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vermine2047/module/sheets/character-sheet.mjs
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François-Xavier Guillois 7aeef29e34 skill levels
2023-08-24 18:21:33 +02:00

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import {onManageActiveEffect, prepareActiveEffectCategories} from "../system/effects.mjs";
import { VermineActorSheet } from "./actor-sheet.mjs";
import { getRollBox } from "../system/dialogs.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.html",
width: 600,
height: 600,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
});
}
/** @override */
get template() {
return `systems/vermine2047/templates/actor/actor-character-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.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) {
// Initialize containers.
const gear = [];
const features = [];
const spells = {
0: [],
1: [],
2: [],
3: [],
4: [],
5: [],
6: [],
7: [],
8: [],
9: []
};
// 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);
}
// Append to features.
else if (i.type === 'feature') {
features.push(i);
}
// Append to spells.
else if (i.type === 'spell') {
if (i.system.spellLevel != undefined) {
spells[i.system.spellLevel].push(i);
}
}
}
// Assign and return
context.gear = gear;
context.features = features;
context.spells = spells;
}
/* -------------------------------------------- */
/** @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 = $(ev.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("itemId"));
item.delete();
li.slideUp(200, () => this.render(false));
});
// Active Effect management
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
// test print dice
// html.find(".skill").change(ev => this.printSkillLevels(ev, this.actor));
// Rollable abilities.
html.find('.rollable').click(this._onRoll.bind(this));
// Drag events for macros.
if (this.actor.isOwner) {
let handler = ev => this._onDragStart(ev);
html.find('li.item').each((i, li) => {
if (li.classList.contains("inventory-header")) return;
li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false);
});
}
}
/*printSkillLevels(event){
const newLevel = event.target.value;
const levelData = CONFIG.VERMINE.SkillLevels[newLevel] || null;
if (levelData != null){
console.log(/*levelData.dicePool, levelData.reroll, game.i18n.localize(levelData.label), * /$(event.target).parent().find('.die.pool').get(0), $(event.target).parent().find('.die.reroll').get(0));
$(event.target).parent().find('.die.pool').text(levelData.dicePool);
$(event.target).parent().find('.die.reroll').text(levelData.reroll);
}
} */
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
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});
}
/**
* 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) {
/*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,
label: game.i18n.localize(dataset.label)
};
getRollBox(data);
return true;
}
}
}