type)?.type === "school") {
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if (
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Array.from(this.actor.items).some((e) => {
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return e.type === "technique" && e.system.technique_type === itemData.system.technique_type;
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})
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) {
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ui.notifications.info(game.i18n.localize("l5r5e.techniques.only_one"));
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return;
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}
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// No cost for schools
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itemData.system.xp_cost = 0;
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itemData.system.xp_used = 0;
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itemData.system.in_curriculum = true;
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} else {
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// Check if technique is allowed for this character
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// if (!game.user.isGM && !this.actor.system.techniques[itemData.system.technique_type]) {
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// ui.notifications.info(game.i18n.localize("l5r5e.techniques.not_allowed"));
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// return;
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// }
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// Verify cost
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itemData.system.xp_cost =
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itemData.system.xp_cost > 0 ? itemData.system.xp_cost : CONFIG.l5r5e.xp.techniqueCost;
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itemData.system.xp_used = itemData.system.xp_cost;
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}
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break;
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}
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// Modify the bought at rank to the current actor rank
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if (itemData.system.bought_at_rank !== undefined && this.actor.system.identity?.school_rank) {
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itemData.system.bought_at_rank = this.actor.system.identity.school_rank;
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}
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// Finally create the embed
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return this.actor.createEmbeddedDocuments("Item", [itemData]);
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} catch (ex) {
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console.warn("L5R5E |", ex.message);
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}
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}
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/** @inheritdoc */
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