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
362 lines
12 KiB
JavaScript
362 lines
12 KiB
JavaScript
import TraitSelector from "../apps/trait-selector.js";
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import { onManageActiveEffect, prepareActiveEffectCategories } from "../effects.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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// Expand the default size of the class sheet
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if (this.object.data.type === "class") {
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this.options.width = this.position.width = 600;
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this.options.height = this.position.height = 680;
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}
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}
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/* -------------------------------------------- */
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/** @inheritdoc */
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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width: 560,
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height: 400,
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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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/** @inheritdoc */
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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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async getData(options) {
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const data = super.getData(options);
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const itemData = data.data;
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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 = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
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data.itemStatus = this._getItemStatus(itemData);
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data.itemProperties = this._getItemProperties(itemData);
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data.isPhysical = itemData.data.hasOwnProperty("quantity");
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// Potential consumption targets
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data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
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// Action Detail
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data.hasAttackRoll = this.item.hasAttack;
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data.isHealing = itemData.data.actionType === "heal";
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data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
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data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
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// Original maximum uses formula
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const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
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if ( sourceMax ) itemData.data.uses.max = sourceMax;
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// Vehicles
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data.isCrewed = itemData.data.activation?.type === "crew";
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data.isMountable = this._isItemMountable(itemData);
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// Prepare Active Effects
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data.effects = prepareActiveEffectCategories(this.item.effects);
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// Re-define the template data references (backwards compatible)
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data.item = itemData;
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data.data = itemData.data;
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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(
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(ammo, i) => {
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if (i.data.data.consumableType === "ammo") {
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ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
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}
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return ammo;
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},
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{ [item._id]: `${item.name} (${item.data.quantity})` }
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);
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}
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// Attributes
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else if (consume.type === "attribute") {
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const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
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attributes.bar.forEach(a => a.push("value"));
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return attributes.bar.concat(attributes.value).reduce((obj, a) => {
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let k = a.join(".");
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obj[k] = k;
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return obj;
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}, {});
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}
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// Materials
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else if (consume.type === "material") {
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return actor.items.reduce((obj, i) => {
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if (["consumable", "loot"].includes(i.data.type) && !i.data.data.activation) {
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obj[i.id] = `${i.name} (${i.data.data.quantity})`;
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}
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return obj;
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}, {});
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}
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// Charges
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else if (consume.type === "charges") {
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return actor.items.reduce((obj, i) => {
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// Limited-use items
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const uses = i.data.data.uses || {};
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if (uses.per && uses.max) {
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const label =
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uses.per === "charges"
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? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", { value: uses.value })})`
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: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { max: uses.max, per: uses.per })})`;
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obj[i.id] = i.name + label;
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}
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// Recharging items
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const recharge = i.data.data.recharge || {};
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if (recharge.value) obj[i.id] = `${i.name} (${game.i18n.format("SW5E.Recharge")})`;
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return obj;
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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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} 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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} 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(
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...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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} 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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} else if (item.type === "feat") {
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props.push(labels.featType);
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//TODO: Work out these
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} else if (item.type === "species") {
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//props.push(labels.species);
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} else if (item.type === "archetype") {
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//props.push(labels.archetype);
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} else if (item.type === "background") {
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//props.push(labels.background);
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} else if (item.type === "classfeature") {
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//props.push(labels.classfeature);
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} else if (item.type === "deployment") {
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//props.push(labels.deployment);
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} else if (item.type === "venture") {
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//props.push(labels.venture);
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} else if (item.type === "fightingmastery") {
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//props.push(labels.fightingmastery);
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} else if (item.type === "fightingstyle") {
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//props.push(labels.fightingstyle);
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} else if (item.type === "lightsaberform") {
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//props.push(labels.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(labels.activation, labels.range, labels.target, labels.duration);
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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 (
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(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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/* -------------------------------------------- */
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/** @inheritdoc */
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setPosition(position = {}) {
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if (!(this._minimized || position.height)) {
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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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/** @inheritdoc */
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_getSubmitData(updateData = {}) {
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// Create the expanded update data object
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const fd = new FormDataExtended(this.form, { editors: this.editors });
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let data = fd.toObject();
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if (updateData) data = mergeObject(data, updateData);
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else data = expandObject(data);
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// Handle Damage array
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const damage = data.data?.damage;
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if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
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// Return the flattened submission data
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return flattenObject(data);
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}
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/* -------------------------------------------- */
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/** @inheritdoc */
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activateListeners(html) {
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super.activateListeners(html);
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if (this.isEditable) {
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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._onConfigureTraits.bind(this));
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html.find(".effect-control").click((ev) => {
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if (this.item.isOwned) return ui.notifications.warn("Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update.");
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onManageActiveEffect(ev, this.item);
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});
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}
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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 = foundry.utils.deepClone(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 for selection various 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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_onConfigureTraits(event) {
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event.preventDefault();
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const a = event.currentTarget;
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const options = {
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name: a.dataset.target,
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title: a.parentElement.innerText,
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choices: [],
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allowCustom: false
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};
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switch(a.dataset.options) {
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case 'saves':
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options.choices = CONFIG.SW5E.abilities;
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options.valueKey = null;
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break;
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case 'skills':
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const skills = this.item.data.data.skills;
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const choiceSet = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
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options.choices = Object.fromEntries(Object.entries(CONFIG.SW5E.skills).filter(skill => choiceSet.includes(skill[0])));
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options.maximum = skills.number;
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break;
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}
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new TraitSelector(this.item, options).render(true);
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}
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/* -------------------------------------------- */
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/** @inheritdoc */
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async _onSubmit(...args) {
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if (this._tabs[0].active === "details") this.position.height = "auto";
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await super._onSubmit(...args);
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}
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}
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