forked from GitHub-Mirrors/foundry-sw5e

System main update to be inline with dnd5e 1.1.1 Added active effects to as many sheets as I thought applicable. Please check loot, I made an attempt but it may be broken All .less .css and actor .html updates were made to the old actors. New actors may be broken with this update removed templates\actors\oldActor\parts\actor-effects.html for newer templates\actors\parts\active-effects.html removed module\apps\cast-dialog, templates\apps\cast-cast.html, and templates\items\cast.html. I do not think they are used, I think they were deprecated when powers were treated as items, if not we can add them back in. **NOTE** REQUIRES Foundry 0.7.6
180 lines
5.9 KiB
JavaScript
180 lines
5.9 KiB
JavaScript
/**
|
|
* A specialized Dialog subclass for ability usage
|
|
* @type {Dialog}
|
|
*/
|
|
export default class AbilityUseDialog extends Dialog {
|
|
constructor(item, dialogData={}, options={}) {
|
|
super(dialogData, options);
|
|
this.options.classes = ["sw5e", "dialog"];
|
|
|
|
/**
|
|
* Store a reference to the Item entity being used
|
|
* @type {Item5e}
|
|
*/
|
|
this.item = item;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
/* Rendering */
|
|
/* -------------------------------------------- */
|
|
|
|
/**
|
|
* A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
|
|
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
|
|
* @param {Item5e} item
|
|
* @return {Promise}
|
|
*/
|
|
static async create(item) {
|
|
if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item");
|
|
|
|
// Prepare data
|
|
const actorData = item.actor.data.data;
|
|
const itemData = item.data.data;
|
|
const uses = itemData.uses || {};
|
|
const quantity = itemData.quantity || 0;
|
|
const recharge = itemData.recharge || {};
|
|
const recharges = !!recharge.value;
|
|
|
|
// Prepare dialog form data
|
|
const data = {
|
|
item: item.data,
|
|
title: game.i18n.format("SW5E.AbilityUseHint", item.data),
|
|
note: this._getAbilityUseNote(item.data, uses, recharge),
|
|
hasLimitedUses: uses.max || recharges,
|
|
canUse: recharges ? recharge.charged : (quantity > 0 && !uses.value) || uses.value > 0,
|
|
hasPlaceableTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
|
|
errors: []
|
|
};
|
|
if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data);
|
|
|
|
// Render the ability usage template
|
|
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
|
|
|
|
// Create the Dialog and return as a Promise
|
|
const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
|
|
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
|
|
return new Promise((resolve) => {
|
|
const dlg = new this(item, {
|
|
title: `${item.name}: Usage Configuration`,
|
|
content: html,
|
|
buttons: {
|
|
use: {
|
|
icon: `<i class="fas ${icon}"></i>`,
|
|
label: label,
|
|
callback: html => resolve(new FormData(html[0].querySelector("form")))
|
|
}
|
|
},
|
|
default: "use",
|
|
close: () => resolve(null)
|
|
});
|
|
dlg.render(true);
|
|
});
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
/* Helpers */
|
|
/* -------------------------------------------- */
|
|
|
|
/**
|
|
* Get dialog data related to limited power slots
|
|
* @private
|
|
*/
|
|
static _getPowerData(actorData, itemData, data) {
|
|
|
|
// Determine whether the power may be up-cast
|
|
const lvl = itemData.level;
|
|
const canUpcast = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
|
|
|
|
// If can't upcast, return early and don't bother calculating available power slots
|
|
if (!canUpcast) {
|
|
data = mergeObject(data, { isPower: true, canUpcast });
|
|
return;
|
|
}
|
|
|
|
// Determine the levels which are feasible
|
|
let lmax = 0;
|
|
const powerLevels = Array.fromRange(10).reduce((arr, i) => {
|
|
if ( i < lvl ) return arr;
|
|
const label = CONFIG.SW5E.powerLevels[i];
|
|
const l = actorData.powers["power"+i] || {max: 0, override: null};
|
|
let max = parseInt(l.override || l.max || 0);
|
|
let slots = Math.clamped(parseInt(l.value || 0), 0, max);
|
|
if ( max > 0 ) lmax = i;
|
|
arr.push({
|
|
level: i,
|
|
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
|
|
canCast: max > 0,
|
|
hasSlots: slots > 0
|
|
});
|
|
return arr;
|
|
}, []).filter(sl => sl.level <= lmax);
|
|
|
|
// If this character has pact slots, present them as an option for casting the power.
|
|
const pact = actorData.powers.pact;
|
|
if (pact.level >= lvl) {
|
|
powerLevels.push({
|
|
level: 'pact',
|
|
label: `${game.i18n.format('SW5E.PowerLevelPact', {level: pact.level, n: pact.value})}`,
|
|
canCast: true,
|
|
hasSlots: pact.value > 0
|
|
});
|
|
}
|
|
const canCast = powerLevels.some(l => l.hasSlots);
|
|
|
|
// Return merged data
|
|
data = mergeObject(data, { isPower: true, canUpcast, powerLevels });
|
|
if ( !canCast ) data.errors.push("SW5E.PowerCastNoSlots");
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
/**
|
|
* Get the ability usage note that is displayed
|
|
* @private
|
|
*/
|
|
static _getAbilityUseNote(item, uses, recharge) {
|
|
|
|
// Zero quantity
|
|
const quantity = item.data.quantity;
|
|
if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
|
|
|
|
// Abilities which use Recharge
|
|
if ( !!recharge.value ) {
|
|
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
|
|
type: item.type,
|
|
})
|
|
}
|
|
|
|
// Does not use any resource
|
|
if ( !uses.per || !uses.max ) return "";
|
|
|
|
// Consumables
|
|
if ( item.type === "consumable" ) {
|
|
let str = "SW5E.AbilityUseNormalHint";
|
|
if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint";
|
|
else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint";
|
|
else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint";
|
|
return game.i18n.format(str, {
|
|
type: item.data.consumableType,
|
|
value: uses.value,
|
|
quantity: item.data.quantity,
|
|
});
|
|
}
|
|
|
|
// Other Items
|
|
else {
|
|
return game.i18n.format("SW5E.AbilityUseNormalHint", {
|
|
type: item.type,
|
|
value: uses.value,
|
|
max: uses.max,
|
|
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
|
|
});
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
static _handleSubmit(formData, item) {
|
|
|
|
}
|
|
}
|