Super VJ Update

This commit is contained in:
Kakeman89 2020-09-11 17:11:11 -04:00
parent 442212bdea
commit 1983b74bde
59 changed files with 4640 additions and 2462 deletions

View file

@ -1,11 +1,11 @@
import { ActorSheet5e } from "./base.js";
import ActorSheet5e from "./base.js";
/**
* An Actor sheet for player character type actors in the SW5E system.
* Extends the base ActorSheet5e class.
* @type {ActorSheet5e}
*/
export class ActorSheet5eCharacter extends ActorSheet5e {
export default class ActorSheet5eCharacter extends ActorSheet5e {
/**
* Define default rendering options for the NPC sheet
@ -14,24 +14,11 @@ export class ActorSheet5eCharacter extends ActorSheet5e {
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "character"],
width: 672,
width: 720,
height: 736
});
}
/* -------------------------------------------- */
/* Rendering */
/* -------------------------------------------- */
/**
* Get the correct HTML template path to use for rendering this particular sheet
* @type {String}
*/
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/limited-sheet.html";
return "systems/sw5e/templates/actors/character-sheet.html";
}
/* -------------------------------------------- */
/**
@ -57,6 +44,7 @@ export class ActorSheet5eCharacter extends ActorSheet5e {
// Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
// Return data for rendering
return sheetData;
@ -80,13 +68,12 @@ export class ActorSheet5eCharacter extends ActorSheet5e {
loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
};
// Partition items by category
let [items, powers, feats, classes, species] = data.items.reduce((arr, item) => {
// Item details
item.img = item.img || DEFAULT_TOKEN;
item.isStack = item.data.quantity ? item.data.quantity > 1 : false;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
// Item usage
item.hasUses = item.data.uses && (item.data.uses.max > 0);
@ -101,7 +88,7 @@ export class ActorSheet5eCharacter extends ActorSheet5e {
if ( item.type === "power" ) arr[1].push(item);
else if ( item.type === "feat" ) arr[2].push(item);
else if ( item.type === "class" ) arr[3].push(item);
else if ( item.type === "species" ) arr[4].push(item);
else if ( item.type === "species" ) arr[4].push(item);
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
return arr;
}, [[], [], [], [], []]);
@ -111,27 +98,24 @@ export class ActorSheet5eCharacter extends ActorSheet5e {
powers = this._filterItems(powers, this._filters.powerbook);
feats = this._filterItems(feats, this._filters.features);
// Organize items
for ( let i of items ) {
i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0;
i.totalWeight = Math.round(i.data.quantity * i.data.weight * 10) / 10;
inventory[i.type].items.push(i);
}
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
const powerbook = this._preparePowerbook(data, powers);
const nPrepared = powers.filter(s => {
return (s.data.level > 0) && (s.data.preparation.mode === "prepared") && s.data.preparation.prepared;
}).length;
// Organize Inventory
let totalWeight = 0;
for ( let i of items ) {
i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0;
i.totalWeight = Math.round(i.data.quantity * i.data.weight * 10) / 10;
inventory[i.type].items.push(i);
totalWeight += i.totalWeight;
}
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
// Organize Features
const features = {
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true},
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true},
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
};
@ -141,7 +125,7 @@ export class ActorSheet5eCharacter extends ActorSheet5e {
}
classes.sort((a, b) => b.levels - a.levels);
features.classes.items = classes;
features.species.items = species;
features.species.items = species;
// Assign and return
data.inventory = Object.values(inventory);
@ -174,51 +158,6 @@ export class ActorSheet5eCharacter extends ActorSheet5e {
}
}
/* -------------------------------------------- */
/**
* Compute the level and percentage of encumbrance for an Actor.
*
* Optionally include the weight of carried currency across all denominations by applying the standard rule
* from the PHB pg. 143
*
* @param {Number} totalWeight The cumulative item weight from inventory items
* @param {Object} actorData The data object for the Actor being rendered
* @return {Object} An object describing the character's encumbrance level
* @private
*/
_computeEncumbrance(totalWeight, actorData) {
// Encumbrance classes
let mod = {
tiny: 0.5,
sm: 1,
med: 1,
lg: 2,
huge: 4,
grg: 8
}[actorData.data.traits.size] || 1;
// Apply Powerful Build feat
if ( this.actor.getFlag("sw5e", "powerfulBuild") ) mod = Math.min(mod * 2, 8);
// Add Currency Weight
if ( game.settings.get("sw5e", "currencyWeight") ) {
const currency = actorData.data.currency;
const numCoins = Object.values(currency).reduce((val, denom) => val += denom, 0);
totalWeight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
}
// Compute Encumbrance percentage
const enc = {
max: actorData.data.abilities.str.value * CONFIG.SW5E.encumbrance.strMultiplier * mod,
value: Math.round(totalWeight * 10) / 10,
};
enc.pct = Math.min(enc.value * 100 / enc.max, 99);
enc.encumbered = enc.pct > (2/3);
return enc;
}
/* -------------------------------------------- */
/* Event Listeners and Handlers
/* -------------------------------------------- */