foundry-sw5e/module/actor/sheets/oldSheets/base.js
supervj 9a86bf7857 Finish core upgrade to 1.3.5
Filled in some missing pieces in html for core upgrades.  Looked mostly good on both Cyr and Jacob's accounts.

I had a few questions about differences that were added from DND5e, they are as follows:

less\original\npc.less
	line 34 - is the "li" before .creature-type necessary, not in dnd5e

module\item\entity.js
	line 685 - dnd is game.user._id, we have game.user.data._id

module\pixi\ability-template.js
	line 22- dnd is game.user._id, we have game.user.data._id

templates\chat\item-card.html
	line 1- dnd has actor._id, we have actor.data._id
2021-06-23 02:53:39 -04:00

915 lines
No EOL
29 KiB
JavaScript

import Item5e from "../../../item/entity.js";
import TraitSelector from "../../../apps/trait-selector.js";
import ActorSheetFlags from "../../../apps/actor-flags.js";
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from '../../../config.js';
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/**
* Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality.
* This sheet is an Abstract layer which is not used.
* @extends {ActorSheet}
*/
export default class ActorSheet5e extends ActorSheet {
constructor(...args) {
super(...args);
/**
* Track the set of item filters which are applied
* @type {Set}
*/
this._filters = {
inventory: new Set(),
powerbook: new Set(),
features: new Set(),
effects: new Set()
};
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
scrollY: [
".inventory .inventory-list",
".features .inventory-list",
".powerbook .inventory-list",
".effects .inventory-list"
],
tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
/* -------------------------------------------- */
/**
* A set of item types that should be prevented from being dropped on this type of actor sheet.
* @type {Set<string>}
*/
static unsupportedItemTypes = new Set();
/* -------------------------------------------- */
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html";
return `systems/sw5e/templates/actors/oldActor/${this.actor.data.type}-sheet.html`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
// Basic data
let isOwner = this.actor.isOwner;
const data = {
owner: isOwner,
limited: this.actor.limited,
options: this.options,
editable: this.isEditable,
cssClass: isOwner ? "editable" : "locked",
isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === 'vehicle',
config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
};
// The Actor's data
const actorData = this.actor.data.toObject(false);
data.actor = actorData;
data.data = actorData.data;
// Owned Items
data.items = actorData.items;
for ( let i of data.items ) {
const item = this.actor.items.get(i._id);
i.labels = item.labels;
}
data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0));
// Labels and filters
data.labels = this.actor.labels || {};
data.filters = this._filters;
// Ability Scores
for ( let [a, abl] of Object.entries(actorData.data.abilities)) {
abl.icon = this._getProficiencyIcon(abl.proficient);
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a];
}
// Skills
if (actorData.data.skills) {
for ( let [s, skl] of Object.entries(actorData.data.skills)) {
skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
skl.icon = this._getProficiencyIcon(skl.value);
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
skl.label = CONFIG.SW5E.skills[s];
}
}
// Movement speeds
data.movement = this._getMovementSpeed(actorData);
// Senses
data.senses = this._getSenses(actorData);
// Update traits
this._prepareTraits(actorData.data.traits);
// Prepare owned items
this._prepareItems(data);
// Prepare active effects
data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet
return data
}
/* -------------------------------------------- */
/**
* Prepare the display of movement speed data for the Actor*
* @param {object} actorData The Actor data being prepared.
* @param {boolean} [largestPrimary=false] Show the largest movement speed as "primary", otherwise show "walk"
* @returns {{primary: string, special: string}}
* @private
*/
_getMovementSpeed(actorData, largestPrimary=false) {
const movement = actorData.data.attributes.movement || {};
// Prepare an array of available movement speeds
let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
[movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")],
[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
]
if ( largestPrimary ) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
}
// Filter and sort speeds on their values
speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary
if ( largestPrimary ) {
let primary = speeds.shift();
return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map(s => s[1]).join(", ")
}
}
// Case 2: Walk as primary
else {
return {
primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
}
}
}
/* -------------------------------------------- */
_getSenses(actorData) {
const senses = actorData.data.attributes.senses || {};
const tags = {};
for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[k] ?? 0
if ( v === 0 ) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
}
if ( !!senses.special ) tags["special"] = senses.special;
return tags;
}
/* -------------------------------------------- */
/**
* Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies
* @param {object} traits The raw traits data object from the actor data
* @private
*/
_prepareTraits(traits) {
const map = {
"dr": CONFIG.SW5E.damageResistanceTypes,
"di": CONFIG.SW5E.damageResistanceTypes,
"dv": CONFIG.SW5E.damageResistanceTypes,
"ci": CONFIG.SW5E.conditionTypes,
"languages": CONFIG.SW5E.languages,
"armorProf": CONFIG.SW5E.armorProficiencies,
"weaponProf": CONFIG.SW5E.weaponProficiencies,
"toolProf": CONFIG.SW5E.toolProficiencies
};
for ( let [t, choices] of Object.entries(map) ) {
const trait = traits[t];
if ( !trait ) continue;
let values = [];
if ( trait.value ) {
values = trait.value instanceof Array ? trait.value : [trait.value];
}
trait.selected = values.reduce((obj, t) => {
obj[t] = choices[t];
return obj;
}, {});
// Add custom entry
if ( trait.custom ) {
trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim());
}
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
}
}
/* -------------------------------------------- */
/**
* Insert a power into the powerbook object when rendering the character sheet
* @param {Object} data The Actor data being prepared
* @param {Array} powers The power data being prepared
* @private
*/
_preparePowerbook(data, powers) {
const owner = this.actor.isOwner;
const levels = data.data.powers;
const powerbook = {};
// Define some mappings
const sections = {
"atwill": -20,
"innate": -10,
"pact": 0.5
};
// Label power slot uses headers
const useLabels = {
"-20": "-",
"-10": "-",
"0": "&infin;"
};
// Format a powerbook entry for a certain indexed level
const registerSection = (sl, i, label, {prepMode="prepared", value, max, override}={}) => {
powerbook[i] = {
order: i,
label: label,
usesSlots: i > 0,
canCreate: owner,
canPrepare: (data.actor.type === "character") && (i >= 1),
powers: [],
uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0,
override: override || 0,
dataset: {"type": "power", "level": prepMode in sections ? 1 : i, "preparation.mode": prepMode},
prop: sl
};
};
// Determine the maximum power level which has a slot
const maxLevel = Array.fromRange(10).reduce((max, i) => {
if ( i === 0 ) return max;
const level = levels[`power${i}`];
if ( (level.max || level.override ) && ( i > max ) ) max = i;
return max;
}, 0);
// Level-based powercasters have cantrips and leveled slots
if ( maxLevel > 0 ) {
registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
for (let lvl = 1; lvl <= maxLevel; lvl++) {
const sl = `power${lvl}`;
registerSection(sl, lvl, CONFIG.SW5E.powerLevels[lvl], levels[sl]);
}
}
// Pact magic users have cantrips and a pact magic section
// TODO: Check if this is needed, we've removed pacts everywhere else
if ( levels.pact && levels.pact.max ) {
if ( !powerbook["0"] ) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
const l = levels.pact;
const config = CONFIG.SW5E.powerPreparationModes.pact;
const level = game.i18n.localize(`SW5E.PowerLevel${levels.pact.level}`);
const label = `${config}${level}`;
registerSection("pact", sections.pact, label, {
prepMode: "pact",
value: l.value,
max: l.max,
override: l.override
});
}
// Iterate over every power item, adding powers to the powerbook by section
powers.forEach(power => {
const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0;
const sl = `power${s}`;
// Specialized powercasting modes (if they exist)
if ( mode in sections ) {
s = sections[mode];
if ( !powerbook[s] ){
const l = levels[mode] || {};
const config = CONFIG.SW5E.powerPreparationModes[mode];
registerSection(mode, s, config, {
prepMode: mode,
value: l.value,
max: l.max,
override: l.override
});
}
}
// Sections for higher-level powers which the caster "should not" have, but power items exist for
else if ( !powerbook[s] ) {
registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]});
}
// Add the power to the relevant heading
powerbook[s].powers.push(power);
});
// Sort the powerbook by section level
const sorted = Object.values(powerbook);
sorted.sort((a, b) => a.order - b.order);
return sorted;
}
/* -------------------------------------------- */
/**
* Determine whether an Owned Item will be shown based on the current set of filters
* @return {boolean}
* @private
*/
_filterItems(items, filters) {
return items.filter(item => {
const data = item.data;
// Action usage
for ( let f of ["action", "bonus", "reaction"] ) {
if ( filters.has(f) ) {
if ((data.activation && (data.activation.type !== f))) return false;
}
}
// Power-specific filters
if ( filters.has("ritual") ) {
if (data.components.ritual !== true) return false;
}
if ( filters.has("concentration") ) {
if (data.components.concentration !== true) return false;
}
if ( filters.has("prepared") ) {
if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true;
if ( this.actor.data.type === "npc" ) return true;
return data.preparation.prepared;
}
// Equipment-specific filters
if ( filters.has("equipped") ) {
if ( data.equipped !== true ) return false;
}
return true;
});
}
/* -------------------------------------------- */
/**
* Get the font-awesome icon used to display a certain level of skill proficiency
* @private
*/
_getProficiencyIcon(level) {
const icons = {
0: '<i class="far fa-circle"></i>',
0.5: '<i class="fas fa-adjust"></i>',
1: '<i class="fas fa-check"></i>',
2: '<i class="fas fa-check-double"></i>'
};
return icons[level] || icons[0];
}
/* -------------------------------------------- */
/* Event Listeners and Handlers
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
// Activate Item Filters
const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries
html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event));
// View Item Sheets
html.find('.item-edit').click(this._onItemEdit.bind(this));
// Editable Only Listeners
if ( this.isEditable ) {
// Input focus and update
const inputs = html.find("input");
inputs.focus(ev => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency
html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this));
// Toggle Skill Proficiency
html.find('.skill-proficiency').on("click contextmenu", this._onCycleSkillProficiency.bind(this));
// Trait Selector
html.find('.trait-selector').click(this._onTraitSelector.bind(this));
// Configure Special Flags
html.find('.config-button').click(this._onConfigMenu.bind(this));
// Owned Item management
html.find('.item-create').click(this._onItemCreate.bind(this));
html.find('.item-delete').click(this._onItemDelete.bind(this));
html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this));
html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this));
// Active Effect management
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
}
// Owner Only Listeners
if ( this.actor.isOwner ) {
// Ability Checks
html.find('.ability-name').click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks
html.find('.skill-name').click(this._onRollSkillCheck.bind(this));
// Item Rolling
html.find('.item .item-image').click(event => this._onItemRoll(event));
html.find('.item .item-recharge').click(event => this._onItemRecharge(event));
}
// Otherwise remove rollable classes
else {
html.find(".rollable").each((i, el) => el.classList.remove("rollable"));
}
// Handle default listeners last so system listeners are triggered first
super.activateListeners(html);
}
/* -------------------------------------------- */
/**
* Iinitialize Item list filters by activating the set of filters which are currently applied
* @private
*/
_initializeFilterItemList(i, ul) {
const set = this._filters[ul.dataset.filter];
const filters = ul.querySelectorAll(".filter-item");
for ( let li of filters ) {
if ( set.has(li.dataset.filter) ) li.classList.add("active");
}
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/**
* Handle input changes to numeric form fields, allowing them to accept delta-typed inputs
* @param event
* @private
*/
_onChangeInputDelta(event) {
const input = event.target;
const value = input.value;
if ( ["+", "-"].includes(value[0]) ) {
let delta = parseFloat(value);
input.value = getProperty(this.actor.data, input.name) + delta;
} else if ( value[0] === "=" ) {
input.value = value.slice(1);
}
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
* @param {Event} event The click event which originated the selection
* @private
*/
_onConfigMenu(event) {
event.preventDefault();
const button = event.currentTarget;
let app;
switch ( button.dataset.action ) {
case "hit-dice":
app = new ActorHitDiceConfig(this.object);
break;
case "movement":
app = new ActorMovementConfig(this.object);
break;
case "flags":
app = new ActorSheetFlags(this.object);
break;
case "senses":
app = new ActorSensesConfig(this.object);
break;
case "type":
new ActorTypeConfig(this.object).render(true);
break;
}
app?.render(true);
}
/* -------------------------------------------- */
/**
* Handle cycling proficiency in a Skill
* @param {Event} event A click or contextmenu event which triggered the handler
* @private
*/
_onCycleSkillProficiency(event) {
event.preventDefault();
const field = $(event.currentTarget).siblings('input[type="hidden"]');
// Get the current level and the array of levels
const level = parseFloat(field.val());
const levels = [0, 1, 0.5, 2];
let idx = levels.indexOf(level);
// Toggle next level - forward on click, backwards on right
if ( event.type === "click" ) {
field.val(levels[(idx === levels.length - 1) ? 0 : idx + 1]);
} else if ( event.type === "contextmenu" ) {
field.val(levels[(idx === 0) ? levels.length - 1 : idx - 1]);
}
// Update the field value and save the form
this._onSubmit(event);
}
/* -------------------------------------------- */
/** @override */
async _onDropActor(event, data) {
const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get('sw5e', 'allowPolymorphing'));
if ( !canPolymorph ) return false;
// Get the target actor
let sourceActor = null;
if (data.pack) {
const pack = game.packs.find(p => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id);
} else {
sourceActor = game.actors.get(data.id);
}
if ( !sourceActor ) return;
// Define a function to record polymorph settings for future use
const rememberOptions = html => {
const options = {};
html.find('input').each((i, el) => {
options[el.name] = el.checked;
});
const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options);
game.settings.set('sw5e', 'polymorphSettings', settings);
return settings;
};
// Create and render the Dialog
return new Dialog({
title: game.i18n.localize('SW5E.PolymorphPromptTitle'),
content: {
options: game.settings.get('sw5e', 'polymorphSettings'),
i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken
},
default: 'accept',
buttons: {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: html => this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
keepMental: true,
mergeSaves: true,
mergeSkills: true,
transformTokens: rememberOptions(html).transformTokens
})
},
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize('SW5E.Polymorph'),
callback: html => this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel')
}
}
}, {
classes: ['dialog', 'sw5e'],
width: 600,
template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
}).render(true);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor
if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) {
return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
}));
}
// Create a Consumable power scroll on the Inventory tab
// TODO: This is pretty non functional as the base items for the scrolls, and the powers, are not defined, maybe consider using holocrons
if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data;
}
if ( itemData.data ) {
// Ignore certain statuses
["equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Downgrade ATTUNED to REQUIRED
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
}
// Stack identical consumables
if ( itemData.type === "consumable" && itemData.flags.core?.sourceId ) {
const similarItem = this.actor.items.find(i => {
const sourceId = i.getFlag("core", "sourceId");
return sourceId && (sourceId === itemData.flags.core?.sourceId) &&
(i.type === "consumable");
});
if ( similarItem ) {
return similarItem.update({
'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
});
}
}
// Create the owned item as normal
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/**
* Handle enabling editing for a power slot override value
* @param {MouseEvent} event The originating click event
* @private
*/
async _onPowerSlotOverride (event) {
const span = event.currentTarget.parentElement;
const level = span.dataset.level;
const override = this.actor.data.data.powers[level].override || span.dataset.slots;
const input = document.createElement("INPUT");
input.type = "text";
input.name = `data.powers.${level}.override`;
input.value = override;
input.placeholder = span.dataset.slots;
input.dataset.dtype = "Number";
// Replace the HTML
const parent = span.parentElement;
parent.removeChild(span);
parent.appendChild(input);
}
/* -------------------------------------------- */
/**
* Change the uses amount of an Owned Item within the Actor
* @param {Event} event The triggering click event
* @private
*/
async _onUsesChange(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses;
return item.update({ 'data.uses.value': uses });
}
/* -------------------------------------------- */
/**
* Handle rolling of an item from the Actor sheet, obtaining the Item instance and dispatching to it's roll method
* @private
*/
_onItemRoll(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
return item.roll();
}
/* -------------------------------------------- */
/**
* Handle attempting to recharge an item usage by rolling a recharge check
* @param {Event} event The originating click event
* @private
*/
_onItemRecharge(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
return item.rollRecharge();
};
/* -------------------------------------------- */
/**
* Handle rolling of an item from the Actor sheet, obtaining the Item instance and dispatching to it's roll method
* @private
*/
_onItemSummary(event) {
event.preventDefault();
let li = $(event.currentTarget).parents(".item"),
item = this.actor.items.get(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary
if ( li.hasClass("expanded") ) {
let summary = li.children(".item-summary");
summary.slideUp(200, () => summary.remove());
} else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`));
div.append(props);
li.append(div.hide());
div.slideDown(200);
}
li.toggleClass("expanded");
}
/* -------------------------------------------- */
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
const type = header.dataset.type;
const itemData = {
name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}),
type: type,
data: foundry.utils.deepClone(header.dataset)
};
delete itemData.data["type"];
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
/* -------------------------------------------- */
/**
* Handle editing an existing Owned Item for the Actor
* @param {Event} event The originating click event
* @private
*/
_onItemEdit(event) {
event.preventDefault();
const li = event.currentTarget.closest(".item");
const item = this.actor.items.get(li.dataset.itemId);
return item.sheet.render(true);
}
/* -------------------------------------------- */
/**
* Handle deleting an existing Owned Item for the Actor
* @param {Event} event The originating click event
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const li = event.currentTarget.closest(".item");
const item = this.actor.items.get(li.dataset.itemId);
if ( item ) return item.delete();
}
/* -------------------------------------------- */
/**
* Handle rolling an Ability check, either a test or a saving throw
* @param {Event} event The originating click event
* @private
*/
_onRollAbilityTest(event) {
event.preventDefault();
let ability = event.currentTarget.parentElement.dataset.ability;
return this.actor.rollAbility(ability, {event: event});
}
/* -------------------------------------------- */
/**
* Handle rolling a Skill check
* @param {Event} event The originating click event
* @private
*/
_onRollSkillCheck(event) {
event.preventDefault();
const skill = event.currentTarget.parentElement.dataset.skill;
return this.actor.rollSkill(skill, {event: event});
}
/* -------------------------------------------- */
/**
* Handle toggling Ability score proficiency level
* @param {Event} event The originating click event
* @private
*/
_onToggleAbilityProficiency(event) {
event.preventDefault();
const field = event.currentTarget.previousElementSibling;
return this.actor.update({[field.name]: 1 - parseInt(field.value)});
}
/* -------------------------------------------- */
/**
* Handle toggling of filters to display a different set of owned items
* @param {Event} event The click event which triggered the toggle
* @private
*/
_onToggleFilter(event) {
event.preventDefault();
const li = event.currentTarget;
const set = this._filters[li.parentElement.dataset.filter];
const filter = li.dataset.filter;
if ( set.has(filter) ) set.delete(filter);
else set.add(filter);
return this.render();
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
* @param {Event} event The click event which originated the selection
* @private
*/
_onTraitSelector(event) {
event.preventDefault();
const a = event.currentTarget;
const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options];
const options = { name: a.dataset.target, title: label.innerText, choices };
return new TraitSelector(this.actor, options).render(true)
}
/* -------------------------------------------- */
/** @override */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
if ( this.actor.isPolymorphed ) {
buttons.unshift({
label: 'SW5E.PolymorphRestoreTransformation',
class: "restore-transformation",
icon: "fas fa-backward",
onclick: () => this.actor.revertOriginalForm()
});
}
return buttons;
}
}