forked from GitHub-Mirrors/foundry-sw5e
System 1.1.1 ** Requires Foundry 0.7.6
System main update to be inline with dnd5e 1.1.1 Added active effects to as many sheets as I thought applicable. Please check loot, I made an attempt but it may be broken All .less .css and actor .html updates were made to the old actors. New actors may be broken with this update removed templates\actors\oldActor\parts\actor-effects.html for newer templates\actors\parts\active-effects.html removed module\apps\cast-dialog, templates\apps\cast-cast.html, and templates\items\cast.html. I do not think they are used, I think they were deprecated when powers were treated as items, if not we can add them back in. **NOTE** REQUIRES Foundry 0.7.6
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58 changed files with 1417 additions and 1706 deletions
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@ -1,10 +1,12 @@
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import Item5e from "../../item/entity.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 MovementConfig from "../../apps/movement-config.js";
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import {SW5E} from '../../config.js';
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import {onManageActiveEffect, prepareActiveEffectCategories} from "../../effects.js";
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/**
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* Extend the basic ActorSheet class to do all the SW5e things!
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* Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality.
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* This sheet is an Abstract layer which is not used.
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* @extends {ActorSheet}
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*/
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@ -94,6 +96,9 @@ export default class ActorSheet5e extends ActorSheet {
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}
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}
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// Movement speeds
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data.movement = this._getMovementSpeed(data.actor);
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// Update traits
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this._prepareTraits(data.actor.data.traits);
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@ -101,7 +106,7 @@ export default class ActorSheet5e extends ActorSheet {
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this._prepareItems(data);
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// Prepare active effects
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this._prepareEffects(data);
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data.effects = prepareActiveEffectCategories(this.entity.effects);
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// Return data to the sheet
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return data
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@ -109,6 +114,28 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/**
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* Prepare the display of movement speed data for the Actor
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* @param {object} actorData
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* @returns {{primary: string, special: string}}
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* @private
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*/
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_getMovementSpeed(actorData) {
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const movement = actorData.data.attributes.movement;
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const speeds = [
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[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
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[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
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[movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")],
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[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
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].filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
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return {
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primary: `${movement.walk || 0} ${movement.units}`,
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special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
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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 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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@ -147,43 +174,6 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/**
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* Prepare the data structure for Active Effects which are currently applied to the Actor.
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* @param {object} data The object of rendering data which is being prepared
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* @private
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*/
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_prepareEffects(data) {
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// Define effect header categories
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const categories = {
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temporary: {
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label: "Temporary Effects",
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effects: []
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},
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passive: {
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label: "Passive Effects",
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effects: []
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},
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inactive: {
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label: "Inactive Effects",
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effects: []
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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 this.actor.effects ) {
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e._getSourceName(); // Trigger a lookup for the source name
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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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// Add the prepared categories of effects to the rendering data
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return data.effects = categories;
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}
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/* -------------------------------------------- */
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/**
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* Insert a power into the powerbook object when rendering the character sheet
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* @param {Object} data The Actor data being prepared
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@ -242,7 +232,7 @@ export default class ActorSheet5e extends ActorSheet {
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registerSection(sl, lvl, CONFIG.SW5E.powerLevels[lvl], levels[sl]);
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}
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}
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// Pact magic users have cantrips and a pact magic section
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if ( levels.pact && levels.pact.max ) {
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if ( !powerbook["0"] ) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
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@ -363,7 +353,7 @@ export default class ActorSheet5e extends ActorSheet {
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filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
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// Item summaries
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html.find('.item .item-name h4').click(event => this._onItemSummary(event));
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html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event));
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// Editable Only Listeners
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if ( this.isEditable ) {
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@ -383,6 +373,7 @@ export default class ActorSheet5e extends ActorSheet {
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html.find('.trait-selector').click(this._onTraitSelector.bind(this));
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// Configure Special Flags
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html.find('.configure-movement').click(this._onMovementConfig.bind(this));
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html.find('.configure-flags').click(this._onConfigureFlags.bind(this));
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// Owned Item management
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@ -393,8 +384,7 @@ 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(this._onManageActiveEffect.bind(this));
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html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity));
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}
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// Owner Only Listeners
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@ -565,7 +555,7 @@ export default class ActorSheet5e extends ActorSheet {
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}
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/* -------------------------------------------- */
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/** @override */
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async _onDropItemCreate(itemData) {
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@ -576,9 +566,7 @@ export default class ActorSheet5e extends ActorSheet {
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}
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// Create the owned item as normal
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// TODO remove conditional logic in 0.7.x
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if (isNewerVersion(game.data.version, "0.6.9")) return super._onDropItemCreate(itemData);
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else return this.actor.createEmbeddedEntity("OwnedItem", itemData);
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return super._onDropItemCreate(itemData);
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}
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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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* @private
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*/
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_onManageActiveEffect(event) {
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event.preventDefault();
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const a = event.currentTarget;
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const li = a.closest(".effect");
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const effect = this.actor.effects.get(li.dataset.effectId);
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switch ( a.dataset.action ) {
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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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* 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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/* -------------------------------------------- */
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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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* @private
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*/
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_onMovementConfig(event) {
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event.preventDefault();
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new MovementConfig(this.object).render(true);
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}
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/* -------------------------------------------- */
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/** @override */
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_getHeaderButtons() {
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let buttons = super._getHeaderButtons();
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});
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return buttons;
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}
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/* -------------------------------------------- */
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/* DEPRECATED */
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/* -------------------------------------------- */
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/**
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* TODO: Remove once 0.7.x is release
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* @deprecated since 0.7.0
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*/
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async _onDrop (event) {
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event.preventDefault();
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// Get dropped data
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let data;
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try {
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data = JSON.parse(event.dataTransfer.getData('text/plain'));
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} catch (err) {
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return false;
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}
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if ( !data ) return false;
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// Handle the drop with a Hooked function
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const allowed = Hooks.call("dropActorSheetData", this.actor, this, data);
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if ( allowed === false ) return;
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// Case 1 - Dropped Item
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if ( data.type === "Item" ) {
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return this._onDropItem(event, data);
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}
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// Case 2 - Dropped Actor
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if ( data.type === "Actor" ) {
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return this._onDropActor(event, data);
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}
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}
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/* -------------------------------------------- */
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/**
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* TODO: Remove once 0.7.x is release
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* @deprecated since 0.7.0
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*/
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async _onDropItem(event, data) {
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if ( !this.actor.owner ) return false;
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let itemData = await this._getItemDropData(event, data);
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// Handle item sorting within the same Actor
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const actor = this.actor;
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let sameActor = (data.actorId === actor._id) || (actor.isToken && (data.tokenId === actor.token.id));
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if (sameActor) return this._onSortItem(event, itemData);
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// Create a new item
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this._onDropItemCreate(itemData);
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}
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/* -------------------------------------------- */
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/**
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* TODO: Remove once 0.7.x is release
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* @deprecated since 0.7.0
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*/
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async _getItemDropData(event, data) {
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let itemData = null;
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// Case 1 - Import from a Compendium pack
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if (data.pack) {
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const pack = game.packs.get(data.pack);
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if (pack.metadata.entity !== "Item") return;
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itemData = await pack.getEntry(data.id);
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}
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// Case 2 - Data explicitly provided
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else if (data.data) {
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itemData = data.data;
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}
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// Case 3 - Import from World entity
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else {
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let item = game.items.get(data.id);
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if (!item) return;
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itemData = item.data;
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}
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// Return a copy of the extracted data
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return duplicate(itemData);
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}
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}
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