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
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56 changed files with 5440 additions and 3827 deletions
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@ -1,4 +1,7 @@
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import Actor5e from "../../entity.js";
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import Item5e from "../../../item/entity.js";
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import ProficiencySelector from "../../../apps/proficiency-selector.js";
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import PropertyAttribution from "../../../apps/property-attribution.js";
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import TraitSelector from "../../../apps/trait-selector.js";
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import ActorSheetFlags from "../../../apps/actor-flags.js";
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import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
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@ -6,7 +9,7 @@ import ActorMovementConfig from "../../../apps/movement-config.js";
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import ActorSensesConfig from "../../../apps/senses-config.js";
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import ActorTypeConfig from "../../../apps/actor-type.js";
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import {SW5E} from "../../../config.js";
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import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
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import ActiveEffect5e from "../../../active-effect.js";
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/**
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* Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality.
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@ -82,6 +85,7 @@ export default class ActorSheet5e extends ActorSheet {
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// The Actor's data
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const actorData = this.actor.data.toObject(false);
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const source = this.actor.data._source.data;
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data.actor = actorData;
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data.data = actorData.data;
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@ -102,6 +106,7 @@ export default class ActorSheet5e extends ActorSheet {
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abl.icon = this._getProficiencyIcon(abl.proficient);
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abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
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abl.label = CONFIG.SW5E.abilities[a];
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abl.baseProf = source.abilities[a].proficient;
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}
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// Skills
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@ -111,6 +116,7 @@ export default class ActorSheet5e extends ActorSheet {
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skl.icon = this._getProficiencyIcon(skl.value);
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skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
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skl.label = CONFIG.SW5E.skills[s];
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skl.baseValue = source.skills[s].value;
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}
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}
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@ -127,7 +133,15 @@ export default class ActorSheet5e extends ActorSheet {
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this._prepareItems(data);
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// Prepare active effects
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data.effects = prepareActiveEffectCategories(this.actor.effects);
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data.effects = ActiveEffect5e.prepareActiveEffectCategories(this.actor.effects);
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// Prepare warnings
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data.warnings = this.actor._preparationWarnings;
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// Prepare property attributions
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this.attribution = {
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"attributes.ac": this._prepareArmorClassAttribution(actorData.data)
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};
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// Return data to the sheet
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return data;
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@ -197,6 +211,105 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/**
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* Produce a list of armor class attribution objects.
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* @param {object} data Actor data to determine the attributions from.
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* @return {AttributionDescription[]} List of attribution descriptions.
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*/
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_prepareArmorClassAttribution(data) {
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const ac = data.attributes.ac;
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const cfg = CONFIG.SW5E.armorClasses[ac.calc];
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const attribution = [];
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// Base AC Attribution
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switch (ac.calc) {
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// Flat AC
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case "flat":
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return [
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{
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label: game.i18n.localize("SW5E.ArmorClassFlat"),
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mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
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value: ac.flat
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}
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];
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// Natural armor
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case "natural":
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attribution.push({
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label: game.i18n.localize("SW5E.ArmorClassNatural"),
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mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
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value: ac.flat
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});
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break;
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// Equipment-based AC
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case "default":
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const hasArmor = !!this.actor.armor;
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attribution.push({
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label: hasArmor ? this.actor.armor.name : game.i18n.localize("SW5E.ArmorClassUnarmored"),
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mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
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value: hasArmor ? this.actor.armor.data.data.armor.value : 10
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});
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if (ac.dex !== 0) {
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attribution.push({
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label: game.i18n.localize("SW5E.AbilityDex"),
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mode: CONST.ACTIVE_EFFECT_MODES.ADD,
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value: ac.dex
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});
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}
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break;
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// Other AC formula
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default:
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const formula = ac.calc === "custom" ? ac.formula : cfg.formula;
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let base = ac.base;
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const dataRgx = new RegExp(/@([a-z.0-9_\-]+)/gi);
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for (const [match, term] of formula.matchAll(dataRgx)) {
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const value = foundry.utils.getProperty(data, term);
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if (term === "attributes.ac.base" || value === 0) continue;
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if (Number.isNumeric(value)) base -= Number(value);
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attribution.push({
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label: match,
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mode: CONST.ACTIVE_EFFECT_MODES.ADD,
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value: foundry.utils.getProperty(data, term)
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});
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}
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attribution.unshift({
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label: game.i18n.localize("SW5E.PropertyBase"),
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mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE,
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value: base
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});
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break;
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}
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// Shield
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if (ac.shield !== 0)
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attribution.push({
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label: this.actor.shield?.name ?? game.i18n.localize("SW5E.EquipmentShield"),
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mode: CONST.ACTIVE_EFFECT_MODES.ADD,
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value: ac.shield
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});
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// Bonus
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if (ac.bonus !== 0)
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attribution.push({
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label: game.i18n.localize("SW5E.Bonus"),
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mode: CONST.ACTIVE_EFFECT_MODES.ADD,
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value: ac.bonus
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});
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// Cover
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if (ac.cover !== 0)
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attribution.push({
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label: game.i18n.localize("SW5E.Cover"),
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mode: CONST.ACTIVE_EFFECT_MODES.ADD,
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value: ac.cover
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});
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return attribution;
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}
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/* -------------------------------------------- */
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/**
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* Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies
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* @param {object} traits The raw traits data object from the actor data
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@ -208,10 +321,7 @@ export default class ActorSheet5e extends ActorSheet {
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di: CONFIG.SW5E.damageResistanceTypes,
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dv: CONFIG.SW5E.damageResistanceTypes,
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ci: CONFIG.SW5E.conditionTypes,
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languages: CONFIG.SW5E.languages,
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armorProf: CONFIG.SW5E.armorProficiencies,
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weaponProf: CONFIG.SW5E.weaponProficiencies,
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toolProf: CONFIG.SW5E.toolProficiencies
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languages: CONFIG.SW5E.languages
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};
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for (let [t, choices] of Object.entries(map)) {
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const trait = traits[t];
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@ -231,6 +341,14 @@ export default class ActorSheet5e extends ActorSheet {
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}
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trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
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}
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// Populate and localize proficiencies
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for (const t of ["armor", "weapon", "tool"]) {
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const trait = traits[`${t}Prof`];
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if (!trait) continue;
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Actor5e.prepareProficiencies(trait, t);
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trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
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}
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}
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/* -------------------------------------------- */
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@ -418,6 +536,9 @@ export default class ActorSheet5e extends ActorSheet {
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// View Item Sheets
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html.find(".item-edit").click(this._onItemEdit.bind(this));
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// Property attributions
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html.find(".attributable").mouseover(this._onPropertyAttribution.bind(this));
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// Editable Only Listeners
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if (this.isEditable) {
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// Input focus and update
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@ -432,6 +553,7 @@ export default class ActorSheet5e extends ActorSheet {
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html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this));
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// Trait Selector
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html.find(".proficiency-selector").click(this._onProficiencySelector.bind(this));
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html.find(".trait-selector").click(this._onTraitSelector.bind(this));
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// Configure Special Flags
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@ -446,7 +568,7 @@ export default class ActorSheet5e extends ActorSheet {
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html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this));
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// Active Effect management
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html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor));
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html.find(".effect-control").click((ev) => ActiveEffect5e.onManageActiveEffect(ev, this.actor));
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}
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// Owner Only Listeners
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@ -474,7 +596,7 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/**
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* Iinitialize Item list filters by activating the set of filters which are currently applied
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* Initialize Item list filters by activating the set of filters which are currently applied
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* @private
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*/
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_initializeFilterItemList(i, ul) {
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@ -517,6 +639,9 @@ export default class ActorSheet5e extends ActorSheet {
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const button = event.currentTarget;
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let app;
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switch (button.dataset.action) {
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case "armor":
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app = new ActorArmorConfig(this.object);
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break;
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case "hit-dice":
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app = new ActorHitDiceConfig(this.object);
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break;
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app = new ActorSensesConfig(this.object);
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break;
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case "type":
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new ActorTypeConfig(this.object).render(true);
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app = new ActorTypeConfig(this.object);
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break;
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}
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app?.render(true);
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*/
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_onCycleSkillProficiency(event) {
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event.preventDefault();
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const field = $(event.currentTarget).siblings('input[type="hidden"]');
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const field = event.currentTarget.previousElementSibling;
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const skillName = field.parentElement.dataset.skill;
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const source = this.actor.data._source.data.skills[skillName];
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if (!source) return;
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// Get the current level and the array of levels
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const level = parseFloat(field.val());
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// Cycle to the next or previous skill level
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const levels = [0, 1, 0.5, 2];
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let idx = levels.indexOf(level);
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// Toggle next level - forward on click, backwards on right
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if (event.type === "click") {
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field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]);
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} else if (event.type === "contextmenu") {
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field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]);
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}
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let idx = levels.indexOf(source.value);
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const next = idx + (event.type === "click" ? 1 : 3);
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field.value = levels[next % 4];
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// Update the field value and save the form
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this._onSubmit(event);
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return this._onSubmit(event);
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}
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/* -------------------------------------------- */
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@ -675,7 +797,12 @@ export default class ActorSheet5e extends ActorSheet {
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if (itemData.type === "consumable" && itemData.flags.core?.sourceId) {
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const similarItem = this.actor.items.find((i) => {
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const sourceId = i.getFlag("core", "sourceId");
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return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable";
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return (
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sourceId &&
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sourceId === itemData.flags.core?.sourceId &&
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i.type === "consumable" &&
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i.name === itemData.name
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);
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});
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if (similarItem) {
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return similarItem.update({
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@ -832,6 +959,22 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/**
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* Handle displaying the property attribution tooltip when a property is hovered over.
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* @param {Event} event The originating mouse event.
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* @private
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*/
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async _onPropertyAttribution(event) {
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const existingTooltip = event.currentTarget.querySelector("div.tooltip");
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const property = event.currentTarget.dataset.property;
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if (existingTooltip || !property || !this.attribution) return;
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let html = await new PropertyAttribution(this.object, this.attribution, property).renderTooltip();
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event.currentTarget.insertAdjacentElement("beforeend", html[0]);
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}
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/* -------------------------------------------- */
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/**
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* Handle rolling an Ability check, either a test or a saving throw
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* @param {Event} event The originating click event
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@ -888,6 +1031,22 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/**
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* Handle spawning the ProficiencySelector application to configure armor, weapon, and tool proficiencies.
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* @param {Event} event The click event which originated the selection
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* @private
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*/
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_onProficiencySelector(event) {
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event.preventDefault();
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const a = event.currentTarget;
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const label = a.parentElement.querySelector("label");
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const options = {name: a.dataset.target, title: label.innerText, type: a.dataset.type};
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if (options.type === "tool") options.sortCategories = true;
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return new ProficiencySelector(this.actor, options).render(true);
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}
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/* -------------------------------------------- */
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/**
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* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
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* @param {Event} event The click event which originated the selection
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