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

370 lines
10 KiB
JavaScript

/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
export class MothershipActorSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["mosh", "sheet", "actor", "character"],
template: "systems/mosh/templates/actor/actor-sheet.html",
width: 742,
height: 800,
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 == 'character') {
this._prepareCharacterItems(data);
}
if (data.data.settings == null) {
data.data.settings = {};
}
data.data.settings.useCalm = game.settings.get("mosh", "useCalm");
data.data.settings.hideWeight = game.settings.get("mosh", "hideWeight");
return data;
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCharacterItems(sheetData) {
const actorData = sheetData.actor;
// Initialize containers.
const gear = [];
const skills = [];
const weapons = [];
const armors = [];
let curWeight = 0;
// 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 === 'item') {
gear.push(i);
curWeight+=item.weight;
} else if (i.type === 'skill') {
skills.push(i);
} else if (i.type === 'armor') {
armors.push(i);
} else if (i.type === 'weapon') {
weapons.push(i);
}
}
if(actorData.data.weight == undefined){
actorData.data.weight = {
"current" : 0,
"capacity" : 0
};
}
if(actorData.data.credits == undefined){
actorData.data.credits = {
"value" : 0,
};
}
actorData.data.weight.capacity = Math.ceil((actorData.data.stats.strength.value/10) + 3);
actorData.data.weight.current = curWeight;
console.log("Current Weight: " + curWeight + " Capacity: " + actorData.data.weight.capacity);
// Assign and return
actorData.gear = gear;
actorData.skills = skills;
actorData.armors = armors;
actorData.weapons = weapons;
}
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// Update Inventory Item
html.find('.item-equip').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const item = duplicate(this.actor.getEmbeddedEntity("OwnedItem", li.data("itemId")))
item.data.equipped = !item.data.equipped;
this.actor.updateEmbeddedEntity('OwnedItem', item);
});
// Add Inventory Item
html.find('.item-create').click(this._onItemCreate.bind(this));
// 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);
});
// 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));
});
//SKILLS
// Add Inventory Item
html.find('.skill-create').click(this._onSkillCreate.bind(this));
// Update Inventory Item
html.find('.skill-edit').click(ev => {
const liSkill = $(ev.currentTarget).parents(".item");
const skill = this.actor.getOwnedItem(liSkill.data("itemId"));
skill.sheet.render(true);
});
//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 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);
});
// Rollable Skill
html.find('.skill-roll').click(ev => {
const li = event.currentTarget.closest(".item");
this.actor.rollSkill(li.dataset.itemId, {
event: event
});
});
// Rollable Weapon
html.find('.weapon-roll').click(ev => {
const li = ev.currentTarget.closest(".item");
this.actor.rollWeapon(li.dataset.itemId, {
event: ev
});
});
// 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
});
});
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('.calm-roll').click(ev => {
const attribute = this.actor.data.data.other.stress;
attribute.label = "Calm";
this.actor.rollStress(attribute);
});
// Rollable Item/Anything with a description that we want to click on.
html.find('.stress-roll').click(ev => {
const attribute = this.actor.data.data.other.stress;
attribute.label = "Stress";
this.actor.rollStress(attribute);
});
// Drag events for macros.
if (this.actor.owner) {
let handler = ev => this._onDragStart(ev);
html.find('li.dropitem').each((i, li) => {
if (li.classList.contains("inventory-header")) return;
li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false);
});
}
}
/* -------------------------------------------- */
/**
* 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 creating a new Owned skill for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
_onSkillCreate(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 Skill`;
// 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
});
}
}
async _updateObject(event, formData) {
const actor = this.object;
const updateData = expandObject(formData);
await actor.update(updateData, {
diff: false
});
}
}