Merge branch 'master' into dev_gennpc

# Conflicts:
#	system/styles/l5r5e.css
This commit is contained in:
Vlyan
2021-12-19 16:21:30 +01:00
84 changed files with 3183 additions and 226 deletions

View File

@@ -13,11 +13,110 @@ export class ArmySheetL5r5e extends BaseSheetL5r5e {
template: CONFIG.l5r5e.paths.templates + "actors/army-sheet.html",
width: 600,
height: 800,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "cohort" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "army" }],
});
}
/** @override */
constructor(options = {}) {
super(options);
this._initialize();
}
/**
* Initialize once
* @private
*/
_initialize() {
const data = this.object.data.data;
// update linked actor datas
if (data.commander_actor_id) {
const commander = game.actors.get(data.commander_actor_id);
if (commander) {
this._updateLinkedActorData("commander", commander);
} else {
this._removeLinkedActorData("commander");
}
}
if (data.warlord_actor_id) {
const warlord = game.actors.get(data.warlord_actor_id);
if (warlord) {
this._updateLinkedActorData("warlord", warlord);
} else {
this._removeLinkedActorData("warlord");
}
}
}
/**
* Create drag-and-drop workflow handlers for this Application
* @return An array of DragDrop handlers
*/
_createDragDropHandlers() {
return [
new DragDrop({
dropSelector: ".warlord",
callbacks: { drop: this._onDropActors.bind(this, "warlord") },
}),
new DragDrop({
dropSelector: ".commander",
callbacks: { drop: this._onDropActors.bind(this, "commander") },
}),
new DragDrop({
dropSelector: null,
callbacks: { drop: this._onDrop.bind(this) },
}),
];
}
/**
* Activate a named TinyMCE text editor
* @param {string} name The named data field which the editor modifies.
* @param {object} options TinyMCE initialization options passed to TextEditor.create
* @param {string} initialContent Initial text content for the editor area.
* @override
*/
activateEditor(name, options = {}, initialContent = "") {
if (["data.army_abilities", "data.supplies_logistics", "data.past_battles"].includes(name) && initialContent) {
initialContent = game.l5r5e.HelpersL5r5e.convertSymbols(initialContent, false);
}
super.activateEditor(name, options, initialContent);
}
/**
* This method is called upon form submission after form data is validated
* @param event {Event} The initial triggering submission event
* @param formData {Object} The object of validated form data with which to update the object
* @returns {Promise} A Promise which resolves once the update operation has completed
* @override
*/
async _updateObject(event, formData) {
["data.army_abilities", "data.supplies_logistics", "data.past_battles"].forEach((name) => {
if (!formData[name]) {
return;
}
formData[name] = game.l5r5e.HelpersL5r5e.convertSymbols(formData[name], true);
});
return super._updateObject(event, formData);
}
/**
* Subscribe to events from the sheet.
* @param {jQuery} html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable) {
return;
}
// Delete the linked Actor (warlord/commander)
html.find(".actor-remove-control").on("click", this._removeLinkedActor.bind(this));
}
/** @inheritdoc */
getData(options = {}) {
const sheetData = super.getData(options);
@@ -48,7 +147,7 @@ export class ArmySheetL5r5e extends BaseSheetL5r5e {
}
/**
* Handle dropped data on the Actor sheet
* Handle dropped Item data on the Actor sheet (cohort, fortification)
* @param {DragEvent} event
*/
async _onDrop(event) {
@@ -57,10 +156,12 @@ export class ArmySheetL5r5e extends BaseSheetL5r5e {
return;
}
// Check item type and subtype
const item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
if (!item || item.documentName !== "Item" || !["army_cohort", "army_fortification"].includes(item.data.type)) {
console.warn("L5R5E | Wrong type", item.data.type);
// actor dual trigger...
if (item?.documentName !== "Actor") {
console.warn("L5R5E | Characters items are not allowed", item?.data?.type, item);
}
return;
}
@@ -72,7 +173,101 @@ export class ArmySheetL5r5e extends BaseSheetL5r5e {
let itemData = item.data.toObject(true);
// Finally create the embed
// Finally, create the embed
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
/**
* Handle dropped Actor data on the Actor sheet
* @param {string} type warlord|commander|item
* @param {DragEvent} event
*/
async _onDropActors(type, event) {
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable) {
return;
}
const droppedActor = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
return this._updateLinkedActorData(type, droppedActor);
}
/**
* Remove the linked actor (commander/warlord)
* @param {Event} event
* @return {Promise<void>}
* @private
*/
async _removeLinkedActor(event) {
event.preventDefault();
event.stopPropagation();
const id = $(event.currentTarget).data("actor-id");
const type = $(event.currentTarget).data("type");
if (!id || !type) {
return;
}
return this._removeLinkedActorData(type);
}
/**
* Update actor datas for this army sheet
* @param {string} type commander|warlord
* @param {ActorL5r5e} actor actor object
* @return {Promise<abstract.Document>}
* @private
*/
async _updateLinkedActorData(type, actor) {
if (!actor || actor.documentName !== "Actor" || !["character", "npc"].includes(actor.data?.type)) {
console.warn("L5R5E | Wrong actor type", actor?.data?.type, actor);
return;
}
const actorData = {};
switch (type) {
case "commander":
actorData.commander = actor.data.name;
actorData.commander_actor_id = actor.data._id;
actorData.commander_standing = {
honor: actor.data.data.social.honor,
glory: actor.data.data.social.glory,
status: actor.data.data.social.status,
};
break;
case "warlord":
actorData.warlord = actor.data.name;
actorData.warlord_actor_id = actor.data._id;
break;
default:
console.warn("L5R5E | Unknown type", type);
return;
}
return this.actor.update({ data: actorData });
}
/**
* Clean ActorId for army sheet
* @param {string} type commander|warlord
* @return {Promise<abstract.Document>}
* @private
*/
async _removeLinkedActorData(type) {
const actorData = {};
switch (type) {
case "commander":
actorData.commander_actor_id = null;
break;
case "warlord":
actorData.warlord_actor_id = null;
break;
default:
console.warn("L5R5E | Unknown type", type);
return;
}
return this.actor.update({ data: actorData });
}
}

View File

@@ -198,6 +198,11 @@ export class BaseCharacterSheetL5r5e extends BaseSheetL5r5e {
// Item subtype specific
switch (itemData.type) {
case "army_cohort":
case "army_fortification":
console.warn("L5R5E | Army items are not allowed", item?.data?.type, item);
return;
case "advancement":
// Specific advancements, remove 1 to selected ring/skill
await this.actor.addBonus(item);

View File

@@ -87,13 +87,12 @@ export class BaseSheetL5r5e extends ActorSheet {
* @override
*/
async _updateObject(event, formData) {
if (formData["data.notes"]) {
formData["data.notes"] = game.l5r5e.HelpersL5r5e.convertSymbols(formData["data.notes"], true);
}
if (formData["data.description"]) {
formData["data.description"] = game.l5r5e.HelpersL5r5e.convertSymbols(formData["data.description"], true);
}
["data.notes", "data.description"].forEach((name) => {
if (!formData[name]) {
return;
}
formData[name] = game.l5r5e.HelpersL5r5e.convertSymbols(formData[name], true);
});
return super._updateObject(event, formData);
}