forked from GitHub-Mirrors/foundry-sw5e

Finished adding monster values Added innate and dual powercasting modes Innate powercasters do not use force points or slots when casting powers
228 lines
7.4 KiB
JavaScript
228 lines
7.4 KiB
JavaScript
/**
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* A specialized Dialog subclass for ability usage
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* @type {Dialog}
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*/
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export default class AbilityUseDialog extends Dialog {
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constructor(item, dialogData={}, options={}) {
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super(dialogData, options);
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this.options.classes = ["sw5e", "dialog"];
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/**
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* Store a reference to the Item entity being used
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* @type {Item5e}
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*/
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this.item = item;
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}
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/* -------------------------------------------- */
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/* Rendering */
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/* -------------------------------------------- */
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/**
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* A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
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* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
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* @param {Item5e} item
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* @return {Promise}
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*/
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static async create(item) {
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if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item");
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// Prepare data
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const actorData = item.actor.data.data;
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const itemData = item.data.data;
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const uses = itemData.uses || {};
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const quantity = itemData.quantity || 0;
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const recharge = itemData.recharge || {};
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const recharges = !!recharge.value;
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const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
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// Prepare dialog form data
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const data = {
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item: item.data,
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title: game.i18n.format("SW5E.AbilityUseHint", item.data),
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note: this._getAbilityUseNote(item.data, uses, recharge),
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consumePowerSlot: false,
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consumeRecharge: recharges,
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consumeResource: !!itemData.consume.target,
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consumeUses: uses.max,
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canUse: recharges ? recharge.charged : sufficientUses,
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createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
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errors: []
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};
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if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data);
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// Render the ability usage template
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const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
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// Create the Dialog and return data as a Promise
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const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
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const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
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return new Promise((resolve) => {
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const dlg = new this(item, {
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title: `${item.name}: Usage Configuration`,
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content: html,
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buttons: {
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use: {
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icon: `<i class="fas ${icon}"></i>`,
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label: label,
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callback: html => {
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const fd = new FormDataExtended(html[0].querySelector("form"));
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resolve(fd.toObject());
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}
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}
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},
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default: "use",
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close: () => resolve(null)
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});
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dlg.render(true);
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});
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}
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/* -------------------------------------------- */
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/* Helpers */
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/* -------------------------------------------- */
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/**
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* Get dialog data related to limited power slots
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* @private
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*/
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static _getPowerData(actorData, itemData, data) {
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// Determine whether the power may be up-cast
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const lvl = itemData.level;
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const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
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// If can't upcast, return early and don't bother calculating available power slots
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if (!consumePowerSlot) {
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mergeObject(data, { isPower: true, consumePowerSlot });
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return;
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}
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// Determine the levels which are feasible
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let lmax = 0;
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let points;
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let powerType;
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switch (itemData.school){
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case "lgt":
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case "uni":
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case "drk": {
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powerType = "force"
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points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
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break;
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}
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case "tec": {
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powerType = "tech"
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points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
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break;
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}
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}
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// eliminate point usage for innate casters
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if (actorData.attributes.powercasting === 'innate') points = 999;
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let powerLevels
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if (powerType === "force"){
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powerLevels = Array.fromRange(10).reduce((arr, i) => {
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if ( i < lvl ) return arr;
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const label = CONFIG.SW5E.powerLevels[i];
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const l = actorData.powers["power"+i] || {fmax: 0, foverride: null};
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let max = parseInt(l.foverride || l.fmax || 0);
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let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
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if ( max > 0 ) lmax = i;
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if ((max > 0) && (slots > 0) && (points > i)){
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arr.push({
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level: i,
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label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
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canCast: max > 0,
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hasSlots: slots > 0
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});
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}
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return arr;
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}, []).filter(sl => sl.level <= lmax);
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}else if (powerType === "tech"){
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powerLevels = Array.fromRange(10).reduce((arr, i) => {
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if ( i < lvl ) return arr;
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const label = CONFIG.SW5E.powerLevels[i];
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const l = actorData.powers["power"+i] || {tmax: 0, toverride: null};
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let max = parseInt(l.override || l.tmax || 0);
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let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
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if ( max > 0 ) lmax = i;
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if ((max > 0) && (slots > 0) && (points > i)){
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arr.push({
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level: i,
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label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
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canCast: max > 0,
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hasSlots: slots > 0
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});
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}
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return arr;
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}, []).filter(sl => sl.level <= lmax);
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}
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const canCast = powerLevels.some(l => l.hasSlots);
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if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", {
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level: CONFIG.SW5E.powerLevels[lvl],
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name: data.item.name
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}));
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// Merge power casting data
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return mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
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}
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/* -------------------------------------------- */
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/**
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* Get the ability usage note that is displayed
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* @private
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*/
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static _getAbilityUseNote(item, uses, recharge) {
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// Zero quantity
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const quantity = item.data.quantity;
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if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
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// Abilities which use Recharge
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if ( !!recharge.value ) {
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return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
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type: item.type,
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})
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}
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// Does not use any resource
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if ( !uses.per || !uses.max ) return "";
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// Consumables
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if ( item.type === "consumable" ) {
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let str = "SW5E.AbilityUseNormalHint";
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if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint";
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else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint";
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else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint";
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return game.i18n.format(str, {
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type: item.data.consumableType,
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value: uses.value,
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quantity: item.data.quantity,
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max: uses.max,
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per: CONFIG.SW5E.limitedUsePeriods[uses.per]
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});
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}
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// Other Items
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else {
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return game.i18n.format("SW5E.AbilityUseNormalHint", {
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type: item.type,
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value: uses.value,
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max: uses.max,
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per: CONFIG.SW5E.limitedUsePeriods[uses.per]
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});
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}
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}
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/* -------------------------------------------- */
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static _handleSubmit(formData, item) {
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}
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}
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