556 lines
19 KiB
JavaScript
556 lines
19 KiB
JavaScript
import { BaseSheetL5r5e } from "./base-sheet.js";
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/**
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* Base Sheet for Character types (Character and Npc)
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*/
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export class BaseCharacterSheetL5r5e extends BaseSheetL5r5e {
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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 foundry.utils.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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/** @inheritdoc */
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getData(options = {}) {
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const sheetData = super.getData(options);
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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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// 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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// Shortcut for some tests
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sheetData.data.editable_not_soft_locked = sheetData.editable && !sheetData.data.data.soft_locked;
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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)
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.filter(([id, cfg]) => cfg.type !== "custom" || game.settings.get("l5r5e", "techniques-customs"))
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.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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if (!out[item.data.technique_type]) {
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console.warn(
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`L5R5E | Empty or unknown technique type[${item.data.technique_type}] forced to "kata" in item id[${item._id}], name[${item.name}]`
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);
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item.data.technique_type = "kata";
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}
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out[item.data.technique_type].push(item);
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break;
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case "title":
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// Embed technique in titles
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Array.from(item.data.items).forEach(([id, embedItem]) => {
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if (embedItem.data.type === "technique") {
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if (!out[embedItem.data.data.technique_type]) {
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console.warn(
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`L5R5E | Empty or unknown technique type[${embedItem.data.data.technique_type}] forced to "kata" in item id[${id}], name[${embedItem.data.name}], parent: id[${item._id}], name[${item.name}]`
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);
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embedItem.data.data.technique_type = "kata";
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}
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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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// If unlocked, add the "title_ability" as technique (or always displayed for npc)
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if (item.data.xp_used >= item.data.xp_cost || this.document.type === "npc") {
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out["title_ability"].push(item);
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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 a empty "mastery_ability" field 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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* 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.isEditable || this.actor.data.data.soft_locked) {
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return;
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}
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// Check item type and subtype
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const item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
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if (!item || !["Item", "JournalEntry"].includes(item.documentName) || item.data.type === "property") {
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return;
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}
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// Specific curriculum journal drop
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if (item.documentName === "JournalEntry") {
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// npc does not have this
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if (!this.actor.data.data.identity?.school_curriculum_journal) {
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return;
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}
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this.actor.data.data.identity.school_curriculum_journal = {
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id: item.data._id,
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name: item.data.name,
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pack: item.pack || null,
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};
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await this.actor.update({
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data: {
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identity: {
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school_curriculum_journal: this.actor.data.data.identity.school_curriculum_journal,
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},
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},
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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
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if (this.actor.data.items) {
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// Exit if we already owned exactly this id (drag a personal item on our own sheet)
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if (
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this.actor.data.items.some((embedItem) => {
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// Search in children
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if (embedItem.items instanceof Map && embedItem.items.has(item.data._id)) {
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return true;
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}
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return embedItem.data._id === item.data._id;
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})
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) {
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return;
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}
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// Add quantity instead if they have (id is different so use type and name)
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if (item.data.data.quantity) {
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const tmpItem = this.actor.data.items.find(
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(embedItem) => embedItem.name === item.data.name && embedItem.type === item.data.type
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);
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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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}
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// Can add the 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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let itemData = item.data.toObject(true);
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// Item subtype specific
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switch (itemData.type) {
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case "army_cohort":
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case "army_fortification":
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console.warn("L5R5E | Army items are not allowed", item?.data?.type, item);
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return;
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case "advancement":
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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 "title":
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// Generate new Ids for the embed items
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await item.generateNewIdsForAllEmbedItems();
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// Add embed advancements bonus
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for (let [embedId, embedItem] of item.data.data.items) {
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if (embedItem.data.type === "advancement") {
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await this.actor.addBonus(embedItem);
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}
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}
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// refresh data
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itemData = item.data.toObject(true);
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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(itemData.data.technique_type)?.type === "school") {
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if (
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Array.from(this.actor.items).some((e) => {
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return (
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e.type === "technique" && e.data.data.technique_type === itemData.data.technique_type
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);
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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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itemData.data.xp_cost = 0;
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itemData.data.xp_used = 0;
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itemData.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[itemData.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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itemData.data.xp_cost =
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itemData.data.xp_cost > 0 ? itemData.data.xp_cost : CONFIG.l5r5e.xp.techniqueCost;
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itemData.data.xp_used = itemData.data.xp_cost;
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}
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break;
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}
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// Modify the bought at rank to the current actor rank
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if (itemData.data.bought_at_rank !== undefined && this.actor.data.data.identity?.school_rank) {
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itemData.data.bought_at_rank = this.actor.data.data.identity.school_rank;
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}
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// Finally create the embed
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return this.actor.createEmbeddedDocuments("Item", [itemData]);
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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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// *** Everything below here is only needed if the sheet is editable ***
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if (!this.isEditable) {
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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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// 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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// 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 < 1) {
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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 sub-type
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if (CONFIG.l5r5e.techniques.get(techniqueType)) {
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item.data.name = game.i18n.localize(`l5r5e.techniques.${techniqueType}`);
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item.data.img = `${CONFIG.l5r5e.paths.assets}icons/techs/${techniqueType}.svg`;
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item.data.data.technique_type = techniqueType;
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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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* 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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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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switch (tmpItem.type) {
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case "advancement":
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// Remove advancements bonus (1 to selected ring/skill)
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await this.actor.removeBonus(tmpItem);
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break;
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case "title":
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// Remove embed advancements bonus
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for (let [embedId, embedItem] of tmpItem.data.data.items) {
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if (embedItem.data.type === "advancement") {
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await this.actor.removeBonus(embedItem);
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}
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}
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break;
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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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event.preventDefault();
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event.stopPropagation();
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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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/**
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* Add or subtract a quantity to a owned item
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* @private
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*/
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_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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}
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/**
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* Switch Readied state on a weapon
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* @param {Event} event
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* @private
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*/
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_switchEquipReadied(event) {
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event.preventDefault();
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event.stopPropagation();
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const type = $(event.currentTarget).data("type");
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if (!["equipped", "readied"].includes(type)) {
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return;
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}
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const itemId = $(event.currentTarget).data("item-id");
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const tmpItem = this.actor.items.get(itemId);
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if (!tmpItem || tmpItem.data.data[type] === undefined) {
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return;
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}
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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;
|
|
}
|
|
}
|