fix vehicles
This commit is contained in:
+66
-56
@@ -70,38 +70,43 @@ export default class DeltaGreenActorSheet extends ActorSheet {
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// Make it easy for the sheet handlebars to understand how to sort the skills.
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data.sortSkillsSetting = game.settings.get("deltagreen", "sortSkills");
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let sortedSkills = [];
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for (const [key, skill] of Object.entries(this.actor.system.skills)) {
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skill.key = key;
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skill.sortLabel = game.i18n.localize(`DG.Skills.${key}`);
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if (this.actor.type !== "vehicle") {
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// fill an array that is sorted based on the appropriate localized entry
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let sortedSkills = [];
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for (const [key, skill] of Object.entries(this.actor.system.skills)) {
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skill.key = key;
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skill.sortLabel = game.i18n.localize(`DG.Skills.${key}`);
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if (skill.sortLabel === "" || skill.sortLabel === `DG.Skills.${key}`) {
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skill.sortLabel = skill.label;
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if (skill.sortLabel === "" || skill.sortLabel === `DG.Skills.${key}`) {
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skill.sortLabel = skill.label;
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}
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// if the actor is an NPC or Unnatural, and they have 'hide untrained skills' active,
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// it will break the sorting logic, so we have to skip over these
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if (
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!(
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(this.actor.type == "npc" || this.actor.type == "unnatural") &&
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this.actor.system.showUntrainedSkills == true &&
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skill.proficiency < 1
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)
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) {
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sortedSkills.push(skill);
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}
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}
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if (
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!(
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(this.actor.type == "npc" || this.actor.type == "unnatural") &&
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this.actor.system.showUntrainedSkills == true &&
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skill.proficiency < 1
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)
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) {
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sortedSkills.push(skill);
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sortedSkills.sort(function (a, b) {
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return a.sortLabel.localeCompare(b.sortLabel, game.i18n.lang);
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});
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// if sorting by columns, re-arrange the array to be columns first, then rows
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if (game.settings.get("deltagreen", "sortSkills")) {
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let columnSortedSkills = this.reorderForColumnSorting(sortedSkills, 3);
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this.actor.system.sortedSkills = columnSortedSkills;
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} else {
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this.actor.system.sortedSkills = sortedSkills;
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}
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}
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sortedSkills.sort(function (a, b) {
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return a.sortLabel.localeCompare(b.sortLabel, game.i18n.lang);
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});
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if (game.settings.get("deltagreen", "sortSkills")) {
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let columnSortedSkills = this.reorderForColumnSorting(sortedSkills, 3);
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this.actor.system.sortedSkills = columnSortedSkills;
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} else {
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this.actor.system.sortedSkills = sortedSkills;
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}
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// Prepare a simplified version of the special training for display on sheet.
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if (this.actor.type !== "vehicle") {
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const specialTraining = this.actor.system.specialTraining.map(
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@@ -141,45 +146,50 @@ export default class DeltaGreenActorSheet extends ActorSheet {
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data.specialTraining = specialTraining;
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}
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// try to make a combined array of both typed skills and special trainings, so that it can be sorted neatly on the sheet
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let sortedCustomSkills = [];
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// try to make a combined array of both typed skills and special trainings,
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// so that it can be sorted together neatly on the sheet
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if (this.actor.type !== "vehicle") {
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let sortedCustomSkills = [];
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for (const [key, skill] of Object.entries(this.actor.system.typedSkills)) {
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skill.type = "typeSkill";
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skill.key = key;
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skill.sortLabel = skill.group + "." + skill.label;
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for (const [key, skill] of Object.entries(
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this.actor.system.typedSkills
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)) {
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skill.type = "typeSkill";
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skill.key = key;
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skill.sortLabel = skill.group + "." + skill.label;
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skill.sortLabel = skill.sortLabel.toUpperCase();
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skill.sortLabel = skill.sortLabel.toUpperCase();
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if (skill.sortLabel === "" || skill.sortLabel === `DG.Skills.${key}`) {
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skill.sortLabel = skill.label;
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if (skill.sortLabel === "" || skill.sortLabel === `DG.Skills.${key}`) {
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skill.sortLabel = skill.label;
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}
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sortedCustomSkills.push(skill);
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}
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sortedCustomSkills.push(skill);
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}
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for (var i = 0; i < data.specialTraining.length; i++) {
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let training = data.specialTraining[i];
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for (var i = 0; i < data.specialTraining.length; i++) {
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let training = data.specialTraining[i];
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training.type = "training";
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training.sortLabel = training.name.toUpperCase();
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training.type = "training";
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training.sortLabel = training.name.toUpperCase();
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sortedCustomSkills.push(training);
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}
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sortedCustomSkills.push(training);
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}
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sortedCustomSkills.sort(function (a, b) {
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return a.sortLabel.localeCompare(b.sortLabel, game.i18n.lang);
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});
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sortedCustomSkills.sort(function (a, b) {
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return a.sortLabel.localeCompare(b.sortLabel, game.i18n.lang);
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});
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if (game.settings.get("deltagreen", "sortSkills")) {
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let columnSortedSkills = this.reorderForColumnSorting(
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sortedCustomSkills,
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2
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);
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if (game.settings.get("deltagreen", "sortSkills")) {
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let columnSortedSkills = this.reorderForColumnSorting(
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sortedCustomSkills,
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2
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);
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this.actor.system.sortedCustomSkills = columnSortedSkills;
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} else {
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this.actor.system.sortedCustomSkills = sortedCustomSkills;
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this.actor.system.sortedCustomSkills = columnSortedSkills;
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} else {
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this.actor.system.sortedCustomSkills = sortedCustomSkills;
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}
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}
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switch (this.actor.type) {
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