actor class cleaning
This commit is contained in:
@@ -41,26 +41,6 @@ export class VermineActorSheet extends ActorSheet {
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context.flags = actorData.flags;
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context.config = CONFIG.VERMINE;
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// Prepare character data and items.
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if (actorData.type == 'character') {
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this._prepareCharacterItems(context);
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}
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// Prepare NPC data and items.
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if (actorData.type == 'npc') {
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this._prepareNpcItems(context);
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}
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// Prepare Group data and items.
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if (actorData.type == 'group') {
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this._prepareGroupItems(context);
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}
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// Prepare Creature data and items.
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if (actorData.type == 'npc') {
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this._prepareCreatureItems(context);
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}
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// Add roll data for TinyMCE editors.
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context.rollData = context.actor.getRollData();
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@@ -112,72 +92,6 @@ export class VermineActorSheet extends ActorSheet {
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareCharacterItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.weapons = this.actor.itemTypes['weapon'];
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context.defenses = this.actor.itemTypes['defense'];
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context.traits = this.actor.itemTypes['trait'];
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context.specialties = this.actor.itemTypes['specialty'];
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context.abilities = this.actor.itemTypes['ability'];
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context.evolutions = this.actor.itemTypes['evolution'];
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context.traumas = this.actor.itemTypes['trauma'];
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context.backgrounds = this.actor.itemTypes['background'];
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context.rumors = this.actor.itemTypes['rumor'];
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}
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/**
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* Organize and classify Items for Npc sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareNpcItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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}
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/**
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* Organize and classify Items for Group sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareGroupItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.weapons = this.actor.itemTypes['weapon'];
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context.defenses = this.actor.itemTypes['defense'];
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context.vehicles = this.actor.itemTypes['vehicle'];
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context.totem_abilities = this.actor.itemTypes['ability'].filter(i=>i.type !== 'totem');
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context.abilities = this.actor.itemTypes['ability'].filter(i=>i.type === 'totem');
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}
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/**
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* Organize and classify Items for Creature sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareCreatureItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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}
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async _onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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@@ -85,45 +85,16 @@ export class VermineCharacterSheet extends VermineActorSheet {
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* @return {undefined}
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*/
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_prepareItems(context) {
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// Initialize containers.
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const gear = [];
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const features = [];
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const spells = {
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0: [],
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1: [],
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2: [],
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3: [],
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4: [],
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5: [],
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6: [],
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7: [],
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8: [],
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9: []
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};
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// Iterate through items, allocating to containers
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for (let i of context.items) {
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i.img = i.img || DEFAULT_TOKEN;
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// Append to gear.
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if (i.type === 'item') {
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gear.push(i);
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}
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// Append to features.
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else if (i.type === 'feature') {
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features.push(i);
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}
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// Append to spells.
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else if (i.type === 'spell') {
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if (i.system.spellLevel != undefined) {
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spells[i.system.spellLevel].push(i);
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}
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}
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}
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// Assign and return
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context.gear = gear;
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context.features = features;
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context.spells = spells;
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context.gear = this.actor.itemTypes['item'];
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context.weapons = this.actor.itemTypes['weapon'];
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context.defenses = this.actor.itemTypes['defense'];
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context.traits = this.actor.itemTypes['trait'];
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context.specialties = this.actor.itemTypes['specialty'];
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context.abilities = this.actor.itemTypes['ability'];
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context.evolutions = this.actor.itemTypes['evolution'];
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context.traumas = this.actor.itemTypes['trauma'];
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context.backgrounds = this.actor.itemTypes['background'];
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context.rumors = this.actor.itemTypes['rumor'];
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}
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/* -------------------------------------------- */
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@@ -131,36 +102,9 @@ export class VermineCharacterSheet extends VermineActorSheet {
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.sheet.render(true);
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});
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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.isEditable) return;
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// Add and delete Inventory Item
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// already configured in parents listeners
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// Rollable abilities.
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html.find('.rollable').click(this._onRoll.bind(this));
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// Choose Totem
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html.find('.chooseTotem').click(this._onTotemButton.bind(this));
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// Drag events for macros.
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if (this.actor.isOwner) {
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let handler = ev => this._onDragStart(ev);
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html.find('li.item').each((i, li) => {
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if (li.classList.contains("inventory-header")) return;
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li.setAttribute("draggable", true);
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li.addEventListener("dragstart", handler, false);
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});
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}
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}
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@@ -83,45 +83,8 @@ export class VermineCreatureSheet extends ActorSheet {
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* @return {undefined}
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*/
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_prepareItems(context) {
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// Initialize containers.
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const gear = [];
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const features = [];
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const spells = {
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0: [],
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1: [],
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2: [],
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3: [],
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4: [],
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5: [],
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6: [],
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7: [],
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8: [],
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9: []
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};
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// Iterate through items, allocating to containers
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for (let i of context.items) {
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i.img = i.img || DEFAULT_TOKEN;
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// Append to gear.
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if (i.type === 'item') {
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gear.push(i);
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}
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// Append to features.
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else if (i.type === 'feature') {
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features.push(i);
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}
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// Append to spells.
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else if (i.type === 'spell') {
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if (i.system.spellLevel != undefined) {
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spells[i.system.spellLevel].push(i);
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}
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}
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}
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// Assign and return
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context.gear = gear;
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context.features = features;
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context.spells = spells;
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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}
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/* -------------------------------------------- */
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@@ -129,90 +92,6 @@ export class VermineCreatureSheet extends ActorSheet {
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.sheet.render(true);
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});
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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.isEditable) return;
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// Rollable abilities.
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html.find('.rollable').click(this._onRoll.bind(this));
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// Drag events for macros.
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if (this.actor.isOwner) {
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let handler = ev => this._onDragStart(ev);
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html.find('li.item').each((i, li) => {
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if (li.classList.contains("inventory-header")) return;
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li.setAttribute("draggable", true);
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li.addEventListener("dragstart", handler, false);
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});
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}
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}
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/**
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* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
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* @param {Event} event The originating click event
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* @private
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*/
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async _onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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const name = `New ${type.capitalize()}`;
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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system: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.system["type"];
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// Finally, create the item!
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return await Item.create(itemData, {parent: this.actor});
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}
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/**
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* Handle clickable rolls.
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* @param {Event} event The originating click event
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* @private
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*/
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_onRoll(event) {
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event.preventDefault();
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const element = event.currentTarget;
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const dataset = element.dataset;
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// Handle item rolls.
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if (dataset.rollType) {
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if (dataset.rollType == 'item') {
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const itemId = element.closest('.item').dataset.itemId;
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const item = this.actor.items.get(itemId);
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if (item) return item.roll();
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}
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}
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// Handle rolls that supply the formula directly.
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if (dataset.roll) {
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let label = dataset.label ? `[ability] ${dataset.label}` : '';
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let roll = new Roll(dataset.roll, this.actor.getRollData());
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label,
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rollMode: game.settings.get('core', 'rollMode'),
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});
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return roll;
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}
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}
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}
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@@ -134,6 +134,14 @@ export class VermineGroupSheet extends VermineActorSheet {
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context.encounters.push(game.actors.get(encounterId));
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}
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context.gear = this.actor.itemTypes['item'];
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context.weapons = this.actor.itemTypes['weapon'];
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context.defenses = this.actor.itemTypes['defense'];
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context.vehicles = this.actor.itemTypes['vehicle'];
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context.totem_abilities = this.actor.itemTypes['ability'].filter(i=>i.type !== 'totem');
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context.abilities = this.actor.itemTypes['ability'].filter(i=>i.type === 'totem');
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}
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/* -------------------------------------------- */
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@@ -141,19 +149,6 @@ export class VermineGroupSheet extends VermineActorSheet {
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.sheet.render(true);
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});
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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.isEditable) return;
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// Add and delete Inventory Item
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// already configured in parents listeners
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// Choose Totem
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html.find('.chooseTotem').click(this._onTotemButton.bind(this));
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@@ -182,74 +177,8 @@ export class VermineGroupSheet extends VermineActorSheet {
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this.render(true);
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});
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if (this.actor.isOwner) {
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let handler = ev => this._onDragStart(ev);
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html.find('li.item').each((i, li) => {
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if (li.classList.contains("inventory-header")) return;
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li.setAttribute("draggable", true);
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li.addEventListener("dragstart", handler, false);
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});
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}
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}
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/**
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* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
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* @param {Event} event The originating click event
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* @private
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*/
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async _onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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const name = `New ${type.capitalize()}`;
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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system: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.system["type"];
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// Finally, create the item!
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return await Item.create(itemData, {parent: this.actor});
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}
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/**
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* Handle clickable rolls.
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* @param {Event} event The originating click event
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* @private
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*/
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_onRoll(event) {
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event.preventDefault();
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const element = event.currentTarget;
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const dataset = element.dataset;
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// Handle item rolls.
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if (dataset.rollType) {
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if (dataset.rollType == 'item') {
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const itemId = element.closest('.item').dataset.itemId;
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const item = this.actor.items.get(itemId);
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if (item) return item.roll();
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}
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}
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// Handle rolls that supply the formula directly.
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if (dataset.roll) {
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let label = dataset.label ? `[ability] ${dataset.label}` : '';
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let roll = new Roll(dataset.roll, this.actor.getRollData());
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label,
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rollMode: game.settings.get('core', 'rollMode'),
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});
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return roll;
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}
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}
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/**
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* Handle totem pick
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+3
-125
@@ -69,10 +69,7 @@ export class VermineNpcSheet extends VermineActorSheet {
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* @return {undefined}
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*/
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_prepareCharacterData(context) {
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// Handle ability scores.
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for (let [k, v] of Object.entries(context.system.abilities)) {
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v.label = game.i18n.localize(context.system.abilities[k].label) ?? k;
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}
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}
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/**
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@@ -83,45 +80,8 @@ export class VermineNpcSheet extends VermineActorSheet {
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* @return {undefined}
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*/
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_prepareItems(context) {
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// Initialize containers.
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const gear = [];
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const features = [];
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const spells = {
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0: [],
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1: [],
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2: [],
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3: [],
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4: [],
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5: [],
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6: [],
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7: [],
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8: [],
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9: []
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};
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// Iterate through items, allocating to containers
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for (let i of context.items) {
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i.img = i.img || DEFAULT_TOKEN;
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// Append to gear.
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if (i.type === 'item') {
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gear.push(i);
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}
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// Append to features.
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else if (i.type === 'feature') {
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features.push(i);
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}
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// Append to spells.
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else if (i.type === 'spell') {
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if (i.system.spellLevel != undefined) {
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spells[i.system.spellLevel].push(i);
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}
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}
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}
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// Assign and return
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context.gear = gear;
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context.features = features;
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context.spells = spells;
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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}
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/* -------------------------------------------- */
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@@ -130,88 +90,6 @@ export class VermineNpcSheet extends VermineActorSheet {
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activateListeners(html) {
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super.activateListeners(html);
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||||
// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.sheet.render(true);
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});
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// -------------------------------------------------------------
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||||
// Everything below here is only needed if the sheet is editable
|
||||
if (!this.isEditable) return;
|
||||
|
||||
// Rollable abilities.
|
||||
html.find('.rollable').click(this._onRoll.bind(this));
|
||||
|
||||
// Drag events for macros.
|
||||
if (this.actor.isOwner) {
|
||||
let handler = ev => this._onDragStart(ev);
|
||||
html.find('li.item').each((i, li) => {
|
||||
if (li.classList.contains("inventory-header")) return;
|
||||
li.setAttribute("draggable", true);
|
||||
li.addEventListener("dragstart", handler, false);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
|
||||
* @param {Event} event The originating click event
|
||||
* @private
|
||||
*/
|
||||
async _onItemCreate(event) {
|
||||
event.preventDefault();
|
||||
const header = event.currentTarget;
|
||||
// Get the type of item to create.
|
||||
const type = header.dataset.type;
|
||||
// Grab any data associated with this control.
|
||||
const data = duplicate(header.dataset);
|
||||
// Initialize a default name.
|
||||
const name = `New ${type.capitalize()}`;
|
||||
// Prepare the item object.
|
||||
const itemData = {
|
||||
name: name,
|
||||
type: type,
|
||||
system: data
|
||||
};
|
||||
// Remove the type from the dataset since it's in the itemData.type prop.
|
||||
delete itemData.system["type"];
|
||||
|
||||
// Finally, create the item!
|
||||
return await Item.create(itemData, {parent: this.actor});
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle clickable rolls.
|
||||
* @param {Event} event The originating click event
|
||||
* @private
|
||||
*/
|
||||
_onRoll(event) {
|
||||
event.preventDefault();
|
||||
const element = event.currentTarget;
|
||||
const dataset = element.dataset;
|
||||
|
||||
// Handle item rolls.
|
||||
if (dataset.rollType) {
|
||||
if (dataset.rollType == 'item') {
|
||||
const itemId = element.closest('.item').dataset.itemId;
|
||||
const item = this.actor.items.get(itemId);
|
||||
if (item) return item.roll();
|
||||
}
|
||||
}
|
||||
|
||||
// Handle rolls that supply the formula directly.
|
||||
if (dataset.roll) {
|
||||
let label = dataset.label ? `[ability] ${dataset.label}` : '';
|
||||
let roll = new Roll(dataset.roll, this.actor.getRollData());
|
||||
roll.toMessage({
|
||||
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
|
||||
flavor: label,
|
||||
rollMode: game.settings.get('core', 'rollMode'),
|
||||
});
|
||||
return roll;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user