forked from GitHub-Mirrors/foundry-sw5e
Spot the link / entityClass error!
This commit is contained in:
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5f5a145626
commit
d392b568db
56 changed files with 6353 additions and 3288 deletions
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@ -1,14 +1,14 @@
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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 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 {SW5E} from '../../config.js';
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/**
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* Extend the basic ActorSheet class to do all the D&D5e things!
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* Extend the basic ActorSheet class to do all the SW5e things!
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* This sheet is an Abstract layer which is not used.
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*
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* @type {ActorSheet}
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* @extends {ActorSheet}
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*/
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export class ActorSheet5e extends ActorSheet {
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export default class ActorSheet5e extends ActorSheet {
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constructor(...args) {
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super(...args);
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@ -19,7 +19,8 @@ export class ActorSheet5e extends ActorSheet {
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this._filters = {
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inventory: new Set(),
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powerbook: new Set(),
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features: new Set()
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features: new Set(),
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effects: new Set()
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};
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}
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@ -31,12 +32,20 @@ export class ActorSheet5e extends ActorSheet {
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scrollY: [
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".inventory .inventory-list",
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".features .inventory-list",
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".powerbook .inventory-list"
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".powerbook .inventory-list",
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".effects .inventory-list"
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],
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tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}]
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});
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}
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/* -------------------------------------------- */
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/** @override */
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get template() {
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if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/limited-sheet.html";
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return `systems/sw5e/templates/actors/${this.actor.data.type}-sheet.html`;
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}
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/* -------------------------------------------- */
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@ -53,6 +62,7 @@ export class ActorSheet5e extends ActorSheet {
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cssClass: isOwner ? "editable" : "locked",
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isCharacter: this.entity.data.type === "character",
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isNPC: this.entity.data.type === "npc",
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isVehicle: this.entity.data.type === 'vehicle',
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config: CONFIG.SW5E,
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};
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@ -74,12 +84,14 @@ export class ActorSheet5e extends ActorSheet {
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abl.label = CONFIG.SW5E.abilities[a];
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}
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// Update skill labels
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for ( let [s, skl] of Object.entries(data.actor.data.skills)) {
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skl.ability = data.actor.data.abilities[skl.ability].label.substring(0, 3);
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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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// Skills
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if (data.actor.data.skills) {
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for ( let [s, skl] of Object.entries(data.actor.data.skills)) {
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skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
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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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}
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}
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// Update traits
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@ -88,17 +100,25 @@ export class ActorSheet5e extends ActorSheet {
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// Prepare owned items
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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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// Return data to the sheet
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return data
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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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* @private
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*/
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_prepareTraits(traits) {
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const map = {
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"dr": CONFIG.SW5E.damageTypes,
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"di": CONFIG.SW5E.damageTypes,
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"dv": CONFIG.SW5E.damageTypes,
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"dr": CONFIG.SW5E.damageResistanceTypes,
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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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@ -127,6 +147,43 @@ export 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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@ -153,18 +210,18 @@ export class ActorSheet5e extends ActorSheet {
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};
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// Format a powerbook entry for a certain indexed level
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const registerSection = (sl, i, label, level={}) => {
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const registerSection = (sl, i, label, {prepMode="prepared", value, max, override}={}) => {
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powerbook[i] = {
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order: i,
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label: label,
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usesSlots: i > 0,
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canCreate: owner && (i >= 1),
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canCreate: owner,
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canPrepare: (data.actor.type === "character") && (i >= 1),
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powers: [],
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uses: useLabels[i] || level.value || 0,
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slots: useLabels[i] || level.max || 0,
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override: level.override || 0,
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dataset: {"type": "power", "level": i},
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uses: useLabels[i] || value || 0,
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slots: useLabels[i] || max || 0,
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override: override || 0,
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dataset: {"type": "power", "level": prepMode in sections ? 1 : i, "preparation.mode": prepMode},
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prop: sl
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};
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};
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@ -177,7 +234,7 @@ export class ActorSheet5e extends ActorSheet {
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return max;
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}, 0);
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// Structure the powerbook for every level up to the maximum which has a slot
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// Level-based powercasters have cantrips and leveled slots
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if ( maxLevel > 0 ) {
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registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
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for (let lvl = 1; lvl <= maxLevel; lvl++) {
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@ -185,9 +242,18 @@ export 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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registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
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registerSection("pact", sections.pact, CONFIG.SW5E.powerPreparationModes.pact, levels.pact);
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if ( !powerbook["0"] ) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
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const l = levels.pact;
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const config = CONFIG.SW5E.powerPreparationModes.pact;
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registerSection("pact", sections.pact, config, {
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prepMode: "pact",
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value: l.value,
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max: l.max,
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override: l.override
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});
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}
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// Iterate over every power item, adding powers to the powerbook by section
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let s = power.data.level || 0;
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const sl = `power${s}`;
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// Powercasting mode specific headings
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// Specialized powercasting modes (if they exist)
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if ( mode in sections ) {
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s = sections[mode];
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if ( !powerbook[s] ){
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registerSection(sl, s, CONFIG.SW5E.powerPreparationModes[mode], levels[mode]);
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const l = levels[mode] || {};
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const config = CONFIG.SW5E.powerPreparationModes[mode];
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registerSection(mode, s, config, {
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prepMode: mode,
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value: l.value,
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max: l.max,
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override: l.override
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});
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}
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}
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// Higher-level power headings
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// Sections for higher-level powers which the caster "should not" have, but power items exist for
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else if ( !powerbook[s] ) {
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registerSection(sl, s, CONFIG.SW5E.powerLevels[s], levels[sl]);
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registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]});
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}
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// Add the power to the relevant heading
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// Equipment-specific filters
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if ( filters.has("equipped") ) {
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if (data.equipped && data.equipped !== true) return false;
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if ( data.equipped !== true ) return false;
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}
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return true;
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});
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// Editable Only Listeners
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if ( this.isEditable ) {
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// Relative updates for numeric fields
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html.find('input[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
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// Input focus and update
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const inputs = html.find("input");
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inputs.focus(ev => ev.currentTarget.select());
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inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
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// Ability Proficiency
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html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this));
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html.find('.item-delete').click(this._onItemDelete.bind(this));
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html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this));
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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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}
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// Owner Only Listeners
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// Roll Skill Checks
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html.find('.skill-name').click(this._onRollSkillCheck.bind(this));
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// Item Dragging
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let handler = ev => this._onDragItemStart(ev);
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html.find('li.item').each((i, li) => {
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if ( li.classList.contains("inventory-header") ) return;
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li.setAttribute("draggable", true);
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li.addEventListener("dragstart", handler, false);
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});
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// Item Rolling
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html.find('.item .item-image').click(event => this._onItemRoll(event));
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html.find('.item .item-recharge').click(event => this._onItemRecharge(event));
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/* -------------------------------------------- */
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/** @override */
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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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// Handle a polymorph
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if (data && (data.type === "Actor")) {
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if (game.user.isGM || (game.settings.get('sw5e', 'allowPolymorphing') && this.actor.owner)) {
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return this._onDropPolymorph(event, data);
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}
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}
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// Call parent on drop logic
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return super._onDrop(event);
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}
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/* -------------------------------------------- */
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/**
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* Handle dropping an Actor on the sheet to trigger a Polymorph workflow
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* @param {DragEvent} event The drop event
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* @param {Object} data The data transfer
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* @private
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*/
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async _onDropPolymorph(event, data) {
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async _onDropActor(event, data) {
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const canPolymorph = game.user.isGM || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing'));
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if ( !canPolymorph ) return false;
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// Get the target actor
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let sourceActor = null;
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}).render(true);
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}
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/* -------------------------------------------- */
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/** @override */
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async _onDropItemCreate(itemData) {
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// Create a Consumable power scroll on the Inventory tab
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if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
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const scroll = await Item5e.createScrollFromPower(itemData);
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itemData = scroll.data;
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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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}
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/* -------------------------------------------- */
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/**
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const header = event.currentTarget;
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const type = header.dataset.type;
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const itemData = {
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name: `New ${type.capitalize()}`,
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name: game.i18n.format("SW5E.ItemNew", {type: type.capitalize()}),
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type: type,
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data: duplicate(header.dataset)
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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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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 = {
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name: label.getAttribute("for"),
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title: label.innerText,
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choices: CONFIG.SW5E[a.dataset.options]
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};
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const choices = CONFIG.SW5E[a.dataset.options];
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const options = { name: a.dataset.target, title: label.innerText, choices };
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new TraitSelector(this.actor, options).render(true)
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}
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@ -760,4 +839,90 @@ export class ActorSheet5e extends ActorSheet {
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});
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return buttons;
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}
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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) {
|
||||
let itemData = null;
|
||||
|
||||
// Case 1 - Import from a Compendium pack
|
||||
if (data.pack) {
|
||||
const pack = game.packs.get(data.pack);
|
||||
if (pack.metadata.entity !== "Item") return;
|
||||
itemData = await pack.getEntry(data.id);
|
||||
}
|
||||
|
||||
// Case 2 - Data explicitly provided
|
||||
else if (data.data) {
|
||||
itemData = data.data;
|
||||
}
|
||||
|
||||
// Case 3 - Import from World entity
|
||||
else {
|
||||
let item = game.items.get(data.id);
|
||||
if (!item) return;
|
||||
itemData = item.data;
|
||||
}
|
||||
|
||||
// Return a copy of the extracted data
|
||||
return duplicate(itemData);
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue