/** * Extend the basic ActorSheet with some very simple modifications * @extends {ActorSheet} */ import { WarheroUtility } from "./warhero-utility.js"; /* -------------------------------------------- */ export class WarheroActorSheet extends ActorSheet { /** @override */ static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["fvtt-warhero", "sheet", "actor"], template: "systems/fvtt-warhero/templates/actor-sheet.html", width: 720, height: 720, tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }], dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }], editScore: true }); } /* -------------------------------------------- */ async getData() { this.actor.setLevel() this.actor.computeDRTotal() this.actor.computeParryBonusTotal() this.actor.computeBonusLanguages() const objectData = duplicate(this.object.system) let race = this.actor.getRace() let formData = { title: this.title, id: this.actor.id, type: this.actor.type, img: this.actor.img, name: this.actor.name, editable: this.isEditable, cssClass: this.isEditable ? "editable" : "locked", system: objectData, limited: this.object.limited, compentencyItems:this.actor.getCompetencyItems( ), skills: this.actor.getNormalSkills( ), raceSkills: this.actor.getRaceSkills( ), classSkills: this.actor.getClassSkills( ), languages: this.actor.getLanguages( ), weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ), conditions: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getConditions()) ), armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())), shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())), powers: this.actor.sortPowers(), subActors: duplicate(this.actor.getSubActors()), competency: this.actor.getCompetency(), race: duplicate(race), classes: duplicate(this.actor.getClasses()), totalMoney: this.actor.computeTotalMoney(), equipments: duplicate(this.actor.getEquipmentsOnly()), //moneys: duplicate(this.actor.getMoneys()), description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}), notes: await TextEditor.enrichHTML(this.object.system.biodata.notes, {async: true}), options: this.options, owner: this.document.isOwner, editScore: this.options.editScore, isGM: game.user.isGM } if (this.actor.type == "party") { formData.partySlots = this.actor.buildPartySlots() } else { formData.equipmentContainers = this.actor.buildEquipmentsSlot() formData.bodyContainers = this.actor.buildBodySlot() } // Dynamic patch formData.system.secondary.counterspell.hasmax = false // Race mngt if ( race && race.name) { formData.hpprogression = game.system.warhero.config.progressionList[race.system.hpprogresion] } this.formData = formData console.log("PC : ", formData, this.object); return formData; } /* -------------------------------------------- */ /** @override */ activateListeners(html) { super.activateListeners(html); // Everything below here is only needed if the sheet is editable if (!this.options.editable) return; html.bind("keydown", function(e) { // Ignore Enter in actores sheet if (e.keyCode === 13) return false; }); // Update Inventory Item html.find('.item-edit').click(ev => { const li = $(ev.currentTarget).parents(".item") let itemId = li.data("item-id") const item = this.actor.items.get( itemId ); item.sheet.render(true); }); // Delete Inventory Item html.find('.item-delete').click(ev => { const li = $(ev.currentTarget).parents(".item") WarheroUtility.confirmDelete(this, li) }) html.find('.item-add').click(ev => { let dataType = $(ev.currentTarget).data("type") let slotKey = $(ev.currentTarget).data("slot") this.actor.createEmbeddedDocuments('Item', [{ name: "NewItem", type: dataType, system: { slotlocation: slotKey} }], { renderSheet: true }) }) html.find('.equip-activate').click(ev => { const li = $(ev.currentTarget).parents(".item") let itemId = li.data("item-id") this.actor.equipActivate( itemId) }); html.find('.equip-deactivate').click(ev => { const li = $(ev.currentTarget).parents(".item") let itemId = li.data("item-id") this.actor.equipDeactivate( itemId) }); html.find('.subactor-edit').click(ev => { const li = $(ev.currentTarget).parents(".item"); let actorId = li.data("actor-id"); let actor = game.actors.get( actorId ); actor.sheet.render(true); }); html.find('.subactor-delete').click(ev => { const li = $(ev.currentTarget).parents(".item"); let actorId = li.data("actor-id"); this.actor.delSubActor(actorId); }); html.find('.quantity-minus').click(event => { const li = $(event.currentTarget).parents(".item"); this.actor.incDecQuantity( li.data("item-id"), -1 ); } ); html.find('.quantity-plus').click(event => { const li = $(event.currentTarget).parents(".item"); this.actor.incDecQuantity( li.data("item-id"), +1 ); } ); html.find('.skill-use-minus').click(event => { const li = $(event.currentTarget).parents(".item"); this.actor.incDecSkillUse( li.data("item-id"), -1 ); } ); html.find('.skill-use-plus').click(event => { const li = $(event.currentTarget).parents(".item"); this.actor.incDecSkillUse( li.data("item-id"), +1 ); } ); html.find('.ammo-minus').click(event => { const li = $(event.currentTarget).parents(".item") this.actor.incDecAmmo( li.data("item-id"), -1 ); } ); html.find('.ammo-plus').click(event => { const li = $(event.currentTarget).parents(".item") this.actor.incDecAmmo( li.data("item-id"), +1 ) } ); html.find('.roll-this').click((event) => { const rollType = $(event.currentTarget).data("type") const statKey = $(event.currentTarget).data("key") this.actor.rollFromType(rollType, statKey) }); html.find('.roll-save').click((event) => { const rollType = $(event.currentTarget).data("type") const statKey = $(event.currentTarget).data("key") this.actor.rollSaveFromType(rollType, statKey) }); html.find('.roll-weapon').click((event) => { const li = $(event.currentTarget).parents(".item") const weaponId = li.data("item-id") this.actor.rollWeapon(weaponId) }); html.find('.power-roll').click((event) => { const li = $(event.currentTarget).parents(".item") const powerId = li.data("item-id") this.actor.rollPower(powerId) }); html.find('.roll-damage').click((event) => { const li = $(event.currentTarget).parents(".item") const weaponId = li.data("item-id") this.actor.rollDamage(weaponId) }); html.find('.roll-damage-2hands').click((event) => { const li = $(event.currentTarget).parents(".item") const weaponId = li.data("item-id") this.actor.rollDamage(weaponId, true) }); html.find('.lock-unlock-sheet').click((event) => { this.options.editScore = !this.options.editScore; this.render(true); }); html.find('.item-link a').click((event) => { const itemId = $(event.currentTarget).data("item-id"); const item = this.actor.getOwnedItem(itemId); item.sheet.render(true); }); html.find('.item-equip').click(ev => { const li = $(ev.currentTarget).parents(".item"); this.actor.equipItem( li.data("item-id") ); this.render(true); }); html.find('.update-field').change(ev => { const fieldName = $(ev.currentTarget).data("field-name"); let value = Number(ev.currentTarget.value); this.actor.update( { [`${fieldName}`]: value } ); }); } /* -------------------------------------------- */ /** @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; } /* -------------------------------------------- */ async _onDropItem(event, dragData) { console.log(">>>>>> DROPPED!!!!") const item = fromUuidSync(dragData.uuid) if (item == undefined) { item = this.actor.items.get( item.id ) } let ret = await this.actor.preprocessItem( event, item, true ) if ( ret ) { super._onDropItem(event, dragData) } } /* -------------------------------------------- */ /** @override */ _updateObject(event, formData) { // Update the Actor return this.object.update(formData); } }