bol/module/actor/actor-sheet.js

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/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
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import { BoLRoll } from "../controllers/bol-rolls.js";
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import { BoLUtility } from "../system/bol-utility.js";
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export class BoLActorSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["bol", "sheet", "actor"],
template: "systems/bol/templates/actor/actor-sheet.hbs",
width: 600,
height: 600,
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dragDrop: [{ dragSelector: ".items-list .item", dropSelector: null }],
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }]
});
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// Add Inventory Item
html.find('.item-create').click(this._onItemCreate.bind(this));
// Update Inventory Item
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);
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})
// Equip/Unequip item
html.find('.item-equip').click(this._onToggleEquip.bind(this));
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html.find('.create_item').click(ev => {
this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvel Equipement", type: "item" }], { renderSheet: true });
});
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html.find(".toggle-fight-option").click((ev) => {
const li = $(ev.currentTarget).parents(".item")
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this.actor.toggleFightOption(li.data("itemId"))
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})
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html.find(".inc-dec-btns-alchemy").click((ev) => {
const li = $(ev.currentTarget).parents(".item");
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this.actor.spendAlchemyPoint(li.data("itemId"), 1)
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})
// Incr./Decr. career ranks
html.find(".inc-dec-btns").click((ev) => {
const li = $(ev.currentTarget).parents(".item");
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if (li) {
const item = this.actor.items.get(li.data("itemId"));
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if (item) {
const dataset = ev.currentTarget.dataset;
const operator = dataset.operator;
const target = dataset.target;
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const incr = parseInt(dataset.incr)
const min = parseInt(dataset.min)
const max = parseInt(dataset.max) || 10000
const itemData = item.data;
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let value = eval("itemData." + target)
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value = value || 0
console.log("IncDec", item, target, value, operator, min, max)
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if (operator === "minus") {
if (value >= min + incr) value -= incr;
else value = min;
}
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if (operator === "plus") {
if (value <= max - incr) value += incr;
else value = max;
}
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let update = { [`${target}`]: value };
item.update(update);
}
}
});
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// Delete Inventory Item
html.find('.item-delete').click(ev => {
Dialog.confirm({
title: "Suppression",
content: `Vous êtes sûr de vouloir supprimer cet item ?`,
yes: () => {
const li = $(ev.currentTarget).parents(".item");
this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")])
li.slideUp(200, () => this.render(false));
},
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no: () => { },
defaultYes: false,
});
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});
// Rollable abilities.
html.find('.rollable').click(this._onRoll.bind(this));
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}
/* -------------------------------------------- */
/** @override */
getData(options) {
const data = super.getData(options);
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const actorData = duplicate(data.data);
let formData = duplicate(data)
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formData.config = game.bol.config
formData.data = actorData.data
formData.details = this.actor.details
formData.attributes = this.actor.attributes
formData.aptitudes = this.actor.aptitudes
formData.resources = this.actor.getResourcesFromType()
formData.equipment = this.actor.equipment
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formData.equipmentCreature = this.actor.equipmentCreature
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formData.weapons = this.actor.weapons
formData.protections = this.actor.protections
formData.spells = this.actor.spells
formData.alchemy = this.actor.alchemy
formData.containers = this.actor.containers
formData.treasure = this.actor.treasure
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formData.alchemyrecipe = this.actor.alchemyrecipe
formData.vehicles = this.actor.vehicles
formData.fightoptions = this.actor.fightoptions
formData.ammos = this.actor.ammos
formData.misc = this.actor.misc
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formData.combat = this.actor.buildCombat()
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formData.combatCreature = this.actor.buildCombatCreature()
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formData.features = this.actor.buildFeatures()
formData.isGM = game.user.isGM
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formData.options = this.options
formData.owner = this.document.isOwner
formData.editScore = this.options.editScore
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formData.useBougette = BoLUtility.getUseBougette()
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formData.isSorcerer = this.actor.isSorcerer()
formData.isAlchemist = this.actor.isAlchemist()
formData.isPriest = this.actor.isPriest()
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formData.isGM = game.user.isGM
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console.log("ACTORDATA", formData)
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return formData;
}
/* -------------------------------------------- */
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/**
* 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
*/
_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,
data: data
};
// Remove the type from the dataset since it's in the itemData.type prop.
delete itemData.data["type"];
// Finally, create the item!
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
_onToggleEquip(event) {
event.preventDefault();
const li = $(event.currentTarget).closest(".item");
const item = this.actor.items.get(li.data("itemId"));
return this.actor.toggleEquipItem(item);
}
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/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
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const element = event.currentTarget
const dataset = element.dataset
const rollType = dataset.rollType
const li = $(event.currentTarget).closest(".item")
switch (rollType) {
case "attribute":
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BoLRoll.attributeCheck(this.actor, dataset.key, event)
break;
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case "aptitude":
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BoLRoll.aptitudeCheck(this.actor, dataset.key, event)
break;
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case "weapon":
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BoLRoll.weaponCheck(this.actor, event)
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break;
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case "spell":
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BoLRoll.spellCheck(this.actor, event)
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break;
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case "alchemy":
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BoLRoll.alchemyCheck(this.actor, event)
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break;
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case "protection":
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this.actor.rollProtection(li.data("item-id"))
break;
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case "damage":
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this.actor.rollWeaponDamage(li.data("item-id"))
break;
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case "aptitudexp":
this.actor.incAptitudeXP(dataset.key)
break;
case "attributexp":
this.actor.incAttributeXP(dataset.key)
break;
case "careerxp":
this.actor.incCareerXP( li.data("item-id"))
break;
default: break;
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}
}
/** @override */
setPosition(options = {}) {
const position = super.setPosition(options);
const sheetBody = this.element.find(".sheet-body");
const bodyHeight = position.height - 192;
sheetBody.css("height", bodyHeight);
return position;
}
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}