forked from GitHub-Mirrors/foundry-sw5e

Tons of updates to relect recent changes to PHB and EC source materials. AC minimum for "Hide" species trait currently does not working using DAE.
323 lines
9.6 KiB
JavaScript
323 lines
9.6 KiB
JavaScript
import TraitSelector from "../apps/trait-selector.js";
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/**
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* Override and extend the core ItemSheet implementation to handle specific item types
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* @extends {ItemSheet}
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*/
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export default class ItemSheet5e extends ItemSheet {
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constructor(...args) {
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super(...args);
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if ( this.object.data.type === "class" ) {
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this.options.width = 600;
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}
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}
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/* -------------------------------------------- */
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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width: 560,
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height: "auto",
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classes: ["sw5e", "sheet", "item"],
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resizable: true,
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scrollY: [".tab.details"],
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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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const path = "systems/sw5e/templates/items/";
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return `${path}/${this.item.data.type}.html`;
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}
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/* -------------------------------------------- */
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/** @override */
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getData() {
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const data = super.getData();
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data.labels = this.item.labels;
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data.config = CONFIG.SW5E;
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// Item Type, Status, and Details
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data.itemType = data.item.type.titleCase();
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data.itemStatus = this._getItemStatus(data.item);
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data.itemProperties = this._getItemProperties(data.item);
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data.isPhysical = data.item.data.hasOwnProperty("quantity");
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// Potential consumption targets
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data.abilityConsumptionTargets = this._getItemConsumptionTargets(data.item);
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// Action Details
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data.hasAttackRoll = this.item.hasAttack;
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data.isHealing = data.item.data.actionType === "heal";
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data.isFlatDC = getProperty(data.item.data, "save.scaling") === "flat";
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data.isLine = ["line", "wall"].includes(data.item.data.target?.type);
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// Vehicles
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data.isCrewed = data.item.data.activation?.type === 'crew';
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data.isMountable = this._isItemMountable(data.item);
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return data;
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}
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/* -------------------------------------------- */
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/**
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* Get the valid item consumption targets which exist on the actor
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* @param {Object} item Item data for the item being displayed
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* @return {{string: string}} An object of potential consumption targets
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* @private
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*/
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_getItemConsumptionTargets(item) {
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const consume = item.data.consume || {};
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if ( !consume.type ) return [];
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const actor = this.item.actor;
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if ( !actor ) return {};
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// Ammunition
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if ( consume.type === "ammo" ) {
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return actor.itemTypes.consumable.reduce((ammo, i) => {
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if ( i.data.data.consumableType === "ammo" ) {
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ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
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}
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return ammo;
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}, {});
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}
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// Attributes
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else if ( consume.type === "attribute" ) {
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const attributes = Object.values(CombatTrackerConfig.prototype.getAttributeChoices())[0]; // Bit of a hack
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return attributes.reduce((obj, a) => {
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obj[a] = a;
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return obj;
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}, {});
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}
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// Materials
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else if ( consume.type === "material" ) {
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return actor.items.reduce((obj, i) => {
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if ( ["consumable", "loot"].includes(i.data.type) && !i.data.data.activation ) {
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obj[i.id] = `${i.name} (${i.data.data.quantity})`;
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}
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return obj;
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}, {});
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}
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// Charges
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else if ( consume.type === "charges" ) {
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return actor.items.reduce((obj, i) => {
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const uses = i.data.data.uses || {};
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if ( uses.per && uses.max ) {
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const label = uses.per === "charges" ?
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` (${game.i18n.format("SW5E.AbilityUseChargesLabel", {value: uses.value})})` :
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` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", {max: uses.max, per: uses.per})})`;
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obj[i.id] = i.name + label;
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}
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return obj;
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}, {})
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}
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else return {};
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}
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/* -------------------------------------------- */
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/**
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* Get the text item status which is shown beneath the Item type in the top-right corner of the sheet
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* @return {string}
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* @private
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*/
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_getItemStatus(item) {
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if ( item.type === "power" ) {
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return CONFIG.SW5E.powerPreparationModes[item.data.preparation];
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}
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else if ( ["weapon", "equipment"].includes(item.type) ) {
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return game.i18n.localize(item.data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped");
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}
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else if ( item.type === "tool" ) {
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return game.i18n.localize(item.data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient");
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}
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}
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/* -------------------------------------------- */
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/**
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* Get the Array of item properties which are used in the small sidebar of the description tab
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* @return {Array}
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* @private
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*/
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_getItemProperties(item) {
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const props = [];
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const labels = this.item.labels;
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if ( item.type === "weapon" ) {
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props.push(...Object.entries(item.data.properties)
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.filter(e => e[1] === true)
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.map(e => CONFIG.SW5E.weaponProperties[e[0]]));
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}
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else if ( item.type === "power" ) {
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props.push(
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labels.components,
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labels.materials,
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item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
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item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
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)
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}
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else if ( item.type === "equipment" ) {
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props.push(CONFIG.SW5E.equipmentTypes[item.data.armor.type]);
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props.push(labels.armor);
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}
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else if ( item.type === "feat" ) {
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props.push(labels.featType);
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}
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else if ( item.type === "species" ) {
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}
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else if ( item.type === "archetype" ) {
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}
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else if ( item.type === "background" ) {
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}
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else if ( item.type === "classfeature" ) {
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}
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else if ( item.type === "lightsaberform" ) {
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}
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// Action type
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if ( item.data.actionType ) {
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props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]);
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}
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// Action usage
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if ( (item.type !== "weapon") && item.data.activation && !isObjectEmpty(item.data.activation) ) {
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props.push(
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labels.activation,
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labels.range,
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labels.target,
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labels.duration
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)
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}
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return props.filter(p => !!p);
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}
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/* -------------------------------------------- */
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/**
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* Is this item a separate large object like a siege engine or vehicle
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* component that is usually mounted on fixtures rather than equipped, and
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* has its own AC and HP.
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* @param item
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* @returns {boolean}
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* @private
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*/
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_isItemMountable(item) {
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const data = item.data;
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return (item.type === 'weapon' && data.weaponType === 'siege')
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|| (item.type === 'equipment' && data.armor.type === 'vehicle');
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}
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/* -------------------------------------------- */
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/** @override */
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setPosition(position={}) {
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if ( !this._minimized ) {
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position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
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}
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return super.setPosition(position);
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}
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/* -------------------------------------------- */
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/* Form Submission */
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/* -------------------------------------------- */
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/** @override */
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_updateObject(event, formData) {
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// TODO: This can be removed once 0.7.x is release channel
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if ( !formData.data ) formData = expandObject(formData);
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// Handle Damage Array
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const damage = formData.data?.damage;
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if ( damage ) damage.parts = Object.values(damage?.parts || {}).map(d => [d[0] || "", d[1] || ""]);
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// Update the Item
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super._updateObject(event, formData);
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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html.find(".damage-control").click(this._onDamageControl.bind(this));
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html.find('.trait-selector.class-skills').click(this._onConfigureClassSkills.bind(this));
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}
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/* -------------------------------------------- */
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/**
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* Add or remove a damage part from the damage formula
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* @param {Event} event The original click event
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* @return {Promise}
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* @private
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*/
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async _onDamageControl(event) {
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event.preventDefault();
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const a = event.currentTarget;
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// Add new damage component
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if ( a.classList.contains("add-damage") ) {
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await this._onSubmit(event); // Submit any unsaved changes
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const damage = this.item.data.data.damage;
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return this.item.update({"data.damage.parts": damage.parts.concat([["", ""]])});
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}
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// Remove a damage component
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if ( a.classList.contains("delete-damage") ) {
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await this._onSubmit(event); // Submit any unsaved changes
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const li = a.closest(".damage-part");
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const damage = duplicate(this.item.data.data.damage);
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damage.parts.splice(Number(li.dataset.damagePart), 1);
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return this.item.update({"data.damage.parts": damage.parts});
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}
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}
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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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_onConfigureClassSkills(event) {
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event.preventDefault();
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const skills = this.item.data.data.skills;
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const choices = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
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const a = event.currentTarget;
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const label = a.parentElement;
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// Render the Trait Selector dialog
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new TraitSelector(this.item, {
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name: a.dataset.edit,
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title: label.innerText,
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choices: Object.entries(CONFIG.SW5E.skills).reduce((obj, e) => {
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if ( choices.includes(e[0] ) ) obj[e[0]] = e[1];
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return obj;
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}, {}),
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minimum: skills.number,
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maximum: skills.number
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}).render(true)
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}
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}
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