foundry-sw5e/module/active-effect.js
supervj 5bb253d9c3 Update Core to 1.4.1
Update Core to 1.4.1 and internal Version to 1.4.1.R1-A8
2021-08-06 16:38:15 -04:00

113 lines
4 KiB
JavaScript

/**
* Extend the base ActiveEffect class to implement system-specific logic.
* @extends {ActiveEffect}
*/
export default class ActiveEffect5e extends ActiveEffect {
/**
* Is this active effect currently suppressed?
* @type {boolean}
*/
isSuppressed = false;
/* --------------------------------------------- */
/** @inheritdoc */
apply(actor, change) {
if ( this.isSuppressed ) return null;
return super.apply(actor, change);
}
/* --------------------------------------------- */
/**
* Determine whether this Active Effect is suppressed or not.
*/
determineSuppression() {
this.isSuppressed = false;
if ( this.data.disabled || (this.parent.documentName !== "Actor") ) return;
const [parentType, parentId, documentType, documentId] = this.data.origin?.split(".") ?? [];
if ( (parentType !== "Actor") || (parentId !== this.parent.id) || (documentType !== "Item") ) return;
const item = this.parent.items.get(documentId);
if ( !item ) return;
const itemData = item.data.data;
// If an item is not equipped, or it is equipped but it requires attunement and is not attuned, then disable any
// Active Effects that might have originated from it.
this.isSuppressed = itemData.equipped === false || (itemData.attunement === CONFIG.SW5E.attunementTypes.REQUIRED);
}
/* --------------------------------------------- */
/**
* Manage Active Effect instances through the Actor Sheet via effect control buttons.
* @param {MouseEvent} event The left-click event on the effect control
* @param {Actor|Item} owner The owning entity which manages this effect
*/
static onManageActiveEffect(event, owner) {
event.preventDefault();
const a = event.currentTarget;
const li = a.closest("li");
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch ( a.dataset.action ) {
case "create":
return owner.createEmbeddedDocuments("ActiveEffect", [{
label: game.i18n.localize("SW5E.EffectNew"),
icon: "icons/svg/aura.svg",
origin: owner.uuid,
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
disabled: li.dataset.effectType === "inactive"
}]);
case "edit":
return effect.sheet.render(true);
case "delete":
return effect.delete();
case "toggle":
return effect.update({disabled: !effect.data.disabled});
}
}
/* --------------------------------------------- */
/**
* Prepare the data structure for Active Effects which are currently applied to an Actor or Item.
* @param {ActiveEffect[]} effects The array of Active Effect instances to prepare sheet data for
* @return {object} Data for rendering
*/
static prepareActiveEffectCategories(effects) {
// Define effect header categories
const categories = {
temporary: {
type: "temporary",
label: game.i18n.localize("SW5E.EffectTemporary"),
effects: []
},
passive: {
type: "passive",
label: game.i18n.localize("SW5E.EffectPassive"),
effects: []
},
inactive: {
type: "inactive",
label: game.i18n.localize("SW5E.EffectInactive"),
effects: []
},
suppressed: {
type: "suppressed",
label: game.i18n.localize("SW5E.EffectUnavailable"),
effects: [],
info: [game.i18n.localize("SW5E.EffectUnavailableInfo")]
}
};
// Iterate over active effects, classifying them into categories
for ( let e of effects ) {
e._getSourceName(); // Trigger a lookup for the source name
if ( e.isSuppressed ) categories.suppressed.effects.push(e);
else if ( e.data.disabled ) categories.inactive.effects.push(e);
else if ( e.isTemporary ) categories.temporary.effects.push(e);
else categories.passive.effects.push(e);
}
categories.suppressed.hidden = !categories.suppressed.effects.length;
return categories;
}
}