import {onManageActiveEffect, prepareActiveEffectCategories} from "../system/effects.mjs"; /** * Extend the basic ActorSheet with some very simple modifications * @extends {ActorSheet} */ export class TotemActorSheet extends ActorSheet { /** @override */ static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["totem", "sheet", "actor"], template: "systems/totem/templates/actor/actor-sheet.html", width: 690, height: 800, tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }] }); } /** @override */ get template() { return `systems/totem/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.TOTEM; // Prepare character data and items. if (actorData.type == 'character') { this._prepareCharacterItems(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; } /** @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)); // 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); }); } } /** * Organize and classify Items for Character sheets. * * @param {Object} actorData The actor to prepare. * * @return {undefined} */ _prepareCharacterItems(context) { // Initialize containers. const gear = []; const traits = []; const defenses = []; const specialties = []; const abilities = []; const weapons = []; const evolutions = []; const traumas = []; const backgrounds = []; const rumors = []; // 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); } else if (i.type === 'defense') { defenses.push(i); } else if (i.type === 'weapon') { weapons.push(i); } else if (i.type === 'specialty') { specialties.push(i); } else if (i.type === 'ability') { abilities.push(i); } else if (i.type === 'evolution') { evolutions.push(i); } else if (i.type === 'trauma') { traumas.push(i); } else if (i.type === 'background') { backgrounds.push(i); } else if (i.type === 'rumor') { rumors.push(i); } /* // Append to cephalie. else if (i.type === 'spell') { if (i.system.spellLevel != undefined) { cephalie[i.system.spellLevel].push(i); } }*/ } // Assign and return context.gear = gear; context.weapons = weapons; context.defenses = defenses; context.traits = traits; context.specialties = specialties; context.abilities = abilities; context.evolutions = evolutions; context.traumas = traumas; context.backgrounds = backgrounds; context.rumors = rumors; console.log("context", context); } 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}); } }