bol/module/actor/actor-sheet.js

237 lines
7.6 KiB
JavaScript

/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
import {BoLRoll} from "../controllers/bol-rolls.js";
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,
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);
});
// Equip/Unequip item
html.find('.item-equip').click(this._onToggleEquip.bind(this));
html.find('.create_item').click(ev => {
this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvel Equipement", type: "item" }], { renderSheet: true });
});
html.find(".inc-dec-btns-alchemy").click((ev) => {
const li = $(ev.currentTarget).parents(".item");
this.actor.spendAlchemyPoint( li.data("itemId"), 1)
})
// Incr./Decr. career ranks
html.find(".inc-dec-btns").click((ev) => {
const li = $(ev.currentTarget).parents(".item");
if(li){
const item = this.actor.items.get(li.data("itemId"));
if(item){
const dataset = ev.currentTarget.dataset;
const operator = dataset.operator;
const target = dataset.target;
const incr = parseInt(dataset.incr)
const min = parseInt(dataset.min)
const max = parseInt(dataset.max) || 10000
const itemData = item.data;
let value = eval("itemData."+target)
value = value || 0
console.log("IncDec", item, target, value, operator, min, max)
if(operator === "minus"){
if(value >= min + incr) value -= incr;
else value = min;
}
if(operator === "plus") {
if(value <= max - incr) value += incr;
else value = max;
}
let update = { [`${target}`]: value};
item.update(update);
}
}
});
// 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));
},
no: () => {},
defaultYes: false,
});
});
// Rollable abilities.
html.find('.rollable').click(this._onRoll.bind(this));
// html.find('.roll-attribute').click(ev => {
// this.actor.rollAttributeAptitude( $(ev.currentTarget).data("attr-key") );
// });
// html.find('.roll-career').click(ev => {
// const li = $(ev.currentTarget).parents(".item");
// this.actor.rollCareer( li.data("itemId") );
// });
// html.find('.roll-weapon').click(ev => {
// const li = $(ev.currentTarget).parents(".item");
// this.actor.rollWeapon( li.data("itemId") );
// });
}
/* -------------------------------------------- */
/** @override */
getData(options) {
const data = super.getData(options);
const actorData = duplicate(data.data);
let formData = duplicate(data)
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
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
formData.treasure = this.actor.treasure
formData.treasure = this.actor.alchemyrecipe
formData.vehicles = this.actor.vehicles;
formData.ammos = this.actor.ammos;
formData.misc = this.actor.misc;
formData.combat = this.actor.buildCombat();
formData.features = this.actor.buildFeatures()
formData.isGM = game.user.isGM
formData.options= this.options
formData.owner= this.document.isOwner
formData.editScore= this.options.editScore
formData.isSorcerer = this.actor.isSorcerer()
formData.isAlchemist = this.actor.isAlchemist()
formData.isPriest = this.actor.isPriest()
formData.isGM= game.user.isGM
console.log("ACTORDATA", formData);
return formData;
}
/* -------------------------------------------- */
/**
* 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);
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
const element = event.currentTarget;
const dataset = element.dataset;
const actorData = this.getData();
const rollType = dataset.rollType;
const li = $(event.currentTarget).closest(".item");
switch(rollType) {
case "attribute" :
BoLRoll.attributeCheck(this.actor, actorData, dataset, event);
break;
case "aptitude" :
BoLRoll.aptitudeCheck(this.actor, actorData, dataset, event);
break;
case "weapon":
BoLRoll.weaponCheck(this.actor, actorData, dataset, event);
break;
case "spell":
BoLRoll.spellCheck(this.actor, actorData, dataset, event);
break;
case "alchemy":
BoLRoll.alchemyCheck(this.actor, actorData, dataset, event);
break;
case "protection":
this.actor.rollProtection(li.data("item-id"))
break;
case "damage":
this.actor.rollWeaponDamage(li.data("item-id"))
break;
default : break;
}
}
/** @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;
}
}