Files
vermine2047/module/sheets/npc-group.mjs
T
François-Xavier Guillois 980ab943c4 actor class cleaning
2023-09-06 09:17:11 +02:00

212 lines
6.1 KiB
JavaScript

import {onManageActiveEffect, prepareActiveEffectCategories} from "../system/effects.mjs";
import { VermineActorSheet } from "./actor-sheet.mjs";
import { TotemPicker, ActorPicker } from "../system/applications.mjs";
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {VermineActorSheet}
*/
export class VermineGroupSheet 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-${this.actor.type}-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);
}
if (actorData.type == 'group') {
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 abilities = [];
const specialties = [];
const backgrounds = [];
const evolutions = [];
const traumas = [];
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
if (i.type === 'ability') {
abilities.push(i);
}
else if (i.type === 'specialty') {
specialties.push(i);
}
else if (i.type === 'background') {
backgrounds.push(i);
}
else if (i.type === 'evolution') {
evolutions.push(i);
}
else if (i.type === 'trauma') {
traumas.push(i);
}
}
// Assign and return
context.abilities = abilities;
context.specialties = specialties;
context.backgrounds = backgrounds;
context.evolutions = evolutions;
context.traumas = traumas;
context.members = [];
context.encounters = [];
for(let memberId of context.actor.system.members){
context.members.push(game.actors.get(memberId));
}
for(let encounterId of context.actor.system.encounters){
context.encounters.push(game.actors.get(encounterId));
}
context.gear = this.actor.itemTypes['item'];
context.weapons = this.actor.itemTypes['weapon'];
context.defenses = this.actor.itemTypes['defense'];
context.vehicles = this.actor.itemTypes['vehicle'];
context.totem_abilities = this.actor.itemTypes['ability'].filter(i=>i.type !== 'totem');
context.abilities = this.actor.itemTypes['ability'].filter(i=>i.type === 'totem');
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Choose Totem
html.find('.chooseTotem').click(this._onTotemButton.bind(this));
// Choose Members / Encounters
html.find('.chooseActor').click(this._onRoadButton.bind(this));
html.find('.member-delete').click(ev => {
const li = $(ev.currentTarget).parents("li.actor");
const actorId = li.data("actor-id");
const actorIdIndex = this.actor.system.members.indexOf(actorId);
if (actorIdIndex !== -1){
this.actor.system.members.splice(actorIdIndex, 1);
}
this.actor.update({ "system.members": this.actor.system.members });
this.render(true);
});
html.find('.encounter-delete').click(ev => {
const li = $(ev.currentTarget).parents("li.actor");
const actorId = li.data("actor-id");
const actorIdIndex = this.actor.system.encounters.indexOf(actorId);
if (actorIdIndex !== -1){
this.actor.system.encounters.splice(actorIdIndex, 1);
}
this.actor.update({ "system.encounters": this.actor.system.encounters });
this.render(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);
}
/**
* Handle actor pick
* @param {Event} event The originating click event
* @private
*/
_onRoadButton(event) {
event.preventDefault();
const el = event.currentTarget;
// const dataset = el.dataset;
const actorPicker = new ActorPicker(el, this.actor);
actorPicker.render(true);
}
}