Files
foundry-Slamother/module/windows/actor-generator.js
T
2024-12-29 05:49:39 +01:00

487 lines
20 KiB
JavaScript

export class DLActorGenerator extends FormApplication {
static get defaultOptions() {
const options = super.defaultOptions;
options.id = 'sheet-modifiers';
options.classes = ["mosh", "sheet", "actor", "character"];
options.template = 'systems/mosh/templates/dialogs/actor-generator-dialog.html';
options.width = 800;
options.dragDrop = [{ dragSelector: null, dropSelector: ".dropitem" }];
return options;
}
/* -------------------------------------------- */
/**
* Add the Entity name into the window title
* @type {String}
*/
get title() {
return `${this.object.name}: ${game.i18n.localize("Mosh.CharacterGenerator.name")}`;
}
/* -------------------------------------------- */
/**
* Construct and return the data object used to render the HTML template for this form application.
* @return {Object}
*/
async getData() {
//if (this.object.system.class.uuid != null){
// this.updateClass(this.object.system.class.uuid);
//}
let data = this.object;
data.system.class.value = "";
return data;
}
/* -------------------------------------------- */
async rollDices(dices, html, id, chatmsg = "") {
if (html.find(`img[id="${id}"]`).prop('hidden') == false) {
let roll = await new Roll(dices).roll();
if (chatmsg != "") {
await roll.toMessage({ flavor: chatmsg });
}
//console.log(id + "->" + roll.total)
html.find(`img[id="${id}"]`).prop('hidden', true);
html.find(`input[id="${id}"]`).prop('hidden', false);
html.find(`input[id="${id}"]`).prop('value', roll.total);
}
}
/* todo: remove this functions and set the values as configuration */
async rollStrength(html) {
this.rollDices("2d10+25", html, `system.stats.strength.value`, `Rolling for Strength stat`)
}
async rollSpeed(html) {
this.rollDices("2d10+25", html, `system.stats.speed.value`, `Rolling for Speed stat`)
}
async rollIntellect(html) {
this.rollDices("2d10+25", html, `system.stats.intellect.value`, `Rolling for Intellect stat`)
}
async rollCombat(html) {
this.rollDices("2d10+25", html, `system.stats.combat.value`, `Rolling for Combat stat`)
}
async rollHealth(html) {
this.rollDices("1d10+10", html, `system.health.max`, `Rolling for Health`)
}
async rollSanity(html) {
this.rollDices("2d10+10", html, `system.stats.sanity.value`, `Rolling for Sanity save`)
}
async rollFear(html) {
this.rollDices("2d10+10", html, `system.stats.fear.value`, `Rolling for Fear save`)
}
async rollBody(html) {
this.rollDices("2d10+10", html, `system.stats.body.value`, `Rolling for Body save`)
}
async rollCredits(html) {
this.rollDices("2d10*10", html, `system.credits.value`, `Rolling for Credits`)
}
async rollTable(html, id, tableId, type = "input") {
if (html.find(`img[id="` + id + `.value"]`).prop('hidden') == false && html.find(`img[id="system.class.value"]`).prop('value') != "") {
let table = await fromUuid(tableId);
let tableResult = await table.draw({ displayChat: true });
let tableRoll = tableResult.results[0].range[0];
let resultText = "";
let resultUuid = [];
for (var i = 0; i < tableResult.results.length; i++) {
if (tableResult.results[i].type == "pack") {
if (type == "ul") {
this._element.find(`ul[id="${id}.text"]`).append(`<li>${tableResult.results[i].text}</li>`);
} else {
resultText += tableResult.results[i].text + "; ";
}
resultUuid.push(tableResult.results[i].documentId);
} else if (tableResult.results[i].type == "text") {
let tableTextmatch = tableResult.results[i].text.match(/(.*)(@UUID.*)/i);
if (type == "ul") {
this._element.find(`ul[id="${id}.text"]`).append(`<li>${await TextEditor.enrichHTML(tableTextmatch[2].replace(/(\<br\s\/>)+/i, ""), { async: true })}</li>`);
}
else {
resultText += tableTextmatch[1].replace(/(\<br\s\/>)+/i, "");
}
/**we need to keep only the id of the item, not the complete uuid string (for now) */
resultUuid.push(tableTextmatch[2].replace(/(])+(.*)/i, "").replace(/(.*)(\.)/i, ""));
}
}
html.find(`img[id="` + id + `.value"]`).prop('hidden', true);
html.find(`input[id="` + id + `.value"]`).prop('hidden', false);
html.find(`input[id="` + id + `.value"]`).prop('value', tableRoll);
html.find(`input[id="` + id + `.text"]`).prop('hidden', false);
html.find(`input[id="` + id + `.text"]`).prop('value', resultText);
html.find(`input[id="` + id + `.uuid"]`).prop('value', resultUuid);
}
}
async rollPatch(html) {
if (this.patchTable == null) {
ui.notifications.error("You need a class with defined patch table.");//TODO, localize
}
await this.rollTable(html, "system.class.patch", this.patchTable);
}
async rollTrinket(html) {
if (this.trinketTable == null) {
ui.notifications.error("You need a class with defined trinket table.");//TODO, localize
}
await this.rollTable(html, "system.class.trinket", this.trinketTable);
}
async rollLoadout(html) {
if (this.loadoutTable == null) {
ui.notifications.error("You need a class with defined loadout table.");//TODO, localize
return;
}
await this.rollTable(html, "system.class.loadout", this.loadoutTable, "ul");
}
async rollEverything(html) {
await this.rollStrength(html);
await this.rollSpeed(html);
await this.rollIntellect(html);
await this.rollCombat(html);
await this.rollHealth(html);
await this.rollFear(html);
await this.rollSanity(html);
await this.rollBody(html);
await this.rollCredits(html);
await this.rollPatch(html);
await this.rollTrinket(html);
await this.rollLoadout(html);
}
async updateClass(classUuid, randomCharacter = false) {
const droppedObject = await fromUuid(classUuid);
if (droppedObject.type != "class") {
return;
}
this._element.find(`input[id="system.class.value"]`).prop("value", droppedObject.name);
const prev_uuid = this._element.find(`input[id="system.class.uuid"]`).prop("value");
if (prev_uuid != null) {
//we already had a class, so we remove previously applied bonuses and skill
//remove previous bonuses
this._element.find(`input[name$="bonus"]`).prop("value", null)
//posible-todo: un-do the rolls of patch, trinket and loadout?
}
this._element.find(`input[id="system.class.uuid"]`).prop("value", classUuid);
this._element.find(`input[id="system.class.traumaresponse"]`).prop("value", droppedObject.system.trauma_response);
this.trinketTable = droppedObject.system.roll_tables.trinket;
this.patchTable = droppedObject.system.roll_tables.patch;
this.loadoutTable = droppedObject.system.roll_tables.loadout;
// Skills
//try{
//let skills = JSON.parse(droppedObject.system.skills.replaceAll("<p>","").replaceAll("</p>","").replaceAll("<div>","").replaceAll("</div>","").replaceAll("&nbsp;",""));
this._element.find(`ul[id="system.class.skils.text"]`).empty();
const skillsUuid = droppedObject.system.base_adjustment.skills_granted;
for (let i = 0; i < skillsUuid.length; i++) {
let skill = await fromUuid(skillsUuid[i]);
/**we need to keep only the Uuid of the item, not the complete string (for now) */
let li_html = `<li><img src="${skill.img}" title="${skill.name}" width="24" height="24"/> ${await TextEditor.enrichHTML(skill.name, { async: true })}</li>`;
this._element.find(`ul[id="system.class.skils.text"]`).append(li_html);
}
let option_skills_1 = droppedObject.system.selected_adjustment.choose_skill_and;
let option_skills_2 = droppedObject.system.selected_adjustment.choose_skill_or;
//todo: add popups to choose skils from (following the skill tree and type)
this._element.find(`input[id="system.class.skills.uuid"]`).prop("value", skillsUuid);
//}catch{
// ui.notifications.error("Class has invalid skills configuration.");
//}
//Stats
///try{
//let statsandsaves = JSON.parse(droppedObject.system.statsandsaves.replaceAll("<p>","").replaceAll("</p>","").replaceAll("<div>","").replaceAll("</div>","").replaceAll("&nbsp;",""));
let fix_stats_and_saves = droppedObject.system.base_adjustment;
Object.entries(fix_stats_and_saves).forEach(([key, value]) => {
if (key != "skills_granted") {
//this sets all the bonuses of base_adjustment including max_wounds
this._element.find(`input[name="system.stats.${key}.bonus"]`).prop("value", value);
}
});
//stats options
let option_stats_and_saves = droppedObject.system.selected_adjustment.choose_stat;
if (option_stats_and_saves.modification) {
let buttons_options = {};
for (let j = 0; j < option_stats_and_saves.stats.length; j++) {
let prev_bonus = this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value");
buttons_options[j] = {
icon: '<i class="fas fa-check"></i>',
label: option_stats_and_saves.stats[j],//.replace(/\.bonus/i,"").replace(/(.*)\.+/i,""),
callback: () => this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value", (parseInt(option_stats_and_saves.modification) + parseInt(prev_bonus)))
};
}
let d = new Dialog({
title: game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupTitle"),
content: `<p>${game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupText")} (${option_stats_and_saves.modification})</p>`,
buttons: buttons_options,
default: "1",
//render: html => console.log("Register interactivity in the rendered dialog"),
//close: html => console.log("This always is logged no matter which option is chosen")
});
d.render(true);
}
/*
for(let i = 0; i < statsandsaves.length; i++) {
let obj = statsandsaves[i];
if (obj.options.length == 1){
//only 1 option, then its forced
this._element.find(`input[name="${obj.options[0]}"]`).prop("value",obj.value);
}else{
let buttons_options = {};
for(let j = 0; j < obj.options.length; j++) {
buttons_options[j] = {
icon: '<i class="fas fa-check"></i>',
label: obj.options[j].replace(/\.bonus/i,"").replace(/(.*)\.+/i,""),
callback: () => this._element.find(`input[name="${obj.options[j]}"]`).prop("value",obj.value)
};
}
let d = new Dialog({
title: "Class Attribute and Saves option",
content: `<p>You must choose where to apply the bonus of (${obj.value})</p>`,
buttons: buttons_options,
default: "1",
//render: html => console.log("Register interactivity in the rendered dialog"),
//close: html => console.log("This always is logged no matter which option is chosen")
});
d.render(true);
}
}*/
//}catch{
// ui.notifications.error("Class has invalid stats and saves configuration.");
//}
//todo: add robotic flag.
return;
}
async _onDrop(event) {
await super._onDrop(event);
const droppedUuid = TextEditor.getDragEventData(event);
if (droppedUuid.type != "Item") {
return;
}
await this.updateClass(droppedUuid.uuid);
//this._render();
}
async fill_class_options(html) {
let class_options = game.items.filter(i => i.type == "class");
for (const [class_key, class_value] of class_options.entries()) {
html.find(`datalist[id="class_options"]`).append(
`<option class="class_option" data-uuid="${class_value._id}" value="${class_value.name}">world.Item</option>`
);
}
let compendiums = game.packs;
for (const [compendium_key, compendium_value] of compendiums.entries()) {
let classes = await compendium_value.getDocuments({ type: "class" });
for (const [class_key, class_value] of classes.entries()) {
html.find(`datalist[id="class_options"]`).append(
`<option class="class_option" data-uuid="${class_value._id}" value="${class_value.name}">${class_value.pack}</option>`
);
}
}
}
activateListeners(html) {
super.activateListeners(html);
html.ready(ev => {
this.fill_class_options(html);
});
/** Stats */
html.find(`img[id="system.stats.strength.value"]`).click(ev => {
this.rollStrength(html)
});
html.find(`img[id="system.stats.speed.value"]`).click(ev => {
this.rollSpeed(html)
});
html.find(`img[id="system.stats.intellect.value"]`).click(ev => {
this.rollIntellect(html)
});
html.find(`img[id="system.stats.combat.value"]`).click(ev => {
this.rollCombat(html)
});
/** health */
html.find(`img[id="system.health.max"]`).click(ev => {
this.rollHealth(html)
});
/**Saves */
html.find(`img[id="system.stats.sanity.value"]`).click(ev => {
this.rollSanity(html)
});
html.find(`img[id="system.stats.fear.value"]`).click(ev => {
this.rollFear(html)
});
html.find(`img[id="system.stats.body.value"]`).click(ev => {
this.rollBody(html)
});
/** credits */
html.find(`img[id="system.credits.value"]`).click(ev => {
this.rollCredits(html)
});
/** Roll everything button */
html.find(`div[id="roll.everything"]`).click(ev => {
this.rollEverything(html)
});
/** Class input
* when changed will lockup if its a defined class item and apply the apropiate modifiers
*
*/
html.find(`input[id="system.class.value"]`).change(ev => {
let class_name = html.find(`input[id="system.class.value"]`).prop('value');
if (class_name == "") {
//class name is empty, no class selected.
return;
}
let class_option = html.find(`option[class="class_option"][value="${class_name}"]`).prop('dataset');
if (class_option == null) {
//class name is not part of the option, leave the string, and dont process uuid.
return;
}
//we have a valid class item to process.
let class_uuid = `Item.${class_option["uuid"]}`;
this.updateClass(class_uuid);
});
/** Roll patch */
html.find(`img[id="system.class.patch.value"]`).click(ev => {
this.rollPatch(html)
});
/** Roll trinket */
html.find(`img[id="system.class.trinket.value"]`).click(ev => {
this.rollTrinket(html)
});
/** Roll loadout */
html.find(`img[id="system.class.loadout.value"]`).click(ev => {
this.rollLoadout(html)
});
/** Save and submit */
html.find(`div[id="submit"]`).click(ev => {
this.submit()
});
}
/**
* This method is called upon form submission after form data is validated
* @param event {Event} The initial triggering submission event
* @param formData {Object} The object of validated form data with which to update the object
* @private
*/
async _updateObject(event, formData) {
let data = {
"system.credits.value": formData["system.credits.value"],
"system.stats.strength.value": formData["system.stats.strength.value"] + (formData["system.stats.strength.bonus"] || 0),
"system.stats.speed.value": formData["system.stats.speed.value"] + (formData["system.stats.speed.bonus"] || 0),
"system.stats.intellect.value": formData["system.stats.intellect.value"] + (formData["system.stats.intellect.bonus"] || 0),
"system.stats.combat.value": formData["system.stats.combat.value"] + (formData["system.stats.combat.bonus"] || 0),
"system.health.value": formData["system.health.max"] + (formData["system.health.mod"] || 0),
"system.health.max": formData["system.health.max"] + (formData["system.health.mod"] || 0),
"system.stats.sanity.value": formData["system.stats.sanity.value"] + (formData["system.stats.sanity.bonus"] || 0),
"system.stats.fear.value": formData["system.stats.fear.value"] + (formData["system.stats.fear.bonus"] || 0),
"system.stats.body.value": formData["system.stats.body.value"] + (formData["system.stats.body.bonus"] || 0),
}
if (formData["system.stats.max_wounds.bonus"]) {
//max_wounds represent the bonus, so an android get 1 fro a total of 3 (2+1),
data["system.hits.max"] = 2 + parseInt(formData["system.stats.max_wounds.bonus"]);
}
else {
data["system.hits.max"] = 2;
}
if (formData["name"]) {
data["name"] = formData["name"];
}
if (formData["system.class.value"]) {
data["system.class.value"] = formData["system.class.value"];
data["system.class.uuid"] = formData["system.class.uuid"];
data["system.other.stressdesc.value"] = formData["system.class.traumaresponse"];
}
/*
ChatMessage.create({content:`Character Rolls<br />
STATS<br />
Strength: ${data["system.stats.strength.value"]} = ${formData["system.stats.strength.value"]}+${formData["system.stats.strength.bonus"]}<br />
Speed: ${data["system.stats.speed.value"]} = ${formData["system.stats.speed.value"]}+${formData["system.stats.speed.bonus"]}<br />
Intellect: ${data["system.stats.intellect.value"]} = ${formData["system.stats.intellect.value"]}+${formData["system.stats.intellect.bonus"]}<br />
Combat: ${data["system.stats.combat.value"]} = ${formData["system.stats.combat.value"]}+${formData["system.stats.combat.bonus"]}<br />
SAVES<br />
Sanity: ${data["system.stats.sanity.value"]} = ${formData["system.stats.sanity.value"]}+${formData["system.stats.sanity.bonus"]}<br />
Fear: ${data["system.stats.fear.value"]} = ${formData["system.stats.fear.value"]}+${formData["system.stats.fear.bonus"]}<br />
Body: ${data["system.stats.body.value"]} = ${formData["system.stats.body.value"]}+${formData["system.stats.body.bonus"]}<br />
<br />
Health: ${data["system.health.max"]}<br/>
Extra wounds: ${formData["system.stats.max_wounds.bonus"]}<br/>
Credits: ${data["system.credits.value"]} <br />
<br />
Trinket roll: <br />
Patch roll: <br />
Loadout roll <br />`});
*/
if (formData["system.removepreviousitems"]) {
let itemTypesToDelete = ["item", "armor", "weapon", "skill", "condition"];
let itemsToDelete = this.object.items.filter(item => itemTypesToDelete.includes(item.type));
await this.object.deleteEmbeddedDocuments("Item", itemsToDelete.map(item => item.id));
}
if (formData["system.class.loadout.uuid"]) {
let loadoutItems = formData["system.class.loadout.uuid"].split(",");
for (var i = 0; i < loadoutItems.length; i++) {
await this.object.modifyItem(loadoutItems[i], 1);
}
}
if (formData["system.class.patch.uuid"]) {
await this.object.modifyItem(formData["system.class.patch.uuid"], 1);
}
if (formData["system.class.trinket.uuid"]) {
await this.object.modifyItem(formData["system.class.trinket.uuid"], 1);
}
if (formData["system.class.skills.uuid"]) {
let skillsItems = formData["system.class.skills.uuid"].split(",");
for (var i = 0; i < skillsItems.length; i++) {
await this.object.modifyItem(skillsItems[i], 1);
}
}
this.object.update(data);
}
}