78 lines
2.1 KiB
JavaScript
78 lines
2.1 KiB
JavaScript
import {
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onManageActiveEffect,
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prepareActiveEffectCategories,
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} from '../helpers/effects.mjs';
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/**
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* Extend the basic ItemSheet with some very simple modifications
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* @extends {ItemSheet}
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*/
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export class Shadowrun6ItemSheet extends ItemSheet {
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/** @override */
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ['shadowrun-6e-ultimate', 'sheet', 'item'],
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width: 520,
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height: 480,
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tabs: [
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{
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navSelector: '.sheet-tabs',
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contentSelector: '.sheet-body',
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initial: 'description',
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},
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],
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});
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}
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/** @override */
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get template() {
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const path = 'systems/shadowrun-6e-ultimate/templates/item';
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// Return a single sheet for all item types.
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// return `${path}/item-sheet.hbs`;
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// Alternatively, you could use the following return statement to do a
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// unique item sheet by type, like `weapon-sheet.hbs`.
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return `${path}/item-${this.item.type}-sheet.hbs`;
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}
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/* -------------------------------------------- */
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/** @override */
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getData() {
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// Retrieve base data structure.
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const context = super.getData();
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// Use a safe clone of the item data for further operations.
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const itemData = context.data;
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// Retrieve the roll data for TinyMCE editors.
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context.rollData = this.item.getRollData();
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// Add the item's data to context.data for easier access, as well as flags.
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context.system = itemData.system;
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context.flags = itemData.flags;
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// Prepare active effects for easier access
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context.effects = prepareActiveEffectCategories(this.item.effects);
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return context;
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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.isEditable) return;
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// Roll handlers, click handlers, etc. would go here.
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// Active Effect management
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html.on('click', '.effect-control', (ev) =>
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onManageActiveEffect(ev, this.item)
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);
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}
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}
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