166 lines
5.0 KiB
JavaScript
166 lines
5.0 KiB
JavaScript
import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
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import { preloadHandlebarsTemplates } from "../system/handlebars-manager.mjs";
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/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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*/
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export class VermineActorSheet extends ActorSheet {
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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", "actor"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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height: 800,
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width: 690,
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resizable: false,
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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-${this.actor.type}-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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// 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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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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html.find('.min-max-edit').click(this._onMinMaxEdit.bind(this))
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// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.sheet.render(true);
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});
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// -------------------------------------------------------------
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// Everything below here is only needed if the sheet is editable
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if (!this.isEditable) return;
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// Add Inventory Item
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html.find('.item-create').click(this._onItemCreate.bind(this));
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.delete();
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li.slideUp(200, () => this.render(false));
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});
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// Active Effect management
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html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
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// Drag events for macros.
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if (this.actor.isOwner) {
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let handler = ev => this._onDragStart(ev);
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html.find('li.item').each((i, li) => {
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if (li.classList.contains("inventory-header")) return;
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li.setAttribute("draggable", true);
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li.addEventListener("dragstart", handler, false);
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});
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}
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//click on wound radio
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html.find('.hexa [type="radio"]').change(ev => {
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ev.preventDefault()
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console.log(ev.target.checked, "CHECK______________________")
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return this._onClickRadioHexa(ev)
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})
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}
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_onClickRadioHexa(ev) {
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console.log("________________iiiiiii")
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if (!ev.currentTarget.checked) { return false };
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ev.preventDefault();
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let prop = ev.currentTarget.name;
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let update = {};
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update[prop] = ev.currentTarget.value - 1
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return this.actor.update(update)
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}
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async _onMinMaxEdit(event) {
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event.preventDefault();
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let propPath = event.currentTarget.dataset.prop;
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let propName = propPath.split('.').slice(-1).pop()
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let data = {
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actorName: this.actor.name,
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propName: propName
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}
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let html = await renderTemplate('systems/vermine2047/templates/dialogs/min-max-edit.hbs', data);
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let ui = new Dialog({
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title: "edit : " + propName,
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content: html,
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buttons: {
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roll: {
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label: "ok",
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callback: (html) => { }
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},
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cancel: {
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label: game.i18n.localize('Close'),
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callback: () => { }
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}
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}
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}
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);
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ui.render(true)
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}
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async _onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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// const name = `New ${type.capitalize()}`;
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const name = game.i18n.localize('ITEMS.new_' + type);
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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system: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.system["type"];
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// Finally, create the item!
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return await Item.create(itemData, { parent: this.actor });
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}
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}
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