forked from GitHub-Mirrors/foundry-sw5e

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
136 lines
4.5 KiB
JavaScript
136 lines
4.5 KiB
JavaScript
import Actor5e from "../entity.js";
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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: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
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actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
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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((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 = 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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// 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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}
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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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return data;
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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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