forked from GitHub-Mirrors/foundry-sw5e
Update Core to 1.4.1
Update Core to 1.4.1 and internal Version to 1.4.1.R1-A8
This commit is contained in:
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f16383841b
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56 changed files with 5440 additions and 3827 deletions
113
module/active-effect.js
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113
module/active-effect.js
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@ -0,0 +1,113 @@
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/**
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* Extend the base ActiveEffect class to implement system-specific logic.
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* @extends {ActiveEffect}
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*/
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export default class ActiveEffect5e extends ActiveEffect {
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/**
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* Is this active effect currently suppressed?
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* @type {boolean}
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*/
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isSuppressed = false;
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/* --------------------------------------------- */
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/** @inheritdoc */
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apply(actor, change) {
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if ( this.isSuppressed ) return null;
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return super.apply(actor, change);
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}
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/* --------------------------------------------- */
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/**
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* Determine whether this Active Effect is suppressed or not.
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*/
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determineSuppression() {
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this.isSuppressed = false;
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if ( this.data.disabled || (this.parent.documentName !== "Actor") ) return;
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const [parentType, parentId, documentType, documentId] = this.data.origin?.split(".") ?? [];
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if ( (parentType !== "Actor") || (parentId !== this.parent.id) || (documentType !== "Item") ) return;
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const item = this.parent.items.get(documentId);
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if ( !item ) return;
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const itemData = item.data.data;
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// If an item is not equipped, or it is equipped but it requires attunement and is not attuned, then disable any
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// Active Effects that might have originated from it.
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this.isSuppressed = itemData.equipped === false || (itemData.attunement === CONFIG.SW5E.attunementTypes.REQUIRED);
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}
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/* --------------------------------------------- */
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/**
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* Manage Active Effect instances through the Actor Sheet via effect control buttons.
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* @param {MouseEvent} event The left-click event on the effect control
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* @param {Actor|Item} owner The owning entity which manages this effect
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*/
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static onManageActiveEffect(event, owner) {
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event.preventDefault();
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const a = event.currentTarget;
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const li = a.closest("li");
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const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
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switch ( a.dataset.action ) {
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case "create":
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return owner.createEmbeddedDocuments("ActiveEffect", [{
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label: game.i18n.localize("SW5E.EffectNew"),
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icon: "icons/svg/aura.svg",
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origin: owner.uuid,
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"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
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disabled: li.dataset.effectType === "inactive"
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}]);
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case "edit":
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return effect.sheet.render(true);
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case "delete":
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return effect.delete();
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case "toggle":
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return effect.update({disabled: !effect.data.disabled});
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}
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}
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/* --------------------------------------------- */
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/**
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* Prepare the data structure for Active Effects which are currently applied to an Actor or Item.
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* @param {ActiveEffect[]} effects The array of Active Effect instances to prepare sheet data for
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* @return {object} Data for rendering
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*/
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static prepareActiveEffectCategories(effects) {
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// Define effect header categories
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const categories = {
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temporary: {
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type: "temporary",
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label: game.i18n.localize("SW5E.EffectTemporary"),
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effects: []
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},
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passive: {
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type: "passive",
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label: game.i18n.localize("SW5E.EffectPassive"),
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effects: []
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},
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inactive: {
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type: "inactive",
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label: game.i18n.localize("SW5E.EffectInactive"),
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effects: []
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},
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suppressed: {
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type: "suppressed",
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label: game.i18n.localize("SW5E.EffectUnavailable"),
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effects: [],
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info: [game.i18n.localize("SW5E.EffectUnavailableInfo")]
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}
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};
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// Iterate over active effects, classifying them into categories
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for ( let e of effects ) {
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e._getSourceName(); // Trigger a lookup for the source name
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if ( e.isSuppressed ) categories.suppressed.effects.push(e);
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else if ( e.data.disabled ) categories.inactive.effects.push(e);
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else if ( e.isTemporary ) categories.temporary.effects.push(e);
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else categories.passive.effects.push(e);
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}
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categories.suppressed.hidden = !categories.suppressed.effects.length;
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return categories;
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}
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}
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@ -27,7 +27,7 @@ export default class Actor5e extends Actor {
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*/
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get classes() {
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if (this._classes !== undefined) return this._classes;
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if (this.data.type !== "character") return (this._classes = {});
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if (!["character", "npc"].includes(this.data.type)) return (this._classes = {});
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return (this._classes = this.items
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.filter((item) => item.type === "class")
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.reduce((obj, cls) => {
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@ -52,6 +52,7 @@ export default class Actor5e extends Actor {
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/** @override */
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prepareData() {
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this._preparationWarnings = [];
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super.prepareData();
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// iterate over owned items and recompute attributes that depend on prepared actor data
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@ -62,6 +63,7 @@ export default class Actor5e extends Actor {
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/** @override */
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prepareBaseData() {
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this._prepareBaseArmorClass(this.data);
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switch (this.data.type) {
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case "character":
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return this._prepareCharacterData(this.data);
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@ -74,6 +76,16 @@ export default class Actor5e extends Actor {
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}
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}
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/* --------------------------------------------- */
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/** @override */
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applyActiveEffects() {
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// The Active Effects do not have access to their parent at preparation time so we wait until this stage to
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// determine whether they are suppressed or not.
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this.effects.forEach((e) => e.determineSuppression());
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return super.applyActiveEffects();
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}
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/* -------------------------------------------- */
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/** @override */
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@ -146,6 +158,12 @@ export default class Actor5e extends Actor {
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// Prepare power-casting data
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this._computeDerivedPowercasting(this.data);
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// Prepare armor class data
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const ac = this._computeArmorClass(data);
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this.armor = ac.equippedArmor || null;
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this.shield = ac.equippedShield || null;
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if (ac.warnings) this._preparationWarnings.push(...ac.warnings);
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}
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/* -------------------------------------------- */
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@ -425,6 +443,21 @@ export default class Actor5e extends Actor {
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/* -------------------------------------------- */
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/**
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* Initialize derived AC fields for Active Effects to target.
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* @param actorData
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* @private
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*/
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_prepareBaseArmorClass(actorData) {
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const ac = actorData.data.attributes.ac;
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ac.base = 10;
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ac.shield = ac.bonus = ac.cover = 0;
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this.armor = null;
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this.shield = null;
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}
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/* -------------------------------------------- */
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/**
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* Prepare data related to the power-casting capabilities of the Actor
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* @private
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@ -658,6 +691,103 @@ export default class Actor5e extends Actor {
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/* -------------------------------------------- */
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/**
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* Determine a character's AC value from their equipped armor and shield.
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* @param {object} data Note that this object will be mutated.
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* @return {{
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* calc: string,
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* value: number,
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* base: number,
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* shield: number,
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* bonus: number,
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* cover: number,
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* flat: number,
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* equippedArmor: Item5e,
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* equippedShield: Item5e,
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* warnings: string[]
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* }}
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* @private
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*/
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_computeArmorClass(data) {
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// Get AC configuration and apply automatic migrations for older data structures
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const ac = data.attributes.ac;
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ac.warnings = [];
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let cfg = CONFIG.SW5E.armorClasses[ac.calc];
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if (!cfg) {
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ac.calc = "flat";
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if (Number.isNumeric(ac.value)) ac.flat = Number(ac.value);
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cfg = CONFIG.SW5E.armorClasses.flat;
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}
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// Identify Equipped Items
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const armorTypes = new Set(Object.keys(CONFIG.SW5E.armorTypes));
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const {armors, shields} = this.itemTypes.equipment.reduce(
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(obj, equip) => {
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const armor = equip.data.data.armor;
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if (!equip.data.data.equipped || !armorTypes.has(armor?.type)) return obj;
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if (armor.type === "shield") obj.shields.push(equip);
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else obj.armors.push(equip);
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return obj;
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},
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{armors: [], shields: []}
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);
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// Determine base AC
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switch (ac.calc) {
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// Flat AC (no additional bonuses)
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case "flat":
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ac.value = ac.flat;
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return ac;
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// Natural AC (includes bonuses)
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case "natural":
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ac.base = ac.flat;
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break;
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// Equipment-based AC
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case "default":
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if (armors.length) {
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if (armors.length > 1) ac.warnings.push("SW5E.WarnMultipleArmor");
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const armorData = armors[0].data.data.armor;
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const isHeavy = armorData.type === "heavy";
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ac.dex = isHeavy ? 0 : Math.min(armorData.dex ?? Infinity, data.abilities.dex.mod);
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ac.base = (armorData.value ?? 0) + ac.dex;
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ac.equippedArmor = armors[0];
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} else {
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ac.dex = data.abilities.dex.mod;
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ac.base = 10 + ac.dex;
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}
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break;
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// Formula-based AC
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default:
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let formula = ac.calc === "custom" ? ac.formula : cfg.formula;
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const rollData = this.getRollData();
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try {
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const replaced = Roll.replaceFormulaData(formula, rollData);
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ac.base = Roll.safeEval(replaced);
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} catch (err) {
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ac.warnings.push("SW5E.WarnBadACFormula");
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const replaced = Roll.replaceFormulaData(CONFIG.SW5E.armorClasses.default.formula, rollData);
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ac.base = Roll.safeEval(replaced);
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}
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break;
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}
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// Equipped Shield
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if (shields.length) {
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if (shields.length > 1) ac.warnings.push("SW5E.WarnMultipleShields");
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ac.shield = shields[0].data.data.armor.value ?? 0;
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ac.equippedShield = shields[0];
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}
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// Compute total AC and return
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ac.value = ac.base + ac.shield + ac.bonus + ac.cover;
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return ac;
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}
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/* -------------------------------------------- */
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/**
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* Prepare data related to the power-casting capabilities of the Actor
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* @private
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@ -712,7 +842,12 @@ export default class Actor5e extends Actor {
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if (game.settings.get("sw5e", "currencyWeight") && actorData.data.currency) {
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const currency = actorData.data.currency;
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const numCoins = Object.values(currency).reduce((val, denom) => (val += Math.max(denom, 0)), 0);
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weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
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const currencyPerWeight = game.settings.get("sw5e", "metricWeightUnits")
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? CONFIG.SW5E.encumbrance.currencyPerWeight.metric
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: CONFIG.SW5E.encumbrance.currencyPerWeight.imperial;
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weight += numCoins / currencyPerWeight;
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}
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// Determine the encumbrance size class
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@ -729,9 +864,14 @@ export default class Actor5e extends Actor {
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// Compute Encumbrance percentage
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weight = weight.toNearest(0.1);
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const max = actorData.data.abilities.str.value * CONFIG.SW5E.encumbrance.strMultiplier * mod;
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const strengthMultiplier = game.settings.get("sw5e", "metricWeightUnits")
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? CONFIG.SW5E.encumbrance.strMultiplier.metric
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: CONFIG.SW5E.encumbrance.strMultiplier.imperial;
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const max = (actorData.data.abilities.str.value * strengthMultiplier * mod).toNearest(0.1);
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const pct = Math.clamped((weight * 100) / max, 0, 100);
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return {value: weight.toNearest(0.1), max, pct, encumbered: pct > 2 / 3};
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return {value: weight.toNearest(0.1), max, pct, encumbered: pct > 200 / 3};
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}
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/* -------------------------------------------- */
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@ -741,7 +881,10 @@ export default class Actor5e extends Actor {
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/** @inheritdoc */
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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user);
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const sourceId = this.getFlag("core", "sourceId");
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if (sourceId?.startsWith("Compendium.")) return;
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// Some sensible defaults for convenience
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// Token size category
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const s = CONFIG.SW5E.tokenSizes[this.data.data.traits.size || "med"];
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this.data.token.update({width: s, height: s});
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@ -1044,6 +1187,7 @@ export default class Actor5e extends Actor {
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// Evaluate a global saving throw bonus
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const parts = [];
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const data = {};
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const speaker = options.speaker || ChatMessage.getSpeaker({actor: this});
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// Include a global actor ability save bonus
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const bonuses = foundry.utils.getProperty(this.data.data, "bonuses.abilities") || {};
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@ -1060,7 +1204,7 @@ export default class Actor5e extends Actor {
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halflingLucky: this.getFlag("sw5e", "halflingLucky"),
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targetValue: 10,
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messageData: {
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"speaker": options.speaker || ChatMessage.getSpeaker({actor: this}),
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"speaker": speaker,
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"flags.sw5e.roll": {type: "death"}
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}
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});
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@ -1192,6 +1336,7 @@ export default class Actor5e extends Actor {
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* @property {number} dhd Hit dice recovered or spent during the rest.
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* @property {object} updateData Updates applied to the actor.
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* @property {Array.<object>} updateItems Updates applied to actor's items.
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* @property {boolean} longRest Whether the rest type was a long rest.
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* @property {boolean} newDay Whether a new day occurred during the rest.
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*/
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@ -1316,7 +1461,8 @@ export default class Actor5e extends Actor {
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...hitDiceUpdates,
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...this._getRestItemUsesRecovery({recoverLongRestUses: longRest, recoverDailyUses: newDay})
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],
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newDay: newDay
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longRest,
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newDay
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};
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// Perform updates
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@ -1326,6 +1472,9 @@ export default class Actor5e extends Actor {
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// Display a Chat Message summarizing the rest effects
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if (chat) await this._displayRestResultMessage(result, longRest);
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// Call restCompleted hook so that modules can easily perform actions when actors finish a rest
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Hooks.callAll("restCompleted", this, result);
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// Return data summarizing the rest effects
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return result;
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}
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@ -1364,13 +1513,13 @@ export default class Actor5e extends Actor {
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// Determine the chat message to display
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if (longRest) {
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message = "SW5E.LongRestResult";
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if (dhp !== 0) message += "HP";
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if (healthRestored) message += "HP";
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if (dfp !== 0) message += "FP";
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if (dtp !== 0) message += "TP";
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if (dhd !== 0) message += "HD";
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if (diceRestored) message += "HD";
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} else {
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message = "SW5E.ShortRestResultShort";
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if (dhd !== 0 && dhp !== 0) {
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if (diceRestored && healthRestored) {
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if (dtp !== 0) {
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message = "SW5E.ShortRestResultWithTech";
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} else {
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@ -1581,19 +1730,19 @@ export default class Actor5e extends Actor {
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/**
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* Transform this Actor into another one.
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*
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* @param {Actor} target The target Actor.
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* @param {boolean} [keepPhysical] Keep physical abilities (str, dex, con)
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* @param {boolean} [keepMental] Keep mental abilities (int, wis, cha)
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* @param {boolean} [keepSaves] Keep saving throw proficiencies
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* @param {boolean} [keepSkills] Keep skill proficiencies
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* @param {boolean} [mergeSaves] Take the maximum of the save proficiencies
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* @param {boolean} [mergeSkills] Take the maximum of the skill proficiencies
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* @param {boolean} [keepClass] Keep proficiency bonus
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* @param {boolean} [keepFeats] Keep features
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* @param {boolean} [keepPowers] Keep powers
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* @param {boolean} [keepItems] Keep items
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* @param {boolean} [keepBio] Keep biography
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* @param {boolean} [keepVision] Keep vision
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* @param {Actor5e} target The target Actor.
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* @param {boolean} [keepPhysical] Keep physical abilities (str, dex, con)
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* @param {boolean} [keepMental] Keep mental abilities (int, wis, cha)
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* @param {boolean} [keepSaves] Keep saving throw proficiencies
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* @param {boolean} [keepSkills] Keep skill proficiencies
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* @param {boolean} [mergeSaves] Take the maximum of the save proficiencies
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* @param {boolean} [mergeSkills] Take the maximum of the skill proficiencies
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* @param {boolean} [keepClass] Keep proficiency bonus
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* @param {boolean} [keepFeats] Keep features
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* @param {boolean} [keepPowers] Keep powers
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* @param {boolean} [keepItems] Keep items
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* @param {boolean} [keepBio] Keep biography
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* @param {boolean} [keepVision] Keep vision
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* @param {boolean} [transformTokens] Transform linked tokens too
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*/
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async transformInto(
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@ -1649,16 +1798,16 @@ export default class Actor5e extends Actor {
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d.data.attributes.exhaustion = o.data.attributes.exhaustion; // Keep your prior exhaustion level
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d.data.attributes.inspiration = o.data.attributes.inspiration; // Keep inspiration
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d.data.powers = o.data.powers; // Keep power slots
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d.data.attributes.ac.flat = target.data.data.attributes.ac.value; // Override AC
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// Token appearance updates
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d.token = {name: d.name};
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for (let k of ["width", "height", "scale", "img", "mirrorX", "mirrorY", "tint", "alpha", "lockRotation"]) {
|
||||
d.token[k] = source.token[k];
|
||||
}
|
||||
if (!keepVision) {
|
||||
for (let k of ["dimSight", "brightSight", "dimLight", "brightLight", "vision", "sightAngle"]) {
|
||||
d.token[k] = source.token[k];
|
||||
}
|
||||
const vision = keepVision ? o.token : source.token;
|
||||
for (let k of ["dimSight", "brightSight", "dimLight", "brightLight", "vision", "sightAngle"]) {
|
||||
d.token[k] = vision[k];
|
||||
}
|
||||
if (source.token.randomImg) {
|
||||
const images = await target.getTokenImages();
|
||||
|
@ -1745,9 +1894,9 @@ export default class Actor5e extends Actor {
|
|||
const tokens = this.getActiveTokens(true);
|
||||
const updates = tokens.map((t) => {
|
||||
const newTokenData = foundry.utils.deepClone(d.token);
|
||||
if (!t.data.actorLink) newTokenData.actorData = newActor.data;
|
||||
newTokenData._id = t.data._id;
|
||||
newTokenData.actorId = newActor.id;
|
||||
newTokenData.actorLink = true;
|
||||
return newTokenData;
|
||||
});
|
||||
return canvas.scene?.updateEmbeddedDocuments("Token", updates);
|
||||
|
@ -1771,10 +1920,25 @@ export default class Actor5e extends Actor {
|
|||
const baseActor = game.actors.get(this.token.data.actorId);
|
||||
const prototypeTokenData = await baseActor.getTokenData();
|
||||
const tokenUpdate = {actorData: {}};
|
||||
for (let k of ["width", "height", "scale", "img", "mirrorX", "mirrorY", "tint", "alpha", "lockRotation"]) {
|
||||
for (let k of [
|
||||
"width",
|
||||
"height",
|
||||
"scale",
|
||||
"img",
|
||||
"mirrorX",
|
||||
"mirrorY",
|
||||
"tint",
|
||||
"alpha",
|
||||
"lockRotation",
|
||||
"name"
|
||||
]) {
|
||||
tokenUpdate[k] = prototypeTokenData[k];
|
||||
}
|
||||
return this.token.update(tokenUpdate, {recursive: false});
|
||||
await this.token.update(tokenUpdate, {recursive: false});
|
||||
await this.sheet.close();
|
||||
const actor = this.token.getActor();
|
||||
actor.sheet.render(true);
|
||||
return actor;
|
||||
}
|
||||
|
||||
// Obtain a reference to the original actor
|
||||
|
@ -1854,6 +2018,45 @@ export default class Actor5e extends Actor {
|
|||
return type;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Populate a proficiency object with a `selected` field containing a combination of
|
||||
* localizable group & individual proficiencies from `value` and the contents of `custom`.
|
||||
*
|
||||
* @param {object} data Object containing proficiency data
|
||||
* @param {Array.<string>} data.value Array of standard proficiency keys
|
||||
* @param {string} data.custom Semicolon-separated string of custom proficiencies
|
||||
* @param {string} type "armor", "weapon", or "tool"
|
||||
*/
|
||||
static prepareProficiencies(data, type) {
|
||||
const profs = CONFIG.SW5E[`${type}Proficiencies`];
|
||||
const itemTypes = CONFIG.SW5E[`${type}Ids`];
|
||||
|
||||
let values = [];
|
||||
if (data.value) {
|
||||
values = data.value instanceof Array ? data.value : [data.value];
|
||||
}
|
||||
|
||||
data.selected = {};
|
||||
const pack = game.packs.get(CONFIG.SW5E.sourcePacks.ITEMS);
|
||||
for (const key of values) {
|
||||
if (profs[key]) {
|
||||
data.selected[key] = profs[key];
|
||||
} else if (itemTypes && itemTypes[key]) {
|
||||
const item = pack.index.get(itemTypes[key]);
|
||||
data.selected[key] = item.name;
|
||||
} else if (type === "tool" && CONFIG.SW5E.vehicleTypes[key]) {
|
||||
data.selected[key] = CONFIG.SW5E.vehicleTypes[key];
|
||||
}
|
||||
}
|
||||
|
||||
// Add custom entries
|
||||
if (data.custom) {
|
||||
data.custom.split(";").forEach((c, i) => (data.selected[`custom${i + 1}`] = c.trim()));
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* DEPRECATED METHODS */
|
||||
/* -------------------------------------------- */
|
||||
|
|
|
@ -1,12 +1,16 @@
|
|||
import Actor5e from "../../entity.js";
|
||||
import Item5e from "../../../item/entity.js";
|
||||
import ProficiencySelector from "../../../apps/proficiency-selector.js";
|
||||
import PropertyAttribution from "../../../apps/property-attribution.js";
|
||||
import TraitSelector from "../../../apps/trait-selector.js";
|
||||
import ActorArmorConfig from "../../../apps/actor-armor.js";
|
||||
import ActorSheetFlags from "../../../apps/actor-flags.js";
|
||||
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
|
||||
import ActorMovementConfig from "../../../apps/movement-config.js";
|
||||
import ActorSensesConfig from "../../../apps/senses-config.js";
|
||||
import ActorTypeConfig from "../../../apps/actor-type.js";
|
||||
import {SW5E} from "../../../config.js";
|
||||
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
|
||||
import ActiveEffect5e from "../../../active-effect.js";
|
||||
|
||||
/**
|
||||
* Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality.
|
||||
|
@ -85,6 +89,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
// The Actor's data
|
||||
const actorData = this.actor.data.toObject(false);
|
||||
const source = this.actor.data._source.data;
|
||||
data.actor = actorData;
|
||||
data.data = actorData.data;
|
||||
|
||||
|
@ -105,6 +110,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
abl.icon = this._getProficiencyIcon(abl.proficient);
|
||||
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
|
||||
abl.label = CONFIG.SW5E.abilities[a];
|
||||
abl.baseProf = source.abilities[a].proficient;
|
||||
}
|
||||
|
||||
// Skills
|
||||
|
@ -117,6 +123,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
skl.label = CONFIG.SW5E.starshipSkills[s];
|
||||
} else {
|
||||
skl.label = CONFIG.SW5E.skills[s];
|
||||
skl.baseValue = source.skills[s].value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -134,7 +141,15 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
this._prepareItems(data);
|
||||
|
||||
// Prepare active effects
|
||||
data.effects = prepareActiveEffectCategories(this.actor.effects);
|
||||
data.effects = ActiveEffect5e.prepareActiveEffectCategories(this.actor.effects);
|
||||
|
||||
// Prepare warnings
|
||||
data.warnings = this.actor._preparationWarnings;
|
||||
|
||||
// Prepare property attributions
|
||||
this.attribution = {
|
||||
"attributes.ac": this._prepareArmorClassAttribution(actorData.data)
|
||||
};
|
||||
|
||||
// Return data to the sheet
|
||||
return data;
|
||||
|
@ -204,6 +219,105 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Produce a list of armor class attribution objects.
|
||||
* @param {object} data Actor data to determine the attributions from.
|
||||
* @return {AttributionDescription[]} List of attribution descriptions.
|
||||
*/
|
||||
_prepareArmorClassAttribution(data) {
|
||||
const ac = data.attributes.ac;
|
||||
const cfg = CONFIG.SW5E.armorClasses[ac.calc];
|
||||
const attribution = [];
|
||||
|
||||
// Base AC Attribution
|
||||
switch (ac.calc) {
|
||||
// Flat AC
|
||||
case "flat":
|
||||
return [
|
||||
{
|
||||
label: game.i18n.localize("SW5E.ArmorClassFlat"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
|
||||
value: ac.flat
|
||||
}
|
||||
];
|
||||
|
||||
// Natural armor
|
||||
case "natural":
|
||||
attribution.push({
|
||||
label: game.i18n.localize("SW5E.ArmorClassNatural"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
|
||||
value: ac.flat
|
||||
});
|
||||
break;
|
||||
|
||||
// Equipment-based AC
|
||||
case "default":
|
||||
const hasArmor = !!this.actor.armor;
|
||||
attribution.push({
|
||||
label: hasArmor ? this.actor.armor.name : game.i18n.localize("SW5E.ArmorClassUnarmored"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
|
||||
value: hasArmor ? this.actor.armor.data.data.armor.value : 10
|
||||
});
|
||||
if (ac.dex !== 0) {
|
||||
attribution.push({
|
||||
label: game.i18n.localize("SW5E.AbilityDex"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: ac.dex
|
||||
});
|
||||
}
|
||||
break;
|
||||
|
||||
// Other AC formula
|
||||
default:
|
||||
const formula = ac.calc === "custom" ? ac.formula : cfg.formula;
|
||||
let base = ac.base;
|
||||
const dataRgx = new RegExp(/@([a-z.0-9_\-]+)/gi);
|
||||
for (const [match, term] of formula.matchAll(dataRgx)) {
|
||||
const value = foundry.utils.getProperty(data, term);
|
||||
if (term === "attributes.ac.base" || value === 0) continue;
|
||||
if (Number.isNumeric(value)) base -= Number(value);
|
||||
attribution.push({
|
||||
label: match,
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: foundry.utils.getProperty(data, term)
|
||||
});
|
||||
}
|
||||
attribution.unshift({
|
||||
label: game.i18n.localize("SW5E.PropertyBase"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
|
||||
value: base
|
||||
});
|
||||
break;
|
||||
}
|
||||
|
||||
// Shield
|
||||
if (ac.shield !== 0)
|
||||
attribution.push({
|
||||
label: this.actor.shield?.name ?? game.i18n.localize("SW5E.EquipmentShield"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: ac.shield
|
||||
});
|
||||
|
||||
// Bonus
|
||||
if (ac.bonus !== 0)
|
||||
attribution.push({
|
||||
label: game.i18n.localize("SW5E.Bonus"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: ac.bonus
|
||||
});
|
||||
|
||||
// Cover
|
||||
if (ac.cover !== 0)
|
||||
attribution.push({
|
||||
label: game.i18n.localize("SW5E.Cover"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: ac.cover
|
||||
});
|
||||
return attribution;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies
|
||||
* @param {object} traits The raw traits data object from the actor data
|
||||
|
@ -215,10 +329,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
di: CONFIG.SW5E.damageResistanceTypes,
|
||||
dv: CONFIG.SW5E.damageResistanceTypes,
|
||||
ci: CONFIG.SW5E.conditionTypes,
|
||||
languages: CONFIG.SW5E.languages,
|
||||
armorProf: CONFIG.SW5E.armorProficiencies,
|
||||
weaponProf: CONFIG.SW5E.weaponProficiencies,
|
||||
toolProf: CONFIG.SW5E.toolProficiencies
|
||||
languages: CONFIG.SW5E.languages
|
||||
};
|
||||
for (let [t, choices] of Object.entries(map)) {
|
||||
const trait = traits[t];
|
||||
|
@ -238,6 +349,14 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
}
|
||||
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
|
||||
}
|
||||
|
||||
// Populate and localize proficiencies
|
||||
for (const t of ["armor", "weapon", "tool"]) {
|
||||
const trait = traits[`${t}Prof`];
|
||||
if (!trait) continue;
|
||||
Actor5e.prepareProficiencies(trait, t);
|
||||
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -414,6 +533,8 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
// View Item Sheets
|
||||
html.find(".item-edit").click(this._onItemEdit.bind(this));
|
||||
// Property attributions
|
||||
html.find(".attributable").mouseover(this._onPropertyAttribution.bind(this));
|
||||
|
||||
// Editable Only Listeners
|
||||
if (this.isEditable) {
|
||||
|
@ -429,6 +550,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this));
|
||||
|
||||
// Trait Selector
|
||||
html.find(".proficiency-selector").click(this._onProficiencySelector.bind(this));
|
||||
html.find(".trait-selector").click(this._onTraitSelector.bind(this));
|
||||
|
||||
// Configure Special Flags
|
||||
|
@ -446,7 +568,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
html.find(".decrement-class-level").click(this._onDecrementClassLevel.bind(this));
|
||||
|
||||
// Active Effect management
|
||||
html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor));
|
||||
html.find(".effect-control").click((ev) => ActiveEffect5e.onManageActiveEffect(ev, this.actor));
|
||||
}
|
||||
|
||||
// Owner Only Listeners
|
||||
|
@ -474,7 +596,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Iinitialize Item list filters by activating the set of filters which are currently applied
|
||||
* Initialize Item list filters by activating the set of filters which are currently applied
|
||||
* @private
|
||||
*/
|
||||
_initializeFilterItemList(i, ul) {
|
||||
|
@ -517,6 +639,9 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
const button = event.currentTarget;
|
||||
let app;
|
||||
switch (button.dataset.action) {
|
||||
case "armor":
|
||||
app = new ActorArmorConfig(this.object);
|
||||
break;
|
||||
case "hit-dice":
|
||||
app = new ActorHitDiceConfig(this.object);
|
||||
break;
|
||||
|
@ -530,7 +655,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
app = new ActorSensesConfig(this.object);
|
||||
break;
|
||||
case "type":
|
||||
new ActorTypeConfig(this.object).render(true);
|
||||
app = new ActorTypeConfig(this.object);
|
||||
break;
|
||||
}
|
||||
app?.render(true);
|
||||
|
@ -545,22 +670,19 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
*/
|
||||
_onCycleSkillProficiency(event) {
|
||||
event.preventDefault();
|
||||
const field = $(event.currentTarget).siblings('input[type="hidden"]');
|
||||
const field = event.currentTarget.previousElementSibling;
|
||||
const skillName = field.parentElement.dataset.skill;
|
||||
const source = this.actor.data._source.data.skills[skillName];
|
||||
if (!source) return;
|
||||
|
||||
// Get the current level and the array of levels
|
||||
const level = parseFloat(field.val());
|
||||
// Cycle to the next or previous skill level
|
||||
const levels = [0, 1, 0.5, 2];
|
||||
let idx = levels.indexOf(level);
|
||||
|
||||
// Toggle next level - forward on click, backwards on right
|
||||
if (event.type === "click") {
|
||||
field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]);
|
||||
} else if (event.type === "contextmenu") {
|
||||
field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]);
|
||||
}
|
||||
let idx = levels.indexOf(source.value);
|
||||
const next = idx + (event.type === "click" ? 1 : 3);
|
||||
field.value = levels[next % 4];
|
||||
|
||||
// Update the field value and save the form
|
||||
this._onSubmit(event);
|
||||
return this._onSubmit(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -674,7 +796,12 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
if (itemData.type === "consumable" && itemData.flags.core?.sourceId) {
|
||||
const similarItem = this.actor.items.find((i) => {
|
||||
const sourceId = i.getFlag("core", "sourceId");
|
||||
return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable";
|
||||
return (
|
||||
sourceId &&
|
||||
sourceId === itemData.flags.core?.sourceId &&
|
||||
i.type === "consumable" &&
|
||||
i.name === itemData.name
|
||||
);
|
||||
});
|
||||
if (similarItem && itemData.name !== "Power Cell") {
|
||||
// Always create a new powercell instead of increasing quantity
|
||||
|
@ -901,6 +1028,22 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle displaying the property attribution tooltip when a property is hovered over.
|
||||
* @param {Event} event The originating mouse event.
|
||||
* @private
|
||||
*/
|
||||
async _onPropertyAttribution(event) {
|
||||
const existingTooltip = event.currentTarget.querySelector("div.tooltip");
|
||||
const property = event.currentTarget.dataset.property;
|
||||
if (existingTooltip || !property || !this.attribution) return;
|
||||
|
||||
let html = await new PropertyAttribution(this.object, this.attribution, property).renderTooltip();
|
||||
event.currentTarget.insertAdjacentElement("beforeend", html[0]);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle rolling an Ability check, either a test or a saving throw
|
||||
* @param {Event} event The originating click event
|
||||
|
@ -957,6 +1100,22 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle spawning the ProficiencySelector application to configure armor, weapon, and tool proficiencies.
|
||||
* @param {Event} event The click event which originated the selection
|
||||
* @private
|
||||
*/
|
||||
_onProficiencySelector(event) {
|
||||
event.preventDefault();
|
||||
const a = event.currentTarget;
|
||||
const label = a.parentElement.querySelector("label");
|
||||
const options = {name: a.dataset.target, title: label.innerText, type: a.dataset.type};
|
||||
if (options.type === "tool") options.sortCategories = true;
|
||||
return new ProficiencySelector(this.actor, options).render(true);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
|
||||
* @param {Event} event The click event which originated the selection
|
||||
|
|
|
@ -62,6 +62,10 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
|
|||
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
|
||||
})
|
||||
.join(", ");
|
||||
// Weight unit
|
||||
sheetData["weightUnit"] = game.settings.get("sw5e", "metricWeightUnits")
|
||||
? game.i18n.localize("SW5E.AbbreviationKgs")
|
||||
: game.i18n.localize("SW5E.AbbreviationLbs");
|
||||
|
||||
// Return data for rendering
|
||||
return sheetData;
|
||||
|
|
|
@ -111,9 +111,28 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
|
|||
|
||||
// Creature Type
|
||||
data.labels["type"] = this.actor.labels.creatureType;
|
||||
|
||||
// Armor Type
|
||||
data.labels["armorType"] = this.getArmorLabel();
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Format NPC armor information into a localized string.
|
||||
* @return {string} Formatted armor label.
|
||||
*/
|
||||
getArmorLabel() {
|
||||
const ac = this.actor.data.data.attributes.ac;
|
||||
const label = [];
|
||||
if (ac.calc === "default") label.push(this.actor.armor?.name || game.i18n.localize("SW5E.ArmorClassUnarmored"));
|
||||
else label.push(game.i18n.localize(CONFIG.SW5E.armorClasses[ac.calc].label));
|
||||
if (this.actor.shield) label.push(this.actor.shield.name);
|
||||
return label.filterJoin(", ");
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
|
|
|
@ -13,7 +13,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "vehicle"],
|
||||
width: 605,
|
||||
width: 720,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
@ -47,10 +47,17 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
_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;
|
||||
|
||||
const currencyPerWeight = game.settings.get("sw5e", "metricWeightUnits")
|
||||
? CONFIG.SW5E.encumbrance.currencyPerWeight.metric
|
||||
: CONFIG.SW5E.encumbrance.currencyPerWeight.imperial;
|
||||
|
||||
totalWeight += totalCoins / currencyPerWeight;
|
||||
|
||||
// Vehicle weights are an order of magnitude greater.
|
||||
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
|
||||
totalWeight /= game.settings.get("sw5e", "metricWeightUnits")
|
||||
? CONFIG.SW5E.encumbrance.vehicleWeightMultiplier.metric
|
||||
: CONFIG.SW5E.encumbrance.vehicleWeightMultiplier.imperial;
|
||||
|
||||
// Compute overall encumbrance
|
||||
const max = actorData.data.attributes.capacity.cargo;
|
||||
|
@ -80,12 +87,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
|
||||
// Handle crew actions
|
||||
if (item.type === "feat" && item.data.activation.type === "crew") {
|
||||
item.crew = item.data.activation.cost;
|
||||
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
|
||||
if (item.data.cover === 0.5) item.cover = "½";
|
||||
else if (item.data.cover === 0.75) item.cover = "¾";
|
||||
else if (item.data.cover === null) item.cover = "—";
|
||||
if (item.crew < 1 || item.crew === null) item.crew = "—";
|
||||
}
|
||||
|
||||
// Prepare vehicle weapons
|
||||
|
@ -114,7 +119,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
{
|
||||
label: game.i18n.localize("SW5E.Quantity"),
|
||||
css: "item-qty",
|
||||
property: "data.quantity"
|
||||
property: "data.quantity",
|
||||
editable: "Number"
|
||||
},
|
||||
{
|
||||
label: game.i18n.localize("SW5E.AC"),
|
||||
|
@ -138,14 +144,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
actions: {
|
||||
label: game.i18n.localize("SW5E.ActionPl"),
|
||||
items: [],
|
||||
hasActions: true,
|
||||
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",
|
||||
|
@ -179,6 +181,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
}
|
||||
};
|
||||
|
||||
data.items.forEach((item) => {
|
||||
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;
|
||||
});
|
||||
|
||||
const cargo = {
|
||||
crew: {
|
||||
label: game.i18n.localize("SW5E.VehicleCrew"),
|
||||
|
@ -284,6 +293,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
.click((evt) => evt.target.select())
|
||||
.change(this._onCargoRowChange.bind(this));
|
||||
|
||||
html.find(".item-qty:not(.cargo) input")
|
||||
.click((evt) => evt.target.select())
|
||||
.change(this._onQtyChange.bind(this));
|
||||
|
||||
if (this.actor.data.data.attributes.actions.stations) {
|
||||
html.find(".counter.actions, .counter.action-thresholds").hide();
|
||||
}
|
||||
|
@ -416,6 +429,24 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Special handling for editing quantity value of equipment and weapons inside the features tab.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
|
||||
_onQtyChange(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const qty = parseInt(event.currentTarget.value);
|
||||
event.currentTarget.value = qty;
|
||||
return item.update({"data.quantity": qty});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle toggling an item's crewed status.
|
||||
* @param event {Event}
|
||||
|
|
|
@ -1,4 +1,7 @@
|
|||
import Actor5e from "../../entity.js";
|
||||
import Item5e from "../../../item/entity.js";
|
||||
import ProficiencySelector from "../../../apps/proficiency-selector.js";
|
||||
import PropertyAttribution from "../../../apps/property-attribution.js";
|
||||
import TraitSelector from "../../../apps/trait-selector.js";
|
||||
import ActorSheetFlags from "../../../apps/actor-flags.js";
|
||||
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
|
||||
|
@ -6,7 +9,7 @@ import ActorMovementConfig from "../../../apps/movement-config.js";
|
|||
import ActorSensesConfig from "../../../apps/senses-config.js";
|
||||
import ActorTypeConfig from "../../../apps/actor-type.js";
|
||||
import {SW5E} from "../../../config.js";
|
||||
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
|
||||
import ActiveEffect5e from "../../../active-effect.js";
|
||||
|
||||
/**
|
||||
* Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality.
|
||||
|
@ -82,6 +85,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
// The Actor's data
|
||||
const actorData = this.actor.data.toObject(false);
|
||||
const source = this.actor.data._source.data;
|
||||
data.actor = actorData;
|
||||
data.data = actorData.data;
|
||||
|
||||
|
@ -102,6 +106,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
abl.icon = this._getProficiencyIcon(abl.proficient);
|
||||
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
|
||||
abl.label = CONFIG.SW5E.abilities[a];
|
||||
abl.baseProf = source.abilities[a].proficient;
|
||||
}
|
||||
|
||||
// Skills
|
||||
|
@ -111,6 +116,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
skl.icon = this._getProficiencyIcon(skl.value);
|
||||
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
|
||||
skl.label = CONFIG.SW5E.skills[s];
|
||||
skl.baseValue = source.skills[s].value;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -127,7 +133,15 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
this._prepareItems(data);
|
||||
|
||||
// Prepare active effects
|
||||
data.effects = prepareActiveEffectCategories(this.actor.effects);
|
||||
data.effects = ActiveEffect5e.prepareActiveEffectCategories(this.actor.effects);
|
||||
|
||||
// Prepare warnings
|
||||
data.warnings = this.actor._preparationWarnings;
|
||||
|
||||
// Prepare property attributions
|
||||
this.attribution = {
|
||||
"attributes.ac": this._prepareArmorClassAttribution(actorData.data)
|
||||
};
|
||||
|
||||
// Return data to the sheet
|
||||
return data;
|
||||
|
@ -197,6 +211,105 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Produce a list of armor class attribution objects.
|
||||
* @param {object} data Actor data to determine the attributions from.
|
||||
* @return {AttributionDescription[]} List of attribution descriptions.
|
||||
*/
|
||||
_prepareArmorClassAttribution(data) {
|
||||
const ac = data.attributes.ac;
|
||||
const cfg = CONFIG.SW5E.armorClasses[ac.calc];
|
||||
const attribution = [];
|
||||
|
||||
// Base AC Attribution
|
||||
switch (ac.calc) {
|
||||
// Flat AC
|
||||
case "flat":
|
||||
return [
|
||||
{
|
||||
label: game.i18n.localize("SW5E.ArmorClassFlat"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
|
||||
value: ac.flat
|
||||
}
|
||||
];
|
||||
|
||||
// Natural armor
|
||||
case "natural":
|
||||
attribution.push({
|
||||
label: game.i18n.localize("SW5E.ArmorClassNatural"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
|
||||
value: ac.flat
|
||||
});
|
||||
break;
|
||||
|
||||
// Equipment-based AC
|
||||
case "default":
|
||||
const hasArmor = !!this.actor.armor;
|
||||
attribution.push({
|
||||
label: hasArmor ? this.actor.armor.name : game.i18n.localize("SW5E.ArmorClassUnarmored"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
|
||||
value: hasArmor ? this.actor.armor.data.data.armor.value : 10
|
||||
});
|
||||
if (ac.dex !== 0) {
|
||||
attribution.push({
|
||||
label: game.i18n.localize("SW5E.AbilityDex"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: ac.dex
|
||||
});
|
||||
}
|
||||
break;
|
||||
|
||||
// Other AC formula
|
||||
default:
|
||||
const formula = ac.calc === "custom" ? ac.formula : cfg.formula;
|
||||
let base = ac.base;
|
||||
const dataRgx = new RegExp(/@([a-z.0-9_\-]+)/gi);
|
||||
for (const [match, term] of formula.matchAll(dataRgx)) {
|
||||
const value = foundry.utils.getProperty(data, term);
|
||||
if (term === "attributes.ac.base" || value === 0) continue;
|
||||
if (Number.isNumeric(value)) base -= Number(value);
|
||||
attribution.push({
|
||||
label: match,
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: foundry.utils.getProperty(data, term)
|
||||
});
|
||||
}
|
||||
attribution.unshift({
|
||||
label: game.i18n.localize("SW5E.PropertyBase"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
|
||||
value: base
|
||||
});
|
||||
break;
|
||||
}
|
||||
|
||||
// Shield
|
||||
if (ac.shield !== 0)
|
||||
attribution.push({
|
||||
label: this.actor.shield?.name ?? game.i18n.localize("SW5E.EquipmentShield"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: ac.shield
|
||||
});
|
||||
|
||||
// Bonus
|
||||
if (ac.bonus !== 0)
|
||||
attribution.push({
|
||||
label: game.i18n.localize("SW5E.Bonus"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: ac.bonus
|
||||
});
|
||||
|
||||
// Cover
|
||||
if (ac.cover !== 0)
|
||||
attribution.push({
|
||||
label: game.i18n.localize("SW5E.Cover"),
|
||||
mode: CONST.ACTIVE_EFFECT_MODES.ADD,
|
||||
value: ac.cover
|
||||
});
|
||||
return attribution;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies
|
||||
* @param {object} traits The raw traits data object from the actor data
|
||||
|
@ -208,10 +321,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
di: CONFIG.SW5E.damageResistanceTypes,
|
||||
dv: CONFIG.SW5E.damageResistanceTypes,
|
||||
ci: CONFIG.SW5E.conditionTypes,
|
||||
languages: CONFIG.SW5E.languages,
|
||||
armorProf: CONFIG.SW5E.armorProficiencies,
|
||||
weaponProf: CONFIG.SW5E.weaponProficiencies,
|
||||
toolProf: CONFIG.SW5E.toolProficiencies
|
||||
languages: CONFIG.SW5E.languages
|
||||
};
|
||||
for (let [t, choices] of Object.entries(map)) {
|
||||
const trait = traits[t];
|
||||
|
@ -231,6 +341,14 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
}
|
||||
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
|
||||
}
|
||||
|
||||
// Populate and localize proficiencies
|
||||
for (const t of ["armor", "weapon", "tool"]) {
|
||||
const trait = traits[`${t}Prof`];
|
||||
if (!trait) continue;
|
||||
Actor5e.prepareProficiencies(trait, t);
|
||||
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -418,6 +536,9 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
// View Item Sheets
|
||||
html.find(".item-edit").click(this._onItemEdit.bind(this));
|
||||
|
||||
// Property attributions
|
||||
html.find(".attributable").mouseover(this._onPropertyAttribution.bind(this));
|
||||
|
||||
// Editable Only Listeners
|
||||
if (this.isEditable) {
|
||||
// Input focus and update
|
||||
|
@ -432,6 +553,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this));
|
||||
|
||||
// Trait Selector
|
||||
html.find(".proficiency-selector").click(this._onProficiencySelector.bind(this));
|
||||
html.find(".trait-selector").click(this._onTraitSelector.bind(this));
|
||||
|
||||
// Configure Special Flags
|
||||
|
@ -446,7 +568,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this));
|
||||
|
||||
// Active Effect management
|
||||
html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor));
|
||||
html.find(".effect-control").click((ev) => ActiveEffect5e.onManageActiveEffect(ev, this.actor));
|
||||
}
|
||||
|
||||
// Owner Only Listeners
|
||||
|
@ -474,7 +596,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Iinitialize Item list filters by activating the set of filters which are currently applied
|
||||
* Initialize Item list filters by activating the set of filters which are currently applied
|
||||
* @private
|
||||
*/
|
||||
_initializeFilterItemList(i, ul) {
|
||||
|
@ -517,6 +639,9 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
const button = event.currentTarget;
|
||||
let app;
|
||||
switch (button.dataset.action) {
|
||||
case "armor":
|
||||
app = new ActorArmorConfig(this.object);
|
||||
break;
|
||||
case "hit-dice":
|
||||
app = new ActorHitDiceConfig(this.object);
|
||||
break;
|
||||
|
@ -530,7 +655,7 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
app = new ActorSensesConfig(this.object);
|
||||
break;
|
||||
case "type":
|
||||
new ActorTypeConfig(this.object).render(true);
|
||||
app = new ActorTypeConfig(this.object);
|
||||
break;
|
||||
}
|
||||
app?.render(true);
|
||||
|
@ -545,22 +670,19 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
*/
|
||||
_onCycleSkillProficiency(event) {
|
||||
event.preventDefault();
|
||||
const field = $(event.currentTarget).siblings('input[type="hidden"]');
|
||||
const field = event.currentTarget.previousElementSibling;
|
||||
const skillName = field.parentElement.dataset.skill;
|
||||
const source = this.actor.data._source.data.skills[skillName];
|
||||
if (!source) return;
|
||||
|
||||
// Get the current level and the array of levels
|
||||
const level = parseFloat(field.val());
|
||||
// Cycle to the next or previous skill level
|
||||
const levels = [0, 1, 0.5, 2];
|
||||
let idx = levels.indexOf(level);
|
||||
|
||||
// Toggle next level - forward on click, backwards on right
|
||||
if (event.type === "click") {
|
||||
field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]);
|
||||
} else if (event.type === "contextmenu") {
|
||||
field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]);
|
||||
}
|
||||
let idx = levels.indexOf(source.value);
|
||||
const next = idx + (event.type === "click" ? 1 : 3);
|
||||
field.value = levels[next % 4];
|
||||
|
||||
// Update the field value and save the form
|
||||
this._onSubmit(event);
|
||||
return this._onSubmit(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -675,7 +797,12 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
if (itemData.type === "consumable" && itemData.flags.core?.sourceId) {
|
||||
const similarItem = this.actor.items.find((i) => {
|
||||
const sourceId = i.getFlag("core", "sourceId");
|
||||
return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable";
|
||||
return (
|
||||
sourceId &&
|
||||
sourceId === itemData.flags.core?.sourceId &&
|
||||
i.type === "consumable" &&
|
||||
i.name === itemData.name
|
||||
);
|
||||
});
|
||||
if (similarItem) {
|
||||
return similarItem.update({
|
||||
|
@ -832,6 +959,22 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle displaying the property attribution tooltip when a property is hovered over.
|
||||
* @param {Event} event The originating mouse event.
|
||||
* @private
|
||||
*/
|
||||
async _onPropertyAttribution(event) {
|
||||
const existingTooltip = event.currentTarget.querySelector("div.tooltip");
|
||||
const property = event.currentTarget.dataset.property;
|
||||
if (existingTooltip || !property || !this.attribution) return;
|
||||
|
||||
let html = await new PropertyAttribution(this.object, this.attribution, property).renderTooltip();
|
||||
event.currentTarget.insertAdjacentElement("beforeend", html[0]);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle rolling an Ability check, either a test or a saving throw
|
||||
* @param {Event} event The originating click event
|
||||
|
@ -888,6 +1031,22 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle spawning the ProficiencySelector application to configure armor, weapon, and tool proficiencies.
|
||||
* @param {Event} event The click event which originated the selection
|
||||
* @private
|
||||
*/
|
||||
_onProficiencySelector(event) {
|
||||
event.preventDefault();
|
||||
const a = event.currentTarget;
|
||||
const label = a.parentElement.querySelector("label");
|
||||
const options = {name: a.dataset.target, title: label.innerText, type: a.dataset.type};
|
||||
if (options.type === "tool") options.sortCategories = true;
|
||||
return new ProficiencySelector(this.actor, options).render(true);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
|
||||
* @param {Event} event The click event which originated the selection
|
||||
|
|
|
@ -51,6 +51,11 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
|
|||
})
|
||||
.join(", ");
|
||||
|
||||
// Weight unit
|
||||
sheetData["weightUnit"] = game.settings.get("sw5e", "metricWeightUnits")
|
||||
? game.i18n.localize("SW5E.AbbreviationKgs")
|
||||
: game.i18n.localize("SW5E.AbbreviationLbs");
|
||||
|
||||
// Return data for rendering
|
||||
return sheetData;
|
||||
}
|
||||
|
|
|
@ -96,9 +96,28 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
|
|||
|
||||
// Creature Type
|
||||
data.labels["type"] = this.actor.labels.creatureType;
|
||||
|
||||
// Armor Type
|
||||
data.labels["armorType"] = this.getArmorLabel();
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Format NPC armor information into a localized string.
|
||||
* @return {string} Formatted armor label.
|
||||
*/
|
||||
getArmorLabel() {
|
||||
const ac = this.actor.data.data.attributes.ac;
|
||||
const label = [];
|
||||
if (ac.calc === "default") label.push(this.actor.armor?.name || game.i18n.localize("SW5E.ArmorClassUnarmored"));
|
||||
else label.push(game.i18n.localize(CONFIG.SW5E.armorClasses[ac.calc].label));
|
||||
if (this.actor.shield) label.push(this.actor.shield.name);
|
||||
return label.filterJoin(", ");
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
|
|
|
@ -13,7 +13,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "vehicle"],
|
||||
width: 605,
|
||||
width: 720,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
@ -47,10 +47,17 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
_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;
|
||||
|
||||
const currencyPerWeight = game.settings.get("sw5e", "metricWeightUnits")
|
||||
? CONFIG.SW5E.encumbrance.currencyPerWeight.metric
|
||||
: CONFIG.SW5E.encumbrance.currencyPerWeight.imperial;
|
||||
|
||||
totalWeight += totalCoins / currencyPerWeight;
|
||||
|
||||
// Vehicle weights are an order of magnitude greater.
|
||||
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
|
||||
totalWeight /= game.settings.get("sw5e", "metricWeightUnits")
|
||||
? CONFIG.SW5E.encumbrance.vehicleWeightMultiplier.metric
|
||||
: CONFIG.SW5E.encumbrance.vehicleWeightMultiplier.imperial;
|
||||
|
||||
// Compute overall encumbrance
|
||||
const max = actorData.data.attributes.capacity.cargo;
|
||||
|
@ -80,12 +87,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
|
||||
// Handle crew actions
|
||||
if (item.type === "feat" && item.data.activation.type === "crew") {
|
||||
item.crew = item.data.activation.cost;
|
||||
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
|
||||
if (item.data.cover === 0.5) item.cover = "½";
|
||||
else if (item.data.cover === 0.75) item.cover = "¾";
|
||||
else if (item.data.cover === null) item.cover = "—";
|
||||
if (item.crew < 1 || item.crew === null) item.crew = "—";
|
||||
}
|
||||
|
||||
// Prepare vehicle weapons
|
||||
|
@ -114,7 +119,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
{
|
||||
label: game.i18n.localize("SW5E.Quantity"),
|
||||
css: "item-qty",
|
||||
property: "data.quantity"
|
||||
property: "data.quantity",
|
||||
editable: "Number"
|
||||
},
|
||||
{
|
||||
label: game.i18n.localize("SW5E.AC"),
|
||||
|
@ -138,14 +144,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
actions: {
|
||||
label: game.i18n.localize("SW5E.ActionPl"),
|
||||
items: [],
|
||||
hasActions: true,
|
||||
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",
|
||||
|
@ -179,6 +181,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
}
|
||||
};
|
||||
|
||||
data.items.forEach((item) => {
|
||||
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;
|
||||
});
|
||||
|
||||
const cargo = {
|
||||
crew: {
|
||||
label: game.i18n.localize("SW5E.VehicleCrew"),
|
||||
|
@ -284,6 +293,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
.click((evt) => evt.target.select())
|
||||
.change(this._onCargoRowChange.bind(this));
|
||||
|
||||
html.find(".item-qty:not(.cargo) input")
|
||||
.click((evt) => evt.target.select())
|
||||
.change(this._onQtyChange.bind(this));
|
||||
|
||||
if (this.actor.data.data.attributes.actions.stations) {
|
||||
html.find(".counter.actions, .counter.action-thresholds").hide();
|
||||
}
|
||||
|
@ -416,6 +429,24 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Special handling for editing quantity value of equipment and weapons inside the features tab.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
|
||||
_onQtyChange(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const qty = parseInt(event.currentTarget.value);
|
||||
event.currentTarget.value = qty;
|
||||
return item.update({"data.quantity": qty});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle toggling an item's crewed status.
|
||||
* @param event {Event}
|
||||
|
|
94
module/apps/actor-armor.js
Normal file
94
module/apps/actor-armor.js
Normal file
|
@ -0,0 +1,94 @@
|
|||
/**
|
||||
* Interface for managing a character's armor calculation.
|
||||
* @extends {DocumentSheet}
|
||||
*/
|
||||
export default class ActorArmorConfig extends DocumentSheet {
|
||||
/** @inheritdoc */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
id: "actor-armor-config",
|
||||
classes: ["sw5e", "actor-armor-config"],
|
||||
template: "systems/sw5e/templates/apps/actor-armor.html",
|
||||
width: 320,
|
||||
height: "auto"
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
get title() {
|
||||
return `${game.i18n.localize("SW5E.ArmorConfig")}: ${this.document.name}`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
async getData() {
|
||||
// Get actor AC data
|
||||
const actorData = foundry.utils.deepClone(this.object.data.data);
|
||||
const ac = foundry.utils.getProperty(actorData, "attributes.ac");
|
||||
|
||||
// Get configuration data for the calculation mode
|
||||
let cfg = CONFIG.SW5E.armorClasses[ac.calc];
|
||||
if (!cfg) {
|
||||
ac.calc = "flat";
|
||||
cfg = CONFIG.SW5E.armorClasses.flat;
|
||||
}
|
||||
|
||||
// Return context data
|
||||
return {
|
||||
ac: ac,
|
||||
calculations: CONFIG.SW5E.armorClasses,
|
||||
value: this.object._computeArmorClass(actorData).value,
|
||||
valueDisabled: !["flat", "natural"].includes(ac.calc),
|
||||
formula: ac.calc === "custom" ? ac.formula : cfg.formula,
|
||||
formulaDisabled: ac.calc !== "custom"
|
||||
};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
async _updateObject(event, formData) {
|
||||
const ac = foundry.utils.expandObject(formData).ac;
|
||||
return this.object.update({"data.attributes.ac": ac});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
async _onChangeInput(event) {
|
||||
await super._onChangeInput(event);
|
||||
|
||||
// Reference actor data
|
||||
let actorData = this.object.toObject(false);
|
||||
let ac = actorData.data.attributes.ac;
|
||||
|
||||
// Reference form data
|
||||
const calc = this.form["ac.calc"].value;
|
||||
const cfg = CONFIG.SW5E.armorClasses[calc];
|
||||
const enableFlat = ["flat", "natural"].includes(calc);
|
||||
|
||||
// Handle changes to the calculation mode specifically
|
||||
let formula = this.form["ac.formula"].value;
|
||||
let flat = this.form["ac.flat"].value;
|
||||
if (event.currentTarget.name === "ac.calc") {
|
||||
formula = calc === "custom" ? ac.formula : cfg.formula;
|
||||
if (enableFlat) flat = ac.flat;
|
||||
}
|
||||
|
||||
// Recompute effective AC
|
||||
actorData = foundry.utils.mergeObject(actorData, {"data.attributes.ac": {calc, formula}});
|
||||
if (enableFlat) actorData.data.attributes.ac.flat = flat;
|
||||
ac = this.object._computeArmorClass(actorData.data);
|
||||
|
||||
// Update fields
|
||||
this.form["ac.formula"].value = ac.formula;
|
||||
this.form["ac.formula"].disabled = calc !== "custom";
|
||||
this.form["ac.flat"].value = enableFlat ? ac.flat : ac.value;
|
||||
this.form["ac.flat"].disabled = !enableFlat;
|
||||
}
|
||||
}
|
|
@ -99,7 +99,7 @@ export default class ActorSheetFlags extends DocumentSheet {
|
|||
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
|
||||
];
|
||||
for (let b of bonuses) {
|
||||
b.value = getProperty(this.object._data, b.name) || "";
|
||||
b.value = getProperty(this.object.data._source, b.name) || "";
|
||||
}
|
||||
return bonuses;
|
||||
}
|
||||
|
@ -119,7 +119,7 @@ export default class ActorSheetFlags extends DocumentSheet {
|
|||
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}`)) {
|
||||
if (hasProperty(actor.data._source.flags, `sw5e.${k}`)) {
|
||||
unset = true;
|
||||
flags[`-=${k}`] = null;
|
||||
}
|
||||
|
|
120
module/apps/proficiency-selector.js
Normal file
120
module/apps/proficiency-selector.js
Normal file
|
@ -0,0 +1,120 @@
|
|||
import TraitSelector from "./trait-selector.js";
|
||||
|
||||
/**
|
||||
* An application for selecting proficiencies with categories that can contain children.
|
||||
*
|
||||
* @extends {TraitSelector}
|
||||
*/
|
||||
export default class ProficiencySelector extends TraitSelector {
|
||||
/** @inheritdoc */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
title: "Actor Proficiency Selection",
|
||||
type: "",
|
||||
sortCategories: false
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
async getData() {
|
||||
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
|
||||
const value = this.options.valueKey ? foundry.utils.getProperty(attr, this.options.valueKey) ?? [] : attr;
|
||||
|
||||
this.options.choices = CONFIG.SW5E[`${this.options.type}Proficiencies`];
|
||||
const data = super.getData();
|
||||
|
||||
const pack = game.packs.get(CONFIG.SW5E.sourcePacks.ITEMS);
|
||||
const ids = CONFIG.SW5E[`${this.options.type}Ids`];
|
||||
const map = CONFIG.SW5E[`${this.options.type}ProficienciesMap`];
|
||||
if (ids !== undefined) {
|
||||
const typeProperty = this.options.type !== "armor" ? `${this.options.type}Type` : `armor.type`;
|
||||
for (const [key, id] of Object.entries(ids)) {
|
||||
const item = await pack.getDocument(id);
|
||||
let type = foundry.utils.getProperty(item.data.data, typeProperty);
|
||||
if (map && map[type]) type = map[type];
|
||||
const entry = {
|
||||
label: item.name,
|
||||
chosen: attr ? value.includes(key) : false
|
||||
};
|
||||
if (data.choices[type] === undefined) {
|
||||
data.choices[key] = entry;
|
||||
} else {
|
||||
if (data.choices[type].children === undefined) {
|
||||
data.choices[type].children = {};
|
||||
}
|
||||
data.choices[type].children[key] = entry;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this.options.type === "tool") {
|
||||
data.choices["vehicle"].children = Object.entries(CONFIG.SW5E.vehicleTypes).reduce((obj, [key, label]) => {
|
||||
obj[key] = {
|
||||
label: label,
|
||||
chosen: attr ? value.includes(key) : false
|
||||
};
|
||||
return obj;
|
||||
}, {});
|
||||
}
|
||||
|
||||
if (this.options.sortCategories) data.choices = this._sortObject(data.choices);
|
||||
for (const category of Object.values(data.choices)) {
|
||||
if (!category.children) continue;
|
||||
category.children = this._sortObject(category.children);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Take the provided object and sort by the "label" property.
|
||||
*
|
||||
* @param {object} object Object to be sorted.
|
||||
* @return {object} Sorted object.
|
||||
* @private
|
||||
*/
|
||||
_sortObject(object) {
|
||||
return Object.fromEntries(Object.entries(object).sort((lhs, rhs) => lhs[1].label.localeCompare(rhs[1].label)));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
for (const checkbox of html[0].querySelectorAll("input[type='checkbox']")) {
|
||||
if (checkbox.checked) this._onToggleCategory(checkbox);
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
async _onChangeInput(event) {
|
||||
super._onChangeInput(event);
|
||||
|
||||
if (event.target.tagName === "INPUT") this._onToggleCategory(event.target);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Enable/disable all children when a category is checked.
|
||||
*
|
||||
* @param {HTMLElement} checkbox Checkbox that was changed.
|
||||
* @private
|
||||
*/
|
||||
_onToggleCategory(checkbox) {
|
||||
const children = checkbox.closest("li")?.querySelector("ol");
|
||||
if (!children) return;
|
||||
|
||||
for (const child of children.querySelectorAll("input[type='checkbox']")) {
|
||||
child.checked = child.disabled = checkbox.checked;
|
||||
}
|
||||
}
|
||||
}
|
92
module/apps/property-attribution.js
Normal file
92
module/apps/property-attribution.js
Normal file
|
@ -0,0 +1,92 @@
|
|||
/**
|
||||
* Description for a single part of a property attribution.
|
||||
*
|
||||
* @typedef {object} AttributionDescription
|
||||
* @property {string} label Descriptive label that will be displayed. If the label is in the form
|
||||
* of an @ property, the system will try to turn it into a human-readable label.
|
||||
* @property {number} mode Application mode for this step as defined in
|
||||
* [CONST.ACTIVE_EFFECT_MODES](https://foundryvtt.com/api/module-constants.html#.ACTIVE_EFFECT_MODES).
|
||||
* @property {number} value Value of this step.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Interface for viewing what factors went into determining a specific property.
|
||||
*
|
||||
* @extends {DocumentSheet}
|
||||
*/
|
||||
export default class PropertyAttribution extends Application {
|
||||
/**
|
||||
* @param {Document} object - Object containing the property to be attributed.
|
||||
* @param {object.<string, AttributionDescription[]>} attribution - Object containing all of the attribution data.
|
||||
* @param {string} property - Dot separated path to the property.
|
||||
*/
|
||||
constructor(object, attribution, property, options = {}) {
|
||||
super(options);
|
||||
this.object = object;
|
||||
this.attribution = attribution;
|
||||
this.property = property;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
id: "property-attribution",
|
||||
classes: ["sw5e", "property-attribution"],
|
||||
template: "systems/sw5e/templates/apps/property-attribution.html",
|
||||
width: 320,
|
||||
height: "auto"
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Render this view as a tooltip rather than a whole window.
|
||||
* @return {jQuery} HTML of the rendered tooltip.
|
||||
*/
|
||||
async renderTooltip() {
|
||||
const data = this.getData(this.options);
|
||||
let html = await this._renderInner(data);
|
||||
html[0].classList.add("tooltip");
|
||||
return html;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
getData() {
|
||||
const property = foundry.utils.getProperty(this.object.data.data, this.property);
|
||||
let total;
|
||||
if (Number.isNumeric(property)) {
|
||||
total = property;
|
||||
} else if (typeof property === "object" && Number.isNumeric(property.value)) {
|
||||
total = property.value;
|
||||
}
|
||||
|
||||
const sources = foundry.utils.duplicate(this.attribution[this.property]);
|
||||
return {
|
||||
sources: sources.map((entry) => {
|
||||
if (entry.label.startsWith("@")) {
|
||||
entry.label = this.getPropertyLabel(entry.label.slice(1));
|
||||
}
|
||||
if (entry.mode === CONST.ACTIVE_EFFECT_MODES.ADD && entry.value < 0) {
|
||||
entry.negative = true;
|
||||
entry.value = entry.value * -1;
|
||||
}
|
||||
return entry;
|
||||
}),
|
||||
total: total
|
||||
};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
getPropertyLabel(property) {
|
||||
const parts = property.split(".");
|
||||
if (parts[0] === "abilities" && parts[1]) {
|
||||
return CONFIG.SW5E.abilities[parts[1]];
|
||||
}
|
||||
return property;
|
||||
}
|
||||
}
|
|
@ -23,6 +23,13 @@ export default class TraitSelector extends DocumentSheet {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
get title() {
|
||||
return this.options.title || super.title;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Return a reference to the target attribute
|
||||
* @type {string}
|
||||
|
@ -37,8 +44,8 @@ export default class TraitSelector extends DocumentSheet {
|
|||
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] ?? "" : "";
|
||||
const value = o.valueKey ? foundry.utils.getProperty(attr, o.valueKey) ?? [] : attr;
|
||||
const custom = o.customKey ? foundry.utils.getProperty(attr, o.customKey) ?? "" : "";
|
||||
|
||||
// Populate choices
|
||||
const choices = Object.entries(o.choices).reduce((obj, e) => {
|
||||
|
|
179
module/config.js
179
module/config.js
|
@ -166,11 +166,14 @@ SW5E.weaponIds = {
|
|||
"whip": "QKTyxoO0YDnAsbYe"
|
||||
};
|
||||
|
||||
*/
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
SW5E.toolProficiencies = {
|
||||
/**
|
||||
* The categories into which Tool items can be grouped.
|
||||
*
|
||||
* @enum {string}
|
||||
*/
|
||||
SW5E.toolTypes = {
|
||||
armor: "SW5E.ToolArmormech",
|
||||
arms: "SW5E.ToolArmstech",
|
||||
arti: "SW5E.ToolArtificer",
|
||||
|
@ -199,7 +202,16 @@ SW5E.toolProficiencies = {
|
|||
secur: "SW5E.ToolSecurityKit",
|
||||
slic: "SW5E.ToolSlicerKit",
|
||||
spice: "SW5E.ToolSpiceKit",
|
||||
music: "SW5E.ToolMusicalInstrument",
|
||||
music: "SW5E.ToolMusicalInstrument"
|
||||
};
|
||||
|
||||
/**
|
||||
* The categories of tool proficiencies that a character can gain.
|
||||
*
|
||||
* @enum {string}
|
||||
*/
|
||||
SW5E.toolProficiencies = {
|
||||
...SW5E.toolTypes,
|
||||
vehicle: "SW5E.ToolVehicle"
|
||||
};
|
||||
|
||||
|
@ -211,41 +223,7 @@ SW5E.toolProficiencies = {
|
|||
*
|
||||
* @enum {string}
|
||||
SW5E.toolIds = {
|
||||
"alchemist": "SztwZhbhZeCqyAes",
|
||||
"bagpipes": "yxHi57T5mmVt0oDr",
|
||||
"brewer": "Y9S75go1hLMXUD48",
|
||||
"calligrapher": "jhjo20QoiD5exf09",
|
||||
"card": "YwlHI3BVJapz4a3E",
|
||||
"carpenter": "8NS6MSOdXtUqD7Ib",
|
||||
"cartographer": "fC0lFK8P4RuhpfaU",
|
||||
"cobbler": "hM84pZnpCqKfi8XH",
|
||||
"cook": "Gflnp29aEv5Lc1ZM",
|
||||
"dice": "iBuTM09KD9IoM5L8",
|
||||
"disg": "IBhDAr7WkhWPYLVn",
|
||||
"drum": "69Dpr25pf4BjkHKb",
|
||||
"dulcimer": "NtdDkjmpdIMiX7I2",
|
||||
"flute": "eJOrPcAz9EcquyRQ",
|
||||
"forg": "cG3m4YlHfbQlLEOx",
|
||||
"glassblower": "rTbVrNcwApnuTz5E",
|
||||
"herb": "i89okN7GFTWHsvPy",
|
||||
"horn": "aa9KuBy4dst7WIW9",
|
||||
"jeweler": "YfBwELTgPFHmQdHh",
|
||||
"leatherworker": "PUMfwyVUbtyxgYbD",
|
||||
"lute": "qBydtUUIkv520DT7",
|
||||
"lyre": "EwG1EtmbgR3bM68U",
|
||||
"mason": "skUih6tBvcBbORzA",
|
||||
"navg": "YHCmjsiXxZ9UdUhU",
|
||||
"painter": "ccm5xlWhx74d6lsK",
|
||||
"panflute": "G5m5gYIx9VAUWC3J",
|
||||
"pois": "il2GNi8C0DvGLL9P",
|
||||
"potter": "hJS8yEVkqgJjwfWa",
|
||||
"shawm": "G3cqbejJpfB91VhP",
|
||||
"smith": "KndVe2insuctjIaj",
|
||||
"thief": "woWZ1sO5IUVGzo58",
|
||||
"tinker": "0d08g1i5WXnNrCNA",
|
||||
"viol": "baoe3U5BfMMMxhCU",
|
||||
"weaver": "ap9prThUB2y9lDyj",
|
||||
"woodcarver": "xKErqkLo4ASYr5EP",
|
||||
|
||||
};
|
||||
*/
|
||||
|
||||
|
@ -372,6 +350,21 @@ SW5E.itemCapacityTypes = {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* List of various item rarities.
|
||||
* @enum {String}
|
||||
*/
|
||||
SW5E.itemRarity = {
|
||||
common: "SW5E.ItemRarityCommon",
|
||||
uncommon: "SW5E.ItemRarityUncommon",
|
||||
rare: "SW5E.ItemRarityRare",
|
||||
veryRare: "SW5E.ItemRarityVeryRare",
|
||||
legendary: "SW5E.ItemRarityLegendary",
|
||||
artifact: "SW5E.ItemRarityArtifact"
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Enumerate the lengths of time over which an item can have limited use ability
|
||||
* @type {Object}
|
||||
|
@ -387,25 +380,47 @@ SW5E.limitedUsePeriods = {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Specific equipment types that modify base AC
|
||||
* @type {object}
|
||||
*/
|
||||
SW5E.armorTypes = {
|
||||
light: "SW5E.EquipmentLight",
|
||||
medium: "SW5E.EquipmentMedium",
|
||||
heavy: "SW5E.EquipmentHeavy",
|
||||
natural: "SW5E.EquipmentNatural",
|
||||
shield: "SW5E.EquipmentShield"
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* The set of equipment types for armor, clothing, and other objects which can be worn by the character
|
||||
* @type {Object}
|
||||
*/
|
||||
SW5E.equipmentTypes = {
|
||||
light: "SW5E.EquipmentLight",
|
||||
medium: "SW5E.EquipmentMedium",
|
||||
heavy: "SW5E.EquipmentHeavy",
|
||||
hyper: "SW5E.EquipmentHyperdrive",
|
||||
bonus: "SW5E.EquipmentBonus",
|
||||
natural: "SW5E.EquipmentNatural",
|
||||
powerc: "SW5E.EquipmentPowerCoupling",
|
||||
reactor: "SW5E.EquipmentReactor",
|
||||
shield: "SW5E.EquipmentShield",
|
||||
clothing: "SW5E.EquipmentClothing",
|
||||
trinket: "SW5E.EquipmentTrinket",
|
||||
ssarmor: "SW5E.EquipmentStarshipArmor",
|
||||
ssshield: "SW5E.EquipmentStarshipShield",
|
||||
vehicle: "SW5E.EquipmentVehicle"
|
||||
vehicle: "SW5E.EquipmentVehicle",
|
||||
...SW5E.armorTypes
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* The various types of vehicles in which characters can be proficient.
|
||||
* @enum {string}
|
||||
*/
|
||||
SW5E.vehicleTypes = {
|
||||
air: "SW5E.VehicleTypeAir",
|
||||
land: "SW5E.VehicleTypeLand",
|
||||
water: "SW5E.VehicleTypeWater"
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -435,6 +450,61 @@ SW5E.armorProficienciesMap = {
|
|||
shield: "shl"
|
||||
};
|
||||
|
||||
// TODO: Same as weapon IDs
|
||||
/**
|
||||
* The basic armor types in 5e. This enables specific armor proficiencies,
|
||||
* automated AC calculation in NPCs, and starting equipment.
|
||||
*
|
||||
* @enum {string}
|
||||
*/
|
||||
SW5E.armorIds = {};
|
||||
|
||||
// TODO: Same as weapon IDs
|
||||
/**
|
||||
* The basic shield in 5e.
|
||||
*
|
||||
* @enum {string}
|
||||
*/
|
||||
SW5E.shieldIds = {};
|
||||
|
||||
/**
|
||||
* Common armor class calculations.
|
||||
* @enum {object}
|
||||
*/
|
||||
SW5E.armorClasses = {
|
||||
flat: {
|
||||
label: "SW5E.ArmorClassFlat",
|
||||
formula: "@attributes.ac.flat"
|
||||
},
|
||||
natural: {
|
||||
label: "SW5E.ArmorClassNatural",
|
||||
formula: "@attributes.ac.flat"
|
||||
},
|
||||
default: {
|
||||
label: "SW5E.ArmorClassEquipment",
|
||||
formula: "@attributes.ac.base + @abilities.dex.mod"
|
||||
},
|
||||
mage: {
|
||||
label: "SW5E.ArmorClassMage",
|
||||
formula: "13 + @abilities.dex.mod"
|
||||
},
|
||||
draconic: {
|
||||
label: "SW5E.ArmorClassDraconic",
|
||||
formula: "13 + @abilities.dex.mod"
|
||||
},
|
||||
unarmoredMonk: {
|
||||
label: "SW5E.ArmorClassUnarmoredMonk",
|
||||
formula: "10 + @abilities.dex.mod + @abilities.wis.mod"
|
||||
},
|
||||
unarmoredBarb: {
|
||||
label: "SW5E.ArmorClassUnarmoredBarbarian",
|
||||
formula: "10 + @abilities.dex.mod + @abilities.con.mod"
|
||||
},
|
||||
custom: {
|
||||
label: "SW5E.ArmorClassCustom"
|
||||
}
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
|
@ -545,7 +615,9 @@ SW5E.movementTypes = {
|
|||
*/
|
||||
SW5E.movementUnits = {
|
||||
ft: "SW5E.DistFt",
|
||||
mi: "SW5E.DistMi"
|
||||
mi: "SW5E.DistMi",
|
||||
m: "SW5E.DistM",
|
||||
km: "SW5E.DistKm"
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -571,9 +643,18 @@ for (let [k, v] of Object.entries(SW5E.movementUnits)) {
|
|||
* @type {Object}
|
||||
*/
|
||||
SW5E.encumbrance = {
|
||||
currencyPerWeight: 50,
|
||||
strMultiplier: 15,
|
||||
vehicleWeightMultiplier: 2000 // 2000 lbs in a ton
|
||||
currencyPerWeight: {
|
||||
imperial: 50,
|
||||
metric: 110
|
||||
},
|
||||
strMultiplier: {
|
||||
imperial: 15,
|
||||
metric: 6.8
|
||||
},
|
||||
vehicleWeightMultiplier: {
|
||||
imperial: 2000, // 2000 lbs in an imperial ton
|
||||
metric: 1000 // 1000 kg in a metric ton
|
||||
}
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
|
|
@ -751,7 +751,7 @@ export default class Item5e extends Item {
|
|||
}
|
||||
|
||||
// Verify that a consumed resource is available
|
||||
if (!resource) {
|
||||
if (resource === undefined) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
|
@ -796,7 +796,7 @@ export default class Item5e extends Item {
|
|||
// Render the chat card template
|
||||
const token = this.actor.token;
|
||||
const templateData = {
|
||||
actor: this.actor,
|
||||
actor: this.actor.data,
|
||||
tokenId: token?.uuid || null,
|
||||
item: this.data,
|
||||
data: this.getChatData(),
|
||||
|
@ -1025,24 +1025,22 @@ export default class Item5e extends Item {
|
|||
}
|
||||
|
||||
// Compose roll options
|
||||
const rollConfig = mergeObject(
|
||||
{
|
||||
parts: parts,
|
||||
actor: this.actor,
|
||||
data: rollData,
|
||||
title: title,
|
||||
flavor: title,
|
||||
speaker: ChatMessage.getSpeaker({actor: this.actor}),
|
||||
dialogOptions: {
|
||||
width: 400,
|
||||
top: options.event ? options.event.clientY - 80 : null,
|
||||
left: window.innerWidth - 710
|
||||
},
|
||||
messageData: {"flags.sw5e.roll": {type: "attack", itemId: this.id}}
|
||||
let rollConfig = {
|
||||
parts: parts,
|
||||
actor: this.actor,
|
||||
data: rollData,
|
||||
title: title,
|
||||
flavor: title,
|
||||
dialogOptions: {
|
||||
width: 400,
|
||||
top: options.event ? options.event.clientY - 80 : null,
|
||||
left: window.innerWidth - 710
|
||||
},
|
||||
options
|
||||
);
|
||||
rollConfig.event = options.event;
|
||||
messageData: {
|
||||
"flags.sw5e.roll": {type: "attack", itemId: this.id},
|
||||
"speaker": ChatMessage.getSpeaker({actor: this.actor})
|
||||
}
|
||||
};
|
||||
|
||||
// Expanded critical hit thresholds
|
||||
if (this.data.type === "weapon" && flags.weaponCriticalThreshold) {
|
||||
|
@ -1059,6 +1057,9 @@ export default class Item5e extends Item {
|
|||
// Apply Halfling Lucky
|
||||
if (flags.halflingLucky) rollConfig.halflingLucky = true;
|
||||
|
||||
// Compose calculated roll options with passed-in roll options
|
||||
rollConfig = mergeObject(rollConfig, options);
|
||||
|
||||
// Invoke the d20 roll helper
|
||||
const roll = await d20Roll(rollConfig);
|
||||
if (!roll) return null;
|
||||
|
@ -1121,8 +1122,10 @@ export default class Item5e extends Item {
|
|||
// Scale damage from up-casting powers
|
||||
if (this.data.type === "power") {
|
||||
if (itemData.scaling.mode === "atwill") {
|
||||
const level =
|
||||
this.actor.data.type === "character" ? actorData.details.level : actorData.details.powerLevel;
|
||||
let level;
|
||||
if (this.actor.type === "character") level = actorData.details.level;
|
||||
else if (itemData.preparation.mode === "innate") level = Math.ceil(actorData.details.cr);
|
||||
else level = actorData.details.powerLevel;
|
||||
this._scaleAtWillDamage(parts, itemData.scaling.formula, level, rollData);
|
||||
} else if (powerLevel && itemData.scaling.mode === "level" && itemData.scaling.formula) {
|
||||
const scaling = itemData.scaling.formula;
|
||||
|
@ -1651,7 +1654,7 @@ export default class Item5e extends Item {
|
|||
*/
|
||||
static async createScrollFromPower(power) {
|
||||
// Get power data
|
||||
const itemData = power instanceof Item5e ? power.data : power;
|
||||
const itemData = power instanceof Item5e ? power.toObject() : power;
|
||||
const {actionType, description, source, activation, duration, target, range, damage, save, level} =
|
||||
itemData.data;
|
||||
|
||||
|
@ -1672,7 +1675,7 @@ export default class Item5e extends Item {
|
|||
const desc = `${scrollIntro}<hr/><h3>${itemData.name} (Level ${level})</h3><hr/>${description.value}<hr/><h3>Scroll Details</h3><hr/>${scrollDetails}`;
|
||||
|
||||
// Create the power scroll data
|
||||
const powerScrollData = mergeObject(scrollData, {
|
||||
const powerScrollData = foundry.utils.mergeObject(scrollData, {
|
||||
name: `${game.i18n.localize("SW5E.PowerScroll")}: ${itemData.name}`,
|
||||
img: itemData.img,
|
||||
data: {
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
import TraitSelector from "../apps/trait-selector.js";
|
||||
import {onManageActiveEffect, prepareActiveEffectCategories} from "../effects.js";
|
||||
import ActiveEffect5e from "../active-effect.js";
|
||||
|
||||
/**
|
||||
* Override and extend the core ItemSheet implementation to handle specific item types
|
||||
|
@ -71,7 +71,7 @@ export default class ItemSheet5e extends ItemSheet {
|
|||
data.isMountable = this._isItemMountable(itemData);
|
||||
|
||||
// Prepare Active Effects
|
||||
data.effects = prepareActiveEffectCategories(this.item.effects);
|
||||
data.effects = ActiveEffect5e.prepareActiveEffectCategories(this.item.effects);
|
||||
|
||||
// Re-define the template data references (backwards compatible)
|
||||
data.item = itemData;
|
||||
|
@ -347,12 +347,15 @@ export default class ItemSheet5e extends ItemSheet {
|
|||
options.choices = CONFIG.SW5E.abilities;
|
||||
options.valueKey = null;
|
||||
break;
|
||||
case "skills.choices":
|
||||
options.choices = CONFIG.SW5E.skills;
|
||||
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);
|
||||
const choiceSet = 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]))
|
||||
Object.entries(CONFIG.SW5E.skills).filter(([skill]) => choiceSet.includes(skill))
|
||||
);
|
||||
options.maximum = skills.number;
|
||||
break;
|
||||
|
|
|
@ -12,7 +12,7 @@ export const migrateWorld = async function () {
|
|||
for await (let a of game.actors.contents) {
|
||||
try {
|
||||
console.log(`Checking Actor entity ${a.name} for migration needs`);
|
||||
const updateData = await migrateActorData(a.data);
|
||||
const updateData = await migrateActorData(a.toObject());
|
||||
if (!foundry.utils.isObjectEmpty(updateData)) {
|
||||
console.log(`Migrating Actor entity ${a.name}`);
|
||||
await a.update(updateData, {enforceTypes: false});
|
||||
|
@ -91,7 +91,7 @@ export const migrateCompendium = async function (pack) {
|
|||
try {
|
||||
switch (entity) {
|
||||
case "Actor":
|
||||
updateData = await migrateActorData(doc.data);
|
||||
updateData = await migrateActorData(doc.toObject());
|
||||
break;
|
||||
case "Item":
|
||||
updateData = migrateItemData(doc.toObject());
|
||||
|
@ -117,6 +117,49 @@ export const migrateCompendium = async function (pack) {
|
|||
console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`);
|
||||
};
|
||||
|
||||
/**
|
||||
* Apply 'smart' AC migration to a given Actor compendium. This will perform the normal AC migration but additionally
|
||||
* check to see if the actor has armor already equipped, and opt to use that instead.
|
||||
* @param pack
|
||||
* @return {Promise}
|
||||
*/
|
||||
export const migrateArmorClass = async function (pack) {
|
||||
if (typeof pack === "string") pack = game.packs.get(pack);
|
||||
if (pack.metadata.entity !== "Actor") return;
|
||||
const wasLocked = pack.locked;
|
||||
await pack.configure({locked: false});
|
||||
const actors = await pack.getDocuments();
|
||||
const updates = [];
|
||||
const armor = new Set(Object.keys(CONFIG.SW5E.armorTypes));
|
||||
|
||||
for (const actor of actors) {
|
||||
try {
|
||||
console.log(`Migrating ${actor.name}...`);
|
||||
const src = actor.toObject();
|
||||
const update = {_id: actor.id};
|
||||
|
||||
// Perform the normal migration.
|
||||
_migrateActorAC(src, update);
|
||||
updates.push(update);
|
||||
|
||||
// CASE 1: Armor is equipped
|
||||
const hasArmorEquipped = actor.itemTypes.equipment.some((e) => {
|
||||
return armor.has(e.data.data.armor?.type) && e.data.data.equipped;
|
||||
});
|
||||
if (hasArmorEquipped) update["data.attributes.ac.calc"] = "default";
|
||||
// CASE 2: NPC Natural Armor
|
||||
else if (src.type === "npc") update["data.attributes.ac.calc"] = "natural";
|
||||
} catch (e) {
|
||||
console.warn(`Failed to migrate armor class for Actor ${actor.name}`, e);
|
||||
}
|
||||
}
|
||||
|
||||
await Actor.implementation.updateDocuments(updates, {pack: pack.collection});
|
||||
await pack.getDocuments(); // Force a re-prepare of all actors.
|
||||
await pack.configure({locked: wasLocked});
|
||||
console.log(`Migrated the AC of all Actors from Compendium ${pack.collection}`);
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Entity Type Migration Helpers */
|
||||
/* -------------------------------------------- */
|
||||
|
@ -135,6 +178,7 @@ export const migrateActorData = async function (actor) {
|
|||
_migrateActorMovement(actor, updateData);
|
||||
_migrateActorSenses(actor, updateData);
|
||||
_migrateActorType(actor, updateData);
|
||||
_migrateActorAC(actor, updateData);
|
||||
}
|
||||
|
||||
// Migrate Owned Items
|
||||
|
@ -215,6 +259,7 @@ export const migrateItemData = function (item) {
|
|||
const updateData = {};
|
||||
_migrateItemClassPowerCasting(item, updateData);
|
||||
_migrateItemAttunement(item, updateData);
|
||||
_migrateItemRarity(item, updateData);
|
||||
return updateData;
|
||||
};
|
||||
|
||||
|
@ -229,6 +274,7 @@ export const migrateActorItemData = async function (item, actor) {
|
|||
const updateData = {};
|
||||
_migrateItemClassPowerCasting(item, updateData);
|
||||
_migrateItemAttunement(item, updateData);
|
||||
_migrateItemRarity(item, updateData);
|
||||
await _migrateItemPower(item, actor, updateData);
|
||||
return updateData;
|
||||
};
|
||||
|
@ -597,6 +643,20 @@ function _migrateItemClassPowerCasting(item, updateData) {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Migrate the actor attributes.ac.value to the new ac.flat override field.
|
||||
* @private
|
||||
*/
|
||||
function _migrateActorAC(actorData, updateData) {
|
||||
const ac = actorData.data?.attributes?.ac;
|
||||
if (!Number.isNumeric(ac?.value)) return;
|
||||
updateData["data.attributes.ac.flat"] = ac.value;
|
||||
updateData["data.attributes.ac.-=value"] = null;
|
||||
return updateData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Update an Power Item's data based on compendium
|
||||
* @param {Object} item The data object for an item
|
||||
|
@ -664,6 +724,26 @@ function _migrateItemAttunement(item, updateData) {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Attempt to migrate item rarity from freeform string to enum value.
|
||||
*
|
||||
* @param {object} item Item data to migrate
|
||||
* @param {object} updateData Existing update to expand upon
|
||||
* @return {object} The updateData to apply
|
||||
* @private
|
||||
*/
|
||||
function _migrateItemRarity(item, updateData) {
|
||||
if (item.data?.rarity === undefined) return updateData;
|
||||
const rarity = Object.keys(CONFIG.SW5E.itemRarity).find(
|
||||
(key) =>
|
||||
CONFIG.SW5E.itemRarity[key].toLowerCase() === item.data.rarity.toLowerCase() || key === item.data.rarity
|
||||
);
|
||||
updateData["data.rarity"] = rarity ?? "";
|
||||
return updateData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A general tool to purge flags from all entities in a Compendium pack.
|
||||
* @param {Compendium} pack The compendium pack to clean
|
||||
|
|
|
@ -141,4 +141,16 @@ export const registerSystemSettings = function () {
|
|||
dark: "SETTINGS.SWColorDark"
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Option to replace imperial weight units with metric weight units.
|
||||
*/
|
||||
game.settings.register("sw5e", "metricWeightUnits", {
|
||||
name: "SETTINGS.5eMetricN",
|
||||
hint: "SETTINGS.5eMetricL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: false
|
||||
});
|
||||
};
|
||||
|
|
|
@ -14,6 +14,7 @@ export const preloadHandlebarsTemplates = async function () {
|
|||
"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",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-warnings.html",
|
||||
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-biography.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
|
||||
|
@ -25,6 +26,7 @@ export const preloadHandlebarsTemplates = async function () {
|
|||
"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-warnings.html",
|
||||
|
||||
// Item Sheet Partials
|
||||
"systems/sw5e/templates/items/parts/item-action.html",
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue