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.hbs", width: 600, height: 600, tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }] }); } /** @override */ get template() { return `systems/vermine2047/templates/actor/actor-character-sheet.hbs`; } /* -------------------------------------------- */ /** @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) { context.gear = this.actor.itemTypes['item']; context.weapons = this.actor.itemTypes['weapon']; context.defenses = this.actor.itemTypes['defense']; context.traits = this.actor.itemTypes['trait']; context.specialties = this.actor.itemTypes['specialty']; context.abilities = this.actor.itemTypes['ability']; context.evolutions = this.actor.itemTypes['evolution']; context.traumas = this.actor.itemTypes['trauma']; context.backgrounds = this.actor.itemTypes['background']; context.rumors = this.actor.itemTypes['rumor']; } /* -------------------------------------------- */ /** @override */ activateListeners(html) { super.activateListeners(html); // Choose Totem html.find('.chooseTotem').click(this._onTotemButton.bind(this)); } /** * 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); } }