forked from GitHub-Mirrors/foundry-sw5e
113 lines
4 KiB
JavaScript
113 lines
4 KiB
JavaScript
/**
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* Extend the base ActiveEffect class to implement system-specific logic.
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* @extends {ActiveEffect}
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*/
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export default class ActiveEffect5e extends ActiveEffect {
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/**
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* Is this active effect currently suppressed?
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* @type {boolean}
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*/
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isSuppressed = false;
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/* --------------------------------------------- */
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/** @inheritdoc */
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apply(actor, change) {
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if ( this.isSuppressed ) return null;
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return super.apply(actor, change);
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}
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/* --------------------------------------------- */
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/**
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* Determine whether this Active Effect is suppressed or not.
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*/
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determineSuppression() {
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this.isSuppressed = false;
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if ( this.data.disabled || (this.parent.documentName !== "Actor") ) return;
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const [parentType, parentId, documentType, documentId] = this.data.origin?.split(".") ?? [];
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if ( (parentType !== "Actor") || (parentId !== this.parent.id) || (documentType !== "Item") ) return;
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const item = this.parent.items.get(documentId);
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if ( !item ) return;
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const itemData = item.data.data;
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// If an item is not equipped, or it is equipped but it requires attunement and is not attuned, then disable any
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// Active Effects that might have originated from it.
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this.isSuppressed = itemData.equipped === false || (itemData.attunement === CONFIG.SW5E.attunementTypes.REQUIRED);
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}
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/* --------------------------------------------- */
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/**
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* Manage Active Effect instances through the Actor Sheet via effect control buttons.
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* @param {MouseEvent} event The left-click event on the effect control
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* @param {Actor|Item} owner The owning entity which manages this effect
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*/
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static onManageActiveEffect(event, owner) {
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event.preventDefault();
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const a = event.currentTarget;
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const li = a.closest("li");
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const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
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switch ( a.dataset.action ) {
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case "create":
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return owner.createEmbeddedDocuments("ActiveEffect", [{
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label: game.i18n.localize("SW5E.EffectNew"),
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icon: "icons/svg/aura.svg",
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origin: owner.uuid,
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"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
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disabled: li.dataset.effectType === "inactive"
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}]);
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case "edit":
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return effect.sheet.render(true);
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case "delete":
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return effect.delete();
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case "toggle":
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return effect.update({disabled: !effect.data.disabled});
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}
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}
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/* --------------------------------------------- */
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/**
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* Prepare the data structure for Active Effects which are currently applied to an Actor or Item.
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* @param {ActiveEffect[]} effects The array of Active Effect instances to prepare sheet data for
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* @return {object} Data for rendering
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*/
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static prepareActiveEffectCategories(effects) {
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// Define effect header categories
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const categories = {
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temporary: {
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type: "temporary",
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label: game.i18n.localize("SW5E.EffectTemporary"),
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effects: []
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},
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passive: {
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type: "passive",
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label: game.i18n.localize("SW5E.EffectPassive"),
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effects: []
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},
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inactive: {
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type: "inactive",
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label: game.i18n.localize("SW5E.EffectInactive"),
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effects: []
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},
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suppressed: {
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type: "suppressed",
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label: game.i18n.localize("SW5E.EffectUnavailable"),
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effects: [],
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info: [game.i18n.localize("SW5E.EffectUnavailableInfo")]
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}
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};
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// Iterate over active effects, classifying them into categories
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for ( let e of effects ) {
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e._getSourceName(); // Trigger a lookup for the source name
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if ( e.isSuppressed ) categories.suppressed.effects.push(e);
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else if ( e.data.disabled ) categories.inactive.effects.push(e);
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else if ( e.isTemporary ) categories.temporary.effects.push(e);
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else categories.passive.effects.push(e);
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}
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categories.suppressed.hidden = !categories.suppressed.effects.length;
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return categories;
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}
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}
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