import ActorSheet5e from "./base.js"; /** * An Actor sheet for NPC type characters in the SW5E system. * Extends the base ActorSheet5e class. * @extends {ActorSheet5e} */ export default class ActorSheet5eNPC extends ActorSheet5e { /** @override */ static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["sw5e", "sheet", "actor", "npc"], width: 600, height: 680 }); } /* -------------------------------------------- */ /** @override */ static unsupportedItemTypes = new Set(["class"]); /* -------------------------------------------- */ /** * Organize Owned Items for rendering the NPC sheet * @private */ _prepareItems(data) { // Categorize Items as Features and Powers const features = { weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [], hasActions: true, dataset: {"type": "weapon", "weapon-type": "natural"} }, actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [], hasActions: true, dataset: {"type": "feat", "activation.type": "action"} }, passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}}, equipment: {label: game.i18n.localize("SW5E.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 || CONST.DEFAULT_TOKEN; item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1; 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; } /* -------------------------------------------- */ /** @inheritdoc */ getData(options) { const data = super.getData(options); // 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; // 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 */ /* -------------------------------------------- */ /** @override */ async _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 return super._updateObject(event, formData); } /* -------------------------------------------- */ /* Event Listeners and Handlers */ /* -------------------------------------------- */ /** @override */ activateListeners(html) { super.activateListeners(html); html.find(".health .rollable").click(this._onRollHPFormula.bind(this)); } /* -------------------------------------------- */ /** * Handle rolling NPC health values using the provided formula * @param {Event} event The original click event * @private */ _onRollHPFormula(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}); } }