vehicules pour la feuille de groupe - v0.0.14

This commit is contained in:
François-Xavier Guillois
2023-06-06 16:02:39 +02:00
parent aed892e4d4
commit e5396b6991
14 changed files with 695 additions and 10 deletions
+121 -1
View File
@@ -48,7 +48,17 @@ export class VermineActorSheet extends ActorSheet {
// Prepare NPC data and items.
if (actorData.type == 'npc') {
this._prepareItems(context);
this._prepareNpcItems(context);
}
// Prepare Group data and items.
if (actorData.type == 'group') {
this._prepareGroupItems(context);
}
// Prepare Creature data and items.
if (actorData.type == 'npc') {
this._prepareCreatureItems(context);
}
// Add roll data for TinyMCE editors.
@@ -180,6 +190,116 @@ export class VermineActorSheet extends ActorSheet {
}
/**
* Organize and classify Items for Npc sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareNpcItems(context) {
// Initialize containers.
const gear = [];
const traits = [];
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
// Append to gear.
if (i.type === 'item') {
gear.push(i);
}
else if (i.type === 'trait') {
traits.push(i);
}
}
// Assign and return
context.gear = gear;
}
/**
* Organize and classify Items for Group sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareGroupItems(context) {
// Initialize containers.
const gear = [];
const defenses = [];
const abilities = [];
const weapons = [];
const vehicles = [];
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
// Append to gear.
if (i.type === 'item') {
gear.push(i);
}
else if (i.type === 'defense') {
defenses.push(i);
}
else if (i.type === 'weapon') {
weapons.push(i);
}
else if (i.type === 'ability') {
abilities.push(i);
}
else if (i.type === 'vehicle') {
vehicles.push(i);
}
}
// Assign and return
context.gear = gear;
context.weapons = weapons;
context.defenses = defenses;
context.abilities = abilities;
context.vehicles = vehicles;
}
/**
* Organize and classify Items for Creature sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCreatureItems(context) {
// Initialize containers.
const gear = [];
const traits = [];
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
// Append to gear.
if (i.type === 'item') {
gear.push(i);
}
else if (i.type === 'trait') {
traits.push(i);
}
}
// Assign and return
context.gear = gear;
}
async _onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
+231
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@@ -0,0 +1,231 @@
import {onManageActiveEffect, prepareActiveEffectCategories} from "../system/effects.mjs";
import { VermineActorSheet } from "./actor-sheet.mjs";
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {VermineActorSheet}
*/
export class VermineGroupSheet extends VermineActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["vermine2047", "sheet", "actor"],
template: "systems/vermine2047/templates/actor/actor-sheet.html",
width: 600,
height: 600,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
});
}
/** @override */
get template() {
return `systems/vermine2047/templates/actor/actor-${this.actor.type}-sheet.html`;
}
/* -------------------------------------------- */
/** @override */
getData() {
// Retrieve the data structure from the base sheet. You can inspect or log
// the context variable to see the structure, but some key properties for
// sheets are the actor object, the data object, whether or not it's
// editable, the items array, and the effects array.
const context = super.getData();
// Use a safe clone of the actor data for further operations.
const actorData = this.actor.toObject(false);
// Add the actor's data to context.data for easier access, as well as flags.
context.system = actorData.system;
context.flags = actorData.flags;
context.config = CONFIG.VERMINE;
// Prepare character data and items.
if (actorData.type == 'character') {
this._prepareItems(context);
this._prepareCharacterData(context);
}
// Prepare NPC data and items.
if (actorData.type == 'npc') {
this._prepareItems(context);
}
// Add roll data for TinyMCE editors.
context.rollData = context.actor.getRollData();
// Prepare active effects
context.effects = prepareActiveEffectCategories(this.actor.effects);
return context;
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCharacterData(context) {
// Handle ability scores.
for (let [k, v] of Object.entries(context.system.abilities)) {
v.label = game.i18n.localize(context.system.abilities[k].label) ?? k;
}
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareItems(context) {
// Initialize containers.
const gear = [];
const features = [];
const spells = {
0: [],
1: [],
2: [],
3: [],
4: [],
5: [],
6: [],
7: [],
8: [],
9: []
};
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
// Append to gear.
if (i.type === 'item') {
gear.push(i);
}
// Append to features.
else if (i.type === 'feature') {
features.push(i);
}
// Append to spells.
else if (i.type === 'spell') {
if (i.system.spellLevel != undefined) {
spells[i.system.spellLevel].push(i);
}
}
}
// Assign and return
context.gear = gear;
context.features = features;
context.spells = spells;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Render the item sheet for viewing/editing prior to the editable check.
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("itemId"));
item.sheet.render(true);
});
// -------------------------------------------------------------
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
// Add Inventory Item
html.find('.item-create').click(this._onItemCreate.bind(this));
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("itemId"));
item.delete();
li.slideUp(200, () => this.render(false));
});
// Active Effect management
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
// 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] ${dataset.label}` : '';
let roll = new Roll(dataset.roll, this.actor.getRollData());
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
flavor: label,
rollMode: game.settings.get('core', 'rollMode'),
});
return roll;
}
}
}
+6
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@@ -21,6 +21,12 @@
"systems/vermine2047/templates/actor/parts/actor-stories.hbs",
"systems/vermine2047/templates/actor/parts/actor-effects.html",
// Group partials
"systems/vermine2047/templates/actor/parts/group-vehicles.hbs",
"systems/vermine2047/templates/actor/parts/group-info.hbs",
"systems/vermine2047/templates/actor/parts/group-items.hbs",
"systems/vermine2047/templates/actor/parts/group-experience.hbs",
// additional templates
"systems/vermine2047/templates/roll.hbs",
]);
+2 -2
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@@ -9,12 +9,12 @@ export const registerHooks = function () {
});
// changement de la pause
/*Hooks.on("renderPause", async function () {
Hooks.on("renderPause", async function () {
if ($("#pause").attr("class") !== "paused") return;
$(".paused img").attr("src", 'systems/vermine2047/assets/images/ui/vermine_pause.webp');
$(".paused img").css({ "opacity": 1});
$("#pause.paused figcaption").text("Communauté endormie...");
});*/
});
// Hooks.on('renderChatLog', (log, html, data) => VermineFight.chatListeners(html));
// Hooks.on('renderChatMessage', (message, html, data) => VermineFight.chatMessageHandler(message, html, data));
+6
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@@ -6,6 +6,7 @@ import { VermineActor } from "./documents/actor.mjs";
import { VermineCharacterSheet } from "./sheets/character-sheet.mjs";
import { VermineNpcSheet } from "./sheets/npc-sheet.mjs";
import { VermineGroupSheet } from "./sheets/npc-group.mjs";
import { VermineCreatureSheet } from "./sheets/creature-sheet.mjs";
import { VermineItem } from "./documents/item.mjs";
@@ -65,6 +66,11 @@ Hooks.once('init', async function() {
types: ['creature'],
makeDefault: true,
}); // Register vehicle Sheet
Actors.registerSheet('vermine2047', VermineGroupSheet, {
types: ['group'],
makeDefault: true,
}); // Register vehicle Sheet
Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("vermine2047", VermineItemSheet, { makeDefault: true });