forked from GitHub-Mirrors/foundry-sw5e
163 lines
5.8 KiB
JavaScript
163 lines
5.8 KiB
JavaScript
import ActorSheet5e from "./base.js";
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/**
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* An Actor sheet for NPC type characters in the SW5E system.
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* Extends the base ActorSheet5e class.
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* @extends {ActorSheet5e}
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*/
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export default class ActorSheet5eNPC extends ActorSheet5e {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["sw5e", "sheet", "actor", "npc"],
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width: 600,
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height: 680
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});
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}
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/* -------------------------------------------- */
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/** @override */
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static unsupportedItemTypes = new Set(["class"]);
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/* -------------------------------------------- */
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/**
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* Organize Owned Items for rendering the NPC sheet
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* @private
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*/
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_prepareItems(data) {
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// Categorize Items as Features and Powers
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const features = {
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weapons: {
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label: game.i18n.localize("SW5E.AttackPl"),
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items: [],
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hasActions: true,
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dataset: {"type": "weapon", "weapon-type": "natural"}
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},
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actions: {
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label: game.i18n.localize("SW5E.ActionPl"),
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items: [],
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hasActions: true,
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dataset: {"type": "feat", "activation.type": "action"}
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},
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passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
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equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
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};
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// Start by classifying items into groups for rendering
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let [powers, other] = data.items.reduce(
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(arr, item) => {
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item.img = item.img || CONST.DEFAULT_TOKEN;
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item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
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item.hasUses = item.data.uses && item.data.uses.max > 0;
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item.isOnCooldown =
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item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
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item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
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item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
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if (item.type === "power") arr[0].push(item);
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else arr[1].push(item);
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return arr;
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},
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[[], []]
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);
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// Apply item filters
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powers = this._filterItems(powers, this._filters.powerbook);
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other = this._filterItems(other, this._filters.features);
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// Organize Powerbook
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const powerbook = this._preparePowerbook(data, powers);
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// Organize Features
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for (let item of other) {
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if (item.type === "weapon") features.weapons.items.push(item);
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else if (item.type === "feat") {
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if (item.data.activation.type) features.actions.items.push(item);
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else features.passive.items.push(item);
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} else features.equipment.items.push(item);
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}
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// Assign and return
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data.features = Object.values(features);
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data.powerbook = powerbook;
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}
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/* -------------------------------------------- */
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/** @inheritdoc */
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getData(options) {
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const data = super.getData(options);
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// Challenge Rating
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const cr = parseFloat(data.data.details.cr || 0);
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const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
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data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
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// Creature Type
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data.labels["type"] = this.actor.labels.creatureType;
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// Armor Type
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data.labels["armorType"] = this.getArmorLabel();
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return data;
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}
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/* -------------------------------------------- */
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/**
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* Format NPC armor information into a localized string.
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* @return {string} Formatted armor label.
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*/
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getArmorLabel() {
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const ac = this.actor.data.data.attributes.ac;
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const label = [];
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if (ac.calc === "default") label.push(this.actor.armor?.name || game.i18n.localize("SW5E.ArmorClassUnarmored"));
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else label.push(game.i18n.localize(CONFIG.SW5E.armorClasses[ac.calc].label));
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if (this.actor.shield) label.push(this.actor.shield.name);
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return label.filterJoin(", ");
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}
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/* -------------------------------------------- */
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/* Object Updates */
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/* -------------------------------------------- */
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/** @override */
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async _updateObject(event, formData) {
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// Format NPC Challenge Rating
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const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
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let crv = "data.details.cr";
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let cr = formData[crv];
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cr = crs[cr] || parseFloat(cr);
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if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
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// Parent ActorSheet update steps
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return super._updateObject(event, formData);
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}
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/* -------------------------------------------- */
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/* Event Listeners and Handlers */
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
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}
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/* -------------------------------------------- */
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/**
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* Handle rolling NPC health values using the provided formula
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* @param {Event} event The original click event
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* @private
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*/
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_onRollHPFormula(event) {
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event.preventDefault();
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const formula = this.actor.data.data.attributes.hp.formula;
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if (!formula) return;
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const hp = new Roll(formula).roll().total;
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AudioHelper.play({src: CONFIG.sounds.dice});
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this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
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}
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}
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