Files
l5rx-chiaroscuro/system/scripts/actors/base-character-sheet.js

788 lines
26 KiB
JavaScript

import { BaseSheetL5r5e } from "./base-sheet.js";
/**
* Base Sheet for Character types (Character and Npc)
*/
export class BaseCharacterSheetL5r5e extends BaseSheetL5r5e {
/**
* Commons options
*/
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "actor"],
// template: CONFIG.l5r5e.paths.templates + "actors/character-sheet.html",
width: 600,
height: 800,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
});
}
/** @inheritdoc */
async getData(options = {}) {
const sheetData = await super.getData(options);
sheetData.data.stances = CONFIG.l5r5e.stances;
sheetData.data.techniquesList = game.l5r5e.HelpersL5r5e.getTechniquesList({ displayInTypes: true });
// Split Techniques by types
sheetData.data.splitTechniquesList = this._splitTechniques(sheetData);
// Split Items by types
sheetData.data.splitItemsList = this._splitItems(sheetData);
// Store infos for this app (collapsible)
sheetData.data.storeInfos = game.l5r5e.storage.getAppKeys(this.id);
return sheetData;
}
/**
* Split Techniques by types for better readability
* @private
*/
_splitTechniques(sheetData) {
const out = {};
const schoolTechniques = Array.from(CONFIG.l5r5e.techniques)
.filter(([id, cfg]) => cfg.type === "school")
.map(([id, cfg]) => id);
// Build the list order
Array.from(CONFIG.l5r5e.techniques)
.filter(([id, cfg]) => cfg.type !== "custom" || game.settings.get(CONFIG.l5r5e.namespace, "techniques-customs"))
.forEach(([id, cfg]) => {
out[id] = [];
});
// Add tech the character knows
sheetData.items.forEach((item) => {
switch (item.type) {
case "technique":
if (!out[item.system.technique_type]) {
console.warn(
`L5R5E | BCS | Empty or unknown technique type[${item.system.technique_type}] forced to "kata" in item id[${item._id}], name[${item.name}]`
);
item.system.technique_type = "kata";
}
out[item.system.technique_type].push(item);
break;
case "title":
// Embed technique in titles
Array.from(item.system.items).forEach(([id, embedItem]) => {
if (embedItem.type === "technique") {
if (!out[embedItem.system.technique_type]) {
console.warn(
`L5R5E | BCS | Empty or unknown technique type[${embedItem.system.technique_type}] forced to "kata" in item id[${id}], name[${embedItem.name}], parent: id[${item._id}], name[${item.name}]`
);
embedItem.system.technique_type = "kata";
}
out[embedItem.system.technique_type].push(embedItem);
}
});
// If unlocked, add the "title_ability" as technique (or always displayed for npc)
if (item.system.xp_used >= item.system.xp_cost || this.document.type === "npc") {
out["title_ability"].push(item);
}
break;
} //swi
});
// Remove unused techs
Object.keys(out).forEach((tech) => {
if (out[tech].length < 1 && !sheetData.data.system.techniques[tech] && !schoolTechniques.includes(tech)) {
delete out[tech];
}
});
// Manage school add button
sheetData.data.system.techniques["school_ability"] = out["school_ability"].length === 0;
sheetData.data.system.techniques["mastery_ability"] = out["mastery_ability"].length === 0;
// Always display "school_ability", but display a empty "mastery_ability" field only if rank >= 5
if (sheetData.data.system.identity?.school_rank < 5 && out["mastery_ability"].length === 0) {
delete out["mastery_ability"];
}
return out;
}
/**
* Split Items by types for better readability
* @private
*/
_splitItems(sheetData) {
const out = {
weapon: [],
armor: [],
item: [],
};
sheetData.items.forEach((item) => {
if (["item", "armor", "weapon"].includes(item.type)) {
out[item.type].push(item);
}
});
return out;
}
/**
* Handle dropped data on the Actor sheet
* @param {DragEvent} event
*/
async _onDrop(event) {
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable || this.actor.system.soft_locked) {
console.log("L5R5E | BCS | This sheet is not editable");
return;
}
// Check item type and subtype
const item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
if (!item || !["Item", "JournalEntry"].includes(item.documentName) || item.type === "property") {
console.log(`L5R5E | BCS | Wrong subtype ${item?.type}`, item);
return;
}
// Specific curriculum journal drop
if (item.documentName === "JournalEntry") {
// npc does not have this
if (!this.actor.system.identity?.school_curriculum_journal) {
console.log("L5R5E | BCS | NPC won't go to school :'(");
return;
}
this.actor.system.identity.school_curriculum_journal = {
id: item._id,
name: item.name,
pack: item.pack || null,
};
await this.actor.update({
system: {
identity: {
school_curriculum_journal: this.actor.system.identity.school_curriculum_journal,
},
},
});
return;
}
// Dropped an item with same "id" as one owned
if (this.actor.items) {
// Exit if we already owned exactly this id (drag a personal item on our own sheet)
if (
this.actor.items.some((embedItem) => {
// Search in children
if (embedItem.items instanceof Map && embedItem.items.has(item._id)) {
return true;
}
return embedItem._id === item._id;
})
) {
console.log("L5R5E | BCS | This element has been ignored because it already exists in this actor", item.uuid);
return;
}
// Add quantity instead if they have (id is different so use type and name)
if (item.system.quantity) {
const tmpItem = this.actor.items.find(
(embedItem) => embedItem.name === item.name && embedItem.type === item.type
);
if (tmpItem && this._modifyQuantity(tmpItem.id, 1)) {
return;
}
}
}
// Can add the item - Foundry override cause props
const allowed = Hooks.call("dropActorSheetData", this.actor, this, item);
if (allowed === false) {
return;
}
let itemData = item.toObject(true);
// If from another actor, break the link
if (itemData.system.parent_id !== null && itemData.system.parent_id.actor_id !== this.actor._id) {
itemData.system.parent_id = null;
}
// Item subtype specific
switch (itemData.type) {
case "army_cohort":
case "army_fortification":
console.warn("L5R5E | BCS | Army items are not allowed", item?.type, item);
return;
case "advancement":
// Specific advancements, remove 1 to selected ring/skill
await this.actor.addBonus(item);
break;
case "title":
// Generate new Ids for the embed items
await item.generateNewIdsForAllEmbedItems();
// Add embed advancements bonus
for (let [embedId, embedItem] of item.system.items) {
if (embedItem.type === "advancement") {
await this.actor.addBonus(embedItem);
}
}
// refresh data
itemData = item.toObject(true);
break;
case "technique":
// School_ability and mastery_ability, allow only 1 per type
if (CONFIG.l5r5e.techniques.get(itemData.system.technique_type)?.type === "school") {
if (
Array.from(this.actor.items).some((e) => {
return e.type === "technique" && e.system.technique_type === itemData.system.technique_type;
})
) {
ui.notifications.info("l5r5e.techniques.only_one", {localize: true});
return;
}
// No cost for schools
itemData.system.xp_cost = 0;
itemData.system.xp_used = 0;
itemData.system.in_curriculum = true;
} else {
// Informative message : Check if technique is allowed for this character
if (!game.user.isGM && !this.actor.system.techniques[itemData.system.technique_type]) {
ui.notifications.info("l5r5e.techniques.not_allowed", {localize: true});
}
// Verify cost
itemData.system.xp_cost =
itemData.system.xp_cost > 0 ? itemData.system.xp_cost : CONFIG.l5r5e.xp.techniqueCost;
itemData.system.xp_used = itemData.system.xp_cost;
}
break;
}
// Modify the bought at rank to the current actor rank
if (itemData.system.bought_at_rank !== undefined && this.actor.system.identity?.school_rank) {
itemData.system.bought_at_rank = this.actor.system.identity.school_rank;
}
// Finally create the embed
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
/** @inheritdoc */
_onDragStart(event) {
// Patch Owned Items
const li = event.currentTarget;
if (li.dataset.itemParentId && li.dataset.itemId) {
const item = this.actor.items.get(li.dataset.itemParentId)?.items.get(li.dataset.itemId);
if (item) {
event.dataTransfer.setData("text/plain", JSON.stringify({
type: "Item",
uuid: item.uuid,
}));
return;
}
}
// Else regular
super._onDragStart(event);
}
/**
* 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;
}
// Dice event on Skills clic
html.find(".dice-picker").on("click", this._openDicePickerForSkill.bind(this));
// Dice event on Technique clic
html.find(".dice-picker-tech").on("click", this._openDicePickerForTechnique.bind(this));
// Prepared (Initiative)
html.find(".prepared-control").on("click", this._switchPrepared.bind(this));
// Equipped / Readied
html.find(".equip-readied-control").on("click", this._switchEquipReadied.bind(this));
// Others Advancements
html.find(".item-advancement-choose").on("click", this._showDialogAddSubItem.bind(this));
// Fatigue/Strife +/-
html.find(".addsub-control").on("click", this._modifyFatigueOrStrife.bind(this));
// Effect remove/display
html.find(".effect-delete").on("click", this._removeEffectId.bind(this));
html.find(".effect-name").on("click", this._openEffectJournal.bind(this));
}
/**
* Remove an effect
* @param {Event} event
* @private
*/
_removeEffectId(event) {
event.preventDefault();
event.stopPropagation();
const effectId = $(event.currentTarget).data("effect-id");
if (!effectId) {
return;
}
const tmpItem = this.actor.effects.get(effectId);
if (!tmpItem) {
return;
}
const callback = async () => {
return this.actor.deleteEmbeddedDocuments("ActiveEffect", [effectId]);
};
// Holing Ctrl = without confirm
if (event.ctrlKey) {
return callback();
}
game.l5r5e.HelpersL5r5e.confirmDeleteDialog(
game.i18n.format("l5r5e.global.delete_confirm", { name: tmpItem.name }),
callback
);
}
/**
* Open the core linked journal effect if exist
* @param {Event} event
* @private
*/
async _openEffectJournal(event) {
event.preventDefault();
event.stopPropagation();
const effectId = $(event.currentTarget).data("effect-id");
if (!effectId) {
return;
}
const effect = this.actor.effects.get(effectId);
if (!effect?.system?.id && !effect?.system?.uuid) {
return;
}
const journal = await game.l5r5e.HelpersL5r5e.getObjectGameOrPack({
id: effect.system.id,
uuid: effect.system.uuid,
type: "JournalEntry",
});
if (journal) {
journal.sheet.render(true);
}
}
/**
* Switch the state "prepared" (initiative)
* @param {Event} event
* @private
*/
_switchPrepared(event) {
event.preventDefault();
event.stopPropagation();
this.actor.system.prepared = !this.actor.system.prepared;
this.actor.update({
system: {
prepared: this.actor.system.prepared,
},
});
this.render(false);
}
/**
* Add a generic item with sub type
* @param {string} type Item sub type (armor, weapon, bond...)
* @param {boolean} isEquipped For item with prop "Equipped" set the value
* @param {string|null} techniqueType Technique subtype (kata, shuji...)
* @return {Promise<void>}
* @private
*/
async _createSubItem({ type, isEquipped = false, techniqueType = null }) {
if (!type) {
return;
}
const created = await this.actor.createEmbeddedDocuments("Item", [
{
name: game.i18n.localize(`TYPES.Item.${type.toLowerCase()}`),
type: type,
img: `${CONFIG.l5r5e.paths.assets}icons/items/${type}.svg`,
},
]);
if (created?.length < 1) {
return;
}
const item = this.actor.items.get(created[0].id);
// Assign current school rank to the new adv/tech
if (this.actor.system.identity?.school_rank) {
item.system.bought_at_rank = this.actor.system.identity.school_rank;
if (["advancement", "technique"].includes(item.type)) {
item.system.rank = this.actor.system.identity.school_rank;
}
}
switch (item.type) {
case "item": // no break
case "armor": // no break
case "weapon":
item.system.equipped = isEquipped;
break;
case "technique": {
// If technique, select the current sub-type
if (CONFIG.l5r5e.techniques.get(techniqueType)) {
item.name = game.i18n.localize(`l5r5e.techniques.${techniqueType}`);
item.img = `${CONFIG.l5r5e.paths.assets}icons/techs/${techniqueType}.svg`;
item.system.technique_type = techniqueType;
}
break;
}
}
item.sheet.render(true);
}
/**
* Display a dialog to choose what Item to add
* @param {Event} event
* @return {Promise<void>}
* @private
*/
async _showDialogAddSubItem(event) {
game.l5r5e.HelpersL5r5e.showSubItemDialog(["bond", "title", "signature_scroll", "item_pattern"]).then(
(selectedType) => {
this._createSubItem({ type: selectedType });
}
);
}
/**
* Add a generic item with sub type
* @param {Event} event
* @private
*/
async _addSubItem(event) {
event.preventDefault();
event.stopPropagation();
const type = $(event.currentTarget).data("item-type");
if (!type) {
return;
}
const isEquipped = $(event.currentTarget).data("item-equipped") || false;
const techniqueType = $(event.currentTarget).data("tech-type") || null;
return this._createSubItem({ type, isEquipped, techniqueType });
}
/**
* Delete a generic item with sub type
* @param {Event} event
* @private
*/
_deleteSubItem(event) {
event.preventDefault();
event.stopPropagation();
const itemId = $(event.currentTarget).data("item-id");
if (!itemId) {
return;
}
const tmpItem = this.actor.items.get(itemId);
if (!tmpItem) {
return;
}
// Remove 1 qty if possible
if (tmpItem.system.quantity > 1 && this._modifyQuantity(tmpItem.id, -1)) {
return;
}
const callback = async () => {
switch (tmpItem.type) {
case "advancement":
// Remove advancements bonus (1 to selected ring/skill)
await this.actor.removeBonus(tmpItem);
break;
case "title":
// Remove embed advancements bonus
for (let [embedId, embedItem] of tmpItem.system.items) {
if (embedItem.type === "advancement") {
await this.actor.removeBonus(embedItem);
}
}
break;
}
return this.actor.deleteEmbeddedDocuments("Item", [itemId]);
};
// Holing Ctrl = without confirm
if (event.ctrlKey) {
return callback();
}
game.l5r5e.HelpersL5r5e.confirmDeleteDialog(
game.i18n.format("l5r5e.global.delete_confirm", { name: tmpItem.name }),
callback
);
}
/**
* Switch "in_curriculum"
* @param {Event} event
* @private
*/
_switchSubItemCurriculum(event) {
event.preventDefault();
event.stopPropagation();
const itemId = $(event.currentTarget).data("item-id");
const item = this.actor.items.get(itemId);
if (item.type !== "item") {
item.update({
system: {
in_curriculum: !item.system.in_curriculum,
},
});
}
}
/**
* Add or subtract a quantity to a owned item
* @private
*/
_modifyQuantity(itemId, add) {
const tmpItem = this.actor.items.get(itemId);
if (tmpItem) {
tmpItem.system.quantity = Math.max(1, tmpItem.system.quantity + add);
tmpItem.update({
system: {
quantity: tmpItem.system.quantity,
},
});
return true;
}
return false;
}
/**
* Add or Subtract Fatigue/Strife (+/- buttons)
* @param {Event} event
* @private
*/
async _modifyFatigueOrStrife(event) {
event.preventDefault();
event.stopPropagation();
const elmt = $(event.currentTarget);
const type = elmt.data("type");
let mod = elmt.data("value");
if (!mod) {
return;
}
switch (type) {
case "fatigue":
await this.actor.update({
system: {
fatigue: {
value: Math.max(0, this.actor.system.fatigue.value + mod),
},
},
});
break;
case "strife":
await this.actor.update({
system: {
strife: {
value: Math.max(0, this.actor.system.strife.value + mod),
},
},
});
break;
case "honor":
await this.actor.update({
system: {
social: {
honor: Math.max(0, this.actor.system.social.honor + mod),
},
},
});
break;
case "glory":
await this.actor.update({
system: {
social: {
glory: Math.max(0, this.actor.system.social.glory + mod),
},
},
});
break;
case "status":
await this.actor.update({
system: {
social: {
status: Math.max(0, this.actor.system.social.status + mod),
},
},
});
break;
default:
console.warn("L5R5E | BCS | Unsupported type", type);
break;
}
}
/**
* Switch Readied state on a weapon
* @param {Event} event
* @private
*/
_switchEquipReadied(event) {
event.preventDefault();
event.stopPropagation();
const type = $(event.currentTarget).data("type");
if (!["equipped", "readied"].includes(type)) {
return;
}
const itemId = $(event.currentTarget).data("item-id");
const tmpItem = this.actor.items.get(itemId);
if (!tmpItem || tmpItem.system[type] === undefined) {
return;
}
tmpItem.system[type] = !tmpItem.system[type];
const data = {
equipped: tmpItem.system.equipped,
};
// Only weapons
if (tmpItem.system.readied !== undefined) {
data.readied = tmpItem.system.readied;
}
// Update the Item: we need to manually notify the "Gm Monitor" as the Actor himself is not updated
tmpItem.update({ system: data }).then(() => {
// Only if this actor is watched
if (this.actor && game.settings.get(CONFIG.l5r5e.namespace, "gm-monitor-actors").some((uuid) => uuid === this.actor.uuid)) {
game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor");
}
});
}
/**
* Get the skillId and uuid for this weaponId
* @private
*/
_getWeaponInfos(weaponId) {
if (!weaponId) {
return null;
}
const item = this.actor.items.get(weaponId);
if (!item || item.type !== "weapon") {
return null;
}
return {
uuid: item.uuid,
skill: item.system.skill,
};
}
/**
* Open the dice-picker for this skill
* @param {Event} event
* @private
*/
_openDicePickerForSkill(event) {
event.preventDefault();
event.stopPropagation();
// In Fvtt v13+ "Enter" trigger that mouse event, we ignore that below
if (event.clientX === 0 && event.clientY === 0) {
return;
}
const li = $(event.currentTarget);
const weapon = this._getWeaponInfos(li.data("weapon-id") || null);
const isInitiative = li.data("initiative") || false;
if (isInitiative) {
if (!game.combat) {
ui.notifications.warn("COMBAT.NoneActive", {localize: true});
return;
}
if (!this.actor.canDoInitiativeRoll) {
ui.notifications.error("l5r5e.conflict.initiative.already_set", {localize: true});
return;
}
// Minion specific
if (this.actor.isMinion) {
this.actor.rollInitiative().then();
return;
}
}
new game.l5r5e.DicePickerDialog({
ringId: li.data("ring") || null,
skillId: weapon?.skill || li.data("skill") || null,
skillCatId: li.data("skillcat") || null,
isInitiativeRoll: isInitiative,
actor: this.actor,
itemUuid: weapon?.uuid,
}).render(true);
}
/**
* Open the dice-picker for this technique
* @param {Event} event
* @private
*/
async _openDicePickerForTechnique(event) {
event.preventDefault();
event.stopPropagation();
// Required for tech in titles, search in sub items
const item = await game.l5r5e.HelpersL5r5e.getEmbedItemByEvent(event, this.actor);
if (!item || item.type !== "technique" || !item.system.skill) {
return;
}
const itemData = item.system;
new game.l5r5e.DicePickerDialog({
actor: this.actor,
ringId: itemData.ring || null,
difficulty: itemData.difficulty || null,
skillsList: itemData.skill || null,
itemUuid: item.uuid,
}).render(true);
}
}