280 lines
9.4 KiB
JavaScript
280 lines
9.4 KiB
JavaScript
/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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*/
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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 {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["bol", "sheet", "actor"],
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template: "systems/bol/templates/actor/actor-sheet.hbs",
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width: 860,
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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" }]
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});
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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function onLoad() {
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let logoSheet = BoLUtility.getLogoActorSheet()
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$(".bol-actor-form").css("backgroundImage",`url(${logoSheet})`)
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}
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// Setup everything onload
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$(function () { onLoad(); });
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// Everything below here is only needed if the sheet is editable
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if (!this.options.editable) return;
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// Add Inventory Item
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html.find('.item-create').click(this._onItemCreate.bind(this));
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// Update Inventory Item
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.sheet.render(true);
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})
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// Equip/Unequip item
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html.find('.item-equip').click(this._onToggleEquip.bind(this));
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html.find('.create_item').click(ev => {
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvel Equipement", type: "item" }], { renderSheet: true });
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});
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html.find(".toggle-fight-option").click((ev) => {
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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) => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.spendAlchemyPoint(li.data("itemId"), 1)
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})
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html.find(".inc-dec-btns-resource").click((ev) => {
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const dataset = ev.currentTarget.dataset;
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const target = dataset.target
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const incr = parseInt(dataset.incr)
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this.actor.incDecResources(target, incr)
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})
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// Incr./Decr. career ranks
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html.find(".inc-dec-btns").click((ev) => {
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const li = $(ev.currentTarget).parents(".item");
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if (li) {
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const item = this.actor.items.get(li.data("itemId"));
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if (item) {
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const dataset = ev.currentTarget.dataset;
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const operator = dataset.operator;
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const target = dataset.target;
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const incr = parseInt(dataset.incr)
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const min = parseInt(dataset.min)
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const max = parseInt(dataset.max) || 10000
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let value = eval("item." + target)
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value = value || 0
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//console.log("IncDec", item, target, value, operator, min, max)
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if (operator === "minus") {
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if (value >= min + incr) value -= incr;
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else value = min;
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}
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if (operator === "plus") {
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if (value <= max - incr) value += incr;
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else value = max;
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}
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let update = { [`${target}`]: value };
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item.update(update);
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}
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}
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});
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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Dialog.confirm({
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title: game.i18n.localize("BOL.ui.deletetitle"),
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content: game.i18n.localize("BOL.ui.confirmdelete"),
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yes: () => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")])
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li.slideUp(200, () => this.render(false));
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},
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no: () => { },
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defaultYes: false,
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});
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});
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// Rollable abilities.
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html.find('.rollable').click(this._onRoll.bind(this));
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}
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/* -------------------------------------------- */
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/** @override */
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async getData(options) {
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const data = super.getData(options)
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const actorData = duplicate(data)
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let formData = duplicate(data)
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formData.config = game.bol.config
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formData.data = actorData
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formData.details = this.actor.details
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formData.attributes = this.actor.attributes
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formData.aptitudes = this.actor.aptitudes
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formData.resources = this.actor.getResourcesFromType()
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formData.xp = this.actor.system.xp
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formData.equipment = this.actor.equipment
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formData.equipmentCreature = this.actor.equipmentCreature
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formData.weapons = this.actor.weapons
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formData.protections = this.actor.protections
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formData.spells = this.actor.spells
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formData.alchemy = this.actor.alchemy
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formData.containers = this.actor.containers
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formData.treasure = this.actor.treasure
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formData.boleffects = this.actor.boleffects
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formData.alchemyrecipe = this.actor.alchemyrecipe
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formData.horoscopes = this.actor.horoscopes
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formData.vehicles = this.actor.vehicles
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formData.fightoptions = this.actor.fightoptions
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formData.ammos = this.actor.ammos
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formData.misc = this.actor.misc
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formData.combat = this.actor.buildCombat()
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formData.initiativeRank = this.actor.getInitiativeRank()
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//formData.combatCreature = this.actor.buildCombatCreature()
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formData.features = this.actor.buildFeatures()
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formData.isGM = game.user.isGM
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formData.options = this.options
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formData.owner = this.document.isOwner
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formData.editScore = this.options.editScore
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formData.useBougette = (this.actor.type == "character" && BoLUtility.getUseBougette()) || false
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formData.bougette = this.actor.getBougette()
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formData.charType = this.actor.getCharType()
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formData.villainy = this.actor.getVillainy()
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formData.biography = await TextEditor.enrichHTML(this.object.system.details?.biography || "", {async: true})
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formData.notes = await TextEditor.enrichHTML(this.object.system.details.notes || "", {async: true})
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formData.isSorcerer = this.actor.isSorcerer()
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formData.isAlchemist = this.actor.isAlchemist()
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formData.isAstrologer = this.actor.isAstrologer()
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formData.isMysteries = formData.isSorcerer || formData.isAlchemist || formData.isAstrologer
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formData.isPriest = this.actor.isPriest()
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formData.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
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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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}
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/* -------------------------------------------- */
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/**
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* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
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* @param {Event} event The originating click event
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* @private
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*/
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_onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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const name = `New ${type.capitalize()}`;
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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data: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.data["type"];
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// Finally, create the item!
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return this.actor.createEmbeddedDocuments("Item", [itemData]);
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}
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_onToggleEquip(event) {
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event.preventDefault();
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const li = $(event.currentTarget).closest(".item");
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const item = this.actor.items.get(li.data("itemId"));
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return this.actor.toggleEquipItem(item);
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}
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/**
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* Handle clickable rolls.
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* @param {Event} event The originating click event
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* @private
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*/
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_onRoll(event) {
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event.preventDefault();
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const element = event.currentTarget
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const dataset = element.dataset
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const rollType = dataset.rollType
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const li = $(event.currentTarget).closest(".item")
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switch (rollType) {
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case "attribute":
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BoLRoll.attributeCheck(this.actor, dataset.key, event)
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break;
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case "aptitude":
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BoLRoll.aptitudeCheck(this.actor, dataset.key, event)
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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"))
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break;
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case "damage":
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this.actor.rollWeaponDamage(li.data("item-id"))
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break;
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case "aptitudexp":
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this.actor.incAptitudeXP(dataset.key)
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break;
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case "attributexp":
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this.actor.incAttributeXP(dataset.key)
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break;
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case "bougette":
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this.actor.rollBougette()
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break;
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case "careerxp":
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this.actor.incCareerXP( li.data("item-id"))
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break;
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case "horoscope-minor":
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BoLRoll.horoscopeCheck(this.actor, event, "minor")
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break
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case "horoscope-major":
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BoLRoll.horoscopeCheck(this.actor, event, "major")
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break
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case "horoscope-major-group":
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BoLRoll.horoscopeCheck(this.actor, event, "majorgroup")
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break
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default: break;
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}
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}
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/** @override */
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setPosition(options = {}) {
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const position = super.setPosition(options);
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const sheetBody = this.element.find(".sheet-body");
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const bodyHeight = position.height - 192;
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sheetBody.css("height", bodyHeight);
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return position;
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}
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}
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