159 lines
5.0 KiB
JavaScript
159 lines
5.0 KiB
JavaScript
// Import document classes.
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import { Shadowrun6Actor } from './documents/actor.mjs';
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import { Shadowrun6Item } from './documents/item.mjs';
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// Import sheet classes.
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import { Shadowrun6ActorSheet } from './sheets/actor-sheet.mjs';
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import { Shadowrun6ItemSheet } from './sheets/item-sheet.mjs';
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// Import helper/utility classes and constants.
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import { preloadHandlebarsTemplates } from './helpers/templates.mjs';
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import { SHADOWRUN_6 } from './helpers/config.mjs';
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// Import DataModel classes
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import * as models from './data/_module.mjs';
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/* -------------------------------------------- */
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/* Init Hook */
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/* -------------------------------------------- */
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Hooks.once('init', function () {
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// Add utility classes to the global game object so that they're more easily
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// accessible in global contexts.
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game.shadowrun6eultimate = {
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Shadowrun6Actor,
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Shadowrun6Item,
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rollItemMacro,
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};
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// Add custom constants for configuration.
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CONFIG.SHADOWRUN_6 = SHADOWRUN_6;
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/**
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* Set an initiative formula for the system
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* @type {String}
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*/
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CONFIG.Combat.initiative = {
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formula: '1d20 + @abilities.dex.mod',
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decimals: 2,
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};
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// Define custom Document and DataModel classes
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CONFIG.Actor.documentClass = Shadowrun6Actor;
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// Note that you don't need to declare a DataModel
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// for the base actor/item classes - they are included
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// with the Character/NPC as part of super.defineSchema()
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CONFIG.Actor.dataModels = {
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character: models.Shadowrun6Character,
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npc: models.Shadowrun6NPC
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}
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CONFIG.Item.documentClass = Shadowrun6Item;
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CONFIG.Item.dataModels = {
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item: models.Shadowrun6Item,
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feature: models.Shadowrun6Feature,
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spell: models.Shadowrun6Spell
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}
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// Active Effects are never copied to the Actor,
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// but will still apply to the Actor from within the Item
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// if the transfer property on the Active Effect is true.
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CONFIG.ActiveEffect.legacyTransferral = false;
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// Register sheet application classes
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Actors.unregisterSheet('core', ActorSheet);
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Actors.registerSheet('shadowrun-6e-ultimate', Shadowrun6ActorSheet, {
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makeDefault: true,
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label: 'SHADOWRUN_6.SheetLabels.Actor',
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});
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Items.unregisterSheet('core', ItemSheet);
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Items.registerSheet('shadowrun-6e-ultimate', Shadowrun6ItemSheet, {
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makeDefault: true,
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label: 'SHADOWRUN_6.SheetLabels.Item',
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});
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// Preload Handlebars templates.
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return preloadHandlebarsTemplates();
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});
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/* -------------------------------------------- */
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/* Handlebars Helpers */
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/* -------------------------------------------- */
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// If you need to add Handlebars helpers, here is a useful example:
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Handlebars.registerHelper('toLowerCase', function (str) {
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return str.toLowerCase();
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});
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/* -------------------------------------------- */
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/* Ready Hook */
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/* -------------------------------------------- */
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Hooks.once('ready', function () {
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// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
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Hooks.on('hotbarDrop', (bar, data, slot) => createItemMacro(data, slot));
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});
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/* -------------------------------------------- */
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/* Hotbar Macros */
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/* -------------------------------------------- */
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/**
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* Create a Macro from an Item drop.
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* Get an existing item macro if one exists, otherwise create a new one.
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* @param {Object} data The dropped data
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* @param {number} slot The hotbar slot to use
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* @returns {Promise}
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*/
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async function createItemMacro(data, slot) {
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// First, determine if this is a valid owned item.
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if (data.type !== 'Item') return;
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if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) {
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return ui.notifications.warn(
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'You can only create macro buttons for owned Items'
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);
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}
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// If it is, retrieve it based on the uuid.
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const item = await Item.fromDropData(data);
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// Create the macro command using the uuid.
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const command = `game.shadowrun6eultimate.rollItemMacro("${data.uuid}");`;
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let macro = game.macros.find(
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(m) => m.name === item.name && m.command === command
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);
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if (!macro) {
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macro = await Macro.create({
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name: item.name,
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type: 'script',
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img: item.img,
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command: command,
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flags: { 'shadowrun-6e-ultimate.itemMacro': true },
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});
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}
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game.user.assignHotbarMacro(macro, slot);
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return false;
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}
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/**
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* Create a Macro from an Item drop.
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* Get an existing item macro if one exists, otherwise create a new one.
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* @param {string} itemUuid
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*/
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function rollItemMacro(itemUuid) {
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// Reconstruct the drop data so that we can load the item.
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const dropData = {
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type: 'Item',
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uuid: itemUuid,
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};
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// Load the item from the uuid.
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Item.fromDropData(dropData).then((item) => {
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// Determine if the item loaded and if it's an owned item.
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if (!item || !item.parent) {
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const itemName = item?.name ?? itemUuid;
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return ui.notifications.warn(
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`Could not find item ${itemName}. You may need to delete and recreate this macro.`
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);
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}
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// Trigger the item roll
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item.roll();
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});
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}
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