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
133 lines
3.8 KiB
JavaScript
133 lines
3.8 KiB
JavaScript
import LongRestDialog from "./long-rest.js";
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/**
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* A helper Dialog subclass for rolling Hit Dice on short rest
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* @extends {Dialog}
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*/
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export default class ShortRestDialog extends Dialog {
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constructor(actor, dialogData={}, options={}) {
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super(dialogData, options);
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/**
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* Store a reference to the Actor entity which is resting
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* @type {Actor}
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*/
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this.actor = actor;
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/**
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* Track the most recently used HD denomination for re-rendering the form
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* @type {string}
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*/
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this._denom = null;
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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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template: "systems/sw5e/templates/apps/short-rest.html",
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classes: ["sw5e", "dialog"]
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});
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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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// Determine Hit Dice
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data.availableHD = this.actor.data.items.reduce((hd, item) => {
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if ( item.type === "class" ) {
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const d = item.data.data;
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const denom = d.hitDice || "d6";
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const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
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hd[denom] = denom in hd ? hd[denom] + available : available;
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}
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return hd;
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}, {});
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data.canRoll = this.actor.data.data.attributes.hd > 0;
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data.denomination = this._denom;
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// Determine rest type
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const variant = game.settings.get("sw5e", "restVariant");
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data.promptNewDay = variant !== "epic"; // It's never a new day when only resting 1 minute
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data.newDay = false; // It may be a new day, but not by default
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return data;
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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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let btn = html.find("#roll-hd");
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btn.click(this._onRollHitDie.bind(this));
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}
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/* -------------------------------------------- */
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/**
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* Handle rolling a Hit Die as part of a Short Rest action
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* @param {Event} event The triggering click event
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* @private
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*/
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async _onRollHitDie(event) {
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event.preventDefault();
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const btn = event.currentTarget;
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this._denom = btn.form.hd.value;
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await this.actor.rollHitDie(this._denom);
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this.render();
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}
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/* -------------------------------------------- */
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/**
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* A helper constructor function which displays the Short Rest dialog and returns a Promise once it's workflow has
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* been resolved.
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* @param {Actor5e} actor
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* @return {Promise}
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*/
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static async shortRestDialog({actor}={}) {
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return new Promise((resolve, reject) => {
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const dlg = new this(actor, {
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title: "Short Rest",
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buttons: {
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rest: {
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icon: '<i class="fas fa-bed"></i>',
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label: "Rest",
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callback: html => {
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let newDay = false;
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if (game.settings.get("sw5e", "restVariant") === "gritty")
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newDay = html.find('input[name="newDay"]')[0].checked;
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resolve(newDay);
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}
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},
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cancel: {
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icon: '<i class="fas fa-times"></i>',
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label: "Cancel",
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callback: reject
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}
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},
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close: reject
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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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/**
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* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
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* workflow has been resolved.
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* @deprecated
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* @param {Actor5e} actor
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* @return {Promise}
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*/
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static async longRestDialog({actor}={}) {
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console.warn("WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead.");
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return LongRestDialog.longRestDialog(...arguments);
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}
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}
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