import {onManageActiveEffect, prepareActiveEffectCategories} from "../system/effects.mjs"; import { VermineActorSheet } from "./actor-sheet.mjs"; import { getRollBox } from "../system/dialogs.mjs"; import { TotemPicker } from "../system/applications.mjs"; /** * Extend the basic ActorSheet with some very simple modifications * @extends {VermineActorSheet} */ export class VermineCharacterSheet 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-character-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)); // Rollable abilities. html.find('input[name="system.identity.age"]').change(ev => { const age = parseInt(ev.target.value,10); let ageType = "2"; Object.keys(CONFIG.VERMINE.AgeTypes).forEach((type) => { if(age > parseInt(CONFIG.VERMINE.AgeTypes[type].beginning,10)){ ageType = type; } }); this.actor.update({ 'system.identity.ageType': ageType }); }); // Choose Totem html.find('.chooseTotem').click(this._onTotemButton.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; console.log("Ceci est un jet d'un personnage joueur"); // 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.label) { dataset.rollType = dataset.type; /*const label = game.i18n.localize(dataset.label) ? `[ability] ${game.i18n.localize(dataset.label)}` : ''; console.log($(element).attr('for')); const NoD = this.actor.system.skills[$(element).attr('for').split('.')[2]]?.value || 0 return game.vermine2047.VermineRoll.roll(this.actor.id, label, NoD, 0, {});*/ let data = { actorId: this.actor.id, abilities: this.actor.system.abilities, skills: this.actor.system.skills, rollType: dataset.rollType, labelKey: dataset.label, abilityScore: 0, skillScore: 0, label: game.i18n.localize(dataset.label) }; if (dataset.type == 'ability'){ data.abilityScore = this.actor.system.abilities[dataset.label].value; } else if (dataset.type == 'skill'){ data.skillScore = this.actor.system.skills[dataset.label].value; } getRollBox(data); return true; } } /** * Handle totem pick * @param {Event} event The originating click event * @private */ _onTotemButton(event) { event.preventDefault(); const el = event.currentTarget; // const dataset = el.dataset; const totemPicker = new TotemPicker(el, this.actor); totemPicker.render(true); } }