Formatted js files

This commit is contained in:
TJ 2021-07-06 19:57:18 -05:00
parent d1b123100e
commit 584767b352
41 changed files with 13450 additions and 12704 deletions

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@ -8,19 +8,19 @@ const less = require("gulp-less");
const SW5E_LESS = ["less/**/*.less"]; const SW5E_LESS = ["less/**/*.less"];
function compileLESS() { function compileLESS() {
return gulp.src("less/original/sw5e.less").pipe(less()).pipe(gulp.dest("./")); return gulp.src("less/original/sw5e.less").pipe(less()).pipe(gulp.dest("./"));
} }
function compileGlobalLess() { function compileGlobalLess() {
return gulp.src("less/update/sw5e-global.less").pipe(less()).pipe(gulp.dest("./")); return gulp.src("less/update/sw5e-global.less").pipe(less()).pipe(gulp.dest("./"));
} }
function compileLightLess() { function compileLightLess() {
return gulp.src("less/update/sw5e-light.less").pipe(less()).pipe(gulp.dest("./")); return gulp.src("less/update/sw5e-light.less").pipe(less()).pipe(gulp.dest("./"));
} }
function compileDarkLess() { function compileDarkLess() {
return gulp.src("less/update/sw5e-dark.less").pipe(less()).pipe(gulp.dest("./")); return gulp.src("less/update/sw5e-dark.less").pipe(less()).pipe(gulp.dest("./"));
} }
const css = gulp.series(compileLESS, compileGlobalLess, compileLightLess, compileDarkLess); const css = gulp.series(compileLESS, compileGlobalLess, compileLightLess, compileDarkLess);
@ -30,7 +30,7 @@ const css = gulp.series(compileLESS, compileGlobalLess, compileLightLess, compil
/* ----------------------------------------- */ /* ----------------------------------------- */
function watchUpdates() { function watchUpdates() {
gulp.watch(SW5E_LESS, css); gulp.watch(SW5E_LESS, css);
} }
/* ----------------------------------------- */ /* ----------------------------------------- */

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@ -6,143 +6,154 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e} * @extends {ActorSheet5e}
*/ */
export default class ActorSheet5eNPCNew extends ActorSheet5e { export default class ActorSheet5eNPCNew extends ActorSheet5e {
/** @override */
/** @override */ get template() {
get template() { if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; return `systems/sw5e/templates/actors/newActor/npc-sheet.html`;
return `systems/sw5e/templates/actors/newActor/npc-sheet.html`; }
} /** @override */
/** @override */ static get defaultOptions() {
static get defaultOptions() { return mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, { classes: ["sw5e", "sheet", "actor", "npc"],
classes: ["sw5e", "sheet", "actor", "npc"], width: 800,
width: 800, tabs: [
tabs: [{ {
navSelector: ".root-tabs", navSelector: ".root-tabs",
contentSelector: ".sheet-body", contentSelector: ".sheet-body",
initial: "attributes" initial: "attributes"
}], }
}); ]
} });
/* -------------------------------------------- */
/** @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 [forcepowers, techpowers, 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" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
else arr[2].push(item);
return arr;
}, [[], [], []]);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// 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);
} }
// Assign and return /* -------------------------------------------- */
data.features = Object.values(features);
data.forcePowerbook = forcePowerbook;
data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */ /** @override */
static unsupportedItemTypes = new Set(["class"]);
/** @inheritdoc */ /* -------------------------------------------- */
getData(options) {
const data = super.getData(options);
// Challenge Rating /**
const cr = parseFloat(data.data.details.cr || 0); * Organize Owned Items for rendering the NPC sheet
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; * @private
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; */
_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"}}
};
// Creature Type // Start by classifying items into groups for rendering
data.labels["type"] = this.actor.labels.creatureType; let [forcepowers, techpowers, other] = data.items.reduce(
return data; (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" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[0].push(item);
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
else arr[2].push(item);
return arr;
},
[[], [], []]
);
/* -------------------------------------------- */ // Apply item filters
/* Object Updates */ forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
/* -------------------------------------------- */ techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
/** @override */ // Organize Powerbook
async _updateObject(event, formData) { const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Format NPC Challenge Rating // Organize Features
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; for (let item of other) {
let crv = "data.details.cr"; if (item.type === "weapon") features.weapons.items.push(item);
let cr = formData[crv]; else if (item.type === "feat") {
cr = crs[cr] || parseFloat(cr); if (item.data.activation.type) features.actions.items.push(item);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); else features.passive.items.push(item);
} else features.equipment.items.push(item);
}
// Parent ActorSheet update steps // Assign and return
return super._updateObject(event, formData); data.features = Object.values(features);
} data.forcePowerbook = forcePowerbook;
data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */ /** @inheritdoc */
activateListeners(html) { getData(options) {
super.activateListeners(html); const data = super.getData(options);
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
* Handle rolling NPC health values using the provided formula data.labels["type"] = this.actor.labels.creatureType;
* @param {Event} event The original click event return data;
* @private }
*/
_onRollHPFormula(event) { /* -------------------------------------------- */
event.preventDefault(); /* Object Updates */
const formula = this.actor.data.data.attributes.hp.formula; /* -------------------------------------------- */
if ( !formula ) return;
const hp = new Roll(formula).roll().total; /** @override */
AudioHelper.play({src: CONFIG.sounds.dice}); async _updateObject(event, formData) {
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); // 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});
}
} }

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@ -6,150 +6,164 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e} * @extends {ActorSheet5e}
*/ */
export default class ActorSheet5eStarship extends ActorSheet5e { export default class ActorSheet5eStarship extends ActorSheet5e {
/** @override */
/** @override */ get template() {
get template() { if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; return `systems/sw5e/templates/actors/newActor/starship.html`;
return `systems/sw5e/templates/actors/newActor/starship.html`; }
} /** @override */
/** @override */ static get defaultOptions() {
static get defaultOptions() { return mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, { classes: ["sw5e", "sheet", "actor", "starship"],
classes: ["sw5e", "sheet", "actor", "starship"], width: 800,
width: 800, tabs: [
tabs: [{ {
navSelector: ".root-tabs", navSelector: ".root-tabs",
contentSelector: ".sheet-body", contentSelector: ".sheet-body",
initial: "attributes" initial: "attributes"
}], }
}); ]
} });
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the starship sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} },
starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} }
};
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, 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" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
else arr[2].push(item);
return arr;
}, [[], [], []]);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
// const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// 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 if ( item.type === "starshipfeature" ) {
features.starshipfeatures.items.push(item);
}
else if ( item.type === "starshipmod" ) {
features.starshipmods.items.push(item);
}
else features.equipment.items.push(item);
} }
// Assign and return /* -------------------------------------------- */
data.features = Object.values(features);
// data.forcePowerbook = forcePowerbook;
// data.techPowerbook = techPowerbook;
}
/**
* Organize Owned Items for rendering the starship sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [],
hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
starshipfeatures: {
label: game.i18n.localize("SW5E.StarshipfeaturePl"),
items: [],
hasActions: true,
dataset: {type: "starshipfeature"}
},
starshipmods: {
label: game.i18n.localize("SW5E.StarshipmodPl"),
items: [],
hasActions: false,
dataset: {type: "starshipmod"}
}
};
/* -------------------------------------------- */ // Start by classifying items into groups for rendering
let [forcepowers, techpowers, 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" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[0].push(item);
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
else arr[2].push(item);
return arr;
},
[[], [], []]
);
/** @override */ // Apply item filters
getData(options) { forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
const data = super.getData(options); techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Add Size info // Organize Powerbook
data.isTiny = data.actor.data.traits.size === "tiny"; // const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
data.isSmall = data.actor.data.traits.size === "sm"; // const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
data.isMedium = data.actor.data.traits.size === "med";
data.isLarge = data.actor.data.traits.size === "lg";
data.isHuge = data.actor.data.traits.size === "huge";
data.isGargantuan = data.actor.data.traits.size === "grg";
// Challenge Rating // Organize Features
const cr = parseFloat(data.data.details.cr || 0); for (let item of other) {
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; if (item.type === "weapon") features.weapons.items.push(item);
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; else if (item.type === "feat") {
return data; if (item.data.activation.type) features.actions.items.push(item);
} else features.passive.items.push(item);
} else if (item.type === "starshipfeature") {
features.starshipfeatures.items.push(item);
} else if (item.type === "starshipmod") {
features.starshipmods.items.push(item);
} else features.equipment.items.push(item);
}
/* -------------------------------------------- */ // Assign and return
/* Object Updates */ data.features = Object.values(features);
/* -------------------------------------------- */ // data.forcePowerbook = forcePowerbook;
// data.techPowerbook = techPowerbook;
}
/** @override */ /* -------------------------------------------- */
async _updateObject(event, formData) {
// Format NPC Challenge Rating /** @override */
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; getData(options) {
let crv = "data.details.cr"; const data = super.getData(options);
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps // Add Size info
return super._updateObject(event, formData); data.isTiny = data.actor.data.traits.size === "tiny";
} data.isSmall = data.actor.data.traits.size === "sm";
data.isMedium = data.actor.data.traits.size === "med";
data.isLarge = data.actor.data.traits.size === "lg";
data.isHuge = data.actor.data.traits.size === "huge";
data.isGargantuan = data.actor.data.traits.size === "grg";
/* -------------------------------------------- */ // Challenge Rating
/* Event Listeners and Handlers */ 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;
return data;
}
/** @override */ /* -------------------------------------------- */
activateListeners(html) { /* Object Updates */
super.activateListeners(html); /* -------------------------------------------- */
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */ /** @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
* Handle rolling NPC health values using the provided formula return super._updateObject(event, formData);
* @param {Event} event The original click event }
* @private
*/ /* -------------------------------------------- */
_onRollHPFormula(event) { /* Event Listeners and Handlers */
event.preventDefault(); /* -------------------------------------------- */
const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return; /** @override */
const hp = new Roll(formula).roll().total; activateListeners(html) {
AudioHelper.play({src: CONFIG.sounds.dice}); super.activateListeners(html);
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); 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});
}
} }

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@ -6,411 +6,427 @@ import ActorSheet5e from "./base.js";
* @type {ActorSheet5e} * @type {ActorSheet5e}
*/ */
export default class ActorSheet5eVehicle extends ActorSheet5e { export default class ActorSheet5eVehicle extends ActorSheet5e {
/** /**
* Define default rendering options for the Vehicle sheet. * Define default rendering options for the Vehicle sheet.
* @returns {Object} * @returns {Object}
*/ */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "vehicle"], classes: ["sw5e", "sheet", "actor", "vehicle"],
width: 605, width: 605,
height: 680 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 = '—';
} }
// 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'), * Creates a new cargo entry for a vehicle Actor.
css: 'item-qty', */
property: 'data.quantity' static get newCargo() {
}, { return {
label: game.i18n.localize('SW5E.AC'), name: "",
css: 'item-ac', quantity: 1
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 */ * 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 */ // Vehicle weights are an order of magnitude greater.
activateListeners(html) { totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
super.activateListeners(html);
if (!this.isEditable) return;
html.find('.item-toggle').click(this._onToggleItem.bind(this)); // Compute overall encumbrance
html.find('.item-hp input') const max = actorData.data.attributes.capacity.cargo;
.click(evt => evt.target.select()) const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
.change(this._onHPChange.bind(this)); return {value: totalWeight.toNearest(0.1), max, pct};
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 */
_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.${isCrewed ? "Crewed" : "Uncrewed"}`);
/** // Handle crew actions
* Special handling for editing HP to clamp it within appropriate range. if (item.type === "feat" && item.data.activation.type === "crew") {
* @param event {Event} item.crew = item.data.activation.cost;
* @returns {Promise<Item>} item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
* @private if (item.data.cover === 0.5) item.cover = "½";
*/ else if (item.data.cover === 0.75) item.cover = "¾";
_onHPChange(event) { else if (item.data.cover === null) item.cover = "—";
event.preventDefault(); if (item.crew < 1 || item.crew === null) item.crew = "—";
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});
}
/* -------------------------------------------- */ // 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>} * Organize Owned Items for rendering the Vehicle sheet.
* @private * @private
*/ */
_onToggleItem(event) { _prepareItems(data) {
event.preventDefault(); const cargoColumns = [
const itemID = event.currentTarget.closest('.item').dataset.itemId; {
const item = this.actor.items.get(itemID); label: game.i18n.localize("SW5E.Quantity"),
const crewed = !!item.data.data.crewed; css: "item-qty",
return item.update({'data.crewed': !crewed}); 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});
}
}

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@ -7,295 +7,362 @@ import Actor5e from "../../entity.js";
* @type {ActorSheet5e} * @type {ActorSheet5e}
*/ */
export default class ActorSheet5eCharacter extends ActorSheet5e { export default class ActorSheet5eCharacter extends ActorSheet5e {
/**
* Define default rendering options for the NPC sheet
* @return {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "character"],
width: 720,
height: 736
});
}
/** /* -------------------------------------------- */
* Define default rendering options for the NPC sheet
* @return {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "character"],
width: 720,
height: 736
});
}
/* -------------------------------------------- */ /**
* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
*/
getData() {
const sheetData = super.getData();
/** // Temporary HP
* Add some extra data when rendering the sheet to reduce the amount of logic required within the template. let hp = sheetData.data.attributes.hp;
*/ if (hp.temp === 0) delete hp.temp;
getData() { if (hp.tempmax === 0) delete hp.tempmax;
const sheetData = super.getData();
// Temporary HP // Resources
let hp = sheetData.data.attributes.hp; sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
if (hp.temp === 0) delete hp.temp; const res = sheetData.data.resources[r] || {};
if (hp.tempmax === 0) delete hp.tempmax; res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource" + r.titleCase());
if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max;
return arr.concat([res]);
}, []);
// Resources // Experience Tracking
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => { sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
const res = sheetData.data.resources[r] || {}; sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", ");
res.name = r; sheetData["multiclassLabels"] = this.actor.itemTypes.class
res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase()); .map((c) => {
if (res && res.value === 0) delete res.value; return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
if (res && res.max === 0) delete res.max; })
return arr.concat([res]); .join(", ");
}, []);
// Experience Tracking // Return data for rendering
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking"); return sheetData;
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", "); }
sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
}).join(', ');
// Return data for rendering /* -------------------------------------------- */
return sheetData;
}
/* -------------------------------------------- */ /**
* Organize and classify Owned Items for Character sheets
* @private
*/
_prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes
const inventory = {
weapon: {label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"}},
equipment: {label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"}},
consumable: {label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"}},
tool: {label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"}},
backpack: {label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"}},
loot: {label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"}}
};
/** // Partition items by category
* Organize and classify Owned Items for Character sheets let [
* @private items,
*/ powers,
_prepareItems(data) { feats,
classes,
species,
archetypes,
classfeatures,
backgrounds,
fightingstyles,
fightingmasteries,
lightsaberforms
] = data.items.reduce(
(arr, item) => {
// Item details
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun",
cls: "not-attuned",
title: "SW5E.AttunementRequired"
},
[CONFIG.SW5E.attunementTypes.ATTUNED]: {
icon: "fa-sun",
cls: "attuned",
title: "SW5E.AttunementAttuned"
}
}[item.data.attunement];
// Categorize items as inventory, powerbook, features, and classes // Item usage
const inventory = { item.hasUses = item.data.uses && item.data.uses.max > 0;
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} }, item.isOnCooldown =
equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} }, item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} }, item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} }, item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} },
loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
};
// Partition items by category // Item toggle state
let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { this._prepareItemToggleState(item);
// Item details // Primary Class
item.img = item.img || CONST.DEFAULT_TOKEN; if (item.type === "class")
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: { // Classify items into types
icon: "fa-sun", if (item.type === "power") arr[1].push(item);
cls: "not-attuned", else if (item.type === "feat") arr[2].push(item);
title: "SW5E.AttunementRequired" else if (item.type === "class") arr[3].push(item);
}, else if (item.type === "species") arr[4].push(item);
[CONFIG.SW5E.attunementTypes.ATTUNED]: { else if (item.type === "archetype") arr[5].push(item);
icon: "fa-sun", else if (item.type === "classfeature") arr[6].push(item);
cls: "attuned", else if (item.type === "background") arr[7].push(item);
title: "SW5E.AttunementAttuned" else if (item.type === "fightingstyle") arr[8].push(item);
else if (item.type === "fightingmastery") arr[9].push(item);
else if (item.type === "lightsaberform") arr[10].push(item);
else if (Object.keys(inventory).includes(item.type)) arr[0].push(item);
return arr;
},
[[], [], [], [], [], [], [], [], [], [], []]
);
// Apply active item filters
items = this._filterItems(items, this._filters.inventory);
powers = this._filterItems(powers, this._filters.powerbook);
feats = this._filterItems(feats, this._filters.features);
// Organize items
for (let i of items) {
i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
inventory[i.type].items.push(i);
} }
}[item.data.attunement];
// Item usage // Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
item.hasUses = item.data.uses && (item.data.uses.max > 0); const powerbook = this._preparePowerbook(data, powers);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); const nPrepared = powers.filter((s) => {
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); return s.data.level > 0 && s.data.preparation.mode === "prepared" && s.data.preparation.prepared;
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); }).length;
// Item toggle state // Organize Features
this._prepareItemToggleState(item); const features = {
classes: {
// Primary Class label: "SW5E.ItemTypeClassPl",
if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass ); items: [],
hasActions: false,
// Classify items into types dataset: {type: "class"},
if ( item.type === "power" ) arr[1].push(item); isClass: true
else if ( item.type === "feat" ) arr[2].push(item); },
else if ( item.type === "class" ) arr[3].push(item); classfeatures: {
else if ( item.type === "species" ) arr[4].push(item); label: "SW5E.ItemTypeClassFeats",
else if ( item.type === "archetype" ) arr[5].push(item); items: [],
else if ( item.type === "classfeature" ) arr[6].push(item); hasActions: true,
else if ( item.type === "background" ) arr[7].push(item); dataset: {type: "classfeature"},
else if ( item.type === "fightingstyle" ) arr[8].push(item); isClassfeature: true
else if ( item.type === "fightingmastery" ) arr[9].push(item); },
else if ( item.type === "lightsaberform" ) arr[10].push(item); archetype: {
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); label: "SW5E.ItemTypeArchetype",
return arr; items: [],
}, [[], [], [], [], [], [], [], [], [], [], []]); hasActions: false,
dataset: {type: "archetype"},
// Apply active item filters isArchetype: true
items = this._filterItems(items, this._filters.inventory); },
powers = this._filterItems(powers, this._filters.powerbook); species: {
feats = this._filterItems(feats, this._filters.features); label: "SW5E.ItemTypeSpecies",
items: [],
// Organize items hasActions: false,
for ( let i of items ) { dataset: {type: "species"},
i.data.quantity = i.data.quantity || 0; isSpecies: true
i.data.weight = i.data.weight || 0; },
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1); background: {
inventory[i.type].items.push(i); label: "SW5E.ItemTypeBackground",
} items: [],
hasActions: false,
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...) dataset: {type: "background"},
const powerbook = this._preparePowerbook(data, powers); isBackground: true
const nPrepared = powers.filter(s => { },
return (s.data.level > 0) && (s.data.preparation.mode === "prepared") && s.data.preparation.prepared; fightingstyles: {
}).length; label: "SW5E.ItemTypeFightingStylePl",
items: [],
// Organize Features hasActions: false,
const features = { dataset: {type: "fightingstyle"},
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true }, isFightingstyle: 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 }, fightingmasteries: {
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true }, label: "SW5E.ItemTypeFightingMasteryPl",
background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true }, items: [],
fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true }, hasActions: false,
fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true }, dataset: {type: "fightingmastery"},
lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true }, isFightingmastery: true
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} }, },
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} } lightsaberforms: {
}; label: "SW5E.ItemTypeLightsaberFormPl",
for ( let f of feats ) { items: [],
if ( f.data.activation.type ) features.active.items.push(f); hasActions: false,
else features.passive.items.push(f); dataset: {type: "lightsaberform"},
} isLightsaberform: true
classes.sort((a, b) => b.data.levels - a.data.levels); },
features.classes.items = classes; active: {
features.classfeatures.items = classfeatures; label: "SW5E.FeatureActive",
features.archetype.items = archetypes; items: [],
features.species.items = species; hasActions: true,
features.background.items = backgrounds; dataset: {"type": "feat", "activation.type": "action"}
features.fightingstyles.items = fightingstyles; },
features.fightingmasteries.items = fightingmasteries; passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
features.lightsaberforms.items = lightsaberforms; };
for (let f of feats) {
// Assign and return if (f.data.activation.type) features.active.items.push(f);
data.inventory = Object.values(inventory); else features.passive.items.push(f);
data.powerbook = powerbook;
data.preparedPowers = nPrepared;
data.features = Object.values(features);
}
/* -------------------------------------------- */
/**
* 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});
} }
} 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);
}
} }

View file

@ -6,130 +6,139 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e} * @extends {ActorSheet5e}
*/ */
export default class ActorSheet5eNPC extends ActorSheet5e { export default class ActorSheet5eNPC extends ActorSheet5e {
/** @override */
/** @override */ static get defaultOptions() {
static get defaultOptions() { return mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, { classes: ["sw5e", "sheet", "actor", "npc"],
classes: ["sw5e", "sheet", "actor", "npc"], width: 600,
width: 600, height: 680
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);
} }
// Assign and return /* -------------------------------------------- */
data.features = Object.values(features);
data.powerbook = powerbook;
}
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @inheritdoc */ /**
getData(options) { * Organize Owned Items for rendering the NPC sheet
const data = super.getData(options); * @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 // Start by classifying items into groups for rendering
const cr = parseFloat(data.data.details.cr || 0); let [powers, other] = data.items.reduce(
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; (arr, item) => {
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; 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 // Apply item filters
data.labels["type"] = this.actor.labels.creatureType; powers = this._filterItems(powers, this._filters.powerbook);
return data; other = this._filterItems(other, this._filters.features);
}
/* -------------------------------------------- */ // Organize Powerbook
/* Object Updates */ const powerbook = this._preparePowerbook(data, powers);
/* -------------------------------------------- */
/** @override */ // Organize Features
async _updateObject(event, formData) { 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 // Assign and return
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; data.features = Object.values(features);
let crv = "data.details.cr"; data.powerbook = powerbook;
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);
}
/* -------------------------------------------- */ /** @inheritdoc */
/* Event Listeners and Handlers */ getData(options) {
/* -------------------------------------------- */ const data = super.getData(options);
/** @override */ // Challenge Rating
activateListeners(html) { const cr = parseFloat(data.data.details.cr || 0);
super.activateListeners(html); const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
html.find(".health .rollable").click(this._onRollHPFormula.bind(this)); 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 /* Object Updates */
* @param {Event} event The original click event /* -------------------------------------------- */
* @private
*/ /** @override */
_onRollHPFormula(event) { async _updateObject(event, formData) {
event.preventDefault(); // Format NPC Challenge Rating
const formula = this.actor.data.data.attributes.hp.formula; const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
if ( !formula ) return; let crv = "data.details.cr";
const hp = new Roll(formula).roll().total; let cr = formData[crv];
AudioHelper.play({src: CONFIG.sounds.dice}); cr = crs[cr] || parseFloat(cr);
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); 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});
}
} }

View file

@ -6,411 +6,427 @@ import ActorSheet5e from "./base.js";
* @type {ActorSheet5e} * @type {ActorSheet5e}
*/ */
export default class ActorSheet5eVehicle extends ActorSheet5e { export default class ActorSheet5eVehicle extends ActorSheet5e {
/** /**
* Define default rendering options for the Vehicle sheet. * Define default rendering options for the Vehicle sheet.
* @returns {Object} * @returns {Object}
*/ */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "vehicle"], classes: ["sw5e", "sheet", "actor", "vehicle"],
width: 605, width: 605,
height: 680 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 = '—';
} }
// 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'), * Creates a new cargo entry for a vehicle Actor.
css: 'item-qty', */
property: 'data.quantity' static get newCargo() {
}, { return {
label: game.i18n.localize('SW5E.AC'), name: "",
css: 'item-ac', quantity: 1
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 */ * 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 */ // Vehicle weights are an order of magnitude greater.
activateListeners(html) { totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
super.activateListeners(html);
if (!this.isEditable) return;
html.find('.item-toggle').click(this._onToggleItem.bind(this)); // Compute overall encumbrance
html.find('.item-hp input') const max = actorData.data.attributes.capacity.cargo;
.click(evt => evt.target.select()) const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
.change(this._onHPChange.bind(this)); return {value: totalWeight.toNearest(0.1), max, pct};
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 */
_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.${isCrewed ? "Crewed" : "Uncrewed"}`);
/** // Handle crew actions
* Special handling for editing HP to clamp it within appropriate range. if (item.type === "feat" && item.data.activation.type === "crew") {
* @param event {Event} item.crew = item.data.activation.cost;
* @returns {Promise<Item>} item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
* @private if (item.data.cover === 0.5) item.cover = "½";
*/ else if (item.data.cover === 0.75) item.cover = "¾";
_onHPChange(event) { else if (item.data.cover === null) item.cover = "—";
event.preventDefault(); if (item.crew < 1 || item.crew === null) item.crew = "—";
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});
}
/* -------------------------------------------- */ // 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>} * Organize Owned Items for rendering the Vehicle sheet.
* @private * @private
*/ */
_onToggleItem(event) { _prepareItems(data) {
event.preventDefault(); const cargoColumns = [
const itemID = event.currentTarget.closest('.item').dataset.itemId; {
const item = this.actor.items.get(itemID); label: game.i18n.localize("SW5E.Quantity"),
const crewed = !!item.data.data.crewed; css: "item-qty",
return item.update({'data.crewed': !crewed}); 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});
}
}

View file

@ -3,220 +3,225 @@
* @type {Dialog} * @type {Dialog}
*/ */
export default class AbilityUseDialog extends Dialog { export default class AbilityUseDialog extends Dialog {
constructor(item, dialogData={}, options={}) { constructor(item, dialogData = {}, options = {}) {
super(dialogData, options); super(dialogData, options);
this.options.classes = ["sw5e", "dialog"]; this.options.classes = ["sw5e", "dialog"];
/**
* Store a reference to the Item entity being used
* @type {Item5e}
*/
this.item = item;
}
/* -------------------------------------------- */
/* Rendering */
/* -------------------------------------------- */
/** /**
* Store a reference to the Item entity being used * A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
* @type {Item5e} * Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
* @param {Item5e} item
* @return {Promise}
*/ */
this.item = item; static async create(item) {
} if (!item.isOwned) throw new Error("You cannot display an ability usage dialog for an unowned item");
/* -------------------------------------------- */ // Prepare data
/* Rendering */ const actorData = item.actor.data.data;
/* -------------------------------------------- */ const itemData = item.data.data;
const uses = itemData.uses || {};
const quantity = itemData.quantity || 0;
const recharge = itemData.recharge || {};
const recharges = !!recharge.value;
const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
/** // Prepare dialog form data
* A constructor function which displays the Power Cast Dialog app for a given Actor and Item. const data = {
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed. item: item.data,
* @param {Item5e} item title: game.i18n.format("SW5E.AbilityUseHint", {
* @return {Promise} type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
*/ name: item.name
static async create(item) { }),
if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item"); note: this._getAbilityUseNote(item.data, uses, recharge),
consumePowerSlot: false,
consumeRecharge: recharges,
consumeResource: !!itemData.consume.target,
consumeUses: uses.per && uses.max > 0,
canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: []
};
if (item.data.type === "power") this._getPowerData(actorData, itemData, data);
// Prepare data // Render the ability usage template
const actorData = item.actor.data.data; const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
const itemData = item.data.data;
const uses = itemData.uses || {};
const quantity = itemData.quantity || 0;
const recharge = itemData.recharge || {};
const recharges = !!recharge.value;
const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
// Prepare dialog form data // Create the Dialog and return data as a Promise
const data = { const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
item: item.data, const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
title: game.i18n.format("SW5E.AbilityUseHint", {type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`), name: item.name}), return new Promise((resolve) => {
note: this._getAbilityUseNote(item.data, uses, recharge), const dlg = new this(item, {
consumePowerSlot: false, title: `${item.name}: ${game.i18n.localize("SW5E.AbilityUseConfig")}`,
consumeRecharge: recharges, content: html,
consumeResource: !!itemData.consume.target, buttons: {
consumeUses: uses.per && (uses.max > 0), use: {
canUse: recharges ? recharge.charged : sufficientUses, icon: `<i class="fas ${icon}"></i>`,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget, label: label,
errors: [] callback: (html) => {
}; const fd = new FormDataExtended(html[0].querySelector("form"));
if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data); resolve(fd.toObject());
}
}
},
default: "use",
close: () => resolve(null)
});
dlg.render(true);
});
}
// Render the ability usage template /* -------------------------------------------- */
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data); /* Helpers */
/* -------------------------------------------- */
// Create the Dialog and return data as a Promise /**
const icon = data.isPower ? "fa-magic" : "fa-fist-raised"; * Get dialog data related to limited power slots
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use")); * @private
return new Promise((resolve) => { */
const dlg = new this(item, { static _getPowerData(actorData, itemData, data) {
title: `${item.name}: ${game.i18n.localize("SW5E.AbilityUseConfig")}`, // Determine whether the power may be up-cast
content: html, const lvl = itemData.level;
buttons: { const consumePowerSlot = lvl > 0 && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
use: {
icon: `<i class="fas ${icon}"></i>`, // If can't upcast, return early and don't bother calculating available power slots
label: label, if (!consumePowerSlot) {
callback: html => { mergeObject(data, {isPower: true, consumePowerSlot});
const fd = new FormDataExtended(html[0].querySelector("form")); return;
resolve(fd.toObject()); }
// Determine the levels which are feasible
let lmax = 0;
let points;
let powerType;
switch (itemData.school) {
case "lgt":
case "uni":
case "drk": {
powerType = "force";
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break;
}
case "tec": {
powerType = "tech";
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break;
} }
}
},
default: "use",
close: () => resolve(null)
});
dlg.render(true);
});
}
/* -------------------------------------------- */
/* Helpers */
/* -------------------------------------------- */
/**
* Get dialog data related to limited power slots
* @private
*/
static _getPowerData(actorData, itemData, data) {
// Determine whether the power may be up-cast
const lvl = itemData.level;
const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
// If can't upcast, return early and don't bother calculating available power slots
if (!consumePowerSlot) {
mergeObject(data, { isPower: true, consumePowerSlot });
return;
}
// Determine the levels which are feasible
let lmax = 0;
let points;
let powerType;
switch (itemData.school){
case "lgt":
case "uni":
case "drk": {
powerType = "force"
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break;
}
case "tec": {
powerType = "tech"
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break;
}
}
// eliminate point usage for innate casters
if (actorData.attributes.powercasting === 'innate') points = 999;
let powerLevels
if (powerType === "force"){
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {fmax: 0, foverride: null};
let max = parseInt(l.foverride || l.fmax || 0);
let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
} }
return arr;
}, []).filter(sl => sl.level <= lmax); // eliminate point usage for innate casters
}else if (powerType === "tech"){ if (actorData.attributes.powercasting === "innate") points = 999;
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr; let powerLevels;
const label = CONFIG.SW5E.powerLevels[i]; if (powerType === "force") {
const l = actorData.powers["power"+i] || {tmax: 0, toverride: null}; powerLevels = Array.fromRange(10)
let max = parseInt(l.override || l.tmax || 0); .reduce((arr, i) => {
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max); if (i < lvl) return arr;
if ( max > 0 ) lmax = i; const label = CONFIG.SW5E.powerLevels[i];
if ((max > 0) && (slots > 0) && (points > i)){ const l = actorData.powers["power" + i] || {fmax: 0, foverride: null};
arr.push({ let max = parseInt(l.foverride || l.fmax || 0);
level: i, let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label, if (max > 0) lmax = i;
canCast: max > 0, if (max > 0 && slots > 0 && points > i) {
hasSlots: slots > 0 arr.push({
}); level: i,
label: i > 0 ? game.i18n.format("SW5E.PowerLevelSlot", {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, [])
.filter((sl) => sl.level <= lmax);
} else if (powerType === "tech") {
powerLevels = Array.fromRange(10)
.reduce((arr, i) => {
if (i < lvl) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power" + i] || {tmax: 0, toverride: null};
let max = parseInt(l.override || l.tmax || 0);
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
if (max > 0) lmax = i;
if (max > 0 && slots > 0 && points > i) {
arr.push({
level: i,
label: i > 0 ? game.i18n.format("SW5E.PowerLevelSlot", {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, [])
.filter((sl) => sl.level <= lmax);
} }
return arr;
}, []).filter(sl => sl.level <= lmax);
}
const canCast = powerLevels.some(l => l.hasSlots); const canCast = powerLevels.some((l) => l.hasSlots);
if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", { if (!canCast)
level: CONFIG.SW5E.powerLevels[lvl], data.errors.push(
name: data.item.name game.i18n.format("SW5E.PowerCastNoSlots", {
})); level: CONFIG.SW5E.powerLevels[lvl],
name: data.item.name
})
);
// Merge power casting data // Merge power casting data
return foundry.utils.mergeObject(data, { isPower: true, consumePowerSlot, powerLevels }); return foundry.utils.mergeObject(data, {isPower: true, consumePowerSlot, powerLevels});
}
/* -------------------------------------------- */
/**
* Get the ability usage note that is displayed
* @private
*/
static _getAbilityUseNote(item, uses, recharge) {
// Zero quantity
const quantity = item.data.quantity;
if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
// Abilities which use Recharge
if ( !!recharge.value ) {
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
})
} }
// Does not use any resource /* -------------------------------------------- */
if ( !uses.per || !uses.max ) return "";
// Consumables /**
if ( item.type === "consumable" ) { * Get the ability usage note that is displayed
let str = "SW5E.AbilityUseNormalHint"; * @private
if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint"; */
else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint"; static _getAbilityUseNote(item, uses, recharge) {
else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint"; // Zero quantity
return game.i18n.format(str, { const quantity = item.data.quantity;
type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`), if (quantity <= 0) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
value: uses.value,
quantity: item.data.quantity,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}
// Other Items // Abilities which use Recharge
else { if (!!recharge.value) {
return game.i18n.format("SW5E.AbilityUseNormalHint", { return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`), type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`)
value: uses.value, });
max: uses.max, }
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
}); // Does not use any resource
if (!uses.per || !uses.max) return "";
// Consumables
if (item.type === "consumable") {
let str = "SW5E.AbilityUseNormalHint";
if (uses.value > 1) str = "SW5E.AbilityUseConsumableChargeHint";
else if (item.data.quantity === 1 && uses.autoDestroy) str = "SW5E.AbilityUseConsumableDestroyHint";
else if (item.data.quantity > 1) str = "SW5E.AbilityUseConsumableQuantityHint";
return game.i18n.format(str, {
type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`),
value: uses.value,
quantity: item.data.quantity,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}
// Other Items
else {
return game.i18n.format("SW5E.AbilityUseNormalHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
value: uses.value,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}
} }
}
} }

View file

@ -3,135 +3,137 @@
* @implements {DocumentSheet} * @implements {DocumentSheet}
*/ */
export default class ActorSheetFlags extends DocumentSheet { export default class ActorSheetFlags extends DocumentSheet {
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
id: "actor-flags", id: "actor-flags",
classes: ["sw5e"], classes: ["sw5e"],
template: "systems/sw5e/templates/apps/actor-flags.html", template: "systems/sw5e/templates/apps/actor-flags.html",
width: 500, width: 500,
closeOnSubmit: true closeOnSubmit: true
}); });
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize('SW5E.FlagsTitle')}: ${this.object.name}`;
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = {};
data.actor = this.object;
data.classes = this._getClasses();
data.flags = this._getFlags();
data.bonuses = this._getBonuses();
return data;
}
/* -------------------------------------------- */
/**
* Prepare an object of sorted classes.
* @return {object}
* @private
*/
_getClasses() {
const classes = this.object.items.filter(i => i.type === "class");
return classes.sort((a, b) => a.name.localeCompare(b.name)).reduce((obj, i) => {
obj[i.id] = i.name;
return obj;
}, {});
}
/* -------------------------------------------- */
/**
* Prepare an object of flags data which groups flags by section
* Add some additional data for rendering
* @return {object}
* @private
*/
_getFlags() {
const flags = {};
const baseData = this.document.toJSON();
for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) {
if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {};
let flag = foundry.utils.deepClone(v);
flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty('choices');
flag.value = getProperty(baseData.flags, `sw5e.${k}`);
flags[v.section][`flags.sw5e.${k}`] = flag;
} }
return flags;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /** @override */
* Get the bonuses fields and their localization strings get title() {
* @return {Array<object>} return `${game.i18n.localize("SW5E.FlagsTitle")}: ${this.object.name}`;
* @private
*/
_getBonuses() {
const bonuses = [
{name: "data.bonuses.mwak.attack", label: "SW5E.BonusMWAttack"},
{name: "data.bonuses.mwak.damage", label: "SW5E.BonusMWDamage"},
{name: "data.bonuses.rwak.attack", label: "SW5E.BonusRWAttack"},
{name: "data.bonuses.rwak.damage", label: "SW5E.BonusRWDamage"},
{name: "data.bonuses.mpak.attack", label: "SW5E.BonusMPAttack"},
{name: "data.bonuses.mpak.damage", label: "SW5E.BonusMPDamage"},
{name: "data.bonuses.rpak.attack", label: "SW5E.BonusRPAttack"},
{name: "data.bonuses.rpak.damage", label: "SW5E.BonusRPDamage"},
{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
];
for ( let b of bonuses ) {
b.value = getProperty(this.object._data, b.name) || "";
} }
return bonuses;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
async _updateObject(event, formData) { getData() {
const actor = this.object; const data = {};
let updateData = expandObject(formData); data.actor = this.object;
data.classes = this._getClasses();
data.flags = this._getFlags();
data.bonuses = this._getBonuses();
return data;
}
// Unset any flags which are "false" /* -------------------------------------------- */
let unset = false;
const flags = updateData.flags.sw5e; /**
//clone flags to dnd5e for module compatability * Prepare an object of sorted classes.
updateData.flags.dnd5e = updateData.flags.sw5e * @return {object}
for ( let [k, v] of Object.entries(flags) ) { * @private
if ( [undefined, null, "", false, 0].includes(v) ) { */
delete flags[k]; _getClasses() {
if ( hasProperty(actor._data.flags, `sw5e.${k}`) ) { const classes = this.object.items.filter((i) => i.type === "class");
unset = true; return classes
flags[`-=${k}`] = null; .sort((a, b) => a.name.localeCompare(b.name))
.reduce((obj, i) => {
obj[i.id] = i.name;
return obj;
}, {});
}
/* -------------------------------------------- */
/**
* Prepare an object of flags data which groups flags by section
* Add some additional data for rendering
* @return {object}
* @private
*/
_getFlags() {
const flags = {};
const baseData = this.document.toJSON();
for (let [k, v] of Object.entries(CONFIG.SW5E.characterFlags)) {
if (!flags.hasOwnProperty(v.section)) flags[v.section] = {};
let flag = foundry.utils.deepClone(v);
flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty("choices");
flag.value = getProperty(baseData.flags, `sw5e.${k}`);
flags[v.section][`flags.sw5e.${k}`] = flag;
} }
} return flags;
} }
// Clear any bonuses which are whitespace only /* -------------------------------------------- */
for ( let b of Object.values(updateData.data.bonuses ) ) {
for ( let [k, v] of Object.entries(b) ) { /**
b[k] = v.trim(); * Get the bonuses fields and their localization strings
} * @return {Array<object>}
* @private
*/
_getBonuses() {
const bonuses = [
{name: "data.bonuses.mwak.attack", label: "SW5E.BonusMWAttack"},
{name: "data.bonuses.mwak.damage", label: "SW5E.BonusMWDamage"},
{name: "data.bonuses.rwak.attack", label: "SW5E.BonusRWAttack"},
{name: "data.bonuses.rwak.damage", label: "SW5E.BonusRWDamage"},
{name: "data.bonuses.mpak.attack", label: "SW5E.BonusMPAttack"},
{name: "data.bonuses.mpak.damage", label: "SW5E.BonusMPDamage"},
{name: "data.bonuses.rpak.attack", label: "SW5E.BonusRPAttack"},
{name: "data.bonuses.rpak.damage", label: "SW5E.BonusRPDamage"},
{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
];
for (let b of bonuses) {
b.value = getProperty(this.object._data, b.name) || "";
}
return bonuses;
} }
// Diff the data against any applied overrides and apply /* -------------------------------------------- */
await actor.update(updateData, {diff: false});
} /** @override */
async _updateObject(event, formData) {
const actor = this.object;
let updateData = expandObject(formData);
// Unset any flags which are "false"
let unset = false;
const flags = updateData.flags.sw5e;
//clone flags to dnd5e for module compatability
updateData.flags.dnd5e = updateData.flags.sw5e;
for (let [k, v] of Object.entries(flags)) {
if ([undefined, null, "", false, 0].includes(v)) {
delete flags[k];
if (hasProperty(actor._data.flags, `sw5e.${k}`)) {
unset = true;
flags[`-=${k}`] = null;
}
}
}
// Clear any bonuses which are whitespace only
for (let b of Object.values(updateData.data.bonuses)) {
for (let [k, v] of Object.entries(b)) {
b[k] = v.trim();
}
}
// Diff the data against any applied overrides and apply
await actor.update(updateData, {diff: false});
}
} }

View file

@ -5,7 +5,6 @@ import Actor5e from "../actor/entity.js";
* @extends {FormApplication} * @extends {FormApplication}
*/ */
export default class ActorTypeConfig extends FormApplication { export default class ActorTypeConfig extends FormApplication {
/** @inheritdoc */ /** @inheritdoc */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
@ -32,23 +31,23 @@ export default class ActorTypeConfig extends FormApplication {
/** @override */ /** @override */
getData(options) { getData(options) {
// Get current value or new default // Get current value or new default
let attr = foundry.utils.getProperty(this.object.data.data, 'details.type'); let attr = foundry.utils.getProperty(this.object.data.data, "details.type");
if ( foundry.utils.getType(attr) !== "Object" ) attr = { if (foundry.utils.getType(attr) !== "Object")
value: (attr in CONFIG.SW5E.creatureTypes) ? attr : "humanoid", attr = {
subtype: "", value: attr in CONFIG.SW5E.creatureTypes ? attr : "humanoid",
swarm: "", subtype: "",
custom: "" swarm: "",
}; custom: ""
};
// Populate choices // Populate choices
const types = {}; const types = {};
for ( let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes) ) { for (let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes)) {
types[k] = { types[k] = {
label: game.i18n.localize(v), label: game.i18n.localize(v),
chosen: attr.value === k chosen: attr.value === k
} };
} }
// Return data for rendering // Return data for rendering
@ -61,12 +60,14 @@ export default class ActorTypeConfig extends FormApplication {
}, },
subtype: attr.subtype, subtype: attr.subtype,
swarm: attr.swarm, swarm: attr.swarm,
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes)).reverse().reduce((obj, e) => { sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes))
obj[e[0]] = e[1]; .reverse()
return obj; .reduce((obj, e) => {
}, {}), obj[e[0]] = e[1];
return obj;
}, {}),
preview: Actor5e.formatCreatureType(attr) || "" preview: Actor5e.formatCreatureType(attr) || ""
} };
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -74,7 +75,7 @@ export default class ActorTypeConfig extends FormApplication {
/** @override */ /** @override */
async _updateObject(event, formData) { async _updateObject(event, formData) {
const typeObject = foundry.utils.expandObject(formData); const typeObject = foundry.utils.expandObject(formData);
return this.object.update({ 'data.details.type': typeObject }); return this.object.update({"data.details.type": typeObject});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

View file

@ -3,7 +3,6 @@
* @implements {DocumentSheet} * @implements {DocumentSheet}
*/ */
export default class ActorHitDiceConfig extends DocumentSheet { export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
@ -26,20 +25,22 @@ export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */ /** @override */
getData(options) { getData(options) {
return { return {
classes: this.object.items.reduce((classes, item) => { classes: this.object.items
if (item.data.type === "class") { .reduce((classes, item) => {
// Add the appropriate data only if this item is a "class" if (item.data.type === "class") {
classes.push({ // Add the appropriate data only if this item is a "class"
classItemId: item.data._id, classes.push({
name: item.data.name, classItemId: item.data._id,
diceDenom: item.data.data.hitDice, name: item.data.name,
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed, diceDenom: item.data.data.hitDice,
maxHitDice: item.data.data.levels, currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
canRoll: (item.data.data.levels - item.data.data.hitDiceUsed) > 0 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))) return classes;
}, [])
.sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
}; };
} }
@ -50,7 +51,7 @@ export default class ActorHitDiceConfig extends DocumentSheet {
super.activateListeners(html); super.activateListeners(html);
// Hook up -/+ buttons to adjust the current value in the form // Hook up -/+ buttons to adjust the current value in the form
html.find("button.increment,button.decrement").click(event => { html.find("button.increment,button.decrement").click((event) => {
const button = event.currentTarget; const button = event.currentTarget;
const current = button.parentElement.querySelector(".current"); const current = button.parentElement.querySelector(".current");
const max = button.parentElement.querySelector(".max"); const max = button.parentElement.querySelector(".max");
@ -67,8 +68,8 @@ export default class ActorHitDiceConfig extends DocumentSheet {
async _updateObject(event, formData) { async _updateObject(event, formData) {
const actorItems = this.object.items; const actorItems = this.object.items;
const classUpdates = Object.entries(formData).map(([id, hd]) => ({ const classUpdates = Object.entries(formData).map(([id, hd]) => ({
_id: id, "_id": id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd, "data.hitDiceUsed": actorItems.get(id).data.data.levels - hd
})); }));
return this.object.updateEmbeddedDocuments("Item", classUpdates); return this.object.updateEmbeddedDocuments("Item", classUpdates);
} }

View file

@ -3,65 +3,65 @@
* @extends {Dialog} * @extends {Dialog}
*/ */
export default class LongRestDialog extends Dialog { export default class LongRestDialog extends Dialog {
constructor(actor, dialogData = {}, options = {}) { constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options); super(dialogData, options);
this.actor = actor; this.actor = actor;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/long-rest.html", template: "systems/sw5e/templates/apps/long-rest.html",
classes: ["sw5e", "dialog"] classes: ["sw5e", "dialog"]
}); });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
getData() { getData() {
const data = super.getData(); const data = super.getData();
const variant = game.settings.get("sw5e", "restVariant"); const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "gritty"; // It's always a new day when resting 1 week data.promptNewDay = variant !== "gritty"; // It's always a new day when resting 1 week
data.newDay = variant === "normal"; // It's probably a new day when resting normally (8 hours) data.newDay = variant === "normal"; // It's probably a new day when resting normally (8 hours)
return data; return data;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's * A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved. * workflow has been resolved.
* @param {Actor5e} actor * @param {Actor5e} actor
* @return {Promise} * @return {Promise}
*/ */
static async longRestDialog({ actor } = {}) { static async longRestDialog({actor} = {}) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
const dlg = new this(actor, { const dlg = new this(actor, {
title: game.i18n.localize("SW5E.LongRest"), title: game.i18n.localize("SW5E.LongRest"),
buttons: { buttons: {
rest: { rest: {
icon: '<i class="fas fa-bed"></i>', icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"), label: game.i18n.localize("SW5E.Rest"),
callback: html => { callback: (html) => {
let newDay = true; let newDay = true;
if (game.settings.get("sw5e", "restVariant") !== "gritty") if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked; newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay); resolve(newDay);
} }
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("Cancel"), label: game.i18n.localize("Cancel"),
callback: reject callback: reject
} }
}, },
default: 'rest', default: "rest",
close: reject close: reject
}); });
dlg.render(true); dlg.render(true);
}); });
} }
} }

View file

@ -3,37 +3,36 @@
* @extends {DocumentSheet} * @extends {DocumentSheet}
*/ */
export default class ActorMovementConfig extends DocumentSheet { export default class ActorMovementConfig extends DocumentSheet {
/** @override */
/** @override */ static get defaultOptions() {
static get defaultOptions() { return foundry.utils.mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, { classes: ["sw5e"],
classes: ["sw5e"], template: "systems/sw5e/templates/apps/movement-config.html",
template: "systems/sw5e/templates/apps/movement-config.html", width: 300,
width: 300, height: "auto"
height: "auto" });
}); }
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
/** @override */ get title() {
get title() { return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`;
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`; }
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
/** @override */ getData(options) {
getData(options) { const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {};
const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {}; const data = {
const data = { movement: foundry.utils.deepClone(sourceMovement),
movement: foundry.utils.deepClone(sourceMovement), units: CONFIG.SW5E.movementUnits
units: CONFIG.SW5E.movementUnits };
}; for (let [k, v] of Object.entries(data.movement)) {
for ( let [k, v] of Object.entries(data.movement) ) { if (["units", "hover"].includes(k)) continue;
if ( ["units", "hover"].includes(k) ) continue; data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0; }
return data;
} }
return data;
}
} }

View file

@ -3,7 +3,7 @@
* @type {Dialog} * @type {Dialog}
*/ */
export default class SelectItemsPrompt extends Dialog { export default class SelectItemsPrompt extends Dialog {
constructor(items, dialogData={}, options={}) { constructor(items, dialogData = {}, options = {}) {
super(dialogData, options); super(dialogData, options);
this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"]; this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"];
@ -18,11 +18,11 @@ export default class SelectItemsPrompt extends Dialog {
super.activateListeners(html); super.activateListeners(html);
// render the item's sheet if its image is clicked // render the item's sheet if its image is clicked
html.on('click', '.item-image', (event) => { html.on("click", ".item-image", (event) => {
const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId); const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId);
item?.sheet.render(true); item?.sheet.render(true);
}) });
} }
/** /**
@ -33,29 +33,27 @@ export default class SelectItemsPrompt extends Dialog {
* @param {string} options.hint - Localized hint to display at the top of the prompt * @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 * @return {Promise<string[]>} - list of item ids which the user has selected
*/ */
static async create(items, { static async create(items, {hint}) {
hint
}) {
// Render the ability usage template // Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint}); const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint});
return new Promise((resolve) => { return new Promise((resolve) => {
const dlg = new this(items, { const dlg = new this(items, {
title: game.i18n.localize('SW5E.SelectItemsPromptTitle'), title: game.i18n.localize("SW5E.SelectItemsPromptTitle"),
content: html, content: html,
buttons: { buttons: {
apply: { apply: {
icon: `<i class="fas fa-user-plus"></i>`, icon: `<i class="fas fa-user-plus"></i>`,
label: game.i18n.localize('SW5E.Apply'), label: game.i18n.localize("SW5E.Apply"),
callback: html => { callback: (html) => {
const fd = new FormDataExtended(html[0].querySelector("form")).toObject(); const fd = new FormDataExtended(html[0].querySelector("form")).toObject();
const selectedIds = Object.keys(fd).filter(itemId => fd[itemId]); const selectedIds = Object.keys(fd).filter((itemId) => fd[itemId]);
resolve(selectedIds); resolve(selectedIds);
} }
}, },
cancel: { cancel: {
icon: '<i class="fas fa-forward"></i>', icon: '<i class="fas fa-forward"></i>',
label: game.i18n.localize('SW5E.Skip'), label: game.i18n.localize("SW5E.Skip"),
callback: () => resolve([]) callback: () => resolve([])
} }
}, },

View file

@ -3,41 +3,41 @@
* @extends {DocumentSheet} * @extends {DocumentSheet}
*/ */
export default class ActorSensesConfig extends DocumentSheet { export default class ActorSensesConfig extends DocumentSheet {
/** @inheritdoc */
/** @inheritdoc */ static get defaultOptions() {
static get defaultOptions() { return foundry.utils.mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, { classes: ["sw5e"],
classes: ["sw5e"], template: "systems/sw5e/templates/apps/senses-config.html",
template: "systems/sw5e/templates/apps/senses-config.html", width: 300,
width: 300, height: "auto"
height: "auto" });
}); }
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @inheritdoc */
/** @inheritdoc */ get title() {
get title() { return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`;
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`; }
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @inheritdoc */
/** @inheritdoc */ getData(options) {
getData(options) { const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {};
const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {}; const data = {
const data = { senses: {},
senses: {}, special: senses.special ?? "",
special: senses.special ?? "", units: senses.units,
units: senses.units, movementUnits: CONFIG.SW5E.movementUnits movementUnits: CONFIG.SW5E.movementUnits
}; };
for ( let [name, label] of Object.entries(CONFIG.SW5E.senses) ) { for (let [name, label] of Object.entries(CONFIG.SW5E.senses)) {
const v = senses[name]; const v = senses[name];
data.senses[name] = { data.senses[name] = {
label: game.i18n.localize(label), label: game.i18n.localize(label),
value: Number.isNumeric(v) ? v.toNearest(0.1) : 0 value: Number.isNumeric(v) ? v.toNearest(0.1) : 0
} };
}
return data;
} }
return data;
}
} }

View file

@ -5,129 +5,130 @@ import LongRestDialog from "./long-rest.js";
* @extends {Dialog} * @extends {Dialog}
*/ */
export default class ShortRestDialog extends Dialog { export default class ShortRestDialog extends Dialog {
constructor(actor, dialogData={}, options={}) { constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options); super(dialogData, options);
/** /**
* Store a reference to the Actor entity which is resting * Store a reference to the Actor entity which is resting
* @type {Actor} * @type {Actor}
*/ */
this.actor = actor; this.actor = actor;
/** /**
* Track the most recently used HD denomination for re-rendering the form * Track the most recently used HD denomination for re-rendering the form
* @type {string} * @type {string}
*/ */
this._denom = null; this._denom = null;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/short-rest.html", template: "systems/sw5e/templates/apps/short-rest.html",
classes: ["sw5e", "dialog"] classes: ["sw5e", "dialog"]
}); });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
getData() { getData() {
const data = super.getData(); const data = super.getData();
// Determine Hit Dice // Determine Hit Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => { data.availableHD = this.actor.data.items.reduce((hd, item) => {
if ( item.type === "class" ) { if (item.type === "class") {
const d = item.data.data; const d = item.data.data;
const denom = d.hitDice || "d6"; const denom = d.hitDice || "d6";
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0); const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available; hd[denom] = denom in hd ? hd[denom] + available : available;
}
return hd;
}, {});
data.canRoll = this.actor.data.data.attributes.hd > 0;
data.denomination = this._denom;
// Determine rest type
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "epic"; // It's never a new day when only resting 1 minute
data.newDay = false; // It may be a new day, but not by default
return data;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
let btn = html.find("#roll-hd");
btn.click(this._onRollHitDie.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling a Hit Die as part of a Short Rest action
* @param {Event} event The triggering click event
* @private
*/
async _onRollHitDie(event) {
event.preventDefault();
const btn = event.currentTarget;
this._denom = btn.form.hd.value;
await this.actor.rollHitDie(this._denom);
this.render();
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Short Rest dialog and returns a Promise once it's workflow has
* been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async shortRestDialog({actor}={}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: game.i18n.localize("SW5E.ShortRest"),
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"),
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
} }
}, return hd;
cancel: { }, {});
icon: '<i class="fas fa-times"></i>', data.canRoll = this.actor.data.data.attributes.hd > 0;
label: game.i18n.localize("Cancel"), data.denomination = this._denom;
callback: reject
}
},
close: reject
});
dlg.render(true);
});
}
/* -------------------------------------------- */ // Determine rest type
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "epic"; // It's never a new day when only resting 1 minute
data.newDay = false; // It may be a new day, but not by default
return data;
}
/** /* -------------------------------------------- */
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved. /** @override */
* @deprecated activateListeners(html) {
* @param {Actor5e} actor super.activateListeners(html);
* @return {Promise} let btn = html.find("#roll-hd");
*/ btn.click(this._onRollHitDie.bind(this));
static async longRestDialog({actor}={}) { }
console.warn("WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead.");
return LongRestDialog.longRestDialog(...arguments); /* -------------------------------------------- */
}
/**
* Handle rolling a Hit Die as part of a Short Rest action
* @param {Event} event The triggering click event
* @private
*/
async _onRollHitDie(event) {
event.preventDefault();
const btn = event.currentTarget;
this._denom = btn.form.hd.value;
await this.actor.rollHitDie(this._denom);
this.render();
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Short Rest dialog and returns a Promise once it's workflow has
* been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async shortRestDialog({actor} = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: game.i18n.localize("SW5E.ShortRest"),
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"),
callback: (html) => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("Cancel"),
callback: reject
}
},
close: reject
});
dlg.render(true);
});
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @deprecated
* @param {Actor5e} actor
* @return {Promise}
*/
static async longRestDialog({actor} = {}) {
console.warn(
"WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead."
);
return LongRestDialog.longRestDialog(...arguments);
}
} }

View file

@ -3,86 +3,85 @@
* @extends {DocumentSheet} * @extends {DocumentSheet}
*/ */
export default class TraitSelector extends DocumentSheet { export default class TraitSelector extends DocumentSheet {
/** @inheritdoc */
/** @inheritdoc */ static get defaultOptions() {
static get defaultOptions() { return foundry.utils.mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, { id: "trait-selector",
id: "trait-selector", classes: ["sw5e", "trait-selector", "subconfig"],
classes: ["sw5e", "trait-selector", "subconfig"], title: "Actor Trait Selection",
title: "Actor Trait Selection", template: "systems/sw5e/templates/apps/trait-selector.html",
template: "systems/sw5e/templates/apps/trait-selector.html", width: 320,
width: 320, height: "auto",
height: "auto", choices: {},
choices: {}, allowCustom: true,
allowCustom: true, minimum: 0,
minimum: 0, maximum: null,
maximum: null, valueKey: "value",
valueKey: "value", customKey: "custom"
customKey: "custom" });
});
}
/* -------------------------------------------- */
/**
* Return a reference to the target attribute
* @type {string}
*/
get attribute() {
return this.options.name;
}
/* -------------------------------------------- */
/** @override */
getData() {
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 = 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: o.allowCustom,
choices: choices,
custom: custom
}
}
/* -------------------------------------------- */
/** @override */
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);
} }
// 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 ( o.minimum && (chosen.length < o.minimum) ) { * Return a reference to the target attribute
return ui.notifications.error(`You must choose at least ${o.minimum} options`); * @type {string}
} */
if ( o.maximum && (chosen.length > o.maximum) ) { get attribute() {
return ui.notifications.error(`You may choose no more than ${o.maximum} options`); return this.options.name;
} }
// Update the object /* -------------------------------------------- */
this.object.update(updateData);
} /** @override */
getData() {
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
const o = this.options;
const value = o.valueKey ? attr[o.valueKey] ?? [] : attr;
const custom = o.customKey ? attr[o.customKey] ?? "" : "";
// Populate choices
const choices = Object.entries(o.choices).reduce((obj, e) => {
let [k, v] = e;
obj[k] = {label: v, chosen: attr ? value.includes(k) : false};
return obj;
}, {});
// Return data
return {
allowCustom: o.allowCustom,
choices: choices,
custom: custom
};
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const o = this.options;
// Obtain choices
const chosen = [];
for (let [k, v] of Object.entries(formData)) {
if (k !== "custom" && v) chosen.push(k);
}
// Object including custom data
const updateData = {};
if (o.valueKey) updateData[`${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 (o.minimum && chosen.length < o.minimum) {
return ui.notifications.error(`You must choose at least ${o.minimum} options`);
}
if (o.maximum && chosen.length > o.maximum) {
return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
}
// Update the object
this.object.update(updateData);
}
} }

View file

@ -1,38 +1,38 @@
/** @override */ /** @override */
export const measureDistances = function(segments, options={}) { export const measureDistances = function (segments, options = {}) {
if ( !options.gridSpaces ) return BaseGrid.prototype.measureDistances.call(this, segments, options); if (!options.gridSpaces) return BaseGrid.prototype.measureDistances.call(this, segments, options);
// Track the total number of diagonals // Track the total number of diagonals
let nDiagonal = 0; let nDiagonal = 0;
const rule = this.parent.diagonalRule; const rule = this.parent.diagonalRule;
const d = canvas.dimensions; const d = canvas.dimensions;
// Iterate over measured segments // Iterate over measured segments
return segments.map(s => { return segments.map((s) => {
let r = s.ray; let r = s.ray;
// Determine the total distance traveled // Determine the total distance traveled
let nx = Math.abs(Math.ceil(r.dx / d.size)); let nx = Math.abs(Math.ceil(r.dx / d.size));
let ny = Math.abs(Math.ceil(r.dy / d.size)); let ny = Math.abs(Math.ceil(r.dy / d.size));
// Determine the number of straight and diagonal moves // Determine the number of straight and diagonal moves
let nd = Math.min(nx, ny); let nd = Math.min(nx, ny);
let ns = Math.abs(ny - nx); let ns = Math.abs(ny - nx);
nDiagonal += nd; nDiagonal += nd;
// Alternative DMG Movement // Alternative DMG Movement
if (rule === "5105") { if (rule === "5105") {
let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2); let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2);
let spaces = (nd10 * 2) + (nd - nd10) + ns; let spaces = nd10 * 2 + (nd - nd10) + ns;
return spaces * canvas.dimensions.distance; return spaces * canvas.dimensions.distance;
} }
// Euclidean Measurement // Euclidean Measurement
else if (rule === "EUCL") { else if (rule === "EUCL") {
return Math.round(Math.hypot(nx, ny) * canvas.scene.data.gridDistance); return Math.round(Math.hypot(nx, ny) * canvas.scene.data.gridDistance);
} }
// Standard PHB Movement // Standard PHB Movement
else return (ns + nd) * canvas.scene.data.gridDistance; else return (ns + nd) * canvas.scene.data.gridDistance;
}); });
}; };

View file

@ -1,51 +1,51 @@
export default class CharacterImporter { export default class CharacterImporter {
// transform JSON from sw5e.com to Foundry friendly format // transform JSON from sw5e.com to Foundry friendly format
// and insert new actor // and insert new actor
static async transform(rawCharacter) { static async transform(rawCharacter) {
const sourceCharacter = JSON.parse(rawCharacter); //source character const sourceCharacter = JSON.parse(rawCharacter); //source character
const details = { const details = {
species: sourceCharacter.attribs.find((e) => e.name == "race").current, species: sourceCharacter.attribs.find((e) => e.name == "race").current,
background: sourceCharacter.attribs.find((e) => e.name == "background").current, background: sourceCharacter.attribs.find((e) => e.name == "background").current,
alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current
}; };
const hp = { const hp = {
value: sourceCharacter.attribs.find((e) => e.name == "hp").current, value: sourceCharacter.attribs.find((e) => e.name == "hp").current,
min: 0, min: 0,
max: sourceCharacter.attribs.find((e) => e.name == "hp").current, max: sourceCharacter.attribs.find((e) => e.name == "hp").current,
temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current
}; };
const abilities = { const abilities = {
str: { str: {
value: sourceCharacter.attribs.find((e) => e.name == "strength").current, value: sourceCharacter.attribs.find((e) => e.name == "strength").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0
}, },
dex: { dex: {
value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current, value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0
}, },
con: { con: {
value: sourceCharacter.attribs.find((e) => e.name == "constitution").current, value: sourceCharacter.attribs.find((e) => e.name == "constitution").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0
}, },
int: { int: {
value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current, value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0
}, },
wis: { wis: {
value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current, value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0
}, },
cha: { cha: {
value: sourceCharacter.attribs.find((e) => e.name == "charisma").current, value: sourceCharacter.attribs.find((e) => e.name == "charisma").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0
} }
}; };
/* ----------------------------------------------------------------- */ /* ----------------------------------------------------------------- */
/* character.data.skills.<skill_name>.value is all that matters /* character.data.skills.<skill_name>.value is all that matters
/* values can be 0, 0.5, 1 or 2 /* values can be 0, 0.5, 1 or 2
/* 0 = regular /* 0 = regular
/* 0.5 = half-proficient /* 0.5 = half-proficient
@ -53,272 +53,274 @@ export default class CharacterImporter {
/* 2 = expertise /* 2 = expertise
/* foundry takes care of calculating the rest /* foundry takes care of calculating the rest
/* ----------------------------------------------------------------- */ /* ----------------------------------------------------------------- */
const skills = { const skills = {
acr: { acr: {
value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current
}, },
ani: { ani: {
value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current
}, },
ath: { ath: {
value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current
}, },
dec: { dec: {
value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current
}, },
ins: { ins: {
value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current
}, },
inv: { inv: {
value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current
}, },
itm: { itm: {
value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current
}, },
lor: { lor: {
value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current
}, },
med: { med: {
value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current
}, },
nat: { nat: {
value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current
}, },
per: { per: {
value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current
}, },
pil: { pil: {
value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current
}, },
prc: { prc: {
value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current
}, },
prf: { prf: {
value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current
}, },
slt: { slt: {
value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current
}, },
ste: { ste: {
value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current
}, },
sur: { sur: {
value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current
}, },
tec: { tec: {
value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current
} }
};
const targetCharacter = {
name: sourceCharacter.name,
type: "character",
data: {
abilities: abilities,
details: details,
skills: skills,
attributes: {
hp: hp
}
}
};
let actor = await Actor.create(targetCharacter);
CharacterImporter.addProfessions(sourceCharacter, actor);
}
// Parse all classes and add them to already created actor.
// "class" is a reserved word, therefore I use profession where I can.
static async addProfessions(sourceCharacter, actor) {
let result = [];
// parse all class and multiclassX items
// couldn't get Array.filter to work here for some reason
// result = array of objects. each object is a separate class
sourceCharacter.attribs.forEach((e) => {
if (CharacterImporter.classOrMulticlass(e.name)) {
var t = {
profession: CharacterImporter.capitalize(e.current),
type: CharacterImporter.baseOrMulti(e.name),
level: CharacterImporter.getLevel(e, sourceCharacter)
}; };
result.push(t);
}
});
// pull classes directly from system compendium and add them to current actor const targetCharacter = {
const professionsPack = await game.packs.get("sw5e.classes").getDocuments(); name: sourceCharacter.name,
result.forEach((prof) => { type: "character",
let assignedProfession = professionsPack.find((o) => o.name === prof.profession); data: {
assignedProfession.data.data.levels = prof.level; abilities: abilities,
actor.createEmbeddedDocuments("Item", [assignedProfession.data], { displaySheet: false }); details: details,
}); skills: skills,
attributes: {
hp: hp
}
}
};
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor); let actor = await Actor.create(targetCharacter);
CharacterImporter.addProfessions(sourceCharacter, actor);
this.addPowers(
sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current),
actor
);
const discoveredItems = sourceCharacter.attribs.filter(
(e) => e.name.search(/repeating_inventory.+_itemname/g) != -1
);
const items = discoveredItems.map((item) => {
const id = item.name.match(/-\w{19}/g);
return {
name: item.current,
quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current
};
});
this.addItems(items, actor);
}
static async addClasses(profession, level, actor) {
let classes = await game.packs.get("sw5e.classes").getDocuments();
let assignedClass = classes.find((c) => c.name === profession);
assignedClass.data.data.levels = level;
await actor.createEmbeddedDocuments("Item", [assignedClass.data], { displaySheet: false });
}
static classOrMulticlass(name) {
return name === "class" || (name.includes("multiclass") && name.length <= 12);
}
static baseOrMulti(name) {
if (name === "class") {
return "base_class";
} else {
return "multi_class";
} }
}
static getLevel(item, sourceCharacter) { // Parse all classes and add them to already created actor.
if (item.name === "class") { // "class" is a reserved word, therefore I use profession where I can.
let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current; static async addProfessions(sourceCharacter, actor) {
return parseInt(result); let result = [];
} else {
let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current; // parse all class and multiclassX items
return parseInt(result); // couldn't get Array.filter to work here for some reason
// result = array of objects. each object is a separate class
sourceCharacter.attribs.forEach((e) => {
if (CharacterImporter.classOrMulticlass(e.name)) {
var t = {
profession: CharacterImporter.capitalize(e.current),
type: CharacterImporter.baseOrMulti(e.name),
level: CharacterImporter.getLevel(e, sourceCharacter)
};
result.push(t);
}
});
// pull classes directly from system compendium and add them to current actor
const professionsPack = await game.packs.get("sw5e.classes").getDocuments();
result.forEach((prof) => {
let assignedProfession = professionsPack.find((o) => o.name === prof.profession);
assignedProfession.data.data.levels = prof.level;
actor.createEmbeddedDocuments("Item", [assignedProfession.data], {displaySheet: false});
});
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
this.addPowers(
sourceCharacter.attribs
.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1)
.map((e) => e.current),
actor
);
const discoveredItems = sourceCharacter.attribs.filter(
(e) => e.name.search(/repeating_inventory.+_itemname/g) != -1
);
const items = discoveredItems.map((item) => {
const id = item.name.match(/-\w{19}/g);
return {
name: item.current,
quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current
};
});
this.addItems(items, actor);
} }
}
static capitalize(str) { static async addClasses(profession, level, actor) {
return str.charAt(0).toUpperCase() + str.slice(1); let classes = await game.packs.get("sw5e.classes").getDocuments();
} let assignedClass = classes.find((c) => c.name === profession);
assignedClass.data.data.levels = level;
static async addSpecies(race, actor) { await actor.createEmbeddedDocuments("Item", [assignedClass.data], {displaySheet: false});
const species = await game.packs.get("sw5e.species").getDocuments();
const assignedSpecies = species.find((c) => c.name === race);
const activeEffects = [...assignedSpecies.data.effects][0].data.changes;
const actorData = { data: { abilities: { ...actor.data.data.abilities } } };
activeEffects.map((effect) => {
switch (effect.key) {
case "data.abilities.str.value":
actorData.data.abilities.str.value -= effect.value;
break;
case "data.abilities.dex.value":
actorData.data.abilities.dex.value -= effect.value;
break;
case "data.abilities.con.value":
actorData.data.abilities.con.value -= effect.value;
break;
case "data.abilities.int.value":
actorData.data.abilities.int.value -= effect.value;
break;
case "data.abilities.wis.value":
actorData.data.abilities.wis.value -= effect.value;
break;
case "data.abilities.cha.value":
actorData.data.abilities.cha.value -= effect.value;
break;
default:
break;
}
});
actor.update(actorData);
await actor.createEmbeddedDocuments("Item", [assignedSpecies.data], { displaySheet: false });
}
static async addPowers(powers, actor) {
const forcePowers = await game.packs.get("sw5e.forcepowers").getDocuments();
const techPowers = await game.packs.get("sw5e.techpowers").getDocuments();
for (const power of powers) {
const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
if (createdPower) {
await actor.createEmbeddedDocuments("Item", [createdPower.data], { displaySheet: false });
}
} }
}
static async addItems(items, actor) { static classOrMulticlass(name) {
const weapons = await game.packs.get("sw5e.weapons").getDocuments(); return name === "class" || (name.includes("multiclass") && name.length <= 12);
const armors = await game.packs.get("sw5e.armor").getDocuments(); }
const adventuringGear = await game.packs.get("sw5e.adventuringgear").getDocuments();
for (const item of items) { static baseOrMulti(name) {
const createdItem = if (name === "class") {
weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) || return "base_class";
armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) || } else {
adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase()); return "multi_class";
if (createdItem) {
if (item.quantity != 1) {
createdItem.data.data.quantity = item.quantity;
} }
await actor.createEmbeddedDocuments("Item", [createdItem.data], { displaySheet: false });
}
} }
}
static addImportButton(html) { static getLevel(item, sourceCharacter) {
const actionButtons = html.find(".header-actions"); if (item.name === "class") {
actionButtons[0].insertAdjacentHTML( let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current;
"afterend", return parseInt(result);
`<div class="header-actions action-buttons flexrow"><button class="create-entity cs-import-button"><i class="fas fa-upload"></i> Import Character</button></div>` } else {
); let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current;
return parseInt(result);
}
}
let characterImportButton = $(".cs-import-button"); static capitalize(str) {
characterImportButton.click(() => { return str.charAt(0).toUpperCase() + str.slice(1);
let content = `<h1>Saved Character JSON Import</h1> }
static async addSpecies(race, actor) {
const species = await game.packs.get("sw5e.species").getDocuments();
const assignedSpecies = species.find((c) => c.name === race);
const activeEffects = [...assignedSpecies.data.effects][0].data.changes;
const actorData = {data: {abilities: {...actor.data.data.abilities}}};
activeEffects.map((effect) => {
switch (effect.key) {
case "data.abilities.str.value":
actorData.data.abilities.str.value -= effect.value;
break;
case "data.abilities.dex.value":
actorData.data.abilities.dex.value -= effect.value;
break;
case "data.abilities.con.value":
actorData.data.abilities.con.value -= effect.value;
break;
case "data.abilities.int.value":
actorData.data.abilities.int.value -= effect.value;
break;
case "data.abilities.wis.value":
actorData.data.abilities.wis.value -= effect.value;
break;
case "data.abilities.cha.value":
actorData.data.abilities.cha.value -= effect.value;
break;
default:
break;
}
});
actor.update(actorData);
await actor.createEmbeddedDocuments("Item", [assignedSpecies.data], {displaySheet: false});
}
static async addPowers(powers, actor) {
const forcePowers = await game.packs.get("sw5e.forcepowers").getDocuments();
const techPowers = await game.packs.get("sw5e.techpowers").getDocuments();
for (const power of powers) {
const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
if (createdPower) {
await actor.createEmbeddedDocuments("Item", [createdPower.data], {displaySheet: false});
}
}
}
static async addItems(items, actor) {
const weapons = await game.packs.get("sw5e.weapons").getDocuments();
const armors = await game.packs.get("sw5e.armor").getDocuments();
const adventuringGear = await game.packs.get("sw5e.adventuringgear").getDocuments();
for (const item of items) {
const createdItem =
weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase());
if (createdItem) {
if (item.quantity != 1) {
createdItem.data.data.quantity = item.quantity;
}
await actor.createEmbeddedDocuments("Item", [createdItem.data], {displaySheet: false});
}
}
}
static addImportButton(html) {
const actionButtons = html.find(".header-actions");
actionButtons[0].insertAdjacentHTML(
"afterend",
`<div class="header-actions action-buttons flexrow"><button class="create-entity cs-import-button"><i class="fas fa-upload"></i> Import Character</button></div>`
);
let characterImportButton = $(".cs-import-button");
characterImportButton.click(() => {
let content = `<h1>Saved Character JSON Import</h1>
<label for="character-json">Paste character JSON here:</label> <label for="character-json">Paste character JSON here:</label>
</br> </br>
<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>`; <textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>`;
let importDialog = new Dialog({ let importDialog = new Dialog({
title: "Import Character from SW5e.com", title: "Import Character from SW5e.com",
content: content, content: content,
buttons: { buttons: {
Import: { Import: {
icon: `<i class="fas fa-file-import"></i>`, icon: `<i class="fas fa-file-import"></i>`,
label: "Import Character", label: "Import Character",
callback: () => { callback: () => {
let characterData = $("#character-json").val(); let characterData = $("#character-json").val();
console.log("Parsing Character JSON"); console.log("Parsing Character JSON");
CharacterImporter.transform(characterData); CharacterImporter.transform(characterData);
} }
}, },
Cancel: { Cancel: {
icon: `<i class="fas fa-times-circle"></i>`, icon: `<i class="fas fa-times-circle"></i>`,
label: "Cancel", label: "Cancel",
callback: () => {} callback: () => {}
} }
} }
}); });
importDialog.render(true); importDialog.render(true);
}); });
} }
} }

View file

@ -1,30 +1,29 @@
/** /**
* Highlight critical success or failure on d20 rolls * Highlight critical success or failure on d20 rolls
*/ */
export const highlightCriticalSuccessFailure = function(message, html, data) { export const highlightCriticalSuccessFailure = function (message, html, data) {
if ( !message.isRoll || !message.isContentVisible ) return; if (!message.isRoll || !message.isContentVisible) return;
// Highlight rolls where the first part is a d20 roll // Highlight rolls where the first part is a d20 roll
const roll = message.roll; const roll = message.roll;
if ( !roll.dice.length ) return; if (!roll.dice.length) return;
const d = roll.dice[0]; const d = roll.dice[0];
// Ensure it is an un-modified d20 roll // Ensure it is an un-modified d20 roll
const isD20 = (d.faces === 20) && ( d.values.length === 1 ); const isD20 = d.faces === 20 && d.values.length === 1;
if ( !isD20 ) return; if (!isD20) return;
const isModifiedRoll = ("success" in d.results[0]) || d.options.marginSuccess || d.options.marginFailure; const isModifiedRoll = "success" in d.results[0] || d.options.marginSuccess || d.options.marginFailure;
if ( isModifiedRoll ) return; if (isModifiedRoll) return;
// Highlight successes and failures // Highlight successes and failures
const critical = d.options.critical || 20; const critical = d.options.critical || 20;
const fumble = d.options.fumble || 1; const fumble = d.options.fumble || 1;
if ( d.total >= critical ) html.find(".dice-total").addClass("critical"); if (d.total >= critical) html.find(".dice-total").addClass("critical");
else if ( d.total <= fumble ) html.find(".dice-total").addClass("fumble"); else if (d.total <= fumble) html.find(".dice-total").addClass("fumble");
else if ( d.options.target ) { else if (d.options.target) {
if ( roll.total >= d.options.target ) html.find(".dice-total").addClass("success"); if (roll.total >= d.options.target) html.find(".dice-total").addClass("success");
else html.find(".dice-total").addClass("failure"); else html.find(".dice-total").addClass("failure");
} }
}; };
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -32,24 +31,24 @@ export const highlightCriticalSuccessFailure = function(message, html, data) {
/** /**
* Optionally hide the display of chat card action buttons which cannot be performed by the user * Optionally hide the display of chat card action buttons which cannot be performed by the user
*/ */
export const displayChatActionButtons = function(message, html, data) { export const displayChatActionButtons = function (message, html, data) {
const chatCard = html.find(".sw5e.chat-card"); const chatCard = html.find(".sw5e.chat-card");
if ( chatCard.length > 0 ) { if (chatCard.length > 0) {
const flavor = html.find(".flavor-text"); const flavor = html.find(".flavor-text");
if ( flavor.text() === html.find(".item-name").text() ) flavor.remove(); if (flavor.text() === html.find(".item-name").text()) flavor.remove();
// If the user is the message author or the actor owner, proceed // If the user is the message author or the actor owner, proceed
let actor = game.actors.get(data.message.speaker.actor); let actor = game.actors.get(data.message.speaker.actor);
if ( actor && actor.isOwner ) return; if (actor && actor.isOwner) return;
else if ( game.user.isGM || (data.author.id === game.user.id)) return; else if (game.user.isGM || data.author.id === game.user.id) return;
// Otherwise conceal action buttons except for saving throw // Otherwise conceal action buttons except for saving throw
const buttons = chatCard.find("button[data-action]"); const buttons = chatCard.find("button[data-action]");
buttons.each((i, btn) => { buttons.each((i, btn) => {
if ( btn.dataset.action === "save" ) return; if (btn.dataset.action === "save") return;
btn.style.display = "none" btn.style.display = "none";
}); });
} }
}; };
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -63,38 +62,38 @@ export const displayChatActionButtons = function(message, html, data) {
* *
* @return {Array} The extended options Array including new context choices * @return {Array} The extended options Array including new context choices
*/ */
export const addChatMessageContextOptions = function(html, options) { export const addChatMessageContextOptions = function (html, options) {
let canApply = li => { let canApply = (li) => {
const message = game.messages.get(li.data("messageId")); const message = game.messages.get(li.data("messageId"));
return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length; return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length;
}; };
options.push( options.push(
{ {
name: game.i18n.localize("SW5E.ChatContextDamage"), name: game.i18n.localize("SW5E.ChatContextDamage"),
icon: '<i class="fas fa-user-minus"></i>', icon: '<i class="fas fa-user-minus"></i>',
condition: canApply, condition: canApply,
callback: li => applyChatCardDamage(li, 1) callback: (li) => applyChatCardDamage(li, 1)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextHealing"), name: game.i18n.localize("SW5E.ChatContextHealing"),
icon: '<i class="fas fa-user-plus"></i>', icon: '<i class="fas fa-user-plus"></i>',
condition: canApply, condition: canApply,
callback: li => applyChatCardDamage(li, -1) callback: (li) => applyChatCardDamage(li, -1)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextDoubleDamage"), name: game.i18n.localize("SW5E.ChatContextDoubleDamage"),
icon: '<i class="fas fa-user-injured"></i>', icon: '<i class="fas fa-user-injured"></i>',
condition: canApply, condition: canApply,
callback: li => applyChatCardDamage(li, 2) callback: (li) => applyChatCardDamage(li, 2)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextHalfDamage"), name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
icon: '<i class="fas fa-user-shield"></i>', icon: '<i class="fas fa-user-shield"></i>',
condition: canApply, condition: canApply,
callback: li => applyChatCardDamage(li, 0.5) callback: (li) => applyChatCardDamage(li, 0.5)
} }
); );
return options; return options;
}; };
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -108,12 +107,14 @@ export const addChatMessageContextOptions = function(html, options) {
* @return {Promise} * @return {Promise}
*/ */
function applyChatCardDamage(li, multiplier) { function applyChatCardDamage(li, multiplier) {
const message = game.messages.get(li.data("messageId")); const message = game.messages.get(li.data("messageId"));
const roll = message.roll; const roll = message.roll;
return Promise.all(canvas.tokens.controlled.map(t => { return Promise.all(
const a = t.actor; canvas.tokens.controlled.map((t) => {
return a.applyDamage(roll.total, multiplier); const a = t.actor;
})); return a.applyDamage(roll.total, multiplier);
})
);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

View file

@ -1,4 +1 @@
export const ClassFeatures = { export const ClassFeatures = {};
};

View file

@ -1,27 +1,31 @@
/** /**
* Override the default Initiative formula to customize special behaviors of the SW5e system. * Override the default Initiative formula to customize special behaviors of the SW5e system.
* Apply advantage, proficiency, or bonuses where appropriate * Apply advantage, proficiency, or bonuses where appropriate
* Apply the dexterity score as a decimal tiebreaker if requested * Apply the dexterity score as a decimal tiebreaker if requested
* See Combat._getInitiativeFormula for more detail. * See Combat._getInitiativeFormula for more detail.
*/ */
export const _getInitiativeFormula = function() { export const _getInitiativeFormula = function () {
const actor = this.actor; const actor = this.actor;
if ( !actor ) return "1d20"; if (!actor) return "1d20";
const init = actor.data.data.attributes.init; const init = actor.data.data.attributes.init;
// Construct initiative formula parts // Construct initiative formula parts
let nd = 1; let nd = 1;
let mods = ""; let mods = "";
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1"; if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
if (actor.getFlag("sw5e", "initiativeAdv")) { if (actor.getFlag("sw5e", "initiativeAdv")) {
nd = 2; nd = 2;
mods += "kh"; mods += "kh";
} }
const parts = [`${nd}d20${mods}`, init.mod, (init.prof !== 0) ? init.prof : null, (init.bonus !== 0) ? init.bonus : null]; const parts = [
`${nd}d20${mods}`,
init.mod,
init.prof !== 0 ? init.prof : null,
init.bonus !== 0 ? init.bonus : null
];
// Optionally apply Dexterity tiebreaker // Optionally apply Dexterity tiebreaker
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker"); const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100); if (tiebreaker) parts.push(actor.data.data.abilities.dex.value / 100);
return parts.filter(p => p !== null).join(" + "); return parts.filter((p) => p !== null).join(" + ");
}; };

File diff suppressed because it is too large Load diff

View file

@ -12,50 +12,55 @@ export {default as DamageRoll} from "./dice/damage-roll.js";
* @return {string} The resulting simplified formula * @return {string} The resulting simplified formula
*/ */
export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) { export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) {
const roll = new Roll(formula, data); // Parses the formula and replaces any @properties const roll = new Roll(formula, data); // Parses the formula and replaces any @properties
const terms = roll.terms; const terms = roll.terms;
// Some terms are "too complicated" for this algorithm to simplify // Some terms are "too complicated" for this algorithm to simplify
// In this case, the original formula is returned. // In this case, the original formula is returned.
if (terms.some(_isUnsupportedTerm)) return roll.formula; if (terms.some(_isUnsupportedTerm)) return roll.formula;
const rollableTerms = []; // Terms that are non-constant, and their associated operators const rollableTerms = []; // Terms that are non-constant, and their associated operators
const constantTerms = []; // Terms that are constant, and their associated operators const constantTerms = []; // Terms that are constant, and their associated operators
let operators = []; // Temporary storage for operators before they are moved to one of the above let operators = []; // Temporary storage for operators before they are moved to one of the above
for (let term of terms) { // For each term for (let term of terms) {
if (term instanceof OperatorTerm) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array // For each term
else { // Otherwise the term is not an operator if (term instanceof OperatorTerm) operators.push(term);
if (term instanceof DiceTerm) { // If the term is something rollable // If the term is an addition/subtraction operator, push the term into the operators array
rollableTerms.push(...operators); // Place all the operators into the rollableTerms array else {
rollableTerms.push(term); // Then place this rollable term into it as well // Otherwise the term is not an operator
} // if (term instanceof DiceTerm) {
else { // Otherwise, this must be a constant // If the term is something rollable
constantTerms.push(...operators); // Place the operators into the constantTerms array rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
constantTerms.push(term); // Then also add this constant term to that array. rollableTerms.push(term); // Then place this rollable term into it as well
} // } //
operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration. else {
// Otherwise, this must be a constant
constantTerms.push(...operators); // Place the operators into the constantTerms array
constantTerms.push(term); // Then also add this constant term to that array.
} //
operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
}
} }
}
const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
// Mathematically evaluate the constant formula to produce a single constant term // Mathematically evaluate the constant formula to produce a single constant term
let constantPart = undefined; let constantPart = undefined;
if ( constantFormula ) { if (constantFormula) {
try { try {
constantPart = Roll.safeEval(constantFormula) constantPart = Roll.safeEval(constantFormula);
} catch (err) { } catch (err) {
console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`); console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`);
}
} }
}
// Order the rollable and constant terms, either constant first or second depending on the optional argument // Order the rollable and constant terms, either constant first or second depending on the optional argument
const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart]; const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart];
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula // Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
return new Roll(parts.filterJoin(" + ")).formula; return new Roll(parts.filterJoin(" + ")).formula;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -66,11 +71,11 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
* @return {Boolean} True when unsupported, false if supported * @return {Boolean} True when unsupported, false if supported
*/ */
function _isUnsupportedTerm(term) { function _isUnsupportedTerm(term) {
const diceTerm = term instanceof DiceTerm; const diceTerm = term instanceof DiceTerm;
const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator); const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator);
const number = term instanceof NumericTerm; const number = term instanceof NumericTerm;
return !(diceTerm || operator || number); return !(diceTerm || operator || number);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -111,54 +116,75 @@ function _isUnsupportedTerm(term) {
* @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled * @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled
*/ */
export async function d20Roll({ export async function d20Roll({
parts=[], data={}, // Roll creation parts = [],
advantage, disadvantage, fumble=1, critical=20, targetValue, elvenAccuracy, halflingLucky, reliableTalent, // Roll customization data = {}, // Roll creation
chooseModifier=false, fastForward=false, event, template, title, dialogOptions, // Dialog configuration advantage,
chatMessage=true, messageData={}, rollMode, speaker, flavor // Chat Message customization disadvantage,
}={}) { fumble = 1,
critical = 20,
// Handle input arguments
const formula = ["1d20"].concat(parts).join(" + ");
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
if ( chooseModifier && !isFF ) data["mod"] = "@mod";
// Construct the D20Roll instance
const roll = new CONFIG.Dice.D20Roll(formula, data, {
flavor: flavor || title,
advantageMode,
defaultRollMode,
critical,
fumble,
targetValue, targetValue,
elvenAccuracy, elvenAccuracy,
halflingLucky, halflingLucky,
reliableTalent reliableTalent, // Roll customization
}); chooseModifier = false,
fastForward = false,
event,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments
const formula = ["1d20"].concat(parts).join(" + ");
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
if (chooseModifier && !isFF) data["mod"] = "@mod";
// Prompt a Dialog to further configure the D20Roll // Construct the D20Roll instance
if ( !isFF ) { const roll = new CONFIG.Dice.D20Roll(formula, data, {
const configured = await roll.configureDialog({ flavor: flavor || title,
title, advantageMode,
chooseModifier, defaultRollMode,
defaultRollMode: defaultRollMode, critical,
defaultAction: advantageMode, fumble,
defaultAbility: data?.item?.ability, targetValue,
template elvenAccuracy,
}, dialogOptions); halflingLucky,
if ( configured === null ) return null; reliableTalent
} });
// Evaluate the configured roll // Prompt a Dialog to further configure the D20Roll
await roll.evaluate({async: true}); if (!isFF) {
const configured = await roll.configureDialog(
{
title,
chooseModifier,
defaultRollMode: defaultRollMode,
defaultAction: advantageMode,
defaultAbility: data?.item?.ability,
template
},
dialogOptions
);
if (configured === null) return null;
}
// Create a Chat Message // Evaluate the configured roll
if ( speaker ) { await roll.evaluate({async: true});
console.warn(`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`);
messageData.speaker = speaker; // Create a Chat Message
} if (speaker) {
if ( roll && chatMessage ) await roll.toMessage(messageData); console.warn(
return roll; `You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`
);
messageData.speaker = speaker;
}
if (roll && chatMessage) await roll.toMessage(messageData);
return roll;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -167,12 +193,13 @@ export async function d20Roll({
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied * Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode * @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode
*/ */
function _determineAdvantageMode({event, advantage=false, disadvantage=false, fastForward=false}={}) { function _determineAdvantageMode({event, advantage = false, disadvantage = false, fastForward = false} = {}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL; let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
if ( advantage || event?.altKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE; if (advantage || event?.altKey) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
else if ( disadvantage || event?.ctrlKey || event?.metaKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE; else if (disadvantage || event?.ctrlKey || event?.metaKey)
return {isFF, advantageMode}; advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
return {isFF, advantageMode};
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -210,49 +237,67 @@ function _determineAdvantageMode({event, advantage=false, disadvantage=false, fa
* @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled * @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled
*/ */
export async function damageRoll({ export async function damageRoll({
parts=[], data, // Roll creation parts = [],
critical=false, criticalBonusDice, criticalMultiplier, multiplyNumeric, powerfulCritical, // Damage customization data, // Roll creation
fastForward=false, event, allowCritical=true, template, title, dialogOptions, // Dialog configuration critical = false,
chatMessage=true, messageData={}, rollMode, speaker, flavor, // Chat Message customization
}={}) {
// Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
// Construct the DamageRoll instance
const formula = parts.join(" + ");
const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
const roll = new CONFIG.Dice.DamageRoll(formula, data, {
flavor: flavor || title,
critical: isCritical,
criticalBonusDice, criticalBonusDice,
criticalMultiplier, criticalMultiplier,
multiplyNumeric, multiplyNumeric,
powerfulCritical powerfulCritical, // Damage customization
}); fastForward = false,
event,
allowCritical = true,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
// Prompt a Dialog to further configure the DamageRoll // Construct the DamageRoll instance
if ( !isFF ) { const formula = parts.join(" + ");
const configured = await roll.configureDialog({ const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
title, const roll = new CONFIG.Dice.DamageRoll(formula, data, {
defaultRollMode: defaultRollMode, flavor: flavor || title,
defaultCritical: isCritical, critical: isCritical,
template, criticalBonusDice,
allowCritical criticalMultiplier,
}, dialogOptions); multiplyNumeric,
if ( configured === null ) return null; powerfulCritical
} });
// Evaluate the configured roll // Prompt a Dialog to further configure the DamageRoll
await roll.evaluate({async: true}); if (!isFF) {
const configured = await roll.configureDialog(
{
title,
defaultRollMode: defaultRollMode,
defaultCritical: isCritical,
template,
allowCritical
},
dialogOptions
);
if (configured === null) return null;
}
// Create a Chat Message // Evaluate the configured roll
if ( speaker ) { await roll.evaluate({async: true});
console.warn(`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`);
messageData.speaker = speaker; // Create a Chat Message
} if (speaker) {
if ( roll && chatMessage ) await roll.toMessage(messageData); console.warn(
return roll; `You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`
);
messageData.speaker = speaker;
}
if (roll && chatMessage) await roll.toMessage(messageData);
return roll;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -261,8 +306,8 @@ export async function damageRoll({
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied * Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit * @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit
*/ */
function _determineCriticalMode({event, critical=false, fastForward=false}={}) { function _determineCriticalMode({event, critical = false, fastForward = false} = {}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
if ( event?.altKey ) critical = true; if (event?.altKey) critical = true;
return {isFF, isCritical: critical}; return {isFF, isCritical: critical};
} }

View file

@ -16,7 +16,7 @@
export default class D20Roll extends Roll { export default class D20Roll extends Roll {
constructor(formula, data, options) { constructor(formula, data, options) {
super(formula, data, options); super(formula, data, options);
if ( !((this.terms[0] instanceof Die) && (this.terms[0].faces === 20)) ) { if (!(this.terms[0] instanceof Die && this.terms[0].faces === 20)) {
throw new Error(`Invalid D20Roll formula provided ${this._formula}`); throw new Error(`Invalid D20Roll formula provided ${this._formula}`);
} }
this.configureModifiers(); this.configureModifiers();
@ -31,8 +31,8 @@ export default class D20Roll extends Roll {
static ADV_MODE = { static ADV_MODE = {
NORMAL: 0, NORMAL: 0,
ADVANTAGE: 1, ADVANTAGE: 1,
DISADVANTAGE: -1, DISADVANTAGE: -1
} };
/** /**
* The HTML template path used to configure evaluation of this Roll * The HTML template path used to configure evaluation of this Roll
@ -71,28 +71,26 @@ export default class D20Roll extends Roll {
d20.modifiers = []; d20.modifiers = [];
// Halfling Lucky // Halfling Lucky
if ( this.options.halflingLucky ) d20.modifiers.push("r1=1"); if (this.options.halflingLucky) d20.modifiers.push("r1=1");
// Reliable Talent // Reliable Talent
if ( this.options.reliableTalent ) d20.modifiers.push("min10"); if (this.options.reliableTalent) d20.modifiers.push("min10");
// Handle Advantage or Disadvantage // Handle Advantage or Disadvantage
if ( this.hasAdvantage ) { if (this.hasAdvantage) {
d20.number = this.options.elvenAccuracy ? 3 : 2; d20.number = this.options.elvenAccuracy ? 3 : 2;
d20.modifiers.push("kh"); d20.modifiers.push("kh");
d20.options.advantage = true; d20.options.advantage = true;
} } else if (this.hasDisadvantage) {
else if ( this.hasDisadvantage ) {
d20.number = 2; d20.number = 2;
d20.modifiers.push("kl"); d20.modifiers.push("kl");
d20.options.disadvantage = true; d20.options.disadvantage = true;
} } else d20.number = 1;
else d20.number = 1;
// Assign critical and fumble thresholds // Assign critical and fumble thresholds
if ( this.options.critical ) d20.options.critical = this.options.critical; if (this.options.critical) d20.options.critical = this.options.critical;
if ( this.options.fumble ) d20.options.fumble = this.options.fumble; if (this.options.fumble) d20.options.fumble = this.options.fumble;
if ( this.options.targetValue ) d20.options.target = this.options.targetValue; if (this.options.targetValue) d20.options.target = this.options.targetValue;
// Re-compile the underlying formula // Re-compile the underlying formula
this._formula = this.constructor.getFormula(this.terms); this._formula = this.constructor.getFormula(this.terms);
@ -101,22 +99,21 @@ export default class D20Roll extends Roll {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @inheritdoc */ /** @inheritdoc */
async toMessage(messageData={}, options={}) { async toMessage(messageData = {}, options = {}) {
// Evaluate the roll now so we have the results available to determine whether reliable talent came into play // Evaluate the roll now so we have the results available to determine whether reliable talent came into play
if ( !this._evaluated ) await this.evaluate({async: true}); if (!this._evaluated) await this.evaluate({async: true});
// Add appropriate advantage mode message flavor and sw5e roll flags // Add appropriate advantage mode message flavor and sw5e roll flags
messageData.flavor = messageData.flavor || this.options.flavor; messageData.flavor = messageData.flavor || this.options.flavor;
if ( this.hasAdvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`; if (this.hasAdvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
else if ( this.hasDisadvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`; else if (this.hasDisadvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
// Add reliable talent to the d20-term flavor text if it applied // Add reliable talent to the d20-term flavor text if it applied
if ( this.options.reliableTalent ) { if (this.options.reliableTalent) {
const d20 = this.dice[0]; const d20 = this.dice[0];
const isRT = d20.results.every(r => !r.active || (r.result < 10)); const isRT = d20.results.every((r) => !r.active || r.result < 10);
const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`; const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
if ( isRT ) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label; if (isRT) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
} }
// Record the preferred rollMode // Record the preferred rollMode
@ -140,8 +137,17 @@ export default class D20Roll extends Roll {
* @param {object} options Additional Dialog customization options * @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed * @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/ */
async configureDialog({title, defaultRollMode, defaultAction=D20Roll.ADV_MODE.NORMAL, chooseModifier=false, defaultAbility, template}={}, options={}) { async configureDialog(
{
title,
defaultRollMode,
defaultAction = D20Roll.ADV_MODE.NORMAL,
chooseModifier = false,
defaultAbility,
template
} = {},
options = {}
) {
// Render the Dialog inner HTML // Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, { const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`, formula: `${this.formula} + @bonus`,
@ -154,32 +160,39 @@ export default class D20Roll extends Roll {
let defaultButton = "normal"; let defaultButton = "normal";
switch (defaultAction) { switch (defaultAction) {
case D20Roll.ADV_MODE.ADVANTAGE: defaultButton = "advantage"; break; case D20Roll.ADV_MODE.ADVANTAGE:
case D20Roll.ADV_MODE.DISADVANTAGE: defaultButton = "disadvantage"; break; defaultButton = "advantage";
break;
case D20Roll.ADV_MODE.DISADVANTAGE:
defaultButton = "disadvantage";
break;
} }
// Create the Dialog window and await submission of the form // Create the Dialog window and await submission of the form
return new Promise(resolve => { return new Promise((resolve) => {
new Dialog({ new Dialog(
title, {
content, title,
buttons: { content,
advantage: { buttons: {
label: game.i18n.localize("SW5E.Advantage"), advantage: {
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE)) label: game.i18n.localize("SW5E.Advantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
},
normal: {
label: game.i18n.localize("SW5E.Normal"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
},
disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
}
}, },
normal: { default: defaultButton,
label: game.i18n.localize("SW5E.Normal"), close: () => resolve(null)
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
},
disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"),
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
}
}, },
default: defaultButton, options
close: () => resolve(null) ).render(true);
}, options).render(true);
}); });
} }
@ -195,16 +208,16 @@ export default class D20Roll extends Roll {
const form = html[0].querySelector("form"); const form = html[0].querySelector("form");
// Append a situational bonus term // Append a situational bonus term
if ( form.bonus.value ) { if (form.bonus.value) {
const bonus = new Roll(form.bonus.value, this.data); const bonus = new Roll(form.bonus.value, this.data);
if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"})); if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms); this.terms = this.terms.concat(bonus.terms);
} }
// Customize the modifier // Customize the modifier
if ( form.ability?.value ) { if (form.ability?.value) {
const abl = this.data.abilities[form.ability.value]; const abl = this.data.abilities[form.ability.value];
this.terms.findSplice(t => t.term === "@mod", new NumericTerm({number: abl.mod})); this.terms.findSplice((t) => t.term === "@mod", new NumericTerm({number: abl.mod}));
this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`; this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`;
} }

View file

@ -13,7 +13,7 @@ export default class DamageRoll extends Roll {
constructor(formula, data, options) { constructor(formula, data, options) {
super(formula, data, options); super(formula, data, options);
// For backwards compatibility, skip rolls which do not have the "critical" option defined // For backwards compatibility, skip rolls which do not have the "critical" option defined
if ( this.options.critical !== undefined ) this.configureDamage(); if (this.options.critical !== undefined) this.configureDamage();
} }
/** /**
@ -42,44 +42,44 @@ export default class DamageRoll extends Roll {
*/ */
configureDamage() { configureDamage() {
let flatBonus = 0; let flatBonus = 0;
for ( let [i, term] of this.terms.entries() ) { for (let [i, term] of this.terms.entries()) {
// Multiply dice terms // Multiply dice terms
if ( term instanceof DiceTerm ) { if (term instanceof DiceTerm) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber; term.number = term.options.baseNumber;
if ( this.isCritical ) { if (this.isCritical) {
let cm = this.options.criticalMultiplier ?? 2; let cm = this.options.criticalMultiplier ?? 2;
// Powerful critical - maximize damage and reduce the multiplier by 1 // Powerful critical - maximize damage and reduce the multiplier by 1
if ( this.options.powerfulCritical ) { if (this.options.powerfulCritical) {
flatBonus += (term.number * term.faces); flatBonus += term.number * term.faces;
cm = Math.max(1, cm-1); cm = Math.max(1, cm - 1);
} }
// Alter the damage term // Alter the damage term
let cb = (this.options.criticalBonusDice && (i === 0)) ? this.options.criticalBonusDice : 0; let cb = this.options.criticalBonusDice && i === 0 ? this.options.criticalBonusDice : 0;
term.alter(cm, cb); term.alter(cm, cb);
term.options.critical = true; term.options.critical = true;
} }
} }
// Multiply numeric terms // Multiply numeric terms
else if ( this.options.multiplyNumeric && (term instanceof NumericTerm) ) { else if (this.options.multiplyNumeric && term instanceof NumericTerm) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber; term.number = term.options.baseNumber;
if ( this.isCritical ) { if (this.isCritical) {
term.number *= (this.options.criticalMultiplier ?? 2); term.number *= this.options.criticalMultiplier ?? 2;
term.options.critical = true; term.options.critical = true;
} }
} }
} }
// Add powerful critical bonus // Add powerful critical bonus
if ( this.options.powerfulCritical && (flatBonus > 0) ) { if (this.options.powerfulCritical && flatBonus > 0) {
this.terms.push(new OperatorTerm({operator: "+"})); this.terms.push(new OperatorTerm({operator: "+"}));
this.terms.push(new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})); this.terms.push(
new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})
);
} }
// Re-compile the underlying formula // Re-compile the underlying formula
@ -89,9 +89,9 @@ export default class DamageRoll extends Roll {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @inheritdoc */ /** @inheritdoc */
toMessage(messageData={}, options={}) { toMessage(messageData = {}, options = {}) {
messageData.flavor = messageData.flavor || this.options.flavor; messageData.flavor = messageData.flavor || this.options.flavor;
if ( this.isCritical ) { if (this.isCritical) {
const label = game.i18n.localize("SW5E.CriticalHit"); const label = game.i18n.localize("SW5E.CriticalHit");
messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label; messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label;
} }
@ -114,34 +114,39 @@ export default class DamageRoll extends Roll {
* @param {object} options Additional Dialog customization options * @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed * @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/ */
async configureDialog({title, defaultRollMode, defaultCritical=false, template, allowCritical=true}={}, options={}) { async configureDialog(
{title, defaultRollMode, defaultCritical = false, template, allowCritical = true} = {},
options = {}
) {
// Render the Dialog inner HTML // Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, { const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`, formula: `${this.formula} + @bonus`,
defaultRollMode, defaultRollMode,
rollModes: CONFIG.Dice.rollModes, rollModes: CONFIG.Dice.rollModes
}); });
// Create the Dialog window and await submission of the form // Create the Dialog window and await submission of the form
return new Promise(resolve => { return new Promise((resolve) => {
new Dialog({ new Dialog(
title, {
content, title,
buttons: { content,
critical: { buttons: {
condition: allowCritical, critical: {
label: game.i18n.localize("SW5E.CriticalHit"), condition: allowCritical,
callback: html => resolve(this._onDialogSubmit(html, true)) label: game.i18n.localize("SW5E.CriticalHit"),
callback: (html) => resolve(this._onDialogSubmit(html, true))
},
normal: {
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
callback: (html) => resolve(this._onDialogSubmit(html, false))
}
}, },
normal: { default: defaultCritical ? "critical" : "normal",
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"), close: () => resolve(null)
callback: html => resolve(this._onDialogSubmit(html, false))
}
}, },
default: defaultCritical ? "critical" : "normal", options
close: () => resolve(null) ).render(true);
}, options).render(true);
}); });
} }
@ -157,9 +162,9 @@ export default class DamageRoll extends Roll {
const form = html[0].querySelector("form"); const form = html[0].querySelector("form");
// Append a situational bonus term // Append a situational bonus term
if ( form.bonus.value ) { if (form.bonus.value) {
const bonus = new Roll(form.bonus.value, this.data); const bonus = new Roll(form.bonus.value, this.data);
if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"})); if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms); this.terms = this.terms.concat(bonus.terms);
} }

85
module/effects.js vendored
View file

@ -4,26 +4,28 @@
* @param {Actor|Item} owner The owning entity which manages this effect * @param {Actor|Item} owner The owning entity which manages this effect
*/ */
export function onManageActiveEffect(event, owner) { export function onManageActiveEffect(event, owner) {
event.preventDefault(); event.preventDefault();
const a = event.currentTarget; const a = event.currentTarget;
const li = a.closest("li"); const li = a.closest("li");
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null; const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch ( a.dataset.action ) { switch (a.dataset.action) {
case "create": case "create":
return owner.createEmbeddedDocuments("ActiveEffect", [{ return owner.createEmbeddedDocuments("ActiveEffect", [
label: game.i18n.localize("SW5E.EffectNew"), {
icon: "icons/svg/aura.svg", "label": game.i18n.localize("SW5E.EffectNew"),
origin: owner.uuid, "icon": "icons/svg/aura.svg",
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined, "origin": owner.uuid,
disabled: li.dataset.effectType === "inactive" "duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
}]); "disabled": li.dataset.effectType === "inactive"
case "edit": }
return effect.sheet.render(true); ]);
case "delete": case "edit":
return effect.delete(); return effect.sheet.render(true);
case "toggle": case "delete":
return effect.update({disabled: !effect.data.disabled}); return effect.delete();
} case "toggle":
return effect.update({disabled: !effect.data.disabled});
}
} }
/** /**
@ -32,32 +34,31 @@ export function onManageActiveEffect(event, owner) {
* @return {object} Data for rendering * @return {object} Data for rendering
*/ */
export function prepareActiveEffectCategories(effects) { export function prepareActiveEffectCategories(effects) {
// Define effect header categories // Define effect header categories
const categories = { const categories = {
temporary: { temporary: {
type: "temporary", type: "temporary",
label: game.i18n.localize("SW5E.EffectTemporary"), label: game.i18n.localize("SW5E.EffectTemporary"),
effects: [] effects: []
}, },
passive: { passive: {
type: "passive", type: "passive",
label: game.i18n.localize("SW5E.EffectPassive"), label: game.i18n.localize("SW5E.EffectPassive"),
effects: [] effects: []
}, },
inactive: { inactive: {
type: "inactive", type: "inactive",
label: game.i18n.localize("SW5E.EffectInactive"), label: game.i18n.localize("SW5E.EffectInactive"),
effects: [] effects: []
} }
}; };
// Iterate over active effects, classifying them into categories // Iterate over active effects, classifying them into categories
for ( let e of effects ) { for (let e of effects) {
e._getSourceName(); // Trigger a lookup for the source name e._getSourceName(); // Trigger a lookup for the source name
if ( e.data.disabled ) categories.inactive.effects.push(e); if (e.data.disabled) categories.inactive.effects.push(e);
else if ( e.isTemporary ) categories.temporary.effects.push(e); else if (e.isTemporary) categories.temporary.effects.push(e);
else categories.passive.effects.push(e); else categories.passive.effects.push(e);
} }
return categories; return categories;
} }

File diff suppressed because it is too large Load diff

View file

@ -1,361 +1,370 @@
import TraitSelector from "../apps/trait-selector.js"; import TraitSelector from "../apps/trait-selector.js";
import { onManageActiveEffect, prepareActiveEffectCategories } from "../effects.js"; import {onManageActiveEffect, prepareActiveEffectCategories} from "../effects.js";
/** /**
* Override and extend the core ItemSheet implementation to handle specific item types * Override and extend the core ItemSheet implementation to handle specific item types
* @extends {ItemSheet} * @extends {ItemSheet}
*/ */
export default class ItemSheet5e extends ItemSheet { export default class ItemSheet5e extends ItemSheet {
constructor(...args) { constructor(...args) {
super(...args); super(...args);
// Expand the default size of the class sheet // Expand the default size of the class sheet
if (this.object.data.type === "class") { if (this.object.data.type === "class") {
this.options.width = this.position.width = 600; this.options.width = this.position.width = 600;
this.options.height = this.position.height = 680; this.options.height = this.position.height = 680;
}
}
/* -------------------------------------------- */
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
width: 560,
height: 400,
classes: ["sw5e", "sheet", "item"],
resizable: true,
scrollY: [".tab.details"],
tabs: [{ navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
/* -------------------------------------------- */
/** @inheritdoc */
get template() {
const path = "systems/sw5e/templates/items/";
return `${path}/${this.item.data.type}.html`;
}
/* -------------------------------------------- */
/** @override */
async getData(options) {
const data = super.getData(options);
const itemData = data.data;
data.labels = this.item.labels;
data.config = CONFIG.SW5E;
// Item Type, Status, and Details
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
data.itemStatus = this._getItemStatus(itemData);
data.itemProperties = this._getItemProperties(itemData);
data.isPhysical = itemData.data.hasOwnProperty("quantity");
// Potential consumption targets
data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
// Action Details
data.hasAttackRoll = this.item.hasAttack;
data.isHealing = itemData.data.actionType === "heal";
data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
// Original maximum uses formula
const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
if ( sourceMax ) itemData.data.uses.max = sourceMax;
// Vehicles
data.isCrewed = itemData.data.activation?.type === "crew";
data.isMountable = this._isItemMountable(itemData);
// Prepare Active Effects
data.effects = prepareActiveEffectCategories(this.item.effects);
// Re-define the template data references (backwards compatible)
data.item = itemData;
data.data = itemData.data;
return data;
}
/* -------------------------------------------- */
/**
* Get the valid item consumption targets which exist on the actor
* @param {Object} item Item data for the item being displayed
* @return {{string: string}} An object of potential consumption targets
* @private
*/
_getItemConsumptionTargets(item) {
const consume = item.data.consume || {};
if (!consume.type) return [];
const actor = this.item.actor;
if (!actor) return {};
// Ammunition
if (consume.type === "ammo") {
return actor.itemTypes.consumable.reduce(
(ammo, i) => {
if (i.data.data.consumableType === "ammo") {
ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
}
return ammo;
},
{ [item._id]: `${item.name} (${item.data.quantity})` }
);
}
// Attributes
else if (consume.type === "attribute") {
const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
attributes.bar.forEach(a => a.push("value"));
return attributes.bar.concat(attributes.value).reduce((obj, a) => {
let k = a.join(".");
obj[k] = k;
return obj;
}, {});
}
// Materials
else if (consume.type === "material") {
return actor.items.reduce((obj, i) => {
if (["consumable", "loot"].includes(i.data.type) && !i.data.data.activation) {
obj[i.id] = `${i.name} (${i.data.data.quantity})`;
} }
return obj;
}, {});
} }
// Charges /* -------------------------------------------- */
else if (consume.type === "charges") {
return actor.items.reduce((obj, i) => { /** @inheritdoc */
// Limited-use items static get defaultOptions() {
const uses = i.data.data.uses || {}; return foundry.utils.mergeObject(super.defaultOptions, {
if (uses.per && uses.max) { width: 560,
const label = height: 400,
uses.per === "charges" classes: ["sw5e", "sheet", "item"],
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", { value: uses.value })})` resizable: true,
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { max: uses.max, per: uses.per })})`; scrollY: [".tab.details"],
obj[i.id] = i.name + label; tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
/* -------------------------------------------- */
/** @inheritdoc */
get template() {
const path = "systems/sw5e/templates/items/";
return `${path}/${this.item.data.type}.html`;
}
/* -------------------------------------------- */
/** @override */
async getData(options) {
const data = super.getData(options);
const itemData = data.data;
data.labels = this.item.labels;
data.config = CONFIG.SW5E;
// Item Type, Status, and Details
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
data.itemStatus = this._getItemStatus(itemData);
data.itemProperties = this._getItemProperties(itemData);
data.isPhysical = itemData.data.hasOwnProperty("quantity");
// Potential consumption targets
data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
// Action Details
data.hasAttackRoll = this.item.hasAttack;
data.isHealing = itemData.data.actionType === "heal";
data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
// Original maximum uses formula
const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
if (sourceMax) itemData.data.uses.max = sourceMax;
// Vehicles
data.isCrewed = itemData.data.activation?.type === "crew";
data.isMountable = this._isItemMountable(itemData);
// Prepare Active Effects
data.effects = prepareActiveEffectCategories(this.item.effects);
// Re-define the template data references (backwards compatible)
data.item = itemData;
data.data = itemData.data;
return data;
}
/* -------------------------------------------- */
/**
* Get the valid item consumption targets which exist on the actor
* @param {Object} item Item data for the item being displayed
* @return {{string: string}} An object of potential consumption targets
* @private
*/
_getItemConsumptionTargets(item) {
const consume = item.data.consume || {};
if (!consume.type) return [];
const actor = this.item.actor;
if (!actor) return {};
// Ammunition
if (consume.type === "ammo") {
return actor.itemTypes.consumable.reduce(
(ammo, i) => {
if (i.data.data.consumableType === "ammo") {
ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
}
return ammo;
},
{[item._id]: `${item.name} (${item.data.quantity})`}
);
} }
// Recharging items // Attributes
const recharge = i.data.data.recharge || {}; else if (consume.type === "attribute") {
if (recharge.value) obj[i.id] = `${i.name} (${game.i18n.format("SW5E.Recharge")})`; const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
return obj; attributes.bar.forEach((a) => a.push("value"));
}, {}); return attributes.bar.concat(attributes.value).reduce((obj, a) => {
} else return {}; let k = a.join(".");
} obj[k] = k;
return obj;
}, {});
}
/* -------------------------------------------- */ // Materials
else if (consume.type === "material") {
return actor.items.reduce((obj, i) => {
if (["consumable", "loot"].includes(i.data.type) && !i.data.data.activation) {
obj[i.id] = `${i.name} (${i.data.data.quantity})`;
}
return obj;
}, {});
}
/** // Charges
* Get the text item status which is shown beneath the Item type in the top-right corner of the sheet else if (consume.type === "charges") {
* @return {string} return actor.items.reduce((obj, i) => {
* @private // Limited-use items
*/ const uses = i.data.data.uses || {};
_getItemStatus(item) { if (uses.per && uses.max) {
if (item.type === "power") { const label =
return CONFIG.SW5E.powerPreparationModes[item.data.preparation]; uses.per === "charges"
} else if (["weapon", "equipment"].includes(item.type)) { ? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", {value: uses.value})})`
return game.i18n.localize(item.data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped"); : ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", {
} else if (item.type === "tool") { max: uses.max,
return game.i18n.localize(item.data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient"); per: uses.per
} })})`;
} obj[i.id] = i.name + label;
}
/* -------------------------------------------- */ // Recharging items
const recharge = i.data.data.recharge || {};
/** if (recharge.value) obj[i.id] = `${i.name} (${game.i18n.format("SW5E.Recharge")})`;
* Get the Array of item properties which are used in the small sidebar of the description tab return obj;
* @return {Array} }, {});
* @private } else return {};
*/
_getItemProperties(item) {
const props = [];
const labels = this.item.labels;
if (item.type === "weapon") {
props.push(
...Object.entries(item.data.properties)
.filter((e) => e[1] === true)
.map((e) => CONFIG.SW5E.weaponProperties[e[0]])
);
} else if (item.type === "power") {
props.push(
labels.materials,
item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
);
} else if (item.type === "equipment") {
props.push(CONFIG.SW5E.equipmentTypes[item.data.armor.type]);
props.push(labels.armor);
} else if (item.type === "feat") {
props.push(labels.featType);
//TODO: Work out these
} else if (item.type === "species") {
//props.push(labels.species);
} else if (item.type === "archetype") {
//props.push(labels.archetype);
} else if (item.type === "background") {
//props.push(labels.background);
} else if (item.type === "classfeature") {
//props.push(labels.classfeature);
} else if (item.type === "deployment") {
//props.push(labels.deployment);
} else if (item.type === "venture") {
//props.push(labels.venture);
} else if (item.type === "fightingmastery") {
//props.push(labels.fightingmastery);
} else if (item.type === "fightingstyle") {
//props.push(labels.fightingstyle);
} else if (item.type === "lightsaberform") {
//props.push(labels.lightsaberform);
} }
// Action type /* -------------------------------------------- */
if (item.data.actionType) {
props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]); /**
* Get the text item status which is shown beneath the Item type in the top-right corner of the sheet
* @return {string}
* @private
*/
_getItemStatus(item) {
if (item.type === "power") {
return CONFIG.SW5E.powerPreparationModes[item.data.preparation];
} else if (["weapon", "equipment"].includes(item.type)) {
return game.i18n.localize(item.data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped");
} else if (item.type === "tool") {
return game.i18n.localize(item.data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient");
}
} }
// Action usage /* -------------------------------------------- */
if (item.type !== "weapon" && item.data.activation && !isObjectEmpty(item.data.activation)) {
props.push(labels.activation, labels.range, labels.target, labels.duration);
}
return props.filter((p) => !!p);
}
/* -------------------------------------------- */ /**
* Get the Array of item properties which are used in the small sidebar of the description tab
* @return {Array}
* @private
*/
_getItemProperties(item) {
const props = [];
const labels = this.item.labels;
/** if (item.type === "weapon") {
* Is this item a separate large object like a siege engine or vehicle props.push(
* component that is usually mounted on fixtures rather than equipped, and ...Object.entries(item.data.properties)
* has its own AC and HP. .filter((e) => e[1] === true)
* @param item .map((e) => CONFIG.SW5E.weaponProperties[e[0]])
* @returns {boolean} );
* @private } else if (item.type === "power") {
*/ props.push(
_isItemMountable(item) { labels.materials,
const data = item.data; item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
return ( item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
(item.type === "weapon" && data.weaponType === "siege") || );
(item.type === "equipment" && data.armor.type === "vehicle") } else if (item.type === "equipment") {
); props.push(CONFIG.SW5E.equipmentTypes[item.data.armor.type]);
} props.push(labels.armor);
} else if (item.type === "feat") {
props.push(labels.featType);
//TODO: Work out these
} else if (item.type === "species") {
//props.push(labels.species);
} else if (item.type === "archetype") {
//props.push(labels.archetype);
} else if (item.type === "background") {
//props.push(labels.background);
} else if (item.type === "classfeature") {
//props.push(labels.classfeature);
} else if (item.type === "deployment") {
//props.push(labels.deployment);
} else if (item.type === "venture") {
//props.push(labels.venture);
} else if (item.type === "fightingmastery") {
//props.push(labels.fightingmastery);
} else if (item.type === "fightingstyle") {
//props.push(labels.fightingstyle);
} else if (item.type === "lightsaberform") {
//props.push(labels.lightsaberform);
}
/* -------------------------------------------- */ // Action type
if (item.data.actionType) {
props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]);
}
/** @inheritdoc */ // Action usage
setPosition(position = {}) { if (item.type !== "weapon" && item.data.activation && !isObjectEmpty(item.data.activation)) {
if (!(this._minimized || position.height)) { props.push(labels.activation, labels.range, labels.target, labels.duration);
position.height = this._tabs[0].active === "details" ? "auto" : this.options.height; }
} return props.filter((p) => !!p);
return super.setPosition(position);
}
/* -------------------------------------------- */
/* Form Submission */
/* -------------------------------------------- */
/** @inheritdoc */
_getSubmitData(updateData = {}) {
// Create the expanded update data object
const fd = new FormDataExtended(this.form, { editors: this.editors });
let data = fd.toObject();
if (updateData) data = mergeObject(data, updateData);
else data = expandObject(data);
// Handle Damage array
const damage = data.data?.damage;
if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
// Return the flattened submission data
return flattenObject(data);
}
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
if (this.isEditable) {
html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => {
if (this.item.isOwned) return ui.notifications.warn("Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update.");
onManageActiveEffect(ev, this.item);
});
}
}
/* -------------------------------------------- */
/**
* Add or remove a damage part from the damage formula
* @param {Event} event The original click event
* @return {Promise}
* @private
*/
async _onDamageControl(event) {
event.preventDefault();
const a = event.currentTarget;
// Add new damage component
if (a.classList.contains("add-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const damage = this.item.data.data.damage;
return this.item.update({ "data.damage.parts": damage.parts.concat([["", ""]]) });
} }
// Remove a damage component /* -------------------------------------------- */
if (a.classList.contains("delete-damage")) {
await this._onSubmit(event); // Submit any unsaved changes /**
const li = a.closest(".damage-part"); * Is this item a separate large object like a siege engine or vehicle
const damage = foundry.utils.deepClone(this.item.data.data.damage); * component that is usually mounted on fixtures rather than equipped, and
damage.parts.splice(Number(li.dataset.damagePart), 1); * has its own AC and HP.
return this.item.update({ "data.damage.parts": damage.parts }); * @param item
* @returns {boolean}
* @private
*/
_isItemMountable(item) {
const data = item.data;
return (
(item.type === "weapon" && data.weaponType === "siege") ||
(item.type === "equipment" && data.armor.type === "vehicle")
);
} }
}
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /** @inheritdoc */
* Handle spawning the TraitSelector application for selection various options. setPosition(position = {}) {
* @param {Event} event The click event which originated the selection if (!(this._minimized || position.height)) {
* @private position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
*/ }
_onConfigureTraits(event) { return super.setPosition(position);
event.preventDefault();
const a = event.currentTarget;
const options = {
name: a.dataset.target,
title: a.parentElement.innerText,
choices: [],
allowCustom: false
};
switch(a.dataset.options) {
case 'saves':
options.choices = CONFIG.SW5E.abilities;
options.valueKey = null;
break;
case 'skills':
const skills = this.item.data.data.skills;
const choiceSet = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
options.choices = Object.fromEntries(Object.entries(CONFIG.SW5E.skills).filter(skill => choiceSet.includes(skill[0])));
options.maximum = skills.number;
break;
} }
new TraitSelector(this.item, options).render(true);
}
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Form Submission */
/* -------------------------------------------- */
/** @inheritdoc */ /** @inheritdoc */
async _onSubmit(...args) { _getSubmitData(updateData = {}) {
if (this._tabs[0].active === "details") this.position.height = "auto"; // Create the expanded update data object
await super._onSubmit(...args); const fd = new FormDataExtended(this.form, {editors: this.editors});
} let data = fd.toObject();
if (updateData) data = mergeObject(data, updateData);
else data = expandObject(data);
// Handle Damage array
const damage = data.data?.damage;
if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
// Return the flattened submission data
return flattenObject(data);
}
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
if (this.isEditable) {
html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => {
if (this.item.isOwned)
return ui.notifications.warn(
"Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update."
);
onManageActiveEffect(ev, this.item);
});
}
}
/* -------------------------------------------- */
/**
* Add or remove a damage part from the damage formula
* @param {Event} event The original click event
* @return {Promise}
* @private
*/
async _onDamageControl(event) {
event.preventDefault();
const a = event.currentTarget;
// Add new damage component
if (a.classList.contains("add-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const damage = this.item.data.data.damage;
return this.item.update({"data.damage.parts": damage.parts.concat([["", ""]])});
}
// Remove a damage component
if (a.classList.contains("delete-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const li = a.closest(".damage-part");
const damage = foundry.utils.deepClone(this.item.data.data.damage);
damage.parts.splice(Number(li.dataset.damagePart), 1);
return this.item.update({"data.damage.parts": damage.parts});
}
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application for selection various options.
* @param {Event} event The click event which originated the selection
* @private
*/
_onConfigureTraits(event) {
event.preventDefault();
const a = event.currentTarget;
const options = {
name: a.dataset.target,
title: a.parentElement.innerText,
choices: [],
allowCustom: false
};
switch (a.dataset.options) {
case "saves":
options.choices = CONFIG.SW5E.abilities;
options.valueKey = null;
break;
case "skills":
const skills = this.item.data.data.skills;
const choiceSet =
skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
options.choices = Object.fromEntries(
Object.entries(CONFIG.SW5E.skills).filter((skill) => choiceSet.includes(skill[0]))
);
options.maximum = skills.number;
break;
}
new TraitSelector(this.item, options).render(true);
}
/* -------------------------------------------- */
/** @inheritdoc */
async _onSubmit(...args) {
if (this._tabs[0].active === "details") this.position.height = "auto";
await super._onSubmit(...args);
}
} }

View file

@ -1,4 +1,3 @@
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Hotbar Macros */ /* Hotbar Macros */
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -11,24 +10,24 @@
* @returns {Promise} * @returns {Promise}
*/ */
export async function create5eMacro(data, slot) { export async function create5eMacro(data, slot) {
if ( data.type !== "Item" ) return; if (data.type !== "Item") return;
if (!( "data" in data ) ) return ui.notifications.warn("You can only create macro buttons for owned Items"); if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
const item = data.data; const item = data.data;
// Create the macro command // Create the macro command
const command = `game.sw5e.rollItemMacro("${item.name}");`; const command = `game.sw5e.rollItemMacro("${item.name}");`;
let macro = game.macros.entities.find(m => (m.name === item.name) && (m.command === command)); let macro = game.macros.entities.find((m) => m.name === item.name && m.command === command);
if ( !macro ) { if (!macro) {
macro = await Macro.create({ macro = await Macro.create({
name: item.name, name: item.name,
type: "script", type: "script",
img: item.img, img: item.img,
command: command, command: command,
flags: {"sw5e.itemMacro": true} flags: {"sw5e.itemMacro": true}
}); });
} }
game.user.assignHotbarMacro(macro, slot); game.user.assignHotbarMacro(macro, slot);
return false; return false;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -40,20 +39,22 @@ export async function create5eMacro(data, slot) {
* @return {Promise} * @return {Promise}
*/ */
export function rollItemMacro(itemName) { export function rollItemMacro(itemName) {
const speaker = ChatMessage.getSpeaker(); const speaker = ChatMessage.getSpeaker();
let actor; let actor;
if ( speaker.token ) actor = game.actors.tokens[speaker.token]; if (speaker.token) actor = game.actors.tokens[speaker.token];
if ( !actor ) actor = game.actors.get(speaker.actor); if (!actor) actor = game.actors.get(speaker.actor);
// Get matching items // Get matching items
const items = actor ? actor.items.filter(i => i.name === itemName) : []; const items = actor ? actor.items.filter((i) => i.name === itemName) : [];
if ( items.length > 1 ) { if (items.length > 1) {
ui.notifications.warn(`Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`); ui.notifications.warn(
} else if ( items.length === 0 ) { `Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`
return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`); );
} } else if (items.length === 0) {
const item = items[0]; return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
}
const item = items[0];
// Trigger the item roll // Trigger the item roll
return item.roll(); return item.roll();
} }

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View file

@ -1,133 +1,132 @@
import { SW5E } from "../config.js"; import {SW5E} from "../config.js";
/** /**
* A helper class for building MeasuredTemplates for 5e powers and abilities * A helper class for building MeasuredTemplates for 5e powers and abilities
* @extends {MeasuredTemplate} * @extends {MeasuredTemplate}
*/ */
export default class AbilityTemplate extends MeasuredTemplate { export default class AbilityTemplate extends MeasuredTemplate {
/**
* A factory method to create an AbilityTemplate instance using provided data from an Item5e instance
* @param {Item5e} item The Item object for which to construct the template
* @return {AbilityTemplate|null} The template object, or null if the item does not produce a template
*/
static fromItem(item) {
const target = getProperty(item.data, "data.target") || {};
const templateShape = SW5E.areaTargetTypes[target.type];
if (!templateShape) return null;
/** // Prepare template data
* A factory method to create an AbilityTemplate instance using provided data from an Item5e instance const templateData = {
* @param {Item5e} item The Item object for which to construct the template t: templateShape,
* @return {AbilityTemplate|null} The template object, or null if the item does not produce a template user: game.user.data._id,
*/ distance: target.value,
static fromItem(item) { direction: 0,
const target = getProperty(item.data, "data.target") || {}; x: 0,
const templateShape = SW5E.areaTargetTypes[target.type]; y: 0,
if ( !templateShape ) return null; fillColor: game.user.color
};
// Prepare template data // Additional type-specific data
const templateData = { switch (templateShape) {
t: templateShape, case "cone":
user: game.user.data._id, templateData.angle = CONFIG.MeasuredTemplate.defaults.angle;
distance: target.value, break;
direction: 0, case "rect": // 5e rectangular AoEs are always cubes
x: 0, templateData.distance = Math.hypot(target.value, target.value);
y: 0, templateData.width = target.value;
fillColor: game.user.color templateData.direction = 45;
}; break;
case "ray": // 5e rays are most commonly 1 square (5 ft) in width
templateData.width = target.width ?? canvas.dimensions.distance;
break;
default:
break;
}
// Additional type-specific data // Return the template constructed from the item data
switch ( templateShape ) { const cls = CONFIG.MeasuredTemplate.documentClass;
case "cone": const template = new cls(templateData, {parent: canvas.scene});
templateData.angle = CONFIG.MeasuredTemplate.defaults.angle; const object = new this(template);
break; object.item = item;
case "rect": // 5e rectangular AoEs are always cubes object.actorSheet = item.actor?.sheet || null;
templateData.distance = Math.hypot(target.value, target.value); return object;
templateData.width = target.value;
templateData.direction = 45;
break;
case "ray": // 5e rays are most commonly 1 square (5 ft) in width
templateData.width = target.width ?? canvas.dimensions.distance;
break;
default:
break;
} }
// Return the template constructed from the item data /* -------------------------------------------- */
const cls = CONFIG.MeasuredTemplate.documentClass;
const template = new cls(templateData, {parent: canvas.scene});
const object = new this(template);
object.item = item;
object.actorSheet = item.actor?.sheet || null;
return object;
}
/* -------------------------------------------- */ /**
* Creates a preview of the power template
*/
drawPreview() {
const initialLayer = canvas.activeLayer;
/** // Draw the template and switch to the template layer
* Creates a preview of the power template this.draw();
*/ this.layer.activate();
drawPreview() { this.layer.preview.addChild(this);
const initialLayer = canvas.activeLayer;
// Draw the template and switch to the template layer // Hide the sheet that originated the preview
this.draw(); if (this.actorSheet) this.actorSheet.minimize();
this.layer.activate();
this.layer.preview.addChild(this);
// Hide the sheet that originated the preview // Activate interactivity
if ( this.actorSheet ) this.actorSheet.minimize(); this.activatePreviewListeners(initialLayer);
}
// Activate interactivity /* -------------------------------------------- */
this.activatePreviewListeners(initialLayer);
}
/* -------------------------------------------- */ /**
* Activate listeners for the template preview
* @param {CanvasLayer} initialLayer The initially active CanvasLayer to re-activate after the workflow is complete
*/
activatePreviewListeners(initialLayer) {
const handlers = {};
let moveTime = 0;
/** // Update placement (mouse-move)
* Activate listeners for the template preview handlers.mm = (event) => {
* @param {CanvasLayer} initialLayer The initially active CanvasLayer to re-activate after the workflow is complete event.stopPropagation();
*/ let now = Date.now(); // Apply a 20ms throttle
activatePreviewListeners(initialLayer) { if (now - moveTime <= 20) return;
const handlers = {}; const center = event.data.getLocalPosition(this.layer);
let moveTime = 0; const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
this.data.update({x: snapped.x, y: snapped.y});
this.refresh();
moveTime = now;
};
// Update placement (mouse-move) // Cancel the workflow (right-click)
handlers.mm = event => { handlers.rc = (event) => {
event.stopPropagation(); this.layer.preview.removeChildren();
let now = Date.now(); // Apply a 20ms throttle canvas.stage.off("mousemove", handlers.mm);
if ( now - moveTime <= 20 ) return; canvas.stage.off("mousedown", handlers.lc);
const center = event.data.getLocalPosition(this.layer); canvas.app.view.oncontextmenu = null;
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2); canvas.app.view.onwheel = null;
this.data.update({x: snapped.x, y: snapped.y}); initialLayer.activate();
this.refresh(); this.actorSheet.maximize();
moveTime = now; };
};
// Cancel the workflow (right-click) // Confirm the workflow (left-click)
handlers.rc = event => { handlers.lc = (event) => {
this.layer.preview.removeChildren(); handlers.rc(event);
canvas.stage.off("mousemove", handlers.mm); const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
canvas.stage.off("mousedown", handlers.lc); this.data.update(destination);
canvas.app.view.oncontextmenu = null; canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]);
canvas.app.view.onwheel = null; };
initialLayer.activate();
this.actorSheet.maximize();
};
// Confirm the workflow (left-click) // Rotate the template by 3 degree increments (mouse-wheel)
handlers.lc = event => { handlers.mw = (event) => {
handlers.rc(event); if (event.ctrlKey) event.preventDefault(); // Avoid zooming the browser window
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2); event.stopPropagation();
this.data.update(destination); let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]); let snap = event.shiftKey ? delta : 5;
}; this.data.update({direction: this.data.direction + snap * Math.sign(event.deltaY)});
this.refresh();
};
// Rotate the template by 3 degree increments (mouse-wheel) // Activate listeners
handlers.mw = event => { canvas.stage.on("mousemove", handlers.mm);
if ( event.ctrlKey ) event.preventDefault(); // Avoid zooming the browser window canvas.stage.on("mousedown", handlers.lc);
event.stopPropagation(); canvas.app.view.oncontextmenu = handlers.rc;
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15; canvas.app.view.onwheel = handlers.mw;
let snap = event.shiftKey ? delta : 5; }
this.data.update({direction: this.data.direction + (snap * Math.sign(event.deltaY))});
this.refresh();
};
// Activate listeners
canvas.stage.on("mousemove", handlers.mm);
canvas.stage.on("mousedown", handlers.lc);
canvas.app.view.oncontextmenu = handlers.rc;
canvas.app.view.onwheel = handlers.mw;
}
} }

View file

@ -1,145 +1,144 @@
export const registerSystemSettings = function() { export const registerSystemSettings = function () {
/**
* Track the system version upon which point a migration was last applied
*/
game.settings.register("sw5e", "systemMigrationVersion", {
name: "System Migration Version",
scope: "world",
config: false,
type: String,
default: game.system.data.version
});
/** /**
* Track the system version upon which point a migration was last applied * Register resting variants
*/ */
game.settings.register("sw5e", "systemMigrationVersion", { game.settings.register("sw5e", "restVariant", {
name: "System Migration Version", name: "SETTINGS.5eRestN",
scope: "world", hint: "SETTINGS.5eRestL",
config: false, scope: "world",
type: String, config: true,
default: game.system.data.version default: "normal",
}); type: String,
choices: {
normal: "SETTINGS.5eRestPHB",
gritty: "SETTINGS.5eRestGritty",
epic: "SETTINGS.5eRestEpic"
}
});
/** /**
* Register resting variants * Register diagonal movement rule setting
*/ */
game.settings.register("sw5e", "restVariant", { game.settings.register("sw5e", "diagonalMovement", {
name: "SETTINGS.5eRestN", name: "SETTINGS.5eDiagN",
hint: "SETTINGS.5eRestL", hint: "SETTINGS.5eDiagL",
scope: "world", scope: "world",
config: true, config: true,
default: "normal", default: "555",
type: String, type: String,
choices: { choices: {
"normal": "SETTINGS.5eRestPHB", 555: "SETTINGS.5eDiagPHB",
"gritty": "SETTINGS.5eRestGritty", 5105: "SETTINGS.5eDiagDMG",
"epic": "SETTINGS.5eRestEpic", EUCL: "SETTINGS.5eDiagEuclidean"
} },
}); onChange: (rule) => (canvas.grid.diagonalRule = rule)
});
/** /**
* Register diagonal movement rule setting * Register Initiative formula setting
*/ */
game.settings.register("sw5e", "diagonalMovement", { game.settings.register("sw5e", "initiativeDexTiebreaker", {
name: "SETTINGS.5eDiagN", name: "SETTINGS.5eInitTBN",
hint: "SETTINGS.5eDiagL", hint: "SETTINGS.5eInitTBL",
scope: "world", scope: "world",
config: true, config: true,
default: "555", default: false,
type: String, type: Boolean
choices: { });
"555": "SETTINGS.5eDiagPHB",
"5105": "SETTINGS.5eDiagDMG",
"EUCL": "SETTINGS.5eDiagEuclidean",
},
onChange: rule => canvas.grid.diagonalRule = rule
});
/** /**
* Register Initiative formula setting * Require Currency Carrying Weight
*/ */
game.settings.register("sw5e", "initiativeDexTiebreaker", { game.settings.register("sw5e", "currencyWeight", {
name: "SETTINGS.5eInitTBN", name: "SETTINGS.5eCurWtN",
hint: "SETTINGS.5eInitTBL", hint: "SETTINGS.5eCurWtL",
scope: "world", scope: "world",
config: true, config: true,
default: false, default: true,
type: Boolean type: Boolean
}); });
/** /**
* Require Currency Carrying Weight * Option to disable XP bar for session-based or story-based advancement.
*/ */
game.settings.register("sw5e", "currencyWeight", { game.settings.register("sw5e", "disableExperienceTracking", {
name: "SETTINGS.5eCurWtN", name: "SETTINGS.5eNoExpN",
hint: "SETTINGS.5eCurWtL", hint: "SETTINGS.5eNoExpL",
scope: "world", scope: "world",
config: true, config: true,
default: true, default: false,
type: Boolean type: Boolean
}); });
/** /**
* Option to disable XP bar for session-based or story-based advancement. * Option to automatically collapse Item Card descriptions
*/ */
game.settings.register("sw5e", "disableExperienceTracking", { game.settings.register("sw5e", "autoCollapseItemCards", {
name: "SETTINGS.5eNoExpN", name: "SETTINGS.5eAutoCollapseCardN",
hint: "SETTINGS.5eNoExpL", hint: "SETTINGS.5eAutoCollapseCardL",
scope: "world", scope: "client",
config: true, config: true,
default: false, default: false,
type: Boolean, type: Boolean,
}); onChange: (s) => {
ui.chat.render();
}
});
/** /**
* Option to automatically collapse Item Card descriptions * Option to allow GMs to restrict polymorphing to GMs only.
*/ */
game.settings.register("sw5e", "autoCollapseItemCards", { game.settings.register("sw5e", "allowPolymorphing", {
name: "SETTINGS.5eAutoCollapseCardN", name: "SETTINGS.5eAllowPolymorphingN",
hint: "SETTINGS.5eAutoCollapseCardL", hint: "SETTINGS.5eAllowPolymorphingL",
scope: "client", scope: "world",
config: true, config: true,
default: false, default: false,
type: Boolean, type: Boolean
onChange: s => { });
ui.chat.render();
}
});
/** /**
* Option to allow GMs to restrict polymorphing to GMs only. * Remember last-used polymorph settings.
*/ */
game.settings.register('sw5e', 'allowPolymorphing', { game.settings.register("sw5e", "polymorphSettings", {
name: 'SETTINGS.5eAllowPolymorphingN', scope: "client",
hint: 'SETTINGS.5eAllowPolymorphingL', default: {
scope: 'world', keepPhysical: false,
config: true, keepMental: false,
default: false, keepSaves: false,
type: Boolean keepSkills: false,
}); mergeSaves: false,
mergeSkills: false,
/** keepClass: false,
* Remember last-used polymorph settings. keepFeats: false,
*/ keepPowers: false,
game.settings.register('sw5e', 'polymorphSettings', { keepItems: false,
scope: 'client', keepBio: false,
default: { keepVision: true,
keepPhysical: false, transformTokens: true
keepMental: false, }
keepSaves: false, });
keepSkills: false, game.settings.register("sw5e", "colorTheme", {
mergeSaves: false, name: "SETTINGS.SWColorN",
mergeSkills: false, hint: "SETTINGS.SWColorL",
keepClass: false, scope: "world",
keepFeats: false, config: true,
keepPowers: false, default: "light",
keepItems: false, type: String,
keepBio: false, choices: {
keepVision: true, light: "SETTINGS.SWColorLight",
transformTokens: true dark: "SETTINGS.SWColorDark"
} }
}); });
game.settings.register("sw5e", "colorTheme", {
name: "SETTINGS.SWColorN",
hint: "SETTINGS.SWColorL",
scope: "world",
config: true,
default: "light",
type: String,
choices: {
"light": "SETTINGS.SWColorLight",
"dark": "SETTINGS.SWColorDark"
}
});
}; };

View file

@ -3,34 +3,33 @@
* Pre-loaded templates are compiled and cached for fast access when rendering * Pre-loaded templates are compiled and cached for fast access when rendering
* @return {Promise} * @return {Promise}
*/ */
export const preloadHandlebarsTemplates = async function() { export const preloadHandlebarsTemplates = async function () {
return loadTemplates([ return loadTemplates([
// Shared Partials
"systems/sw5e/templates/actors/parts/active-effects.html",
// Shared Partials // Actor Sheet Partials
"systems/sw5e/templates/actors/parts/active-effects.html", "systems/sw5e/templates/actors/oldActor/parts/actor-traits.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-features.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-notes.html",
// Actor Sheet Partials "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-traits.html", "systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html", "systems/sw5e/templates/actors/newActor/parts/swalt-crew.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-features.html", "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html", "systems/sw5e/templates/actors/newActor/parts/swalt-features.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-notes.html", "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-resources.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-traits.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-biography.html", // Item Sheet Partials
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html", "systems/sw5e/templates/items/parts/item-action.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-crew.html", "systems/sw5e/templates/items/parts/item-activation.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", "systems/sw5e/templates/items/parts/item-description.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-features.html", "systems/sw5e/templates/items/parts/item-mountable.html"
"systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html", ]);
"systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-resources.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-traits.html",
// Item Sheet Partials
"systems/sw5e/templates/items/parts/item-action.html",
"systems/sw5e/templates/items/parts/item-activation.html",
"systems/sw5e/templates/items/parts/item-description.html",
"systems/sw5e/templates/items/parts/item-mountable.html"
]);
}; };

View file

@ -3,11 +3,10 @@
* @extends {TokenDocument} * @extends {TokenDocument}
*/ */
export class TokenDocument5e extends TokenDocument { export class TokenDocument5e extends TokenDocument {
/** @inheritdoc */ /** @inheritdoc */
getBarAttribute(...args) { getBarAttribute(...args) {
const data = super.getBarAttribute(...args); const data = super.getBarAttribute(...args);
if ( data && (data.attribute === "attributes.hp") ) { if (data && data.attribute === "attributes.hp") {
data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0); data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0);
data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0); data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
} }
@ -15,19 +14,16 @@ export class TokenDocument5e extends TokenDocument {
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Extend the base Token class to implement additional system-specific logic. * Extend the base Token class to implement additional system-specific logic.
* @extends {Token} * @extends {Token}
*/ */
export class Token5e extends Token { export class Token5e extends Token {
/** @inheritdoc */ /** @inheritdoc */
_drawBar(number, bar, data) { _drawBar(number, bar, data) {
if ( data.attribute === "attributes.hp" ) return this._drawHPBar(number, bar, data); if (data.attribute === "attributes.hp") return this._drawHPBar(number, bar, data);
return super._drawBar(number, bar, data); return super._drawBar(number, bar, data);
} }
@ -41,7 +37,6 @@ export class Token5e extends Token {
* @private * @private
*/ */
_drawHPBar(number, bar, data) { _drawHPBar(number, bar, data) {
// Extract health data // Extract health data
let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp; let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp;
temp = Number(temp || 0); temp = Number(temp || 0);
@ -58,42 +53,50 @@ export class Token5e extends Token {
// Determine colors to use // Determine colors to use
const blk = 0x000000; const blk = 0x000000;
const hpColor = PIXI.utils.rgb2hex([(1-(colorPct/2)), colorPct, 0]); const hpColor = PIXI.utils.rgb2hex([1 - colorPct / 2, colorPct, 0]);
const c = CONFIG.SW5E.tokenHPColors; const c = CONFIG.SW5E.tokenHPColors;
// Determine the container size (logic borrowed from core) // Determine the container size (logic borrowed from core)
const w = this.w; const w = this.w;
let h = Math.max((canvas.dimensions.size / 12), 8); let h = Math.max(canvas.dimensions.size / 12, 8);
if ( this.data.height >= 2 ) h *= 1.6; if (this.data.height >= 2) h *= 1.6;
const bs = Math.clamped(h / 8, 1, 2); const bs = Math.clamped(h / 8, 1, 2);
const bs1 = bs+1; const bs1 = bs + 1;
// Overall bar container // Overall bar container
bar.clear() bar.clear();
bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3); bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3);
// Temporary maximum HP // Temporary maximum HP
if (tempmax > 0) { if (tempmax > 0) {
const pct = max / effectiveMax; const pct = max / effectiveMax;
bar.beginFill(c.tempmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2); bar.beginFill(c.tempmax, 1.0)
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
} }
// Maximum HP penalty // Maximum HP penalty
else if (tempmax < 0) { else if (tempmax < 0) {
const pct = (max + tempmax) / max; const pct = (max + tempmax) / max;
bar.beginFill(c.negmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2); bar.beginFill(c.negmax, 1.0)
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
} }
// Health bar // Health bar
bar.beginFill(hpColor, 1.0).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, valuePct*w, h, 2) bar.beginFill(hpColor, 1.0)
.lineStyle(bs, blk, 1.0)
.drawRoundedRect(0, 0, valuePct * w, h, 2);
// Temporary hit points // Temporary hit points
if ( temp > 0 ) { if (temp > 0) {
bar.beginFill(c.temp, 1.0).lineStyle(0).drawRoundedRect(bs1, bs1, (tempPct*w)-(2*bs1), h-(2*bs1), 1); bar.beginFill(c.temp, 1.0)
.lineStyle(0)
.drawRoundedRect(bs1, bs1, tempPct * w - 2 * bs1, h - 2 * bs1, 1);
} }
// Set position // Set position
let posY = (number === 0) ? (this.h - h) : 0; let posY = number === 0 ? this.h - h : 0;
bar.position.set(0, posY); bar.position.set(0, posY);
} }
} }

452
sw5e.js
View file

@ -8,17 +8,17 @@
*/ */
// Import Modules // Import Modules
import { SW5E } from "./module/config.js"; import {SW5E} from "./module/config.js";
import { registerSystemSettings } from "./module/settings.js"; import {registerSystemSettings} from "./module/settings.js";
import { preloadHandlebarsTemplates } from "./module/templates.js"; import {preloadHandlebarsTemplates} from "./module/templates.js";
import { _getInitiativeFormula } from "./module/combat.js"; import {_getInitiativeFormula} from "./module/combat.js";
import { measureDistances } from "./module/canvas.js"; import {measureDistances} from "./module/canvas.js";
// Import Documents // Import Documents
import Actor5e from "./module/actor/entity.js"; import Actor5e from "./module/actor/entity.js";
import Item5e from "./module/item/entity.js"; import Item5e from "./module/item/entity.js";
import CharacterImporter from "./module/characterImporter.js"; import CharacterImporter from "./module/characterImporter.js";
import { TokenDocument5e, Token5e } from "./module/token.js" import {TokenDocument5e, Token5e} from "./module/token.js";
// Import Applications // Import Applications
import AbilityTemplate from "./module/pixi/ability-template.js"; import AbilityTemplate from "./module/pixi/ability-template.js";
@ -46,119 +46,137 @@ import * as migrations from "./module/migration.js";
/* Foundry VTT Initialization */ /* Foundry VTT Initialization */
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.once("init", function() { Hooks.once("init", function () {
console.log(`SW5e | Initializing SW5E System\n${SW5E.ASCII}`); console.log(`SW5e | Initializing SW5E System\n${SW5E.ASCII}`);
// Create a SW5E namespace within the game global // Create a SW5E namespace within the game global
game.sw5e = { game.sw5e = {
applications: { applications: {
AbilityUseDialog, AbilityUseDialog,
ActorSheetFlags, ActorSheetFlags,
ActorSheet5eCharacter, ActorSheet5eCharacter,
ActorSheet5eCharacterNew, ActorSheet5eCharacterNew,
ActorSheet5eNPC, ActorSheet5eNPC,
ActorSheet5eNPCNew, ActorSheet5eNPCNew,
ActorSheet5eVehicle, ActorSheet5eVehicle,
ItemSheet5e, ItemSheet5e,
ShortRestDialog, ShortRestDialog,
TraitSelector, TraitSelector,
ActorMovementConfig, ActorMovementConfig,
ActorSensesConfig ActorSensesConfig
}, },
canvas: { canvas: {
AbilityTemplate AbilityTemplate
}, },
config: SW5E, config: SW5E,
dice: dice, dice: dice,
entities: { entities: {
Actor5e, Actor5e,
Item5e, Item5e,
TokenDocument5e, TokenDocument5e,
Token5e, Token5e
}, },
macros: macros, macros: macros,
migrations: migrations, migrations: migrations,
rollItemMacro: macros.rollItemMacro rollItemMacro: macros.rollItemMacro
}; };
// Record Configuration Values // Record Configuration Values
CONFIG.SW5E = SW5E; CONFIG.SW5E = SW5E;
CONFIG.Actor.documentClass = Actor5e; CONFIG.Actor.documentClass = Actor5e;
CONFIG.Item.documentClass = Item5e; CONFIG.Item.documentClass = Item5e;
CONFIG.Token.documentClass = TokenDocument5e; CONFIG.Token.documentClass = TokenDocument5e;
CONFIG.Token.objectClass = Token5e; CONFIG.Token.objectClass = Token5e;
CONFIG.time.roundTime = 6; CONFIG.time.roundTime = 6;
CONFIG.fontFamilies = [ CONFIG.fontFamilies = ["Engli-Besh", "Open Sans", "Russo One"];
"Engli-Besh",
"Open Sans",
"Russo One"
];
CONFIG.Dice.DamageRoll = dice.DamageRoll; CONFIG.Dice.DamageRoll = dice.DamageRoll;
CONFIG.Dice.D20Roll = dice.D20Roll; CONFIG.Dice.D20Roll = dice.D20Roll;
// 5e cone RAW should be 53.13 degrees // 5e cone RAW should be 53.13 degrees
CONFIG.MeasuredTemplate.defaults.angle = 53.13; CONFIG.MeasuredTemplate.defaults.angle = 53.13;
// Add DND5e namespace for module compatability // Add DND5e namespace for module compatability
game.dnd5e = game.sw5e; game.dnd5e = game.sw5e;
CONFIG.DND5E = CONFIG.SW5E; CONFIG.DND5E = CONFIG.SW5E;
// Register System Settings // Register System Settings
registerSystemSettings(); registerSystemSettings();
// Patch Core Functions // Patch Core Functions
CONFIG.Combat.initiative.formula = "1d20 + @attributes.init.mod + @attributes.init.prof + @attributes.init.bonus"; CONFIG.Combat.initiative.formula = "1d20 + @attributes.init.mod + @attributes.init.prof + @attributes.init.bonus";
Combatant.prototype._getInitiativeFormula = _getInitiativeFormula; Combatant.prototype._getInitiativeFormula = _getInitiativeFormula;
// Register Roll Extensions // Register Roll Extensions
CONFIG.Dice.rolls.push(dice.D20Roll); CONFIG.Dice.rolls.push(dice.D20Roll);
CONFIG.Dice.rolls.push(dice.DamageRoll); CONFIG.Dice.rolls.push(dice.DamageRoll);
// Register sheet application classes // Register sheet application classes
Actors.unregisterSheet("core", ActorSheet); Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("sw5e", ActorSheet5eCharacterNew, { Actors.registerSheet("sw5e", ActorSheet5eCharacterNew, {
types: ["character"], types: ["character"],
makeDefault: true, makeDefault: true,
label: "SW5E.SheetClassCharacter" label: "SW5E.SheetClassCharacter"
}); });
Actors.registerSheet("sw5e", ActorSheet5eCharacter, { Actors.registerSheet("sw5e", ActorSheet5eCharacter, {
types: ["character"], types: ["character"],
makeDefault: false, makeDefault: false,
label: "SW5E.SheetClassCharacterOld" label: "SW5E.SheetClassCharacterOld"
}); });
Actors.registerSheet("sw5e", ActorSheet5eNPCNew, { Actors.registerSheet("sw5e", ActorSheet5eNPCNew, {
types: ["npc"], types: ["npc"],
makeDefault: true, makeDefault: true,
label: "SW5E.SheetClassNPC" label: "SW5E.SheetClassNPC"
}); });
Actors.registerSheet("sw5e", ActorSheet5eNPC, { Actors.registerSheet("sw5e", ActorSheet5eNPC, {
types: ["npc"], types: ["npc"],
makeDefault: false, makeDefault: false,
label: "SW5E.SheetClassNPCOld" label: "SW5E.SheetClassNPCOld"
}); });
// Actors.registerSheet("sw5e", ActorSheet5eStarship, { // Actors.registerSheet("sw5e", ActorSheet5eStarship, {
// types: ["starship"], // types: ["starship"],
// makeDefault: true, // makeDefault: true,
// label: "SW5E.SheetClassStarship" // label: "SW5E.SheetClassStarship"
// }); // });
Actors.registerSheet('sw5e', ActorSheet5eVehicle, { Actors.registerSheet("sw5e", ActorSheet5eVehicle, {
types: ['vehicle'], types: ["vehicle"],
makeDefault: true, makeDefault: true,
label: "SW5E.SheetClassVehicle" label: "SW5E.SheetClassVehicle"
}); });
Items.unregisterSheet("core", ItemSheet); Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("sw5e", ItemSheet5e, { Items.registerSheet("sw5e", ItemSheet5e, {
types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starship', 'starshipfeature', 'starshipmod', 'venture'], types: [
makeDefault: true, "weapon",
label: "SW5E.SheetClassItem" "equipment",
}); "consumable",
"tool",
"loot",
"class",
"power",
"feat",
"species",
"backpack",
"archetype",
"classfeature",
"background",
"fightingmastery",
"fightingstyle",
"lightsaberform",
"deployment",
"deploymentfeature",
"starship",
"starshipfeature",
"starshipmod",
"venture"
],
makeDefault: true,
label: "SW5E.SheetClassItem"
});
// Preload Handlebars Templates // Preload Handlebars Templates
return preloadHandlebarsTemplates(); return preloadHandlebarsTemplates();
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Foundry VTT Setup */ /* Foundry VTT Setup */
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -166,131 +184,175 @@ Hooks.once("init", function() {
/** /**
* This function runs after game data has been requested and loaded from the servers, so entities exist * This function runs after game data has been requested and loaded from the servers, so entities exist
*/ */
Hooks.once("setup", function() { Hooks.once("setup", function () {
// Localize CONFIG objects once up-front
const toLocalize = [
"abilities",
"abilityAbbreviations",
"abilityActivationTypes",
"abilityConsumptionTypes",
"actorSizes",
"alignments",
"armorProficiencies",
"armorPropertiesTypes",
"conditionTypes",
"consumableTypes",
"cover",
"currencies",
"damageResistanceTypes",
"damageTypes",
"distanceUnits",
"equipmentTypes",
"healingTypes",
"itemActionTypes",
"languages",
"limitedUsePeriods",
"movementTypes",
"movementUnits",
"polymorphSettings",
"proficiencyLevels",
"senses",
"skills",
"starshipRolessm",
"starshipRolesmed",
"starshipRoleslg",
"starshipRoleshuge",
"starshipRolesgrg",
"starshipSkills",
"powerComponents",
"powerLevels",
"powerPreparationModes",
"powerScalingModes",
"powerSchools",
"targetTypes",
"timePeriods",
"toolProficiencies",
"weaponProficiencies",
"weaponProperties",
"weaponSizes",
"weaponTypes"
];
// Localize CONFIG objects once up-front // Exclude some from sorting where the default order matters
const toLocalize = [ const noSort = [
"abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments", "abilities",
"armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes", "alignments",
"damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages", "currencies",
"limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", "distanceUnits",
"starshipRolessm", "starshipRolesmed", "starshipRoleslg", "starshipRoleshuge", "starshipRolesgrg", "starshipSkills", "movementUnits",
"powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes", "itemActionTypes",
"timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponSizes", "weaponTypes" "proficiencyLevels",
]; "limitedUsePeriods",
"powerComponents",
"powerLevels",
"powerPreparationModes",
"weaponTypes"
];
// Exclude some from sorting where the default order matters // Localize and sort CONFIG objects
const noSort = [ for (let o of toLocalize) {
"abilities", "alignments", "currencies", "distanceUnits", "movementUnits", "itemActionTypes", "proficiencyLevels", const localized = Object.entries(CONFIG.SW5E[o]).map((e) => {
"limitedUsePeriods", "powerComponents", "powerLevels", "powerPreparationModes", "weaponTypes" return [e[0], game.i18n.localize(e[1])];
]; });
if (!noSort.includes(o)) localized.sort((a, b) => a[1].localeCompare(b[1]));
// Localize and sort CONFIG objects CONFIG.SW5E[o] = localized.reduce((obj, e) => {
for ( let o of toLocalize ) { obj[e[0]] = e[1];
const localized = Object.entries(CONFIG.SW5E[o]).map(e => { return obj;
return [e[0], game.i18n.localize(e[1])]; }, {});
}); }
if ( !noSort.includes(o) ) localized.sort((a, b) => a[1].localeCompare(b[1])); // add DND5E translation for module compatability
CONFIG.SW5E[o] = localized.reduce((obj, e) => { game.i18n.translations.DND5E = game.i18n.translations.SW5E;
obj[e[0]] = e[1]; // console.log(game.settings.get("sw5e", "colorTheme"));
return obj; let theme = game.settings.get("sw5e", "colorTheme") + "-theme";
}, {}); document.body.classList.add(theme);
}
// add DND5E translation for module compatability
game.i18n.translations.DND5E = game.i18n.translations.SW5E;
// console.log(game.settings.get("sw5e", "colorTheme"));
let theme = game.settings.get("sw5e", "colorTheme") + '-theme';
document.body.classList.add(theme);
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Once the entire VTT framework is initialized, check to see if we should perform a data migration * Once the entire VTT framework is initialized, check to see if we should perform a data migration
*/ */
Hooks.once("ready", function() { Hooks.once("ready", function () {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) => macros.create5eMacro(data, slot));
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to // Determine whether a system migration is required and feasible
Hooks.on("hotbarDrop", (bar, data, slot) => macros.create5eMacro(data, slot)); if (!game.user.isGM) return;
const currentVersion = game.settings.get("sw5e", "systemMigrationVersion");
const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6";
// Check for R1 SW5E versions
const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6";
const COMPATIBLE_MIGRATION_VERSION = 0.8;
const needsMigration =
currentVersion &&
(isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) ||
isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
if (!needsMigration && needsMigration !== "") return;
// Determine whether a system migration is required and feasible // Perform the migration
if ( !game.user.isGM ) return; if (currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion)) {
const currentVersion = game.settings.get("sw5e", "systemMigrationVersion"); const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`;
const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6"; ui.notifications.error(warning, {permanent: true});
// Check for R1 SW5E versions }
const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6"; migrations.migrateWorld();
const COMPATIBLE_MIGRATION_VERSION = 0.80;
const needsMigration = currentVersion && (isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) || isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
if (!needsMigration && needsMigration !== "") return;
// Perform the migration
if ( currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion) ) {
const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`;
ui.notifications.error(warning, {permanent: true});
}
migrations.migrateWorld();
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Canvas Initialization */ /* Canvas Initialization */
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.on("canvasInit", function() { Hooks.on("canvasInit", function () {
// Extend Diagonal Measurement // Extend Diagonal Measurement
canvas.grid.diagonalRule = game.settings.get("sw5e", "diagonalMovement"); canvas.grid.diagonalRule = game.settings.get("sw5e", "diagonalMovement");
SquareGrid.prototype.measureDistances = measureDistances; SquareGrid.prototype.measureDistances = measureDistances;
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Other Hooks */ /* Other Hooks */
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.on("renderChatMessage", (app, html, data) => { Hooks.on("renderChatMessage", (app, html, data) => {
// Display action buttons
chat.displayChatActionButtons(app, html, data);
// Display action buttons // Highlight critical success or failure die
chat.displayChatActionButtons(app, html, data); chat.highlightCriticalSuccessFailure(app, html, data);
// Highlight critical success or failure die // Optionally collapse the content
chat.highlightCriticalSuccessFailure(app, html, data); if (game.settings.get("sw5e", "autoCollapseItemCards")) html.find(".card-content").hide();
// Optionally collapse the content
if (game.settings.get("sw5e", "autoCollapseItemCards")) html.find(".card-content").hide();
}); });
Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions); Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions);
Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html)); Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html));
Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html)); Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html));
Hooks.on('getActorDirectoryEntryContext', Actor5e.addDirectoryContextOptions); Hooks.on("getActorDirectoryEntryContext", Actor5e.addDirectoryContextOptions);
Hooks.on("renderSceneDirectory", (app, html, data)=> { Hooks.on("renderSceneDirectory", (app, html, data) => {
//console.log(html.find("header.folder-header")); //console.log(html.find("header.folder-header"));
setFolderBackground(html); setFolderBackground(html);
}); });
Hooks.on("renderActorDirectory", (app, html, data)=> { Hooks.on("renderActorDirectory", (app, html, data) => {
setFolderBackground(html); setFolderBackground(html);
CharacterImporter.addImportButton(html); CharacterImporter.addImportButton(html);
}); });
Hooks.on("renderItemDirectory", (app, html, data)=> { Hooks.on("renderItemDirectory", (app, html, data) => {
setFolderBackground(html); setFolderBackground(html);
}); });
Hooks.on("renderJournalDirectory", (app, html, data)=> { Hooks.on("renderJournalDirectory", (app, html, data) => {
setFolderBackground(html); setFolderBackground(html);
}); });
Hooks.on("renderRollTableDirectory", (app, html, data)=> { Hooks.on("renderRollTableDirectory", (app, html, data) => {
setFolderBackground(html); setFolderBackground(html);
}); });
Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => { Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => {
console.log("renderSwaltSheet"); console.log("renderSwaltSheet");
}); });
// FIXME: This helper is needed for the vehicle sheet. It should probably be refactored. // FIXME: This helper is needed for the vehicle sheet. It should probably be refactored.
Handlebars.registerHelper('getProperty', function (data, property) { Handlebars.registerHelper("getProperty", function (data, property) {
return getProperty(data, property); return getProperty(data, property);
}); });
function setFolderBackground(html) { function setFolderBackground(html) {
html.find("header.folder-header").each(function() { html.find("header.folder-header").each(function () {
let bgColor = $(this).css("background-color"); let bgColor = $(this).css("background-color");
if(bgColor == undefined) if (bgColor == undefined) bgColor = "rgb(255,255,255)";
bgColor = "rgb(255,255,255)"; $(this).closest("li").css("background-color", bgColor);
$(this).closest('li').css("background-color", bgColor); });
}) }
}