import { ActorSheet5e } from "../sheets/base.js"; /** * An Actor sheet for NPC type characters in the SW5E system. * Extends the base ActorSheet5e class. * @type {ActorSheet5e} */ export class ActorSheet5eNPC extends ActorSheet5e { /** * Define default rendering options for the NPC sheet * @return {Object} */ static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["sw5e", "sheet", "actor", "npc"], width: 600, height: 658 }); } /* -------------------------------------------- */ /* Rendering */ /* -------------------------------------------- */ /** * Get the correct HTML template path to use for rendering this particular sheet * @type {String} */ get template() { if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/limited-sheet.html"; return "systems/sw5e/templates/actors/npc-sheet.html"; } /* -------------------------------------------- */ /** * Organize Owned Items for rendering the NPC sheet * @private */ _prepareItems(data) { // Categorize Items as Features and Powers const features = { weapons: { label: "Attacks", items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, actions: { label: "Actions", items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} }, passive: { label: "Features", items: [], dataset: {type: "feat"} }, equipment: { label: "Inventory", items: [], dataset: {type: "loot"}} }; // Start by classifying items into groups for rendering let [powers, other] = data.items.reduce((arr, item) => { item.img = item.img || DEFAULT_TOKEN; item.isStack = item.data.quantity ? item.data.quantity > 1 : false; item.hasUses = item.data.uses && (item.data.uses.max > 0); item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); if ( item.type === "power" ) arr[0].push(item); else arr[1].push(item); return arr; }, [[], []]); // Apply item filters powers = this._filterItems(powers, this._filters.powerbook); other = this._filterItems(other, this._filters.features); // Organize Powerbook const powerbook = this._preparePowerbook(data, powers); // Organize Features for ( let item of other ) { if ( item.type === "weapon" ) features.weapons.items.push(item); else if ( item.type === "feat" ) { if ( item.data.activation.type ) features.actions.items.push(item); else features.passive.items.push(item); } else features.equipment.items.push(item); } // Assign and return data.features = Object.values(features); data.powerbook = powerbook; } /* -------------------------------------------- */ /** * Add some extra data when rendering the sheet to reduce the amount of logic required within the template. */ getData() { const data = super.getData(); // Challenge Rating const cr = parseFloat(data.data.details.cr || 0); const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; return data; } /* -------------------------------------------- */ /* Object Updates */ /* -------------------------------------------- */ /** * This method is called upon form submission after form data is validated * @param event {Event} The initial triggering submission event * @param formData {Object} The object of validated form data with which to update the object * @private */ _updateObject(event, formData) { // Format NPC Challenge Rating const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; let crv = "data.details.cr"; let cr = formData[crv]; cr = crs[cr] || parseFloat(cr); if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); // Parent ActorSheet update steps super._updateObject(event, formData); } /* -------------------------------------------- */ /* Event Listeners and Handlers */ /* -------------------------------------------- */ /** * Activate event listeners using the prepared sheet HTML * @param html {HTML} The prepared HTML object ready to be rendered into the DOM */ activateListeners(html) { super.activateListeners(html); // Rollable Health Formula html.find(".health .rollable").click(this._onRollHealthFormula.bind(this)); } /* -------------------------------------------- */ /** * Handle rolling NPC health values using the provided formula * @param {Event} event The original click event * @private */ _onRollHealthFormula(event) { event.preventDefault(); const formula = this.actor.data.data.attributes.hp.formula; if ( !formula ) return; const hp = new Roll(formula).roll().total; AudioHelper.play({src: CONFIG.sounds.dice}); this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); } }