247 lines
6.8 KiB
JavaScript
247 lines
6.8 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 ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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*/
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export class Shadowrun6ActorSheet extends ActorSheet {
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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', 'actor'],
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width: 600,
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height: 600,
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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: 'features',
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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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return `systems/shadowrun-6e-ultimate/templates/actor/actor-${this.actor.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 the data structure from the base sheet. You can inspect or log
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// the context variable to see the structure, but some key properties for
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// sheets are the actor object, the data object, whether or not it's
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// editable, the items array, and the effects array.
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const context = super.getData();
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// Use a safe clone of the actor data for further operations.
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const actorData = context.data;
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// Add the actor's data to context.data for easier access, as well as flags.
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context.system = actorData.system;
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context.flags = actorData.flags;
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// Prepare character data and items.
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if (actorData.type == 'character') {
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this._prepareItems(context);
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this._prepareCharacterData(context);
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}
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// Prepare NPC data and items.
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if (actorData.type == 'npc') {
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this._prepareItems(context);
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}
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// Add roll data for TinyMCE editors.
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context.rollData = context.actor.getRollData();
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// Prepare active effects
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context.effects = prepareActiveEffectCategories(
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// A generator that returns all effects stored on the actor
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// as well as any items
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this.actor.allApplicableEffects()
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);
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return context;
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareCharacterData(context) {
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// Handle ability scores.
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// for (let [k, v] of Object.entries(context.system.abilities)) {
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// v.label = game.i18n.localize(CONFIG.SHADOWRUN_6.abilities[k]) ?? k;
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// }
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareItems(context) {
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// Initialize containers.
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const gear = [];
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const features = [];
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const spells = {
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0: [],
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1: [],
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2: [],
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3: [],
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4: [],
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5: [],
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6: [],
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7: [],
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8: [],
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9: [],
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};
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// Iterate through items, allocating to containers
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for (let i of context.items) {
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i.img = i.img || Item.DEFAULT_ICON;
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// Append to gear.
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if (i.type === 'item') {
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gear.push(i);
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}
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// Append to features.
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else if (i.type === 'feature') {
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features.push(i);
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}
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// Append to spells.
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else if (i.type === 'spell') {
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if (i.system.spellLevel != undefined) {
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spells[i.system.spellLevel].push(i);
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}
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}
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}
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// Assign and return
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context.gear = gear;
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context.features = features;
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context.spells = spells;
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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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// Render the item sheet for viewing/editing prior to the editable check.
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html.on('click', '.item-edit', (ev) => {
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const li = $(ev.currentTarget).parents('.item');
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const item = this.actor.items.get(li.data('itemId'));
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item.sheet.render(true);
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});
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// -------------------------------------------------------------
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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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// Add Inventory Item
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html.on('click', '.item-create', this._onItemCreate.bind(this));
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// Delete Inventory Item
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html.on('click', '.item-delete', (ev) => {
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const li = $(ev.currentTarget).parents('.item');
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const item = this.actor.items.get(li.data('itemId'));
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item.delete();
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li.slideUp(200, () => this.render(false));
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});
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// Active Effect management
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html.on('click', '.effect-control', (ev) => {
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const row = ev.currentTarget.closest('li');
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const document =
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row.dataset.parentId === this.actor.id
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? this.actor
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: this.actor.items.get(row.dataset.parentId);
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onManageActiveEffect(ev, document);
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});
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// Rollable abilities.
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html.on('click', '.rollable', this._onRoll.bind(this));
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// Drag events for macros.
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if (this.actor.isOwner) {
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let handler = (ev) => this._onDragStart(ev);
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html.find('li.item').each((i, li) => {
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if (li.classList.contains('inventory-header')) return;
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li.setAttribute('draggable', true);
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li.addEventListener('dragstart', handler, false);
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});
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}
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}
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/**
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* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
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* @param {Event} event The originating click event
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* @private
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*/
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async _onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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const name = `New ${type.capitalize()}`;
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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system: data,
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.system['type'];
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// Finally, create the item!
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return await Item.create(itemData, { parent: this.actor });
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}
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/**
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* Handle clickable rolls.
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* @param {Event} event The originating click event
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* @private
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*/
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_onRoll(event) {
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event.preventDefault();
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const element = event.currentTarget;
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const dataset = element.dataset;
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// Handle item rolls.
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if (dataset.rollType) {
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if (dataset.rollType == 'item') {
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const itemId = element.closest('.item').dataset.itemId;
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const item = this.actor.items.get(itemId);
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if (item) return item.roll();
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}
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}
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// Handle rolls that supply the formula directly.
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if (dataset.roll) {
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let label = dataset.label ? `[ability] ${dataset.label}` : '';
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let roll = new Roll(dataset.roll, this.actor.getRollData());
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label,
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rollMode: game.settings.get('core', 'rollMode'),
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});
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return roll;
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}
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}
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}
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