/** * Extend the basic ActorSheet with some very simple modifications * @extends {ActorSheet} */ import { PegasusUtility } from "./pegasus-utility.js"; import { PegasusItemSheet } from "./pegasus-item-sheet.js"; /* -------------------------------------------- */ export class PegasusActorSheet extends ActorSheet { /** @override */ static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["fvtt-pegasus-rpg", "sheet", "actor"], template: "systems/fvtt-pegasus-rpg/templates/actor-sheet.html", width: 640, height: 720, tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }], dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }], editScore: false }); } /* -------------------------------------------- */ async getData() { const objectData = PegasusUtility.data(this.object); let actorData = duplicate(PegasusUtility.templateData(this.object)); let formData = { title: this.title, id: objectData.id, type: objectData.type, img: objectData.img, name: objectData.name, editable: this.isEditable, cssClass: this.isEditable ? "editable" : "locked", data: actorData, effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)), limited: this.object.limited, specs: this.actor.getSpecs( ), optionsDiceList: PegasusUtility.getOptionsDiceList(), optionsLevel: PegasusUtility.getOptionsLevel(), weapons: this.actor.checkAndPrepareWeapons( duplicate(this.actor.getWeapons()) ), armors: duplicate(this.actor.getArmors()), shields: duplicate(this.actor.getShields()), equipments: duplicate(this.actor.getEquipments()), perks: duplicate(this.actor.getPerks()), abilities: duplicate(this.actor.getAbilities()), activePerks: duplicate(this.actor.getActivePerks()), powers: duplicate(this.actor.getPowers()), subActors: duplicate(this.actor.getSubActors()), options: this.options, owner: this.document.isOwner, editScore: this.options.editScore, isGM: game.user.isGM } 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; // 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"); PegasusUtility.confirmDelete(this, li); }); 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('.equipement-moins').click(event => { const li = $(event.currentTarget).parents(".item"); this.actor.decrementeQuantite( li.data("item-id") ); } ); html.find('.equipement-plus').click(event => { const li = $(event.currentTarget).parents(".item"); this.actor.incrementeQuantite( li.data("item-id") ); } ); html.find('.roll-stat').click((event) => { const statId = $(event.currentTarget).data("stat-key"); this.actor.rollStat(statId); }); html.find('.roll-spec').click((event) => { const li = $(event.currentTarget).parents(".item"); const specId = li.data("item-id"); this.actor.rollSpec(specId); }); html.find('.technique-roll').click((event) => { const li = $(event.currentTarget).parents(".item"); const techId = li.data("item-id"); this.actor.rollTechnique(techId); }); html.find('.weapon-roll').click((event) => { const li = $(event.currentTarget).parents(".item"); const weaponId = li.data("item-id"); this.actor.rollWeapon(weaponId); }); html.find('.river-flush').click((event) => { const diceIndex = $(event.currentTarget).data("dice-index"); this.actor.flushDice(diceIndex); }); html.find('.river-use').click((event) => { const diceIndex = $(event.currentTarget).data("dice-index"); this.actor.addDice(diceIndex); }); html.find('.weapon-label a').click((event) => { const li = $(event.currentTarget).parents(".item"); const armeId = li.data("item-id"); const statId = li.data("stat-id"); this.actor.rollWeapon(armeId, statId); }); html.find('.weapon-damage').click((event) => { const li = $(event.currentTarget).parents(".item"); const weapon = this.actor.getOwnedItem(li.data("item-id")); this.actor.rollDamage(weapon, 'damage'); }); html.find('.weapon-damage-critical').click((event) => { const li = $(event.currentTarget).parents(".item"); const weapon = this.actor.getOwnedItem(li.data("item-id")); this.actor.rollDamage(weapon, 'criticaldamage'); }); 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('.perk-active').click(ev => { const li = $(ev.currentTarget).parents(".item"); this.actor.activatePerk( li.data("item-id") ); 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; } /* -------------------------------------------- */ async _onDrop(event) { let data = event.dataTransfer.getData('text/plain'); if (data) { let dataItem = JSON.parse( data); let npc = game.actors.get( dataItem.id); if ( npc ) { this.actor.addSubActor( dataItem.id); return; } } super._onDrop(event); } /* -------------------------------------------- */ /** @override */ _updateObject(event, formData) { // Update the Actor return this.object.update(formData); } }