306 lines
11 KiB
JavaScript
306 lines
11 KiB
JavaScript
export default class RMSSPlayerSheet extends ActorSheet {
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// Override Default Options, Set CSS Classes, Set Default Sheet, Set up Sheet Tabs
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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template: "systems/rmss/templates/sheets/actors/rmss-character-sheet.html",
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classes: ["rmss", "sheet", "actor"],
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
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});
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}
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// Make the data available to the sheet template
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getData() {
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const context = super.getData();
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// Use a safe clone of the actor data for further operations.
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const actorData = this.actor.toObject(false);
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// Add the actor's data to context.data for easier access, as well as flags.
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context.system = actorData.system;
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context.flags = actorData.flags;
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// Prepare character data and items.
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if (actorData.type == 'character') {
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this._prepareItems(context);
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this._prepareCharacterData(context);
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}
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// Prepare NPC data and items.
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if (actorData.type == 'npc') {
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this._prepareItems(context);
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}
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return context;
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}
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//Override this method to check for duplicates when things are dragged to the sheet
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// We don't want duplicate skills and skill categories.
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async _onDropItem(event, data) {
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// Reconstruct the item from the event
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const newitem = await Item.implementation.fromDropData(data);
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const itemData = newitem.toObject();
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// To Do: Seperate Skills and Skill Categories. Increment Counts for items
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if (itemData.type === "skill_category"){
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// Get the already owned Items from the actor and push into an array
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const owneditems = this.object.getOwnedItemsByType("skill_category");
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var ownedskillcatlist = Object.values(owneditems);
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// Check if the dragged item is not in the array and not owned
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if (!ownedskillcatlist.includes(itemData.name)) {
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console.log("Not Owned!");
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super._onDropItem(event, data);
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}
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} else if ( itemData.type === "skill") {
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// Get the already owned Items from the actor and push into an array
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const owneditems = this.object.getOwnedItemsByType("skill");
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var ownedskilllist = Object.values(owneditems);
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// Check if the dragged item is not in the array and not owned
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if (!ownedskilllist.includes(itemData.name)) {
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console.log("Not Owned!");
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super._onDropItem(event, data);
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}
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}
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else {
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super._onDropItem(event, data);
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}
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}
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_prepareCharacterData(context) {
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}
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_prepareItems(context) {
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console.log("rmss | rmss_player_sheet.js | Preparing items for: "+ this.name);
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// Initialize containers.
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const gear = [];
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const playerskill= [];
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const skillcat = [];
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const weapons = [];
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const armor = [];
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const herbs = [];
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const spells = [];
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const equipables = [];
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// Iterate through items, allocating to containers
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for (let i of context.items) {
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i.img = i.img || DEFAULT_TOKEN;
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// Append to gear.
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if (i.type === 'item') {
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gear.push(i);
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}
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else if (i.type === 'weapon') {
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weapons.push(i);
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}
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else if (i.type === 'herb_or_poison') {
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herbs.push(i);
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}
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// Append to skill categories.
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else if (i.type === 'skill_category') {
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skillcat.push(i);
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}
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// Append to playerskill
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else if (i.type === 'skill') {
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playerskill.push(i);
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}
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else if (i.type === 'armor') {
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armor.push(i);
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}
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else if (i.type === 'spell') {
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spells.push(i);
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}
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}
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// Sort Skill/Skillcat Arrays
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skillcat.sort(function (a, b){
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if (a.name < b.name) {
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return -1;
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}
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if (a.name > b.name) {
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return 1;
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}
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return 0;
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});
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playerskill.sort(function (a, b){
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if (a.name < b.name) {
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return -1;
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}
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if (a.name > b.name) {
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return 1;
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}
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return 0;
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});
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// Assign and return
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context.gear = gear;
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context.skillcat = skillcat;
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context.playerskill = playerskill;
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context.weapons = weapons;
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context.armor = armor;
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context.herbs = herbs;
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context.spells = spells;
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}
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activateListeners(html) {
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super.activateListeners(html);
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// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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//console.log(this);
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item.sheet.render(true);
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});
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// -------------------------------------------------------------
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// Everything below here is only needed if the sheet is editable
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if (!this.isEditable) return;
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// Add Item
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html.find('.item-create').click(this._onItemCreate.bind(this));
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// Delete Item
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html.find('.item-delete').click(ev => {
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console.log(ev.currentTarget.getAttribute("data-item-id"));
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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item.delete();
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});
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// Check/Uncheck Favorite Skill
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html.find('.skill-favorite').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log(item);
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console.log("Before change: " + item.system.favorite);
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if (item.system.favorite === true) {
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console.log("Setting False");
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item.update({system: {"favorite": false}});
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} else {
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console.log("Setting True");
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item.update({system: {"favorite": true}});
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}
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console.log("After change: " + item.system.favorite);
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});
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// Check/Uncheck Favorite Spell
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html.find('.spell-favorite').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log(item);
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console.log("Before change: " + item.system.favorite);
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if (item.system.favorite === true) {
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console.log("Setting False");
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item.update({system: {"favorite": false}});
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} else {
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console.log("Setting True");
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item.update({system: {"favorite": true}});
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}
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console.log("After change: " + item.system.favorite);
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});
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// Equip/Unequip Item
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html.find('.equippable').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log(item);
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console.log("Before change: " + item.system.equipped);
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if (item.system.equipped === true) {
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console.log("Setting False");
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item.update({system: {"equipped": false}});
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} else {
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console.log("Setting True");
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item.update({system: {"equipped": true}});
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}
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console.log("After change: " + item.system.equipped);
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});
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// Change New Ranks value when clicked in player sheet. From 0-3.
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html.find('.skill-newrank').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log("Firing in the Player Sheet");
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console.log(ev.currentTarget.getAttribute("value"));
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console.log(ev.currentTarget.getAttribute("data-item-id"));
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switch(ev.currentTarget.getAttribute("value")) {
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case "0":
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console.log("Skill NewRanks is 0 setting to 1");
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item.update({system: {new_ranks:{ "value": 1 }}});
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break;
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case "1":
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console.log("Skill NewRanks is 1 setting to 2");
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item.update({system: {new_ranks:{ "value": 2 }}});
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break;
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case "2":
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console.log("Skill NewRanks is 2 setting to 3");
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item.update({system: {new_ranks:{ "value": 3 }}});
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break;
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case "3":
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console.log("Skill NewRanks is 3 setting to 0");
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item.update({system: {new_ranks:{ "value": 0 }}});
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break;
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}
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});
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// Change New Ranks value when clicked in player sheet. From 0-3.
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html.find('.skillcategory-newrank').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log("Firing in the Player Sheet");
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console.log(ev.currentTarget.getAttribute("value"));
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console.log(ev.currentTarget.getAttribute("data-item-id"));
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switch(ev.currentTarget.getAttribute("value")) {
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case "0":
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console.log("Skill Category NewRanks is 0 setting to 1");
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item.update({system: {new_ranks:{ "value": 1 }}});
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break;
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case "1":
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console.log("Skill Category NewRanks is 1 setting to 2");
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item.update({system: {new_ranks:{ "value": 2 }}});
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break;
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case "2":
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console.log("Skill Category NewRanks is 2 setting to 3");
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item.update({system: {new_ranks:{ "value": 3 }}});
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break;
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case "3":
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console.log("Skill Category NewRanks is 3 setting to 0");
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item.update({system: {new_ranks:{ "value": 0 }}});
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break;
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}
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});
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}
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async _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 await Item.create(itemData, {parent: this.actor});
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}
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} |