/** * Extend the basic ActorSheet with some very simple modifications * @extends {ActorSheet} */ import { RdDUtility } from "./rdd-utility.js"; export class RdDActorSheet extends ActorSheet { /** @override */ static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["rdd", "sheet", "actor"], template: "systems/foundryvtt-reve-de-dragon/templates/actor-sheet.html", width: 600, height: 600, tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}], dragDrop: [{dragSelector: ".item-list .item", dropSelector: null}] }); } /* -------------------------------------------- */ _checkNull(items) { if (items && items.length) { return items; } return []; } /* -------------------------------------------- */ getData() { let data = super.getData(); data.itemsByType = {}; for (const item of data.items) { let list = data.itemsByType[item.type]; if (!list) { list = []; data.itemsByType[item.type] = list; } list.push(item); } // Competence per category data.competenceByCategory = {}; if (data.itemsByType.competence) { for (const item of data.itemsByType.competence) { //console.log("Push...", item, item.data.categorie); let list = data.competenceByCategory[item.data.categorie]; if (!list) { list = []; data.competenceByCategory[item.data.categorie] = list; } list.push(item); } } // Force empty arme, at least for Esquive if (data.itemsByType.arme == undefined ) data.itemsByType.arme = []; for (const arme of data.itemsByType.arme) { arme.data.niveau = 0; // Per default, TODO to be fixed for ( const melee of data.competenceByCategory.melee ) { if (melee.name == arme.data.competence ) arme.data.niveau = melee.data.niveau } } if (data.competenceByCategory && data.competenceByCategory.melee) { //Specific case for Esquive and Corps à Corps for ( const melee of data.competenceByCategory.melee ) { if (melee.name == "Esquive") data.itemsByType.arme.push( { name: "Esquive", data: { niveau: melee.data.niveau, description: "", force: 6, competence: "Esquive", dommages: 0} } ); if (melee.name == "Corps à corps") data.itemsByType.arme.push( { name: "Corps à corps", data: { niveau: melee.data.niveau, description: "", force: 6, competence: "Corps à corps", dommages: data.data.attributs.plusdom.value } } ); } } data.data.carac.taille.isTaille = true; // To avoid button link; data.data.nbLegeres = RdDUtility.computeNbBlessures(data.data.blessures, "legeres" ); data.data.nbGraves = RdDUtility.computeNbBlessures(data.data.blessures, "graves" ); data.data.nbCritiques = RdDUtility.computeNbBlessures(data.data.blessures, "critiques" ); // low is normal, this the base used to compute the grid. data.data.fatigueHTML = "" + RdDUtility.makeHTMLfatigueMatrix( data.data.sante.fatigue.value, data.data.sante.endurance.max ).html() + "
"; data.data.materiel = this._checkNull(data.itemsByType['objet']); data.data.armes = this._checkNull(data.itemsByType['arme']); data.data.armures = this._checkNull(data.itemsByType['armure']); data.data.livres = this._checkNull(data.itemsByType['livre']); data.data.potions = this._checkNull(data.itemsByType['potions']); data.data.herbes = this._checkNull(data.itemsByType['potions']); data.data.competenceByCategory = data.competenceByCategory; data.data.armes = data.itemsByType.arme; //console.log(">>>>> data update"); return data; } /* -------------------------------------------- */ /** @override */ activateListeners(html) { super.activateListeners(html); // Everything below here is only needed if the sheet is editable if (!this.options.editable) return; // Update Inventory Item html.find('.item-edit').click(ev => { const li = $(ev.currentTarget).parents(".item"); const item = this.actor.getOwnedItem(li.data("itemId")); item.sheet.render(true); }); // Delete Inventory Item html.find('.item-delete').click(ev => { const li = $(ev.currentTarget).parents(".item"); this.actor.deleteOwnedItem(li.data("itemId")); li.slideUp(200, () => this.render(false)); }); // Roll Carac html.find('.carac-label a').click((event) => { let caracName = event.currentTarget.attributes.name.value; this.actor.rollCarac( caracName.toLowerCase() ); }); // Roll Skill html.find('.competence-label a').click((event) => { let compName = event.currentTarget.text; this.actor.rollCompetence( compName); }); // Roll Weapon html.find('.arme-label a').click((event) => { let armeName = event.currentTarget.text; this.actor.rollArme( armeName); }); // On carac change $(".carac-value").change((event) => { let caracName = event.currentTarget.name.replace(".value", "").replace("data.carac.", ""); //console.log("Value changed :", event, caracName); this.actor.updateCarac( caracName, parseInt(event.target.value) ); } ); // On competence change $(".competence-value").change((event) => { let compName = event.currentTarget.attributes.compname.value; //console.log("Competence changed :", compName); this.actor.updateCompetence( compName, parseInt(event.target.value) ); } ); // On competence change $(".competence-xp").change((event) => { let compName = event.currentTarget.attributes.compname.value; this.actor.updateCompetenceXP( compName, parseInt(event.target.value) ); } ); $("#vie-plus").click((event) => { this.actor.santeIncDec("vie", 1); this.render(true); }); $("#vie-moins").click((event) => { this.actor.santeIncDec("vie", -1); this.render(true); }); $("#endurance-plus").click((event) => { this.actor.santeIncDec("endurance", 1); this.render(true); }); $("#endurance-moins").click((event) => { this.actor.santeIncDec("endurance", -1); this.render(true); }); $("#fatigue-plus").click((event) => { this.actor.santeIncDec("fatigue", 1); this.render(true); }); $("#fatigue-moins").click((event) => { this.actor.santeIncDec("fatigue", -1); this.render(true); }); } /* -------------------------------------------- */ /** @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; } /* -------------------------------------------- */ /** @override */ _updateObject(event, formData) { // Update the Actor return this.object.update(formData); } }