Files
foundry-Slamother/module/actor/ship-sheet.js
T

251 lines
8.0 KiB
JavaScript

/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
export class MothershipShipSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["mothership", "sheet", "actor", "ship"],
template: "systems/mothership/templates/actor/ship-sheet.html",
width: 700,
height: 650,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "character" }]
});
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
data.dtypes = ["String", "Number", "Boolean"];
// for (let attr of Object.values(data.data.attributes)) {
// attr.isCheckbox = attr.dtype === "Boolean";
// }
// Prepare items.
if (this.actor.data.type == 'ship') {
this._prepareShipItems(data);
}
return data;
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareShipItems(sheetData) {
const actorData = sheetData.actor;
// Initialize containers.
const abilities = [];
const weapons = [];
const cargo = [];
const modules = [];
// Iterate through items, allocating to containers
// let totalWeight = 0;
for (let i of sheetData.items) {
let item = i.data;
i.img = i.img || DEFAULT_TOKEN;
if (i.type === 'ability') {
abilities.push(i);
} else if (i.type === 'weapon') {
weapons.push(i);
} else if (i.type === 'item') {
cargo.push(i);
} else if (i.type === 'module') {
modules.push(i);
}
}
// Assign and return
actorData.abilities = abilities;
actorData.weapons = weapons;
actorData.cargo = cargo;
actorData.modules = modules;
}
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// Create inventory item.
html.find('.item-create').click(this._onItemCreate.bind(this));
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
this.actor.deleteOwnedItem(li.data("itemId"));
li.slideUp(200, () => this.render(false));
});
// Update Inventory Item
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const item = this.actor.getOwnedItem(li.data("itemId"));
item.sheet.render(true);
});
//Quantity adjuster
html.on('mousedown', '.item-quantity', ev => {
const li = ev.currentTarget.closest(".item");
const item = duplicate(this.actor.getEmbeddedEntity("OwnedItem", li.dataset.itemId))
let amount = item.data.quantity;
if (event.button == 0) {
item.data.quantity = Number(amount) + 1;
} else if (event.button == 2) {
item.data.quantity = Number(amount) - 1;
}
this.actor.updateEmbeddedEntity('OwnedItem', item);
});
// Rollable Attributes
html.find('.stat-roll').click(ev => {
const div = $(ev.currentTarget);
const statName = div.data("key");
const attribute = this.actor.data.data.stats[statName];
this.actor.rollStat(attribute);
});
//Weapons
// Add Inventory Item
html.find('.weapon-create').click(this._onItemCreate.bind(this));
// Update Inventory Item
html.find('.weapon-edit').click(ev => {
const liWeapon = $(ev.currentTarget).parents(".item");
const weapon = this.actor.getOwnedItem(liWeapon.data("itemId"));
weapon.sheet.render(true);
});
// Rollable Weapon
html.find('.weapon-roll').click(ev => {
const li = ev.currentTarget.closest(".item");
this.actor.rollWeapon(li.dataset.itemId, {
event: ev
});
});
html.on('mousedown', '.weapon-ammo', ev => {
const li = ev.currentTarget.closest(".item");
const item = duplicate(this.actor.getEmbeddedEntity("OwnedItem", li.dataset.itemId))
let amount = item.data.ammo;
if (event.button == 0) {
if (amount >= 0) {
item.data.ammo = Number(amount) + 1;
}
} else if (event.button == 2) {
if (amount > 0) {
item.data.ammo = Number(amount) - 1;
}
}
this.actor.updateEmbeddedEntity('OwnedItem', item);
});
//Reload Shots
html.on('mousedown', '.weapon-reload', ev => {
const li = ev.currentTarget.closest(".item");
const item = duplicate(this.actor.getEmbeddedEntity("OwnedItem", li.dataset.itemId))
if (event.button == 0) {
if (!item.data.useAmmo) {
item.data.curShots = item.data.shots;
} else {
item.data.ammo += item.data.curShots;
let reloadAmount = Math.min(item.data.ammo, item.data.shots);
item.data.curShots = reloadAmount;
item.data.ammo -= reloadAmount;
}
}
this.actor.updateEmbeddedEntity('OwnedItem', item);
let actor = this.actor;
let speaker = ChatMessage.getSpeaker({ actor });
ChatMessage.create({
speaker,
content: `Reloading ` + item.name + "...",
type: CHAT_MESSAGE_TYPES.EMOTE
},
{ chatBubble: true });
});
// Rollable Item/Anything with a description that we want to click on.
html.find('.description-roll').click(ev => {
const li = ev.currentTarget.closest(".item");
this.actor.printDescription(li.dataset.itemId, {
event: ev
});
});
}
/* -------------------------------------------- */
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
// Get the type of item to create.
const type = header.dataset.type;
// Grab any data associated with this control.
const data = duplicate(header.dataset);
// Initialize a default name.
const name = `New ${type.capitalize()}`;
// Prepare the item object.
const itemData = {
name: name,
type: type,
data: data
};
// Remove the type from the dataset since it's in the itemData.type prop.
delete itemData.data["type"];
// Finally, create the item!
return this.actor.createOwnedItem(itemData);
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
const element = event.currentTarget;
const dataset = element.dataset;
console.log(super.getData());
if (dataset.roll) {
let roll = new Roll(dataset.roll, this.actor.data.data);
let label = dataset.label ? `Rolling ${dataset.label} to score under ${dataset.target}` : '';
roll.roll().toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
flavor: label
});
}
}
}