forked from GitHub-Mirrors/foundry-sw5e

Things unfinished: - Migration - The update adds new sections to the class sheet to allow some light customisation, this hasn't been included, but could be extended for the sake of dynamic classes with automatic class features and more - The French - The packs have not yet been updated, meaning due to the addition of a progression field to the class item, classes now don't set force or tech points - I updated the function calls in starships, but I didn't update it very thoroughly, it'll need checking - I only did a little testing - There has since been updates to DND5e that hasn't made it to release that patch bugs, those should be implemented Things changed from base 5e: - Short rests and long rests were merged into one function, this needed some rewrites to account for force and tech points, and for printing the correct message Extra Comments: - Unfinished code exists for automatic spell scrolls, this could be extended for single use force or tech powers - Weapon proficiencies probably need revising - Elven accuracy, halfling lucky, and reliable talent are present in the roll logic, this probably needs revising for sw5e - SW5e has a variant rule that permits force powers of any alignment to use either charisma or wisdom, that could be implemented - SW5e's version of gritty realism, [Longer Rests](https://sw5e.com/rules/variantRules/Longer%20Rests) differs from base dnd, this could be implemented - Extra ideas I've had while looking through the code can be found in Todos next to the ideas relevant context
155 lines
5.8 KiB
JavaScript
155 lines
5.8 KiB
JavaScript
import ActorSheet5e from "./base.js";
|
|
|
|
/**
|
|
* An Actor sheet for starships in the SW5E system.
|
|
* Extends the base ActorSheet5e class.
|
|
* @extends {ActorSheet5e}
|
|
*/
|
|
export default class ActorSheet5eStarship extends ActorSheet5e {
|
|
|
|
/** @override */
|
|
get template() {
|
|
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
|
|
return `systems/sw5e/templates/actors/newActor/starship.html`;
|
|
}
|
|
/** @override */
|
|
static get defaultOptions() {
|
|
return mergeObject(super.defaultOptions, {
|
|
classes: ["sw5e", "sheet", "actor", "starship"],
|
|
width: 800,
|
|
tabs: [{
|
|
navSelector: ".root-tabs",
|
|
contentSelector: ".sheet-body",
|
|
initial: "attributes"
|
|
}],
|
|
});
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
/**
|
|
* Organize Owned Items for rendering the starship sheet
|
|
* @private
|
|
*/
|
|
_prepareItems(data) {
|
|
|
|
// Categorize Items as Features and Powers
|
|
const features = {
|
|
weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
|
|
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
|
|
equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
|
|
starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} },
|
|
starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} }
|
|
};
|
|
|
|
// Start by classifying items into groups for rendering
|
|
let [forcepowers, techpowers, 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" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
|
|
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
|
|
else arr[2].push(item);
|
|
return arr;
|
|
}, [[], [], []]);
|
|
|
|
// Apply item filters
|
|
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
|
|
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
|
|
other = this._filterItems(other, this._filters.features);
|
|
|
|
// Organize Powerbook
|
|
// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
|
|
// const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
|
|
|
|
// 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 if ( item.type === "starshipfeature" ) {
|
|
features.starshipfeatures.items.push(item);
|
|
}
|
|
else if ( item.type === "starshipmod" ) {
|
|
features.starshipmods.items.push(item);
|
|
}
|
|
else features.equipment.items.push(item);
|
|
}
|
|
|
|
// Assign and return
|
|
data.features = Object.values(features);
|
|
// data.forcePowerbook = forcePowerbook;
|
|
// data.techPowerbook = techPowerbook;
|
|
}
|
|
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
/** @override */
|
|
getData(options) {
|
|
const data = super.getData(options);
|
|
|
|
// Add Size info
|
|
data.isTiny = data.actor.data.traits.size === "tiny";
|
|
data.isSmall = data.actor.data.traits.size === "sm";
|
|
data.isMedium = data.actor.data.traits.size === "med";
|
|
data.isLarge = data.actor.data.traits.size === "lg";
|
|
data.isHuge = data.actor.data.traits.size === "huge";
|
|
data.isGargantuan = data.actor.data.traits.size === "grg";
|
|
|
|
// 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 */
|
|
/* -------------------------------------------- */
|
|
|
|
/** @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});
|
|
}
|
|
}
|