Files
vermine2047/module/sheets/actor-sheet.mjs
T
rwanoux a163528acb indent
2024-06-24 08:56:59 +02:00

180 lines
5.2 KiB
JavaScript

import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
import { preloadHandlebarsTemplates } from "../system/handlebars-manager.mjs";
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
export class VermineActorSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
/*classes: ["vermine2047", "sheet", "actor"],
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
height: 800,
width: 690,
resizable: false,
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;
//add system config for convenience use
context.config = CONFIG.VERMINE;
// Add roll data for TinyMCE editors.
context.rollData = context.actor.getRollData();
// Prepare active effects
context.effects = prepareActiveEffectCategories(this.actor.effects);
return context;
}
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find('.min-max-edit').click(this._onMinMaxEdit.bind(this))
// 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));
// 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);
});
}
//click on wound radio
html.find('.hexa [type="radio"]').click(ev => {
ev.preventDefault();
ev.stopPropagation();
return this._onClickRadioHexa(ev)
})
}
_onClickRadioHexa(ev) {
let input = ev.currentTarget;
console.log(input.value, input.name);
let update = {};
update[input.name] = 0
let propTree = input.name.split('.')
let current = this.actor;
for (let prop of propTree) {
current = current[prop]
}
if (current != input.value) {
update[input.name] = parseInt(input.value)
} else {
update[input.name] = parseInt(input.value) - 1;
}
this.actor.update(update)
}
async _onMinMaxEdit(event) {
event.preventDefault();
let propPath = event.currentTarget.dataset.prop;
let propName = propPath.split('.').slice(-1).pop()
let data = {
actorName: this.actor.name,
propName: propName
}
let html = await renderTemplate('systems/vermine2047/templates/dialogs/min-max-edit.hbs', data);
let ui = new Dialog({
title: "edit : " + propName,
content: html,
buttons: {
roll: {
label: "ok",
callback: (html) => { }
},
cancel: {
label: game.i18n.localize('Close'),
callback: () => { }
}
}
}
);
ui.render(true)
}
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()}`;
const name = game.i18n.localize('ITEMS.new_' + type);
// 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 });
}
}