Updated to DND5e 1.3.2

Things unfinished:
 - Migration
 - The update adds new sections to the class sheet to allow some light customisation, this hasn't been included, but could be extended for the sake of dynamic classes with automatic class features and more
 - The French
 - The packs have not yet been updated, meaning due to the addition of a progression field to the class item, classes now don't set force or tech points
 - I updated the function calls in starships, but I didn't update it very thoroughly, it'll need checking
 - I only did a little testing
 - There has since been updates to DND5e that hasn't made it to release that patch bugs, those should be implemented
Things changed from base 5e:
 - Short rests and long rests were merged into one function, this needed some rewrites to account for force and tech points, and for printing the correct message
Extra Comments:
 - Unfinished code exists for automatic spell scrolls, this could be extended for single use force or tech powers
 - Weapon proficiencies probably need revising
 - Elven accuracy, halfling lucky, and reliable talent are present in the roll logic, this probably needs revising for sw5e
 - SW5e has a variant rule that permits force powers of any alignment to use either charisma or wisdom, that could be implemented
 - SW5e's version of gritty realism, [Longer Rests](https://sw5e.com/rules/variantRules/Longer%20Rests) differs from base dnd, this could be implemented
 - Extra ideas I've had while looking through the code can be found in Todos next to the ideas relevant context
This commit is contained in:
Jacob Lucas 2021-06-01 01:55:14 +01:00
parent aa07380c57
commit 2a7e1c419e
72 changed files with 3107 additions and 1359 deletions

View file

@ -44,7 +44,7 @@ export default class AbilityUseDialog extends Dialog {
consumePowerSlot: false,
consumeRecharge: recharges,
consumeResource: !!itemData.consume.target,
consumeUses: uses.max,
consumeUses: uses.per && (uses.max > 0),
canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: []
@ -169,7 +169,7 @@ export default class AbilityUseDialog extends Dialog {
}));
// Merge power casting data
return mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
return foundry.utils.mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
}
/* -------------------------------------------- */
@ -219,10 +219,4 @@ export default class AbilityUseDialog extends Dialog {
});
}
}
/* -------------------------------------------- */
static _handleSubmit(formData, item) {
}
}

View file

@ -1,11 +1,10 @@
/**
* An application class which provides advanced configuration for special character flags which modify an Actor
* @implements {BaseEntitySheet}
* @extends {DocumentSheet}
*/
export default class ActorSheetFlags extends BaseEntitySheet {
export default class ActorSheetFlags extends DocumentSheet {
static get defaultOptions() {
const options = super.defaultOptions;
return mergeObject(options, {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "actor-flags",
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/actor-flags.html",
@ -27,6 +26,7 @@ export default class ActorSheetFlags extends BaseEntitySheet {
getData() {
const data = {};
data.actor = this.object;
data.classes = this._getClasses();
data.flags = this._getFlags();
data.bonuses = this._getBonuses();
return data;
@ -34,17 +34,33 @@ export default class ActorSheetFlags extends BaseEntitySheet {
/* -------------------------------------------- */
/**
* Prepare an object of sorted classes.
* @return {object}
* @private
*/
_getClasses() {
const classes = this.object.items.filter(i => i.type === "class");
return classes.sort((a, b) => a.name.localeCompare(b.name)).reduce((obj, i) => {
obj[i.id] = i.name;
return obj;
}, {});
}
/* -------------------------------------------- */
/**
* Prepare an object of flags data which groups flags by section
* Add some additional data for rendering
* @return {object}
* @private
*/
_getFlags() {
const flags = {};
const baseData = this.entity._data;
const baseData = this.document.toJSON();
for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) {
if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {};
let flag = duplicate(v);
let flag = foundry.utils.deepClone(v);
flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty('choices');

110
module/apps/actor-type.js Normal file
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@ -0,0 +1,110 @@
import Actor5e from "../actor/entity.js";
/**
* A specialized form used to select from a checklist of attributes, traits, or properties
* @extends {FormApplication}
*/
export default class ActorTypeConfig extends FormApplication {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e", "actor-type", "trait-selector"],
template: "systems/sw5e/templates/apps/actor-type.html",
title: "SW5E.CreatureTypeTitle",
width: 280,
height: "auto",
choices: {},
allowCustom: true,
minimum: 0,
maximum: null
});
}
/* -------------------------------------------- */
/** @override */
get id() {
return `actor-type-${this.object.id}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
// Get current value or new default
let attr = foundry.utils.getProperty(this.object.data.data, 'details.type');
if ( foundry.utils.getType(attr) !== "Object" ) attr = {
value: (attr in CONFIG.SW5E.creatureTypes) ? attr : "humanoid",
subtype: "",
swarm: "",
custom: ""
};
// Populate choices
const types = {};
for ( let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes) ) {
types[k] = {
label: game.i18n.localize(v),
chosen: attr.value === k
}
}
// Return data for rendering
return {
types: types,
custom: {
value: attr.custom,
label: game.i18n.localize("SW5E.CreatureTypeSelectorCustom"),
chosen: attr.value === "custom"
},
subtype: attr.subtype,
swarm: attr.swarm,
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes)).reverse().reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {}),
preview: Actor5e.formatCreatureType(attr) || ""
}
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const typeObject = foundry.utils.expandObject(formData);
return this.object.update({ 'data.details.type': typeObject });
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
html.find("input[name='custom']").focusin(this._onCustomFieldFocused.bind(this));
}
/* -------------------------------------------- */
/** @inheritdoc */
_onChangeInput(event) {
super._onChangeInput(event);
const typeObject = foundry.utils.expandObject(this._getSubmitData());
this.form["preview"].value = Actor5e.formatCreatureType(typeObject) || "—";
}
/* -------------------------------------------- */
/**
* Select the custom radio button when the custom text field is focused.
* @param {FocusEvent} event The original focusin event
* @private
*/
_onCustomFieldFocused(event) {
this.form.querySelector("input[name='value'][value='custom']").checked = true;
this._onChangeInput(event);
}
}

View file

@ -0,0 +1,91 @@
/**
* A simple form to set actor hit dice amounts
* @implements {DocumentSheet}
*/
export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e", "hd-config", "dialog"],
template: "systems/sw5e/templates/apps/hit-dice-config.html",
width: 360,
height: "auto"
});
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize("SW5E.HitDiceConfig")}: ${this.object.name}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
return {
classes: this.object.items.reduce((classes, item) => {
if (item.data.type === "class") {
// Add the appropriate data only if this item is a "class"
classes.push({
classItemId: item.data._id,
name: item.data.name,
diceDenom: item.data.data.hitDice,
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
maxHitDice: item.data.data.levels,
canRoll: (item.data.data.levels - item.data.data.hitDiceUsed) > 0
});
}
return classes;
}, []).sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
};
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Hook up -/+ buttons to adjust the current value in the form
html.find("button.increment,button.decrement").click(event => {
const button = event.currentTarget;
const current = button.parentElement.querySelector(".current");
const max = button.parentElement.querySelector(".max");
const direction = button.classList.contains("increment") ? 1 : -1;
current.value = Math.clamped(parseInt(current.value) + direction, 0, parseInt(max.value));
});
html.find("button.roll-hd").click(this._onRollHitDie.bind(this));
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const actorItems = this.object.items;
const classUpdates = Object.entries(formData).map(([id, hd]) => ({
_id: id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd,
}));
return this.object.updateEmbeddedDocuments("Item", classUpdates);
}
/* -------------------------------------------- */
/**
* Rolls the hit die corresponding with the class row containing the event's target button.
* @param {MouseEvent} event
* @private
*/
async _onRollHitDie(event) {
event.preventDefault();
const button = event.currentTarget;
await this.object.rollHitDie(button.dataset.hdDenom);
// Re-render dialog to reflect changed hit dice quantities
this.render();
}
}

View file

@ -46,11 +46,9 @@ export default class LongRestDialog extends Dialog {
icon: '<i class="fas fa-bed"></i>',
label: "Rest",
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "normal")
let newDay = true;
if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
else if(game.settings.get("sw5e", "restVariant") === "gritty")
newDay = true;
resolve(newDay);
}
},

View file

@ -1,12 +1,12 @@
/**
* A simple form to set actor movement speeds
* @implements {BaseEntitySheet}
* @extends {DocumentSheet}
*/
export default class ActorMovementConfig extends BaseEntitySheet {
export default class ActorMovementConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/movement-config.html",
width: 300,
@ -18,17 +18,18 @@ export default class ActorMovementConfig extends BaseEntitySheet {
/** @override */
get title() {
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.entity.name}`;
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {};
const data = {
movement: duplicate(this.entity._data.data.attributes.movement),
movement: foundry.utils.deepClone(sourceMovement),
units: CONFIG.SW5E.movementUnits
}
};
for ( let [k, v] of Object.entries(data.movement) ) {
if ( ["units", "hover"].includes(k) ) continue;
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;

View file

@ -0,0 +1,68 @@
/**
* A Dialog to prompt the user to select from a list of items.
* @type {Dialog}
*/
export default class SelectItemsPrompt extends Dialog {
constructor(items, dialogData={}, options={}) {
super(dialogData, options);
this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"];
/**
* Store a reference to the Item entities being used
* @type {Array<Item5e>}
*/
this.items = items;
}
activateListeners(html) {
super.activateListeners(html);
// render the item's sheet if its image is clicked
html.on('click', '.item-image', (event) => {
const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId);
item?.sheet.render(true);
})
}
/**
* A constructor function which displays the AddItemPrompt app for a given Actor and Item set.
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
* @param {Array<Item5e>} items
* @param {Object} options
* @param {string} options.hint - Localized hint to display at the top of the prompt
* @return {Promise<string[]>} - list of item ids which the user has selected
*/
static async create(items, {
hint
}) {
// Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint});
return new Promise((resolve) => {
const dlg = new this(items, {
title: game.i18n.localize('SW5E.SelectItemsPromptTitle'),
content: html,
buttons: {
apply: {
icon: `<i class="fas fa-user-plus"></i>`,
label: game.i18n.localize('SW5E.Apply'),
callback: html => {
const fd = new FormDataExtended(html[0].querySelector("form")).toObject();
const selectedIds = Object.keys(fd).filter(itemId => fd[itemId]);
resolve(selectedIds);
}
},
cancel: {
icon: '<i class="fas fa-forward"></i>',
label: game.i18n.localize('SW5E.Skip'),
callback: () => resolve([])
}
},
default: "apply",
close: () => resolve([])
});
dlg.render(true);
});
}
}

View file

@ -1,12 +1,12 @@
/**
* A simple form to set actor movement speeds
* @implements {BaseEntitySheet}
* @extends {DocumentSheet}
*/
export default class ActorSensesConfig extends BaseEntitySheet {
export default class ActorSensesConfig extends DocumentSheet {
/** @override */
/** @inheritdoc */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/senses-config.html",
width: 300,
@ -16,16 +16,16 @@ export default class ActorSensesConfig extends BaseEntitySheet {
/* -------------------------------------------- */
/** @override */
/** @inheritdoc */
get title() {
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.entity.name}`;
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @override */
/** @inheritdoc */
getData(options) {
const senses = this.entity._data.data.attributes?.senses ?? {};
const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {};
const data = {
senses: {},
special: senses.special ?? "",

View file

@ -40,7 +40,7 @@ export default class ShortRestDialog extends Dialog {
// Determine Hit Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => {
if ( item.type === "class" ) {
const d = item.data;
const d = item.data.data;
const denom = d.hitDice || "d6";
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available;

View file

@ -1,14 +1,14 @@
/**
* A specialized form used to select from a checklist of attributes, traits, or properties
* @implements {FormApplication}
* @extends {DocumentSheet}
*/
export default class TraitSelector extends FormApplication {
export default class TraitSelector extends DocumentSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
id: "trait-selector",
classes: ["sw5e"],
/** @inheritDoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "trait-selector",
classes: ["sw5e", "trait-selector", "subconfig"],
title: "Actor Trait Selection",
template: "systems/sw5e/templates/apps/trait-selector.html",
width: 320,
@ -16,7 +16,9 @@ export default class TraitSelector extends FormApplication {
choices: {},
allowCustom: true,
minimum: 0,
maximum: null
maximum: null,
valueKey: "value",
customKey: "custom"
});
}
@ -24,7 +26,7 @@ export default class TraitSelector extends FormApplication {
/**
* Return a reference to the target attribute
* @type {String}
* @type {string}
*/
get attribute() {
return this.options.name;
@ -34,52 +36,50 @@ export default class TraitSelector extends FormApplication {
/** @override */
getData() {
// Get current values
let attr = getProperty(this.object._data, this.attribute);
if ( getType(attr) !== "Object" ) attr = {value: [], custom: ""};
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
const o = this.options;
const value = (o.valueKey) ? attr[o.valueKey] ?? [] : attr;
const custom = (o.customKey) ? attr[o.customKey] ?? "" : "";
// Populate choices
const choices = duplicate(this.options.choices);
for ( let [k, v] of Object.entries(choices) ) {
choices[k] = {
label: v,
chosen: attr ? attr.value.includes(k) : false
}
}
const choices = Object.entries(o.choices).reduce((obj, e) => {
let [k, v] = e;
obj[k] = { label: v, chosen: attr ? value.includes(k) : false };
return obj;
}, {})
// Return data
return {
allowCustom: this.options.allowCustom,
choices: choices,
custom: attr ? attr.custom : ""
allowCustom: o.allowCustom,
choices: choices,
custom: custom
}
}
/* -------------------------------------------- */
/** @override */
_updateObject(event, formData) {
const updateData = {};
async _updateObject(event, formData) {
const o = this.options;
// Obtain choices
const chosen = [];
for ( let [k, v] of Object.entries(formData) ) {
if ( (k !== "custom") && v ) chosen.push(k);
}
updateData[`${this.attribute}.value`] = chosen;
// Object including custom data
const updateData = {};
if ( o.valueKey ) updateData[`${this.attribute}.${o.valueKey}`] = chosen;
else updateData[this.attribute] = chosen;
if ( o.allowCustom ) updateData[`${this.attribute}.${o.customKey}`] = formData.custom;
// Validate the number chosen
if ( this.options.minimum && (chosen.length < this.options.minimum) ) {
return ui.notifications.error(`You must choose at least ${this.options.minimum} options`);
if ( o.minimum && (chosen.length < o.minimum) ) {
return ui.notifications.error(`You must choose at least ${o.minimum} options`);
}
if ( this.options.maximum && (chosen.length > this.options.maximum) ) {
return ui.notifications.error(`You may choose no more than ${this.options.maximum} options`);
}
// Include custom
if ( this.options.allowCustom ) {
updateData[`${this.attribute}.custom`] = formData.custom;
if ( o.maximum && (chosen.length > o.maximum) ) {
return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
}
// Update the object