212 lines
6.1 KiB
JavaScript
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);
|
|
}
|
|
|
|
}
|