- Finished the dialog for add new item on title and other advancements - some documentation update
583 lines
19 KiB
JavaScript
583 lines
19 KiB
JavaScript
/**
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* Base Sheet for Actor and Npc
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*/
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export class BaseSheetL5r5e extends ActorSheet {
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/**
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* Commons options
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*/
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["l5r5e", "sheet", "actor"],
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// template: CONFIG.l5r5e.paths.templates + "actors/character-sheet.html",
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width: 600,
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height: 800,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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});
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}
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/**
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* Commons datas
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* @override
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*/
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getData(options) {
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const sheetData = super.getData(options);
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sheetData.data.dtypes = ["String", "Number", "Boolean"];
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sheetData.data.stances = CONFIG.l5r5e.stances;
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sheetData.data.techniquesList = game.l5r5e.HelpersL5r5e.getTechniquesList({ displayInTypes: true });
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// Sort Items by name
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sheetData.items.sort((a, b) => {
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return a.name.localeCompare(b.name);
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});
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// Split Techniques by types
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sheetData.data.splitTechniquesList = this._splitTechniques(sheetData);
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// Split Items by types
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sheetData.data.splitItemsList = this._splitItems(sheetData);
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return sheetData;
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}
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/**
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* Split Techniques by types for better readability
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* @private
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*/
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_splitTechniques(sheetData) {
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const out = {};
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const schoolTechniques = Array.from(CONFIG.l5r5e.techniques)
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.filter(([id, cfg]) => cfg.type === "school")
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.map(([id, cfg]) => id);
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// Build the list order
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Array.from(CONFIG.l5r5e.techniques).forEach(([id, cfg]) => {
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out[id] = [];
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});
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// Add tech the character knows
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sheetData.items.forEach((item) => {
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switch (item.type) {
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case "technique":
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out[item.data.technique_type].push(item);
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break;
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case "title":
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Array.from(item.data.items).forEach(([id, embedItem]) => {
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if (embedItem.data.type === "technique") {
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out[embedItem.data.data.technique_type].push(embedItem.data);
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}
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});
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break;
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} //swi
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});
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// Remove unused techs
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Object.keys(out).forEach((tech) => {
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if (out[tech].length < 1 && !sheetData.data.data.techniques[tech] && !schoolTechniques.includes(tech)) {
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delete out[tech];
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}
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});
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// Manage school add button
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sheetData.data.data.techniques["school_ability"] = out["school_ability"].length === 0;
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sheetData.data.data.techniques["mastery_ability"] = out["mastery_ability"].length === 0;
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// Always display "school_ability", but display "mastery_ability" only if rank >= 5
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if (sheetData.data.data.identity?.school_rank < 5 && out["mastery_ability"].length === 0) {
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delete out["mastery_ability"];
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}
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return out;
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}
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/**
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* Split Items by types for better readability
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* @private
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*/
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_splitItems(sheetData) {
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const out = {
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weapon: [],
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armor: [],
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item: [],
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};
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sheetData.items.forEach((item) => {
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if (["item", "armor", "weapon"].includes(item.type)) {
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out[item.type].push(item);
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}
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});
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return out;
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}
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/**
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* Return a light sheet if in "limited" state
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* @override
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*/
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get template() {
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if (!game.user.isGM && this.actor.limited) {
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return `${CONFIG.l5r5e.paths.templates}actors/limited-sheet.html`;
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}
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return this.options.template;
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}
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/**
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* Activate a named TinyMCE text editor
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* @param {string} name The named data field which the editor modifies.
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* @param {object} options TinyMCE initialization options passed to TextEditor.create
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* @param {string} initialContent Initial text content for the editor area.
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* @override
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*/
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activateEditor(name, options = {}, initialContent = "") {
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if (name === "data.notes.value" && initialContent) {
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initialContent = game.l5r5e.HelpersL5r5e.convertSymbols(initialContent, false);
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}
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super.activateEditor(name, options, initialContent);
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}
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/**
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* This method is called upon form submission after form data is validated
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* @param event {Event} The initial triggering submission event
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* @param formData {Object} The object of validated form data with which to update the object
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* @returns {Promise} A Promise which resolves once the update operation has completed
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* @override
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*/
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async _updateObject(event, formData) {
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if (formData["data.notes.value"]) {
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formData["data.notes.value"] = game.l5r5e.HelpersL5r5e.convertSymbols(formData["data.notes.value"], true);
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}
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return super._updateObject(event, formData);
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}
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/**
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* Handle dropped data on the Actor sheet
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* @param {DragEvent} event
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*/
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async _onDrop(event) {
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// *** Everything below here is only needed if the sheet is editable ***
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if (!this.options.editable) {
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return;
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}
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// Check item type and subtype
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let item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
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if (
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!item ||
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item.documentName !== "Item" ||
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![
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"item",
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"armor",
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"weapon",
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"technique",
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"peculiarity",
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"advancement",
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"title",
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"bond",
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"signature_scroll",
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"item_pattern",
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].includes(item.data.type)
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) {
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return;
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}
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// Dropped a item with same "id" as one owned, add qte instead
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if (item.data.data.quantity && this.actor.data.items) {
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const tmpItem = this.actor.data.items.find((e) => e.name === item.data.name && e.type === item.data.type);
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if (tmpItem && this._modifyQuantity(tmpItem.id, 1)) {
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return;
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}
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}
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// Item subtype specific
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switch (item.data.type) {
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case "bond": // no break
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case "peculiarity": // no break
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case "item_pattern": // no break
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case "signature_scroll":
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// Modify the bought at rank to the current actor rank
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if (this.actor.data.data.identity?.school_rank) {
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item.data.data.bought_at_rank = this.actor.data.data.identity.school_rank;
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}
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break;
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case "advancement":
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// Modify the bought at rank to the current actor rank
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if (this.actor.data.data.identity?.school_rank) {
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item.data.data.bought_at_rank = this.actor.data.data.identity.school_rank;
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}
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// Specific advancements, remove 1 to selected ring/skill
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await this.actor.addBonus(item);
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break;
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case "technique":
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// School_ability and mastery_ability, allow only 1 per type
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if (CONFIG.l5r5e.techniques.get(item.data.data.technique_type)?.type === "school") {
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if (
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Array.from(this.actor.items).some(
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(e) =>
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e.type === "technique" && e.data.data.technique_type === item.data.data.technique_type
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)
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) {
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ui.notifications.info(game.i18n.localize("l5r5e.techniques.only_one"));
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return;
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}
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// No cost for schools
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item.data.data.xp_cost = 0;
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item.data.data.xp_used = 0;
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item.data.data.in_curriculum = true;
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} else {
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// Check if technique is allowed for this character
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if (!game.user.isGM && !this.actor.data.data.techniques[item.data.data.technique_type]) {
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ui.notifications.info(game.i18n.localize("l5r5e.techniques.not_allowed"));
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return;
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}
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// Verify cost
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item.data.data.xp_cost =
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item.data.data.xp_cost > 0 ? item.data.data.xp_cost : CONFIG.l5r5e.xp.techniqueCost;
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item.data.data.xp_used = item.data.data.xp_cost;
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}
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// Modify the bought at rank to the current actor rank
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if (this.actor.data.data.identity?.school_rank) {
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item.data.data.bought_at_rank = this.actor.data.data.identity.school_rank;
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}
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break;
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}
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// Ok add item - Foundry override cause props
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const allowed = Hooks.call("dropActorSheetData", this.actor, this, item);
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if (allowed === false) {
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return;
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}
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return this._onDropItemCreate(item.data.toObject(false));
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}
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/**
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* Subscribe to events from the sheet.
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* @param {jQuery} html HTML content of the sheet.
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*/
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activateListeners(html) {
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super.activateListeners(html);
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// Toggle
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html.find(".toggle-on-click").on("click", (event) => {
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const elmt = $(event.currentTarget).data("toggle");
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const tgt = html.find("." + elmt);
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tgt.toggleClass("toggle-active");
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});
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// *** Everything below here is only needed if the sheet is editable ***
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if (!this.options.editable) {
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return;
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}
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// *** Dice event on Skills clic ***
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html.find(".dice-picker").on("click", (event) => {
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event.preventDefault();
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event.stopPropagation();
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const li = $(event.currentTarget);
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let skillId = li.data("skill") || null;
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const weaponId = li.data("weapon-id") || null;
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if (weaponId) {
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skillId = this._getWeaponSkillId(weaponId);
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}
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new game.l5r5e.DicePickerDialog({
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ringId: li.data("ring") || null,
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skillId: skillId,
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skillCatId: li.data("skillcat") || null,
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isInitiativeRoll: li.data("initiative") || false,
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actor: this.actor,
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}).render(true);
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});
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// On focus on one numeric element, select all text for better experience
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html.find(".select-on-focus").on("focus", (event) => {
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event.preventDefault();
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event.stopPropagation();
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event.target.select();
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});
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// Prepared (Initiative)
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html.find(".prepared-control").on("click", (event) => {
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event.preventDefault();
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event.stopPropagation();
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this._switchPrepared();
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});
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// Equipped / Readied
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html.find(".equip-readied-control").on("click", this._switchEquipReadied.bind(this));
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// *** Items : add, edit, delete ***
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html.find(".item-add").on("click", this._addSubItem.bind(this));
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html.find(`.item-edit`).on("click", this._editSubItem.bind(this));
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html.find(`.item-delete`).on("click", this._deleteSubItem.bind(this));
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// Others Advancements
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html.find(".item-advancement-choose").on("click", this._showDialogAddSubItem.bind(this));
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}
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/**
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* Switch the state "prepared" (initiative)
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* @private
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*/
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_switchPrepared() {
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this.actor.data.data.prepared = !this.actor.data.data.prepared;
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this.actor.update({
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data: {
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prepared: this.actor.data.data.prepared,
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},
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});
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this.render(false);
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}
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/**
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* Add a generic item with sub type
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* @param {string} type Item sub type (armor, weapon, bond...)
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* @param {boolean} isEquipped For item with prop "Equipped" set the value
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* @param {string|null} techniqueType Technique subtype (kata, shuji...)
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* @return {Promise<void>}
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* @private
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*/
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async _createSubItem({ type, isEquipped = false, techniqueType = null }) {
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if (!type) {
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return;
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}
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const created = await this.actor.createEmbeddedDocuments("Item", [
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{
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name: game.i18n.localize(`ITEM.Type${type.capitalize()}`),
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type: type,
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img: `${CONFIG.l5r5e.paths.assets}icons/items/${type}.svg`,
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},
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]);
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if (created?.length > 0) {
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return;
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}
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const item = this.actor.items.get(created[0].id);
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// assign current school rank to the new adv/tech
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if (this.actor.data.data.identity?.school_rank) {
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item.data.data.bought_at_rank = this.actor.data.data.identity.school_rank;
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if (["advancement", "technique"].includes(item.data.type)) {
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item.data.data.rank = this.actor.data.data.identity.school_rank;
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}
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}
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switch (item.data.type) {
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case "item": // no break
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case "armor": // no break
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case "weapon":
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item.data.data.equipped = isEquipped;
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break;
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case "technique": {
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// If technique, select the current type
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if (CONFIG.l5r5e.techniques.get(techniqueType)) {
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item.data.data.technique_type = techniqueType;
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item.data.img = `${CONFIG.l5r5e.paths.assets}icons/techs/${techniqueType}.svg`;
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}
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break;
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}
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}
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item.sheet.render(true);
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}
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/**
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* Display a dialog to choose what Item to add
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* @param {Event} event
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* @return {Promise<void>}
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* @private
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*/
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async _showDialogAddSubItem(event) {
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game.l5r5e.HelpersL5r5e.showSubItemDialog(["bond", "title", "signature_scroll", "item_pattern"]).then(
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(selectedType) => {
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this._createSubItem({ type: selectedType });
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}
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);
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}
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/**
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* Add a generic item with sub type
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* @param {Event} event
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* @private
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*/
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async _addSubItem(event) {
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event.preventDefault();
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event.stopPropagation();
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const type = $(event.currentTarget).data("item-type");
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if (!type) {
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return;
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}
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const isEquipped = $(event.currentTarget).data("item-equipped") || false;
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const techniqueType = $(event.currentTarget).data("tech-type") || null;
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return this._createSubItem({ type, isEquipped, techniqueType });
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}
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/**
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* Edit a generic item with sub type
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* @param {Event} event
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* @private
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*/
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_editSubItem(event) {
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event.preventDefault();
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event.stopPropagation();
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let item;
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const itemId = $(event.currentTarget).data("item-id");
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if (!itemId) {
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return;
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}
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const itemParentId = $(event.currentTarget).data("item-parent-id");
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if (itemParentId) {
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// Embed Item
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const parentItem = this.actor.items.get(itemParentId);
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if (!parentItem) {
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return;
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}
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item = parentItem.items.get(itemId);
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} else {
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// Regular item
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item = this.actor.items.get(itemId);
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}
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if (!item) {
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return;
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}
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item.sheet.render(true);
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}
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/**
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* Delete a generic item with sub type
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* @param {Event} event
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* @private
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*/
|
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_deleteSubItem(event) {
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event.preventDefault();
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event.stopPropagation();
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|
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const itemId = $(event.currentTarget).data("item-id");
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if (!itemId) {
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return;
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}
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const tmpItem = this.actor.items.get(itemId);
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if (!tmpItem) {
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return;
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}
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// Remove 1 qty if possible
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if (tmpItem.data.data.quantity > 1 && this._modifyQuantity(tmpItem.id, -1)) {
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return;
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}
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const callback = async () => {
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// Specific advancements, remove 1 to selected ring/skill
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if (tmpItem.type === "advancement") {
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await this.actor.removeBonus(tmpItem);
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}
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return this.actor.deleteEmbeddedDocuments("Item", [itemId]);
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};
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// Holing Ctrl = without confirm
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if (event.ctrlKey) {
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return callback();
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}
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game.l5r5e.HelpersL5r5e.confirmDeleteDialog(
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game.i18n.format("l5r5e.global.delete_confirm", { name: tmpItem.name }),
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callback
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);
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}
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/**
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* Switch "in_curriculum"
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* @param {Event} event
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* @private
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*/
|
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_switchSubItemCurriculum(event) {
|
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const itemId = $(event.currentTarget).data("item-id");
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const item = this.actor.items.get(itemId);
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if (item.type !== "item") {
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item.update({
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data: {
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in_curriculum: !item.data.data.in_curriculum,
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},
|
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});
|
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}
|
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}
|
|
|
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/**
|
|
* Add or subtract a quantity to a owned item
|
|
* @private
|
|
*/
|
|
_modifyQuantity(itemId, add) {
|
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const tmpItem = this.actor.items.get(itemId);
|
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if (tmpItem) {
|
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tmpItem.data.data.quantity = Math.max(1, tmpItem.data.data.quantity + add);
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tmpItem.update({
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data: {
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quantity: tmpItem.data.data.quantity,
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},
|
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});
|
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return true;
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}
|
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return false;
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|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
}
|