import { ItemSheetL5r5e } from "./item-sheet.js"; /** * @extends {ItemSheet} */ export class AdvancementSheetL5r5e extends ItemSheetL5r5e { /** * Sub Types of advancements */ static types = [ { id: "ring", label: "l5r5e.rings.label" }, { id: "skill", label: "l5r5e.skills.label" }, // others have theirs own xp count ]; /** @override */ static get defaultOptions() { return foundry.utils.mergeObject(super.defaultOptions, { classes: ["l5r5e", "sheet", "advancement"], template: CONFIG.l5r5e.paths.templates + "items/advancement/advancement-sheet.html", }); } async getData(options = {}) { const sheetData = await super.getData(options); sheetData.data.subTypesList = AdvancementSheetL5r5e.types; sheetData.data.skillsList = game.l5r5e.HelpersL5r5e.getSkillsList(true); return sheetData; } /** * 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; } // const currentType = this.object.system.advancement_type; const currentRing = this.object.system.ring; const currentSkill = this.object.system.skill; html.find("#advancement_type").on("change", (event) => { const targetEvt = $(event.target); targetEvt.prop("disabled", true); if (targetEvt.val() === "skill") { this._updateChoice({ ring: currentRing }, { skill: currentSkill }).then( targetEvt.prop("disabled", false) ); } else if (targetEvt.val() === "ring") { this._updateChoice({ skill: currentSkill }, { ring: currentRing }).then( targetEvt.prop("disabled", false) ); } }); html.find("#advancement_ring").on("change", (event) => { const targetEvt = $(event.target); targetEvt.prop("disabled", true); this._updateChoice({ ring: currentRing }, { ring: targetEvt.val() }).then( targetEvt.prop("disabled", false) ); }); html.find("#advancement_skill").on("change", (event) => { const targetEvt = $(event.target); targetEvt.prop("disabled", true); this._updateChoice({ skill: currentSkill }, { skill: targetEvt.val() }).then( targetEvt.prop("disabled", false) ); }); } /** * Update Actor and Object to the current choice * @private */ async _updateChoice(oldChoice, newChoice) { let xp_used = this.object.system.xp_used; let name = this.object.name; let img = this.object.img; // Modify image to reflect choice if (newChoice.ring) { name = game.i18n.localize(`l5r5e.rings.${newChoice.ring}`) + "+1"; img = `systems/l5r5e/assets/icons/rings/${newChoice.ring}.svg`; } else if (newChoice.skill) { name = game.i18n.localize(`l5r5e.skills.${CONFIG.l5r5e.skills.get(newChoice.skill)}.${newChoice.skill}`) + "+1"; img = `systems/l5r5e/assets/dices/default/skill_blank.svg`; } // Object embed in actor ? const actor = this.document.actor; if (actor) { const actorData = foundry.utils.duplicate(actor.system); let skillCatId = null; // Old choices if (oldChoice.ring) { actorData.rings[oldChoice.ring] = Math.max(1, actorData.rings[oldChoice.ring] - 1); } if (oldChoice.skill) { skillCatId = CONFIG.l5r5e.skills.get(oldChoice.skill); actorData.skills[skillCatId][oldChoice.skill] = Math.max( 0, actorData.skills[skillCatId][oldChoice.skill] - 1 ); } // new choices if (newChoice.ring) { actorData.rings[newChoice.ring] = actorData.rings[newChoice.ring] + 1; xp_used = actorData.rings[newChoice.ring] * CONFIG.l5r5e.xp.ringCostMultiplier; name = game.i18n.localize(`l5r5e.rings.${newChoice.ring}`) + ` +1 (${actorData.rings[newChoice.ring] - 1} -> ${actorData.rings[newChoice.ring]})`; } if (newChoice.skill) { skillCatId = CONFIG.l5r5e.skills.get(newChoice.skill); actorData.skills[skillCatId][newChoice.skill] = actorData.skills[skillCatId][newChoice.skill] + 1; xp_used = actorData.skills[skillCatId][newChoice.skill] * CONFIG.l5r5e.xp.skillCostMultiplier; name = game.i18n.localize(`l5r5e.skills.${skillCatId}.${newChoice.skill}`) + ` +1 (${actorData.skills[skillCatId][newChoice.skill] - 1} -> ${ actorData.skills[skillCatId][newChoice.skill] })`; } // Update Actor await actor.update({ system: foundry.utils.diffObject(actor.system, actorData), }); } // Update object await this.object.update({ name: name, img: img, system: { xp_used: xp_used, }, }); // Re-render sheet this.render(true); } }