fvtt-rolemaster-frp/module/sheets/actors/rmss_player_sheet.js

409 lines
13 KiB
JavaScript

export default class RMSSPlayerSheet extends ActorSheet {
// Override Default Options, Set CSS Classes, Set Default Sheet, Set up Sheet Tabs
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
width: 860,
height: 780,
template: "systems/fvtt-rolemaster-frp/templates/sheets/actors/rmss-character-sheet.html",
classes: ["rmss", "sheet", "actor"],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
});
}
// Make the data available to the sheet template
async getData() {
const context = super.getData();
// Use a safe clone of the actor data for further operations.
const actorData = this.actor.toObject(false);
let enrichedDescription = await TextEditor.enrichHTML(this.actor.system.description, {async: true});
// Add the actor's data to context.data for easier access, as well as flags.
context.system = actorData.system;
context.flags = actorData.flags;
context.enrichedDescription = enrichedDescription;
// Prepare character data and items.
if (actorData.type === "character") {
this._prepareItems(context);
this._prepareCharacterData(context);
}
// Prepare NPC data and items.
if (actorData.type === "npc") {
this._prepareItems(context);
}
return context;
}
// Override this method to check for duplicates when things are dragged to the sheet
// We don't want duplicate skills and skill categories.
async _onDropItem(event, data) {
// Reconstruct the item from the event
const newitem = await Item.implementation.fromDropData(data);
const itemData = newitem.toObject();
// To Do: Seperate Skills and Skill Categories. Increment Counts for items
if (itemData.type === "skill_category") {
// Get the already owned Items from the actor and push into an array
const owneditems = this.object.getOwnedItemsByType("skill_category");
let ownedskillcatlist = Object.values(owneditems);
// Check if the dragged item is not in the array and not owned
if (!ownedskillcatlist.includes(itemData.name)) {
console.log("Not Owned!");
super._onDropItem(event, data);
}
} else if ( itemData.type === "skill") {
// Get the already owned Items from the actor and push into an array
const owneditems = this.object.getOwnedItemsByType("skill");
let ownedskilllist = Object.values(owneditems);
// Check if the dragged item is not in the array and not owned
if (!ownedskilllist.includes(itemData.name)) {
console.log("Not Owned!");
super._onDropItem(event, data);
}
}
else {
super._onDropItem(event, data);
}
}
_prepareCharacterData(context) {
// Calculate Power Point Exhaustion
let powerpointPercentage = (Number(context.system.attributes.power_points.current) / Number(context.system.attributes.power_points.max)) * 100;
console.log(true);
switch (true) {
case (powerpointPercentage < 25):
context.system.attributes.power_points.modifier = "PP Exhaustion Penalty: -30 ";
break;
case (powerpointPercentage < 50):
context.system.attributes.power_points.modifier = "PP Exhaustion Penalty: -20 ";
break;
case (powerpointPercentage < 75):
console.log("Less than 75");
context.system.attributes.power_points.modifier = "PP Exhaustion Penalty: -10 ";
break;
default:
console.log("Setting Default");
context.system.attributes.power_points.modifier = "PP Exhaustion Penalty: 0 ";
}
// Calculate Exhaustion Point Penalty
let exhaustionPercentage = (Number(context.system.attributes.exhaustion_points.current) / Number(context.system.attributes.exhaustion_points.max)) * 100;
console.log(true);
switch (true) {
case (exhaustionPercentage < 1):
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -100 ";
break;
case (exhaustionPercentage < 10):
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -60 ";
break;
case (exhaustionPercentage < 25):
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -30 ";
break;
case (exhaustionPercentage < 50):
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -15 ";
break;
case (exhaustionPercentage < 75):
console.log("Less than 75");
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: -5 ";
break;
default:
console.log("Setting Default");
context.system.attributes.exhaustion_points.modifier = "Exhaustion Penalty: 0 ";
}
}
_prepareItems(context) {
console.log(`rmss | rmss_player_sheet.js | Preparing items for: ${this.name}`);
// Initialize containers.
const gear = [];
const playerskill= [];
const skillcat = [];
const weapons = [];
const armor = [];
const herbs = [];
const spells = [];
const equipables = [];
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
// Append to gear.
if (i.type === "item") {
gear.push(i);
}
else if (i.type === "weapon") {
weapons.push(i);
}
else if (i.type === "herb_or_poison") {
herbs.push(i);
}
// Append to skill categories.
else if (i.type === "skill_category") {
skillcat.push(i);
}
// Append to playerskill
else if (i.type === "skill") {
playerskill.push(i);
}
else if (i.type === "armor") {
armor.push(i);
}
else if (i.type === "spell") {
spells.push(i);
}
}
// Parse skill categories and re+levant skills
for (let s of skillcat) {
s.skills = [];
for (let sk of playerskill) {
if (sk.system.category.toLowerCase() === s.name.toLowerCase()) {
s.skills.push(sk);
}
}
}
// Sort Skill/Skillcat Arrays
skillcat.sort(function(a, b) {
if (a.name < b.name) {
return -1;
}
if (a.name > b.name) {
return 1;
}
return 0;
});
playerskill.sort(function(a, b) {
if (a.name < b.name) {
return -1;
}
if (a.name > b.name) {
return 1;
}
return 0;
});
// Assign and return
context.gear = gear;
context.skillcat = skillcat;
context.playerskill = playerskill;
context.weapons = weapons;
context.armor = armor;
context.herbs = herbs;
context.spells = spells;
// Dump context to console
console.log("ACTOR CONTEXT", context);
}
async renderCharacterSettings(data) {
console.log(data);
const configSheet = await renderTemplate("systems/fvtt-rolemaster-frp/templates/sheets/actors/dialogs/app_skill_category_importer.html", data);
return (configSheet);
}
activateListeners(html) {
super.activateListeners(html);
// Render the item sheet for viewing/editing prior to the editable check.
html.find(".item-edit").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
item.sheet.render(true);
});
html.find(".item-roll").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
new game.rmss.applications.RMSSToolsDiceRoller(item, this.actor).render(true);
});
// -------------------------------------------------------------
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
// Add Item
html.find(".item-create").click(this._onItemCreate.bind(this));
// Delete Item
html.find(".item-delete").click(ev => {
console.log(ev.currentTarget.getAttribute("data-item-id"));
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
item.delete();
});
// Show Skill Category Importer
html.find(".import-skillcats").click(async ev => {
let selectOptions = {};
for (const pack of game.packs) {
if (pack.metadata.type === "Item") {
selectOptions[pack.metadata.id] = pack.metadata.label;
}
}
new game.rmss.applications.RMSSToolsSCImporter(selectOptions, this.actor).render(true);
});
// Check/Uncheck Favorite Skill
html.find(".skill-favorite").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log(item);
console.log(`Before change: ${item.system.favorite}`);
if (item.system.favorite === true) {
console.log("Setting False");
item.update({system: {favorite: false}});
} else {
console.log("Setting True");
item.update({system: {favorite: true}});
}
console.log(`After change: ${item.system.favorite}`);
});
// Check/Uncheck Favorite Spell
html.find(".spell-favorite").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log(item);
console.log(`Before change: ${item.system.favorite}`);
if (item.system.favorite === true) {
console.log("Setting False");
item.update({system: {favorite: false}});
} else {
console.log("Setting True");
item.update({system: {favorite: true}});
}
console.log(`After change: ${item.system.favorite}`);
});
// Equip/Unequip Weapon/Armor
html.find(".equippable").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log(item);
console.log(`Before change: ${item.system.equipped}`);
if (item.system.equipped === true) {
console.log("Setting False");
item.update({system: {equipped: false}});
} else {
console.log("Setting True");
item.update({system: {equipped: true}});
}
console.log(`After change: ${item.system.equipped}`);
});
// Wear/Remove Item
html.find(".wearable").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log(item);
console.log(`Before change: ${item.system.equipped}`);
if (item.system.worn === true) {
console.log("Setting False");
item.update({system: {worn: false}});
} else {
console.log("Setting True");
item.update({system: {worn: true}});
}
console.log(`After change: ${item.system.equipped}`);
});
// Change New Ranks value when clicked in player sheet. From 0-3.
html.find(".skill-newrank").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log("Firing in the Player Sheet");
console.log(ev.currentTarget.getAttribute("value"));
console.log(ev.currentTarget.getAttribute("data-item-id"));
switch (ev.currentTarget.getAttribute("value")) {
case "0":
console.log("Skill NewRanks is 0 setting to 1");
item.update({system: {new_ranks: { value: 1 }}});
break;
case "1":
console.log("Skill NewRanks is 1 setting to 2");
item.update({system: {new_ranks: { value: 2 }}});
break;
case "2":
console.log("Skill NewRanks is 2 setting to 3");
item.update({system: {new_ranks: { value: 3 }}});
break;
case "3":
console.log("Skill NewRanks is 3 setting to 0");
item.update({system: {new_ranks: { value: 0 }}});
break;
}
});
// Change New Ranks value when clicked in player sheet. From 0-3.
html.find(".skillcategory-newrank").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
console.log("Firing in the Player Sheet");
console.log(ev.currentTarget.getAttribute("value"));
console.log(ev.currentTarget.getAttribute("data-item-id"));
switch (ev.currentTarget.getAttribute("value")) {
case "0":
console.log("Skill Category NewRanks is 0 setting to 1");
item.update({system: {new_ranks: { value: 1 }}});
break;
case "1":
console.log("Skill Category NewRanks is 1 setting to 2");
item.update({system: {new_ranks: { value: 2 }}});
break;
case "2":
console.log("Skill Category NewRanks is 2 setting to 3");
item.update({system: {new_ranks: { value: 3 }}});
break;
case "3":
console.log("Skill Category NewRanks is 3 setting to 0");
item.update({system: {new_ranks: { value: 0 }}});
break;
}
});
}
async _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 await Item.create(itemData, {parent: this.actor});
}
}