Files
l5rx-chiaroscuro/system/scripts/actors/base-sheet.js
Vlyan 53f04e6cef Working on 0.8.x
- Title's Advancements are now reflected on actor
- Migration update
2021-05-22 17:20:17 +02:00

565 lines
18 KiB
JavaScript

/**
* Base Sheet for Actor and Npc
*/
export class BaseSheetL5r5e extends ActorSheet {
/**
* Commons options
*/
static get defaultOptions() {
return 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 }],
});
}
/**
* Commons datas
* @override
*/
getData(options) {
const sheetData = super.getData(options);
sheetData.data.dtypes = ["String", "Number", "Boolean"];
sheetData.data.stances = CONFIG.l5r5e.stances;
sheetData.data.techniquesList = game.l5r5e.HelpersL5r5e.getTechniquesList({ displayInTypes: true });
// Sort Items by name
sheetData.items.sort((a, b) => {
return a.name.localeCompare(b.name);
});
// Split Techniques by types
sheetData.data.splitTechniquesList = this._splitTechniques(sheetData);
// Split Items by types
sheetData.data.splitItemsList = this._splitItems(sheetData);
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).forEach(([id, cfg]) => {
out[id] = [];
});
// Add tech the character knows
sheetData.items.forEach((item) => {
switch (item.type) {
case "technique":
out[item.data.technique_type].push(item);
break;
case "title":
Array.from(item.data.items).forEach(([id, embedItem]) => {
if (embedItem.data.type === "technique") {
out[embedItem.data.data.technique_type].push(embedItem.data);
}
});
break;
} //swi
});
// Remove unused techs
Object.keys(out).forEach((tech) => {
if (out[tech].length < 1 && !sheetData.data.data.techniques[tech] && !schoolTechniques.includes(tech)) {
delete out[tech];
}
});
// Manage school add button
sheetData.data.data.techniques["school_ability"] = out["school_ability"].length === 0;
sheetData.data.data.techniques["mastery_ability"] = out["mastery_ability"].length === 0;
// Always display "school_ability", but display "mastery_ability" only if rank >= 5
if (sheetData.data.data.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;
}
/**
* Return a light sheet if in "limited" state
* @override
*/
get template() {
if (!game.user.isGM && this.actor.limited) {
return `${CONFIG.l5r5e.paths.templates}actors/limited-sheet.html`;
}
return this.options.template;
}
/**
* 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 (name === "data.notes.value" && 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) {
if (formData["data.notes.value"]) {
formData["data.notes.value"] = game.l5r5e.HelpersL5r5e.convertSymbols(formData["data.notes.value"], true);
}
return super._updateObject(event, formData);
}
/**
* 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.options.editable) {
return;
}
// Check item type and subtype
let item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
if (
!item ||
item.documentName !== "Item" ||
![
"item",
"armor",
"weapon",
"technique",
"peculiarity",
"advancement",
"title",
"bond",
"signature_scroll",
"item_pattern",
].includes(item.data.type)
) {
return;
}
// Dropped a item with same "id" as one owned, add qte instead
if (item.data.data.quantity && this.actor.data.items) {
const tmpItem = this.actor.data.items.find((e) => e.name === item.data.name && e.type === item.data.type);
if (tmpItem && this._modifyQuantity(tmpItem.id, 1)) {
return;
}
}
// Item subtype specific
switch (item.data.type) {
case "bond": // no break
case "peculiarity": // no break
case "item_pattern": // no break
case "signature_scroll":
// Modify the bought at rank to the current actor rank
if (this.actor.data.data.identity?.school_rank) {
item.data.data.bought_at_rank = this.actor.data.data.identity.school_rank;
}
break;
case "advancement":
// Modify the bought at rank to the current actor rank
if (this.actor.data.data.identity?.school_rank) {
item.data.data.bought_at_rank = this.actor.data.data.identity.school_rank;
}
// Specific advancements, remove 1 to selected ring/skill
await this.actor.addBonus(item);
break;
case "technique":
// School_ability and mastery_ability, allow only 1 per type
if (CONFIG.l5r5e.techniques.get(item.data.data.technique_type)?.type === "school") {
if (
Array.from(this.actor.items).some(
(e) =>
e.type === "technique" && e.data.data.technique_type === item.data.data.technique_type
)
) {
ui.notifications.info(game.i18n.localize("l5r5e.techniques.only_one"));
return;
}
// No cost for schools
item.data.data.xp_cost = 0;
item.data.data.xp_used = 0;
item.data.data.in_curriculum = true;
} else {
// Check if technique is allowed for this character
if (!game.user.isGM && !this.actor.data.data.techniques[item.data.data.technique_type]) {
ui.notifications.info(game.i18n.localize("l5r5e.techniques.not_allowed"));
return;
}
// Verify cost
item.data.data.xp_cost =
item.data.data.xp_cost > 0 ? item.data.data.xp_cost : CONFIG.l5r5e.xp.techniqueCost;
item.data.data.xp_used = item.data.data.xp_cost;
}
// Modify the bought at rank to the current actor rank
if (this.actor.data.data.identity?.school_rank) {
item.data.data.bought_at_rank = this.actor.data.data.identity.school_rank;
}
break;
}
// Ok add item - Foundry override cause props
const allowed = Hooks.call("dropActorSheetData", this.actor, this, item);
if (allowed === false) {
return;
}
return this._onDropItemCreate(item.data.toObject(false));
}
/**
* Subscribe to events from the sheet.
* @param html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// Toggle
html.find(".toggle-on-click").on("click", (event) => {
const elmt = $(event.currentTarget).data("toggle");
const tgt = html.find("." + elmt);
tgt.toggleClass("toggle-active");
});
// *** Everything below here is only needed if the sheet is editable ***
if (!this.options.editable) {
return;
}
// *** Dice event on Skills clic ***
html.find(".dice-picker").on("click", (event) => {
event.preventDefault();
event.stopPropagation();
const li = $(event.currentTarget);
let skillId = li.data("skill") || null;
const weaponId = li.data("weapon-id") || null;
if (weaponId) {
skillId = this._getWeaponSkillId(weaponId);
}
new game.l5r5e.DicePickerDialog({
ringId: li.data("ring") || null,
skillId: skillId,
skillCatId: li.data("skillcat") || null,
isInitiativeRoll: li.data("initiative") || false,
actor: this.actor,
}).render(true);
});
// On focus on one numeric element, select all text for better experience
html.find(".select-on-focus").on("focus", (event) => {
event.preventDefault();
event.stopPropagation();
event.target.select();
});
// Prepared (Initiative)
html.find(".prepared-control").on("click", (event) => {
event.preventDefault();
event.stopPropagation();
this._switchPrepared();
});
// Equipped / Readied
html.find(".equip-readied-control").on("click", this._switchEquipReadied.bind(this));
// *** Items : add, edit, delete ***
html.find(".item-add").on("click", this._addSubItem.bind(this));
html.find(`.item-edit`).on("click", this._editSubItem.bind(this));
html.find(`.item-delete`).on("click", this._deleteSubItem.bind(this));
}
/**
* Switch the state "prepared" (initiative)
* @private
*/
_switchPrepared() {
this.actor.data.data.prepared = !this.actor.data.data.prepared;
this.actor.update({
data: {
prepared: this.actor.data.data.prepared,
},
});
this.render(false);
}
/**
* Add a generic item with sub type
* @param {Event} event
* @private
*/
async _addSubItem(event) {
event.preventDefault();
event.stopPropagation();
const type = $(event.currentTarget).data("item-type");
if (!type) {
return;
}
const titles = {
item: "ITEM.TypeItem",
armor: "ITEM.TypeArmor",
weapon: "ITEM.TypeWeapon",
technique: "ITEM.TypeTechnique",
peculiarity: "ITEM.TypePeculiarity",
advancement: "ITEM.TypeAdvancement",
title: "ITEM.TypeTitle",
bond: "ITEM.TypeBond",
item_pattern: "ITEM.TypeItem_pattern",
signature_scroll: "ITEM.TypeSignature_scroll",
};
if (!titles[type]) {
return;
}
const created = await this.actor.createEmbeddedDocuments("Item", [
{
name: game.i18n.localize(titles[type]),
type: type,
img: `${CONFIG.l5r5e.paths.assets}icons/items/${type}.svg`,
},
]);
if (created?.length > 0) {
return;
}
const item = this.actor.items.get(created[0].id);
// assign current school rank to the new adv/tech
if (this.actor.data.data.identity?.school_rank) {
item.data.data.bought_at_rank = this.actor.data.data.identity.school_rank;
if (["advancement", "technique"].includes(item.data.type)) {
item.data.data.rank = this.actor.data.data.identity.school_rank;
}
}
switch (item.data.type) {
case "armor": // no break
case "weapon":
if ($(event.currentTarget).data("item-eqquiped")) {
item.data.data.equipped = true;
}
break;
case "technique": {
// If technique, select the current type
const techType = $(event.currentTarget).data("tech-type");
if (CONFIG.l5r5e.techniques.get(techType)) {
item.data.data.technique_type = techType;
item.data.img = `${CONFIG.l5r5e.paths.assets}icons/techs/${techType}.svg`;
}
break;
}
}
item.sheet.render(true);
}
/**
* Edit a generic item with sub type
* @param {Event} event
* @private
*/
_editSubItem(event) {
event.preventDefault();
event.stopPropagation();
let item;
const itemId = $(event.currentTarget).data("item-id");
if (!itemId) {
return;
}
const itemParentId = $(event.currentTarget).data("item-parent-id");
if (itemParentId) {
// Embed Item
const parentItem = this.actor.items.get(itemParentId);
if (!parentItem) {
return;
}
item = parentItem.items.get(itemId);
} else {
// Regular item
item = this.actor.items.get(itemId);
}
if (!item) {
return;
}
item.sheet.render(true);
}
/**
* 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.data.data.quantity > 1 && this._modifyQuantity(tmpItem.id, -1)) {
return;
}
const callback = async () => {
// Specific advancements, remove 1 to selected ring/skill
if (tmpItem.type === "advancement") {
await this.actor.removeBonus(tmpItem);
}
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) {
const itemId = $(event.currentTarget).data("item-id");
const item = this.actor.items.get(itemId);
if (item.type !== "item") {
item.update({
data: {
in_curriculum: !item.data.data.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.data.data.quantity = Math.max(1, tmpItem.data.data.quantity + add);
tmpItem.update({
data: {
quantity: tmpItem.data.data.quantity,
},
});
return true;
}
return false;
}
/**
* 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.data.data[type] === undefined) {
return;
}
tmpItem.data.data[type] = !tmpItem.data.data[type];
const data = {
equipped: tmpItem.data.data.equipped,
};
// Only weapons
if (tmpItem.data.data.readied !== undefined) {
data.readied = tmpItem.data.data.readied;
}
tmpItem.update({ data });
}
/**
* Get the skillId for this weaponId
* @private
*/
_getWeaponSkillId(weaponId) {
const item = this.actor.items.get(weaponId);
if (!!item && item.type === "weapon") {
return item.data.data.skill;
}
return null;
}
}