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

662 lines
22 KiB
JavaScript

import { DLActorGenerator } from "../windows/actor-generator.js";
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
/** @override */
static get defaultOptions() {
var options = {
classes: ["mosh", "sheet", "actor", "character"],
template: "systems/mosh/templates/actor/actor-sheet.html",
width: 820,
height: 820,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "character" }]
}
return foundry.utils.mergeObject(super.defaultOptions, options);
}
/* -------------------------------------------- */
/** @override */
async getData() {
const data = await super.getData();
data.dtypes = ["String", "Number", "Boolean"];
const superData = data.data.system;
for (let attr of Object.values(data.data.system.attributes)) {
attr.isCheckbox = attr.dtype === "Boolean";
}
// Prepare items.
if (this.actor.type == 'character') {
this._prepareCharacterItems(data);
}
if (data.data.system.settings == null) {
data.data.system.settings = {};
}
data.data.system.settings.useCalm = game.settings.get("mosh", "useCalm");
data.data.system.settings.hideWeight = game.settings.get("mosh", "hideWeight");
data.data.system.settings.firstEdition = game.settings.get("mosh", "firstEdition");
data.data.system.settings.androidPanic = game.settings.get("mosh", "androidPanic");
data.data.enriched = [];
data.data.enriched.notes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(superData.notes, {async: true});
data.data.enriched.biography = await foundry.applications.ux.TextEditor.implementation.enrichHTML(superData.biography, {async: true});
//SKILL XP BUTTONS
superData.xp.html = '';
if (superData.xp.html == '') {
for (let i = 1; i <= 15; i++) {
if (i > superData.xp.value) {
if (i % 5) {
superData.xp.html += '<div class="circle"></div>';
}
else { //If a special one
let trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -54px;">Trained</div>';
if (i == 10) trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -50px;">Expert</div>';
else if (i == 15) trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -52px;">Master</div>';
superData.xp.html += '<div class="circle" style="background:rgb(200,200,200);">' + trainLevel + '</div>';
}
}
else {
if (i % 5) {
superData.xp.html += '<div class="circle-f"></div>';
}
else { //If a special one
let trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -54px; color:black;">Trained</div>';
if (i == 10) trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -50px; color:black;">Expert</div>';
else if (i == 15) trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -52px; color:black;">Master</div>';
superData.xp.html += '<div class="circle-f" style="background:black;">' + trainLevel + '</div>';
}
}
}
}
//END SKILL XP
return data.data;
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCharacterItems(sheetData) {
const actorData = sheetData.data;
//console.log(sheetData);
///console.log("sheetdata Above");
// Initialize containers.
const gear = [];
const skills = [];
const weapons = [];
const armors = [];
const conditions = [];
let curWeight = 0;
// Iterate through items, allocating to containers
// let totalWeight = 0;
for (let i of sheetData.items) {
let item = i.system;
i.img = i.img || DEFAULT_TOKEN;
if (i.type === 'item') {
gear.push(i);
curWeight += item.weight * item.quantity;
} else if (i.type === 'skill') {
skills.push(i);
} else if (i.type === 'armor') {
armors.push(i);
curWeight += item.weight;
} else if (i.type === 'weapon') {
//We need to update this from the old system.
if (item.ranges.value == "" && item.ranges.medium > 0) {
item.ranges.value = item.ranges.short + "/" + item.ranges.medium + "/" + item.ranges.long;
item.ranges.medium = 0;
}
weapons.push(i);
curWeight += item.weight;
} else if (i.type === 'condition') {
// We'll handle the pip html here.
if (item.treatment == null) {
item.treatment = {
"value": 0,
"html": ""
};
}
let pipHtml = "";
for (let i = 0; i < 3; i++) {
if (i < item.treatment.value) {
pipHtml += '<i class="fas fa-circle"></i>';
}
else {
pipHtml += '<i class="far fa-circle"></i>';
}
}
item.treatment.html = pipHtml;
conditions.push(i);
}
}
if (actorData.system.weight == undefined) {
actorData.system.weight = {
"current": 0,
"capacity": 0
};
}
if (actorData.system.credits == undefined) {
actorData.system.credits = {
"value": 0,
};
}
actorData.system.weight.capacity = Math.ceil((actorData.system.stats.strength.value / 10)); //Removed a +3 here because I misunderstood some Traaa.sh stuff. This whole thing can probably be ripped out tbh.
actorData.system.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;
actorData.conditions = conditions;
}
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
html.on('mousedown', '.char-pip-button', ev => {
const div = $(ev.currentTarget);
const targetName = div.data("key");
let amount = this.actor.system.xp.value;
let newAmount = amount;
let max = div.data("max");
let min = div.data("min");
if (event.button == 0) {
if (amount < max) {
newAmount = Number(amount) + 1;
}
} else if (event.button == 2) {
if (amount > min) {
newAmount = Number(amount) - 1;
}
}
this.actor.update({'system.xp.value': newAmount});
});
html.on('mousedown', '.treatment-button', ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
let amount = item.system.treatment.value;
if (event.button == 0) {
if (amount < 3) {
item.system.treatment.value = Number(amount) + 1;
}
} else if (event.button == 2) {
if (amount > 0) {
item.system.treatment.value = Number(amount) - 1;
}
}
this.actor.updateEmbeddedDocuments('Item', [item]);
});
// Update Inventory Item
html.find('.item-equip').click(ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
item.system.equipped = !item.system.equipped;
this.actor.updateEmbeddedDocuments('Item', [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.getEmbeddedDocument("Item", li.data("itemId"));
item.sheet.render({force: true});
});
//Quantity adjuster
html.on('mousedown', '.item-quantity', ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
let amount = item.system.quantity;
if (event.button == 0) {
item.system.quantity = Number(amount) + 1;
} else if (event.button == 2) {
item.system.quantity = Number(amount) - 1;
}
this.actor.updateEmbeddedDocuments('Item', [item]);
});
//Severity adjuster
html.on('mousedown', '.severity', ev => {
const li = ev.currentTarget.closest(".item");
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
let amount = item.system.severity;
if (event.button == 0) {
item.system.severity = Number(amount) + 1;
} else if (event.button == 2 && amount > 0) {
item.system.severity = Number(amount) - 1;
}
this.actor.updateEmbeddedDocuments('Item', [item]);
});
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
this.actor.deleteEmbeddedDocuments("Item", [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 li = $(ev.currentTarget).parents(".item");
const skill = this.actor.getEmbeddedDocument("Item", li.data("itemId"));
skill.sheet.render({force: true});
});
//Weapons
// Add Inventory Item
html.find('.weapon-create').click(this._onItemCreate.bind(this));
// Update Inventory Item
html.find('.weapon-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const weapon = this.actor.getEmbeddedDocument("Item", li.data("itemId"));
weapon.sheet.render({force: true});
});
// Rollable Attribute
html.find('.stat-roll').click(ev => {
const div = $(ev.currentTarget);
const statName = div.data("key");
this.actor.rollCheck(null, 'low', statName, null, null, null);
});
// Rollable Skill
html.find('.skill-roll').click(ev => {
const li = event.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
this.actor.rollCheck(null, null, null, item.name, item.system.bonus, null);
});
// Rollable Weapon
html.find('.weapon-roll').click(ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
this.actor.rollCheck(null, 'low', 'combat', null, null, item);
});
// Rollable Damage
html.find('.dmg-roll').click(ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
this.actor.rollCheck(null, null, 'damage', null, null, item);
});
// 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
});
});
//increase ammo
html.on('mousedown', '.weapon-ammo', ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
let amount = item.system.ammo;
if (event.button == 0) {
if (amount >= 0) {
item.system.ammo = Number(amount) + 1;
}
} else if (event.button == 2) {
if (amount > 0) {
item.system.ammo = Number(amount) - 1;
}
}
this.actor.updateEmbeddedDocuments('Item', [item]);
});
//increase shots
html.on('mousedown', '.weapon-shots', ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
if (event.button == 0) {
if (item.system.curShots >= 0 && item.system.curShots < item.system.shots && item.system.ammo > 0) {
item.system.curShots = Number(item.system.curShots) + 1;
item.system.ammo = Number(item.system.ammo) - 1;
}
} else if (event.button == 2) {
if (item.system.curShots > 0) {
item.system.curShots = Number(item.system.curShots) - 1;
item.system.ammo = Number(item.system.ammo) + 1;
}
}
this.actor.updateEmbeddedDocuments('Item', [item]);
});
//Reload Shots
html.on('mousedown', '.weapon-reload', ev => {
const li = ev.currentTarget.closest(".item");
this.actor.reloadWeapon(li.dataset.itemId);
});
//increase oxygen
html.on('mousedown', '.armor-oxy', ev => {
const li = ev.currentTarget.closest(".item");
//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
var item;
if (game.release.generation >= 12) {
item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
} else {
item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
}
let amount = item.system.oxygenCurrent;
if (event.button == 0) {
if (amount < item.system.oxygenMax) {
item.system.oxygenCurrent = Number(amount) + 1;
}
} else if (event.button == 2) {
if (amount > 0) {
item.system.oxygenCurrent = Number(amount) - 1;
}
}
this.actor.updateEmbeddedDocuments('Item', [item]);
});
// Calm - Panic Check
html.find('.calm-roll').click(ev => {
//roll panic check
this.actor.rollTable('panicCheck', null, null, null, null, null, null);
});
// Stress - Panic Check
html.find('.stress-roll').click(ev => {
//roll panic check
this.actor.rollTable('panicCheck', null, null, null, null, null, null);
});
// Clicking on Armor
html.find('.armor-roll').click(ev => {
//roll panic check
this.actor.chooseCover();
});
// Drag events for macros.
if (this.actor.isOwner) {
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.
var data;
if (game.release.generation >= 12) {
data = foundry.utils.duplicate(header.dataset);
} else {
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.createEmbeddedDocuments("Item", [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.
var data;
if (game.release.generation >= 12) {
data = foundry.utils.duplicate(header.dataset);
} else {
data = duplicate(header.dataset);
}
//const data = duplicate(header.dataset);
// Initialize a default name.
const name = `New Skill`;
// Prepare the item object.
const itemData = {
name: name,
type: type,
system: data
};
let d = new foundry.applications.api.DialogV2({
window: {title: `New Skill`},
classes: ["macro-popup-dialog"],
content: "<h2> Name </h2>\
<input type='text' id='name' name='name' value='New Skill'>\
<h2> Rank </h2> <select style='margin-bottom:10px;'name='rank' id='rank'>\
<option value='Trained'>Trained</option>\
<option value='Expert'>Expert</option>\
<option value='Master'>Master</option></select> <br/>",
buttons: [
{
icon: 'fas fa-check',
action: "create",
label: "Create",
callback: (event, button, dialog) => {
var rank = button.form.querySelector('[id=\"rank\"]')?.value;
if (rank == "Trained")
itemData.system.bonus = 10;
if (rank == "Expert")
itemData.system.bonus = 15;
if (rank == "Master")
itemData.system.bonus = 20;
itemData.system.rank = rank;
itemData.name = button.form.querySelector('[id=\"name\"]')?.value
this.actor.createEmbeddedDocuments("Item", [itemData]);
}
},
{
icon: 'fas fa-times',
action: "cancel",
label: "Cancel",
callback: () => { }
}
],
default: "roll",
close: () => { }
});
d.render({force: true});
// Finally, create the item!
return;
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
const element = event.currentTarget;
const dataset = element.dataset;
if (dataset.roll) {
let roll = new Roll(dataset.roll, this.actor.system);
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;
var updateData;
if (game.release.generation >= 12) {
updateData = foundry.utils.expandObject(formData);
} else {
updateData = expandObject(formData);
}
await actor.update(updateData, {
diff: false
});
}
/**
* Extend and override the sheet header buttons
* @override
*/
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
const canConfigure = game.user.isGM || this.actor.isOwner;
if (this.options.editable && canConfigure) {
buttons = [{
label: game.i18n.localize("Mosh.CharacterGenerator.name"),
class: 'configure-actor',
icon: 'fas fa-cogs',
onclick: (ev) => this._onConfigureCreature(ev),
},].concat(buttons);
}
return buttons;
}
_onConfigureCreature(event) {
event.preventDefault();
new DLActorGenerator(this.actor, {
top: this.position.top + 40,
left: this.position.left + (this.position.width - 400) / 2
}).render({force: true});
}
}