Files
vermine2047/module/sheets/character-sheet.mjs
T
2024-05-14 09:19:07 +02:00

206 lines
6.2 KiB
JavaScript

import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
import { VermineActorSheet } from "./actor-sheet.mjs";
import RollDialog from "../system/dialogs/rollDialog.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", "character", "actor"],
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
width: "fit-content",
height: "fit-content",
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;
}
for (let [k, v] of Object.entries(context.system.skills)) {
if (v.value >= 2) {
let spe = this.actor.items.filter(it => it.type == "specialty").filter(spec => spec.system.skill == k);
v.specialties = spe
}
}
}
/**
* 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));
html.find('.ability .rollable').click(this._onRoll.bind(this));
html.find('[data-totem-name]').click(this._onClickTotemDice.bind(this));
if (!this.actor.flags.world?.editMode) {
this.disableInputs(html)
}
}
disableInputs(html) {
for (let input of html.find('input')) {
if (input.name != "flags.world.editMode") {
input.setAttribute('disabled', true)
}
}
for (let select of html.find('select')) {
select.setAttribute('disabled', true)
}
}
async _onClickTotemDice(ev) {
let el = ev.currentTarget;
let totem = el.dataset.totemName;
let value = parseInt(el.dataset.totemValue)||0;
let oldValue = this.actor.system.adaptation.totems[totem].value;
if (value === oldValue) { value-- };
let updates = {};
updates[`system.adaptation.totems.${totem}.value`] = value;
//verifier le max des dés totems
let sum = value;
switch (totem) {
case "human":
sum += this.actor.system.adaptation.totems.adapted.value;
break;
case "adapted":
sum += this.actor.system.adaptation.totems.human.value;
break;
}
if (sum > 5) { return ui.notifications.warn("pas plus de 5 dés totems") }
await this.actor.update(updates);
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
async _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;
let data = {
actorId: this.actor.id,
rollType: dataset.rollType,
labelKey: dataset.label,
label: game.i18n.localize(dataset.label)
};
let dial = await RollDialog.create(data);
dial.render(true)
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);
}
}