foundryvtt-frostgrave/module/actor/actor-sheet.js
2021-05-28 18:16:02 +02:00

228 lines
6.8 KiB
JavaScript

/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
export class frostgraveActorSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["frostgrave", "sheet", "actor"],
template: "systems/frostgrave/templates/actor/actor-sheet.html",
width: 650,
height: 650,
tabs: [{
navSelector: ".sheet-tabs",
contentSelector: ".sheet-body",
initial: "items",
}, ],
});
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
data.dtypes = ["String", "Number", "Boolean"];
//for (let attr of Object.values(data.data.attributes)) {
// attr.isCheckbox = attr.dtype === "Boolean";
// }
// Prepare items.
if (this.actor.data.type == "character") {
this._prepareCharacterItems(data);
}
return data;
}
/** @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));
// Edit Inventory Item
html.find(".item-edit").click((ev) => {
const card = $(ev.currentTarget).parents(".item-card");
const item = this.actor.getOwnedItem(card.data("item-id"));
item.sheet.render(true);
});
// Delete Inventory Item
html.find(".item-delete").click((ev) => {
const card = $(ev.currentTarget).parents(".item-card");
this.actor.deleteOwnedItem(card.data("item-id"));
});
// Rollable abilities.
html.find(".rollable").click(this._onRoll.bind(this));
}
/* -------------------------------------------- */
/**
* 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 ${type.capitalize()}`;
// Prepare the item object.
const itemData = {
name: name,
type: type,
data: data,
};
// Remove the type from the dataset since it's in the itemData.type prop.
delete itemData.data["type"];
// Finally, create the item!
return this.actor.createOwnedItem(itemData);
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
const element = event.currentTarget;
const dataset = element.dataset;
if (dataset.roll) {
let roll = new Roll(dataset.roll, this.actor.data.data);
let damage = parseInt(roll.roll().total) + parseInt(dataset.bonus);
let rollflavor = `${dataset.label} Roll: ` + roll.total;
if (dataset.label == "Combat" || dataset.label == "Shooting") {
let damageflavor = `<br>Damage: ` + damage;
rollflavor = rollflavor + damageflavor;
}
roll.toMessage({
speaker: ChatMessage.getSpeaker({
actor: this.actor
}),
flavor: rollflavor,
});
}
if (dataset.spell) {
let alignment = dataset.alignment;
let empowerment = this.actor.data.data.empowerment;
let alignmentmod;
let selfdamage;
let castresult;
if (alignment == "Native") {
alignmentmod = 0;
} else if (alignment == "Aligned") {
alignmentmod = 2;
} else if (alignment == "Neutral") {
alignmentmod = 4;
} else {
alignmentmod = 6;
};
let difficulty = dataset.bcn - dataset.improved + alignmentmod;
let roll = new Roll(`1d20+` + empowerment);
//let roll = new Roll(`(1d20+` + empowerment + `)ms>=` + difficulty);
roll.roll();
let rollresult = difficulty - roll.total;
if (rollresult >= 20) {
selfdamage = 5;
} else if (rollresult >= 10) {
selfdamage = 2;
} else if (rollresult >= 5) {
selfdamage = 1;
} else {
selfdamage = 0;
};
selfdamage = selfdamage + empowerment;
if (rollresult <= 0) {
castresult = '<strong style="color: green; font-size: 18px;">SUCCESS</strong>';
} else {
castresult = '<strong style="color: red; font-size: 18px;">FAILURE</strong>';
};
let rollflavor = `Casting <strong>${dataset.label}</strong> vs Difficulty <strong>` + difficulty + `</strong><br>` + castresult +
`<br>BCN: ${dataset.bcn} | Alignment: +` + alignmentmod + ` | Improved: -${dataset.improved}
<br>Empowerment: ` + empowerment + ` | Self Damage: ` + selfdamage;
roll.toMessage({
speaker: ChatMessage.getSpeaker({
actor: this.actor
}),
flavor: rollflavor,
});
}
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCharacterItems(sheetData) {
const actorData = sheetData.actor;
// Initialize containers.
const gear = [];
const features = [];
const spells = [];
// Iterate through items, allocating to containers
// let totalWeight = 0;
for (let i of sheetData.items) {
let item = i.data;
i.img = i.img || DEFAULT_TOKEN;
// Append to gear.
if (i.type === "item") {
gear.push(i);
}
// Append to features.
else if (i.type === "feature") {
features.push(i);
}
// Append to spells.
else if (i.type === "spell") {
spells.push(i);
}
}
// Assign and return
actorData.gear = gear;
actorData.features = features;
actorData.spells = spells;
}
}