206 lines
6.2 KiB
JavaScript
206 lines
6.2 KiB
JavaScript
import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
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import { VermineActorSheet } from "./actor-sheet.mjs";
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import RollDialog from "../system/dialogs/rollDialog.mjs";
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import { TotemPicker } from "../system/applications.mjs";
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/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {VermineActorSheet}
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*/
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export class VermineCharacterSheet extends VermineActorSheet {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["vermine2047", "sheet", "character", "actor"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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width: "fit-content",
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height: "fit-content",
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
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});
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}
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/** @override */
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get template() {
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return `systems/vermine2047/templates/actor/actor-character-sheet.hbs`;
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}
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/* -------------------------------------------- */
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/** @override */
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getData() {
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// Retrieve the data structure from the base sheet. You can inspect or log
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// the context variable to see the structure, but some key properties for
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// sheets are the actor object, the data object, whether or not it's
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// editable, the items array, and the effects array.
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const context = super.getData();
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// Use a safe clone of the actor data for further operations.
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const actorData = this.actor.toObject(false);
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// Add the actor's data to context.data for easier access, as well as flags.
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context.system = actorData.system;
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context.flags = actorData.flags;
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context.config = CONFIG.VERMINE;
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// Prepare character data and items.
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if (actorData.type == 'character') {
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this._prepareItems(context);
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this._prepareCharacterData(context);
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}
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// Prepare NPC data and items.
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if (actorData.type == 'npc') {
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this._prepareItems(context);
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}
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// Add roll data for TinyMCE editors.
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context.rollData = context.actor.getRollData();
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// Prepare active effects
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context.effects = prepareActiveEffectCategories(this.actor.effects);
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return context;
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareCharacterData(context) {
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// Handle ability scores.
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for (let [k, v] of Object.entries(context.system.abilities)) {
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v.label = game.i18n.localize(context.system.abilities[k].label) ?? k;
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}
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for (let [k, v] of Object.entries(context.system.skills)) {
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if (v.value >= 2) {
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let spe = this.actor.items.filter(it => it.type == "specialty").filter(spec => spec.system.skill == k);
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v.specialties = spe
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}
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}
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.weapons = this.actor.itemTypes['weapon'];
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context.defenses = this.actor.itemTypes['defense'];
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context.traits = this.actor.itemTypes['trait'];
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context.specialties = this.actor.itemTypes['specialty'];
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context.abilities = this.actor.itemTypes['ability'];
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context.evolutions = this.actor.itemTypes['evolution'];
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context.traumas = this.actor.itemTypes['trauma'];
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context.backgrounds = this.actor.itemTypes['background'];
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context.rumors = this.actor.itemTypes['rumor'];
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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// Choose Totem
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html.find('.chooseTotem').click(this._onTotemButton.bind(this));
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html.find('.ability .rollable').click(this._onRoll.bind(this));
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html.find('[data-totem-name]').click(this._onClickTotemDice.bind(this));
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if (!this.actor.flags.world?.editMode) {
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this.disableInputs(html)
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}
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}
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disableInputs(html) {
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for (let input of html.find('input')) {
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if (input.name != "flags.world.editMode") {
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input.setAttribute('disabled', true)
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}
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}
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for (let select of html.find('select')) {
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select.setAttribute('disabled', true)
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}
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}
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async _onClickTotemDice(ev) {
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let el = ev.currentTarget;
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let totem = el.dataset.totemName;
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let value = parseInt(el.dataset.totemValue)||0;
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let oldValue = this.actor.system.adaptation.totems[totem].value;
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if (value === oldValue) { value-- };
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let updates = {};
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updates[`system.adaptation.totems.${totem}.value`] = value;
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//verifier le max des dés totems
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let sum = value;
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switch (totem) {
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case "human":
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sum += this.actor.system.adaptation.totems.adapted.value;
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break;
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case "adapted":
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sum += this.actor.system.adaptation.totems.human.value;
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break;
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}
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if (sum > 5) { return ui.notifications.warn("pas plus de 5 dés totems") }
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await this.actor.update(updates);
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}
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/**
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* Handle clickable rolls.
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* @param {Event} event The originating click event
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* @private
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*/
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async _onRoll(event) {
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event.preventDefault();
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const element = event.currentTarget;
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const dataset = element.dataset;
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console.log("Ceci est un jet d'un personnage joueur");
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// Handle item rolls.
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if (dataset.rollType) {
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if (dataset.rollType == 'item') {
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const itemId = element.closest('.item').dataset.itemId;
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const item = this.actor.items.get(itemId);
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if (item) return item.roll();
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}
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}
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// Handle rolls that supply the formula directly.
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if (dataset.label) {
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dataset.rollType = dataset.type;
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let data = {
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actorId: this.actor.id,
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rollType: dataset.rollType,
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labelKey: dataset.label,
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label: game.i18n.localize(dataset.label)
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};
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let dial = await RollDialog.create(data);
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dial.render(true)
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return true;
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}
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}
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/**
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* Handle totem pick
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* @param {Event} event The originating click event
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* @private
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*/
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_onTotemButton(event) {
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event.preventDefault();
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const el = event.currentTarget;
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// const dataset = el.dataset;
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const totemPicker = new TotemPicker(el, this.actor);
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totemPicker.render(true);
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}
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}
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