253 lines
9.3 KiB
JavaScript
253 lines
9.3 KiB
JavaScript
/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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*/
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import { WarheroUtility } from "./warhero-utility.js";
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/* -------------------------------------------- */
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export class WarheroActorSheet extends ActorSheet {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["fvtt-warhero", "sheet", "actor"],
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template: "systems/fvtt-warhero/templates/actor-sheet.html",
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width: 720,
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height: 720,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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editScore: true
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});
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}
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/* -------------------------------------------- */
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async getData() {
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this.actor.setLevel()
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this.actor.computeDRTotal()
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this.actor.computeParryBonusTotal()
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this.actor.computeBonusLanguages()
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const objectData = duplicate(this.object.system)
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let race = this.actor.getRace()
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let formData = {
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title: this.title,
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id: this.actor.id,
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type: this.actor.type,
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img: this.actor.img,
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name: this.actor.name,
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editable: this.isEditable,
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cssClass: this.isEditable ? "editable" : "locked",
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system: objectData,
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limited: this.object.limited,
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compentencyItems:this.actor.getCompetencyItems( ),
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skills: this.actor.getNormalSkills( ),
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raceSkills: this.actor.getRaceSkills( ),
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classSkills: this.actor.getClassSkills( ),
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languages: this.actor.getLanguages( ),
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weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),
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conditions: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getConditions()) ),
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armors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getArmors())),
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shields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getShields())),
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equippedWeapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getEquippedWeapons())),
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equippedArmors: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getEquippedArmors())),
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equippedShields: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getEquippedShields())),
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powers: this.actor.sortPowers(),
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subActors: duplicate(this.actor.getSubActors()),
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competency: this.actor.getCompetency(),
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race: duplicate(race),
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mainClass: this.actor.getMainClass(),
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secondaryClass: this.actor.getSecondaryClass(),
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totalMoney: this.actor.computeTotalMoney(),
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equipments: duplicate(this.actor.getEquipmentsOnly()),
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//moneys: duplicate(this.actor.getMoneys()),
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description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
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notes: await TextEditor.enrichHTML(this.object.system.biodata.notes, {async: true}),
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options: this.options,
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owner: this.document.isOwner,
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editScore: this.options.editScore,
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isGM: game.user.isGM
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}
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if (this.actor.type == "party") {
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formData.partySlots = this.actor.buildPartySlots()
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} else {
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formData.equipmentContainers = this.actor.buildEquipmentsSlot()
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formData.bodyContainers = this.actor.buildBodySlot()
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}
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// Dynamic patch
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formData.system.secondary.counterspell.hasmax = false
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// Race mngt
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if ( race && race.name) {
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formData.hpprogression = game.system.warhero.config.progressionList[race.system.hpprogresion]
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}
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this.formData = formData
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console.log("PC : ", formData, this.object);
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return formData;
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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// Everything below here is only needed if the sheet is editable
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if (!this.options.editable) return;
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html.bind("keydown", function(e) { // Ignore Enter in actores sheet
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if (e.keyCode === 13) return false;
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});
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// Update Inventory Item
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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let itemId = li.data("item-id")
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const item = this.actor.items.get( itemId );
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item.sheet.render(true);
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});
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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WarheroUtility.confirmDelete(this, li)
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})
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html.find('.item-add').click(ev => {
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let dataType = $(ev.currentTarget).data("type")
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let slotKey = $(ev.currentTarget).data("slot")
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this.actor.createEmbeddedDocuments('Item', [{ name: "NewItem", type: dataType, system: { slotlocation: slotKey} }], { renderSheet: true })
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})
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html.find('.equip-activate').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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let itemId = li.data("item-id")
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this.actor.equipActivate( itemId)
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});
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html.find('.equip-deactivate').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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let itemId = li.data("item-id")
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this.actor.equipDeactivate( itemId)
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});
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html.find('.subactor-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let actorId = li.data("actor-id");
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let actor = game.actors.get( actorId );
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actor.sheet.render(true);
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});
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html.find('.subactor-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let actorId = li.data("actor-id");
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this.actor.delSubActor(actorId);
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});
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html.find('.quantity-minus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecQuantity( li.data("item-id"), -1 );
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} );
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html.find('.quantity-plus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecQuantity( li.data("item-id"), +1 );
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} );
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html.find('.skill-use-minus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecSkillUse( li.data("item-id"), -1 );
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} );
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html.find('.skill-use-plus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecSkillUse( li.data("item-id"), +1 );
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} );
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html.find('.ammo-minus').click(event => {
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const li = $(event.currentTarget).parents(".item")
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this.actor.incDecAmmo( li.data("item-id"), -1 );
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} );
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html.find('.ammo-plus').click(event => {
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const li = $(event.currentTarget).parents(".item")
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this.actor.incDecAmmo( li.data("item-id"), +1 )
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} );
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html.find('.roll-this').click((event) => {
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const rollType = $(event.currentTarget).data("type")
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const statKey = $(event.currentTarget).data("key")
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this.actor.rollFromType(rollType, statKey)
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});
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html.find('.roll-save').click((event) => {
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const rollType = $(event.currentTarget).data("type")
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const statKey = $(event.currentTarget).data("key")
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this.actor.rollSaveFromType(rollType, statKey)
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});
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html.find('.roll-weapon').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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const weaponId = li.data("item-id")
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this.actor.rollWeapon(weaponId)
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});
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html.find('.power-roll').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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const powerId = li.data("item-id")
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this.actor.rollPower(powerId)
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});
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html.find('.roll-damage').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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const weaponId = li.data("item-id")
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this.actor.rollDamage(weaponId)
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});
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html.find('.roll-damage-2hands').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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const weaponId = li.data("item-id")
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this.actor.rollDamage(weaponId, true)
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});
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html.find('.lock-unlock-sheet').click((event) => {
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this.options.editScore = !this.options.editScore;
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this.render(true);
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});
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html.find('.item-link a').click((event) => {
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const itemId = $(event.currentTarget).data("item-id");
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const item = this.actor.getOwnedItem(itemId);
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item.sheet.render(true);
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});
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html.find('.item-equip').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.equipItem( li.data("item-id") );
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this.render(true);
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});
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html.find('.update-field').change(ev => {
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const fieldName = $(ev.currentTarget).data("field-name");
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let value = Number(ev.currentTarget.value);
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this.actor.update( { [`${fieldName}`]: value } );
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});
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}
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/* -------------------------------------------- */
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/** @override */
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setPosition(options = {}) {
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const position = super.setPosition(options);
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const sheetBody = this.element.find(".sheet-body");
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const bodyHeight = position.height - 192;
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sheetBody.css("height", bodyHeight);
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return position;
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}
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/* -------------------------------------------- */
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async _onDropItem(event, dragData) {
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console.log(">>>>>> DROPPED!!!!")
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const item = fromUuidSync(dragData.uuid)
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if (item == undefined) {
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item = this.actor.items.get( item.id )
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}
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let ret = await this.actor.preprocessItem( event, item, true )
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if ( ret ) {
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super._onDropItem(event, dragData)
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}
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}
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/* -------------------------------------------- */
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/** @override */
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_updateObject(event, formData) {
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// Update the Actor
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return this.object.update(formData);
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}
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}
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