forked from GitHub-Mirrors/foundry-sw5e
64 lines
2.4 KiB
JavaScript
64 lines
2.4 KiB
JavaScript
/**
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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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* @param {Actor|Item} owner The owning entity which manages this effect
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*/
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export function onManageActiveEffect(event, owner) {
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event.preventDefault();
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const a = event.currentTarget;
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const li = a.closest("li");
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const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
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switch (a.dataset.action) {
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case "create":
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return owner.createEmbeddedDocuments("ActiveEffect", [
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{
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"label": game.i18n.localize("SW5E.EffectNew"),
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"icon": "icons/svg/aura.svg",
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"origin": owner.uuid,
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"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
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"disabled": li.dataset.effectType === "inactive"
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}
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]);
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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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* Prepare the data structure for Active Effects which are currently applied to an Actor or Item.
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* @param {ActiveEffect[]} effects The array of Active Effect instances to prepare sheet data for
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* @return {object} Data for rendering
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*/
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export function prepareActiveEffectCategories(effects) {
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// Define effect header categories
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const categories = {
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temporary: {
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type: "temporary",
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label: game.i18n.localize("SW5E.EffectTemporary"),
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effects: []
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},
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passive: {
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type: "passive",
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label: game.i18n.localize("SW5E.EffectPassive"),
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effects: []
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},
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inactive: {
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type: "inactive",
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label: game.i18n.localize("SW5E.EffectInactive"),
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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 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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return categories;
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}
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