forked from GitHub-Mirrors/foundry-sw5e
Formatted js files
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@ -7,295 +7,362 @@ import Actor5e from "../../entity.js";
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* @type {ActorSheet5e}
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*/
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export default class ActorSheet5eCharacter extends ActorSheet5e {
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/**
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* Define default rendering options for the NPC sheet
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* @return {Object}
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*/
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["sw5e", "sheet", "actor", "character"],
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width: 720,
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height: 736
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});
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}
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/**
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* Define default rendering options for the NPC sheet
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* @return {Object}
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*/
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["sw5e", "sheet", "actor", "character"],
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width: 720,
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height: 736
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});
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/**
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* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
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*/
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getData() {
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const sheetData = super.getData();
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/**
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* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
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*/
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getData() {
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const sheetData = super.getData();
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// Temporary HP
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let hp = sheetData.data.attributes.hp;
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if (hp.temp === 0) delete hp.temp;
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if (hp.tempmax === 0) delete hp.tempmax;
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// Temporary HP
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let hp = sheetData.data.attributes.hp;
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if (hp.temp === 0) delete hp.temp;
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if (hp.tempmax === 0) delete hp.tempmax;
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// Resources
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sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
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const res = sheetData.data.resources[r] || {};
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res.name = r;
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res.placeholder = game.i18n.localize("SW5E.Resource" + r.titleCase());
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if (res && res.value === 0) delete res.value;
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if (res && res.max === 0) delete res.max;
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return arr.concat([res]);
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}, []);
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// Resources
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sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
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const res = sheetData.data.resources[r] || {};
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res.name = r;
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res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase());
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if (res && res.value === 0) delete res.value;
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if (res && res.max === 0) delete res.max;
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return arr.concat([res]);
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}, []);
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// Experience Tracking
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sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
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sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", ");
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sheetData["multiclassLabels"] = this.actor.itemTypes.class
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.map((c) => {
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return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
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})
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.join(", ");
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// Experience Tracking
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sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
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sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
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sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
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return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
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}).join(', ');
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// Return data for rendering
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return sheetData;
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}
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// Return data for rendering
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return sheetData;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/**
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* Organize and classify Owned Items for Character sheets
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* @private
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*/
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_prepareItems(data) {
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// Categorize items as inventory, powerbook, features, and classes
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const inventory = {
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weapon: {label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"}},
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equipment: {label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"}},
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consumable: {label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"}},
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tool: {label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"}},
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backpack: {label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"}},
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loot: {label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"}}
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};
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/**
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* Organize and classify Owned Items for Character sheets
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* @private
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*/
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_prepareItems(data) {
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// Partition items by category
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let [
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items,
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powers,
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feats,
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classes,
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species,
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archetypes,
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classfeatures,
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backgrounds,
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fightingstyles,
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fightingmasteries,
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lightsaberforms
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] = data.items.reduce(
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(arr, item) => {
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// Item details
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item.img = item.img || CONST.DEFAULT_TOKEN;
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item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
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item.attunement = {
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[CONFIG.SW5E.attunementTypes.REQUIRED]: {
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icon: "fa-sun",
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cls: "not-attuned",
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title: "SW5E.AttunementRequired"
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},
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[CONFIG.SW5E.attunementTypes.ATTUNED]: {
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icon: "fa-sun",
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cls: "attuned",
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title: "SW5E.AttunementAttuned"
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}
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}[item.data.attunement];
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// Categorize items as inventory, powerbook, features, and classes
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const inventory = {
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weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
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equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} },
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consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} },
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tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} },
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backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} },
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loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
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};
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// Item usage
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item.hasUses = item.data.uses && item.data.uses.max > 0;
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item.isOnCooldown =
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item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
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item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
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item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
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// Partition items by category
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let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
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// Item toggle state
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this._prepareItemToggleState(item);
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// Item details
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item.img = item.img || CONST.DEFAULT_TOKEN;
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item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
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item.attunement = {
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[CONFIG.SW5E.attunementTypes.REQUIRED]: {
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icon: "fa-sun",
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cls: "not-attuned",
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title: "SW5E.AttunementRequired"
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},
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[CONFIG.SW5E.attunementTypes.ATTUNED]: {
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icon: "fa-sun",
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cls: "attuned",
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title: "SW5E.AttunementAttuned"
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// Primary Class
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if (item.type === "class")
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item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
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// Classify items into types
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if (item.type === "power") arr[1].push(item);
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else if (item.type === "feat") arr[2].push(item);
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else if (item.type === "class") arr[3].push(item);
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else if (item.type === "species") arr[4].push(item);
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else if (item.type === "archetype") arr[5].push(item);
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else if (item.type === "classfeature") arr[6].push(item);
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else if (item.type === "background") arr[7].push(item);
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else if (item.type === "fightingstyle") arr[8].push(item);
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else if (item.type === "fightingmastery") arr[9].push(item);
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else if (item.type === "lightsaberform") arr[10].push(item);
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else if (Object.keys(inventory).includes(item.type)) arr[0].push(item);
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return arr;
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},
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[[], [], [], [], [], [], [], [], [], [], []]
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);
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// Apply active item filters
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items = this._filterItems(items, this._filters.inventory);
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powers = this._filterItems(powers, this._filters.powerbook);
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feats = this._filterItems(feats, this._filters.features);
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// Organize items
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for (let i of items) {
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i.data.quantity = i.data.quantity || 0;
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i.data.weight = i.data.weight || 0;
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i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
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inventory[i.type].items.push(i);
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}
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}[item.data.attunement];
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// Item usage
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item.hasUses = item.data.uses && (item.data.uses.max > 0);
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item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
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item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
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item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
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// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
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const powerbook = this._preparePowerbook(data, powers);
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const nPrepared = powers.filter((s) => {
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return s.data.level > 0 && s.data.preparation.mode === "prepared" && s.data.preparation.prepared;
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}).length;
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// Item toggle state
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this._prepareItemToggleState(item);
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// Primary Class
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if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass );
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// Classify items into types
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if ( item.type === "power" ) arr[1].push(item);
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else if ( item.type === "feat" ) arr[2].push(item);
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else if ( item.type === "class" ) arr[3].push(item);
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else if ( item.type === "species" ) arr[4].push(item);
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else if ( item.type === "archetype" ) arr[5].push(item);
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else if ( item.type === "classfeature" ) arr[6].push(item);
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else if ( item.type === "background" ) arr[7].push(item);
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else if ( item.type === "fightingstyle" ) arr[8].push(item);
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else if ( item.type === "fightingmastery" ) arr[9].push(item);
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else if ( item.type === "lightsaberform" ) arr[10].push(item);
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else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
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return arr;
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}, [[], [], [], [], [], [], [], [], [], [], []]);
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// Apply active item filters
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items = this._filterItems(items, this._filters.inventory);
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powers = this._filterItems(powers, this._filters.powerbook);
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feats = this._filterItems(feats, this._filters.features);
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// Organize items
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for ( let i of items ) {
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i.data.quantity = i.data.quantity || 0;
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i.data.weight = i.data.weight || 0;
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i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
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inventory[i.type].items.push(i);
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}
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// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
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const powerbook = this._preparePowerbook(data, powers);
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const nPrepared = powers.filter(s => {
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return (s.data.level > 0) && (s.data.preparation.mode === "prepared") && s.data.preparation.prepared;
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}).length;
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// Organize Features
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const features = {
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classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
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classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true },
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archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true },
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species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true },
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background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true },
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fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true },
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fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true },
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lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true },
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active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
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passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
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};
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for ( let f of feats ) {
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if ( f.data.activation.type ) features.active.items.push(f);
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else features.passive.items.push(f);
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}
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classes.sort((a, b) => b.data.levels - a.data.levels);
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features.classes.items = classes;
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features.classfeatures.items = classfeatures;
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features.archetype.items = archetypes;
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features.species.items = species;
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features.background.items = backgrounds;
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features.fightingstyles.items = fightingstyles;
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features.fightingmasteries.items = fightingmasteries;
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features.lightsaberforms.items = lightsaberforms;
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// Assign and return
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data.inventory = Object.values(inventory);
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data.powerbook = powerbook;
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data.preparedPowers = nPrepared;
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data.features = Object.values(features);
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}
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/* -------------------------------------------- */
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/**
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* A helper method to establish the displayed preparation state for an item
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* @param {Item} item
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* @private
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*/
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_prepareItemToggleState(item) {
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if (item.type === "power") {
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const isAlways = getProperty(item.data, "preparation.mode") === "always";
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const isPrepared = getProperty(item.data, "preparation.prepared");
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item.toggleClass = isPrepared ? "active" : "";
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if ( isAlways ) item.toggleClass = "fixed";
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if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
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else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
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else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
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}
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else {
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const isActive = getProperty(item.data, "equipped");
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item.toggleClass = isActive ? "active" : "";
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item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
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}
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}
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/* -------------------------------------------- */
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/* Event Listeners and Handlers
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/* -------------------------------------------- */
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/**
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* Activate event listeners using the prepared sheet HTML
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* @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
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*/
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activateListeners(html) {
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super.activateListeners(html);
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if ( !this.isEditable ) return;
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// Item State Toggling
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html.find('.item-toggle').click(this._onToggleItem.bind(this));
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// Short and Long Rest
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html.find('.short-rest').click(this._onShortRest.bind(this));
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html.find('.long-rest').click(this._onLongRest.bind(this));
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// Rollable sheet actions
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html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
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}
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/* -------------------------------------------- */
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/**
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* Handle mouse click events for character sheet actions
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* @param {MouseEvent} event The originating click event
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* @private
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*/
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_onSheetAction(event) {
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event.preventDefault();
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const button = event.currentTarget;
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switch( button.dataset.action ) {
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case "rollDeathSave":
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return this.actor.rollDeathSave({event: event});
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case "rollInitiative":
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return this.actor.rollInitiative({createCombatants: true});
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}
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}
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/* -------------------------------------------- */
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/**
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* Handle toggling the state of an Owned Item within the Actor
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* @param {Event} event The triggering click event
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* @private
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*/
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_onToggleItem(event) {
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event.preventDefault();
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const itemId = event.currentTarget.closest(".item").dataset.itemId;
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const item = this.actor.items.get(itemId);
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const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
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return item.update({[attr]: !getProperty(item.data, attr)});
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}
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/* -------------------------------------------- */
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/**
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* Take a short rest, calling the relevant function on the Actor instance
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* @param {Event} event The triggering click event
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* @private
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*/
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async _onShortRest(event) {
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event.preventDefault();
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await this._onSubmit(event);
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return this.actor.shortRest();
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}
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/* -------------------------------------------- */
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/**
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* Take a long rest, calling the relevant function on the Actor instance
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* @param {Event} event The triggering click event
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* @private
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*/
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async _onLongRest(event) {
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event.preventDefault();
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await this._onSubmit(event);
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return this.actor.longRest();
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}
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/* -------------------------------------------- */
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/** @override */
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async _onDropItemCreate(itemData) {
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// Increment the number of class levels a character instead of creating a new item
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if ( itemData.type === "class" ) {
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const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
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let priorLevel = cls?.data.data.levels ?? 0;
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if ( !!cls ) {
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const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
|
||||
if ( next > priorLevel ) {
|
||||
itemData.levels = next;
|
||||
return cls.update({"data.levels": next});
|
||||
// Organize Features
|
||||
const features = {
|
||||
classes: {
|
||||
label: "SW5E.ItemTypeClassPl",
|
||||
items: [],
|
||||
hasActions: false,
|
||||
dataset: {type: "class"},
|
||||
isClass: true
|
||||
},
|
||||
classfeatures: {
|
||||
label: "SW5E.ItemTypeClassFeats",
|
||||
items: [],
|
||||
hasActions: true,
|
||||
dataset: {type: "classfeature"},
|
||||
isClassfeature: true
|
||||
},
|
||||
archetype: {
|
||||
label: "SW5E.ItemTypeArchetype",
|
||||
items: [],
|
||||
hasActions: false,
|
||||
dataset: {type: "archetype"},
|
||||
isArchetype: true
|
||||
},
|
||||
species: {
|
||||
label: "SW5E.ItemTypeSpecies",
|
||||
items: [],
|
||||
hasActions: false,
|
||||
dataset: {type: "species"},
|
||||
isSpecies: true
|
||||
},
|
||||
background: {
|
||||
label: "SW5E.ItemTypeBackground",
|
||||
items: [],
|
||||
hasActions: false,
|
||||
dataset: {type: "background"},
|
||||
isBackground: true
|
||||
},
|
||||
fightingstyles: {
|
||||
label: "SW5E.ItemTypeFightingStylePl",
|
||||
items: [],
|
||||
hasActions: false,
|
||||
dataset: {type: "fightingstyle"},
|
||||
isFightingstyle: true
|
||||
},
|
||||
fightingmasteries: {
|
||||
label: "SW5E.ItemTypeFightingMasteryPl",
|
||||
items: [],
|
||||
hasActions: false,
|
||||
dataset: {type: "fightingmastery"},
|
||||
isFightingmastery: true
|
||||
},
|
||||
lightsaberforms: {
|
||||
label: "SW5E.ItemTypeLightsaberFormPl",
|
||||
items: [],
|
||||
hasActions: false,
|
||||
dataset: {type: "lightsaberform"},
|
||||
isLightsaberform: true
|
||||
},
|
||||
active: {
|
||||
label: "SW5E.FeatureActive",
|
||||
items: [],
|
||||
hasActions: true,
|
||||
dataset: {"type": "feat", "activation.type": "action"}
|
||||
},
|
||||
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
|
||||
};
|
||||
for (let f of feats) {
|
||||
if (f.data.activation.type) features.active.items.push(f);
|
||||
else features.passive.items.push(f);
|
||||
}
|
||||
}
|
||||
classes.sort((a, b) => b.data.levels - a.data.levels);
|
||||
features.classes.items = classes;
|
||||
features.classfeatures.items = classfeatures;
|
||||
features.archetype.items = archetypes;
|
||||
features.species.items = species;
|
||||
features.background.items = backgrounds;
|
||||
features.fightingstyles.items = fightingstyles;
|
||||
features.fightingmasteries.items = fightingmasteries;
|
||||
features.lightsaberforms.items = lightsaberforms;
|
||||
|
||||
// Assign and return
|
||||
data.inventory = Object.values(inventory);
|
||||
data.powerbook = powerbook;
|
||||
data.preparedPowers = nPrepared;
|
||||
data.features = Object.values(features);
|
||||
}
|
||||
|
||||
// Default drop handling if levels were not added
|
||||
return super._onDropItemCreate(itemData);
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A helper method to establish the displayed preparation state for an item
|
||||
* @param {Item} item
|
||||
* @private
|
||||
*/
|
||||
_prepareItemToggleState(item) {
|
||||
if (item.type === "power") {
|
||||
const isAlways = getProperty(item.data, "preparation.mode") === "always";
|
||||
const isPrepared = getProperty(item.data, "preparation.prepared");
|
||||
item.toggleClass = isPrepared ? "active" : "";
|
||||
if (isAlways) item.toggleClass = "fixed";
|
||||
if (isAlways) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
|
||||
else if (isPrepared) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
|
||||
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
|
||||
} else {
|
||||
const isActive = getProperty(item.data, "equipped");
|
||||
item.toggleClass = isActive ? "active" : "";
|
||||
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Activate event listeners using the prepared sheet HTML
|
||||
* @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
|
||||
*/
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if (!this.isEditable) return;
|
||||
|
||||
// Item State Toggling
|
||||
html.find(".item-toggle").click(this._onToggleItem.bind(this));
|
||||
|
||||
// Short and Long Rest
|
||||
html.find(".short-rest").click(this._onShortRest.bind(this));
|
||||
html.find(".long-rest").click(this._onLongRest.bind(this));
|
||||
|
||||
// Rollable sheet actions
|
||||
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle mouse click events for character sheet actions
|
||||
* @param {MouseEvent} event The originating click event
|
||||
* @private
|
||||
*/
|
||||
_onSheetAction(event) {
|
||||
event.preventDefault();
|
||||
const button = event.currentTarget;
|
||||
switch (button.dataset.action) {
|
||||
case "rollDeathSave":
|
||||
return this.actor.rollDeathSave({event: event});
|
||||
case "rollInitiative":
|
||||
return this.actor.rollInitiative({createCombatants: true});
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle toggling the state of an Owned Item within the Actor
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
const itemId = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemId);
|
||||
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
|
||||
return item.update({[attr]: !getProperty(item.data, attr)});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Take a short rest, calling the relevant function on the Actor instance
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
async _onShortRest(event) {
|
||||
event.preventDefault();
|
||||
await this._onSubmit(event);
|
||||
return this.actor.shortRest();
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Take a long rest, calling the relevant function on the Actor instance
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
async _onLongRest(event) {
|
||||
event.preventDefault();
|
||||
await this._onSubmit(event);
|
||||
return this.actor.longRest();
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _onDropItemCreate(itemData) {
|
||||
// Increment the number of class levels a character instead of creating a new item
|
||||
if (itemData.type === "class") {
|
||||
const cls = this.actor.itemTypes.class.find((c) => c.name === itemData.name);
|
||||
let priorLevel = cls?.data.data.levels ?? 0;
|
||||
if (!!cls) {
|
||||
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
|
||||
if (next > priorLevel) {
|
||||
itemData.levels = next;
|
||||
return cls.update({"data.levels": next});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Default drop handling if levels were not added
|
||||
return super._onDropItemCreate(itemData);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,130 +6,139 @@ import ActorSheet5e from "./base.js";
|
|||
* @extends {ActorSheet5e}
|
||||
*/
|
||||
export default class ActorSheet5eNPC extends ActorSheet5e {
|
||||
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "npc"],
|
||||
width: 600,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static unsupportedItemTypes = new Set(["class"]);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the NPC sheet
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
|
||||
// Categorize Items as Features and Powers
|
||||
const features = {
|
||||
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
|
||||
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
|
||||
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
|
||||
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
|
||||
};
|
||||
|
||||
// Start by classifying items into groups for rendering
|
||||
let [powers, other] = data.items.reduce((arr, item) => {
|
||||
item.img = item.img || CONST.DEFAULT_TOKEN;
|
||||
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
|
||||
item.hasUses = item.data.uses && (item.data.uses.max > 0);
|
||||
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
|
||||
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
|
||||
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
|
||||
if ( item.type === "power" ) arr[0].push(item);
|
||||
else arr[1].push(item);
|
||||
return arr;
|
||||
}, [[], []]);
|
||||
|
||||
// Apply item filters
|
||||
powers = this._filterItems(powers, this._filters.powerbook);
|
||||
other = this._filterItems(other, this._filters.features);
|
||||
|
||||
// Organize Powerbook
|
||||
const powerbook = this._preparePowerbook(data, powers);
|
||||
|
||||
// Organize Features
|
||||
for ( let item of other ) {
|
||||
if ( item.type === "weapon" ) features.weapons.items.push(item);
|
||||
else if ( item.type === "feat" ) {
|
||||
if ( item.data.activation.type ) features.actions.items.push(item);
|
||||
else features.passive.items.push(item);
|
||||
}
|
||||
else features.equipment.items.push(item);
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "npc"],
|
||||
width: 600,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
||||
// Assign and return
|
||||
data.features = Object.values(features);
|
||||
data.powerbook = powerbook;
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static unsupportedItemTypes = new Set(["class"]);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
getData(options) {
|
||||
const data = super.getData(options);
|
||||
/**
|
||||
* Organize Owned Items for rendering the NPC sheet
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
// Categorize Items as Features and Powers
|
||||
const features = {
|
||||
weapons: {
|
||||
label: game.i18n.localize("SW5E.AttackPl"),
|
||||
items: [],
|
||||
hasActions: true,
|
||||
dataset: {"type": "weapon", "weapon-type": "natural"}
|
||||
},
|
||||
actions: {
|
||||
label: game.i18n.localize("SW5E.ActionPl"),
|
||||
items: [],
|
||||
hasActions: true,
|
||||
dataset: {"type": "feat", "activation.type": "action"}
|
||||
},
|
||||
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
|
||||
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
|
||||
};
|
||||
|
||||
// Challenge Rating
|
||||
const cr = parseFloat(data.data.details.cr || 0);
|
||||
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
|
||||
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
|
||||
// Start by classifying items into groups for rendering
|
||||
let [powers, other] = data.items.reduce(
|
||||
(arr, item) => {
|
||||
item.img = item.img || CONST.DEFAULT_TOKEN;
|
||||
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
|
||||
item.hasUses = item.data.uses && item.data.uses.max > 0;
|
||||
item.isOnCooldown =
|
||||
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
|
||||
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
|
||||
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
|
||||
if (item.type === "power") arr[0].push(item);
|
||||
else arr[1].push(item);
|
||||
return arr;
|
||||
},
|
||||
[[], []]
|
||||
);
|
||||
|
||||
// Creature Type
|
||||
data.labels["type"] = this.actor.labels.creatureType;
|
||||
return data;
|
||||
}
|
||||
// Apply item filters
|
||||
powers = this._filterItems(powers, this._filters.powerbook);
|
||||
other = this._filterItems(other, this._filters.features);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
// Organize Powerbook
|
||||
const powerbook = this._preparePowerbook(data, powers);
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
// Organize Features
|
||||
for (let item of other) {
|
||||
if (item.type === "weapon") features.weapons.items.push(item);
|
||||
else if (item.type === "feat") {
|
||||
if (item.data.activation.type) features.actions.items.push(item);
|
||||
else features.passive.items.push(item);
|
||||
} else features.equipment.items.push(item);
|
||||
}
|
||||
|
||||
// Format NPC Challenge Rating
|
||||
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
|
||||
let crv = "data.details.cr";
|
||||
let cr = formData[crv];
|
||||
cr = crs[cr] || parseFloat(cr);
|
||||
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
|
||||
// Assign and return
|
||||
data.features = Object.values(features);
|
||||
data.powerbook = powerbook;
|
||||
}
|
||||
|
||||
// Parent ActorSheet update steps
|
||||
return super._updateObject(event, formData);
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
/** @inheritdoc */
|
||||
getData(options) {
|
||||
const data = super.getData(options);
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
|
||||
}
|
||||
// Challenge Rating
|
||||
const cr = parseFloat(data.data.details.cr || 0);
|
||||
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
|
||||
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Creature Type
|
||||
data.labels["type"] = this.actor.labels.creatureType;
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle rolling NPC health values using the provided formula
|
||||
* @param {Event} event The original click event
|
||||
* @private
|
||||
*/
|
||||
_onRollHPFormula(event) {
|
||||
event.preventDefault();
|
||||
const formula = this.actor.data.data.attributes.hp.formula;
|
||||
if ( !formula ) return;
|
||||
const hp = new Roll(formula).roll().total;
|
||||
AudioHelper.play({src: CONFIG.sounds.dice});
|
||||
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
// Format NPC Challenge Rating
|
||||
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
|
||||
let crv = "data.details.cr";
|
||||
let cr = formData[crv];
|
||||
cr = crs[cr] || parseFloat(cr);
|
||||
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
|
||||
|
||||
// Parent ActorSheet update steps
|
||||
return super._updateObject(event, formData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle rolling NPC health values using the provided formula
|
||||
* @param {Event} event The original click event
|
||||
* @private
|
||||
*/
|
||||
_onRollHPFormula(event) {
|
||||
event.preventDefault();
|
||||
const formula = this.actor.data.data.attributes.hp.formula;
|
||||
if (!formula) return;
|
||||
const hp = new Roll(formula).roll().total;
|
||||
AudioHelper.play({src: CONFIG.sounds.dice});
|
||||
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,411 +6,427 @@ import ActorSheet5e from "./base.js";
|
|||
* @type {ActorSheet5e}
|
||||
*/
|
||||
export default class ActorSheet5eVehicle extends ActorSheet5e {
|
||||
/**
|
||||
* Define default rendering options for the Vehicle sheet.
|
||||
* @returns {Object}
|
||||
*/
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "vehicle"],
|
||||
width: 605,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static unsupportedItemTypes = new Set(["class"]);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
|
||||
/**
|
||||
* Creates a new cargo entry for a vehicle Actor.
|
||||
*/
|
||||
static get newCargo() {
|
||||
return {
|
||||
name: '',
|
||||
quantity: 1
|
||||
};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Compute the total weight of the vehicle's cargo.
|
||||
* @param {Number} totalWeight The cumulative item weight from inventory items
|
||||
* @param {Object} actorData The data object for the Actor being rendered
|
||||
* @returns {{max: number, value: number, pct: number}}
|
||||
* @private
|
||||
*/
|
||||
_computeEncumbrance(totalWeight, actorData) {
|
||||
|
||||
// Compute currency weight
|
||||
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
|
||||
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
|
||||
|
||||
// Vehicle weights are an order of magnitude greater.
|
||||
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
|
||||
|
||||
// Compute overall encumbrance
|
||||
const max = actorData.data.attributes.capacity.cargo;
|
||||
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
|
||||
return {value: totalWeight.toNearest(0.1), max, pct};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
_getMovementSpeed(actorData, largestPrimary=true) {
|
||||
return super._getMovementSpeed(actorData, largestPrimary);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare items that are mounted to a vehicle and require one or more crew
|
||||
* to operate.
|
||||
* @private
|
||||
*/
|
||||
_prepareCrewedItem(item) {
|
||||
|
||||
// Determine crewed status
|
||||
const isCrewed = item.data.crewed;
|
||||
item.toggleClass = isCrewed ? 'active' : '';
|
||||
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
|
||||
|
||||
// Handle crew actions
|
||||
if (item.type === 'feat' && item.data.activation.type === 'crew') {
|
||||
item.crew = item.data.activation.cost;
|
||||
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`);
|
||||
if (item.data.cover === .5) item.cover = '½';
|
||||
else if (item.data.cover === .75) item.cover = '¾';
|
||||
else if (item.data.cover === null) item.cover = '—';
|
||||
if (item.crew < 1 || item.crew === null) item.crew = '—';
|
||||
/**
|
||||
* Define default rendering options for the Vehicle sheet.
|
||||
* @returns {Object}
|
||||
*/
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "vehicle"],
|
||||
width: 605,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
||||
// Prepare vehicle weapons
|
||||
if (item.type === 'equipment' || item.type === 'weapon') {
|
||||
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
|
||||
}
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/** @override */
|
||||
static unsupportedItemTypes = new Set(["class"]);
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the Vehicle sheet.
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
const cargoColumns = [{
|
||||
label: game.i18n.localize('SW5E.Quantity'),
|
||||
css: 'item-qty',
|
||||
property: 'quantity',
|
||||
editable: 'Number'
|
||||
}];
|
||||
/* -------------------------------------------- */
|
||||
|
||||
const equipmentColumns = [{
|
||||
label: game.i18n.localize('SW5E.Quantity'),
|
||||
css: 'item-qty',
|
||||
property: 'data.quantity'
|
||||
}, {
|
||||
label: game.i18n.localize('SW5E.AC'),
|
||||
css: 'item-ac',
|
||||
property: 'data.armor.value'
|
||||
}, {
|
||||
label: game.i18n.localize('SW5E.HP'),
|
||||
css: 'item-hp',
|
||||
property: 'data.hp.value',
|
||||
editable: 'Number'
|
||||
}, {
|
||||
label: game.i18n.localize('SW5E.Threshold'),
|
||||
css: 'item-threshold',
|
||||
property: 'threshold'
|
||||
}];
|
||||
|
||||
const features = {
|
||||
actions: {
|
||||
label: game.i18n.localize('SW5E.ActionPl'),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {type: 'feat', 'activation.type': 'crew'},
|
||||
columns: [{
|
||||
label: game.i18n.localize('SW5E.VehicleCrew'),
|
||||
css: 'item-crew',
|
||||
property: 'crew'
|
||||
}, {
|
||||
label: game.i18n.localize('SW5E.Cover'),
|
||||
css: 'item-cover',
|
||||
property: 'cover'
|
||||
}]
|
||||
},
|
||||
equipment: {
|
||||
label: game.i18n.localize('SW5E.ItemTypeEquipment'),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {type: 'equipment', 'armor.type': 'vehicle'},
|
||||
columns: equipmentColumns
|
||||
},
|
||||
passive: {
|
||||
label: game.i18n.localize('SW5E.Features'),
|
||||
items: [],
|
||||
dataset: {type: 'feat'}
|
||||
},
|
||||
reactions: {
|
||||
label: game.i18n.localize('SW5E.ReactionPl'),
|
||||
items: [],
|
||||
dataset: {type: 'feat', 'activation.type': 'reaction'}
|
||||
},
|
||||
weapons: {
|
||||
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {type: 'weapon', 'weapon-type': 'siege'},
|
||||
columns: equipmentColumns
|
||||
}
|
||||
};
|
||||
|
||||
const cargo = {
|
||||
crew: {
|
||||
label: game.i18n.localize('SW5E.VehicleCrew'),
|
||||
items: data.data.cargo.crew,
|
||||
css: 'cargo-row crew',
|
||||
editableName: true,
|
||||
dataset: {type: 'crew'},
|
||||
columns: cargoColumns
|
||||
},
|
||||
passengers: {
|
||||
label: game.i18n.localize('SW5E.VehiclePassengers'),
|
||||
items: data.data.cargo.passengers,
|
||||
css: 'cargo-row passengers',
|
||||
editableName: true,
|
||||
dataset: {type: 'passengers'},
|
||||
columns: cargoColumns
|
||||
},
|
||||
cargo: {
|
||||
label: game.i18n.localize('SW5E.VehicleCargo'),
|
||||
items: [],
|
||||
dataset: {type: 'loot'},
|
||||
columns: [{
|
||||
label: game.i18n.localize('SW5E.Quantity'),
|
||||
css: 'item-qty',
|
||||
property: 'data.quantity',
|
||||
editable: 'Number'
|
||||
}, {
|
||||
label: game.i18n.localize('SW5E.Price'),
|
||||
css: 'item-price',
|
||||
property: 'data.price',
|
||||
editable: 'Number'
|
||||
}, {
|
||||
label: game.i18n.localize('SW5E.Weight'),
|
||||
css: 'item-weight',
|
||||
property: 'data.weight',
|
||||
editable: 'Number'
|
||||
}]
|
||||
}
|
||||
};
|
||||
|
||||
// Classify items owned by the vehicle and compute total cargo weight
|
||||
let totalWeight = 0;
|
||||
for (const item of data.items) {
|
||||
this._prepareCrewedItem(item);
|
||||
|
||||
// Handle cargo explicitly
|
||||
const isCargo = item.flags.sw5e?.vehicleCargo === true;
|
||||
if ( isCargo ) {
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Handle non-cargo item types
|
||||
switch ( item.type ) {
|
||||
case "weapon":
|
||||
features.weapons.items.push(item);
|
||||
break;
|
||||
case "equipment":
|
||||
features.equipment.items.push(item);
|
||||
break;
|
||||
case "feat":
|
||||
if (!item.data.activation.type || (item.data.activation.type === "none")) features.passive.items.push(item);
|
||||
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
|
||||
else features.actions.items.push(item);
|
||||
break;
|
||||
default:
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
}
|
||||
/**
|
||||
* Creates a new cargo entry for a vehicle Actor.
|
||||
*/
|
||||
static get newCargo() {
|
||||
return {
|
||||
name: "",
|
||||
quantity: 1
|
||||
};
|
||||
}
|
||||
|
||||
// Update the rendering context data
|
||||
data.features = Object.values(features);
|
||||
data.cargo = Object.values(cargo);
|
||||
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
/**
|
||||
* Compute the total weight of the vehicle's cargo.
|
||||
* @param {Number} totalWeight The cumulative item weight from inventory items
|
||||
* @param {Object} actorData The data object for the Actor being rendered
|
||||
* @returns {{max: number, value: number, pct: number}}
|
||||
* @private
|
||||
*/
|
||||
_computeEncumbrance(totalWeight, actorData) {
|
||||
// Compute currency weight
|
||||
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
|
||||
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if (!this.isEditable) return;
|
||||
// Vehicle weights are an order of magnitude greater.
|
||||
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
|
||||
|
||||
html.find('.item-toggle').click(this._onToggleItem.bind(this));
|
||||
html.find('.item-hp input')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onHPChange.bind(this));
|
||||
|
||||
html.find('.item:not(.cargo-row) input[data-property]')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onEditInSheet.bind(this));
|
||||
|
||||
html.find('.cargo-row input')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onCargoRowChange.bind(this));
|
||||
|
||||
if (this.actor.data.data.attributes.actions.stations) {
|
||||
html.find('.counter.actions, .counter.action-thresholds').hide();
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor>|null}
|
||||
* @private
|
||||
*/
|
||||
_onCargoRowChange(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const row = target.closest('.item');
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const property = row.classList.contains('crew') ? 'crew' : 'passengers';
|
||||
|
||||
// Get the cargo entry
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
|
||||
const entry = cargo[idx];
|
||||
if (!entry) return null;
|
||||
|
||||
// Update the cargo value
|
||||
const key = target.dataset.property || 'name';
|
||||
const type = target.dataset.dtype;
|
||||
let value = target.value;
|
||||
if (type === 'Number') value = Number(value);
|
||||
entry[key] = value;
|
||||
|
||||
// Perform the Actor update
|
||||
return this.actor.update({[`data.cargo.${property}`]: cargo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle editing certain values like quantity, price, and weight in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onEditInSheet(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest('.item').dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const property = event.currentTarget.dataset.property;
|
||||
const type = event.currentTarget.dataset.dtype;
|
||||
let value = event.currentTarget.value;
|
||||
switch (type) {
|
||||
case 'Number': value = parseInt(value); break;
|
||||
case 'Boolean': value = value === 'true'; break;
|
||||
}
|
||||
return item.update({[`${property}`]: value});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle creating a new crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemCreate(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const type = target.dataset.type;
|
||||
if (type === 'crew' || type === 'passengers') {
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
|
||||
cargo.push(this.constructor.newCargo);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
return super._onItemCreate(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle deleting a crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemDelete(event) {
|
||||
event.preventDefault();
|
||||
const row = event.currentTarget.closest('.item');
|
||||
if (row.classList.contains('cargo-row')) {
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const type = row.classList.contains('crew') ? 'crew' : 'passengers';
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
// Compute overall encumbrance
|
||||
const max = actorData.data.attributes.capacity.cargo;
|
||||
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
|
||||
return {value: totalWeight.toNearest(0.1), max, pct};
|
||||
}
|
||||
|
||||
return super._onItemDelete(event);
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/** @override */
|
||||
_getMovementSpeed(actorData, largestPrimary = true) {
|
||||
return super._getMovementSpeed(actorData, largestPrimary);
|
||||
}
|
||||
|
||||
/** @override */
|
||||
async _onDropItemCreate(itemData) {
|
||||
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
|
||||
const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo");
|
||||
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
|
||||
return super._onDropItemCreate(itemData);
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/**
|
||||
* Prepare items that are mounted to a vehicle and require one or more crew
|
||||
* to operate.
|
||||
* @private
|
||||
*/
|
||||
_prepareCrewedItem(item) {
|
||||
// Determine crewed status
|
||||
const isCrewed = item.data.crewed;
|
||||
item.toggleClass = isCrewed ? "active" : "";
|
||||
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`);
|
||||
|
||||
/**
|
||||
* Special handling for editing HP to clamp it within appropriate range.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onHPChange(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest('.item').dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
|
||||
event.currentTarget.value = hp;
|
||||
return item.update({'data.hp.value': hp});
|
||||
}
|
||||
// Handle crew actions
|
||||
if (item.type === "feat" && item.data.activation.type === "crew") {
|
||||
item.crew = item.data.activation.cost;
|
||||
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
|
||||
if (item.data.cover === 0.5) item.cover = "½";
|
||||
else if (item.data.cover === 0.75) item.cover = "¾";
|
||||
else if (item.data.cover === null) item.cover = "—";
|
||||
if (item.crew < 1 || item.crew === null) item.crew = "—";
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Prepare vehicle weapons
|
||||
if (item.type === "equipment" || item.type === "weapon") {
|
||||
item.threshold = item.data.hp.dt ? item.data.hp.dt : "—";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle toggling an item's crewed status.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest('.item').dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const crewed = !!item.data.data.crewed;
|
||||
return item.update({'data.crewed': !crewed});
|
||||
}
|
||||
};
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the Vehicle sheet.
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
const cargoColumns = [
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Quantity"),
|
||||
css: "item-qty",
|
||||
property: "quantity",
|
||||
editable: "Number"
|
||||
}
|
||||
];
|
||||
|
||||
const equipmentColumns = [
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Quantity"),
|
||||
css: "item-qty",
|
||||
property: "data.quantity"
|
||||
},
|
||||
{
|
||||
label: game.i18n.localize("SW5E.AC"),
|
||||
css: "item-ac",
|
||||
property: "data.armor.value"
|
||||
},
|
||||
{
|
||||
label: game.i18n.localize("SW5E.HP"),
|
||||
css: "item-hp",
|
||||
property: "data.hp.value",
|
||||
editable: "Number"
|
||||
},
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Threshold"),
|
||||
css: "item-threshold",
|
||||
property: "threshold"
|
||||
}
|
||||
];
|
||||
|
||||
const features = {
|
||||
actions: {
|
||||
label: game.i18n.localize("SW5E.ActionPl"),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {"type": "feat", "activation.type": "crew"},
|
||||
columns: [
|
||||
{
|
||||
label: game.i18n.localize("SW5E.VehicleCrew"),
|
||||
css: "item-crew",
|
||||
property: "crew"
|
||||
},
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Cover"),
|
||||
css: "item-cover",
|
||||
property: "cover"
|
||||
}
|
||||
]
|
||||
},
|
||||
equipment: {
|
||||
label: game.i18n.localize("SW5E.ItemTypeEquipment"),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {"type": "equipment", "armor.type": "vehicle"},
|
||||
columns: equipmentColumns
|
||||
},
|
||||
passive: {
|
||||
label: game.i18n.localize("SW5E.Features"),
|
||||
items: [],
|
||||
dataset: {type: "feat"}
|
||||
},
|
||||
reactions: {
|
||||
label: game.i18n.localize("SW5E.ReactionPl"),
|
||||
items: [],
|
||||
dataset: {"type": "feat", "activation.type": "reaction"}
|
||||
},
|
||||
weapons: {
|
||||
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {"type": "weapon", "weapon-type": "siege"},
|
||||
columns: equipmentColumns
|
||||
}
|
||||
};
|
||||
|
||||
const cargo = {
|
||||
crew: {
|
||||
label: game.i18n.localize("SW5E.VehicleCrew"),
|
||||
items: data.data.cargo.crew,
|
||||
css: "cargo-row crew",
|
||||
editableName: true,
|
||||
dataset: {type: "crew"},
|
||||
columns: cargoColumns
|
||||
},
|
||||
passengers: {
|
||||
label: game.i18n.localize("SW5E.VehiclePassengers"),
|
||||
items: data.data.cargo.passengers,
|
||||
css: "cargo-row passengers",
|
||||
editableName: true,
|
||||
dataset: {type: "passengers"},
|
||||
columns: cargoColumns
|
||||
},
|
||||
cargo: {
|
||||
label: game.i18n.localize("SW5E.VehicleCargo"),
|
||||
items: [],
|
||||
dataset: {type: "loot"},
|
||||
columns: [
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Quantity"),
|
||||
css: "item-qty",
|
||||
property: "data.quantity",
|
||||
editable: "Number"
|
||||
},
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Price"),
|
||||
css: "item-price",
|
||||
property: "data.price",
|
||||
editable: "Number"
|
||||
},
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Weight"),
|
||||
css: "item-weight",
|
||||
property: "data.weight",
|
||||
editable: "Number"
|
||||
}
|
||||
]
|
||||
}
|
||||
};
|
||||
|
||||
// Classify items owned by the vehicle and compute total cargo weight
|
||||
let totalWeight = 0;
|
||||
for (const item of data.items) {
|
||||
this._prepareCrewedItem(item);
|
||||
|
||||
// Handle cargo explicitly
|
||||
const isCargo = item.flags.sw5e?.vehicleCargo === true;
|
||||
if (isCargo) {
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Handle non-cargo item types
|
||||
switch (item.type) {
|
||||
case "weapon":
|
||||
features.weapons.items.push(item);
|
||||
break;
|
||||
case "equipment":
|
||||
features.equipment.items.push(item);
|
||||
break;
|
||||
case "feat":
|
||||
if (!item.data.activation.type || item.data.activation.type === "none")
|
||||
features.passive.items.push(item);
|
||||
else if (item.data.activation.type === "reaction") features.reactions.items.push(item);
|
||||
else features.actions.items.push(item);
|
||||
break;
|
||||
default:
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
}
|
||||
}
|
||||
|
||||
// Update the rendering context data
|
||||
data.features = Object.values(features);
|
||||
data.cargo = Object.values(cargo);
|
||||
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if (!this.isEditable) return;
|
||||
|
||||
html.find(".item-toggle").click(this._onToggleItem.bind(this));
|
||||
html.find(".item-hp input")
|
||||
.click((evt) => evt.target.select())
|
||||
.change(this._onHPChange.bind(this));
|
||||
|
||||
html.find(".item:not(.cargo-row) input[data-property]")
|
||||
.click((evt) => evt.target.select())
|
||||
.change(this._onEditInSheet.bind(this));
|
||||
|
||||
html.find(".cargo-row input")
|
||||
.click((evt) => evt.target.select())
|
||||
.change(this._onCargoRowChange.bind(this));
|
||||
|
||||
if (this.actor.data.data.attributes.actions.stations) {
|
||||
html.find(".counter.actions, .counter.action-thresholds").hide();
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor>|null}
|
||||
* @private
|
||||
*/
|
||||
_onCargoRowChange(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const row = target.closest(".item");
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const property = row.classList.contains("crew") ? "crew" : "passengers";
|
||||
|
||||
// Get the cargo entry
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
|
||||
const entry = cargo[idx];
|
||||
if (!entry) return null;
|
||||
|
||||
// Update the cargo value
|
||||
const key = target.dataset.property || "name";
|
||||
const type = target.dataset.dtype;
|
||||
let value = target.value;
|
||||
if (type === "Number") value = Number(value);
|
||||
entry[key] = value;
|
||||
|
||||
// Perform the Actor update
|
||||
return this.actor.update({[`data.cargo.${property}`]: cargo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle editing certain values like quantity, price, and weight in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onEditInSheet(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const property = event.currentTarget.dataset.property;
|
||||
const type = event.currentTarget.dataset.dtype;
|
||||
let value = event.currentTarget.value;
|
||||
switch (type) {
|
||||
case "Number":
|
||||
value = parseInt(value);
|
||||
break;
|
||||
case "Boolean":
|
||||
value = value === "true";
|
||||
break;
|
||||
}
|
||||
return item.update({[`${property}`]: value});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle creating a new crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemCreate(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const type = target.dataset.type;
|
||||
if (type === "crew" || type === "passengers") {
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
|
||||
cargo.push(this.constructor.newCargo);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
return super._onItemCreate(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle deleting a crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemDelete(event) {
|
||||
event.preventDefault();
|
||||
const row = event.currentTarget.closest(".item");
|
||||
if (row.classList.contains("cargo-row")) {
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const type = row.classList.contains("crew") ? "crew" : "passengers";
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
|
||||
return super._onItemDelete(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _onDropItemCreate(itemData) {
|
||||
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
|
||||
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo";
|
||||
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
|
||||
return super._onDropItemCreate(itemData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Special handling for editing HP to clamp it within appropriate range.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onHPChange(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
|
||||
event.currentTarget.value = hp;
|
||||
return item.update({"data.hp.value": hp});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle toggling an item's crewed status.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const crewed = !!item.data.data.crewed;
|
||||
return item.update({"data.crewed": !crewed});
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue