Add Templates Html + Gulp Sass + Css + Basic Tree and Files

- Add Templates Html
- Gulp Sass
- Css
- Basic Tree and Files
This commit is contained in:
Mandar
2020-12-04 20:17:51 +01:00
parent 9332985ec7
commit a0a99eb08c
60 changed files with 7771 additions and 34 deletions

View File

@@ -0,0 +1,34 @@
/**
* Extends the actor to process special things from L5R.
*/
export class ActorL5r5e extends Actor {
/** @override */
static async create(data, options={}) {
if(!Object.keys(data).includes("type")) data.type = "character";
await super.create(data, options);
}
prepareData() {
super.prepareData();
const actorData = this.data;
const data = actorData.data;
const isCharacter = actorData.type === "character";
if (isCharacter) {
data.endurance = (Number(data.rings.earth) + Number(data.rings.fire)) * 2;
data.composure = (Number(data.rings.earth) + Number(data.rings.water)) * 2;
data.focus = Number(data.rings.air) + Number(data.rings.fire);
data.vigilante = Math.floor((Number(data.rings.air) + Number(data.rings.water)) / 2);
data.void_points.max = data.rings.void;
// Make sure void points are never greater than max
if (data.void_points.current > data.void_points.max) {
data.void_points.current = data.void_points.max;
}
}
}
}

View File

@@ -0,0 +1,142 @@
export class ActorSheetL5r5e extends ActorSheet {
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "actor"],
template: "systems/l5r5e/templates/sheets/actor-sheet.html",
width: 600,
height: 600,
tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}],
dragDrop: [{dragSelector: ".item-list .item", dropSelector: null}]
});
}
getData() {
const sheetData = super.getData();
this._prepareItems(sheetData);
const feats = sheetData.items.filter((item) => item.type === "feat");
sheetData.data.feats = feats;
return sheetData;
}
/**
* Update the actor.
* @param event
* @param formData
*/
_updateObject(event, formData) {
return this.object.update(formData);
}
/**
* Prepare item data to be displayed in the actor sheet.
* @param sheetData Data of the actor been displayed in the sheet.
*/
_prepareItems(sheetData) {
for (let item of sheetData.items) {
if (item.type === "weapon") {
item.isWeapon = true;
item.isEquipment = true;
} else if (item.type === "feat"){
item.isFeat = true;
}
else {
item.isEquipment = true;
}
}
}
_prepareFeats() {
}
/**
* Subscribe to events from the sheet.
* @param html HTML content of the sheet.
*/
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");
const itemId = li.data("itemId");
const item = this.actor.getOwnedItem(itemId);
item.sheet.render(true);
});
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const itemId = li.data("itemId");
this.actor.deleteOwnedItem(itemId);
});
html.find('.feat-add').click(ev => {
this._createFeat();
});
html.find('.feat-delete').click(ev => {
const li = $(ev.currentTarget).parents(".feat");
const featId = li.data("featId");
console.log("Remove feat" + featId + " clicked");
this.actor.deleteOwnedItem(featId);
});
html.find('.feat-edit').click(ev => {
const li = $(ev.currentTarget).parents(".feat");
const featId = li.data("featId");
const feat = this.actor.getOwnedItem(featId);
feat.sheet.render(true);
});
html.find('.skill-name').click(ev => {
const li = $(ev.currentTarget).parents(".skill");
const skillId = li.data("skill");
this._onSkillClicked(skillId);
});
html.find('.adquisition-add').click(ev => {
this._createFeat();
});
}
/**
* Creates a new feat for the character and shows a window to edit it.
*/
async _createFeat() {
const data = {
name: game.i18n.localize('L5r5e.FeatPlaceholderName'),
type: "feat"
};
const created = await this.actor.createEmbeddedEntity("OwnedItem", data);
const feat = this.actor.getOwnedItem(created._id);
// Default values
//feat.rank = 1;
//feat.xp_used = 0;
feat.sheet.render(true);
return feat;
}
/**
* React to a skill from the skills list been clicked.
* @param {string} skillId Unique ID of the skill been clicked.
*/
async _onSkillClicked(skillId) {
console.log("Clicked on skill " + skillId);
// TODO
}
}

View File

@@ -0,0 +1,17 @@
/**
* Establish each L5r5e dice type here as extensions of DiceTerm.
* @extends {DiceTerm}
*/
export { AbilityDie } from "./dice/dietype/AbilityDie.js";
export { RingsDie } from "./dice/dietype/RingsDie.js";
/**
* New extension of the core DicePool class for evaluating rolls with the L5r5e DiceTerms
*/
export { RollL5r5e } from "./dice/roll.js";
/**
* Dice pool utility specializing in the L5r5e special dice
*/
export { DicePoolL5r5e } from "./dice/pool.js";

View File

@@ -0,0 +1,63 @@
export class AbilityDie extends DiceTerm {
constructor(termData) {
super(termData);
this.faces = 8;
}
/* -------------------------------------------- */
/** @override */
static DENOMINATION = "a";
/* -------------------------------------------- */
/** @override */
get formula() {
return `${this.number}${this.constructor.DENOMINATION}${this.modifiers.join("")}`;
}
/* -------------------------------------------- */
/** @override */
evaluate({ minimize = false, maximize = false } = {}) {
if (this._evaluated) {
throw new Error(`This ${this.constructor.name} has already been evaluated and is immutable`);
}
// Roll the initial number of dice
for (let n = 1; n <= this.number; n++) {
this.roll({ minimize, maximize });
}
// Apply modifiers
this._evaluateModifiers();
// Combine all FFG results.
this.ffg = { success: 0, failure: 0, advantage: 0, threat: 0, triumph: 0, despair: 0, light: 0, dark: 0 };
this.results.forEach((result) => {
this.ffg.success += parseInt(result.ffg.success);
this.ffg.failure += parseInt(result.ffg.failure);
this.ffg.advantage += parseInt(result.ffg.advantage);
this.ffg.threat += parseInt(result.ffg.threat);
this.ffg.triumph += parseInt(result.ffg.triumph);
this.ffg.despair += parseInt(result.ffg.despair);
this.ffg.light += parseInt(result.ffg.light);
this.ffg.dark += parseInt(result.ffg.dark);
});
// Return the evaluated term
this._evaluated = true;
this._isFFG = true;
return this;
}
/* -------------------------------------------- */
/** @override */
roll(options) {
const roll = super.roll(options);
roll.ffg = CONFIG.FFG.ABILITY_RESULTS[roll.result];
return roll;
}
/* -------------------------------------------- */
/** @override */
static getResultLabel(result) {
return CONFIG.FFG.ABILITY_RESULTS[result].label;
}
}

View File

@@ -0,0 +1,63 @@
export class RingsDie extends DiceTerm {
constructor(termData) {
super(termData);
this.faces = 12;
}
/* -------------------------------------------- */
/** @override */
static DENOMINATION = "p";
/* -------------------------------------------- */
/** @override */
get formula() {
return `${this.number}${this.constructor.DENOMINATION}${this.modifiers.join("")}`;
}
/* -------------------------------------------- */
/** @override */
evaluate({ minimize = false, maximize = false } = {}) {
if (this._evaluated) {
throw new Error(`This ${this.constructor.name} has already been evaluated and is immutable`);
}
// Roll the initial number of dice
for (let n = 1; n <= this.number; n++) {
this.roll({ minimize, maximize });
}
// Apply modifiers
this._evaluateModifiers();
// Combine all FFG results.
this.ffg = { success: 0, failure: 0, advantage: 0, threat: 0, triumph: 0, despair: 0, light: 0, dark: 0 };
this.results.forEach((result) => {
this.ffg.success += parseInt(result.ffg.success);
this.ffg.failure += parseInt(result.ffg.failure);
this.ffg.advantage += parseInt(result.ffg.advantage);
this.ffg.threat += parseInt(result.ffg.threat);
this.ffg.triumph += parseInt(result.ffg.triumph);
this.ffg.despair += parseInt(result.ffg.despair);
this.ffg.light += parseInt(result.ffg.light);
this.ffg.dark += parseInt(result.ffg.dark);
});
// Return the evaluated term
this._evaluated = true;
this._isFFG = true;
return this;
}
/* -------------------------------------------- */
/** @override */
roll(options) {
const roll = super.roll(options);
roll.ffg = CONFIG.FFG.PROFICIENCY_RESULTS[roll.result];
return roll;
}
/* -------------------------------------------- */
/** @override */
static getResultLabel(result) {
return CONFIG.FFG.PROFICIENCY_RESULTS[result].label;
}
}

View File

@@ -0,0 +1,8 @@
/**
* Dice pool utility specializing in the FFG special dice
*/
export class DicePoolL5r5e {
}

View File

@@ -0,0 +1,8 @@
/**
* New extension of the core DicePool class for evaluating rolls with the FFG DiceTerms
*/
export class RollL5r5e extends Roll {
}

View File

@@ -0,0 +1,51 @@
import { L5RItemSheet } from "./item-sheet.js";
/**
* @extends {ItemSheet}
*/
export class L5RFeatSheet extends L5RItemSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["l5r", "sheet", "feat"],
template: "systems/l5r/templates/item/feat-sheet.html",
width: 520,
height: 480,
tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
/** @override */
getData() {
const sheetData = super.getData();
sheetData.data.dtypes = ["String", "Number", "Boolean"];
sheetData.data.isFeat = true;
sheetData.data.isEquipment = false;
return sheetData;
}
/**
* Subscribe to events from the sheet.
* @param html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
}
/**
* Update feat with the data from the sheet.
* @param event
* @param formData
*/
_updateObject(event, formData) {
// Update the Item
return this.object.update(formData);
}
}

View File

@@ -0,0 +1,47 @@
/**
* Extend the basic ItemSheet with some very simple modifications
* @extends {ItemSheet}
*/
export class L5RItemSheet extends ItemSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["l5r", "sheet", "item"],
template: "systems/l5r/templates/item/item-sheet.html",
width: 520,
height: 480,
tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
getData() {
const sheetData = super.getData();
sheetData.data.dtypes = ["String", "Number", "Boolean"];
sheetData.data.isEquipment = true;
return sheetData;
}
/**
* Subscribe to events from the sheet.
* @param html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
}
/**
* Update the item with data from the sheet.
* @param event
* @param formData
*/
_updateObject(event, formData) {
return this.object.update(formData);
}
}

View File

@@ -0,0 +1,4 @@
export class L5RItem extends Item {
}

View File

@@ -0,0 +1,48 @@
import { L5RItemSheet } from "./item-sheet.js";
/**
* @extends {ItemSheet}
*/
export class L5RWeaponSheet extends L5RItemSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["l5r", "sheet", "weapon"],
template: "systems/l5r/templates/item/weapon-sheet.html",
width: 520,
height: 480,
tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
getData() {
const sheetData = super.getData();
sheetData.data.dtypes = ["String", "Number", "Boolean"];
sheetData.data.isWeapon = true;
sheetData.data.isEquipment = true;
return sheetData;
}
/**
* Subscribe to events from the sheet.
* @param html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
}
/**
* Update item with values from the sheet.
* @param event
* @param formData
*/
_updateObject(event, formData) {
return this.object.update(formData);
}
}

View File

@@ -0,0 +1,75 @@
// Import Modules
import { RegisterSettings } from './settings.js';
import { PreloadTemplates } from './preloadTemplates.js';
import { ActorL5r5e } from "./actor-l5r5e.js";
import { ActorSheetL5r5e } from './sheets/actor-sheet.js';
// Import Dice Types
/* ------------------------------------ */
/* Initialize system */
/* ------------------------------------ */
Hooks.once('init', async function() {
console.log('l5r5e | Initializing l5r5e');
// Assign custom classes and constants here
CONFIG.Actor.entityClass = ActorL5r5e;
CONFIG.Actor.sheetClasses = ActorSheetL5r5e;
// Register custom system settings
RegisterSettings();
// Preload Handlebars templates
await PreloadTemplates();
// Register custom sheets (if any)
// Actors sheet
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("l5r5e", ActorSheetL5r5e, { types: ["character"], makeDefault: true });
Handlebars.registerHelper('localizeSkillCategory', function(skillName) {
const key = 'L5r5e.Skills.' + skillName + '.Title';
return game.i18n.localize(key);
});
Handlebars.registerHelper('localizeSkill', function(skillCategory, skillName) {
const key = 'L5r5e.Skills.' + skillCategory + '.' + skillName;
return game.i18n.localize(key);
});
Handlebars.registerHelper('localizeRing', function(ringName) {
const key = 'L5r5e.Rings.' + ringName.charAt(0).toUpperCase() + ringName.slice(1);
return game.i18n.localize(key);
});
Handlebars.registerHelper('localizeRingTip', function(ringName) {
const key = 'L5r5e.Rings.' + ringName.charAt(0).toUpperCase() + ringName.slice(1) + "Tip";
return game.i18n.localize(key);
});
Handlebars.registerHelper('localizeStanceTip', function(ringName) {
const key = 'L5r5e.Conflict.Stances.' + ringName.charAt(0).toUpperCase() + ringName.slice(1) + "Tip";
return game.i18n.localize(key);
});
});
/* ------------------------------------ */
/* Setup system */
/* ------------------------------------ */
Hooks.once('setup', function() {
// Do anything after initialization but before
// ready
});
/* ------------------------------------ */
/* Actor Dialog */
/* ------------------------------------ */
/* ------------------------------------ */
/* When ready */
/* ------------------------------------ */
Hooks.once('ready', function() {
// Do anything once the system is ready
});
// Add any additional hooks if necessary

View File

@@ -0,0 +1,25 @@
export const PreloadTemplates = async function() {
const templatePaths = [
// Add paths to "systems/l5r5e/templates"
'systems/l5r5e/templates/sheets/actor/rings.html',
'systems/l5r5e/templates/sheets/actor/identity.html',
'systems/l5r5e/templates/sheets/actor/category.html',
'systems/l5r5e/templates/sheets/actor/skill.html',
'systems/l5r5e/templates/sheets/actor/social.html',
'systems/l5r5e/templates/sheets/actor/conflict.html',
'systems/l5r5e/templates/sheets/actor/stance.html',
'systems/l5r5e/templates/sheets/actor/feats.html',
'systems/l5r5e/templates/sheets/actor/experience.html',
'systems/l5r5e/templates/sheets/actor/adquisition.html',
// items
'systems/l5r5e/templates/item/weapon-sheet.html',
'systems/l5r5e/templates/item/items.html',
'systems/l5r5e/templates/item/item-entry.html',
'systems/l5r5e/templates/item/weapons.html',
'systems/l5r5e/templates/item/weapon-entry.html',
'systems/l5r5e/templates/item/feat-sheet.html',
'systems/l5r5e/templates/item/feat-entry.html'
];
return loadTemplates(templatePaths);
}

View File

@@ -0,0 +1,4 @@
export const RegisterSettings = function() {
// Register any custom system settings here
}

View File

@@ -0,0 +1,142 @@
export class ActorSheetL5r5e extends ActorSheet {
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "actor"],
template: "systems/l5r5e/templates/sheets/actor-sheet.html",
width: 600,
height: 600,
tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}],
dragDrop: [{dragSelector: ".item-list .item", dropSelector: null}]
});
}
getData() {
const sheetData = super.getData();
this._prepareItems(sheetData);
const feats = sheetData.items.filter((item) => item.type === "feat");
sheetData.data.feats = feats;
return sheetData;
}
/**
* Update the actor.
* @param event
* @param formData
*/
_updateObject(event, formData) {
return this.object.update(formData);
}
/**
* Prepare item data to be displayed in the actor sheet.
* @param sheetData Data of the actor been displayed in the sheet.
*/
_prepareItems(sheetData) {
for (let item of sheetData.items) {
if (item.type === "weapon") {
item.isWeapon = true;
item.isEquipment = true;
} else if (item.type === "feat"){
item.isFeat = true;
}
else {
item.isEquipment = true;
}
}
}
_prepareFeats() {
}
/**
* Subscribe to events from the sheet.
* @param html HTML content of the sheet.
*/
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");
const itemId = li.data("itemId");
const item = this.actor.getOwnedItem(itemId);
item.sheet.render(true);
});
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const itemId = li.data("itemId");
this.actor.deleteOwnedItem(itemId);
});
html.find('.feat-add').click(ev => {
this._createFeat();
});
html.find('.feat-delete').click(ev => {
const li = $(ev.currentTarget).parents(".feat");
const featId = li.data("featId");
console.log("Remove feat" + featId + " clicked");
this.actor.deleteOwnedItem(featId);
});
html.find('.feat-edit').click(ev => {
const li = $(ev.currentTarget).parents(".feat");
const featId = li.data("featId");
const feat = this.actor.getOwnedItem(featId);
feat.sheet.render(true);
});
html.find('.skill-name').click(ev => {
const li = $(ev.currentTarget).parents(".skill");
const skillId = li.data("skill");
this._onSkillClicked(skillId);
});
html.find('.adquisition-add').click(ev => {
this._createFeat();
});
}
/**
* Creates a new feat for the character and shows a window to edit it.
*/
async _createFeat() {
const data = {
name: game.i18n.localize('L5r5e.FeatPlaceholderName'),
type: "feat"
};
const created = await this.actor.createEmbeddedEntity("OwnedItem", data);
const feat = this.actor.getOwnedItem(created._id);
// Default values
//feat.rank = 1;
//feat.xp_used = 0;
feat.sheet.render(true);
return feat;
}
/**
* React to a skill from the skills list been clicked.
* @param {string} skillId Unique ID of the skill been clicked.
*/
async _onSkillClicked(skillId) {
console.log("Clicked on skill " + skillId);
// TODO
}
}